The Dark Fantasy Core Set ~~~ Section I: Introduction, covers the Public Domain notice and explains what this is all about Section II: World, covers the setting Section III: Guidelines, covers the game mechanics ~~~ Section I: Introduction This is the stripped-down guidelines from the Midian Dark Fantasy Roleplaying Game. This setting and system are fully compatible with The Official Game Of The Internet from which they derive, and is Certified Immersive Game World Content. The Dark Fantasy Core Set may be used in whole or in part without restriction. This work is in the Public Domain. The purpose of the Dark Fantasy Core Set is to provide both game mechanics and a setting that may be used by anyone, anywhere, anytime, and for any reason. While Midian is very open in its licensing, the Dark Fantasy Core Set is in the Public Domain to allow unrestricted use. That means that you can make copies of this text file, print it out & sell it, translate it into other languages, use pieces of it (or all of it) for your own stuff, alter it for use with another setting or game system, or any other use that copyright laws would otherwise restrict. There are no licensing restrictions on this text, no required notices, nor any fees attached. There are also no warranties or guarantees with this text, and the author is not responsible for what you do with it. This is yours to use & abuse, given freely to the world via the Public Domain. Rip the Interaction guidelines for your own homebrewed game, use the Kingdom in the novel you're writing, convert the magic spells for use in another game system, drop a Giant syndic as a bad-guy into your home game, use the game engine as the core for a Roman Legions game, or even change this section & pretend you wrote all of the rest (but you won't be fooling anyone, really). It is free and unrestricted in perpetuity, until the heat-death of the universe. Trademarked names & distinctive likenesses from the Midian Dark Fantasy Roleplaying Game have been changed into generic versions for the Dark Fantasy Core Set. Astute players of the original should have no problems realising which reference in this document applies to what from the Midian game. Skill names are almost unchanged. Some minor changes have been made to ensure that this DFCS remains free of intellectual properties, and to enable more general use of this ruleset. Nevertheless, this document remains fully compatible with the Midian DFRPG--although this cannot be guaranteed to be true of creative works derived from it, and probably won't be. There are also a few new goodies hidden throughout this text that are unique to the DFCS, but can be readily applied as-is to the Midian DFRPG. Never let it be said that I'm not continuously providing new content. Sections from the Midian game that are missing from this text are either: explanatory in nature, added game world detail, or (mostly) aren't mine--creative content added to Midian by someone else. These are copyright of their respective creators & as such cannot be added to this Public Domain work. This is for table-top roleplaying gaming. This means that it's for you & your friends to play together with pencils & paper, dice & imagination. It was also created to be used secondarily for internet gaming: play-by-post, play-by-chat (or instant messaging), or play-by-email. That said, it is not a video game, requires no downloads, has no operating system or hardware requirements, and doesn't really even need electricity (especially if you've printed out what you need). However, a video game or anything else can be based upon the Dark Fantasy Core Set. You may think of this as something of a source-code for the game. This is version I, and contains elements from the Midian Codex. The Dark Fantasy Core Set is in the Public Domain. There are no rights retained. The name "Dark Fantasy Core Set" and the acronym "DFCS" are not claimed as a trademark. The Dark Fantasy Core Set logo is also in the Public Domain. Trademark is claimed on neither the name nor distinctive likeness of the logo. "Midian Dark Fantasy Roleplaying Game" and "Immersive Game World" are trademarks and Copywrong of Lost-Souls Publishing, and are used with permission. Please note that while the Dark Fantasy Core Set is Public Domain, the Midian DFRPG is not, and falls under its own licenses, copyrights, trademarks, and other applicable laws. Outside of this introductory section, there are no trademarks or other intellectual property claimed. The Dark Fantasy Core Set is written & compiled by Golgotha Kinslayer. ~~~ Section II: World The Dark Fantasy Core Set default setting is an Earth-like world far, far away. The overall technology level is late medieval/early renaissance. However, some areas are poorer technologically, and some anachronistic ultra high tech or steampunk tech exists. The planet is designated DFCS00598, and termed D'Fcs (pronounced "dee fax") by loremasters, or commonly just "all the realms" for the world collectively. The official designation is largely unknown, and the average person on the street wouldn't really know what a "planet" is anyway. Other than its slightly different layout or twin moons--locked together into one single orbit--D'Fcs is otherwise much like our Earth. There are three continents: Northland, Southland, and Eastland, and a number of island chains. The continents are more or less clustered together, with an incredibly vast ocean from Eastland's eastern shore to any other land mass. Northland and Southland are separated by a small joined series of seas. There are no land bridges connecting any of the continents. Southland is predominantly the home of Humanity. The largest, wealthiest, and most powerful nation is the Empire. The Empire is arguably the largest and most powerful nation in the world. The Empire is a complex and cosmopolitan society united by that most important thing: money. The various Empire states are largely left to govern themselves, and keep much of their own original culture. South and west of The Empire are the Elder Kingdoms, old and sometimes strange nations. Eastland is a sparsely inhabited wilderness where great beasts are said to roam. Northland consists of three countries and one open wasteland. The countries are the Kingdom, the Confederation, and the Elven Homeland. The Kingdom is the default nation, and characters are assumed to be from there--and the campaign set there--unless otherwise noted. This nation will be covered below. The Elven Homeland is, as the name cleverly implies, the homeland of the Elves. No other species is allowed within its borders, under penalty of death. Two trade centers exist on that nation's borders--one connecting it with the Kingdom and one on the south coast. The Confederation is a cold, mountainous region known for its fierce warrior ethos. Independent raiders from the Confederation sometimes ply the eastern coast of Northland. Humans, Trolls, and Giants are found there. West of the Confederation and north of the Elven Homeland is a flat, desolate, cold, bleak, and largely uninhabitable land. This is not a nation, only a large geographic feature. The Kingdom is the default nation. Feel free to rename it, alter it, or replace it with your own kingdom. The Kingdom is ruled by a hereditary monarchy. It is divided into archduchies that were once sovereign nations. They are in turn subdivided into duchies, marches, counties, and baronies. Nobility in the Kingdom is inherited, but a merit-based system is in place to allow upward social mobility. The population is largely Human, but any species and ethnicity can be found there. It is a largely agricultural nation, and feeds much of the world. Much of its western and northwestern lands are unexplored. The Kingdom has a large standing army and strong navy, but has not been at war in living memory, nor does it conquer other lands. Deadly marines and resourceful scouts round out the Kingdom's military. The basic currency of the Kingdom is the silver florin. It is broken up into 10 copper pennies. 20 florins make up the much less common gold guilder. The people of D'Fcs are a diverse lot, with a variety of species, languages, occupations, cultures, ethnicities, and outlooks on life. Dwarves, Giants, Humans, and Trolls in the Confederation all essentially share the same culture. Goths live in an area that straddles the southern part of the Kingdom and the Northern portion of the Empire. Elves share a common ethnic variety. Trolls tend to integrate with the local cultures. The different nationalities of Humans are considered to be ethnically distinct, and an endless variety of customs, appearances, and cultural mores can be invented for new ethnicities. Make up your own. The vast variety of Humanity can be found in the Empire and the Elder Kingdoms. Religion is important to most of the people of the realms. There are five main faiths and several cults. The differences between the two categories is largely dependent upon whom one asks. In general, main faiths will have open worship in dedicated buildings, while cults are more likely to operate in secret. The quick version of each faith follows: Main Faiths: * Temple of Light: official religion of the Kingdom and by far the most popular there; followers of the Prophet & the Book; * Openness: practiced worldwide; this faith believes all people are equal and that all religions spring from the same divine source; paradoxically, this faith has an underground splinter sect of Human supremacists; * Church of Merchants: popular in the Empire, this faith worships a mathematical conception of the divine; deity of wealth and commerce; * Red God: a warriors' faith commonly worshiped within the Confederation; this god is more revered as a divine example of pure rage and violence than worshiped as a deity; * Lord Chaos: the newest main faith; some don't consider this to be a real church at all, but rather a powerful and bold Demon cult with delusions standing; widespread and rapidly growing; started in southern Kingdom lands; Cults: * Gates of Doom: worships the Old Ones * Revenants: drug & poison using assassins; worships the god of death; originally from the Empire * Black Church: something of an anti-religion; this church's followers believe only in themselves, rather than a higher power; falsely believed to be a Demon cult, but this goes against the self-reliance aspect of this 'faith' * Wise Power: Demon cult; large & powerful, with nearly every member knowing some magic or herbalism * Eco-Druids: violent ecological terrorists * Wise Druids: attempts by Humans to worship "the Elven way"; few if any Elves follow this cult, however; highly fragmented into divers groups, each arguing that theirs is the original ~~~ Section III: Guidelines Dice The Dark Fantasy Core Set uses polyhedral dice: 4, 6, 8, 10, 12, and 20-sided. Dice notation looks like this: 2D6+3. This means to roll two six-sided dice, and add three to the combined total. D% or 1D100 means to roll two 10-sided dice, one for the "tens" place, and one for the "ones" place to determine a number between one and 100 (double-zeroes is one-hundred). Most 10-sided dice have a "0" instead of a "10". When not rolling percentile dice (D%), a roll of "0" should be read as "10". Stacking Nearly everything in the Dark Fantasy Core Set is fully stackable. That is, you can combine bonuses from a variety of sources for one large modifier to a roll. Character creation consists of: 1) form a concept of the character--this can change and develop as it goes 2) choose a species 3) roll attributes--based on species 4) determine backgrounds 5) determine traits 6) choose contacts, disposition and morality 7) select a class and skills--classes are optional 8) determine equipment 9) name--don't you have one by now? you'll need one, you know 10) combat and other mechanics 11) character history--not mandatory, but it helps with roleplaying 12) customise and adjust--where you can try to talk the Game Master into further modifying your character The species of the Dark Fantasy Core Set are: Dwarves, Elves, Giants, Humans, and Trolls. Dwarf Dwarves are short, stocky, and long-lived. They are predominantly found in the Confederation and northern Kingdom lands. However, they can be found anywhere. Contrary to southern belief, Dwarves are not all tunnel-dwelling troglodytes. Most of them live on the surface in houses, and farm, herd, or fish for a living. Appearance: 3D6 Personality: 3D6-2 Grace: 2D8+1 Knowledge: 3D6 Wits: 3D6 Willpower: 3D6+2 Agility: 2D6+4 Stamina: 3D8+1 Strength: 3D6+2 Awareness: 3D6 Speed: 2D6 Common Sense: 3D6+2 Average ability scores: Appearance--9, Personality--8, Grace--10, Knowledge--10, Wits--10, Willpower--12, Agility--11, Stamina--14, Strength--12, Awareness--10, Speed--7, Common Sense--11. Dwarven Toughness: 20% damage resistance against smashing attacks; +3 to saves against crushing blows, +2 vs. petrification, +1 vs. fire and cold; dense body structure Infrared Vision: can see in the dark Direction Sense: free retest against getting lost; this is a form of pattern recognition--does not apply to long overland trips or to nautical navigation Dwarves are tough & too proud (and stubborn) to die easily: 1D8 hit points to start. Elf Elves are pale, thin, and alien immortals. Elven eyes are large and gem-like, their hair is any colour save brown, and their hands are four-fingered. Think: