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Yc |
fantasy roleplaying game
Y Psimancz c
Version 4, June 2006
ã 2006 PapaBear ‘n’ Skillet Creations, All Rights Reserved
Psimancz is loosely based on Palladium™ Fantasy RPG
jebster44 AT hotmail dot com
Sean_Crumpler AT hushmail dot com

Table of Contents
Setting and Adjusting Attributes
Aborting Actions (Jumping Initiative)
Doing Other Random Things (Attribute Checks)
Protecting Yourself (and Others)
Oh, the Pain! (Damage and Its Effects)
Miscellany, Provisions, and Services
Beverages & Food (served) and Lodging (typical inns and taverns)
Non-Magical Equipment, Sundry Items, and Weapons
Charged Magic Items Spell Scrolls
Magically Enhanced Armor and Weapons
General Mystic Force Forms and Types
LIST OF CHARTS
Total-Experience-Based Bonuses.
Attribute, Level, Skill, and “Point” Costs
Trying to make the whole thing make sense.
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simancz is a fantasy roleplaying game loosely based on Palladium™ Fantasy RPG. You can pretend to be a wizard or a warrior or a member of a strange race like dwarf, elf, or ogre. It’s all about imagination and fantasy. You take on the persona of a valiant hero (or whatever) in a magical realm full of wonder, adventure, swashbuckling, dragon slaying, and all that crap. J
Currently (and
probably forever), Jason Bergschneider and Sean Crumpler are making many
revisions to the game to make it more balanced and logical, or in some cases
Sean just had a wild hair up his butt. (They are doing most of the work, but
they use input and contributions from all the playtesters.) Rules and other
information will often be changing. As always, the main goal is to have fun
with the game so don’t sweat the details too much, and please be patient with
the changes. All suggestions are welcome.
irst choose a race. Each one has a number of starting character points (CP) and adjustments to the attributes after they are set. Distribute the character points across all the attributes and adjust as described below. The chart also contains some special characteristics of the races including lifespan, vision, starting hit point (HP) bonus, nsh.
|
Race |
CP |
INT |
WIL |
END |
STR |
PRW |
REF |
SPD |
PRE |
BTY |
HP |
life |
R/PH |
vision |
|
Catman |
115 |
--- |
-2 |
-2 |
--- |
+2 |
+2 |
+2 |
-1 |
--- |
+6 |
50 |
-2 |
NV |
|
Changeling* |
115 |
--- |
+3 |
-2 |
-2 |
--- |
--- |
--- |
+1 |
+1 |
+6 |
Imm. |
-10 |
DV/NV |
|
Dwarf |
115 |
--- |
+2 |
+2 |
+1 |
--- |
--- |
-2 |
--- |
-2 |
+6 |
200 |
-1 |
DV |
|
Elf (common) |
115 |
--- |
--- |
-2 |
-2 |
+1 |
+1 |
+2 |
--- |
+2 |
+6 |
1000 |
+2 |
NV |
|
Elf (high)* |
115 |
+2 |
+2 |
-4 |
-4 |
+2 |
+2 |
+4 |
+2 |
+4 |
+6 |
2000 |
+3 |
NV |
|
Goblin |
115 |
-1 |
--- |
+2 |
+1 |
+1 |
+1 |
--- |
-2 |
-2 |
+10 |
40 |
-5 |
N |
|
Gnome |
115 |
+1 |
+2 |
--- |
-3 |
--- |
+2 |
-2 |
--- |
+1 |
+6 |
300 |
+1 |
DV |
|
Half-Elf |
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Half-Orc |
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Halfling |
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Human |
120 |
--- |
--- |
--- |
--- |
--- |
--- |
--- |
--- |
--- |
+6 |
60 |
--- |
N |
|
Kobold |
115 |
+1 |
+1 |
+1 |
--- |
+1 |
+1 |
--- |
-2 |
-2 |
+6 |
160 |
-4 |
DV |
|
Ogre |
115 |
-3 |
-3 |
+3 |
+3 |
+2 |
+2 |
--- |
+1 |
-5 |
+20 |
60 |
-7 |
N |
|
Orc |
115 |
-2 |
-2 |
+2 |
+2 |
+2 |
+2 |
--- |
-1 |
-4 |
+15 |
50 |
-6 |
N |
|
Troll |
115 |
-4 |
-4 |
+5 |
+5 |
--- |
--- |
--- |
+2 |
-6 |
+25 |
120 |
-8 |
N |
|
Wolfen |
115 |
--- |
-2 |
+1 |
+1 |
--- |
--- |
+2 |
--- |
--- |
+6 |
50 |
-3 |
NV |
*Changeling and High Elf are only available with GM approval.
+/-n (attribute adjustments by race) = whole attribute points, not character points
CP = starting character points for that race
HP = hit points (the character’s life force which equates to points of damage the character can sustain before going unconscious; death occurs when there has been enough damage to exceed the character’s hit points plus its Endurance)
life = years of average lifespan
R/PH = racial and personal hostility (from the human perspective)
vision types:
DV = darkvision (only usable in complete darkness; no color perception, black and white only)
N = normal (human-like) vision
NV = nightvision (enhanced vision in low-light conditions)
(See the chart below for definitions of the nine attribute abbreviations.)
All attributes start at zero and are set by using character points. Attribute values up to and equal to 15 cost one CP. Attribute values above 15 have a multiplier:
16-23: x2 Two CPs to raise one attribute point.
24-30: x3 Three CPs to raise one attribute point.
Thirty (30) is typically the highest value to which an attribute may be raised (GM’s discretion).
After initially setting the attributes by using all character points, they are then adjusted based on race. The adjustments are listed in the Race Attribute Chart above. The adjustments are whole attribute points, not character points, meaning an ogre gets
+3 STR on top of whatever the STR ended up being after distribution of character points. So if Gornak the Slayer, an ogre, used character points to get a 17 STR, he would now adjust the STR to 20.
See the chart below for descriptions of the nine attributes and how they affect game play. Attributes at an extreme value (below six or above fifteen) provide modifiers to various aspects of the character. The ‘notes’ column describes the types of modifiers in general corresponding to the modifier values in the table. The attribute descriptions below the table define the specific modifiers provided by each.
|
attribute value |
points |
init saves skill pts. s/p/d |
damage skills % |
|
Notes
damage modifier affecting hand-to-hand (HTH) combat and thrown weapon damage (not missile) init modifier to combat initiative points modifier affecting HP, DSP, ESP, HSP, ISP, MSP, and NSP saves modifier to saving throws skill pts. modifier to starting skill points skills % modifier to skill success rolls; skills have a particular listed attribute which provides the modifier (see charts below) s/p/d stands for "strike/parry/dodge" modifier |
|
0 |
-3 |
-4 |
-6 |
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1 |
-2 |
-3 |
-5 |
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2 |
-2 |
-2 |
-4 |
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3 |
-1 |
-2 |
-3 |
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4 |
-1 |
-1 |
-2 |
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5 |
-1 |
-1 |
-1 |
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6-15 |
--- |
--- |
--- |
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16 |
+1 |
+1 |
+1 |
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17 |
+1 |
+1 |
+2 |
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18 |
+1 |
+2 |
+3 |
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19 |
+2 |
+2 |
+4 |
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20 |
+2 |
+3 |
+5 |
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21 |
+2 |
+3 |
+6 |
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22 |
+3 |
+4 |
+7 |
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23 |
+3 |
+4 |
+8 |
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24 |
+3 |
+5 |
+9 |
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25 |
+4 |
+5 |
+10 |
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26 |
+4 |
+6 |
+11 |
|
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27 |
+4 |
+6 |
+12 |
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28 |
+5 |
+7 |
+13 |
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29 |
+5 |
+7 |
+14 |
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30 |
+5 |
+8 |
+15 |
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INT intelligence
provides saving throw modifier versus all magical attacks, starting skill point modifier for new
characters, and MSP modifier
WIL willpower
provides saving throw modifier versus psionic attacks and ISP modifier
END endurance
provides saving throw modifier versus physical attacks (acid, coma, concussion, poison, system
shock, nsh.), HP modifier per 10 HPs purchased, and HSP modifier
STR strength
provides damage modifier (HTH combat and thrown weapon, not missile)
PRW prowess
provides HTH combat and ranged strike modifier
REF reflex
provides HTH combat parry modifier
SPD speed
provides HTH combat dodge modifier, base initiative value, initiative modifier, and miss factor
(SPD ÷ 2 rounding any fraction down gives combat miss factor)
PRE presence
provides DSP and ESP modifiers and roleplaying modifiers at GM’s discretion
BTY beauty
provides NSP modifier and roleplaying modifiers at GM’s discretion
Threads are innate ‘stuff’ in the core of a character’s being. They exist as four aspects: fortune, magic, psionic, and spirit. Roll percentile dice for threads, with fortune set first. For the other three, make percentile rolls and pick where you want them to apply. You can set magic, psionic, and spirit threads with the three rolls however you wish; they can be distributed to best fit your character conception or by whatever criteria you want to use.
Having a high value for a thread provides the character with an increasing level of resistance to the applicable force. (Spirit applies to physical saves and gives true resistance to deathblows; fortune only gives true resistance to critical hits with no effect on any saving throws.)
Dying reduces the spirit thread by one (which is only relevant if the character actually comes back to life J).
|
thread value |
resistance provided |
|
0 to 50 |
None |
|
51 to 90 |
+1 saving throw |
|
91 to 100 |
+2 saving throw |
|
101+ |
True resistance as a percentage equal to the thread value - 100 (true resistance is checked as a percentage roll before [and in addition to] the standard saving throw) |
Now, choose a profession and skills. Each character starts with one primary skill. This skill is the character's chosen profession or class. All primary skills give the character some base ability. For all except fighter, the primary class provides a gift for the character, which is a knack or innate ability for doing that sort of thing. The character also chooses other skills based on a starting skill point and skill weight system.
Each skill has a skill weight associated with it ranging from one to four. Beginning characters start with fifteen (15) skill points plus their Intelligence (INT) attribute plus the starting skill point bonus associated with INT. (For example, a character with a 22 INT gets 15 + 22 + 4 = 41 skill points.) Each skill point is equivalent to one skill weight; for example, mystic conversion (SW 3) would require three skill points to choose when creating the character. (The cost to advance skills and acquire new ones is also based on the weight. See Character Advancement below.)
In addition to acquiring starting skills, characters can use skill points to start with feats for literacy and additional languages in addition to speaking their native (usually their own racial) language and the common tongue (which has no written form). Each language acquired (spoken or literacy) requires one skill point. (Characters begin only knowing how to speak their native tongue, not reading and writing it. Starting with literacy, assuming the language has a written form, would also require a skill point.)
Normal skills have a chance of success associated with them. (Primary skills and weapon proficiencies do not.) The chance of success is a percentage and is ten percent (10%) per level for all skills regardless of their skill weight. Skills may receive a bonus or penalty to the success percentage from extreme attributes. (This modifier does not necessarily have to make sense rationally. It could be due to the magic of the world or some other innate, unexplainable effect.)
Characters have some “points” upon creation. All characters get hit points (HP). Depending on the chosen primary skill, the character may get divine spell points (DSP), elemental spell points (ESP), healing strength points (HSP), inner strength points (ISP), magical spell points (MSP), or nature spell points (NSP). [See Primary Skills below.]
Starting HP = (END) + (END HP modifier) + (racial HP listed in the race attribute table above).
Starting DSP, ESP, HSP, ISP, MSP, or NSP = (appropriate attribute) + (attribute point modifier) + 10.
“Points” recovery: “Points” are used by the character and return at one per power level per hour. For example, a level four warlock recovers four elemental spell points per hour. Hit points are the exception because they correlate with physical damage and must be healed.
Druids are freaky nature granola types who usually have wild, stringy hair and don’t bathe often. They also typically possess a creepy relationship with animals. They gain their abilities and spells from the Force of Nature (similar to the Magic: The Gathering® card of the same name but with less of a temper; however, some druids prefer to believe in a dirt-smudged, hairy-legged, epicene, willowy, Gaea chick as the provider of their power). Druids do not have true spell knowledge.
“Points” for druids are nature spell points (NSP):
§ Druids have and use NSP to power abilities and spells
§ NSP return each hour at one per level of the druid
§ NSP pool increases by 10 + BTY bonus to NSP at each level
All druids have the following things:
§ The druidic gift
§ One physical action (which may be used for druidic abilities) and one magic action (for spells and which may be used for druidic abilities)
§ Skill bonus of +10% to dowsing, identify plants/fruits, and zoology: general
§ All special druidic abilities at first level (see Psimancz Appendices)
§ Starting spells: choose two druidic spells plus NSP bonus (for spells, see Psimancz Appendices)
Advancement:
Druids advance in power level in the standard manner. (See the chart in Character Advancement.) They get all special druidic abilities corresponding to their power level. Druids gain two druidic spells plus NSP bonus each level. They may change one spell of a lower level each time they attain a new power level.
Quotations of typical druids:
§ “Don’t you dare even think about it, you knuckle-dragging troglodyte.” Said to Tordu, a human, as he pulled a rabbit out of his bunny bag to deactivate the ward.
§ “I’m not just a pretty face, you know.”
§ “Not that kind of ‘special,’ cretin.” In response to questions about his special relationship with his familiar, Dahry, a goat.
§ “I derive my immense power from the sacred heart of this vast land we now tread upon. Be wary, interloper!” Later, quietly to one of her companions, “Hey, can you parry for me?”
Fighters are the butt-kickers of the Psimancz world. One can be an arbalester, archer, assassin, barbarian, bodyguard, bouncer, bounty hunter, brave, cavalier, chevalier, dart thrower, dragoon, fencer, gladiator, infantryman, kick boxer, knight, kung fu master, lancer, legionnaire, malla yodha, man-at-arms, mercenary, ninja, palace guard, paladin, pugilist, ranger, reaver, rogue, sailor, samurai, scout, sea rover, soldier, spearman, squire, thief, thumb wrestler, warrior or whatever hand-to-hand combat-oriented profession or style you can imagine. Fighter is the only ‘cool’ class; the rest are dorks.
“Points” for fighters are their hit points (HP). They get no power points unless they multi-class.
All fighters begin with the following things:
§ Autoparry (attempting to parry a strike does not require an action)
§ One physical action plus a second physical action (free, not floating)
§ +10 floating HP (these are not ‘purchased’ points, so they get no END bonus)
§ +1 floating bonus on any one thing (combat, perception, or whatever)
§ Feats: light and medium armor proficiency
Advancement:
Fighters don’t advance in power level; they improve their combat abilities.
Quotations of typical fighters:
§ “Bite me. It’s not like you’re going to do it.” Said by Tordu after he tossed the bunny.
§ “I have a brain, too, you know.”
§ “You call that stick a weapon? Bring it on, runt.”
Healers have the power to heal the sick and injured. They’re usually nice, but that trait is not a requirement for the class. Healer is a support class dedicated to helping others. Generally, they do not ‘adventure’ away from civilization, but there are always exceptions. Though they’re often described as ‘pansies’ or ‘namby-pambies,’ healers can learn to fight with a weapon as well as anyone else, but they look a little awkward and silly. (Besides, chopping people up seems so contrary to the concept of ‘healer.’) They typically gain their abilities from training and internal strength of self.
“Points” for healers are healing strength points (HSP):
§ Healers have and use HSP to power abilities
§ HSP return each hour at one per level of the healer
§ HSP pool increases by 10 + END bonus to HSP at each level
All healers have the following things:
§ The healing gift
§ One physical action and one healing action (for healing abilities)
§ Starting healing abilities: choose a number of first level abilities equal to one-third END (rounding up) plus END HSP bonus. (See Psimancz Appendices.)
