ABCDEFGHIJKLMNOPQRSTUVWXYZ
1
1Starting Characters and XP rules
2
Progression for Attribute costs follows Fibonacci Series not quadratic after 1000 XP/pt begins
3
38: 1,000 (base))
4
39: 1,000 (0+1)
5
40: 2,000 (1+1)
6
41: 3,000 (1+2)
7
42: 5,000 (2+3)
8
43: 8,000 (3+5)
9
44: 13,000 (5+8)
10
45: 21,000 (8+13)
11
46: 34,000 (13+21)
12
47: 55,000 (21+34)
13
48: 89,000, (34+55) etc.
14
Costs for Talents & Lanaguges and Spells have three options which can be combined in any order.
15
Standard costs: 50XP * IQ Lvl * number of slots
16
Base costs: 25XP * IQ Lvl * number of slots
17
Cinematic costs: 10XP * IQ Lvl * number of slots
18
You can have an entire campaign with Base costs for Talents and Cinematic costs for Spells or any other combination
19
All Spells are 1 slot, Talents & Languages are 1-3 slots
20
Slow Progression: Once a character reaches a specified limit, the cost to learn talents and spells, (but not Languages) doubles
21
Standard Doubling begins after 42 Attribute pts is reached
22
Base Doubling begins after 46 Attribute pts is reached
23
Cinematic Doubling begins after 50 attribute pts is reached
24
The doubling affects any Talent or Spell learned once the limit is reached
25
Languages: All languages are IQ 7 Talents. (Except Scholarly Languages q.v.). Some require 3 slots. Some 1 slot. A few 2 slots.
26
Most Humanoid Character Races languages are 3 slots as is Dragon. This only includes roughly human sized or smaller characters.
27
Non Humanoid Character Race Languages are 2 slots – Bugbear, Centaur, Gargoyle, etc. Larger than Human sized.
28
Prootwaddles, Giant, Ogre, Troll, etc. are 1 slot
29
Scholarly Languages: High Elvish, Old Dwarvish, Sorceror's Tongue, etc. are 3 slots and IQ 12
30
No Character has Sorcerers' Tongue as their native language.
31
Anyone CAN spend the XP to learn it (can't use IQ slots). Wizards learn it automatically at 0 cost and no IQ slot at IQ 16.
32
No starting character may have Expert or Master Talents for anything
33
Civilized Wizards start knowing Literacy and the Aid spell at no cost.
34
Barbarian Wizards start with the Aid Spell but must choose from Swimming, Boating, or Horsemanship in place of Literacy.
35
No player character may start with any Attribute above 14 unless it is required by their race, then they have the minimum for their race.
36
Adding one point of IQ adds a Talent/Spell slot (but only 1).
37
You cannot take a 2 slot Talent when you gain an IQ point even if you have the XP. You cannot combine an IQ slot with XP purchases.
38
You cannot “save” IQ slots until a later time. They must be filled when you gain the point of IQ
39
At the time of creation, a wizard character may take:
40
4 points in Talent(s) at base cost if their IQ is high enough to allow that Talent
41
At the time of creation, a fighter character may take:
42
less than ½ of their IQ in spells at base cost (must always have more pts in Talents than Spells)
43
The staff spell (all varieties) CANNOT be learned by Fighters at any time under any circumstances even with a Great Wish.
44
2Races
45
Humans Learn Faster – take 5 pts from the base cost to learn Talents or spells (see #1)
46
Elves get ST 6, DX 10, IQ 8, MA 12 plus 8 pts. They do +1 Dmg with all bows.
47
Dwarves get ST 10, DX 6, IQ 8, MA10 plus 8 pts and can carry 2x encumbrance. They do +1 Damage with Axes only (not maces,etc.)
48
Halflings get ST 4, DX 12, IQ 8, MA 10 plus 6 pts. They get Thrown Weapons at 0 cost and do +1 Damage with Sling. MAX ST=12
49
Goblins get ST 6, DX 8, IQ 10, MA 10 plus 8 pts. Ftrs & Wiz know Detect Magic at 0 cost. MAX ST=12
50
Hobgoblins get ST7, DX 6, IQ 7, MA 10 plus 8 pts. MAX IQ=10, MAX ST=15
51
Orcs get ST 8, DX 8, IQ 8, MA 10 plus 8 pts and get Brawling at 0 cost and do an additional 1 pt damage with a Club, HTH or Brawling.