anime. Appearance: 2D8+8 Personality: 2D6 Grace: 4D6 Knowledge: 3D6+2 Wits: 2D10 Willpower: 3D6-1 Agility: 4D6 Stamina: 3D6-1 Strength: 3D6 Awareness: 4D6 Speed: 4D8 Common Sense: 2D8 Average ability scores: Appearance--17, Personality--7, Grace--14, Knowledge--13, Wits--11, Willpower--9, Agility--14, Stamina--9, Strength--10, Awareness--14, Speed--18, Common Sense--9. Fey: immortal; Fae Blood background; Gleam & Way with Animals traits; +3 vs. mental control; 50% magical resistance against necromancy Vitality: +3 vs. disease, +3 vs. fire & cold, and +2 vs. poisons & chemicals; no scarring; Elves may ignore (or re-roll) any backgrounds involving non-Elven ancestry. All Elves instinctively possess the Balance skill equal to their character level. Elves also have 1D4 hit points to start. Elven longevity gives them time to learn additional skills. Elves do not devote themselves entirely to one task for long, however (one might even call them flighty), so Elves tend to dabble in multiple areas of expertise and are often multi-classed. Select two different categories of the following lists, and choose 3 skills from each. Each of these bonus skills starts at level III for proficiencies, or journeyman level for apprentice skills: Craft * Calligraphy * Drawing * Engraving * Silversmith * Painting * Tailor * Weaving * Woodworking Magical * Aura Perception * Detect Gates * Disappear * Distinguished Expertise * Lunaruen * Magic Lore * Non-Detection * Runes Martial * Ambidexterity * Blindfighting * Boyer/Fletcher * Fencing * Melee: medium * Ranged: longbow * Shoot from the Hip Musical * Craft Instrument * Dancing * Epics * Play Instrument * Poetry * Singing * Songs * Vocal Impressions Social * Charm * Cooking * Detect Lies * Etiquette * Impress * Intimidate * Language * Storytelling Wild * Animal Training * Herbalism * Hiding * Hunting * Meteorology * Sneaking * Tracking * Zoology Giant Giants are 8 feet tall & well-muscled. Some have additional small bony growths & may have thickened knuckles (the better to hit with), vestigial horns or spikes. Despite their physique, Giants are Homo sapiens. They are found mostly in the Confederation & islands off the east coast of Northland. Giants are larger, stronger, faster, and smarter than their Human ancestors. Perhaps because of this, they are very individualistic, and have almost no sense of history or pride as a people. Giants lack a cultural identity. Sensory weakness is almost unknown among them (e.g. no nearsightedness) & they can see in half the light of normal Humans. Appearance: 3D6-2 Personality: 3D6 Grace: 2D6 Knowledge: 3D6+3 Wits: 3D6+2 Willpower: 3D6+1 Agility: 4D6 Stamina: 4D6+1 Strength: 4D6+2 Awareness: 3D6+1 Speed: 4D6+2 Common Sense: 3D6-2 Average ability scores: Appearance--8, Personality--9, Grace--7, Knowledge--13, Wits--12, Willpower--11, Agility--13, Stamina--14, Strength--15, Awareness--11, Speed--15, Common Sense--8. Tough: +2 to all saving throws; base Armour Class of 9; Tough x2 trait; reinforced bone structure Born Warrior: double healing; ambidexterity; +2 punch damage; Violent & Warlike as Humans Lack of Cultural Identity: native language must be Northern, Gobbley, or Dwarven; cut starting funds in half; can start with neither Aristocracy nor Nobility backgrounds Giants are hard to put down and start with 1D12 hit points & +1 life points due to lust for life and killing rage. Additional Backgrounds May select Berserker if desired 40% chance of being Bilingual (May select Northern and either Dwarf or Gobbley as native languages). Human Humans... you should already be familiar with this species. Appearance: 3D6 Personality: 3D6 Grace: 3D6 Knowledge: 3D6 Wits: 3D6 Willpower: 3D6 Agility: 3D6 Stamina: 3D6 Strength: 3D6 Awareness: 3D6 Speed: 3D6 Common Sense: 3D6 Average ability scores are 9--11 for each attribute. Technically & Socially Oriented: +1 technical skill & +1 social skill Violent & Warlike: learns martial skills at +10% chance to learn Innately Psychic: Player characters may choose one of the following foci: Self-focus: 1D6 to spread amongst attributes or 1D8 to spread amongst Saving Throw bonuses Skill focus: 1D4 levels of proficiencies or upgrade 1 apprentice skill to journeyman Sensitive: pick 1 psionic trait Power reserve: +1 Willpower & +2 Hit Points, or the trait I.P.B.S. x 2 Humans are reasonably tough & lucky: 1D6 Hit Points & +1 to all Saving Throws. Additional Backgrounds/Nationality (optional; roll once on this chart--1D100; player may choose country of origin, default is the Kingdom) 01--20 The Empire 21--50 The Kingdom 51--60 Gothic 61--75 The Confederation 76--90 Mixed/Foreign Birth: * 01--16 Empire Ancestry * 17--32 Kingdom Ancestry * 33--48 Gothic Ancestry * 49--64 Confederation Ancestry * 65--80 Special: roll on the Special sub-chart below * 81--00 Roll twice on this sub-chart 91--00 Special: * 01--14 Black * 15--28 Demonic Blood * 29--42 Efreet Blood * 43--56 Fae Blood * 57--70 Unusual Non-Human Ancestor: choose 1 strange trait * 71--84 Wolf Blood * 85--00 Roll twice on this sub-chart Troll Trolls are a wide-ranging & genetically diverse species. Trolls are naturally transient & pick up habits from the cultures they encounter. Their belongings are (stereotypically) kept in a large trollbag thrown over their shoulder. They are found worldwide. Their appearance is highly variable. Imagine them like whatever trollish imagery you desire. Appearance: 2D8 Personality: 3D4 Grace: 2D6+1 Knowledge: 2D8-1 Wits: 3D6 Willpower: 3D6 Agility: 2D10-1 Stamina: 3D6 Strength: 3D8+3 Awareness: 3D6+3 Speed: 3D6-2 Common Sense: 2D8+1 Average ability scores: Will vary greatly based on genetic variance. For quick statistics use: Appearance--9, Personality--7, Grace--8, Knowledge--8, Wits--10, Willpower--11, Agility--10, Stamina--13, Strength--15, Awareness--13, Speed--8, Common Sense--10. Roll percentile dice once on the first chart below for size & then 4 times on the second chart for special features & abilities--these may be considered special Troll-only traits. I. Size (1D100) 01--16 2--3 feet tall & 100--230 pounds: +2 Knowledge, +1 Agility, -1 Willpower, -4 Speed 17--68 7--9 feet tall & 300--850 pounds: no modifiers 69--00 9--13 feet tall & 950--1500 pounds: +4 Strength, +2 Stamina, -2 Willpower, -3 Common Sense II. Features & Abilities: (Roll 4 times--1D100) 01--04 Big, fuzzy hair: red, yellow, green, orange, pink, or blue (choose or roll 1D6) 05--06 Tail: black & bovine (cow-like) 07--10 Big nose: long & hooked, bulbous & warty, thin & pointy, or dog's muzzle (choose or roll 1D4); +2 to awareness 11--16 Somewhat Human-looking: +2 Appearance & counts as either Human or Troll on the Comparative Appearance chart (whichever is beneficial at the time) 17--20 Odd skin colour: mottled green, stone-grey, corpse white, or obsidian shiny-black (choose or roll 1D4) 21--34 Thermal vision: 40 ft 35--40 Sun-sensitive eyes: poor day vision (approximately 1/2 distance of a Human), but can see in the dark 3 times as far 41--42 Sun sensitive skin: save vs. paralysis at a 12 or be frozen--stone-like--until dusk. Reroll every 10 minutes 43--50 Fangs & large mouth: 1D6 + Strength damage; -2 to-hit unless grappling 51--65 Claws: 1D4 + Strength damage 66--70 Hind claws: 1D4 + Strength; raking type 71--78 Stone-hard skin: +2 Armour Class, +3 Damage Reduction 79--89 Regrowth: can regenerate limbs & organs in about 2--4 weeks 90--98 Regeneration: heals 1 Hit Point or Life Point per minute & doesn't suffer from additional damage from blood loss due to wounds; cannot regrow limbs without the Regrowth ability (which reduces the time to 2--4 days) 99--00 Distribute 7 attribute points any way that you choose Many of these features can be selected more than once (i.e. double regeneration speed, add an additional tail, claws do 2D4 + Strength damage). In addition Trolls are assumed to have the background Unsanitary, and the traits Distinctive (Appearance), & Heightened Smell (Awareness), and may also select 3 from the following list of traits: Bad-tasting, Booming Voice (Personality), Distinctive (Appearance), Fierce (Appearance), Grounded, Healthy (Stamina), Heightened Hearing (Awareness), Heightened Smell (Awareness), Heightened Taste (Awareness), Natural Warrior, Remorseless, Stupidly Brave, or Tough. Trolls are notorious for their unsanitary habits & their ability (and willingness) to eat nearly anything. The only taboo food is Troll-meat. The Trolls' digestive systems give them +2 Saving Throw bonus against poisons, and an additional +2 against ingested toxins. Trolls are hard to kill. They have 2D8 hit points to start. Although other species cannot easily tell the types of Trolls apart, other than by location, Trolls consider the different backgrounds to be very different and the differences quite important distinctions. Additional Backgrounds: (optional; players may choose sub-type; roll 1D100) 01--05 Black Troll 06--16 Cave Troll 17--30 Ice Troll 31--45 Rock Troll 45--80 Mountain Troll 81--00 Mixed blood, roll twice Attributes Attributes are determined by species, and may be modified by backgrounds, traits, and classes. They may also be modified by orientation, which may be applied at any point in character generation: Mental: +2 Knowledge, +1 Wits, +2 Willpower, +1 Awareness, +1 Common Sense Physical: +1 Appearance +2 Strength, +1 Agility, +2 Stamina, +1 Speed Social: +2 Appearance, +2 Personality, +1 Grace, +1 Wits, +1 Awareness Well-rounded: +1 to each attribute in two different categories Social Attributes Rating , Appearance , Personality , Grace 0 Or Lower , No Longer Resembles Own Race +12 Reputation , Speech Cannot Be Understood , Traits: Eerie Presence & Jinx & Threatening 1 , +8 Reputation , Traits: Jerk & Irritating , Trait: Eerie Presence 2 , +5 Reputation , Traits: Jerk & Irritating , Trait: Eerie Presence 3 , +4 Reputation , Traits: Jerk & Irritating , Trait: Eerie Presence 4 , +3 Reputation , Trait: Irritating , Trait: Eerie Presence 5 , +2 Reputation , Trait: Irritating , 6 , +1 Reputation , Trait: Irritating , 7 , , , 8 , , , 9 , , , 10 , , , 11 , , +1 Contact (Associate Only) , 12 , , +1 Contact (Buddy Or Associate) , 13 , +1 Reputation , +1 Contact (Any level) , 1 Social Retest 14 , +1 Reputation , +2 Contacts (1 Associate & 1 Any level) , 1 Social Retest 15 , +2 Reputation , +2 Contacts (Any levels) , 1 Social Retest 16 , +2 Reputation , +1 Bonus Social Skill +2 Contacts , 2 Social Retests 17 , +3 Reputation , +1 Bonus Social Skill +3 Contacts , 2 Social Retests 18 , +4 Reputation , +2 Bonus Social Skills +3 Contacts , 2 Social Retests 19 , +5 Reputation , +2 Bonus Social Skills +4 Contacts , 3 Social Retests 20 , +6 Reputation , +2 Bonus Social Skills +5 Contacts , 3 Social Retests 21 , +7 Reputation , +3 Bonus Social Skills +5 Contacts , 4 Social Retests 22 , +8 Reputation , +3 Bonus Social Skills +6 Contacts , 4 Social Retests 23 , +9 Reputation , +3 Bonus Social Skills +7 Contacts , 5 Social Retests 24 , +10 Reputation , +4 Bonus Social Skills +7 Contacts , 5 Social Retests 25 , +11 Reputation , +4 Bonus Social Skills +8 Contacts , 6 Social Retests Mental Attributes Knowledge Rating , Starting Skills / Skill Points , Chance To Learn 0 , None , None--Untrainable 1 , 1 (Basic Or Proficiency Only) , 4% 2 , 2 , 8% 3 , 3 , 12% 4 , 5 , 16% 5 , 7 , 20% 6 , 8 , 24% 7 , 10 , 28% 8 , 12 , 32% 9 , 14 , 36% 10 , 15 , 40% 11 , 17 , 44% 12 , 18 +1 Bonus Apprenticeship , 48% 13 , 20 +1 Bonus Apprenticeship , 52% 14 , 22 +1 Bonus Apprenticeship Or Technical Skill , 56% 15 , 24 +1 Bonus Apprenticeship Or Technical Skill , 60% 16 , 26 +1 Bonus Apprenticeship Or Technical Skill , 64% 17 , 27 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill , 68% 18 , 29 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill , 72% 19 , 31 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill , 76% 20 , 32 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , 80% 21 , 34 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , 84% 22 , 36 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , 88% 23 , 38 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , 92% 24 , 40 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , 96% 25 , 42 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , Automatic Wits Rating , Initiative , Dodge/Parry , Other Bonuses 0 , Always Last Impossible , No Defence Possible , 1 , -15 , -13 , 2 , -12 , -9 , 3 , -9 , -6 , 4 , -7 , -4 , 5 , -5 , -3 , 6 , -3 , -2 , 7 , -2 , -1 , 8 , -1 , 0 , 9 , 0 , 0 , 10 , 0 , 0 , 11 , 0 , +1 , 12 , +1 , +1 , 13 , +1 , +2 , 14 , +2 , +2 , Wins Defence Ties 15 , +3 , +3 , Wins Defence Ties 16 , +3 , +3 , Wins Defence Ties 17 , +4 , +4 , 1 Interrupt Per Fight & Wins Ties 18 , +5 , +4 , 1 Interrupt Per Fight & Wins Ties 19 , +5 , +5 , 1 Interrupt Per Fight & Wins Ties 20 , +6 , +5 , 1 Interrupt Per Fight & Wins Ties 21 , +7 , +6 , 2 Interrupts Per Fight & Wins Ties 22 , +7 , +6 , 2 Interrupts Per Fight & Wins Ties 23 , +8 , +7 , 2 Interrupts Per Fight & Wins Ties 24 , +9 , +7 , 2 Interrupts Per Fight & Wins Ties 25 , +9 , +8 , 3 Interrupts Per Fight & Wins Ties Willpower Rating , Life Point Bonus , Save Vs. Mental , Save Vs. Paralysis , Save Vs. Shapeshift & Petrification 0 , No Will To Live , Cannot Save , -7 , -12 1 , -5 , -15 , -6 , -9 2 , -4 , -12 , -5 , -7 3 , -3 , -9 , -4 , -6 4 , -2 , -7 , -3 , -5 5 , -2 , -5 , -2 , -4 6 , -1 , -4 , -1 , -3 7 , -1 , -3 , -1 , -2 8 , 0 , -2 , 0 , -1 9 , 0 , -1 , 0 , 0 10 , 0 , 0 , 0 , 0 11 , +1 , +1 , 0 , 0 12 , +1 , +1 , 0 , +1 13 , +2 , +2 , +1 , +1 14 , +2 , +2 , +1 , +1 15 , +3 , +3 , +1 , +2 16 , +3 , +3 , +2 , +2 17 , +4 , +4 , +2 , +2 18 , +4 , +4 , +2 , +3 19 , +5 , +5 , +3 , +3 20 , +5 , +5 , +3 , +3 21 , +6 , +6 , +3 , +4 22 , +6 , +6 , +4 , +4 23 , +7 , +7 , +4 , +4 24 , +7 , +7 , +4 , +5 25 , +8 , +8 , +5 , +5 Physical Attributes Agility Rating , Attack , Armour Class , Dodge , Parry , Initiative 0 , Cannot move--can only thrash about wildly , Cannot move--can only thrash about wildly , Cannot move--can only thrash about wildly , Cannot move--can only thrash about wildly , -7 1 , -7 , -7 , -8 , -9 , -5 2 , -6 , -6 , -7 , -8 , -4 3 , -5 , -5 , -6 , -7 , -3 4 , -4 , -4 , -5 , -6 , -2 5 , -3 , -4 , -4 , -5 , -1 6 , -3 , -3 , -4 , -4 , -1 7 , -2 , -3 , -3 , -3 , Normal 8 , -1 , -2 , -2 , -2 , Normal 9 , -1 , -1 , -1 , -1 , Normal 10 , 0 , 0 , 0 , 0 , Normal 11 , +1 , 0 , +1 , 0 , Normal 12 , +1 , +1 , +1 , +1 , Normal 13 , +1 , +1 , +2 , +1 , Normal 14 , +2 , +1 , +2 , +1 , Normal 15 , +2 , +2 , +3 , +2 , +1 16 , +3 , +2 , +3 , +2 , +1 17 , +3 , +2 , +4 , +2 , +1 18 , +3 , +3 , +4 , +3 , +2 19 , +4 , +3 , +5 , +3 , +2 20 , +4 , +4 , +5 , +4 , +2 21 , +5 , +4 , +6 , +4 , +3 22 , +5 , +5 , +6 , +5 , +3 23 , +6 , +5 , +7 , +5 , +3 24 , +6 , +6 , +7 , +6 , +4 25 , +7 , +6 , +8 , +6 , +4 Stamina Rating , Life Points , Life Point Heal , Hit Point Heal , Vs. Chemical/Poison , Vs. Fire/Cold , Vs. Crushing , System Shock 0 , Dead , None , None , -6 , -6 , -5 , Dead 1 , 3 , 1/10 Days , 1/7 Days , -5 , -5 , -5 , 30% 2 , 3 , 1/9 Days , 1/5 Days , -4 , -5 , -4 , 35% 3 , 4 , 1/8 Days , 1/3 Days , -3 , -4 , -4 , 40% 4 , 4 , 1/7 Days , 1/2 Days , -2 , -3 , -3 , 45% 5 , 5 , 1/7 Days , 1/2 Days , -2 , -2 , -3 , 50% 6 , 5 , 1/6 Days , 1/Day , -1 , -1 , -2 , 55% 7 , 6 , 1/5 Days , 1/Day , -1 , -1 , -2 , 60% 8 , 6 , 1/6 Days , 1/Day , -1 , -1 , -1 , 65% 9 , 7 , 1/3 Days , 1/Day , 0 , 0 , -1 , 70% 10 , 7 , 1/3 Days , 1/Day , 0 , 0 , 0 , 75% 11 , 8 , 1/3 Days , 1/Day , 0 , 0 , +1 , 80% 12 , 8 , 1/2 Days , 1/Day , +1 , +1 , +1 , 85% 13 , 9 , 1/2 Days , 1/Day , +1 , +1 , +2 , 90% 14 , 9 , 1/2 Days , 1/Day , +1 , +2 , +2 , 92% 15 , 10 , 1/Day , 1/Day , +2 , +2 , +3 , 94% 16 , 10 , 1/Day , 1/12 Hours , +2 , +3 , +3 , 96% 17 , 11 , 1/Day , 1/12 Hours , +3 , +3 , +4 , 98% 18 , 11 , 1/12 Hours , 1/12 Hours , +3 , +3 , +4 , 99% 19 , 12 , 1/12 Hours , 1/6 Hours , +4 , +4 , +5 , 100% 20 , 12 , 1/12 Hours , 1/6 Hours , +4 , +4 , +5 , 100% 21 , 13 , 1/10 Hours , 1/6 Hours , +5 , +5 , +6 , 100% 22 , 13 , 1/10 Hours , 1/4 Hours , +5 , +5 , +6 , 100% 23 , 14 , 1/10 Hours , 1/4 Hours , +6 , +5 , +7 , 100% 24 , 14 , 1/8 Hours , 1/4 Hours , +6 , +6 , +7 , 100% 25 , 15 , 1/8 Hours , 1/3 Hours , +7 , +6 , +8 , 100% Strength Rating , Damage , Normal Lift , Feat-Of-Strength , Encumbrance Modifier 0 , Cannot Cause Harm , 0 , -- , Cannot Lift 1 , -15 , 3 , +1D4 , 3 Levels Higher 2 , -10 , 5 , +2D4 , 3 Levels Higher 3 , -6 , 10 , +3D4 , 2 Levels Higher 4 , -4 , 15 , +3D6 , 2 Levels Higher 5 , -3 , 25 , +4D6 , 2 Levels Higher 6 , -2 , 55 , +4D6 , 1 Level Higher 7 , -1 , 90 , +4D8 , 1 Level Higher 8 , Normal , 115 , +4D8 , 1 Level Higher 9 , Normal , 140 , +4D10 , Normal 10 , Normal , 170 , +4D10 , Normal 11 , +1 , 200 , +4D10 , Normal 12 , +1 , 230 , +4D12 , Normal 13 , +2 , 260 , +4D12 , Normal 14 , +2 , 290 , +4D20 , Normal 15 , +3 , 320 , +5D20 , Normal 16 , +4 , 350 , +5D20 , 1 Level Lower 17 , +4 +1D4 , 400 , +6D20 , 1 Level Lower 18 , +5 +1D4 , 450 , +7D20 , 1 Level Lower 19 , +6 +1D4 , 500 , +8D20 , 1 Level Lower 20 , +7 +1D6 , 550 , +9D20 , 1 Level Lower 21 , +8 +1D6 , 600 , +10D20 , 2 Levels Lower 22 , +9 +1D8 , 700 , +11D20 , 2 Levels Lower 23 , +10 +1D8 , 800 , +12D20 , 2 Levels Lower 24 , +11 +1D10 , 900 , +13D20 , 2 Levels Lower 25 , +12 +1D10 , 1000 , +14D20 , 2 Levels Lower Miscellaneous Attributes Awareness, Speed, & Common Sense No chart for these attributes Backgrounds Each character has the following default backgrounds unless other rolled/chosen backgrounds override them: Lower class Kingdom Citizen Never seen combat Never left town Roll 1D8 to find out how many backgrounds your character possesses. Accustomed to Cold: 5% cold resistance Accustomed to Heat: 5% heat/fire resistance Ambassadorial Service: free Cultures skill, possible free language Aristocracy: +1 skill, +2D20 silver Befriended--Monstrous: free non-sentient Buddy contact Befriended--Person: free Buddy contact Berserker: add character level when berserk to attack, damage, Strength checks, & saving throws; no pain, fear, fatigue, shock or system shock; no Common Sense checks; 2 rounds to go berserk, 4 rounds to calm down; take 1D6 fatigue plus fatigue accumulated while berserk Best Friend: free Companion contact Bilingual Black: +1 to all attributes Black Troll: sun-sensitive skin or eyes; night vision; doesn't get lost Blessing: something nice Blooded: has seen combat Blood Feud Cave Troll: +2 Strength, +1 Stamina, +1D8 hit points, -1 to all mental attributes, -2 Common Sense, Tough trait Child Prodigy: +3 to all mental attributes, +1 Awareness, -1 on all social attributes, -3 to Strength, -2 to Stamina, -3 to Common Sense; free Prodigy trait Comedy & Tragedy: something good, something bad Confederation Confederation Ancestry Debt: owe 10D12 x 10 silver Demonic Blood: +3 to attributes in one category, -3 in another; 2 free supernatural Traits Disciplined Study Habits: +2 Knowledge Educated: 1D6 free skills Efreet Blood: 10% fire/heat resistance Empire Empire Ancestry Experienced: start with skills higher than III/journeyman Fae Blood: free supernatural trait Familiar with Area Favour Feral Upbringing: Uneducated trait & native language is at journeyman level Foreign Birth Found Item Freeholder Gothic Gothic Ancestry Gift Guild Membership Ice Troll: -1 Appearance & Personality; 15% cold resistance Injury Kingdom Citizen Kingdom Ancestry Labourer: 1/2 starting funds Less Sleep: 1 hour less Lower Class: 1D20 silver Mentor: free Companion contact Merchant: have a stake in a business Middle Class: 1D100 silver Military Experience: free Experienced background Money: 10D20 silver Mountain Troll: immune to acrophobia, agoraphobia, & claustrophobia Naturalist: +3 to survival skill checks Never Left Town Never Seen Combat Nobility: x2 starting funds & noble title Orphan Outcast Patron Physically Abusive Upbringing: +1D8 hit points Portents Resources: 2D12 silver per month Rock Troll: +2 Personality Roughhousing: +1D4 hit points Serf Sickly Childhood: -1 Strength, -2 Stamina, and -2 to all saving throws Strong Religious Upbringing: chose one: Birth Blessing background, Guilt (Conscience trait), Physically Abusive Upbringing background, Resistance to Alcohol trait, or Mentor background Taught by a True Weapons Master: +2 attack & damage Tragic Event Travelling Childhood: learn cultures & languages at half time & effort Trollblood: +2 to Strength, -3 Appearance, Distinctive Appearance trait, and roll once on the Troll traits table Unsanitary: -2 all social attributes; +2 to saving throws against disease, poison, & paralysis Upper Class: 2D12x10 silver Vegetarian: -1 Strength or Stamina; +1 save against disease Wilderness Wizard's Experiment Wolf Blood: if infected with lycanthropy, may choose wolf type from infector or ancestor Traits Roll 2D6+4 for the number of traits. Many traits have an associated attribute that it modifies. These may be listed with that attribute for easier reference & neatness of the character sheet. Aggressive (Personality) Alert (Awareness) Allergy (specific allergen) Animal Bonding: may have one type of animal companion Animal Hatred Athletic (Stamina): +2 Stamina checks for cardiovascular activities Aura Sight [Psionic] Bad Liar: -5 checks for lies, +2 checks for opposite gender Bad-tasting Balance Well (Agility): retest for balance Booming Voice (Personality) Brawny (Strength): +50 pounds to lift Casual (Personality) Chronic Insomnia: +1 Knowledge, -1 Grace Clever (Wits): extra time to think of something to say Conscience Deceitful (Personality): +1 to checks to deceive Dedicated (Willpower): +3 to Willpower checks & challenges to stay focused Dense (Common Sense): -3 to standard Common Sense checks, doesn't apply to learning skills Distinctive (Appearance) Distracting (Appearance) Divine Blessing: free retest per day for yourself or another; immune to Infernal Influence & cannot have both traits Dodge Well (Agility): +1 Armour Class, +2 dodge Eerie Presence (Grace) Eidetic Memory (Knowledge): retest for memory Elegant (Grace): +3 to impress Executive Hair (Appearance) Endurance (Stamina): +3 to Stamina for cardiovascular activities Eye for Art Fierce (Appearance): -3 for checks to like or trust you, but +3 to intimidate Fine Motor Skill (Agility): +2 to checks for hand-eye coordination, but not for whole-body checks Forgettable (Appearance) Frail (Strength): encumbrance one level worse Fully Illiterate (Knowledge): four times harder to learn a language or literacy & must learn written form separately; cannot start with skills requiring knowledge of symbols Gadget Guy (Wits): +4 to jury-rig devices Gleam (Appearance) Glide (Grace) Good Coordination (Agility): +2 to checks involving the whole body Good Memory (Knowledge): +2 to checks for remembering Greedy (Willpower): reduce encumbrance level by one for carried gear (not weapons or armour) Grounded: +1 all physical attributes; -4 checks for mystical skills & double base learn time Hard to Kill: +1 life point Head for Numbers (Wits): +2 to checks involving math Healthy (Stamina): retest for saving throws against disease, radiation, and poison Heightened Hearing (Awareness): +2 to hear; -2 against sonic attacks Heightened Sight (Awareness): +2 to see; -2 against flashes Heightened Smell (Awareness): +3 to smell, +1 to taste; -3 vs. odours & gas attacks Heightened taste (Awareness): +3 to taste, +1 to smell; -3 vs. ingested poison High Pain Tolerance: -2 shock penalties Hopeless Romantic: opposite sex gets +3 social attributes & checks Ice (Grace): +2 vs. intimidation, interrogation, & torture Ignored by Undead Imposing (Appearance) Infernal Influence: one forced retest per day; cannot be used against Divine Blessing & cannot have both traits Inner-strength [Psionic]: retest for endurance & will to persevere Instincts (Knowledge) I.P.B.S.: 2D4 levels of I.P.B.S.; each point spent ignores one shock, fatigue, or environmental penalty, 3 points ignores one point of damage Jerk Jinx Lean (Agility): +1 dodge Learns Fast (Common Sense): +2 to Common Sense checks to learn Light Sleeper (Awareness): Awareness check or retest to awaken Lucky: free retest per day or game session Magic Resistance: 5% chance per casting of immunity Mechanical Aptitude: +2 checks for using or understanding Mental Push: subliminal mental suggestion Minutiae (Awareness): +2 for small details; -1 for big picture Natural (Grace) Natural Direction Sense: know where north is Natural Born Killer: +2 attack & damage; -3 Personality Natural Linguist (Knowledge): retest & +10% chance to learn language Natural Warrior: +1 attack & damage Natural Weather Sense: 86% accuracy for one-week forecast Nice (Personality): +2 to be friendly; -4 to intimidate Nice Singing Voice Nightmares: 20% per night; 1 in 10 will wake you Nimble (Agility): +2 Agility checks in light or no armour Observant (Awareness): learn by watching Olfactory Flashbacks (Awareness): +3 to remember smells; -3 initiative against some scents Paranoid: Conspiracy Theorist (Knowledge): retest against surprise if planning could have helped Paranoid: Nervous (Awareness): retest against sudden surprises Pet Friend: animal companion Phobia: save vs. 10 + level of phobia to do anything but avoid it Pimpin' Poetic Poltergeist [Psionic] Poor Hand-Eye Coordination (Agility): -2 ranged attacks & checks not involving whole body Poor Stopping (Speed): add 1 1/2 stopping distance Possessive (Knowledge): +3 on checks to remember where you left something or to recall distinctive markings Powerful (Strength): +2 attacks to power through tough flesh or armour Prodigy: +2D4 to one proficiency Prophecy: sometimes what you say comes true Psychic Sensitive (Willpower) [Psionic]: double sensitive psionic effects & skills Psychokinetic Affinity (Willpower) [Psionic]: double physical psionic effects & skills Quiet (Personality): -2 to be heard; +2 to stay quiet Rapid Start (Speed): +1 initiative Remorseless: no penalties for first combat Resistance to Alcohol: double alcohol intake Robust (Stamina): +3 Stamina for healing Sense Supernatural Evil [Psionic] Sensitivity to Poisons: 50% to smell at short range; -3 saves against Short-Fuse (Personality): -2 social checks that are frustrating Skilled (Knowledge): 2 additional skills Sneaky (Speed): +1 to sneak & do so at normal movement Sophisticated (Grace): +2 to checks when dealing with upper class; -1 with lower class Speech Impediment (Personality) Spiky Hair: automatic success once per game session on anything cool & heroic Spiritual Destruction: permanently kill Steady (Agility): retest against shakiness Stealthy (Agility): +2 to stay quiet & unnoticed Stout (Strength): encumbrance one level better Strange Luck: sometimes good, sometimes bad, usually both Stubborn (Willpower): +3 Willpower challenges Stubborn Old Bastard (Willpower): +8 Willpower challenges, but must roll Willpower check to change mind Stupidly Brave (Knowledge): -2 Knowledge; no fear Stupidly Lucky: 3 free retests & 1 forced retest Sturdy (Stamina): +2 hit points Stutters (Personality) Survival Instinct (Willpower): retest against system shock once per encounter Sweet (Personality) Sympathetic (Grace) Targeting Sense [Psionic]: tell when you're being targeted Threatening (Grace): -2 to like or trust; +2 to intimidate Time Sense Total Unbeliever in Magic: +4 saves vs. magic, but must save against all magic Tough: +1 damage reduction Traction (Speed): half penalties for uncertain ground Uneducated (Knowledge): cannot start with skills requiring formalized instruction Unlucky Very Lucky: 2 free retests Water Baby: free Swimming skill; hold breath & swim twice as long Way with Animals Well-Read (Knowledge): +4 on Knowledge-based lore skills Wicked Quick (Wits): +3 initiative Wisdom (Common Sense): retest Common Sense to avoid doing something stupid Interaction Dispositions Bitter Fiery temper Friendly & polite Gregarious & joking Jaded--downcasting Jaded--upbeat Judgmental--makes snap decisions Mean & cruel Monotonous Morbid--depressing Morbid--odd humour Motormouth Pompous & overbearing Sour--frowns a lot Stuck up Sunny--always smiling Total Bastard Indiscernible--neutral expression Ethics & Morals This may (& should) be further detailed, developed, codified & explained for each character instead of just a one-word description Aberrant Amoral Anarchist Anti-moral Authoritarian Chivalrous (may list specific code) Honourable Individualistic Justice/Fair Play Legal Machiavellian Materialistic Might Makes Right Moral Conformist No Set Code Principled Religious (list church) Self-Focused Sociopathic Comparative Appearance PC Species , Dwarf , Elf , Ghoul , Hobgoblin , Human , Troll Dwarf , -- , -6 , -3 , -2 , -3 , 0 Elf , -3 , -- , -2 , 0 , +4 , +2 Ghoul , -4 , -6 , -- , -5 , -4 , -3 Hobgoblin , -3 , -3 , -5 , -- , -3 , 0 Human , 0 , -1 , +2 , -3 , -- , +1 Troll , -2 , -8 , -5 , 0 , -4 , -- Subspecies count as the main species on this chart (i.e. Giants use the Human listing) Contacts Pick one option: One 'Companion' and one 'Associate' level One 'Buddy' and two 'Associate' Two 'Buddy' contacts Contacts should be fleshed-out, at least somewhat. Reputation Initial reputation is based on Appearance, and goes up by one with each level gained. It may be further increased by one's actions. Reputation is a percentage chance that someone has heard of you. Each Status is added to the roll. It does not reflect their feelings towards you, only their knowledge that you exist. A successful reputation check grants information about the character such as name, appearance, Status, disposition, titles, notable deeds, & possibly species, class, & noteworthy character aspects. Status Status reflects what others think about your character. Statuses are gained through noteworthy actions during play. Status may be used for: Adding to Reputation checks Added to appropriate social skill rolls & similar checks Burned permanently to guarantee a successful appropriate social skill roll or check Loaned to aid another publicly Prerequisites for nobility or other benefits Used to attempt to block or counter another's social actions Some statuses may have additional benefits, such as Well-Known counting double when added to a Reputation check, or Grounded granting immunity to having one's Disposition or Morals altered unwillingly. Acknowledged Artful Dodger Avaricious Blessed Cherished Clean Courtly Disciplined Dishonest Divine Dominant Earthy Elite Enraged Esteemed Eternal Famous Feared Genuine Greater nobility Grounded Holy Honest Imperial Influential Insightful Judicial Knighted Knowledgeable Known Landed Leader Masterful Named Neat Noble Polite Regal Renowned Respected Sly Sobriquet Styled Take-charge Tenacious Titled Triumphant Trouble-magnet Trustworthy Trusty Unholy Unique Untouchable Untrustable Vengeful Warrior Wealthy Well-known Wise Nobility & Status in The Kingdom King / Queen: Required: Acknowledged, Courtly, Dominant, Esteemed, Feared, Greater Nobility, Influential, Known, Landed, Leader, Noble, Regal, Respected; Bonus: Elite, Famous, Cherished, Genuine, Known, Respected, Styled (Your Majesty), Titled, Unique, Well-Known Prince / Princess (Royal): Required: none Bonus: Acknowledged, Cherished, Famous, Greater Nobility, Known, Styled (Your Highness), Titled Archduke / Archduchess: Required: Acknowledged, Courtly, Dominant, Esteemed, Greater Nobility, Influential, Landed, Leader, Noble, Wealthy Bonus: Elite, Famous, Known, Respected, Styled (Your Grace), Titled, Well Known Duke / Duchess: Required: Acknowledged, Courtly, Dominant, Influential, Landed, Leader, Noble Bonus: Greater Nobility, Known, Styled (Your Grace), Titled, Wealthy Marquis / Marchioness: Required: Acknowledged, Courtly, Influential, Landed, Noble Bonus: Titled, Wealthy Count / Countess / Earl: Required: Acknowledged, Courtly, Landed, Noble, Influential Bonus: Titled, Named (Earl) Viscount / Viscountess: Required: Acknowledged, Courtly, Landed, Noble Bonus: Influential, Titled Baron / Baroness: Required: Acknowledged, Courtly, Noble, Landed Bonus: Named (von) Titled, Baronet: Required: Acknowledged, Knighted Bonus: Noble, Named (Lord/Lady) Knight (Non-Noble): Required: Acknowledged, Esteemed Bonus: Knighted, Named (Sir/Lady) Squire (Non-Noble): Required: none Bonus: Acknowledged Classes Classes are more than just collections of skills & bonuses, and they are more than merely a job description: a character class is a way of life. Classes are optional. A character may take as many classes at first level as he or she qualifies for and can afford in skill points. Skill points are based on Knowledge. With each level gained, the character must choose one class to advance. There are more classes than these, and new ones may be readily made. To create a new class, compile the requisite skills as for a skill suite, and determine the time to learn and the cost in skill points. Remember that some of the initial training time is early learning for level advancements. Next, decide on any possible additional requirements or bonuses. Finally, create level advancements. Virtual classes: when a character has all of the skills, requirements, and bonuses (acquired through other means) of a class, he or she may be said to have that class virtually. This means the character may advance the virtual class when going up in level. Apprentice Wizard Skill cost: 8 + tradition cost Requirements: Minimum Willpower: 13 Literacy Must have teacher or workbook(s) Training time: 6 months minimum study; double if self-taught Indefinite apprenticeship Skills: Magic Lore/Principles of magic Apprentice Mathematics Apprentice Speak Language Apprentice--pick one Glyph writing Meditation The Art of the Deal Divination I--pick one Hypnosis I Lesser Protection Circle I Bonus equipment: workbook, also called spellbook, or book of shadows Bonus contact--mentor, or (if self-taught) possibility of undiscovered secrets in reference books Level bonuses 2: +1 to all mystical proficiencies 3: +3 saving throws vs. all magic 4: Additional 2 lore skills 5: Title: Wizard 6: Increase Principles of Magic skill to master; +3 to saving throws vs. mental attacks & physical magic 7: Gain 1 psionic trait or skill 8: Status: Feared; +3 Willpower 9: Title: Magus; Cross-training: select additional tradition 10: Double effect for all mystical skills 11: 8 attribute points to spread among: Willpower, Knowledge, &/or Awareness 12: Gain supernatural trait 13: Title: Grand Wizard; +4 reputation 14: +2 all mental attributes; Status: Powerful 15: Cross-training: gain additional magical tradition 16: Title: Archmage 17: Effect of all mystical skills now x10 instead of doubled Per additional level: +1 all mystical proficiencies Martial Artist Skill cost: 12 Requirements: Minimum Willpower: 12 Minimum Agility: 9 Minimum Stamina: 11 Training time: 12 months minimum study; triple if self-taught Indefinite apprenticeship Skills: Breakfall Apprentice Juggling Apprentice Timing Apprentice 2 Stances Closed Fist Style Hand Parry Meditation Shoulder Flip Any 2 hand-to-hand proficiencies at level III or one at level IV Take It Like a Man I Tumbling I +1 to all physical attributes Bonus background: Trained by a True Weapons Master-for martial artists this also applies to hands and feet Bonus contact--master Special: martial artists are a small community--your reputation is effectively doubled for others of your class Choose one category: Grappler: 2 Holds Ambidexterity Instant Stand Grab Attack I Striker: Intuitive Reflexes Brawling I Dodge I Jumping I Level bonuses 2: +2 to initiative 3: +1 to all mystical proficiencies 4: +2 to all class proficiencies & +2 to all saving throws 5: +1 to all class apprenticeships & +2 initiative 6: +2 to Armour Class (one reflex, one fortitude) 7: +1D8 Hit Points 8: Select a mystic skill that can be used in combat--starts at journeyman or level III 9: Title: Master & Statuses: Respected x2 & Feared x2 10: Select an additional hand-to-hand skill and any mystic skill; these start at journeyman or level III 11: +3 initiative & +2 to hit and damage 12: Mind-body link: +3 saves vs. illusions and immune to supernatural possession 13: +2 to initiative, attack, damage, parry, & dodge 14: The Glow: your hands & feet glow when you strike or parry, by 18th level, your whole body glows enough to be seen in bright daylight; this effect is voluntary 15: Considered a True Master--any you teach will have this background if you also possess the Teaching skill 16: Status: Well Known--you begin to attract admirers, potential students, and rivals 17: Move without moving: once per battle you may retest your initiative & a free interrupt 18: One-inch punch: once per battle you may automatically hit for maximum damage--even with only one inch to swing Per additional level: +1 all martial proficiencies Per additional even level: +1 all mystical proficiencies Rogue Skill cost: 4 Requirements: Minimum Agility: 9 Training time: 3 months Skills: Select 4 from the following list: Appraisal Apprentice Hand-to-Hand: Street I Hiding I Lock-Picking Pickpocket I Sleight of Hand I Sneaking I 2 Bonus "Associate" contacts Level bonuses 2: +1 initiative, +1 dodge 3: Increase all class proficiencies by +2 4: Select an additional class skill 5: Increase 1 class proficiency by +3 6: +2 initiative 7: Select 1 lore skill 8: Select an additional class skill 9: Increase 1 class proficiency by +2 10: +1 Initiative, +2 dodge 11: Sneak attack: double damage if your opponent doesn't expect to be assaulted 12: 4 additional contacts, Buddy or Associate level 13: Increase all class proficiencies by +2 Per additional even numbered level: +1 to initiative Per additional odd-numbered level: +2 to one class proficiency Scout: Kingdom Skill cost: 6 Requirements: Enlistment Minimum Stamina: 12 Minimum Awareness: 10 Training time: 4 weeks Skills: Heraldry: Military Apprentice Bow Maintenance First-aid Alertness I Hiding I Land Navigation I Ranged Weapon: Bow I Survival I: select any one Walking I +1D6 Hit Points Special: area familiarity Special: puts up with less military crap than other soldiers Bonus equipment: longbow, bota (see Soldier, below) Special: if active duty: steady income, hierarchy, access to equipment Special: if former military: no income, no hierarchy, less equipment Level bonuses 2: Gains Fletcher skill 3: +1 to all weapon proficiencies 4: +2 to all saving throws 5: Select 2 additional martial skills 6: +2 to Awareness & Common Sense 7: +1 to all class skills 8: Bonus trait: Healthy 9: +3 "C" contacts from areas patrolled 10: Recorder: retest on Knowledge check to remember anything ever heard 11: +2 to all saving throws 12: GPS: cannot get lost Per additional level: +1 to all weapon proficiencies Per additional even numbered level: +1 to all saving throws Soldier: Kingdom Skill cost: 8 Requirements: Enlistment Minimum Stamina: 12 Minimum all other physical and mental attributes: 8 each Training time: 4 weeks; 2 year enlistment Skills: Heraldry: Military Apprentice Law: Kingdom Apprentice Armour Maintenance: select one Drill & Ceremony First-aid Military Procedures Running Weapon Maintenance: select one Melee Weapon (polearm) I Walking (marching) I Plus branch skills (see below) +1D8 Hit Points +2 Stamina Bonus contact: Army buddy Bonus equipment: special--based on branch Special: if active duty: steady income, hierarchy, access to equipment Special: if former military: no income, no hierarchy, less equipment Level bonuses 2: +1 to all melee weapon skills 3: 2 additional martial skills 4: Increase all Branch skills 1 level 5: Gain military history or tactics skill or +1 to both if already known 6: Automatic promotion or opportunity for officer's academy 7: +1 to all martial proficiencies 8: Increase all martial apprentice skills 1 level 9: +2 to all physical attributes 10: Status: Feared & select one martial skill 11: Cross-train in new Branch 12: Automatic promotion; +3 to Willpower, Stamina, Awareness, & Common Sense 13: Just fade away: 1 retest on anything that would otherwise kill you 14: Status: Powerful 15: Double Life Points Per additional level: +1 all martial proficiencies Branch skills Calvary: Wear Medium Armour, Melee Weapons (Medium & Short), Horse Riding: Cavalry, Heavy Infantry: Wear Heavy Armour, Shield, Melee Weapon (Short), Ranged Weapon (Crossbow) +1 to Polearm, Light Infantry: Wear Medium Armour, Melee Weapons (Medium & Short), +1 to Walking, +1 to Running, Siege Engineers: Melee Weapon (Short), Artillery (select 2), Woodworking, Demolitions Placement, Mathematics, Literacy, Equipment kept Cavalry: blue poncho, riding boots, & bota Heavy Infantry: light green poncho, heavy reinforced boots, & bota Light Infantry: dark green poncho, boots, & bota Marines: dark grey poncho, kris knife, boots, & bota Navy: light grey all-weather coat, kukri knife, & boots Scouts: bota Siege Engineers: brown cloak, work boots, small hammer, & bota Additional equipment on duty Cavalry: horse, leather barding, saddle & gear, saddlebags, chainmail, blue uniform, blue cloak, longsword, back-up or ranged weapon, rope, blanket, & web belt Heavy Infantry: platemail, green uniform, light green cloak, shield, repeating crossbow, awl pike, bolt case & ammunition, smallsword, rucksack, blanket, & web belt Light Infantry: chainmail, green uniform, dark green cloak, smallsword, polearm, rucksack, blanket, & web belt Marines: black-enameled chainmail, red shirt, black thigh-length mantle, sword, hand crossbow, closed bolt case & ammunition, rope & grapple, blanket, & web belt Navy: white uniform, blue & white dress uniform, & blanket Scouts: longbow Siege Engineers: brown uniform; brown poncho, shortsword or axe; tool kit; blanket; & web belt with hooks & loops for tools Syndic Skill cost: 8 Requirements: Mathematics skill Minimum Personality: 12 Minimum Knowledge: 12 Training time: 5 months; double if self-taught Special: Double the number of starting contacts Special: Reputation increases by 2 per level rather than only one Capital: 300 silver coins in cash; this is a loan for starting characters instead of a bonus Skills: Accounting Journeyman Heraldry Apprentice Public Speaking Apprentice Boasting Etiquette Literacy The Art of the Deal Administration I Bartering II Diplomacy I Level bonuses 2: Can use Boasting for others; increase Mathematics to journeyman 3: Add the following skills: Appraisal, Eavesdropping, Operations, & Temptation 4: +3 Additional contacts: bureaucrat, cambist, fence, herald, loremaster, minstrel, noble, syndic, or travelling merchant 5: +2 to all class proficiencies 6: Status: Wealthy 7: Increase all class apprentice skills one level 8: Can use their increased Reputation gain class trait on others* 9: If you possess the Scrounging skill, you may use it to scrounge-up needed people 10: Status: Wealthy x 2 (one additional) 11: +3 to saves & gains one free retest per day or game session for saving throws 12: +3 on all social proficiencies 13: Select any 2 statuses Per additional level: +2 to any social skill * Anyone hiring a Syndic who is of sufficient level (or everyone in the players' group) gains +2 reputation per level rather than only one, as normal. This takes place whenever they gain a level and is not retroactive. Skills The number of initial skills is based on Knowledge. Skills may be of three varieties: apprentice, basic, or proficiencies. Names and descriptions of skills, and the level of detail involved, may be modified to suit the character. Apprentice skills and proficiencies may further be specialised, with one level or +3 to the area of expertise granted for one level or -5 for the non-specialised areas of knowledge. Non-skilled use suffers a -5 penalty, if the attempt is even possible. A further -3 familiarity penalty may be applied, as it is for unskilled use of ranged weapons. Anyone may learn any skill in the Dark Fantasy Core Set, if one can find a teacher. Apprentice skills are known at apprentice, journeyman, or master levels Basic skills are either known fully, or not known at all. Proficiencies have an open-ended number of levels. The base number to roll for most skills is 11 or higher. Character classes may be rolled as proficiencies, as each is something of an over-large skill suite. Levels I to III are equal to apprentice, IV to VIII are equivalent to journeyman, and levels IX and higher are equal to master. Non-martial proficiencies are associated with an attribute that modifies the roll: Social skills: +1 for every point above 10, -1 for every point below Technical skills: +1 for every two full points above 10, -1 for every two points below Mystic skills: +1 for every three full points above 10, -2 for every point below The listed attribute may be substituted for another if appropriate to the situation. Some skills may be contested. Roll the appropriate skill versus the contesting one or against the roll of an attribute check. As with attribute challenges, the higher successful roll wins. The maximum starting value of an apprentice skill is journeyman; the maximum starting for proficiencies is III. Sample Skill Suites Artist: Calligraphy, Cartography, Drawing, Engraving, Forgery, Painting, 7 skills & 1500 hours--reduced to 4 skills & 1300 hours Clerical: Administration, Literacy, Mathematics, 3 skills & 2100 hours--reduced to 2 skills & 1800 hours Courier: Eavesdropping, Heraldry, Horsemanship: Basic, Land Navigation, Packing, 5 skills & 1280 hours--reduced to 3 skills & 1000 hours Holistic Healing: Described below under Proficiencies Master Scribe: Clerical Suite, Arcane Symbols, Bookbinding, Calligraphy, Drawing, Forgery, Lunaruen, Runes, Speed Reading, The Art of the Deal, 10 skills & 3820 hours--reduced to 6 skills & 3000 hours Political Science: Administration, Appropriate history skill, Boasting, Con-artistry, Conversational Dominance, Diplomacy, Etiquette, Heraldry, Operations, Public Speaking, 10 skills & 2200 hours--reduced to 7 skills & 1800 hours Apprentice Skills Accounting Technical Apprentice 400 hours Requires: Mathematics Acting Social Apprentice 200 hours Agriculture Technical [lore] Apprentice 600 hours Counts as 2 skills at character creation Alchemy Mystic Apprentice 600 hours Requires: Chemistry Counts as 2 skills at character creation Anatomy Technical [lore] Apprentice 400 hours Animal Husbandry Technical Apprentice 600 hours Counts as 2 skills at character creation Animal Training (animal type) Technical Apprentice 300 hours Appraisal Technical Apprentice 400 hours Arcane Symbols Mystic Apprentice 200 hours * Understand magic writing Architecture Technical Apprentice 1200 hours Requires: Literacy; journeyman Mathematics; Drawing; and either Carpentry, Mechanical Engineering, or Stonemasonry Armorer Technical Apprentice 800 hours Requires: Blacksmith Counts as two skills at character creation Aura Perception Mystic Apprentice 300 hours Bartending Social Apprentice 180 hours Basket Weaving Technical Apprentice 200 hours Battle Cry Social Apprentice 60 hours * Extra round of surprise on ambush / +3 initiative first round / Reduce fatigue; Reputation 10+: 2-round stun Blacksmith Technical Apprentice 400 hours Counts as 2 skills at character creation Blindfighting Martial Apprentice 300 hours Blood Blessing Mystic Apprentice 180 hours Counts as 2 skills at character creation * One hit point for +1 to hit, parry, damage or initiative / 2 bonuses & spend more than one hit point / all bonuses per hit point Body Check Martial Apprentice 100 hours * 1D4 + Strength damage / knockdown & land on top / knockback 1D4 + character level in feet, push back & move with up to Speed, or knockdown & stay standing Bookbinding Technical Apprentice 200 hours Botany Technical [lore] Apprentice 400 hours Bowyer Technical Apprentice 200 hours Counts as 2 skills at character creation Breakfall Technical Apprentice 120 hours * Retest saves for falls / effective half distance of fall / half damage, Wits check if near wall to ignore 20 feet, & land on feet Calligraphy Technical Apprentice 100 hours Requires: Literacy Carpentry Technical Apprentice 400 hours Counts as 2 skills at character creation Cartography Technical Apprentice 300 hours Counts as 2 skills at character creation Cooking Technical Apprentice 200 hours Craft Musical Instrument Technical Apprentice 400 hours Requires: appropriate craft skill for material type Dancing--Ballroom -or- Informal Social Apprentice 200 hours each Dead Language Social Apprentice 600 hours Counts as 2 skills at character creation Double learning difficulty Diagnosis Technical Apprentice 200 hours Double learning difficulty Disarm Martial Apprentice 120 hours * +4 for disarms / determine direction of fall / determine exact landing spot, max distance is character level Dragon Punch Martial Apprentice 300 hours Requires: any other hand-to-hand skill Counts as 2 skills at character creation Double learning difficulty * Only needs hit reflex armour class; save vs. crushing blows at attacker's Willpower or fall; push back in feet equal to roll over armour class / double distance, always do at least one point of damage / ranged attack equal to character level Drawing Technical Apprentice 200 hours Dwarven History Technical [lore] Apprentice 200 hours Dwarven Legends Technical [lore] Apprentice 200 hours Eavesdropping Social Apprentice 200 hours * Filter background noise / pretend other involvement / actually be otherwise involved Elven History Technical [lore] Apprentice 200 hours Empire History Technical [lore] Apprentice 200 hours Engraving Technical Apprentice 200 hours Epics Technical [lore] Apprentice 300 hours Fishing--Ocean -or- Freshwater Technical Apprentice 100 hours each Fletcher Technical Apprentice 200 hours Gem Appraisal Technical Apprentice 300 hours Goldsmith -or- Silversmith Technical Apprentice 400 hours Counts as 2 skills at character creation Great Leap Mystic Apprentice 400 hours Requires: Jumping IV or higher * Double jump distance / jump dodge, stack both skills / add character level to jump check & distance Heraldry Technical Apprentice 200 hours Horsemanship: Cavalry Technical Apprentice 200 hours Requires: Horsemanship: Basic * Care & train for battle / guide with knees & no spooking / train special tasks Horsemanship: Expert Technical Apprentice 200 hours Requires: Horsemanship: Cavalry or Knight skill at least to journeyman level * Horse fights / fight even if dismounted, attempt to rejoin, & carry from battle / as Spiky Hair trait Horsemanship: Knight Technical Apprentice 300 hours Requires: Horsemanship: Basic * Barding & battle trained / ignore battle danger & charge with knees / recognise battle standards & encumbrance one less Jeweller Technical Apprentice 400 hours Counts as 2 skills at character creation Juggling Technical Apprentice 200 hours Kingdom History Technical [lore] Apprentice 200 hours Law (area) Technical Apprentice 800 hours (or more) Lightning Strike Martial Apprentice 300 hours Requires: any hand-to-hand skill * +1 initiative per -2 damage / 1 interrupt / all actions at once; extra interrupt but cannot use this skill for the rest of the battle Leatherworking Technical Apprentice 300 hours Locksmith Technical Apprentice 300 hours Counts as 2 skills at character creation Lunaruen Mystic Apprentice 300 hours * Enchant item by writing spell on it Magic Lore -or- Principles of Magic Mystic [lore] Apprentice 600 hours Double learning difficulty Mathematics Technical [lore] Apprentice 300 hours Metaphysics Mystic [lore] Apprentice 400 hours Meteorology Technical Apprentice 400 hours Military History Technical [lore] Apprentice 300 hours Operations Martial Apprentice 200 hours Painting Technical Apprentice 200 hours Pin Martial Apprentice 200 hours * Hold with whole body; +2 hold / free one limb; +4 hold / only needs one limb for holds; +6 hold Physics Technical [lore] Apprentice 300 hours Play Brass Instruments Technical Apprentice 300 hours Play Percussion Instruments Technical Apprentice 300 hours Play Stringed Instruments Technical Apprentice 300 hours Play Woodwind Instruments Technical Apprentice 300 hours Poetry Social Apprentice 120 hours Public Speaking Social Apprentice 200 hours Double learning difficulty * No stage fright / project / make audience listen Runes Mystic Apprentice 800 hours * Dwarven; full phonetics; cannot lie when writing Sewing Technical Apprentice 400 hours Shoemaking Technical Apprentice 200 hours Requires: Leatherworking Singing Social Apprentice 200 hours Songs Technical [lore] Apprentice 400 hours Small Item Crafting Technical Apprentice 200 hours Requires: Blacksmithing Counts as 2 skills at character creation Speak (language) Social [lore] Apprentice 400 hours each Counts as 2 skills at character creation * Northern (Kingdom & Confederation), Southern (Empire & Elder Kingdoms), Dwarven, Elven, Gobbley (includes Trolls), or The Chant (city-speak slang) Stonemasonry Technical Apprentice 400 hours Counts as 2 skills at character creation Sure-Grip Martial Apprentice 400 hours * Hold things in 1 hand that should be 2 / 1-hand hold for things that require 2-hands / 1-hand hold for rediculous things Swimming Technical Apprentice 200 hours Sword Polishing Technical Apprentice 200 hours Counts as 2 skills at character creation Temptation Social Apprentice 300 hours Counts as 2 skills at character creation * Implant enticing suggestion / ethical dilemma, cannot stop thinking about / save vs. mental attacks or be compelled Timing Martial Apprentice 300 hours Counts as 2 skills at character creation * -2 initiative per round for +2 attack on even-numbered rounds / -1 initiative for +1 parry & +2 attacks per round / +2 initiative, +1 parry, & +2 to-hit each round Wayfarer Mystic Apprentice 800 hours Counts as 2 skills at character creation Double learning difficulty * +2 initiative for yourself, add +1 for another, add +4 to your speed, or +3 to another's speed / +4 initiative for yourself, +2 to another, add +8 to your speed, or add +6 to another's speed / 1 interrupt, 3-foot teleport-like speed burst, decrease another's speed 50% Weaponsmith Technical Apprentice 400 hours Requires: Blacksmith Counts as two skills at character creation Weaving Technical Apprentice 300 hours Zoology Technical [lore] Apprentice 400 hours Basic Skills Ambidexterity Martial Basic 400 hours Ambrosia Mystic Basic 80 hours Requires: Alchemy * attract bugs; takes 2+ rounds to start; 2 damage first 2 rounds, 1D4+1 after; Willpower check to do anything; double shock damage; lasts 2D12 minutes Ankle Lock Martial Basic 100 hours Requires: Leg Hold * 1D6 + Strength damage, -3 dodge, & half Speed Arm Hold Martial Basic 100 hours * +4 holds one arm, +6 to holds for two Armour Maintenance--Chain Martial Basic 60 hours Armour Maintenance--Light Marital Basic 60 hours Armour Maintenance--Plate Martial Basic 60 hours Blood-bonding Ritual Mystic Basic 60 hours * Willpower check at -12 to harm bonded pair Boasting Social Basic 200 hours Body Hold Martial Basic 100 hours * +2 holds Bow Maintenance Martial Basic 60 hours Chemical Distraction Mystic Basic 200 hours Requires: Alchemy * Memory via smell; save vs. magic at 14 or 1-round stun & -3 initiative on next Choke Hold Martial Basic 200 hours * Half of 1D4 + Strength damage direct to life points; system shock roll at the end of each round to stay conscious Circular Parry Martial Basic 100 hours * Total defence; parry all attacks; +3 parry, +1 dodge, +1 initiative Closed Fist Style Martial Basic 180 hours * Use weapon with unarmed attacks Culture (group type) Social Basic 800 hours Counts as 2 skills at character creation Defensive Stance Martial Basic 50 hours * +3 all defence; -1 attack; max 2 Speed forward movement Detect Gates Mystic Basic 200 hours Dialects Social Basic 120 hours Disappear Technical Basic 100 hours Requires: any stealth-related skill * Needs distraction; Awareness vs. stealth skill challenge Disappear: Advanced Mystic Basic 300 hours Requires: Disappear * Disappear from plain sight Drill & Ceremony Technical Basic 120 hours Elbow Lock Martial Basic 200 hours Requires: Arm Hold * 1D6 + Strength damage; arm useless: -3 Strength & attack, -5 Agility & parry Etiquette Social Basic 200 hours Finger Lock Martial Basic 100 hours Requires: Grab or any hold * 1D4 damage; cannot cause life point damage First-Aid Technical Basic 100 hours Flank Riding Martial Basic 200 hours Requires: Horsemanship: Expert * Use mount for 80% cover Florentine Style Martial Basic 200 hours * Use two weapons; specific, each pair is a separate skill Flying Powder Mystic Basic 160 hours Requires: Chemistry * Save vs. poison at 16 or suffer disassociation and failed spatial awareness; -4 initiative, -6 to hit, -8 to all active defence, and they must make a Willpower check each round in order to focus enough to do anything; lasts 1D6 rounds, add & reroll for each 6 Glyph Writing Mystic Basic 160 hours * Know the right way to make mystic marks Graceful Avoidance Martial Basic 400 hours Requires Dodge and Hand Parry * Stack parry & dodge Grooming Social Basic 180 hours Ground Fighting Martial Basic 200 hours * No penalty for fighting prone Gunpowder Formulae Mystic Basic 80 hours Hand Parry Martial Basic 100 hours * Parry barehanded without damage Hasty Fighting Position Martial Basic 40 hours * 4 rounds to dig 10% cover; each minute adds 10% Heavy Armour Use Martial Basic 240 hours Horse Grooming Technical Basic 100 hours Horsemanship: Basic Technical Basic 80 hours Horsemanship: Exotic Technical Basic 400 hours each Instant Stand Technical Basic 100 hours Intuitive Reflexes Mystical Basic 300 hours Psionic Double learning difficulty * +2 initiative; +2 dodge; +4 parry Knee Lock Martial Basic 100 hours Requires: Ankle Lock * 2D6 damage, -6 dodge, Speed is reduced to 1/4th Knot-tying Technical Basic 120 hours Launch Martial Basic 200 hours Requires: Shoulder Flip * Grapple then throw one person at another; attack reflex armour class; range modifier: 3 feet, maximum range 3x Strength bonus (minimum 3 feet total); Leg Hold Martial Basic 100 hours * +6 hold Light Armour Use Martial Basic 160 hours Lip Reading Social Basic 200 hours Literacy Technical [lore] Basic 1600 hours for the first language, 100 hours for each additional language that you can speak, 400 hours for each additional language that you don't speak Double learning difficulty, do not need to roll to learn for additional languages that you can speak (learns both speaking/reading at the same time) unless the written form is very different from what you are accustomed Medium Armour Use Martial Basic 100 hours Meditation Mystic Basic 400 hours Counts as 2 skills at character creation Military Procedures Technical Basic 800 hours Requires: time spent in military service Mounted Leap Martial Basic 100 hours Requires: Any Horsemanship skill * Jump from saddle & attack within 10 feet; +2 attack & damage; no falling damage Neck Hold Martial Basic 100 hours * Stamina check at the end of the second & successive rounds or lose consciousness Necromancy of Intelligence Mystic Basic 100 hours Double learning difficulty * Summon the dead to answer questions Non-Detection Mystic Basic 800 hours Counts as 2 skills at character creation Double learning difficulty * Cannot be seen by magic; passive skill Packing Technical Basic 200 hours * Reduce encumbrance by one level; doesn't apply to weapons or armour Power Block Martial Basic 200 hours * Counts as both attack & parry; if the parry is successful, opponent loses next attack Quickblade Martial Basic 400 hours Requires: weapon proficiency IV * Add weapon skill to initiative; each weapon is separate skill Rear Defence -or- Back Protection Martial Basic 300 hours * No flanking bonus Rice Paper Walking Mystic Basic 200 hours Requires: Sneaking * Sneak at normal movement Running Technical Basic 200 hours * Retest Stamina for distance or Speed for sprinting; may specialise for triple retest Run-through Martial Basic 100 hours * If attack causes more than double hit points, attack other foe for half damage; stabbing weapons run-through if damage exceeds Stamina or on double hit points Sentinel Removal Martial Basic 200 hours Requires: Sneaking * Sneak attack to slay silently with a hacking weapon; double damage & 3 wounds Set Bones Technical Basic 200 hours Shoulder Flip Martial Basic 160 hours * 1D6 damage & knock down; save vs. crushing for half damage Spear Balancing Mystic Basic 100 hours * Jump up & land on a point or blade without damage Spring Mounting Technical Basic 80 hours Requires: Jumping & any Horsemanship skill * Leap into saddle Storytelling Social Basic 100 hours Summon Gneeches Mystic Basic 80 hours Requires: Summoning Circle * Conjure tiny, fast, & near-invisible motes; minor distraction at best Summoning Circle Mystic Basic 200 hours * Basic conjuring skill; traps within; each creature is a separate additional skill Superstitions Mystic Basic 20 hours each * Although not exactly a skill, this is a pattern of learned behaviour that may be advantageous. Learning this 'skill' is somewhat different than most; superstitions must be paired and the first 2 don't count against your skill levels for a starting character. Further superstitions are gained at the rate of 2 for each skill level. They are paired because for each superstition that has a definite game mechanic there is one that may or may not work--only the Game Master knows for sure. If you want to select additional superstitions without one of them having a game mechanic, then there is no cost at character creation and the 'must be paired' guideline does not apply. In addition, non-game mechanic superstitions do not require time or effort to learn: if your character won every fight where she was wearing her purple socks, then simply make a note on the character sheet about "lucky purple socks." Superstitions may have a basis in science (eating uncooked pork is unclean) or completely nonsensical (shouting "tinga-linga-loo" drives away ghosts). Some further examples of superstitions: * Crossing under a ladder / going through a triangle is bad luck (gains +1 to-hit against anyone you see going under a ladder) * Must wake early to greet the dawn (gets +1 to saving throws for the day when you do this) * Step on a crack; break your mother's back… best not to even try this one… * Won't move or even touch a dead body, it disturbs their spirit (+2 to saving throws against disease or necromancy) * Spare the rod & spoil the child (you actually know that this means 'teach' not 'beat;' your children get +2 to Knowledge--no you can't take this one & say that your parents had this superstition) * Sitting hunched over the steering wheel makes traffic move faster (we won't dignify this one with a game mechanic) Speed Reading Technical Basic 200 hours Requires: Literacy Tactics Martial Basic 200 hours The Art of the Deal Mystic Basic 200 hours * Make mystically binding contracts Weapon Maintenance Martial Basic 60 hours Proficiencies Administration Social Proficiency [Personality] 200 hours Akijutsu Martial Proficiency 1200 hours Double learning difficulty * Cannot attack with this skill; includes: circular parry, defensive stance, hand parry, and the combo grapple/attack * I. +2 to parry * II. Hip throw--1D8 damage (no strength bonus to damage) * III. +1 to parry, +1 to dodge * IV. Soft push--push back 1D6 + skill level in feet, 30% chance to cause knock-down (agility check or fall & take 1D6 damage; no strength bonus) * V. Two-finger--push back level in feet & knock down if agility check failed (1D6 damage with no strength bonus); +1 to parry * VI. +2 to parry, +2 to dodge * VII. One-finger--as two finger, but is a ranged attack--you don't need to touch your opponent--3 inch range, doubles every additional skill level * VII. One-hand flip--1D8 damage (no strength bonus); +1 to dodge * IX. Circle sweep--low foot sweep that knocks down everyone within melee range if they fail an agility check (1D6 damage with no strength bonus), those who make the check still take 4 + Strength bonus in kicking damage; +2 to parry, +1 to dodge * X. Infinite defence--gets a parry/dodge combo for all attacks; i.e. if the parry fails, you still get a chance to dodge, you can continue to use this combo until you run out of actions (that is, if you get 2 attacks you could parry / dodge / parry / dodge a single attack) * +1 to parry for each additional level; +1 to dodge for every additional even level Alertness Technical Proficiency [Awareness] 200 hours * Skill check to avoid surprise or awaken Analysis Mystic Proficiency [Willpower] 200 hours Psionic * Determine percentile chance of event occuring Animal Lore Technical [lore] Proficiency [Knowledge] 200 hours Artillery (weapon type) Martial Proficiency 400 hours each * Ballista, Battering ram, Catapult--heavy, Catapult--light, Catapult--slinging, Stone screw, Trebuchet Atemi: Pain Touch Martial Proficiency 100 hours * Skill check of 10+ causes double damage when combined with a hand-to-hand attack (doesn't stack); skill roll over 20 adds to damage Balance Technical Proficiency [Agility] 200 hours Bartering Social Proficiency [Personality] 200 hours Bear Hug Martial Proficiency 120 hours * Skill level + Strength damage per round; no active defence for either Brawling Martial Proficiency 200 hours * 2 + Strength damage; includes Hand Parry Catch Technical Proficiency [Agility] 100 hours Chemistry Technical Proficiency [Knowledge] 400 hours Climbing Technical Proficiency [Agility] 200 hours * Benchmarks: II--tree, IV--rock wall, VI--brick wall, VIII--wood wall, X--ice Con-artistry Social Proficiency [Personality] 400 hours * Lie convincingly Conversational Dominance Social Proficiency [Appearance] 100 hours * Interrupt speaking; check against highest Personality in the crowd, for each point over, you get one round to talk Detect Lies Social Proficiency [Common Sense] 400 hours Double learning difficulty Diplomacy Social Proficiency [Personality] 300 hours Distinguished Expertise Social Proficiency [Knowledge] 300 hours * Pretend to know more than you do Divination--Cards Mystic Proficiency [Awareness] 100 hours Divination--Pendulum Mystic Proficiency [Awareness] 100 hours Dodge Martial Proficiency 50 hours * +1 dodge per skill level Electrical Engineering Technical Proficiency [Knowledge] 1200 hours Requires: Drawing, Mechanical Engineering, & Physics Double learning difficulty Escape Technical Proficiency [Agility] 300 hours Double learning difficulty Fencing Martial Proficiency 200 hours Requires: Melee Weapon: Short or Medium * Fully stackable weapon proficiency if lightly encumbered; add two parries per round in addition to those gained from both skills Field improvisation Technical Proficiency [Knowledge] 200 hours Forensics Technical Proficiency [Knowledge] 1200 hours Double learning difficulty Forgery Technical Proficiency [Agility] 400 hours Glare Social Proficiency [Grace] 400 hours Double learning difficulty * Stare down; save vs. mental (equal to skill check) or be intimidated Grab Attack Martial Proficiency 200 hours * Attack reflex armour class Hand-to-hand: Street Martial Proficiency 200 hours * 1 + Strength damage; only half skill for parry; also considered a grappler * I. Hair pulling--+3 