Advancement:
Healers advance in power level in the standard manner. (See the chart in Character Advancement.) They acquire additional abilities by spending 100 experience points per level of the ability. There is no limit to the number of abilities acquired, but the power level of the healer determines the highest level of healing ability that can be activated.
Quotations of typical healers:
§ “Is it safe to go in now?”
§ “I’m not a namby-pamby, you know.”
§ “What? You think I can do this forever? Don’t do such stupid things that always get us cut up.” Said in response to an overheard comment, “Why’d we even bother bringing a healer?”
Mages are the manipulators of mystical forces in the world. A mage can be any user of magic from the local hedge wizard to the demon-summoning sorcerer, from the scholarly sage at the top of the hill to the potion-peddling alchemist on the wrong side of town, or even the surly necromancer living in the mausoleum under the graveyard. Mages typically gain their knowledge and magical powers through extensive study and training. There are four subclasses of mage, each having its own “gift” with which it is associated.
Diabolist (master of ward magic)
Necromancer (master of death magic)
Sorcerer (master of circle and ritual magic)
Wizard (master of spell magic)
“Points” for mages are magic spell points (MSP):
§ Mages have and use MSP to power magical abilities and spells
§ MSP return each hour at one per level of the mage
§ MSP pool increases by 10 + INT bonus to MSP at each level
All mages have the following things:
§ The mage subclass gift
§ One physical action and one magic action (which applies to any magic action: circle, necromantic, ritual, spell, or ward)
§ Starting spells for wizards: all wizards start with the common knowledge spells (decipher magic, mage light, sense magic, tongues) and choose half INT (rounding up) plus INT MSP bonus as levels of 1st through 5th level common spells. (See Psimancz Appendices.)
§ Diabolists, necromancers, and sorcerers start with magical powers as well, but it has not been written up yet.
Advancement:
Mages advance in power level in the standard manner. (See the chart in Character Advancement.) They acquire additional magical powers through learning, experimentation, and instruction. They cannot spend experience points for them.
Quotations of typical mages:
§ “Give me a minute to figure this out.”
§ “I’m not just a walking encyclopedia, you know.”
§ “Well, the magic should work like…”
§ “It should be safe to go in now… After you.”
The priest class refers to those who are devout followers of a specific god; many religious types are included in this category from wandering, bipolar, manitou-worshipping shamans to unctuous, dictatorial bishops. The god provides all the powers and spells that priests have at their disposal. They do not have true spell knowledge.
The first step in creating a priest character is to choose a patron (or matron) god. All gods have two spheres of influence. The spheres of influence that a god possesses will affect the choice of spells available to the priest.
“Points” for priests are divine spell points (DSP):
§ Priests have and use DSP to power spells
§ DSP return each hour at one per level of the priest
§ DSP pool increases by 10 + PRE bonus to DSP at each level
All priests have the following things:
§ The divine gift
§ Autoparry (attempting to parry a strike does not require an action)
§ One physical action and one magic action (for spells and priestly abilities)
§ Feat: light armor proficiency
§ Starting spells: see Spell Knowledge below
§ Turn Dead ability (see below)
Advancement:
Priests advance in power level in the standard manner. (See chart in Character Advancement.) See spell knowledge below for acquiring new spells as the priest advances.
Quotations of typical priests:
§ “Have you no concern for your eternal soul?”
§ “We’re not all like that, you know. I don’t even know that boy.”
§ “According to the teachings of <blank>, that’s just wrong.”
§ “Such things are of no concern to me, you benighted fool. I answer to a higher power.”
Spell knowledge:
A priest receives two spells per level. The spells must be equal to or lower than the power level of the priest. The priest may choose common spells equal to the power level of the character, uncommon spells equal to the power level minus one, rare spells equal to the power level minus two, and very rare spells equal to the power level minus three. All spells must be selected from the spheres of influence of the god to which the character is dedicated. (For the magic spell list, see Psimancz Appendices).
Turning dead (animated or un-):
Turn Dead is a spell-like ability all priests possess. It uses a spell action to cast and a standard magic save is required of all dead who attempt to pass within a five-foot radius per level of the priest. A priest can attempt to turn two minor dead per level and one major dead per level. A priest can attempt to turn dead up to their level times per day.
Minor dead: These animated dead have no intelligence of their own. Typically minor dead do not have a bonus to saving throws. Skeletons, zombies and ghouls fall into this category.
Major dead: These animated dead usually have a soul imbued into their mortal shell. Vampires and mummies fall into this category.
Psions mess with people’s minds and are either bald or appear to have a lot of static in their hair. They generally have an eerie air about them and are not to be trusted. They typically gain their abilities from training and internal strength of will.
“Points” for psions are inner strength points (ISP):
§ Psions have and use ISP to power abilities
§ ISP return each hour at one per level of the psion
§ ISP pool increases by 10 + WIL bonus to ISP at each level
All psions have the following things:
§ The master psionic gift
§ One physical action and one psionic action (for psionic powers)
§ Starting psionic powers: choose a number of first level powers equal to one-third WIL (rounding up) plus WIL ISP bonus. (See Psimancz Appendices.)
Advancement:
Psions advance in power level in the standard manner. (See the chart in Character Advancement.) They acquire additional powers by spending 100 experience points per level of the ability. There is no limit to the number of powers acquired, but the power level of the psion determines the highest level of psionic ability that can be activated. The nature of the “gift” also limits a psion. Those with minor psionics may only acquire first level powers; those with major psionics, first through third level powers; and those with master psionics, all powers.
Quotations of typical psions:
§ “I got your back.” To the guy parrying.
§ “We’re not all mendacious manipulators, you know.”
§ Running from a local card game, “Now why’d you have to go and tell them I could do a ‘cool trick’ shooting light out of my eyes?”
Warlocks are wannabe mages who couldn’t cut it in multivariate calculus class, so they steal their power; they siphon it from the elemental planes. They do not have true spell knowledge. Warlocks begin with a power level dedicated to one of the four elemental forces: air, earth, fire, or water.
Multi-classing to another elemental force requires the purchase of another power level dedicated to that force. [Note: A warlock that multi-classes to another elemental force does not have to buy the warlock “gift” again, only the power level.]
“Points” for warlocks are elemental spell points (ESP):
§ Warlocks have and use ESP to power abilities and spells
§ ESP return each hour at one per level of the warlock
§ ESP pool increases by 10 + PRE bonus to ESP at each level
All warlocks have the following things:
§ The warlock gift
§ One physical action and one magic action (for spells and summoning)
§ Starting spells: see Spell Knowledge below
§ Special abilities associated with elementals, which are described below
o Non-aggression from elementals; sense, speak, and summon elemental
Advancement:
Warlocks advance in power level in the standard manner. (See the chart in Character Advancement.) See below for increasing abilities and acquiring new spells as the warlock advances.
Quotations of typical warlocks:
§ “Thanks for the gift, but I don’t always have to wear white (or blue or green or red), you know.”
§ “No, I don’t have a book. Should I?”
§ “Damn, why didn’t I pick fire?”
Non-aggression:
Elementals will not attack their mortal brothers and sisters unless necessary, provoked or attacked first. If an elemental is forced to attack a warlock, it will warn the warlock of its mission first, and then attack without mercy. This courtesy is extended to all warlocks, regardless of their affiliation.
Sense/speak elemental:
Warlocks can sense a nearby elemental (within 100 feet) regardless of the elemental type. Also, a warlock can speak with all elementals to which the warlock is affiliated.
Elemental summoning:
Warlocks may summon an elemental companion of the same element to which the warlock is dedicated. The level of the elemental is equal to the power level of the warlock. The warlock summons the elemental as a magic action and the ESP cost is the same as the MSP cost for a typical spell of the same level. The elemental will remain for ten minutes per level of the warlock. No battle of wills is necessary to summon or control the elemental. (For the powers and abilities of summoned elementals, see Psimancz Appendices).
Greater elemental summoning:
This spell-like ability is similar to the elemental summoning ability except that it lasts for a longer duration. Once the warlock achieves sixth level, she can bind the elemental to the prime material plane for a longer duration. When the warlock performs a greater summoning, the elemental that is summoned is one level lower than if the elemental summoning ability were used, but the elemental will remain for one hour per level of the warlock.
Spell knowledge:
A warlock receives two spells, plus the ESP modifier from Presence, per level. The spells must be equal to or lower than the power level of the warlock. The warlock may choose common spells equal to the power level of the character, uncommon spells equal to the power level minus one, rare spells equal to the power level minus two, and very rare spells equal to the power level minus four. All spells must be selected from the element to which the character is dedicated. The warlock starts with first level Sense Magic spell automatically. (For the magic spell list, see Psimancz Appendices).
Acting PRE
Animal husbandry PRE
Armorer: light END
Astrology WIL
Astronomy INT
Breeding dogs PRE
Brewing END
Carpentry STR
Cartography PRW
Celestial lore INT
Chemistry INT
Chess INT
Cook WIL
Dance PRW
Disguise BTY
Dowsing WIL
Elemental lore INT
Erotic arts BTY
Faerie lore INT
Falconry PRE
Fishing WIL
Forgery PRW
Gambling PRE
General riding (air or ground) END
Heraldry INT
Identify plants/fruits INT
Imitate voices PRE
Infernal lore INT
Juggling REF
Leatherworking STR
Masonry STR
Mathematics INT
Metal working STR
Meteorology INT
Mime PRW
Mining END
Mountaineering STR
Paint REF
Philosophy WIL
Planar lore INT
Plant/farm lore INT
Play percussion instruments END
Play string instruments PRW
Play wind instruments END
Pottery REF
Preserve food STR
Public speaking PRE
Racial histories INT
Read lips WIL
Read mystic symbols INT
Recognize poison INT
Rec. precious metals/stones WIL
Recognize weapon quality WIL
Religious doctrine INT
Research END
Rope works REF
Sailing STR
Scale walls STR
Sculpting/whittling PRW
Sense of direction WIL
Siege knowledge INT
Sign language PRW
Sing BTY
Sleight of hand PRW
Specialization ---
Swim SPD
Tailor PRW
Undead lore INT
Ventriloquism WIL
Weapon proficiency: small ---
Wilderness lore INT
Witch lore INT
Writing WIL
Zoology: general INT
Armorer: medium END
Combat riding (WP; air or ground) ---
Court etiquette PRE
Criminal knowledge PRE
Divination WIL
Fast-talk PRE
Find/remove traps REF
General repair STR
Herb lore INT
Locate secret comp/doors PRW
Medical INT
Mystic lore INT
Pathfinding SPD
Pick locks REF
Pick pockets PRW
Prowl REF
Psionic lore INT
Psychology WIL
Ritual lore INT
Skinning and tanning STR
Study wards INT
Surgery PRW
Tactics INT
Therapy END
Track END
Trap design and construction STR
Urban lore PRE
Use poison PRW
Weapon proficiency: medium ---
Weaponsmith: general STR
Wilderness survival END
Weight Two Skills (continued)
Zoology: mystic INT
Acrobatics SPD
Armorer: heavy END
Hunting & foraging SPD
Meditation WIL
Mystic conversion INT
Mystic harvesting (prereq: mys zoology) INT
Psionic conversion WIL
Weapon proficiency: large ---
Weaponsmith: special STR
Armorer: plate END
Unarmed combat (WP; requires autoparry)
Weapon proficiency: huge (2H) ---
Small (1d4)
Blowgun
Knife
Shield
Special
Medium (1d6)
Ball and chain
Battle-ax
Blunt
Shield
Sling
Spear/fork
Staff
Sword
Special
Large (2d6)
Ball and chain
Battle-ax
Blunt
Bow
Shield
Spear/fork
Staff
Sword
Special
Huge (3d6)
(must be two-handed)
Ball and chain
Battle-ax
Blunt
Crossbow
Pole arm
Sword
Special
Miscellaneous
Combat riding (air or ground)
Unarmed combat (requires autoparry)
Weapon proficiency note: Those using a weapon for which they don’t have the skill suffer –3 to strike, parry, and damage. (Fighters with autoparry only suffer a –1 penalty except in the case of mounted combat. When mounted, even fighters get –3 if they don’t have the combat riding skill.) When a weapon proficiency skill is chosen for a starting character, the character gets one free (non-floating) +1 in whichever area it wants (strike, parry, or damage). This free bonus does not apply for an acquired weapon proficiency skill.
Shield note: The size of the shield (S, M, or L) is used to determine several things. There are three different shield weapon proficiency skills available. The size gives the skill weight of each shield skill. The size also determines the amount of damage the shield does and the modifiers applied when an off-hand strike is made with the shield. Yet all shield skills of all sizes have bonus costs that are the same and are listed in the table below under Character Advancement as “WP SH.”
Acrobatics
This skill encompasses several abilities including exceptional balance, leaping, tightrope walking, nsh. Details will be described later.
Armorer
To be described.
Combat riding (WP; air or ground)
Two separate skills exist: one for ground-based mounts and one for flying mounts. (Other specialized mounts might require the purchase of another combat riding skill like in water, for example, if the character had a dolphin familiar.) Simply having the skill means the character can safely approach most war mounts of that type and fight while mounted without the usual -3 penalties. Combat riding skill does not provide the knowledge and abilities to properly care for or ride the mount. (General riding skill of the appropriate type is, therefore, a necessity for combat riding to be useful and should be considered a prerequisite.) Bonuses purchased with combat riding (prices listed under Character Advancement below) are cumulative with all other general HTH as well as weapon bonuses. (Yes, a well-trained mounted opponent is supposed to be scary!)
Fishing
Given an appropriate natural environment, fishing provides enough aquatic animal-based food to sustain one human-sized person per level. It is assumed that the character spends a couple of hours each day setting nets, checking fishing lines, nsh.
General riding (air or ground)
Two separate skills exist: one for ground-based mounts and one for flying mounts. (Other specialized mounts might require the purchase of another general riding skill like in water, for example, if the character had a dolphin familiar.) General riding provides the knowledge and abilities to properly care for and ride the mounts of the given type.
Herb lore
This skill assists in medical healing using salves, teas, nsh. (We need to create a level-based system for creation.)
Hunting & foraging
Given an appropriate natural environment, hunting & foraging provides enough animal-based and/or vegetarian food to sustain one human-sized person per level in addition to the character. It is assumed that the character spends a couple of hours each day setting snares, stalking prey, foraging for berries and tubers, nsh.
Medical
The character can heal wounds with this skill provided that a medical kit is used. (Having the skill and applying it to a wounded patient can prevent further damage even without the kit or if the roll is failed.) For each 10% (or part thereof) by which the skill roll is made, one hit point of physical damage is healed. For each point healed, the skill uses one “charge” of a medical kit. (For example, making the skill roll by 13% would heal 2 HP and burn 2 medical charges.) Further successes with medical will not heal more unless the number of hit points cured exceeds the number repaired in the most successful earlier attempt. And then, only the difference has effect, yet the full number of charges is used. New characters starting with medical receive a standard quality medical kit with 20 charges.
Meditation
This skill does not replace sleep. The maximum amount of time per day that can be spent meditating is eight hours. (During travel, it is typically four hours per day.) For each level of Meditation, the character regains one HPC, ISP, and MSP in addition to the normal recovery of energies.
Mystic harvesting
Prerequisite:
zoology: mystic skill
This skill provides knowledge of whether a creature has components that are useful or valuable along with the ability to remove them intact.
Planar lore
The skill provides knowledge of the various planes and how they interact. It may also cover knowledge of specific planes and their inhabitants.
Read mystic symbols
The character can read and understand the usual markings and symbols used on magic items, mystical books, potions, nsh.