52
Orcs, Gargoyles, Centaurs, Reptilemen, Bear People, and Snakemen purchase ST at Half XP Cost
53
Goat People begin with ST 10, DX 8, IQ 9, MA 10 plus 5 pts. They see though illusions and images
54
Fay begin with ST 5, DX 11, IQ 8, MA 8/16 (flight) plus 6 pts. All know both Image and Illusion at 0 cost
55
Gnomes begin with ST 6, DX 10, IQ 8 plus 6 pts. All know Invisibility at 0 cost. MAX ST=11
56
Wolf People begin with ST 9, DX 8, IQ 8, MA 12 plus 8 pts. 1 pt Fur armor. They have Tracking at 0 cost
57
Snakemen (no women are known) begin with ST 8, DX 10, IQ 8, MA 6 plus 4 pts. 2 pt Hide Armor
58
Cat People begin with ST 9, DX 11, IQ 8, MA 10 plus 4 pts. 1 pt Fur Armor. They know Silent Movement at 0 cost.
59
Bear People begin with ST 13, DX 10, IQ 7, MA 10 plus 2 pts. 1 pt Fur Armor. MAX IQ=12
60
Any Character of any race may advance past their racial limits by purchasing the limited attribute at double cost
61
Werewolves grow claws and fangs. Add +2 to their unarmed attack damage.
62
Note that this is in addition to WereReptilemen's +2 as they get bigger claws and fangs.
63
A Zombie's max ST is twice what he had in life. (See spell)
64
3Staff changes
65
A Staff, whether a weapon or not, does 1d Occult Dmg just by pointing and passing a 3/DX roll. No contact is required.
66
A Staff that is also a weapon, adds 1d Occult Dmg to the weapon damage it does. It must hit the target for the Occult Dmg to occur.
67
Staffs are listed as Staff1, Staff2, Staff3, etc. Those that are ST supplies are listed as Staff2(11) denoting how much ST they can provide.
68
Each Staff Spell is a separate spell and must be learned individually.
69
A Staff explodes if it is in direct contact with the dermis (skin/fur/hide) of anyone other than the owning Wizard.
70
A Staff will not explode if it is touched by gloves, cloth, or any other covering that prevents the dermis from touching.
71
Staff1 (IQ 8)
72
Occult Dmg Max range = 1 hex. All Armor protects (natural, worn, magical) including Toughness
73
Staff2 (Manastaff) (IQ 11)
74
As Staff1 PLUS
75
Acts as a ST supply up to IQ of owning Wizard, Immune to DropWeapon, BreakWeapon
76
The Basic Spell is Staff2 which enchants the Staff with the ability to provide ST to the owning Wizard.
77
Each additional Level is an IQ 11 Spell which must be learned separately.
78
Thus ManaStaff1 is a spell and is a prereq to learning ManaStaff2, which is a prereq to learning ManaStaff3, etc.
79
However, once learned, only the most powerful needs to be cast to enable the Staff to act as a ST supply at full power.
80
i.e. Knowing ManaStaff1-11, if the Wizard gets a new Staff, only Manastaff11 needs to be cast to carry 11 additional ST.
81
If the Wizard only knows ManaStaff1-8 then the Staff can only carry 8 ST
82
Once a Staff has a ManaStaff #, ST is added to the Staff in the same way as recharging – 1 ST for 5 ST expended by the owning Wizard.
83
Staff3 (Staff of Striking) (IQ 13)
84
As Staff2 PLUS
85
Occult Dmg bypasses armor (natural (incl. Toughness) or worn) but not magical (Stone Flesh, etc., Armor Enchantment, or SpellShield)
86
Occult Dmg MAX range = 2 hx. 3/DX+3 IF pointing, 3/DX (no +3) if used as weapon and Occult Dmg added only if target is hit
87
Staff4 (Staff of Power) (IQ 15)
88
As Staff3 PLUS
89
ST supply up to 2x IQ of owning Wizard;
90
Occult Dmg is a free action (but still requires 3/DX+3 roll) – can also cast spell, etc. Both actions occur at AdjDX order during Action Phase
91
IF the Staff is used as a weapon then the Occult Damage is inseparable from the Weapon attack. The Wizard loses the Free Action.
92
Staff5 (Staff of Mastery) (IQ 17)
93
As Staff4 PLUS
94
does +(1+2) Dmg, bypasses all armor (natural, worn, magical) but not SpellShield
95
cast Blast as free action @ 0 ST cost doing 1+2 Dmg on 3/DX+3
96
Can do Occult Dmg to one Target and use Staff as a weapon on a different target. Occult Dmg decoupled from weapon Staff.
97
The 3d Dmg a Staff of Mastery does if picked up is per TURN as long as it is in contact with bare skin/fur/hide.
98
4Melee Weapons
99
A char having greater ST than min to use a weapon does +1 Dmg / 2 ST over Min up to a MAX of +3
100
Pole Weapons