hold * II. Nails--trade 2 damage for 1D6 shock * III. Low blow--double shock * IV. Go for the eyes--blind one round & +4 to next attack * V. Sucker punch--if you have initiative for first round opponent rolls Awareness check or first attack counts as surprise * VI. Trip--Agility contest or they stumble; if then, Grace check or fall * VII. Improvised weapons--most count as rock, stick, or knife * +1 hold/escape per additional even numbered level Herbalism Technical [Knowledge] Proficiency 300 hours Hiding Technical Proficiency [Knowledge] 200 hours Holistic Healing Technical Proficiency [Knowledge] 500 hours Counts as 2 skills at character creation (per level) Double learning difficulty * Skill suite: Diagnosis, Dress Wounds, and Herbalism Hunting Technical Proficiency [Knowledge] 100 hours Hypnosis Mystic Proficiency [Knowledge] 400 hours Insults Social Proficiency [Personality] 200 hours * Check vs. opponent's Willpower; every 3 points over subtracts one from their rolls Intimidation Social Proficiency [Personality] 200 hours Jumping Technical Proficiency [Agility] 100 hours * 5 feet +1 foot per point rolled over 10; 1/2 distance standing long or running high jumps, 1/4 distance standing high jumps Land Navigation Technical Proficiency [Knowledge] 300 hours Lesser Protection Circle Mystic Proficiency [Knowledge] 50 hours * +1 to saving throws per skill level while within Lock-Picking Technical Proficiency [Agility] 200 hours Make-up Social Proficiency [Appearance] 200 hours Mechanical Engineering Technical Proficiency [Knowledge] 1200 hours Requires: Drawing, Literacy, & Mathematics Double learning difficulty Melee Weapon (weapon type) Martial Proficiency 200 hours each * Hand, Short, Medium, Long, Polearms, Short--flex, Medium--flex, Long--flex, Mass-weapon, Special Nautical Navigation Technical Proficiency [Knowledge] 400 hours Pickpocket Technical Proficiency [Agility] 200 hours Polevaulting Technical Proficiency [Agility] 100 hours * Each point rolled over 12 is one foot jumped Psychometry Mystic Proficiency [Awareness] 600 hours Psionic * Psychic impressions from an object or area Ranged Weapon (weapon type) Martial Proficiency 200 hours each * -3 non-familiar penalty plus -5 non-proficient penalty; longbow takes twice as long to learn, crossbow takes 10% less * Bow, Crossbow, Grenade, Knife/Axe, Pistol, Spear, Special Recognize Tracks Technical Proficiency [Knowledge] 100 hours Scrounging Technical Proficiency [Common Sense] 300 hours Scrying Mystic Proficiency [Willpower] 400 hours Seduction Social Proficiency [Appearance] 200 hours Shield Martial Proficiency 80 hours Shoot from the Hip Martial Proficiency 200 hours * Each level subtracts one from penalty for moving when using ranged weapons; passive skill Sleight-of-Hand Technical Proficiency [Agility] 200 hours Sneaking Technical Proficiency [Agility] 200 hours Streetwise Social Proficiency [Knowledge] 600 hours Survival (terrain) Technical Proficiency [Knowledge] 200 hours each * Arctic, desert, forest, mountain, ocean, steppe, tropical jungle, & urban Sword-Catch Martial Proficiency 200 hours Double learning difficulty * Requires 1 hand for stabbing & smashing, 2 hands for hacking; -2 to catch smashing; acts as a parry & can lead to disarm Tailing Technical Proficiency [Grace] 200 hours Take It Like a Man Martial Proficiency 300 hours Double learning difficulty * Reduce shock by one for each level--passive; reduce fatigue by one point per skill check at 18 Teaching Social Proficiency [Personality] 400 hours * Must know skill taught at journeyman or level V; amount rolled over 15 adds to pupil's Common Sense or Wits roll to learn Telekinesis Mystic Proficiency [Willpower] 1600 hours Psionic * One ounce at first level, doubled per level afterward; living things get save vs. physical magic at mage's Willpower; affect whole objects only & only what can be seen; Tracking Technical Proficiency [Awareness] 300 hours Trapping Technical Proficiency [Knowledge] 200 hours Travel Sense Technical Proficiency [Willpower] 120 hours * Travel in a straight line & count distance covered Tumbling Technical Proficiency [Agility] 200 hours Vocal Impressions Social Proficiency [Personality] 200 hours Walking Technical Proficiency [Stamina] 200 hours * Each level adds 10% to distance covered for the day & subtracts 10% from fatigue while walking Wrestling Martial Proficiency 400 hours * Includes: Breakfall, Grab Attack, Ground Fighting, and Pin * I. Select 2 holds * II. Select 1 joint lock * III. Headbutt: 1D4 + Strength damage & can be used while grappling * IV. +2 bonus to maintain and escape from holds * V. +3 on Agility checks to maintain balance * VI. Breakfree: can escape from multiple holds on a successful skill roll against an 18 * VII. Select either Closed Fist Style or Hand Parry * VIII. +2 bonus to maintain and escape from holds * IX. One-hand flip--1D8 damage (no strength bonus); +1 to dodge * X. Tag-team: can simultaneously maintain as many grabs, holds, & locks, as logic will allow +1 to maintain and escape from holds per additional level Character Development Advancement for a character using the Dark Fantasy Core Set is very flexible. Gaining experience points, increases to skills, and nearly all aspects of the character can be improved via petitioning. When you petition the Game Master you either ask for something--often explaining why that element should improve--or justify the increase when prompted. This relieves the Game Master of much of the burden of keeping track of experience points & character (and player) actions. This also gives both the Game Master and players a greater deal of control over character growth. In addition to experience points, skill increases, and the like, new statuses or contacts may be gained, reputation increased, titles & land granted, et cetera. Experience points (and other petitioning) can be done at either the beginning or end of a game session, or can be done at a notable "chapter end" part of the story arc. Some Game Masters go through the list of experience awards one item at a time: "Debbie, what clever or quick-thinking plans did you use?" Some open the floor to the player, "What did you do last time," and assign points according to his or her best judgment. Suggested experience point awards: Playing in character: 100--1000 points Clever use of skills or abilities (per usage): 20--100 points Gameplay (limiting table talk, helping newer players): 100--500 points Organization in game (interacts with the game world well): 100--300 points Organization out of game (character sheet together & legible, shows up on time, remembered dice bag): 50--200 points Heroic action (per action): 100--1000 points Clever or quick thinking plan: 100--500 points Clever insight, reasoning, or judgment: 50--200 points Overcoming or defeating a minor enemy, obstacle, trap, or problem (threat relative to the players): 10--50 points Overcoming or defeating a moderate enemy, obstacle, trap, or problem (threat relative to the players): 50--200 points Overcoming or defeating a major enemy, obstacle, trap, or problem (threat relative to the players): 200--500 points Overcoming or defeating an epic-level enemy, obstacle, trap, or problem (threat relative to the players): 500--10,000 points Miscellaneous cool actions (swinging from a chandelier, using a ladder as a weapon, jumping up on a table in a fight): 10--250 points Remembering something when prompted (plot hooks): 250 points Remembering something that the Game Master forgot (names of people & places): 200 points Experience Chart 2nd--1000 3rd--2000 4th--4000 5th--6000 6th--9000 7th--13000 8th--18000 9th--24000 10th--31000 11th--39000 12th--48000 13th--58000 14th--69000 15th--81000 16th--94000 17th--108000 18th--123000 19th--139000 20th--156000 21st--174000 22nd--193000 23rd--213000 24th--234000 25th--256000 26th--279000 27th--303000 28th--328000 29th--354000 30th--381000 31st--409000 32nd--438000 33rd--468000 34th--499000 35th--531000 36th--564000 37th--598000 38th--633000 39th--669000 40th--706000 41st--744000 42nd--783000 43rd--824000 44th--865000 45th--907000 46th--950000 47th--994000 48th--1039000 49th--1085000 50th--1132000 51st--1180000 52nd--1229000 53rd--1279000 Points are cumulative; add 50,000 points for each additional Experience level beyond 53rd. With each new character level, one class (and optionally, one tradition or codicil) of choice is increased one class level. For every new level gained, increase the character's hit points by two. At every even level, gain a +1 to the saving throw of choice. For every three levels, increase an attribute by one point. Proficiencies should only increase by a point or two per level at most, & apprenticeships should only increase every 2-4 levels, but this is governed by how rapidly both the player and Game Master want the character to improve. New skills may be gained at any time. If the character has a teacher (and the funds to pay for a teacher if appropriate), and the time, any skill can be learned. To learn a new skill, make a check against either Wits or Common Sense. If successful, reduce the time to learn in hours by 10%. If the check fails, increase the time by 10%. Continue to roll until the base time is either reduced by half or doubled. This is how long each block of instruction takes. At the end of that time, roll the Chance to Learn percentage based on Knowledge. If that check is successful, the character now knows the skill. If the roll fails, continue to study for another block of instruction & roll again. Equipment Each character starts with a set of clothes & the tools needed for their profession. Middle class & merchant characters have better clothes & tools appropriate to each skill. Upper class, noble, & aristocratic characters have multiple sets of clothing for each occasion, quality arms & gear, and a horse. Additional starting coins are based on Backgrounds. Each character also optionally starts with this kit: Adventurer's Kit A.K.A. The Munchkin Kit The "Adventurer's Kit" contains nearly everything that a starting intrepid explorer needs. The kit costs 60 silver (or 3 gold) & has an effective encumbrance of medium. Adding lots of loot to this (there is some room left over) quickly increases the load to heavy encumbrance. small rucksack that contains everything 2 water skins, full 1/2 pound smoked venison or sausage 1/2 pound wedge of hard cheese 2 apples 2 loaves of bread 5 potatoes 3 carrots 3 oz. jar of honey bag of oats (for horse) 20 feet of rope 4 iron spikes tinder box 6 torches, untreated 1 flask of oil bit of wire cloth rag entrenching tool (small folding shovel, can also act as an axe, hammer, or crowbar) extra pair of wool socks needle & thread piece of chalk sacks, 1 large & 2 small twine utility knife whetstone wool blanket and a towel One common meal costs one silver. One mug of beer costs one copper penny. One night's stay at an inn (private or shared room) costs one silver. Staying the night in the common room (sleeping in the straw with everyone else) costs one penny. Light Leather Armour Type: Light Armour Class: +1 or base 6 Damage Reduction: 1 Weight: 10 pounds Encumbrance: Light Skill Penalty: -1 Cost: 75 silver Chainmail Armour Type: Medium Armour Class: +3 or base 8 Special: 20% Hacking Resistance Damage Reduction: 4 Weight: 45 pounds Encumbrance: Medium Skill Penalty: -4 Cost: 10 gold Wooden Shield Armour Class: +3 Block: +4 Special: Can be 'sacrificed' to guarantee a successful block Weight: 5 pounds Encumbrance: Light Skill Penalty: -2 Cost: 20 silver Battleaxe Proficiency: Medium, or Mass-weapon Initiative: -2 Parry: -1 Damage type: Hacking Damage: 2D6 + Strength bonus Handle: Hafted, often with loop Size: 2 3/4-4 feet; 4 1/2-8 pounds Encumbrance: Heavy Cost: 40 silver Big Stick Proficiency: Medium Initiative: -1 Attack: -2 from uneven shape Parry: -2 from uneven shape Damage type: Smashing Damage: 1D6 + Strength bonus Special: if a natural 20 is rolled on the parry, the stick breaks Handle: Hafted Size: 3-4 feet; 1 pound Encumbrance: Medium Cost: free--it's a stick Dagger Proficiency: Hand, or Knife/Axe Initiative: +3 Preparation: Hurled Reload time: N/A Parry: -2 Damage type: Stabbing Damage: 1D4 + Strength bonus Special: may be used in melee or thrown Handle: One-hand Size: 10-20 inches; one pound Encumbrance: None Range Increment: 10 feet Cost: 10 silver Fist Proficiency: N/A (hand-to-hand skills) Initiative: +3 Parry: successful parries still cause damage (see text) Damage type: Smashing Damage: 0 (just Strength bonus unless you possess a skill that increases damage) Special: successful parries still cause damage (see text) Handle: redundant (see also: redundant) Size: fist-sized Encumbrance: None Cost: free--just close your hand Blocking a sword or other weapon with your bare hand hurts--lots. Damage from successfully blocking a stabbing weapon is 1 point, and hacking or smashing weapons do ¼th damage (round down). Hunting Arrow Attack: +1 Damage type: Stabbing Damage: 1D6 + Bow Size: 3 feet long; less than 1 pound Cost: 2 silver each; typical deal is 20 per dozen Longsword Proficiency: Medium Initiative: 0 Damage type: Hacking Damage: 1D8 + Strength bonus Handle: One-hand Size: 3 feet; 4 pounds Encumbrance: Medium Cost: 5 gold Shortbow Proficiency: Bow Initiative: Preparation: Set Reload time: 1 action Damage type: by arrow, plus Strength bonus Damage: by arrow Handle: Bow