Recognize poison
In addition to recognizing toxins, the character can also create the proper anti-venom (given the appropriate ingredients).
Ritual lore
The skill provides knowledge about circle and ritual magic. (It replaces study circles skill.)
Surgery
To be described.
Therapy
To be described.
Unarmed combat (WP; requires autoparry)
Possessing this skill gives the ability to fight using only the body (including being able to parry HTH combat attacks without requiring a weapon). Characters without this skill cannot fight unarmed at all. The chart under “Character Advancement” below lists costs for unarmed combat abilities, bonuses, and damage dice.
Wilderness survival
A character with this skill can survive in typical wilderness for one week per level. It requires nearly full-time effort to survive.
(Note: Many more skills require explanation.)
Skills get a modifier based on a particular attribute. Skill weights are shown.
Beauty
Disguise 1
Erotic arts 1
Sing 1
Endurance
Armorer: heavy 3
Armorer: light 1
Armorer: medium 2
Armorer: plate 4
Brewing 1
General riding (air or ground) 1
Mining 1
Play percussion instruments 1
Play wind instruments 1
Research 1
Therapy 2
Track 2
Wilderness survival 2
Intelligence
Astronomy 1
Celestial lore 1
Chemistry 1
Chess 1
Elemental lore 1
Faerie lore 1
Heraldry 1
Herb lore 2
Identify plants/fruits 1
Infernal lore 1
Mathematics 1
Medical 2
Meteorology 1
Mystic conversion 3
Mystic harvesting 3
Mystic lore 2
Planar lore 1
Plant/farm lore 1
Psionic lore 2
Racial histories 1
Read mystic symbols 1
Recognize poison 1
Religious doctrine 1
Ritual lore 2
Siege knowledge 1
Study wards 2
Tactics 2
Undead lore 1
Wilderness lore 1
Witch lore 1
Zoology: general 1
Zoology: mystic 2
Presence
Acting 1
Animal husbandry 1
Breeding dogs 1
Court etiquette 2
Criminal knowledge 2
Falconry 1
Fast-talk 2
Gambling 1
Imitate voices 1
Public speaking 1
Urban lore 2
Prowess
Cartography 1
Dance 1
Forgery 1
Mime 1
Locate secret comp/doors 2
Pick pockets 2
Play string instruments 1
Sculpting/whittling 1
Sign language 1
Sleight of hand 1
Surgery 2
Tailor 1
Use poison 2
Reflex
Find/remove traps 2
Juggling 1
Paint 1
Pick locks 2
Pottery 1
Prowl 2
Rope works 1
Speed
Acrobatics 3
Hunting & foraging 3
Pathfinding 2
Swim 1
Strength
Carpentry 1
General repair 2
Leatherworking 1
Masonry 1
Metal working 1
Mountaineering 1
Preserve food 1
Sailing 1
Scale walls 1
Skinning and tanning 2
Trap design and construction 2
Weaponsmith: general 2
Weaponsmith: special 3
Willpower
Astrology 1
Cook 1
Divination 2
Dowsing 1
Fishing 1
Meditation 2
Philosophy 1
Psionic conversion 3
Psychology 2
Read lips 1
Recognize precious metals/stones 1
Recognize weapon quality 1
Sense of direction 1
Ventriloquism 1
Writing 1
Every character starts with the following equipment if wanted.
New characters may spend as much of their starting coin on equipment as they wish.
1 complete set of clothing (choose style)
1 bedroll
1 backpack
1 belt pouch
1 knife
1 standard quality weapon for each WP skill
1 candle
1 personal kit
1 set of eating utensils
12 silver pieces
When creating the character, don’t forget about the personality and general motivation. Having unique, interesting PEOPLE as characters in the game with cool backgrounds and quirky traits makes it more fun for everyone. As an aid, try to come up with “three words” for each character that give a quick overview. If they happened to be “capricious, friendly, and impatient,” or “callow, ebrious, and raffish” you’d have a pretty good idea of how the character might react in many possible situations. It’s just a suggestion.
It’s all about improvement. (But then the monsters get tougher too. Those bastards!)
|
E |
ach game session, the characters tromp around the GM’s imagined world participating in excellent adventures. One would expect that they might be able to learn a little something from their adventuring. Or not. J Regardless, the character gets to improve.
The game mechanic that represents a character’s life experience and capacity for improvement is called experience points (XP). You ‘spend’ XP to increase your character’s skills, abilities, and attributes. Use the advancement charts below to find the costs for increasing attributes, raising power or skill levels, learning new skills, gaining combat and weapon bonuses and abilities, increasing “points,” acquiring feats, nsh. Attributes, power levels, and skill levels are limited in the speed at which they can increase. Only a single attribute value increase or level advancement per game session is allowed. Combat and other bonuses, hit points, DSP, ESP, HSP, ISP, MSP, and NSP may increase as much as desired. Many classes gain things at each level. See Primary Skills above.
Keep track of the total amount of experience earned by the character. Extra bonuses for initiative, perception, and Presence are based on the total amount of experience, which acts as a rough gauge of approximate overall character level and power. (The total-experience-based bonuses for initiative and perception are ‘floating,’ which means they are always added on top of what you bought for the character with experience.)
Total-Experience-Based Bonuses
For every 10,000 total experience points, the character receives
+1 floating initiative bonus
+1 floating perception bonus
(in a single sense category)
+1 Presence CP
(not full attribute point; not floating)
For every 50,000 total experience points, the character also receives
+1 floating saving throw on all saves
+1 full attribute point (not floating)
Feats are sort of like skills, but they do not advance in level. They can be purchased with experience as one-time expenditures during character advancement. (There are exceptions. A few primary skills start with feats and characters can use skill points to start with language feats.) There are three types of feats: combat forms, general talents, and mystical techniques.
Ambidextrous conditioning
Prerequisites:
off-hand attack feat, Prowess 13+
The character gains +2 to strike with off-hand attacks. Cost: 2500 XP
Armor proficiency
The wearing of armor requires training to use properly. (See Armor below for complete armor rules.) Characters cannot use armor for which they do not have the proficiency feat. Fighters start with light and medium AP for no cost; priests begin with light AP. Cost varies:
Light: 500 XP
Medium: 1000 XP
Heavy: 1500 XP
Plate: 2000 XP
Blind fighting
The character has a heightened sense of awareness when in hand-to-hand combat, so only suffers a -1 to strike, parry, and dodge when fighting blind. The reduced penalty only applies to melee combat (hand-to-hand attacks). Ranged attacks suffer the usual penalties. Cost: 5000 XP
Cover finesse
Prerequisite:
autoparry
Fighters with this combat form are better at defending others. There is no penalty to parry attacks that are targeted against the declared protectee (except for the usual flank attack penalty, nsh.) Cost: 2000 XP
Deflect arrows
Prerequisites:
autoparry, +2 parry in WP, Reflex 14+
This form allows characters to parry normal ranged (or thrown) attacks (not magical ranged attacks) as if they were using a shield. The parry bonus is based on the chosen WP. Each time this feat is purchased, it applies to another specific WP skill. Cost varies:
WP small: 1000 XP
WP medium: 1000 XP
WP large: 1000 XP
WP unarmed: 2000 XP
WP huge: 3000 XP
Free kick
On a natural 20 parry, the defender gets to strike the opponent with a special kick that cannot be parried and does not take an action. It has the normal unarmed strike bonus and does 1d6 real damage plus damage bonus. Cost: 500 XP
Gang cover finesse
Prerequisites:
cover finesse and gang fighting feats
Characters with this combat form are better at defending others against multiple attackers. There is no penalty to parry attacks against the declared ‘protectee’s flanks, and rear attacks can be parried at a -2 penalty. Cost: 2000 XP
Gang fighting
Prerequisite:
autoparry
Fighters with this combat form are better at defending themselves against multiple attackers. There is no penalty to parry attacks against the flanks, and rear attacks can be parried at a -2 penalty. Cost: 3000 XP
Improved gang cover finesse
Prerequisites:
gang cover finesse and improved gang
fighting feats
Characters with this combat form are expert at defending others against multiple attackers. There is no penalty to parry attacks against the declared ‘protectee’s flanks or rear. Cost: 3000 XP
Improved gang fighting
Prerequisites:
gang fighting feat
Characters with this combat form are expert at defending themselves against multiple attackers. There is no penalty to parry attacks against the flanks or rear. Cost: 3000 XP
Improved mobility
Prerequisites:
mobility feat, autoparry
This form works the same as mobility except the character may attempt to parry (when applicable) if the dodge is unsuccessful. Cost: 2000 XP
Lightning interposition
Prerequisite:
autoparry
Characters with this combat form are quicker at defending others. They can switch their declared ‘protectee’ in the middle of a round as an abort without costing an action. The feat can be purchased multiple times for multiple switches within a round. Cost: 2000 XP
Missile interception
Prerequisites:
deflect arrows and ranged deflection feats
Prowess 16+
By use of this form a character may attempt to parry a ranged attack using a ranged weapon. The character’s strike roll is used to stop the attack. Each time this feat is purchased, it applies to another specific WP skill. Cost varies:
WP small: 1500 XP
WP medium: 2000 XP
WP large: 2500 XP
WP huge: 3000 XP
Example: A character may shoot an arrow out of the sky with another arrow.
Mobility
Characters with this form are extremely active in combat. As long as they are aware of the attack, they can attempt a free dodge once per round. All dodge bonuses apply. If the free dodge attempt fails, there is no option to attempt a parry. Cost: 2000 XP
Multiple attack
Prerequisites:
off-hand attack feat, 30,000 total XP
The form allows a character to attack a single creature with each weapon held in the same initiative instant. Each attack still requires the appropriate action (that is, a physical action and an off-hand attack action). The defending creature can attempt to parry both attacks if trained in a simul-parry feat. Cost: 4000 XP
Example: Drogo has a dagger in one hand and a long sword in the other. He uses the multiple attack feat to strike his opponent twice simultaneously, once with the sword and once with the dagger. The attacks still cost two actions (one physical, one off-hand), but they happen on the same initiative instant.
Multiple interposition
Prerequisite:
autoparry
Characters with this powerful combat form can have more than one free declared ‘protectee’ at the beginning of a round and have the ability to defend all of them simultaneously. (I know; it seems insane; Psimancz is a fantasy role-playing game, after all.) Cost progresses:
2nd protectee 5000 XP
3rd protectee 10,000 XP
4th protectee 15,000 XP
And so on
Oak hands
Prerequisite:
WP unarmed combat
This form allows fighters to do half real damage with unarmed attacks (instead of just subdual damage), if they wish. Cost: 2000 XP
Off-hand attack
Prerequisites:
simul-parry feat, 3 physical actions
This form gives the fighter an extra attack that can be used to strike with the weapon or shield used in the off-hand. This action cannot be used for any other purpose, and if it is not used, it does not add five to next initiative. Cost progresses:
1st attack 1000 XP
2nd attack 3000 XP
3rd attack 9000 XP
Offensive disarm
On a natural d20 roll attack, the opponent is disarmed if he is attempting to parry with a ‘dislodgeable’ weapon. Cost varies:
20: 1000 XP
19: 2000 XP
18: 4000 XP
17: 8000 XP
Parry ranged attacks
Prerequisites:
deflect arrows feat, Reflex 16+
This form allows characters to parry magical ranged attacks as if they were using a shield. The parry bonus is based on the chosen WP. Each time this form is purchased, it applies to another specific WP skill. Cost varies:
WP small: 1000 XP
WP medium: 1000 XP
WP large: 1000 XP
WP unarmed: 2000 XP
WP huge: 3000 XP
Quick change
This form allows the character to put a weapon (or shield) away (on own body) and draw another weapon, with no action cost. This feat can only be used once per round. The weapon's speed still applies for replacing and drawing the weapon. Cost: 1000 XP
Quick draw
Allows the character to draw or replace a weapon (from own body) with no initiative delay. This feat can be purchased multiple times. Each time this form is purchased, it applies to another specific WP skill (including shields). Cost: 500 XP x WP skill weight
Ranged deflection
Prerequisites:
deflect arrows feat, Prowess 14+
This form allows a character who is currently using a ranged weapon to attempt to parry a melee attack against a character they have declared. This feat may also be aborted to in cases where the defended was not declared at the beginning of the round. The attempted deflection uses an action. Each time this form is purchased, it applies to another specific WP skill. Cost varies:
WP small: 1000 XP
WP medium: 2000 XP
WP large: 2500 XP
WP huge: 3000 XP
Example: Jorgo the Archer is in the trees covering his companions as they fight the evil SwordMaster. Lantra the Brave is disarmed and has no weapon to parry with. The SwordMaster turns to Lantra and attacks. Jorgo knows Lantra is close to zero hit points, so he uses the Ranged Deflection feat to fire an arrow to deflect (or parry) the SwordMaster’s thrust.
Simul-parry, shield
Prerequisite:
autoparry
This form allows fighters to use a shield to parry simultaneous attacks directed at them. Cost: 1000 XP
Simul-parry, weapon
Prerequisite:
autoparry
This form allows fighters to use a weapon to parry simultaneous attacks directed at them. Cost: 2000 XP
Steel hands
Prerequisite:
oak hands feat
This form allows fighters to do all real damage with unarmed attacks (instead of any subdual damage), if they wish. Cost: 2000 XP
Awareness
The character is highly aware of her surroundings and is allowed an extra first perception roll when she is the target of a sneak attack. Cost: 1500 XP
Damage reduction
Prerequisite:
Endurance 16+
The character is quite hearty and able to withstand damage. The maximum damage reduction is equal to the character’s END - 15. This form may be purchased multiple times with each adding one point of damage reduction up to the maximum. Cost: 3000 XP
Evade traps
Characters possessing this feat are allowed to make a dodge roll to avoid traps whenever they trigger a single-target trap or are caught within an area of effect trap. Cost: 4000 XP
Language
Prerequisite:
having a brain and other appropriate organs
This talent allows characters to speak another language or read and write a language, including their native tongue (assuming the language has a written form). Only ‘mortal’ languages can be chosen. (Examples would be elven, giant, human, and kobold, but not dragon, faerie, or infernal.) There is no percentage chance associated with knowing a language. In the future, there may be increasing levels of fluency. Cost: 250 XP
Imbue Spell
Prerequisite:
ability to cast spells (wizard gift)
wizard power level 4
This technique allows the mage to cast any ‘self’ targeted spell onto another. The range is effectively changed to ‘touch,’ and the SP cost for casting the spell is increased by 8 points. Cost: 1000 XP
Characters can acquire another primary class by purchasing it with experience points. Better explanation will be added later.
8000 XP autoparry (fighter or priest)
5000 any non-psionic gift
(separate for diabolist, druid, healer, priest, sorcerer, warlock, and wizard)
4000 power level zero
(druidic, healing, mystic [separate for each], priestly, psionic, and warlockish)
1000 minor psionic gift (first level abilities only)
2000 major psionic gift (first through third level abilities)
3000 master psionic gift (all abilities available)
Restrictions on multi-classing: no multi-god priests or mixing of druid, priest, and warlock. (Warlocks, however, can have multiple elemental forces.)
