SOUPS:Version 1.08 SKILL ORIENTED UNIVERSAL PLAYING SYSTEM Written by Mike Epstein([m--st--n] at [sbee.sunysb.edu]) With revisions, suggestions, and indexing done by Rob Carlson TABLE OF CONTENTS 0:About the game 1:Skill Rules 2:Races 3:Combat 4:Spell Casting 5:Psionics 6:Points 7:Skills 8:Equipment 9:World 10:Monsters 11:Conversions 12:Areas 13:Character Sheet --- 0.0 Agreement - Soups may be distributed in full unedited text form. - It may be freely distributed in file format or printed format as long as no fee is charged. - Any additions, changes, or reccomendations are welcomed as SOUPS will continue to be updated until it is a fully working system. I am also not easily offended and if there is something that you dislike about SOUPS please feel free to tell me. I wanna know some kind of reaction. - Please e-mail to: [m--st--n] at [sbee.sunysb.edu.] - All changes may not be furthur distributed until approved. By receiving this file you are agreeing to all stated above. --- 0.1 In the works Expanded Table of contents armor + weapon degradation Settings rules(space,fantasy,etc.) adventuring rules(caving, forest, etc.) Multiple game conversion rules More monsters New Races Race interaction info vehicle rules Drugs Rules for history of character Raising skills by spending time learning from others --- 0.2 Why based on skills? Why a game based totally on skills? In most other games you have a list of only a few stats. How can everything in life be accounted for by a few stats? The score in agility shows your ability to run, draw, juggle, and cheat at cards. How can these all be linked to one score? People who are good jugglers are not necessarily good artists as well. So to fix this general ambiguity of abilities here it is, SOUPS, the skill based system. This system also trades complex rules for the long list of skills. Another great thing about this type of system is its compatibility with any others. I have personally used this in replacement of several systems including systems that previously used dice pools. --- 0.3 Roleplaying information "Roleplaying Information or 21 ways to kill a numbers cruncher." This information goes not only for this game but for all RPGs. During a roleplaying session, a player assumes the role of another character and controls that character to act as the character would if he were a real person. Choice of weapons should not be based on what does the most damage but rather the character's interest in that particular weapon. It is often more fun and challenging to play a character that is less powerful and more developed as an individual rather than a character out of a video game. Game mechanics should never be discussed. When asking for a heal the player should not say I only have 12 pain points left, they should say they are very hurt. Generally anything that the character would not know in real life should not be spoken of in gaming unless necessary. It shouldn't be secret either but if it isn't needed for determining something don't talk about it. Don't ever say for example "I'm better at dancing because I have a 50 and you only have a 30." Someone who is power hungry may find loopholes allowing him to gain great power but this type of playing should be discouraged by all involved. In addition, this game's key element is its flexibility. The whole point of these rules is to be a basic idea for GM's to add to or take away from as they please to make a game appropraite for their group. --- 1.0 Skill Scores There are four categories of skills - Muscle - Mental - Personality - Agility All skills begin with a score of 25 assuming the character has been brought up in a world where such a skill exists. If a character was brought up by wolves deep in the jungle he will have never seen a computer. He will not even know such an item exists. Because of this all computer related skills start for this character at 5 rather than 25. The four categories are placed in order of importance (at choice of player unless there are restrictions based on race) and each one recieves points for allocation divided as follows (rounded down). Order Of Importance % of allocated points 1 50 + any extra after rounding down 2 30 3 15 4 5 During character generation you are allowed to allocate points based on your chosen race; The number of points placed in each category must match the above percentage listing and no skill score may begin above 45; skills have no limit but it is uncommon for a skill to go above 100. During the game most actions will require a skill check. The player attempting the action must roll 1d100 and the result must be equal to or less than their skill score; if it is not they fail. A skill may only be attempted once per situation; for