Henchmen

Characters can take Henchmen as additional PCs for the character's player.

 

 

 

Career

Henchman Career

Archer

Archer, Holy Archer*, Warrior

Berserker

Berserker, Holy Hybrid*

Channeler

Channeler, Holy Hybrid*, Combat Mage, Mage**

Holy Hybrid

Channeler*, Holy Hybrid*, Special***

Mage

Combat Mage, Holy Mage*, Mage, Warrior

Officer

Archer, Berserker, Combat Mage, Rogue, Channeler, Holy Hybrid, Mage, Officer, Warrior

Rogue

Rogue, Swashbuckler, Holy Rogue*

Swashbuckler

Rogue, Swashbuckler, Holy Swashbuckler*

Warrior

Archer, Rogue, Holy Warrior, Warrior

Combat Mage

Combat Mage, Mage, Rogue

 

 

*Same or allied cult

**Mysos Channeler only

***A non-spell-user of the same base career as the Holy Hybrid.

Level Progression

Exp

Level

Exp

Level

Exp

Level

Exp

Level

Exp

Level

Exp

Level

10

1

65

6

145

11

250

16

380

21

535

26

20

2

80

7

165

12

275

17

410

22

570

27

30

3

95

8

185

13

300

18

440

23

605

28

40

4

110

9

210

14

325

19

470

24

640

29

50

5

125

10

225

15

350

20

500

25

675

30

 

Learning

At the end of every adventure (the end of a game session unless the characters are caught in a cliff-hanger) each character gets to make at least one learning roll. The number of rolls they can make is based on the amount of time the adventure covered:

Time

Learning Rolls

up to 1 week

1

up to 1 month

2

up to 6 months

3

6 months +

months/2

In addition, the GM may give out additional chances to learn based on the adventure. These special chances could occur during the game session.

Learning Roll modifiers:

Time Spent

1 day

+0

 

1 week

+1

 

1 month

+2

 

6 months

+3

Situation

No Teacher

-3 (or more for some skills)

 

Clear Effort Made

+2

 

Full Time Study

+4

Language

1st pt (50 words)

+0

 

2nd pt (simple conversation)

-2

 

3rd pt (fluent)

-4

 

4th pt (native)*

-6

 

Total Immersion

+4

 

Partial Immersion

-2

Skills

1st pt (8-)

+0

 

2nd pt (11- or stat-2)

-2

 

3rd pt (stat rolls)

-4

 

Additional pts (+1/2pts)**

-4

Weird Talents

Charismatic

+2 to learning pre-based skills

 

Coordinated

+2 to learning dex-based skills

 

Eidetic Memory

+1 to learning non-pre/dex skills

 

Jack-of-all-Trades

+2 to learning prof skills

 

Linguist

+2 to learning languages

 

Scholar

+2 to learning knowledge skills

 

Traveller

+2 to learning area knowledges

* 4th point of non-native languages can only be learned by linguists

** Additional points of skills can only be learned characters with the appropriate weird talent

Languages and skills can be learned. The base chance to learn is (stat roll -3) where stat is the base stat for the skill being learned, or int for 11- skills and languages. If a successful learning roll is made the character gains 1pt of the target skill/language.

Examples: Our heroes flee the goblinoid horde and end up lost in the Great Forest. They spend weeks wandering around before they find a village. At the end of the evening the GM determines that 3 weeks have gone by, so everyone gets 2 learning rolls. In addition, everyone gets a free chance to learn `Survival: Temperate Forest'.

Brad the Barbarian decides Navigation would be a good skill to learn. Not being the sharpest axe in the armory, Brad's int roll is only 12-, so his base chance to learn is 9-. He had at least a week to learn (+1), there was nobody around to teach him (-3), the party was trying really hard to figure out where they were (+2) and this will be his first point of Navigation (+0), so he is 9-. Not surprisingly he rolls a 12 and fails.

With his second learning roll Brad decides to brush up on his Dwarvish. He gets +1 for the week spent, the dwarf in the party begrudgingly agrees to teach him. Brad didn't mention he was trying this during the adventure or do anything special to try and learn, so he doesn't get any effort modifier and this is his 2nd point of Dwarvish (-2). Brad gets lucky and rolls an 8, exactly what he needed.

Brad already has Survival: Temperate Forest, and has no Weird Talents that allow him to buy it up, so he gets no benefit from the free learning opportunity. He does, however, act as a teacher for the rest of the party. Helping his friends makes Brad happy.

Jumping

Character base leap = 1+trunc(log2(lift/weight))".

Aging

Characters start to deteriorate when they reach their racial starting age + 2 * racial age increment. At that point and every age increment thereafter they lose d6-1 (rolled separately) from base Con and Bod, and d4-1 from Str and Dex. When any base stat reached zero due to aging the character dies.