Attribute, Level, Skill, and “Point” Costs
|
attribute value |
XP cost |
|
attribute value |
XP cost |
|
Power level (druid, healer, mage (4), priest, psion, warlock) |
XP cost |
|
1 |
100 |
|
16 |
3200 |
|
1 |
400 |
|
2 |
200 |
|
17 |
3400 |
|
2 |
800 |
|
3 |
300 |
|
18 |
3600 |
|
3 |
1200 |
|
4 |
400 |
|
19 |
3800 |
|
4 |
3200 |
|
5 |
500 |
|
20 |
4000 |
|
5 |
4000 |
|
6 |
600 |
|
21 |
4200 |
|
6 |
4800 |
|
7 |
700 |
|
22 |
4400 |
|
7 |
8400 |
|
8 |
800 |
|
23 |
4600 |
|
8 |
9600 |
|
9 |
900 |
|
24 |
9600 |
|
9 |
10,800 |
|
10 |
1000 |
|
25 |
10,000 |
|
10 |
16,000 |
|
11 |
1100 |
|
26 |
10,400 |
|
11 |
17,600 |
|
12 |
1200 |
|
27 |
10,800 |
|
12 |
19,200 |
|
13 |
1300 |
|
28 |
11,200 |
|
13 |
26,000 |
|
14 |
1400 |
|
29 |
11,600 |
|
14 |
28,000 |
|
15 |
1500 |
|
30 |
24,000 |
|
15 |
30,000 |
Advancing skills:
The cost to advance a skill by one level is a base amount of experience points (dependent on the new skill level) times the skill weight times the level to which the skill is being raised. All skills can only be raised one level per game session.
levels 1 – 5: base cost 50 XP
levels 6 – 10: base cost 100 XP
levels 11 – 15: base cost 150 XP
For example, raising mystic conversion (SW 3) to second level would cost 300 XP (50 × 3 × 2). Raising it to sixth level would cost 1800 XP (100 × 3 × 6).
Acquiring new skills:
When learning new skills, the XP cost to obtain the skill at zero level is 200 XP times the skill weight. For example, learning mystic conversion (SW 3) as a new skill costs 600 XP. At zero level the skill has no percentage, nor do attribute modifiers apply. Once the skill is learned, it can be raised as normal (base × SW × level) after the next game session. A character must have the zero-level skill for one game session before raising it to first level.
Purchasing “points”:
DSP (divine spell points), ESP (elemental spell points), HP (hit points), HSP (healing strenth points), ISP (inner strength points), MSP (magic spell points), and NSP (nature spell points) all cost the same to increase. The experience point cost is equivalent to ten times the value of the point you are purchasing. (For example, the first point costs 1 × 10 = 10 XP, and the 32nd point of that type costs 32 × 10 = 320 XP. Math helper: as a group, points 1-10 costs 550 XP total, 11-20 costs 1550 XP, 21-30 costs 2550 XP, and so on.)
Automatic increase of “points”:
DSP, ESP, HSP, ISP, MSP, and NSP go up by 10 + (stat bonus) for each power level. These points are in addition to the ones purchased. HP do not go up automatically but instead get the stat bonus added for each ten points purchased.
Action and “Power Strength” Costs
|
action |
physical |
healing, magic, or psionic |
|
bonus |
power strength |
|
1 |
free |
1000 |
|
+1 |
1000 |
|
2 |
1000 |
3000 |
|
+2 |
3000 |
|
3 |
3000 |
9000 |
|
+3 |
6000 |
|
4 |
9000 |
15,000 |
|
+4 |
9000 |
|
5 |
15,000 |
|
|
+5 |
12,000 |
Note: “Power strength” is the amount added to the target’s required saving throw versus various forms of attack. For example if Waldo the Wizard has +3 spell strength, targets of his spells would need a 17 to save instead of the usual 14. Separate “power strengths” must be purchased for the different types of power: circle, druidic, healing, psionic, spell, and ward. (And yes, the “power strength” table was shoved in here because it fits nicely. If you were wondering. J )
|
CRITICAL HIT |
|
natural d20 roll |
|
SPECIAL |
|||||
|
table |
×2 |
×3 |
×4 |
×5 |
|
|
disarm/free |
stun |
|
|
free |
1000 |
2000 |
3000 |
4000 |
|
20 |
|
1500 |
1000 |
|
9000 |
3000 |
4000 |
5000 |
6000 |
|
19 |
|
3000 |
2000 |
|
27,000 |
5000 |
6000 |
7000 |
8000 |
|
18 |
|
4500 |
3000 |
|
54,000 |
7000 |
8000 |
9000 |
10,000 |
|
17 |
|
6000 |
4000 |
|
|
9000 |
10,000 |
11,000 |
12,000 |
|
16 |
|
7500 |
5000 |
Note: The character must have the previous ability before purchasing subsequent abilities. For example if you want to purchase stun on 18, the character must first possess the stun on 20 and stun on 19 abilities. The same applies for critical damage multipliers in both directions. The character needs ×3 on 19 and ×4 on 20 before acquiring ×4 on 19.
|
WP unarmed damage roll* |
XP cost |
|
|
1d4 |
free |
|
|
1d6 |
500 |
|
|
1d8 |
1000 |
|
|
1d10 |
1500 |
|
|
1d12 |
2000 |
|
|
|
|
|
|
*each damage roll is a prerequisite for the next higher roll |
||
Abbreviations used below
HTH general hand-to-hand combat S small (1d4 dam) CR combat riding
init initiative M medium (1d6 dam) SH shield (all)
perc perception (three separate) L large (2d6 dam) UA unarmed combat
saves saving throws (three separate) H huge (3d6 dam) WP weapon proficiency
|
combat bonus |
XP cost formula |
|
combat bonus |
XP cost formula |
|
HTH damage |
bonus x 200 |
|
WP M damage |
bonus x 400 |
|
HTH dodge |
bonus x 100 |
|
WP M parry |
bonus x 200 |
|
HTH parry |
bonus x 300 |
|
WP M strike |
bonus x 300 |
|
HTH strike |
bonus x 400 |
|
WP S damage |
bonus x 400 |
|
WP CR damage |
bonus x 200 |
|
WP S parry |
bonus x 300 |
|
WP CR parry |
bonus x 400 |
|
WP S strike |
bonus x 200 |
|
WP CR strike |
bonus x 300 |
|
WP SH damage |
bonus x 300 |
|
WP H damage |
bonus x 200 |
|
WP SH parry |
bonus x 200 |
|
WP H parry |
bonus x 400 |
|
WP SH strike |
bonus x 400 |
|
WP H strike |
bonus x 300 |
|
WP UA damage |
bonus x 200 |
|
WP L damage |
bonus x 300 |
|
WP UA dodge |
bonus x 100 |
|
WP L parry |
bonus x 200 |
|
WP UA parry |
bonus x 300 |
|
WP L strike |
bonus x 400 |
|
WP UA strike |
bonus x 400 |
Above are the formulas that require you to do some heavy-duty arithmetic. For example, the cost for a +9 strike with a medium-sized battle ax proficiency is bonus x 300 = 9 x 300 = 2700 XP. Below, you can look them up directly in one huge table.
|
bonus |
HTH dodge WP UA dodge |
HTH damage WP S strike WP M parry WP L parry WP H damage WP SH parry WP CR damage WP UA damage |
HTH parry WP S parry WP M strike WP L damage WP H strike WP SH damage WP CR strike WP UA parry |
HTH strike WP S damage WP M damage WP L strike WP H parry WP SH strike WP CR parry WP UA strike |
init |
perc |
saves |
|
+1 |
100 |
200 |
300 |
400 |
1000 |
500 |
200 |
|
+2 |
200 |
400 |
600 |
800 |
2000 |
1000 |
400 |
|
+3 |
300 |
600 |
900 |
1200 |
3000 |
1500 |
800 |
|
+4 |
400 |
800 |
1200 |
1600 |
4000 |
2000 |
1200 |
|
+5 |
500 |
1000 |
1500 |
2000 |
5000 |
2500 |
1600 |
|
+6 |
600 |
1200 |
1800 |
2400 |
6000 |
3000 |
2000 |
|
+7 |
700 |
1400 |
2100 |
2800 |
7000 |
3500 |
2400 |
|
+8 |
800 |
1600 |
2400 |
3200 |
8000 |
4000 |
2800 |
|
+9 |
900 |
1800 |
2700 |
3600 |
9000 |
4500 |
3200 |
|
+10 |
1000 |
2000 |
3000 |
4000 |
10,000 |
5000 |
3600 |
|
+11 |
1100 |
2200 |
3300 |
4400 |
|
|
|
|
+12 |
1200 |
2400 |
3600 |
4800 |
|
|
|
|
+13 |
1300 |
2600 |
3900 |
5200 |
|
|
|
|
+14 |
1400 |
2800 |
4200 |
5600 |
|
|
|
|
+15 |
1500 |
3000 |
4500 |
6000 |
|
|
|
This is the shiz-nit, baby! You get to see your little playing piece that you’ve built and developed for so long actually perform. (And it’s just a piece of paper.)
|
F |
ighting nasty villains and slaying vile monsters is one of the most exciting aspects of fantasy roleplaying games. Developing a system to simulate combat situations is extremely difficult. Starting with an existing framework like Palladium helps, but there are still lots of issues. Jason and Sean constantly discuss the tradeoffs between making the system more rational and realistic versus keeping it simple. It’s tough to balance. Lots of rules are still at an experimental stage and may need work. We should keep that in mind since it’s in our best interest to help create a better system. We’re really playtesters for the future, official Psimancz game, and Wizards of the Coast will eventually be paying us millions of dollars for the rights to it. J
Combat is divided into melee rounds that are roughly equivalent to a minute of time. During each round, characters, NPCs, and other entities perform actions. All actions in combat fall into one of three basic types: physical, psionic, or spell. Each action is independent of one another. For example, a beginning wizard starts with one physical action (available to all characters) and one spell action, for a total of two actions in one round. The actions may not be swapped for each other. If an action remains unused at the end of the melee round, it may apply as a +5 bonus to the character's initiative the next round. Bow actions are physical actions, and the crossbow takes one physical action to shoot and one physical action to reload.
Each melee round is divided into thirty initiative segments starting at thirty and counting down to one. Initiative rolls determine the order in which characters and others are able to use their actions during the combat round. Players determine each character’s individual initiative by rolling a d10, adding the character’s speed, and then adding the character’s initiative bonus (including +5 for each unused action of any type from the previous round). If the total is greater than 30, the character may begin acting on initiative 30.
Typically, the GM will count down the initiative segments starting at thirty and giving the characters a chance to declare their actions. Once the initiative countdown arrives at the character’s initiative, it may begin to act. The character is not obligated to declare an action, however. Characters can delay their actions as long as they want to. Any action not used by initiative one of the round is lost but will give +5 to initiative next round. The exception occurs when the character has not delayed at all but performs actions that require enough initiative segments to drop below initiative one. In those rare cases, the actions roll over into the next round counting down initiative segments as usual. Once an action is declared, depending on its type, it could take from zero to many initiative segments before the action actually is completed. Experimental weapon speed rules: Weapons have different speeds based on their size. Small weapons have a speed of zero, medium weapons one, large two, and huge weapons have a speed of three. The speed determines how many initiatives to count down after declaration until the action actually occurs. Psionic actions occur instantly. Spell actions have a speed equal to the spell’s level. The spellcaster declares the spell, begins casting, and it “goes off” after a number of initiative segments equal to its level have passed. This rule does not apply to defensive counterspells like “negate magic” or to simultaneous strikes. Declared actions can be cancelled without losing the action, only the lost initiative segments. A new action declaration needs to occur then the initiative countdown begins again for the new action.
In general, “draw and do X” counts as a single action, especially in the case of a weapon designed for throwing.
|
action |
speed factor |
note |
|
Draw weapon |
weapon’s speed |
first is free (no action) |
|
Draw and throw weapon designed for throwing |
weapon’s speed |
|
|
Strike with weapon |
weapon’s speed |
|
|
Perform psionic ability |
0 |
|
|
Cast magic spell |
spell’s level |
|
|
Pick up item from ground |
4 |
|
|
Take potion from potion belt |
2 |
|
|
Get item from pouch |
4 |
|
|
Get item from backpack |
6 |
|
|
Mount a mount |
2 |
|
|
Tie a knot |
2 |
|
|
Perform combat medical skill |
4 |
|
|
? |
? |
|
Aborting Actions (Jumping Initiative)
As long as a character has actions left in the round, she may choose to abort and act out of sequence. This initiative jump can only be for a defensive action. (Negate magic spell, non-auto parry, auto parry for another, force field, nsh.) The only exception to this rule is the simultaneous strike (described below), which may be aborted to. All aborted actions cost one action. Actions aborted for another, such as parry and dodge, have a penalty of -2.
Doing Other Random Things (Attribute Checks)
At times, a character may wish to attempt any number of bizarre, unexpected actions like leap into the window of a speeding carriage or decipher the meaning of a goblin tribe’s funky body language. How success is determined and even whether a particular action is possible to attempt is heavily dependent on the judgment of the GM. If a particular skill does not apply to the situation, the GM may require an attribute check with appropriate (in the GM’s opinion) modifiers. An attribute check is successful if a d20 roll is equal to or less than the modified attribute in question.
For example, Gornak the Slayer wants to hurl his kobold buddy over a ten-foot wall. The GM determines that given the pudgy kobold’s weight and the amount of loot he is carrying, the Strength check will be made with a -5 penalty. Gornak the Slayer has a 20 STR. With the penalty, he needs to roll a 15 or less on the d20 in order to succeed.
Attribute versus attribute checks. In these cases, two or more characters are competitively attempting some feat. Whoever succeeds at the appropriate attribute check, as determined and modified by the GM, by the greatest amount (or fails by the least amount) does the “best.”
Regardless of whether anything is done to defend against an attack, a strike may miss anyway. All conscious, mobile, active combatants have a miss factor (MF). If the strike does not surpass the miss factor, the target does not get hit. Divide the character’s Speed by two (rounding down) to calculate the miss factor. (For example, Xq’#wa&, the savage bushman, has a speed of 17. His miss factor is 8. Any strike of 8 or less will miss him entirely.)
Miss factor can be affected by the encumbrance of armor. Based on the bulkiest piece of armor worn, there is a maximum miss factor allowed regardless of the character’s Speed. See the Armor Table below.
Combatants can protect one another by physically positioning themselves so that the protector defends against the attacks and the ‘protectee’ hides behind. The protector decides for each attack whether or not to take the damage (assuming the strike hits) or let it through to the protectee. Combatants get a “free declaration” of protection on initiative thirty of each combat round.
[I forget the rest of the details on switching declares and crap.]
A dodge is a defensive action that involves moving the entire body out of harm’s way, not deflecting the attacks but completely avoiding them. A dodge requires a physical action. A single dodge roll is made to avoid all strikes targeting the combatant in one initiative segment.
A combatant may choose to move another character out of harm's way by dodging her. The same penalties as parrying for another apply when dodging someone else (-4 normally, -3 for fighters).
Physical melee combat attacks (typically with weapons) can be parried. If the character does not possess autoparry, it requires an action to attempt to parry. A weapon or shield is required to parry most attacks. Missile attacks typically require a shield to parry.
Up to six (6) human-sized creatures can surround a human-sized opponent and attack. Strikes from the three opponents facing the defender can be parried normally with no penalties. Attacks from the two opponents flanking the defender to her left and right can be parried at -2. Strikes from the single opponent attacking from behind the defender cannot be parried normally.
When parrying for another, all flanking rules and penalties still apply. Parrying strikes against another (the ‘protectee’) is more difficult and suffers a -4 penalty (-3 for fighters). If the pair of combatants is surrounded, the assumed formation is back-to-back. Two fighters fighting back-to-back make a declared team. This coordination and mutual defense forces the enemies to attack each fighter individually (three against each).
Armor can absorb attacks that aren’t avoided entirely. The combined armor rating (AR) of the armor pieces worn (or other types of protection) is added to the miss factor (which is potentially reduced by the encumbrance of the armor worn) to get the armor class (AC). In order for an attack to successfully connect with the target, the strike roll must exceed the target’s armor class (assuming the strike wasn’t first dodged or parried).