example if someone tries to pick a lock and fails they may not try again. The only exception is magic; you may attempt any spell as many times as you like as long as you have spell points In skill checks for skills over 100 if a player rolls a 00 for a skill check they must roll again and add the result to 100. If they roll another 100 it is added and they roll again. So if someone has a 200 magic skill they can still fail--it is just not very likely. In additon to that, difficult tasks will require modifiers that will also allow for failure to be more likely. --- 1.0 Character Modifiers --- 1.1 Modifiers There are modifiers based on the difficulty of success in a skill. These are simply starting suggestions and as with all rules, should be adjusted to fit your individual gaming group. Difficulty Modifier easy -25 common -15 average -5 normal 0 challenging +5 hard +15 very hard +25 impossible +50 Note: the modifers is the number added to your roll so a - makes it easier while a + makes it harder The three skill changing methods can be used in the following combinations: 1+2, 1, 2 or 3 (three should not be used in addition to 1+2) --- 1.2.1 Changing Skill Scores (Method 1) This rule may seem to much of a hassle for some though it becomes a very simple method once familiar. If this provides to be too much of a hassle simply designate a set chance for raising skills based on use. Each time a skill is used appropriately and intelligently there is a chance of raising it by 1. When skill checks are rolled the digits are reversed and this becomes the skill check roll; if this roll is below the score needed to raise it the skill is raised 1d4 points for any future uses. Chances of raising a skill Percent Number it is being raised to 10 2-25 9 26-50 8 51-75 5 76-90 3 90- There is a modifier to the % chance to raise a skill based on category priority. priority of category skill is in modifier to % chance 1 +2 2 +1 3 -1 4 -2 If there is a zero or below zero chance to raise the skill it means the skill cannot be raised higher --- 1.2.2 Changing Skill Scores (Method 2) This can be used seperately or in addition to method 1. Each creature has inner energy and once you kill anyone you may take in their energy and power. Enemies also have a power score where: their power score = attack score + defense score + resist This power score is divided by 20 and rounded down. The player now has this many points to use according to the table below to raise his character's abilities. These power points should be given at the end of each adventure and if used in conjunction with method 1 it is also possible to only allow power points to be used to raise pain points at a ratio of 25 power points per pain point. Table of skill change (Method 2) cost number being raised to 1 2-25 3 26-50 5 51-75 10 76-90 25 90- If the enemy is killed in a group the amount is divided amongst the group with any leftover kept track of and distributed once all can have an equal amount. For example, if a group of 4 characters kills an enemy with a power score of 25, they each recieve 6 points and 1 point is saved until 3 more is earned by the group. --- 1.2.3 Changing Skill Scores (Method 3) For use with or without methods 1 and 2. During each adventure the players keep track of how many times they use each skill. At the end the player may roll 1d100 once for every skill they used; if they roll over their skill the skill goes up. If the player succeeds his test he shall raise his skill by a number rolled randomly in between 1 and the number of times the skill was used --- 1.3 Skill vs. Skill Many times rolls are made against anothers roll. Both parties roll and subtract the skill number and whoever has a lower score wins. Tie goes to the defender in combat or is rerolled if there is no defender. --- 1.4 Level Skills Some skills allow different levels of use. For example the skill cast magic is for 1st level any roll for higher is -25/level. ex: for 2nd level -50, 3rd -75, etc. --- 1.5 Age There are modifers to skills based on the age of the character. Naturally as people age they have accumulated more knowledge for example. Here is a chart of age in human years set up a ratio based on starting age for others and ability score modifications (these are temporaray adjustments made to skill scores to compensate for age. They are not cumulative and automatically change as a character ages. AGE MUSCLE MENTAL AGILITY PERSONALITY 15 -10 -10 -1 -10 16 -6 -6 0 -5 17 -3 -3 0 -3 18 0 0 0 -1 19 0 +1 0 0 20 0 +2 0 0 21 0 +3 0 0 22 0 +4 -1 0 24 0 +5 -2 0 26 0 +7 -3 0 30 -1 +10 -5 0 35 -3 +15 -7 +5 40 -5 +20 -10 +7 50 -10 +25 -20 +10 60 -15 +30 -30 +15 70 -20 +40 -50 +20 --- 1.6 Money Money is is credits. A starting