New Skills & Maneuvers

 

Berserking: This Ego-based skill allows a character to go into or out of a Berserk state. Being berserk has the following effects:

Character cannot delay

If character is not adjacent to enemies, character must at least 1/2 move towards enemies

Character cannot move away from adjacent, functional enemies

Character gains no DCV bonus from maneuvers (still gets DCV penalties)

Character cannot abort

Character is immune to Pre attacks

Character has 1/2 damage reduction (stun only) vs. all attacks

Character takes 1/2 effect from Ego-based powers

The roll to go into/come out of the Berserk state can be modified. Bonuses listed are for entering berserk state. Bonuses become penalties when trying to exit berserk state:

Character takes body in this combat

+2

Friend/Henchman knocked unconscious this battle

+1, +1 per 2x

Character fighting traditional enemy

+2

Traditional enemies vary from race to race. Hobbits: Kobolds, Dwarves: Kobolds, Orcs, Elves: Minotaurs, Jaka: Beastmen, Amazons: Undead, All others: none.

Blather: Characters with this skill can keep NPCs from acting in a non-combat situation by deluging them with a stream of hyperbola, non-sequiturs, etc. Base time for a successful roll is 1 phase, +1 step on the time chart for each pt roll is made by. Requires 3pts of a common language.

Bound: Characters with this skill can get off the ground onto their feet by expending 1" of movement.

Bypass: Character can pass through enemy zone of control if they win a manuevering vs manuevering skill contest. Characters without this skill take a -5 to their skill roll.

Deflect Missile: Characters with this skill can make a `Block' maneuver against thrown weapons and missiles. Character's Blocking OCV = 2+Dex/3+Level-based Ranged OCV modifier. If the character succeeds by 5 or more the missile/weapon may be caught instead of deflected. Character may make multiple deflection attempts, -2 per attempt.

Ground Fighting: Characters with this skill are not at 1/2 DCV while on the ground.

Maneuvering: This skill is used for diving for cover and miscellaneous movement maneuvers.

Rapid (Dis)Mount: Characters with this skill can get on/off riding animals as a 0-phase action.

Second Rank Fighting: With this skill characters can fight with pole arms from behind their allies. In order to use this skill the character (and his allies) must know Formation Fighting, and the character must be using a pole arm. All characters involved must spend 1 full phase forming a `unit' before any 2nd Rank Fighting can take place. Once a unit is formed all characters in it move at 1/2 rate and must move at the same time or the unit is dissolved. Characters in a unit may delay to move with the rest of the unit without losing a 1/2 phase. Characters in second rank have two options: 1) Offensive Stance. With this option the character may attack. The only maneuvers usable are Strike, Jab and Lunge. 2) Defensive Stance. With this option the character provides +3 DCV vs. HTH attacks for one chosen ally. Attackers may ignore this bonus if they take one automatic hit from the character (Strike damage + 2dc, 6- to crit). If the attacker suffers this automatic hit he doesn't have to take another until the character with Second Rank Fighting has another phase. You cannot abort to assume defensive stance.

Weather Prediction: Character can predict weather with 90% accuracy. Base time is 1 hour, plus 1 step on time chart for each pt roll is made by.

Critical Misses

 

Roll

Result

3-5

Normal Miss. Phew!

6

Miss, and you're off balance. Treat last maneuver as a -3 DCV maneuver

7

Hit self, normal damage

8

Weapon Specific 1

9

Drop Weapon

10

Toss Weapon d3" random direction

11

Weapon Specific 2

12

Hit ally (if adjacent) else hit self, normal damage

13

Re-roll attack vs. closest being (determine ties randomly)

14

Weapon Specific 3

15

You are stunned by your incompetence

16

You trip over a dead imaginary turtle. You are down

17

Crit self, 2x stun & body that gets through

18

(11-bonus)- chance of weapon breaking

 

Level

Thrust

Swing

Bow

Sling/Thrown

1

Groin Pull. -2d6" running/rnd for 1 minute

Hit your own shield (if shield) else hit self

String undone. Full phase to fix

Hit self.

Putz.

2

Stab Self in foot. 1/2 stun & body that gets through

Bad follow-through. You are at 1/2 DCV

Yowch! String clips ear, stunning you

Hit nearest ally, normal damage, you jerk.

3

Jam weapon into ground. Str roll @-3 to dislodge (takes 1/2 phase)

Nice Throw! Weapon lands 3d6" away in direction of your target

Hold arrow, let go of bow. Bow lands 2d6" behind you

Strained your pitching arm. -3 OCV for 1 round.