Formula for armor class:
AC = MF + AR
Formula for successful hit:
strike roll > target’s AC
Base AR is used to calculate Strength armor penalty. These penalties result from wearing armor that is too heavy and are in addition to the base armor penalties listed in the armor table below.
|
category |
type |
piece |
SPD / prowl* |
base AR |
max MF |
base cost (sp) |
|
Light |
Padded |
Cuirass |
-0 |
+1 |
15 |
1 |
|
|
|
Leggings |
-0 |
+1 |
15 |
1 |
|
|
Leather |
Cuirass |
-0/-5% |
+2 |
14 |
2 |
|
|
|
Leggings |
|
+2 |
14 |
2 |
|
|
Studded Leather |
Cuirass |
-1/-5% |
+3 |
13 |
4 |
|
|
|
Leggings |
|
+3 |
13 |
4 |
|
|
|
|
|
|
|
|
|
Medium |
Chain Mail |
Cuirass |
-1/-10% |
+4 |
10 |
5 |
|
|
|
Leggings |
|
+4 |
10 |
5 |
|
|
Double Mail |
Cuirass |
-1/-15% |
+5 |
9 |
10 |
|
|
|
Leggings |
|
+5 |
9 |
10 |
|
|
Scale Mail |
Cuirass |
-2/-20% |
+6 |
8 |
20 |
|
|
|
Leggings |
|
+6 |
8 |
20 |
|
|
|
|
|
|
|
|
|
Heavy |
Splint Mail |
Cuirass |
-2/-25% |
+7 |
4 |
25 |
|
|
|
Leggings |
|
+7 |
4 |
25 |
|
|
Banded Mail |
Cuirass |
-3/-30% |
+8 |
2 |
50 |
|
|
|
Leggings |
|
+8 |
2 |
50 |
|
|
Plate and Chain |
Cuirass |
-4/-35% |
+9 |
0 |
100 |
|
|
|
Leggings |
|
+9 |
0 |
100 |
|
|
|
|
|
|
|
|
|
Plate |
Full Plate |
Cuirass |
-5/-40% |
+10 |
0 |
125 |
|
|
|
Leggings |
|
+10 |
0 |
125 |
|
|
|
|
|
|
|
|
* base armor penalties
|
Strength armor penalty |
Subtract Strength from total base AR (all pieces). If the total is a negative number the penalty is zero. The resulting number is the strength armor penalty. |
|
Speed |
Subtract the strength armor penalty from the character's armor adjusted Speed. The result is the character's new adjusted Speed. |
|
Prowl |
Multiply the strength armor penalty by five. Subtract this amount from the armor adjusted Prowl skill percentage. The result is the character's new adjusted Prowl percentage. |
Masterwork and Magical Armor
Masterwork armor is not “in stock” and must be measured and custom-made for the wearer. Light armor is typically available within one day, medium within one week, heavy in one month, and plate in six months. Masterwork quality armor can offset base armor penalties but not strength armor penalties. It does not increase AR. The usual cost of masterwork armor is the base cost x 10 for no bonuses. To reduce base armor penalties by +1/+5% costs base x 20, +2/+10% costs base x 30, and so on. Bonuses can only offset negatives; they do not increase the armor wearer’s speed or prowl.
Magical augmentation can offset base armor penalties and strength armor penalties as well as add to AR. To be enchanted, the armor must be of masterwork quality. (See Ye Olde Alchemist Shoppe for prices.)
Now we’re talking. It’s “kill or be killed.”
The most common case is when a combatant goes over to an opponent and bops him upside the head. One could use something pointy or something big and heavy or something with a long, sharp edge. One could throw that thing or project it at great speed with a clever device or just swing it really hard. Even fists, feet, knees, elbows, and heads would work. It all comes down to making the other guy hurt.
Roll a d20 to strike, adding all appropriate strike bonuses (like from Prowess, hand-to-hand combat ability, weapon proficiency, magic, or maybe even something extra from the GM because the target happens to be the size of a stagecoach.) If the attack hits (meaning it doesn’t miss and the opponent doesn’t parry it), roll up some damage.
A combatant has the option to simultaneously strike (simul) an opponent who is attacking her. This can be done only if the attack is not being defended by another (that is, there is no declared protector in the way). Simul strikes cost one action and forfeit the character's option to parry. The exception is having a simul-parry combat form to allow it.
Fighters with the off-hand attack combat form have the ability to attack with an off-hand weapon or shield. There is a penalty to strike when attacking with the off-hand. The penalty depends on the size of the weapon in each hand and is shown in the following chart.
|
main weapon size |
off-hand weapon or shield size |
penalty |
|
S |
S |
-2 |
|
M |
-3 |
|
|
L |
-4 |
|
|
M |
S |
-3 |
|
M |
-4 |
|
|
L |
-5 |
|
|
L |
S |
-4 |
|
M |
-5 |
|
|
L |
-6 |
Multiple attacks made in the same round with the off-hand have increasing penalties. The second off-hand attack takes an additional -2 penalty to strike, and the third is at -4.
(Modified from D&D rules.)
For those occasions when it is inconvenient or unwarranted to skewer the opponent with something pointy (like if you’re fighting on a priceless Persian rug or if your opponent just happens to be your best friend, only charmed), it may be time for some grappling. (Or you may just want to knock the person out without causing death. For “Subdual Damage” rules, see below in the damage section.) Grappling consists of two steps: the initial grab and then the grapple.
First, grab the opponent. Use a standard unarmed attack. If successful, the opponent is grabbed.
Second, grapple the opponent. Once an opponent is grabbed, one may attempt to grapple. Success is determined by a Strength versus Strength attribute check (or “grapple check.”) Upon first grab, the attacker gets a “free” grapple check. Subsequently, either opponent may use an action to attempt further grapple checks. Whoever wins a grapple check has several options available for the result shown in the chart below.
Note: If more than one opponent is grappling with the target, the target must beat all with the Strength versus Strength grapple check.
|
option |
Effect |
|
Deal damage |
Unarmed combat damage (or small WP). |
|
Pin |
Lasts for one melee round (can use other actions to attempt deal damage option); target is held immobile (no movement and no Miss Factor); however, the target can still use actions. Opponents have a +4 bonus to strike a pinned target. |
|
Escape |
The target is no longer pinned but is still grappling |
Most of these attacks come into play when a combatant has a special combat ability and a particular natural roll (unmodified) occurs on the d20 to parry or strike an opponent in combat. The effects begin when a ‘natural twenty’ is rolled. Purchased combat abilities can reduce this number.
A critical hit happens during a strike and causes increased damage or other nasty results. The attacker chooses whether to use the Critical Hit Table for additional effects (like maiming and amputation) in conjunction with the normal damage from the attack or inflict double damage instead. If the attacker, due to combat ability, already does double damage with that particular natural roll, instead of using the table, damage could be tripled. [Wow, that was a sweet run-on sentence.] The same progression applies for higher multiples of damage. For example, quadrupled damage and a roll on the Critical Hit Table could increase to quintupled damage instead.
[Definitions still required for disarm, free action, stun, nsh.]
Damage to the body hurts and often makes one bleed. Subtract the amount of damage from the victim’s hit points. Normal damage can be healed instantly by a healer or with magic. The medical skill can also repair damage in a limited fashion.
For natural healing, hit points recover one per day (1 HP/day) with moderate activity. Bed rest can speed it up to two per day (2 HP/day). If the wounds are being regularly tended by someone with the medical skill, the rate of hit point return doubles.
A less harmful form of damage to an opponent is possible; it’s called subdual damage. It’s generally used with the intent to subdue rather than injure and kill. Subtract the amount of subdual damage from the victim’s hit points. It combines with normal damage for the purposes of going unconscious (see Unconsciousness and Death), but it won’t kill anyone.
Any unarmed attack (with or without WP: unarmed combat skill) deals only subdual damage. (Note: without having WP: unarmed combat skill, an attacker does 1d2 unarmed damage with a punch and 1d3 damage with a kick, plus damage bonuses.) With a blunt weapon (club, mace, staff, nsh.), anyone can choose to deal half subdual damage (and half normal). Make the attack with a penalty of -3 to strike. With a bladed weapon, only those with the appropriate weapon proficiency can deal half subdual damage (and half normal) on a successful strike, also made with a penalty -3 to strike.
Those with the WP: unarmed combat skill may purchase additional feats to increase the amount of real damage dealt in combat. (See Feats.) Even with a feat, a character striking unarmed always has the option of doing just subdual damage. Some weapons, such as brass knuckles, will increase the amount of real damage dealt from an unarmed strike.
Subdual damage is always rounded up for the purposes of real versus subdual damage; for example if Zhun-Li attacked unarmed for 13 HP of damage, the breakdown would be 7 subdual, 6 real.
Things and creatures without an Endurance attribute are immune to subdual damage (like the undead, constructs, robots, elementals, oozes, flatware, wheelbarrows, and plants, for example).
Subdual damage heals normally at a rate of one hit point every ten minutes (1 HP/10 min). A healer can instantly restore subdual damage at twice the amount rolled with a normal healing touch.
Characters go unconscious when they reach zero hit points (whether from normal damage or subdual damage). Characters die when the total damage done to them (which must be normal damage) exceeds their total hit points plus Endurance attribute. When one dies, reduce the character’s spirit thread by one.
One can try to stay conscious even when at negative hit points. At the beginning of each round that the character has negative hit points, in order to stay conscious, the character needs to successfully roll under the character’s Endurance less the negative hit point value. If the roll fails, the character loses consciousness. Whether successful or not, the attempt to stay up does one hit point of damage.
There are rules about bleeding, but I don’t remember them. See the bottom of the Critical Hit Table in the Psimancz Appendices for bleeding effects due to amputation.
Damage reduction: As its name implies, an entity with damage reduction subtracts that amount from each and every physical source of damage that does not require a saving throw.
Damage resistance (DR): Damage resistance is conditional damage reduction. It is typically represented as a number followed by a slash and another factor (for example, 10/+1[or, silver]). The first number (10) represents the amount of damage that is absorbed by the effect from each damage source. The second factor (+1[silver]) represents the limitations of the reduction. If the target is affected by the second factor, the DR has no effect. For example, if a normal sword were used to attack a werewolf (DR: 20/silver), 20 HP of damage would be absorbed. If that same werewolf were attacked with a silver plated sword, the werewolf would take full damage. A plus sign followed by a number represents the potency of a magical weapon. To determine the potency of a magical weapon, take its total (magical) bonus to strike, parry, and damage and divide the total by three. Other effects of a magical weapon may be included (like spell casting, nsh.), at the GM’s discretion. A magical weapon or effect will always supersede a mundane limitation (like silver or iron).
Hardness: [No, it’s nothing dirty.] Hardness is damage reduction for inanimate objects (such as a door or chest). The hardness rating is the amount of damage that is absorbed from each damage source before any damage is done to the object.
Being blind totally blows. When blind, the victim has the following penalties: 50% chance of missing an attack, loses miss factor in armor class calculation, and suffers a -5 penalty to parry.
Critical hits that
call for rolling on the table can seriously jack up the victim. For the nasty
effects caused, see the Critical Hit Table in the Psimancz Appendices.
Oh, and sometimes, they end up being pretty bogus. He’s an f’ing dragon! J
A character can read effectively and with comprehension and retention for up to their Willpower attribute in hours per day and up to their Intelligence attribute in days before needing to take a one day break.
Sometimes, people, creatures, and things transform. It can be magical or other strange forces that cause it. Some general rules apply:
* Requires one action (of applicable type) and two initiative segments
* Must have adequate space to change or the effect automatically fails
* Must be able to survive in environment or the effect automatically fails
ere is the first attempt at creating a standard list of equipment, weapons, and magic items. It is a tough task. Figuring out how the costs of various things relate to each other is extremely difficult. I (Scott) certainly welcome suggestions where things seem to be too far out of whack. In the weapons list, you may notice that there are some discrepancies. To explain, I started with a base listing from the Ars Magica roleplaying system. With some Internet research, it seemed to be the closest in terms of having actual historical prices listed based on medieval times. With that list and several others from various fantasy roleplaying source books, I did my best to consolidate it all and make it as consistent as possible with the base price being related to the way Jason and Sean see the value of gold in their worlds. Nick Weinberger did a lot of work on the clothing and equipment lists. During the games, I will add directly to the lists as new items get discussed and priced.
The weight of all items is included if we ever move to some sort of encumbrance system. Except where noted, all prices are for ‘standard’ quality items purchased in an average place where these sorts of goods are readily available. GMs will certainly adjust things based on location, quality, the buyer’s race, Presence, and behavior, or their whim. J
To get back to the weapon discrepancies, a sword costs a lot more than an ax or pick that does the same damage. (And wooden weapons are much cheaper in general.) No attempt was made to balance these sorts of things. I went with the historical prices as a baseline. A fine sword was a sign of nobility and wealth while an ax, flail, hammer, pick, or the like was a farmer or craftsman’s tool being used as a weapon. (Even if the ‘tool’ is actually designed and created as a good quality weapon, it’s only the perception that matters. In the fantasy world, however, a dwarf may certainly have a much different perception than a human.) So if your character wants a sword, suck it up. J It will be up to the GMs to create a world where the perceptions related to the different types of weapons actually matter in game play.
For normal quality and masterwork armor, see the Armor section above. For magical armor, see Ye Olde Alchemist Shoppe below.
Everything revolves around the core unit of currency, the silver piece (sp). Other units of currency are related to silver pieces based on a decimal system as shown below:
brass bit (bb) 0.01 sp
copper piece (cp) 0.1 sp
silver piece (sp) 1.0 sp standard currency
gold piece (gp) 10.0 sp
platinum piece (pp) 100.0 sp
mithril piece (mp) 1000.0 sp
Miscellany, Provisions, and Services
Notes:
§ The Beverages, Food, and Lodging list contains a random selection of items from three levels of establishment. Depending on the particular location, the quality available and prices charged may vary greatly.
§ I made up a general rule that a place to sleep in a common room will usually be included with the purchase of a meal at an inn. A lame bath may also be included depending on the location.