character should recieve 100 credits. While character's should be able to gain about 50 credits each from a quest or mission at the start, this amount should never be more than 1000. Any character that uses a skill that can earn wages successfully can earn 1d20+10 credits a day for working. --- 2.0 Races Races should play an important role in interaction and most personality skills will be lowered if used on a race dissimilar to the character's --- 2.1.1 Cyborg Skill point allocation is 350 Robotic part (1d6): 1 - Brain 2 - Right arm 3 - Left arm 4 - Right leg 5 - Left leg 6 - Bad installation, see below Robotic parts have 5d6 dp and must be repaired by an expert costing about 50 credits per point. These parts are very expensive once destroyed. If a 6 is rolled character recieves 200 rather than 350 skill points and the die is rerolled to see which part it is and the part is repaired. bp: 8d8 pp: 3d8 height and weight: as human plus 30 lbs per robotic part starting age and max age same as human skills added none skills removed none Order of importance rules - Muscle must be #1 other notes - magic begins at 15 and can start at a max of 35 - melee begins at 50 and can start at a max of 60 --- 2.1.2 Goblin Goblins are short, green, humanoids. They recieve the ability to see in the dark using heat vision in addition to their normal vision. Skill point allocation is 200 bp: 5d8 pp: 3d8 height 3'0" + 1d20 inches weight 50lbs + 5d6lbs starting age 15+1d6 max age 25+1d10 skills added: - follow scent: keen sense of smell allows goblins to find anyone whose scent they have found - heat vision: recieves an automatic 99 rating - grovel: goblins are weak but they know how to convince others not to kill them. anyone threatening the goblin can be groveled to in order to spare the goblin's life. they must pass a successful willpower test in order to want to kill the goblin - monster friendship: each goblin may befriend one type of monster and communicate with them normally skills removed: - alchemical processes - magic - magical construction other notes - melee begins at 35 rather than 25 and can start at a max of 55 - power begins at 15 rather than 25 and can start at a max of 35 --- 2.1.3 Human Skill point allocation is 250 bp: 7d8 pp: 2d8 height 5'0" + 1d20 inches weight 100lbs + 10*1d12lbs starting age 14+1d6 max age 60+2d20 Follow normal skills and rules --- 2.1.4 Knockers Knockers are small faeries who are experts in mining and finding where to mine. They look like short humans and are extremely strong for their size Skill point allocation is 250 bp: 4d8 pp: 3d8 height 2'0"+1d12 weight 50+1d20 lbs starting age 50+1d20 max age 200+5d20 skills added - miniature melee: they receive this skill instead of melee because of their small strength. they can only use weapons of half size (cost the same but must be specially made) and the weapons do half normal damage rounded up. this applies only to melee weapons. skills removed - magical construction - melee order of importance rules - mental must be #1 other notes - they have a 5 in 6 chance of noticing a cave in before it happens - mining and cave construction skills have an 90 score and can start at a max of 99 - they cannot cast spells beyond 2nd level - whistling or swearing makes them extremely mad and they will kill anyone who whistles or swears or they will die trying to unless thay make a willpower test at a +20 penalty to their roll in which case they will just be mad and want to get away from the sound --- 2.1.5 Korred Korred or crions are short, black skinned, beings with the claws of a cat and hooves of a goat. Their upper bodies above their legs are covered in a thick layer of fur. They are immensely strong and many have existed stronger than most humans Skill point allocation is 250 bp: 4d8 pp: 2d8 height 6"+1d12 inches weight 20+1d10 lbs starting age 10+1d20 max age 30+1d20 skills added - hurl rocks: they can throw large boulders (as thrown weapon) doing 1d4 damage plus the damage based on the attack roll - natural attack: they are allowed two claw attacks per round (as melee) doing 1 point of damage each plus the damage based on the attack roll skills removed - none order of importance rules - muscle must be #1 other notes - they dislike and are disliked by dogs --- 2.1.6 Phoenix These are small faeries who have the ability to convert their body material to flame at any point. They never use any weapons to fight but instead use their natural attacks. Water doesn't put the fire out or harm a Phoenix in any way since their fire is magical. Once they start a fire, though, it may be put out by normal means. Skill point allocation is 250 bp: 6d8 pp: 3d8 height 2'0"+1d12 inches weight 50lbs + 2d20 lbs starting age 