Size: 3 feet long when strung; 2 pounds Encumbrance: Medium Range Increment: 60 feet Cost: 10 gold Weapon & Armour Features Weapons and armour can be customised by skilled craftsmen. These should be specified in the item's description. Balanced Crushing or Blow-through Custom Grip Damages Armour Dense Flaming Flexion Fork Ignore Armour Jagged Light Plating or Studs Reach Rolled Rolled-unalloyed Sacrifice Serrated Shieldbreaker Slick Spiked Thick Undefendable Weapon Breaker Weapon Catch Weapon Grips One-hand One-hand-exclusive Hand-&-a-half Two-hands Hafted Pole Loop Special Bow Pistol-grip Stock Character Actions & Other Guidelines Use of Skills Most skill checks use a 1D20. The total rolled, with bonuses stacked and added, must be larger than some target number. This may be the result of an opposing skill check, a foe's attribute, or the armour class of a target. For most unopposed skills, one must roll an eleven or better. Nearly all bonuses in the Dark Fantasy Core Set stack: social skills for example, may have statuses added to the check. Checks & challenges Attribute checks are successful if the roll of 2D20 is equal or lower than the attribute being checked. A higher roll fails. Challenges are when an attribute check or skill check is opposed by another. In either case, the highest roll wins, or highest without exceeding the attribute if such is used. Bonuses & penalties are applied to the attribute, rather than the roll, for these checks. Descriptive Actions Add one to the skill roll for each applicable: Description of the action (or add two for vivid/graphic descriptions) Utilising actions of others/prior actions Incorporating the environment Advantageous position Combat I. Pre-round chaos: This is usually everyone trying to shout actions, make hasty plans, or other activities before the start of the actual combat round. II. Initiative: Done individually: 1D10 plus/minus modifiers. Every 10 full points of this roll are an extra action. Order progresses from highest to lowest. Interrupts & some other actions (such as being knocked down) can move a character up or down in the initiative order regardless of the roll. Grappling actions are always at the end of the round--do not even bother with rolling initiative. III. State actions: Say what you are going to do. Changing your action needs a successful Wits check. Waiting for an action means the Game Master counts down the initiative until you act or give up waiting. This may also require a Wits check to start the new action after waiting. IV. Attack roll: 1D20 plus modifiers; must exceed the target's armour class. A natural 19 or 20 is a critical hit--meaning the actual pip rolled before modifiers shows "19" or "20". A natural 1 or 2 is a catastrophic failure. Criticals hit automatically & cannot be defended. These do additional harm to the target such as double damage, broken bones, damaged armour, penalties to other rolls, or even instant death. Critical failures harm the attacker in embarrassing & often painful ways. The total amount rolled over 20 adds to the damage done. Regardless of armour, rolls under 5 total for melee or under 8 for ranged attacks miss the target. V. Defence: 1D20 plus modifiers; must exceed the total attack roll. Critical hits or surprise attacks cannot be defended. Success on the dodge, parry, or block roll means the attack was not successful. Parries add the skill level with the weapon to the defence roll. One parry may be made for every 2 levels of skill. Unskilled parries suffer a -5 familiarity penalty & requires an action. Dodging always requires an action. Blocking is a parry with a shield. VI. Damage: Weapon damage, plus (possible) strength damage, plus the amount rolled over 20, plus other possible mods. Double damage from a critical hit applies to the total, not just the base. Using a weapon two-handed adds 1/4 the strength attribute to damage. Damage received is subtracted from hit points, then life points when no hit points remain. Shock is equal to the damage received, after subtracting for damage resistance & reduction. Shock is applied as a penalty for all actions for the remainder of the round, and for the next initiative roll. VII. Resolution: The Game Master determines the fallout of the actions & of the round. Each round is about 4-6 seconds, or 10 per minute. Time is flexible for storytelling, & not used to hard real-world standards. First combat: -6 initiative, -4 to hit, & -2 damage; halved for those who witnessed battle before but didn't participate. Attacking With Two Weapons Or Shield Use Both weapons must be light, or one light & one medium encumbrance. If using a shield, the only requirement is that the weapon must be usable one-handed. Attack only: one extra attack per action, but no defence Attack & defend: one extra attack with the second weapon after the last attack of the round with the primary; parry as usual, but only with the second weapon Defensive attack: parry once with the primary & once per skill level with the secondary Total defence: parry once per skill level with each weapon; no attacks Ranged Attacks Ranged weapons subtract two for attack & damage for every range increment beyond the first. Ballistic arcs require at least 1/4 the linear distance as a ceiling. Thrown weapons have a maximum of five range increments, device-driven have a maximum of ten. Firing into melee means the target has 40% cover from others. This can be adjusted 10% either way by an aware target. Hitting a moving target subtracts one for every 5 points of their movement (actual, not maximum). Moving while shooting causes a -1 per point of movement. There is an additional -3 familiarity penalty for unskilled use with a ranged weapon, in addition the the -5 normally. Charging does double damage. Setting a weapon to receive a charge does double damage to the charger. In either case, normal initiative is usually not needed & multiple attacks are generally not possible. Jump attacks, dropping down on someone from above, and the like is considered a charge. Hand parries still cause damage even if successful: 1 point for stabbing & 1/4 damage from hacking or smashing. Grappling is done at the end of the round; do not roll initiative. Grab attacks must only hit the reflex armour class. Breaking a hold requires a contest of strength or agility. Unskilled grapplers suffer a -5 to the contest. Disarming: To disarm, roll 1D20 plus attack bonuses & the defender rolls 1D20 plus parry bonuses, just as with an attack. The high roller determines if the defender keeps his or her weapon. Using both hands gives a +4 to either roll. Ties result in the weapons locking up. The attacker loses his or her weapon on a natural 1 or 2 on the attack roll, or if the defender rolls a natural 19 or 20. Assistance Bonuses You can aid another in their actions. This gives a +3 for proficiencies or attribute checks, or increases apprenticeships by one level. Flanking is when you are being assisted in attacking another. Both attackers receive a +3 on the roll. Attacking a helpless foe, one on the ground, or a strike from behind (if unnoticed) gives a +4 to hit. Attacking from the ground causes a -4 penalty. Combos Combination actions, or combos, are when more than one skill is combined into a single action. These aren't intended for starting characters (being developed in play) & don't require skill points. Sample combos: Drunken Stagger: useful to fool people into thinking that you are more intoxicated than you really are; requires Acting and Dodge; your dodges look more like happy accidents Faux Mastery: you can make items that look like masterpieces to all but the most careful checks, but don't have the same cost (in time or money) to make & don't perform as well as the real deal--it's very pretty junk; requires Forgery & an appropriate crafting skill Jump Kick: also called a flying kick; requires both skills and does double damage if both checks are successful Parry/Grab: requires Grab and Hand Parry; you may grab automatically with a successful parry; may also be combined with Wrist Lock Reverse Turn Kick: this spinning kick requires Dodge and any kick skill; roll to dodge first and if successful, roll to kick; this only uses one action total Sticky Hands: requires Dodge and Grab; you hold onto your opponent with one hand (a light touch is all that is needed), and read his or her actions; you receive a +3 on dodges against that person, and may have cover from their body against attacks from others Voynich Cipher: requires Distinguished Expertise, Literacy, & either Arcane Symbols or Glyph Writing; you can craft a fake spellbook or scroll that seems legitimate to all checks except that it doesn't actually contain any real occult knowledge; most mages will assume they just didn't understand it properly to use; alternatively this can be used to craft an unbreakable secret code--unbreakable as it doesn't really encode anything Fighting defensively: +2 to parry, but -4 to attacks Total defence: +2 to armour class & double the number of parries (i.e. once per skill level); dodge twice per action; may be combined with fighting defensively if still armed, but cannot attack; total defence takes the whole round Hit points are subtracted from damage received before life points. When all hit points are lost, make a Willpower check to stay conscious. At zero or fewer life points, roll system shock to avoid lapsing into a coma. At negative life points, take an additional wound equal to the total negative number each round, if untreated. -5% penalty to the system shock roll for each negative point. One wound is received for every 10 points of damage from an attack. Each wound causes an additional point of damage at the end of each round until treated. Damage reduction subtracts one from every attack per point of reduction. Damage resistance is the percentage of the damage that is avoided & is figured before damage reduction. Saving throws are a 1D20 roll made to avoid something harmful. An endless number of these rolls & their associated bonuses are possible. As with attacking, a natural 1-2 is a catastrophic failure & a natural 19-20 a critical success. A successful roll can either avoid the damage or other hazard completely, or can reduce it by half, depending on the nature of the problem at hand. Armour Considerations & Encumbrance Armour class may be measured as reflex, fortitude, or total. For most attacks, only the total needs to be used. Reflex armour class is without the benefit of protective armour covering. Fortitude armour class is without the benefit of actively trying to avoid being hit. Trained No Encumbrance: No penalties Light Encumbrance: Skill penalty (swim, climb, sneak, acrobatics, etc.) Medium Encumbrance: ¾ Speed penalty, skill penalty Heavy Encumbrance: -2 Initiative penalty, 1/2 Speed penalty, skill penalty Very Heavy Encumbrance: -8 initiative penalty, -8 attack penalty, -5 damagepenalty, 1/3 Speed penalty, -12 additional skill penalty Heroic Encumbrance: Barely able to move/fight, -12 initiative penalty, -10 attack penalty, -8 damage penalty, skills nearly impossible -20 additional skill penalty, 1 point of fatigue per round Untrained No Encumbrance: No penalties Light Encumbrance: -2 attack penalty, -3 additional skill penalty (swim, climb, sneak, acrobatics, etc.) Medium Encumbrance: -2 initiative penalty, -3 attack penalty, ¾ Speed penalty, -5 additional skill penalty Heavy Encumbrance: -5 Initiative penalty, -5 attack penalty, -2 damage, 1/2 Speed penalty, -8 additional skill penalty Very Heavy Encumbrance: -10 initiative penalty, -12 attack, -7 damage, 1/3 Speed, -15 additional skill penalty Heroic Encumbrance: Barely able to move/fight, -15 initiative, -12 attack, -10 damage, skills nearly impossible -25 additional skill penalty, 1 point of fatigue per round Weapon encumbrance isn't affected by training. Light: either hand Medium: one-handed at a -2 initiative penalty Heavy: must be two-handed Very Heavy: two-handed with -2 initiative penalty & -1 attack penalty Heroic: -5 initiative penalty & -3 attack penalty; heroic encumbrance weapons receive no 2-handed damage bonus Evasion is used for dodging multiple attacks. Roll to dodge at a -6 & apply the result to all attacks for the round, regardless of number. This counts as total defence. Cover is when part of a protective or concealing object is between you and your foe. Each 5% cover subtracts one from the attack roll for both parties. 90% is the maximum cover that still allows counter-attacks. Falling damage is based on the landing surface, typically 1D8 or 1D6 per 10 feet fell. Save vs. crushing blows for half damage at a target equal to half the distance fallen in feet. Fatigue is caused by being too tired & worn out, from actions, the environment, et cetera. Each point of fatigue subtracts one from every roll while fatigued. Being on fire or walking through very hot flames causes 3D6 damage per round; save against heat/fire for half damage. The target for the saving throw is equal to the damage received, but for continuous contact with flame the target number for the saving throw is equal to the cumulative damage. Torches do 1D4 + Strength damage as a smashing attack, +2 points for the flame. Flaming arrows likewise do an additional two points of damage. This is applied to the total, rather than as a separate "attack" for damage reduction purposes. ***End of Document***