§ Some things are hard to categorize so you might want to check various lists.
|
animal |
description |
cost (sp) |
|
Chicken |
|
0.05 |
|
Cow, milk |
|
4.1 |
|
Donkey |
|
7.2 |
|
Goat |
|
0.5 |
|
Horse, draft |
|
13.8 |
|
Horse, riding |
|
21.4 |
|
Horse, war (light) |
|
40.5 |
|
Horse, war (charger) |
|
53 |
|
Mule |
|
9.5 |
|
Ox |
|
3.2 |
|
Pig |
|
0.9 |
|
Pony |
|
6.3 |
|
Sheep |
|
0.7 |
Beverages & Food (served) and Lodging (typical inns and taverns)
|
item |
Description |
quality of place |
cost (sp) |
|
Ale |
Large mug of ale |
middling + |
0.02 |
|
Ale |
Large mug of ale, watered down |
low-end |
0.01 |
|
Brandy |
Glass of good brandy |
high-end |
0.2 |
|
Brandy |
Glass of excellent brandy |
middling |
0.1 |
|
Cheese |
Good size portion to accompany a meal. The size goes down and the quality goes up as the place gets nicer. |
all |
0.01 |
|
Coffee |
Mug of hot coffee, bitter |
low-end |
0.01 |
|
Joint of meat |
Good size portion |
middling |
0.05 |
|
Mead |
Large mug of mead |
High end |
0.07 |
|
Mead |
Large mug of mead |
middling |
0.06 |
|
Mead |
Large mug of mead, watered down |
low-end |
0.03 |
|
Meal, banquet for one |
Banquet style all-you-can-eat and drink (the beverage is ale or good quality wine; only available on very special occasions). * |
middling |
0.2 |
|
Meal, hearty for one |
Special of the day. Breakfast includes fruit; lunch and dinner include dessert. * |
high-end |
0.1 |
|
Meal, hearty for one |
Special of the day. Breakfast includes fruit; lunch and dinner include dessert. * |
middling |
0.08 |
|
Meal, hearty for one |
Special of the day. Breakfast includes fruit; lunch and dinner include dessert. * |
low-end |
0.06 |
|
Meal, light |
Minimal meal. Very good. * |
high-end |
0.06 |
|
Meal, light |
Minimal meal. Usually includes oatmeal, hearty soup, or stew with choice of breads and cheeses. * |
middling |
0.04 |
|
Meal, light |
Minimal meal. Usually includes porridge or thin soup with some bread and cheese. * |
low-end |
0.02 |
|
Milk, cow or goat |
Large mug of cool milk |
high-end |
0.03 |
|
Milk, cow or goat |
Large mug of cool milk |
middling |
0.03 |
|
Milk, cow or goat |
Large mug of cool milk |
low-end |
0.02 |
|
Private room rental, daily |
Per night. Very nice room. |
high-end |
0.06 |
|
Private room rental, daily |
Per night. Good room. |
middling |
0.03 |
|
Private room rental, daily |
Per night, simplest accommodations (with noise). |
low-end |
0.02 |
|
Private room rental, monthly |
Per month, near kitchen, must do chores. |
middling |
0.5 |
|
Private room rental, monthly |
Per month, upstairs, no chores. |
middling |
1 |
|
Private room rental, monthly |
Per month, simplest accommodations (with noise). |
low-end |
0.2 |
|
Spirits |
Shot of alcoholic beverage, excellent |
high-end |
0.12 |
|
Spirits |
Shot of alcoholic beverage |
middling |
0.08 |
|
Spirits |
Shot of alcoholic beverage, watered down |
low-end |
0.05 |
|
Stew, bowl |
Large bowl of stew, tasty. |
middling |
0.02 |
|
Stew, bowl |
Bowl of stew, adequate but not very tasty. |
low-end |
0.01 |
|
Tea |
Tea infuser filled with excellent tea leaves. Comes with as much hot water as you want. |
high-end |
0.04 |
|
Tea |
Tea infuser filled with tea leaves. Comes with as much hot water as you want. |
middling |
0.02 |
|
Wine, quality 1, elven |
Only sold by the jug (two pints). |
high-end |
15 |
|
Wine, quality 2, vintage |
Glass of vintage quality wine |
high-end |
0.6 |
|
Wine, quality 3, fine |
Glass of excellent quality wine |
high-end |
0.1 |
|
Wine, quality 3, fine |
Glass of excellent quality wine |
middling |
0.08 |
|
Wine, quality 4, good |
Glass of average quality wine |
high-end |
0.04 |
|
Wine, quality 4, good |
Glass of average quality wine |
middling |
0.03 |
|
Wine, quality 4, good |
Glass of average quality wine |
low-end |
0.02 |
|
Wine, quality 5, poor |
Glass of low quality wine |
middling |
0.01 |
|
Wine, quality 5, poor |
Glass of low quality wine, watered down |
low-end |
0.01 |
* Meal includes a spot to sleep in the common room if available
|
item |
description |
cost (sp) |
|
Cart |
|
1.8 |
|
Castle, king's |
|
30,000 |
|
Castle, large |
|
12,500 |
|
Castle, small |
|
9,000 |
|
Coach, closed |
|
9.8 |
|
Coach, open |
|
5.4 |
|
Forest shack |
|
8 |
|
Fortified manor house |
|
500 |
|
Fortified town house |
|
400 |
|
Longboat |
|
11 |
|
Peasant cottage |
|
30 |
|
Rowboat |
|
5.4 |
|
Ship, merchant |
|
350 |
|
Wagon |
|
2.7 |
|
item |
Description |
weight kg lb. |
cost (sp) |
|
|
Ale, local |
Per pint, filled from barrel. * |
0.45 |
1 |
0.02 |
|
Brandy |
Per pint, filled from jug. * |
0.45 |
1 |
0.2 |
|
Bread, loaf, large round |
Hard bread, travels well. |
0.6 |
1.3 |
0.02 |
|
Cheese |
Hunk of hard cheese (travels fairly well). |
0.1 |
0.22 |
0.01 |
|
Dried oats |
One pound, filled from large sack. * |
0.45 |
1 |
0.01 |
|
Fruit |
Includes apples (4), avocados (2), berries (pint), oranges (5), pears (4), or tomatoes (5). (Any one type for this cost.) |
0.11-0.45 |
0.25 - 1 |
0.03 |
|
Herbs, small bunch |
Includes basil, chilies, cilantro, garlic, oregano, parsley, rosemary, sage, or thyme. |
0.03 |
0.07 |
0.01 - 0.05 |
|
Mead, local |
Per pint, filled from cask. * |
0.45 |
1 |
0.05 |
|
Rations for travel |
One week’s worth (varies): dried fruit, dried meat, and hard cheese. |
1.1 |
2.4 |
0.25 |
|
Salt, one ounce |
Filled from large bag. * |
0.03 |
0.07 |
0.01 |
|
Sausage, smoked |
Large sausage |
0.45 |
1 |
0.04 |
|
Spice, exotic, one ounce |
Includes cinnamon, cocoa, ginger, saffron, vanilla, or white pepper. Rarely available. Comes in small wooden box. |
0.03 |
0.07 |
4 |
|
Spice, local, one ounce |
Includes allspice, black pepper, clove, coriander, dill, nutmeg, paprika, or red pepper. Filled from large bag. * |
0.03 |
0.07 |
0.05 |
|
Tea, four ounces |
Filled from large jar. * |
0.1 |
0.22 |
0.1 |
|
Wine, quality 1, elven |
Two pints, comes in a special jug with minimally enchanted seal to retain quality. |
1.2 |
2.6 |
15 |
|
Wine, quality 2, vintage |
Per pint, filled from special cask. * |
0.45 |
1 |
0.75 |
|
Wine, quality 3, fine |
Per pint, filled from cask. * |
0.45 |
1 |
0.1 |
|
Wine, quality 4, good |
Per pint, filled from barrel. * |
0.45 |
1 |
0.03 |
|
Wine, quality 5, poor |
Per pint, filled from barrel. * |
0.45 |
1 |
0.01 |
* Buyer must have own container into which this item will be dispensed.
|
item |
description |
cost (sp) |
|
Courtesan's compassion |
Compare with "Harlot's pity." (Price may vary.) |
0.8 |
|
Farrier |
Clean horse and fix bridal, hooves, shoes, and tack. (Does not include new shoes.) |
0.05 |
|
Fine, civil crime, major |
Includes… |
20 |
|
Fine, civil crime, minor |
Includes… |
6 |
|
Guild membership, group, Adventurer Guild |
Group benefits, must stay as a group and be hired as a group * Cost based on group size: 2-5 is 8 cp each, 6+ is 6 cp each |
* |
|
Guild membership, indiv., Adventurer Guild |
Individual benefits, hired as individual |
1 |
|
Harlot's pity |
Compare with "Courtesan's compassion." (Price may vary.) |
0.2 |
|
Healing |
Typical consultation (treatment or medicine extra) |
0.2 |
|
Hot bath |
Very clean bath at high-end establishment |
0.4 |
|
Massage and wrap |
Relaxing body massage and herbal wrap at high-end establishment |
0.6 |
|
Mercenary's services |
Per week, must also feed and lodge |
0.5 |
|
Money lending (bank) |
Lend gold at a monthly interest rate |
2% |
|
Money saving (bank) |
Keep safe any amounts deposited, annual charge |
0.1 |
|
Mud bath and facial |
Includes face, head, and neck massage at high-end establishment |
0.8 |
|
Passage, caravan |
Depends on length of trip, food not included |
0.1 – 1 |
|
Passage, ferry |
|
0.03 |
|
Passage, ship |
Depends on length of trip, food not included |
0.3 – 2 |
|
Rent, tenant family acreage |
Annual, paid to landowner |
1.5-2.5 |
|
Rental of cart and two horses |
Per day, includes driver (must feed and lodge driver on trips) |
0.2 |
|
Servant's services |
Per week; excellent service, skills, and knowledge |
0.3 |
|
Tax, monthly residency |
Typical town |
0.02 |
|
Wage for hired archer |
Per day |
0.5 |
|
Wage for hired knight |
Per day |
2 |
|
Wage for hired serf |
Per year |
1 |
|
Wage for serving girl |
Per day at low-end establishment, includes meals and accommodations |
0.01 |
Non-Magical Equipment, Sundry Items, and Weapons
Notes:
§ All clothing listed is average quality; price can vary greatly depending on quality and outward appearance of status.
§ All weapon weights and lengths may vary, depending on the wielder's preference (especially the length of hafted weapons). Also, for many of the weapons, there is no current weapon proficiency skill.
|
item |
description |
weight kg lb. |
cost (sp) |
|
|
Baldric |
|
0.6 |
1.3 |
0.25 |
|
Belt |
|
0.4 |
0.9 |
0.18 |
|
Belt, sword |
|
0.6 |
1.3 |
0.25 |
|
Blouse or shirt (silk) |
|
0.2 |
0.4 |
0.8 |
|
Blouse or shirt (wool/cotton) |
|
0.35 |
0.8 |
0.2 |
|
Boots, cloth |
Various heights available |
1.2 |
2.6 |
0.5 |
|
Boots, hip high, leather |
|
2.1 |
4.6 |
0.9 |
|
Boots, low, leather |
Soft leather |
1.5 |
3.3 |
0.6 |
|
Boots, riding, leather |
Knee high |
1.95 |
4.3 |
0.8 |
|
Boots, work, leather |
Reinforced hard leather |
1.8 |
4 |
0.7 |
|
Cap, pull over |
|
0.15 |
0.3 |
0.15 |
|
Cape, long |
|
0.8 |
1.8 |
0.6 |
|
Cape, long hooded |
|
0.8 |
1.8 |
0.7 |
|
Cape, short |
|
0.45 |
1 |
0.35 |
|
Cloak |
|
1 |
2.2 |
0.55 |
|
Cloak, fur |
|
3.5 |
7.7 |
1.1 |
|
Dress, common |
|
1.4 |
3.1 |
0.15 |
|
Dress, fancy |
|
1.8 |
4 |
0.35 |
|
Gown |
|
2.3 |
5.1 |
0.35 |
|
Gown, night |
|
0.55 |
1.2 |
0.1 |
|
Hat, large brim |
|
0.75 |
1.7 |
0.4 |
|
Hat, large brim leather |
|
0.91 |
2 |
0.6 |
|
Hat, short brim |
|
0.5 |
1.1 |
0.3 |
|
Hood |
|
0.7 |
1.5 |
0.2 |
|
Hose (stockings) |
|
0.1 |
0.2 |
0.2 |
|
Jacket (long, down-filled) |
|
1.6 |
3.5 |
0.7 |
|
Jacket (short, down-filled) |
|
1.3 |
2.9 |
0.5 |
|
Jacket, fur (common, heavy) |
|
2.35 |
5.2 |
1 |
|
Jacket, heavy |
|
1 |
2.2 |
0.3 |
|
Jacket, leather |
|
1.2 |
2.6 |
0.45 |
|
Jacket, light |
|
0.6 |
1.3 |
0.25 |
|
Leggings, fur |
|
2 |
4.4 |
0.75 |
|
Pants |
|
0.45 |
1 |
0.2 |
|
Pants, work |
|
0.8 |
1.8 |
0.4 |
|
Robe, heavy |
|
2.5 |
5.5 |
0.6 |
|
Robe, heavy hooded |
|
2.5 |
5.5 |
0.6 |
|
Robe, light |
|
1.6 |
3.5 |
0.45 |
|
Robe, night |
|
1 |
2.2 |
0.1 |
|
Sandals |
|
0.7 |
1.5 |
0.15 |
|
Scarf |
|
0.1 |
0.2 |
0.08 |
|
Shoes, canvas or cloth |
|
0.9 |
2 |
0.2 |
|
Skirt |
|
0.8 |
1.8 |
0.15 |
|
Socks |
|
0.01 |
0.02 |
0.05 |
|
Surcoat |
|
0.4 |
0.9 |
0.25 |
|
Sweater |
|
0.5 |
1.1 |
0.22 |
|
Tunic (or tabard) |
|
0.6 |
1.3 |
0.35 |
|
Vest |
|
0.4 |
0.9 |
0.18 |
|
Undergarment |
|
0.01 |
0.02 |
0.05 |
|
item |
description |
weight kg lb. |
cost (sp) |
|
|
Backpack |
Up to 35 kg of stuff |
0.32 |
0.7 |
0.25 |
|
Bag, cloth with handle |
|
1.15 |
2.5 |
0.15 |
|
Bag, leather with handle |
|
1.35 |
3 |
0.45 |
|
Bedroll |
|
4.1 |
9 |
1 |
|
Blanket, heavy |
Covers up to two people |
3.5 |
7.7 |
0.6 |
|
Blanket, light |
Covers up to two people |
2 |
4.4 |
0.3 |
|
Book, 100 blank pages |
|
1.35 |
3 |
3.5 |
|
Book, 20 blank pages |
|
0.3 |
0.7 |
1.1 |
|
Book, 250 blank pages |
|
2 |
4.5 |
5 |
|
Book, 50 blank pages |
|
0.7 |
1.5 |
1.8 |
|
Book, skill primer, weight one skills |
Character must spend 1 hour reading per experience point (for example: 200 hours for a new skill, 100 hours to raise a skill to second level). Each book may only be read by a character once. |
0.23 |
0.5 |
20 |
|
Bottle, pint |
|
0.3 |
0.7 |
0.12 |
|
Bowl, earthenware |
|
0.3 |
0.7 |
0.08 |
|
Bowl, pewter |
|
0.7 |
1.5 |
0.3 |
|
Bowl, silver |
|
1 |
2.2 |
8.7 |
|
Bowl, wooden |
|
0.2 |
0.4 |
0.05 |
|
Box, large metal |
Holds up to 7.5 kg |
5 |
11 |
5 |
|
Box, large wooden |
Holds up to 7.5 kg |
4 |
8.8 |
0.8 |
|
Box, medium wooden |
Holds up to 2.5 kg |
2 |