25+1d10 max age 100+3d20 skills added none skills removed none other notes - they are immune to fire-based attacks - they can instantly start fires in a flammable area - cold based attacks are very damaging to a phoenix-Double damage - Phoenixs have difficulty being comfortable in temperatures below 65 degrees special attacks - burn: treated as melee weapon they may extend an arm as a flaming weapon. it does 4 points of damage plus the damage based on the attack roll - burst: flame burst from their fingers as a projectile weapon. does 2 damage plus the damage based on the attack roll - flame pin: if they succeed a brawl check and a melee weapon check they may successfully pin an opponent and burn them for 3d10 points after which the opponent will jump to their feet and have an attack on the phoenix the next round at a -25 bonus to their roll --- 2.1.7 Redcaps Redcaps are extremely evil faries who have stolen magic from the fairy kingdom to alter themseleves and reap great power. They always wear red caps and store all their magic power and life force in their caps; if the cap is knocked off from their head their body their bodies will cease to function, but will have all their life force stored in their cap. They will then possess anyone who wears the cap and banish the stolen bodies soul to an object they hold at the time and hide the object. Anyone who then touches the object will be taken over by the soul contained within it and the lost soul will go into the object and so the process will continue Skill point allocation is 200 bp: 4d8 pp: 4d8 height they may be any height up to 10' tall weight they may be any weight up to 500 lbs starting age 100+1d20 max age 150+1d20 skills added none skills removed none Order of importance rules - mental must be #1 - agility must be #2 other notes - most faeries dislike redcaps - they fear holy symbols - their magic score to cast spells receives a -25 bonus except healing spells which receive a +25 penalty to their magic rolls --- 2.1.8 Sidhe Pronounced as "she", they are tall, thin, very young looking, pale skinned, elves. They have pointed ears and often have long flowing hair. Skill point allocation is 35 bp: 8d8 pp: 2d8 height 5'0"+1d12 inches weight 100lbs + 2d20lbs starting age 50+1d20 max age 150+3d20 skills added - charm: after spending a week or more with a human they may attempt to charm them. anyone charmed by a sidhe will protect them with their life and never leave their side. they will do anything the sidhe asks as long as it isn't immediately life threatening and doesn't force the victim to leave the sidhe - forest hide: they may blend with trees and dissappear (turn invisible to all) the effect is that all around cannot see them as they walk through the forest - speak with animals: they can communicate with animals in full detail with this skill skills removed - none order of importance rules - personality must be #1 other notes - they are allergic to salt (only in it's grain salt form. once put in foods or mixed it is okay). if hit with salt they go into a state of shock for 1d4 minutes and they die if continually exposed to salt grains for more than 3 minutes - they may cast any of the heal or wound spells at 1 level lower than usual --- 2.1.9 Vampire Vampires are pale humanoids who can only be killed by driving a wooden stake through their heart. If they are knocked into the negative bp range they have similar results to normal humans but any death caused by anything other than a stake will last only a few hours after which the vampire will return to life fully healed. Sunlight causes them to lose all abilities temporarily until they remain in complete darkness for at least an hour. Vampires gain special fang attack as melee weapon doing 2 points plus the damage based on attack roll and the vampire begins holding victim in embrace. They must make a power check vs the vampires power check to break free. If victims final bp are taken away through this attack victim will become a vampire in 3 days. If a vampire loses a limb it will be regenerated withing a week but it will be deformed and malshapen though fully functional. If a vampire is burned or chopped it will reform in about 2 months time though it will be severely deformed. Skill point allocation is 40 bp: 6d8 pp: 5d8 height and weight as human skills added(All skills will be lost if exposed to sunlight for more than 1 hour) - embrace: a successful check can hold a victim (this is used after the vampire successfully bites) - natural fighting (bite): they are allowed to fight with their bite as a natural attack roll (this begins at 35 and can start at max of 55) - Drinking:alcohol has no effect on vampires skills removed - Eating and Drinking: a