 

Lycanthropes

Arduin lycanthropes are born that way, you can't become one by being bitten (think Cat People not American Werewolf in London). If you are lucky(?) enough to be one, first roll to see what type of lycanthrope character is:

 

Werebear

Wereboar

Werelynx

Wererat

Werewolf

Amazon

01-20

21-30

31-40

41-50

51-00

Centaur

01-20

21-40

41-60

61-80

81-00

Dwarf

01-20

21-70

71-80

81-90

91-00

Elf

01-10

11-20

21-55

56-65

66-00

Jaka

01-20

21-40

41-60

61-80

81-00

Gnome

01-20

21-70

71-80

81-90

91-00

Half Elf

01-10

11-20

21-55

56-65

66-00

Half Giant

01-20

21-40

41-60

61-80

81-00

Half Orc

01-20

21-40

41-60

61-80

81-00

Hobbit

01-10

11-20

21-30

31-90

91-00

Human

01-20

21-40

41-60

61-80

81-00

Kobbit

01-10

11-20

21-30

31-90

91-00

Then record special abilities. Note that some abilities are only gained on the night of full moons

 

Normal Form

Beast Form

Werebear

+2 Str

+20 Str

Wereboar

+2 Con, +2 Bod

+15 Con, +15 Bod

Werelynx

+1 Dex, +2" running

+5 Dex, +10" running

Wererat

+2 Dex

+10 Dex

Werewolf

+1 Str, +1 Con, +1 Bod

+10 Str, +10 Con, +10 Bod

Gain an extra trait

 

Werebear

Wereboar

Werelynx

Wererat

Werewolf

Trait:

Hedonistic

Stubborn

Curious

Cautious

Aggressive

Characters assume `Beast Form' on the night of full moons, from dusk to dawn. While in beast form, the character acts at an animal level. The transformation process leaves the character hungry, so typically the beast form needs to hunt. Lycantrhopes prefer to hunt their own food, but they can be placated with a captive or freshly-killed meat source. Once they have eaten, characters in beast form seek a natural habitat. For most lycanthropes this means the wilderness, but Wererats may seek our sewers or abandoned buildings. Characters in beast-form are quick-tempered and vicious. If they are threatened or impeded in any way they will attack. When dawn comes, character reverts to normal form with no memory of what happened while in beast form.

Characters in beast-form cannot cast spells or pray for blessings (they can still get the post-Death blessings). They will not use weapons, armor or tools of any kind. Any items held/worn during transformation are immediately discarded. They generally cannot use skills, except for those appropriate to animals (Tracking, Climbing. etc.). They cannot use or understand language. They have almost no memory, but they do recognize friends and enemies. They will attack enemies on sight and try not to eat their friends.

Characters in beast-form get the following standard modifications:

+3 OCV and DCV, +3 DC

2x recovery

Regenerate (Con/5) Body/rnd

Tracking Scent

Attack forms:

 

 

 

OCV

DCV

Damage

Comment

Werebear

Bite

-2

-2

2d6

May grab

 

Claw

+1

-

1.5d6

Reduced Penetration

 

Hug

+1

-2

+20 Str Grab

Squeeze for Str+4d6N

Wereboar

Charge

+2

-

+4d6N

Follows full move

 

Bite

-1

-2

2d6+1

May Grab

Werelynx

Bite

-1

-1

1d6+1

May Grab

 

Claw

+2

-

1d6

Reduced Penetration

Wererat

Bite

-1

-1

1d6+1

May Grab

 

Claw

+2

-

0.5d6

Reduced Penetration

Werewolf

Bite

+1

-1

2d6+1

May Grab

 

Psionics

Psionics are an inherent ability possessed by some creatures. In most respects it works like magic: characters have an End pool, and each ability costs a set amount of End. The pool recovers fully 1/day. Unless otherwise specified, each psionic power takes 1/2 phase to use. Activating a Psionic power requires concentration, the psionic is at 1/2 DCV while using/starting a power. Psionics are not magic and cannot be detected by `Detect Magic' spells. Any psionic power counts as a mental power for purposes of detecting other mental powers.

First, roll to see how powerful a psionic character is:

Roll

Level

# of Abilities

End

01-90

Lesser

1

(Ego+Level)/2

91-99

Minor

2

Ego+Level

00

Major

3

Ego+2*Level

The roll abilities. Re-roll duplicates.

Roll

Ability

Cost

Effect

01-09

Intellect Fortress

1

+20 Mental Defense, -3 DECV, 1 rnd duration

10-18

Mind Blank

1

+5 DECV, 1 rnd duration

19-27

Psionic Blast

2

6d6 Ego Blast

28-36

Mental Shock

2

8d6 Ego Blast, only for stunning, +1d6/extra End expended

37-45

Ego Whip

2

+3 ECV, 3d6 Ego Blast + 3d6 Ego Drain (rec 1pt/minute)

46-54

Mental Barrier

3

+10pts Mental Defense, 1 minute duration

55-63

Probe

3

12d6 Telepathy, +1d6/extra End expended

64-72

Aura Sight

4

20d6 Telepathy, +3 ECV, only to assess personality

73-81

Pain Amplification

5

+5 ECV, 20d6 Ego Blast, only for matching stun taken in the next rnd

82-90

Psychic Crush

6

5d6 Int Drain + 5d6 Ego Drain based on ECV (rec 1pt ea./min.)