4.4 |
0.25 |
|
Box, small metal |
Holds up to 2.5 kg |
1 |
2.2 |
1.2 |
|
Box, small wooden |
Holds up to 0.5 kg |
0.45 |
1 |
0.08 |
|
Box, snuff |
|
0.2 |
0.4 |
0.08 |
|
Brushes (low quality) |
Each |
0.01 |
0 |
0.05 |
|
Brushes (sable hair) |
Each |
0.01 |
0 |
0.1 |
|
Bucket, metal, 5 gallon |
|
1.2 |
2.6 |
0.5 |
|
Bucket, wood, 5 gallon |
|
1 |
2.2 |
0.1 |
|
Candle (3 hours) |
Each |
0.05 |
0.1 |
0.12 |
|
Candle (45 minutes) |
Each |
0.05 |
0.1 |
0.03 |
|
Candle holder (uncovered) |
Keeps wax from dripping off |
0.5 |
1.1 |
0.05 |
|
Candle lantern (glass) |
Protects candle from wind |
0.23 |
0.5 |
0.14 |
|
Case, map or scroll |
|
0.22 |
0.5 |
0.15 |
|
Cask (wood, 10 gallons) |
|
5 |
11 |
0.5 |
|
Cask (wood, 25 gallons) |
|
10 |
22 |
1.25 |
|
Cask (wood, 4 gallons) |
|
2.25 |
5 |
0.2 |
|
Cauldron, iron |
Large pot over a hearth fire |
5 |
11 |
1.6 |
|
Chain, heavy |
Per foot, supports 3500 pounds |
1.5 |
3.3 |
2.2 |
|
Chain, light |
Per foot, supports 1700 pounds |
0.8 |
1.8 |
1.5 |
|
Chalk (12 sticks) |
Various colors available |
0.01 |
0 |
0.04 |
|
Charcoal (per pound) |
|
0.45 |
1 |
0.08 |
|
Charcoal stick (12 sticks) |
Sorry, black only |
0.01 |
0 |
0.02 |
|
Crow quill pen |
4 quills |
0.001 |
0 |
0.03 |
|
Cup or mug, earthenware |
|
0.35 |
0.8 |
0.04 |
|
Firewood |
Per day |
9.1 |
20 |
0.02 |
|
Glass |
Made of glass |
0.2 |
0.4 |
0.08 |
|
Goblet |
Basic metal |
0.4 |
0.9 |
0.15 |
|
Grapnel (grappling hook) |
Supports 500 pounds |
1 |
2.2 |
0.5 |
|
Hammock |
|
2.5 |
5.5 |
0.65 |
|
Hanger, weapon |
|
0.35 |
0.8 |
0.1 |
|
Harness, weapon |
|
0.7 |
1.5 |
0.4 |
|
Hourglass |
|
0.3 |
0.7 |
1.7 |
|
Ink (black) |
6 ounces1, in a small glass vial |
0.13 |
0.3 |
0.1 |
|
Ink (colored) |
6 ounces1, in a small glass vial |
0.13 |
0.3 |
0.25 |
|
Iron spike (or piton) |
|
0.2 |
0.4 |
0.03 |
|
Jar (glass, 2 pints) |
|
0.45 |
1 |
0.07 |
|
Jar (glass, 4 pints) |
|
0.7 |
1.5 |
0.1 |
|
Jar (glass, gallon) |
|
1.3 |
2.9 |
0.25 |
|
Jar (glass, pint) |
|
0.35 |
0.8 |
0.05 |
|
Jug, 1/2 gallon |
|
0.85 |
1.9 |
0.2 |
|
Jug, 5 gallon |
|
4 |
8.8 |
0.7 |
|
Jug, gallon |
|
2 |
4.4 |
0.35 |
|
Knapsack |
Up to 20 kg of stuff |
0.25 |
0.6 |
0.17 |
|
Lamp, oil burning, 1 pint |
2 |
1.4 |
3.1 |
0.8 |
|
Lamp, oil burning, 2 pint |
2 |
1.7 |
3.7 |
1.4 |
|
Lantern, oil burning, 1 pint |
2 |
2 |
4.4 |
1.7 |
|
Lantern, oil burning, 2 pint |
2 |
2.7 |
5.9 |
1.5 |
|
Lantern, oil burning, metal casing |
2 |
3 |
6.6 |
5 |
|
Lock, key |
|
1.2 |
2.6 |
1 |
|
Lock, tumbler |
|
1.2 |
2.6 |
2.5 |
|
Manacles, hand |
|
5 |
11 |
3 |
|
Manacles, leg |
|
7.5 |
16.5 |
4.5 |
|
Net, fishing |
25 square feet |
2.25 |
5 |
0.3 |
|
Net, human-sized |
Entangle a human-sized creature |
3 |
6.6 |
1.4 |
|
Net, hunting |
|
1.4 |
3.1 |
0.6 |
|
Net, mosquito |
|
0.35 |
0.8 |
0.5 |
|
Oil, 1 pint |
2 |
0.82 |
1.8 |
0.1 |
|
Pan, iron |
Large iron skillet |
2.2 |
4.8 |
0.2 |
|
Paper, 1 sheet |
Thin paper from wood pulp |
0.001 |
0 |
0.03 |
|
Paper, heavy, 1 sheet |
Includes banana paper & papyrus |
0.005 |
0 |
0.05 |
|
Parchment, 1 sheet |
Includes vellum and hide-based |
0.01 |
0 |
0.1 |
|
Perfume, per ounce |
In a glass vial. Cheapest around. |
0.08 |
0.2 |
0.1 |
|
Pole, wooden |
6 - 10 feet, too flimsy for weapon |
1.5 |
3.3 |
0.1 |
|
Pot, earthenware |
Cooking pot |
1.45 |
3.2 |
0.1 |
|
Pot, iron |
Cooking pot |
2 |
4.4 |
0.25 |
|
Pouch, belt |
Up to 3 kg of stuff, size a factor |
0.55 |
1.2 |
0.1 |
|
Pouch, belt, spell component |
Up to 3 kg, compartments |
0.65 |
1.4 |
0.2 |
|
Pouch, tobacco |
Holds up to 6 ounces |
0.03 |
0.1 |
0.1 |
|
Purse, belt |
|
0.05 |
0.1 |
0.05 |
|
Purse, large shoulder |
|
0.8 |
1.8 |
0.3 |
|
Purse, small pocket |
|
0.02 |
0 |
0.02 |
|
Purse, small shoulder |
|
0.4 |
0.9 |
0.1 |
|
Quicksilver (mercury), 1 ounce |
In a glass jar |
0.03 |
0.1 |
20 |
|
Rabbit skin glue, 1 pound |
Dried. Must add water. |
0.45 |
1 |
0.6 |
|
Rope |
Per 10 feet, supports 300 pounds |
0.9 |
2 |
0.2 |
|
Rope ladder |
Per 10 feet, supports 500 pounds |
2 |
4.4 |
0.8 |
|
Rope, heavy |
Per 10 feet, supports 1000 pounds |
1.7 |
3.7 |
0.5 |
|
Sack, large |
|
0.15 |
0.3 |
0.03 |
|
Sack, small |
|
0.23 |
0.5 |
0.06 |
|
Saddle bags |
|
2.1 |
4.6 |
0.7 |
|
Saddle, bit, bridal, etc. |
|
7 |
15.4 |
3 |
|
Sheath, knife |
|
0.1 |
0.2 |
0.05 |
|
Sheath, sword |
|
0.6 |
1.3 |
0.1 |
|
Silver point |
2" long silver needle (for inking) |
0.001 |
0 |
0.15 |
|
Slate board (18" x 24") |
|
9 |
19.8 |
2 |
|
Soap, per ounce |
Basic unscented |
0.03 |
0.1 |
0.08 |
|
Sundial |
Standard, permanently mounted3 |
n/a |
n/a |
1.4 |
|
Tent canvas (4 square feet) |
|
0.23 |
0.5 |
0.53 |
|
Tent, 1 person |
|
4.55 |
10 |
1.75 |
|
Tent, 2 person |
|
8.65 |
19 |
2.63 |
|
Tent, 4 person |
|
14.3 |
31.5 |
3.5 |
|
Tobacco, chewing |
per ounce |
0.03 |
0.1 |
0.04 |
|
Tobacco, dried |
per ounce |
0.03 |
0.1 |
0.02 |
|
Torch, treated |
Lasts three hours |
0.55 |
1.2 |
0.13 |
|
Torch, untreated |
Lasts one hour |
0.55 |
1.2 |
0.04 |
|
Trap, bear |
|
6.55 |
14.4 |
2.7 |
|
Trap, beaver |
|
2.55 |
5.6 |
0.8 |
|
Trap, wolf |
|
4 |
8.8 |
1.7 |
|
Trunk, large metal |
Holds up to 25 kg |
15 |
33 |
12 |
|
Trunk, large wooden |
Holds up to 25 kg |
11.5 |
25.3 |
2.5 |
|
Trunk, small metal |
Holds up to 12.5 kg |
8.5 |
18.7 |
5 |
|
Trunk, small wooden |
Holds up to 12.5 kg |
6 |
13.2 |
1 |
|
Vial (glass, 2 ounce) |
|
0.05 |
0.1 |
0.05 |
|
Vial (glass, 6 ounce) |
|
0.1 |
0.2 |
0.1 |
|
Water skin, 1/2 gallon |
|
0.5 |
1.1 |
0.3 |
|
Water skin, 2 pint |
|
0.23 |
0.5 |
0.1 |
|
Water skin, gallon |
|
0.95 |
2.1 |
0.65 |
|
Wax, bee's |
per pound |
0.45 |
1 |
0.5 |
|
Wax, clear |
per pound |
0.45 |
1 |
0.7 |
1 enough ink to fill twelve standard sheets
2 one pint of oil will burn in a lamp or lantern for twelve hours
3 includes the set-up by a skilled artisan
|
item |
description |
weight kg lb. |
cost (sp) |
|
|
Cooking Kit |
Basic pot, pan, eating utensils, and mixing implements made of lightweight materials for traveling |
1.8 |
4 |
1 |
|
Fishing Kit |
Fishing tackle, hooks, lures, and floaters |
0.5 |
1.1 |
0.7 |
|
Medical Kit |
Required for effective use of medical skill. Starts with 10 "charges" of expendable medical supplies. |
1.2 |
2.6 |
2.5 |
|
Medical Kit "charges" |
Expendable medical supplies, 10 "charges" |
n/a |
n/a |
1 |
|
Personal Kit |
Includes a towel, soapstone, razor, grooming implements, small metal mirror, tooth stick, nsh. |
0.2 |
0.4 |
0.6 |
|
Tinder Box, Flint & Steel |
Used to create sparks, box keeps tinder relatively dry |
0.2 |
0.4 |
0.3 |
|
weapon |
WP skill |
weight kg lb. |
length cm in. |
cost (sp) |
||
|
Axe, Battle |
L - Battle-ax |
1.7 |
3.7 |
81 |
32 |
4.2 |
|
Axe, Francisca |
M – Battle-ax |
1.1 |
2.4 |
46 |
18 |
2.1 |
|
Axe, Great |
H – Battle-ax |
2.8 |
6.2 |
114 |
45 |
6.7 |
|
Axe, Hand (hatchet) |
S - Ax (doesn't exist) |
0.6 |
1.3 |
36 |
14 |
1.4 |
|
Axe, Small |
S - Ax (doesn't exist) |
0.8 |
1.8 |
61 |
24 |
1.1 |
|
Baton |
S - Blunt (doesn't exist) |
0.55 |
1.2 |
46 |
18 |
0.2 |
|
Bullwhip |
S - Special? |
0.9 |
2 |
396 |
156 |
0.5 |
|
Club |
M - Blunt |
0.8 |
1.8 |
61 |
24 |
0.4 |
|
Club, Great |
H - Blunt |
1.8 |
4 |
107 |
42 |
1.1 |
|
Club, War |
L - Blunt |
1.2 |
2.6 |
86 |
34 |
0.7 |
|
Dagger |
S – Knife |
0.36 |
0.8 |
46 |
18 |
0.8 |
|
Flail, Battle |
H – Ball and chain |
2.6 |
5.7 |
122 |
48 |
9.8 |
|
Flail, Bladed |
M – Ball and chain |
1.3 |
2.9 |
91 |
36 |
3.7 |
|
Flail, Goupillon |
H – Ball and chain |
2 |
4.4 |
91 |
36 |
18.5 |
|
Flail, Military |
L - Ball and chain |
1.8 |
4 |
102 |
40 |
6 |
|
Flail, War |
M – Ball and chain |
1.5 |
3.3 |
76 |
30 |
4.5 |
|
Halberd |
H – Pole arm |
4.1 |
9 |
244 |
96 |
14.4 |
|
Hammer |
M – Blunt |
1.3 |
2.9 |
56 |
22 |
1.3 |
|
Hammer, Small |
S - Blunt (doesn't exist) |
0.8 |
1.8 |
38 |
15 |
0.7 |
|
Hammer, War |
L – Blunt |
1.6 |
3.5 |
76 |
30 |
1.8 |
|
Iron Staff |
L - Staff |
2.4 |
5.3 |
152 |
60 |
1 |
|
Katana |
L - Sword |
1.3 |
2.9 |
99 |
39 |
20 |
|
Knife |
S – Knife |
0.25 |
0.6 |
25 |
10 |
0.3 |
|
Lance |
L - Special |
2.9 |
6.4 |
396 |
156 |
0.5 |
|
Mace |
L – Blunt |
1.3 |
2.9 |
58 |
23 |
2 |
|
Mace, Great |
H – Blunt |
2.5 |
5.5 |
71 |
28 |
4 |
|
Mace, Small |
M – Blunt |
1.1 |
2.4 |
46 |
18 |
1.5 |
|
Maul |
H – Blunt |
3.3 |
7.3 |
122 |
48 |
2.9 |
|
Morningstar |
L - Ball and chain |
1.6 |
3.5 |
76 |
30 |
3.9 |
|
Ninjato |
M - Sword |
1.4 |
3.1 |
86 |
34 |
16 |
|
Pick |
M – Battle-ax or Blunt? |
1.2 |
2.6 |
64 |
25 |
2 |
|
Pick, Great |
H – Battle-ax or Blunt? |
2.3 |
5.1 |
107 |
42 |
5.7 |
|
Pick, Military |
L - Battle-ax or Blunt? |
1.5 |
3.3 |
79 |
31 |
3.5 |
|
Pick, Small |
S – ditto? (neither exist) |
0.7 |
1.5 |
41 |
16 |
1.2 |
|
Pole Axe |
H – Pole arm |
3.5 |
7.7 |
213 |
84 |
6.7 |
|
Quarterstaff |
M - Staff |
1.8 |
4 |
168 |
66 |
0.2 |
|
Sai |
S - Knife |
0.5 |
1.1 |
46 |
18 |
2 |
|
Spear |
L - Spear/fork |
1.1 |
2.4 |
127 |
50 |
0.3 |
|
Spear, Long |
H - Spear/fork |
2.1 |
4.6 |
274 |
108 |
0.5 |
|
Spear, Medium |
M - Spear/fork |
1.5 |
3.3 |
188 |
74 |
0.4 |
|
Stiletto |
S – Knife |
0.18 |
0.4 |
30 |
12 |
0.9 |
|
Sword, Bastard |
L – Sword |
1.8 |
4 |
102 |
40 |
15.4 |
|
Sword, Broad |
L – Sword |
1.3 |
2.9 |
86 |
34 |
9.8 |
|
Sword, Great |
H – Sword |
3 |
6.6 |
157 |
62 |
24 |
|
Sword, Long |
L – Sword |
1.2 |
2.6 |
94 |
37 |
10.2 |
|
Sword, Short |
M – Sword |
0.9 |
2 |
71 |
28 |
3.8 |
|
Wakisashi |
M - Sword |
0.7 |
1.5 |
56 |
22 |
14 |
|
weapon |
WP skill |
weight kg lb. |
length cm in. |
cost (sp) |
||
|
Arbalest |
|
2.7 |
5.9 |
102 |
40 |
13.5 |
|
Arrow, longbow |
|
0.12 |
0.3 |
89 |
35 |
0.1 |
|
Arrow, normal bow |
|
0.1 |
0.2 |
71 |
28 |
0.07 |
|
Blowgun |
|
0.45 |
1 |
102 |
40 |
0.7 |
|
Bolt, crossbow |
|
0.16 |
0.4 |
76 |
30 |
0.15 |
|
Bow, Heavy |
|
1.4 |
3.1 |
132 |
52 |
5 |
|
Bow, Light |
|
0.8 |
1.8 |
102 |
40 |
1.2 |
|
Bow, Medium |
|
1.1 |
2.4 |
117 |
46 |
2.5 |
|
Crossbow, Heavy |
|
2.3 |
5.1 |
91 |
36 |
7.2 |
|
Crossbow, Light |
|
1.8 |
4 |
81 |
32 |
3.7 |
|
Dart, blowgun |
|
0.03 |
0.1 |
8 |
3 |
0.05 |
|
Javelin |
|
0.9 |
2 |
152 |
60 |
0.3 |
|
Longbow, Heavy |
|
1.6 |
3.5 |
183 |
72 |
15 |
|
Longbow, Light |
|
1 |
2.2 |
157 |
62 |
4 |
|
Longbow, Medium |
|
1.3 |
2.9 |
170 |
67 |
9 |
|
Shuriken/Darts |
|
0.08 |
0.2 |
8 -13 |
3 - 5 |
0.2 |
|
Sling |
|
0.2 |
0.4 |
86 |
34 |
0.3 |
|
Staff Sling |
|
1.4 |
3.1 |
137 |
54 |
0.6 |
|
Throwing Knife |
|
0.3 |
0.7 |
23 |
9 |
1.2 |
|
weapon |
WP skill |
weight kg lb. |
size |
cost (sp) |
|
|
Wooden, Small |
|
1.5 |
3.3 |
15" d. |
0.8 |
|
Wooden, Normal |
|
3 |
6.6 |
24" d. |
1.2 |
|
Wooden, Large |
|
5.3 |
11.7 |
24" x 48" |
2.3 |
|
Steel, Small |
|
2 |
4.4 |
15" d. |
3 |
|
Steel, Normal |
|
4 |
8.8 |
24" d. |
7.7 |
|
Steel, Large |
|
7 |
15.4 |
24" x 48" |
10.5 |
|
item |
description |
weight kg lb. |
Cost (sp) |
|
|
Anvil |
|
heavy |
heavy |
11.2 |
|
Carpenter's set of tools |
|
4.1 |
9 |
4.2 |
|
Crowbar |
|
1.7 |
3.7 |
0.6 |
|
Grapnel (grappling hook) |
Supports 500 pounds |
1 |
2.2 |
0.5 |
|
Hatchet |
|
0.8 |
1.8 |
0.7 |
|
Hammer |
|
1.3 |
2.9 |
0.4 |
|
Hatchet |
|
0.8 |
1.8 |
0.7 |
|
Lock picks |
Quality can affect their usefulness |
n/a |
n/a |
1 |
|
Manacles, hand |
|
5 |
11 |
3 |
|
Manacles, leg |
|
7.5 |
16.5 |
4.5 |
|
Mason's set of tools |
|
5 |
11 |
3.8 |
|
Pitchfork |
|
1.5 |
3.3 |
0.7 |
|
Plow |
|
15 |
33 |
1.2 |
|
Pulley, 2:1 |
|
2 |
4.4 |
3.2 |
|
Pulley, 3:1 |
|
2.3 |
5.1 |
5.5 |
|
Pulley, 4:1 |
|
2.7 |
5.9 |
8.9 |
|
Scythe |
|
1.6 |
3.5 |
0.9 |
|
Shovel |
4 feet long |
2.5 |
5.5 |
0.8 |
|
Shovel, folding |
2.5 feet long, collapses |
1.2 |
2.6 |
0.7 |
|
Snare (small) |
Implement to capture small game |
0.22 |
0.5 |
0.4 |
|
Trap, bear |
|
6.55 |
14.4 |
2.7 |
|
Trap, beaver |
|
2.55 |
5.6 |
0.8 |
|
Trap, wolf |
|
4 |
8.8 |
1.7 |
|
Whetstone |
Required to keep weapons sharp * |
0.3 |
0.7 |
0.05 |
* A weaponsmith could find one given some time and suitable terrain.
