A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | 1 | Starting 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 | 2 | Races | ||||||||||||||||||||||||
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 | 3 | Staff 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 | 4 | Melee 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 |