vampire cannot consume food or drink without becoming extremely nauseous. A tolerance can be built up for liquids and somewhat for solid foods, but the vampire must regurgitate the food within 12 hours or begin feeling extremely sick. other notes - fangs can be retracted so as not to be seen. they are generally unaccepted by anyone who finds out they are a vampire. vampires appear as humans until fangs are exposed - all skills of a vampire are lost when he is exposed to sunlight for more than 1 hour. There is no permanent loss and the skills will return after the vampire remains in complete darkness for over an hour. --- 2.1.10 Werewolf Werewolves are humanoids who can change form to wolf or a wolf man. They often look like humans with a little too much hair and can be killed by a single silver bullet piercing their heart and silver weapons do triple damage to them. Simply touching silver makes them itchy and swollen. Werewolves must never wear armor for if they change in armor they die. Their time to change is 1 round. During that round thier total defense score falls to 0. In wolf form they cannot speak or use magic but in man form they may use magic normally. Werewolves cannot infect others, and werewolves are born werewolves and remain as such their entire lives. Skill point allocation is 75 bp: 8d8 pp: 6d8 height and weight as human in man form +20% in manwolf -20% wolf skills added - natural fighting: they are allowed to fight with their bite or claws in any form but man natural attack roll (this begins at 35 and can start at max of 55) skills removed none other notes - Man Form - No adjustments to any skills - Wolf Form - 25 to any skills in category 2 - 3 attacks a round with Claw/Claw/Bite doing 1d4/1d4/2d4 damage plus the damage based on attack roll for each - Wolfman - +15 to any skills in category 1 - -10 to any in category 2 - +2 to damage if they use a weapon or 3 attacks claw/claw/bite 1d5/1d5/2d6 plus the damage based on attack roll for each -anyone knowing they are a werewolf is likely to kill them --- 2.1.11 Witchl Witchln (the plural) are mischeivous but hard working little humanoids who enjoy playing tricks on people. Skill point allocation is 250 bp: 2d8 pp: 2d8 height 4'0"+1d12 inches weight 75+2d20 lbs starting age 200+2d20 max age 500+5d20 skills added - luck: once a day they may add a -10 bonus to any roll - set traps: they can set small annoying traps that do anything from 0 points to 3 points of damage. their traps are often harmless and set to annoy friends skills removed none order of importance rules - agility must be #1 other notes - witchln do not need to sleep and don't lose any benefits from not sleeping --- 3.1 Combat --- 3.2 Attacks To see who attacks first, all fighting roll 1d100-attack score with the lowest roll going first and the highest last. Attacking party makes roll of attack roll-attack score which is then matched up versus the defenders defense roll-total defense score (defense roll-armor rating) lower wins, tie goes to defender. Each attack turn is ten seconds long; 6 attack turns in a minute. All players may conduct 1 attack or spell during this time or may do anything else which takes approximately 10 seconds. Note: each attack is actually a series of attacks, parries, and dodges which is why it takes 10 seconds per attack --- 3.2.1 Called hits and modifiers called hits: called attacks (attacks at a specific body part) are treated as attacks with a penalty as follows. Target Penalty Head +50 Arms +25 Legs +20 Torso +10 In addition there are modifiers to Attack score in some situations Situation Attack Score Change Attacking while blindned -15 Attacking from the Ground -10 Attacking a mounted character -5 Attacking from a mount +5 Attacking a grounded character +10 Attacking a blindned character +15 Attacking from behind +20 Attacking a paralyzed character +50 --- 3.3 Damage calculation The damage done is determined by the second digit on the attack roll+ base weapon damage Digit Damage 0 0 1 0 2 1 3 1 4 2 5 2 6 3 7 3 8 4 9 4 --- 4.1 Spell Casting Magic is designed to be a core game mechanic and all characters may use magic. If this is innapropraite for your campaign, use rules similar to psionics as to how common magical ability is. Spellcasters receive a certain number of spell uses a day based on spell points=magic score/10 rounded down. A first level spell costs 1 point to use, a second level 2 points, etc. and when cast they lose the appropriate number of points whether they fail or succeed. This score is regenerated after one full night of sleep. When the magic skill goes up any additional spell points would be immediately added. Spellcasters read all of their spellbook once a week to refresh their spells if they don't they have a -25 casting score per week of not rereading spells. Spellcasters must acquire spells any way they can; buying and trading are most common. To buy a spell is about 1500 credits/level of the spell. Starting characters recieve 1 1st level spell each and must somehow acquire others they wish to use. For each level above first of the spell cast it is -25 points. 