91-00

Astral Projection

8

Creates invisible, intangible duplicate, visible as a Mental Power.

Duration=1rnd, +1 time step per extra 2 End spent while activating.

Duplicate can use spells/psionics that affect self only. Astral duplicates

interact normally. Astral duplicates have duplicates of all items

carried by caster. While astrally projecting the normal body is in a

coma. Astral duplicate must return to body before duration expires

or both die.

Weapons

Str_Min = 3 * dc + 2 * ocv + 2*P + 5*reach + Type Modifier

Sword

+2

Club

-3

Axe

+1

Mace/Hammer

-1

Spear

+1

Pick

-

HTH Weapons

 

Ranged Weapons

 

OCV

Dam

Str

Cost

 

 

Dam

Rng

Str

Cost

Hand Axe

0

1d6+1

13

5sp

 

Hand Axe

1d6+1

-1/2"

11

5sp

Hatchet

+1

1d6+1

15

8sp

 

Knife

0.5d6

-1/2"

5

3sp

Battle Axe

-1

2d6

17

13sp

 

Javelin

1d6

-1/2"

7

2sp

Great Axe

0

2d6+1

22

15sp

 

 

 

 

 

 

Troll Axe

+1

2.5d6

27

20sp

 

Light Sling

0.5d6

-1/3"

7

 

 

 

 

 

 

 

Medium Sling

1d6

-1/3"

11

 

Mace

0

1d6+1

11

6sp

 

Heavy Sling

1d6+1

-1/3"

15

 

Morning Star*

-2

1.5d6

14

16sp

 

 

 

 

 

 

Hammer

0

1.5d6

14

8sp

 

Light Short Bow

0.5d6

-1/3"

7

 

War Hammer

-1

2d6+1

18

15sp

 

Med Short Bow

1d6

-1/3"

11

 

Maul

0

2.5d6

23

18sp

 

Hvy Short Bow

1d6+1

-1/3"

15

 

Great Hammer

0

3d6+1

29

22sp

 

 

 

 

 

 

Flail*

-2

3d6+1

29

30sp

 

Light Med Bow

1d6

-1/4"

9

 

Small Pick (2P)

0

0.5d6

10

8sp

 

Med Med Bow

1d6+1

-1/4"

13

 

Pick (3P)

0

1d6

15

10sp

 

Hvy Med Bow

1.5d6

-1/4"

17

 

Military Pick (4P)

0

1.5d6

23

12sp

 

 

 

 

 

 

Great Pick (6P)

0

2d6

30

18sp

 

Light Long Bow

1d6+1

-1/5"

11

 

 

 

 

 

 

 

Med Long Bow

1.5d6

-1/5"

15

 

Dagger

0

0.5d6

8

3sp

 

Hvy Long Bow

2d6

-1/5"

19

 

Poniard

-1

0.5d6

5

2sp

 

 

 

 

 

 

Rapier

+0

1d6

10

5sp

 

Light Giant Bow

2d6+1

-1/5"

15

 

Shortsword

+1

1d6

13

7sp

 

Med Giant Bow

2.5d6

-1/5"

20

 

Broadsword

+1

1d6+1

16

10sp

 

Hvy Giant Bow

3d6

-1/5"

25

 

Bastard Sword

0

1.5d6

17

20sp

 

 

 

 

 

 

Great Sword

+1

2d6

22

25sp

 

Notes

Hill Giant Sword

+2

2.5d6

30

32sp

 

Bows

Strength listed is for 2H use

 

 

 

 

 

 

 

 

Club

0

4d6N

9

5cp

 

Short Bows

Minimum Height 100cm

Large Club

0

6d6N

15

8cp

 

Medium Bows

Minimum Height 140cm

Great Club

+1

8d6N

23

10cp

 

Long Bows

Minimum Height 180cm

Huge Club

+1

12d6N

35

15cp

 

Giant Bows

Minimum Height 220cm

 

 

 

 

 

 

Slings

-1 OCV

Short Spear

+1

1d6

12

4sp

 

Staff Slings

+1dc, +1 range mod, -1 OCV

Long Spear

+1

1d6+1

15

6sp

 

Picks

Cannot do Passing Strike or

Great Spear

+1

1.5d6

18

8sp

 

 

Sweep Maneuvers

Dragon Spear

+2

2d6+1

26

12sp