Everything listed above is assumed to be standard quality. ‘Masterwork’ quality describes a level of superior craftsmanship. Any item that is to be permanently enchanted must be masterwork quality.
Masterwork cost = 5 x base cost of standard item (and provides no bonuses)
The cost for a weapon with masterwork enhancements (the bonus applying to all three areas: strike, parry, and damage) is the base cost of the standard weapon times a factor:
Bonus Factor
+1 x 10
+2 x 100
+3 x 1000
+4 x 10,000
+5 x 100,000
A weapon cannot be incrementally enhanced by masterwork craftsmanship. It is originally created with the enhancement bonus purchased.
|
“Points” Potions |
||
|
Healing (HP) |
Magic Restoration (MSP) |
Psionic (ISP) |
|
1d6 HP 1 cp 1d6+5 5 cp 2d6+10 1 sp 3d6+15 5 sp 4d6+20 1 gp 5d6+25 5 gp 6d6+30 1 pp 50 1 pp 100 5 pp
|
1d6 MSP 5 bb 1d6+5 1 cp 2d6+10 5 cp 3d6+15 1 sp 4d6+20 5 sp 5d6+25 1 gp 6d6+30 5 gp 50 5 gp 100 1 pp
|
1d6 ISP 1 sp 1d6+5 5 sp 2d6+10 1 gp 3d6+15 5 gp 4d6+20 1 pp 5d6+25 5 pp 6d6+30 1 mp 50 1 mp 100 5 mp
|
|
Saving Throw Potions |
||
|
Physical |
Magic |
Psionic |
|
+1 save 5 sp +2 1 gp +3 5 gp +4 1 pp +5 5 pp
|
+1 save 1 sp +2 5 sp +3 1 gp +4 5 gp +5 1 pp
|
+1 save 1 gp +2 5 gp +3 1 pp +4 5 pp +5 1 mp
|
|
Miscellaneous Potions |
||
|
General Spells (Common) |
Soul |
Accoutrement |
|
1st level 2 cp 2nd level 1 sp 3rd level 2 sp 4th level 2 gp 5th level 10 gp 6th level 20 gp 7th level 200 gp
|
Soul holding 10 gp Soul catch 10 pp
|
Potion belt 2 cp 6 vials & flask 1 cp (flask capacity = 12 vials)
|
Charged Magic Items Spell Scrolls
General spells (common) General spells (common)
Cost per charge: (Must be able to read the language to cast)
1st level 1 sp 1st level 5 cp
2nd level 5 sp 2nd level 2.5 sp
3rd level 1 gp 3rd level 5 sp
4th level 10 gp 4th level 5 gp
5th level 50 gp 5th level 25 gp
6th level 100 gp 6th level 50 gp
7th level 1000gp 7th level 500 gp
Note: The base cost of the item is equal
to the cost of an individual charge.
Magically Enhanced Armor and Weapons
Bonuses
Armor pieces can have their AR increased by magical enhancement. Weapons can be magically enhanced (the bonus applying to all three areas: strike, parry, and damage).
Bonus Cost Restriction on material
+1 100 gp item must be masterwork quality
+2 300 gp item must contain mithril
+3 1000 gp
+4 5000 gp item must contain adamantium
+5 50,000 gp
Spell effects
Use the factors below as cost multipliers where the base cost is the price of one charge for a charged magical item.
Effect Factor Note
Abortable charge x 2
Continuous x 1000 for creation of new item
Multiple use (X / day) x (X x 100) for creation of new item, each use lasts six minutes
he magic system is centered around spells and wizards, though there also exist magic circles, necromantic arts, rituals, rune magic, and wards along with their respective practitioners. As the rules and guidelines for the different mystic arts get written up, I’ll add them to this rulebook. Or not. (Man, there sure are a lot of those “or not” phrases running around this document. J )
The forms correspond to manifestations of magical forces that are usually created by a spell. They are blast, bolt, field, globe, imbue weapon, resist element, and summon elemental force. (More may be added later.) The types correspond to the special effect causing the damage (or resisting) and fall under the five main ‘elemental’ categories of air, earth, fire, water, and spirit. The different rarities of occurrence of the mystic element types do not relate to a difference in quantity of damage or power, only in how difficult it is to defend against that type of damage.
See Magic Spells in the Psimancz Appendices for how these spell forms work.
Note concerning very rare damage types: Even if a target makes a successful saving throw (when applicable) against a very rare damage type, the target still takes half damage.
|
Types |
Air |
Earth |
Fire |
Water |
Spirit |
|
Common |
Static |
Shockwave |
Flame |
Frost |
Soul |
|
Uncommon |
Lightning |
Concussion |
Balefire |
Cold |
Chi |
|
Rare |
Vacuum |
Magma |
Plasma |
Drowning |
Death |
|
Very Rare |
Tornado |
Gravity |
Phoenix |
Acid |
Chaos |
How do wizards and other mages acquire new powers? They earn them.
Unlike psions, warlocks, and all those other wusses who just have their powers spoon-fed to them, mages have to find, buy, learn, or research new powers in-game. Spell knowledge is the lifeblood of wizards. Here are the methods that wizards may use to attempt to gain the knowledge of how to cast a spell.
“Throw gold at it.” Guaranteed learning, fast, safest, and most expensive.
Duration to learn: one hour per spell level
Cost: 50 times the cost for a charge of that spell. (See Charged Magic Items above.)
Success criteria: automatic, no chance of failure
“Come on, dude. If you show me yours, I’ll show you mine.” Slower but safe.
Duration to learn: one week per spell level
Cost: no standard; negotiated with wizard
Limitation: The teacher must have a wizard power level at least twice the level of the spell. It is possible to teach higher level spells than this restriction implies, but there is a decrease in the success rate.
Success criteria: standard mystic conversion roll for student with modification. Wizard’s can teach spells with no penalty to the student’s skill roll if the spell is equal to or less than one half the teacher’s power level (rounding up). For spells above that and up to the teacher’s power level, there is a -20% penalty per spell level. Above the teacher’s power level, the penalty is -40% per level. If the roll fails, the student cannot learn that spell from that teacher.
“Booooorrrrriiiiinnnnnggggg.” Guaranteed and safe, but damn slow.
Duration to learn: one year per spell level, full time
Limitation: need a method to record experimentation; can even invent spells
Success criteria: automatic success, no chance of failure. Net result is a “spell book” entry.
“If I just fiddle long enough…” Safe, but slow and requires skill.
Duration to learn: one month per spell level, full time, but can be interrupted
Limitation: need a method to record experimentation; can even invent spells
Success criteria: standard mystic conversion roll with the penalty the same as being taught by another wizard but with self as teacher; if you fail the roll, you can try again with more research time of one week per level of the spell. Net result is a “spell book” entry.
“You can learn anything from a book.” Slower but safe.
Duration to learn: one week per spell level
Cost: perhaps a checkout fee at a Wizard Guild (but would probably have to use the book on the premises)
Limitation: must be able to read the language of the book
Success criteria: standard mystic conversion roll without modification regardless of the spell level; if the roll fails, can try again with another block of study time, one week per level of the spell
Heh, heh. Sweet.
“Just go for it, puss.” Fastest, very dangerous.
Duration to learn: instant
Cost: price of scroll
Success criteria: standard mystic conversion roll with a penalty of -20% per level of the spell. If the roll fails, the scroll is used up and BAD THINGS HAPPEN.
“Yee-haw, m-er f-ers! I’m gonna do that too!” Fastest, most dangerous, and least expensive.
Duration to learn: instant
Cost: it’s freeeeeeee
Limitation: converting wizard must have sense magic and decipher magic spells active when the target spell is first being cast
Success criteria: standard mystic conversion roll with a penalty of -10% per level of the spell, cumulative (1st level -10%, 2nd level -30%, 3rd level -60%, and so on). If the roll fails, VERY BAD THINGS HAPPEN.
These concepts are separate in order to clarify aspects of progressive spells. The spell level generally corresponds to the overall power level of a spell. Rank (indicated by a Roman numeral) applies to the specific power level of a progressive spell. For most progressive spells, the spell level is equivalent to the rank. For some, rank one can begin at a higher spell level. For example, plasma field II (rank two) is a fourth level spell. (See Progressive Spells under Magic Spells in the Psimancz Appendices.)
Magical items and spells that give bonuses (like to saving throws in particular) cannot always stack together for an increased total effect. It depends on the level of the effect.
Simple effect: This effect is the weakest and most basic. It can only add to attribute and thread bonuses. (It cannot be used with any bonuses that a character has purchased or anything from other spells, nsh. All of these supersede a simple effect.)
Standard effect: This effect adds to all personal bonuses. It also combines with standard effects of different energy types (but multiple standard effects of the same type do not add up together).
Greater effect: This effect is a trump effect. It adds to all other bonuses.
A
armor............................................... 32
armor class (AC)..................... 32, 36
armor rating (AR).......................... 32
attribute check.............................. 30
autoparry............................. 8, 10, 31
cost............................................. 25
B
base armor penalty....................... 32
beauty (BTY)................................... 5
bleeding......................................... 36
blindness....................................... 36
C
chance of success.......................... 7
character points (CP)................. 3, 4
critical hit................................. 34, 37
D
damage reduction......................... 36
damage resistance (DR)............... 36
darkvision........................................ 3
diabolist (mage subclass).............. 9
divine spell points (DSP)..... 5, 7, 10
druid (primary skill)........................ 8
E
elemental spell points (ESP) 5, 7, 12
endurance (END)............................ 5
experience points (XP)................. 21
F
feat.................................................. 21
combat form............................... 22
general talent............................. 24
mystical technique.................... 24
fighter (primary skill)...................... 8
floating........................................... 21
free declare.................................... 31
G
gift..................................................... 6
costs........................................... 25
divine.......................................... 10
druidic........................................... 8
healing.......................................... 9
mage.............................................. 9
psionic........................................ 11
warlock....................................... 12
goat............................................. 8, 39
milk.............................................. 40
grappling........................................ 34
H
hardness........................................ 36
healer (primary skill)....................... 9
healing strength points (HSP) 5, 7, 9
hit points (HP)................... 3, 5, 7, 35
I
initiative (init)................ 5, 21, 28, 29
jumping....................................... 30
inner strength points (ISP).. 5, 7, 11
intelligence (INT)............................ 5
L
language feat............................. 6, 24
M
mage (primary skill)........................ 9
magic spell points (MSP)...... 5, 7, 9
magical effect................................ 54
greater......................................... 54
simple.......................................... 54
standard..................................... 54
masterwork armor......................... 33
masterwork equipment................. 49
miss factor (MF)................. 5, 31, 36
mystic element types................... 52
N
namby-pamby................................. 9
natural healing.............................. 35
nature spell points (NSP)...... 5, 7, 8
necromancer (mage subclass)...... 9
nightvision...................................... 3
normal damage.............................. 35
O
off-hand attack.............................. 34
P
perception...................................... 21
physical attack.............................. 33
points (HP, DSP, ESP, HSP, ISP, MSP, NSP) 5, 7, 26
points recovery............................... 7
power level
cost for zero............................... 25
costs........................................... 26
power strength.............................. 27
presence (PRE)................................ 5
priest (primary skill)...................... 10
primary skill (class)......................... 6
progressive spells........................ 54
protectee........................................ 31
prowess (PRW)............................... 5
psion (primary skill)...................... 11
R
reading and research.................... 37
reflex (REF)...................................... 5
S
sea rover.......................................... 8
silver piece (sp)............................. 38
simultaneous strike (simul)......... 33
skill points................................... 5, 6
skill weight....................................... 6
sorcerer (mage subclass)............... 9
speed (SPD)..................................... 5
spell level and rank....................... 54
spirit thread............................... 6, 36
staying conscious........................ 36
strength (STR)................................ 5
strength armor penalty................ 33
subdual damage............................ 35
T
threads............................................. 6
transformations............................. 37
U
unarmed damage......... 23, 24, 27, 35
unconsciousness and death....... 36
V
very rare damage type................. 52
W
warlock (primary skill).................. 11
weapon speed............................... 30
willpower (WIL).............................. 5
wizard (mage subclass).................. 9