2nd level -25, 3rd level -50, 4th level -75, 5th level -100 and so on. In order to cast a spell the caster must be able to speak. As long as they can speak they can cast any spell normally Spells last for 1 minute per magic point at maximum unless they are spells that are instantaneous or the duration is listed as otherwise. --- 4.2 Spells --- 4.2.1 Level 1 Spells ammunition: will create one shot for any type of weapon magically. the created ammunition gives a +25 to hitting but does only half normal damage armor: gives caster a +25 to total defense score for 1 minute per magic point caster has at maximum bolt: shoots energy out of hands. victim gets a resist roll. 1d6 damage cantrip: any effect that causes no immediate game result such as making hair grow, causing someone to sneeze, changing the smell of something, etc. copy: copies any spell into casters spellbook heal: heals 1/4 of the total damage points rounded up illusion: creates a simple illusion that would fit in a 3' cube. anyone seeing it gets a resist magic roll at a -25 bonus to their roll to disbelieve know magical properties: allows caster to see if one item is magical or not. tells nothing of what the item does, just if it has magical properties or not light fire: starts a small fire luck: allows a +10 to next skill check. in game terms it makes the character lucky for 1 moment seal portal: holds shut a door, window, chest, drawer, etc. for 1 minute per point. can be broken open by regular break down doors or power checks vertigo: causes vertigo on victim for 1 minute and -25 to attack rolls. victim is allowed a resist roll --- 4.2.2 Level 2 Spells animate object: makes a non-living object that fits in a 3' cube to move as living for up to 1 minute per magic point caster has at maximum. object may attack as appropriate befriend: when cast at someone they will instantly become friends with the caster if they fail their resist magic test. this does not mean they risk their life to help the caster; they will simply no longer be hostile dodge: this gives a +50 to total defense score vs the next attack on caster flame burst: 2d4 damage to one enemy. no resist roll allowed heal: heals 1/2 the total damage points rounded up illusion: creates an illusion that fits in a 10' cube. -15 bonus to check to disbelieve know information-this will find out one fact about the character at the choice of the caster;possibilities are age,height,weight,race, or their tendancies maintain dead: this will bring someone with -1 to -9 bp back to 0 and they will remain unconscious until healed after which they must rest for 2 weeks before resuming normal activity open portal: will open any non-magically locked portal, door, chest, etc. remove poison: will remove poison from any 1 creature wind burst: a gust of wind shoots forth at one victim who gets knocked over if they are human size or smaller. anyone larger gets a resist check wound: inflicts 1d4 damage automatically on any creature --- 4.3.3 Level 3 Spells heal: heals 3/4 the damage points rounded up fly: allows caster to fly for 1 minute per magic point caster has at maximum illusion: creates an illusion that fits in a 10' cube and can make simple noises (growls, grunts, howls, etc.). -10 bonus to check to disbelieve know use: discovers the use of any one magical or nonmagical item mass heal: heals all friends within 10' 1d4 mirror images: creates up to 5 (actual number is choice of caster) images which look identical to the caster and cannot be known to be fake. once hit (each has a defense of 5) they dissapear. they mimic the real caster exactly and there is no way to tell who is real summon help: calls forth a creature to aid the caster with 2d4 body points. form is up to caster. this is a permanently summoned creature and will remain loyal unless attacked by summoner. only 1 summoned creature may be controlled at a time. if a new creature is summoned while the old one remains the old creature will no longer be in control of the caster. the caster can only give a summoned creature simple commands such as attack, run away, or guard. a summoned creature can't open doors or chests or conduct similar actions summon weapon: this summons a magical weapon to aid you in one battle, then dissapear. bonus on weapon is +25 to attack score and +1d6 damage wound: inflicts 2d6 damage --- 4.4.4 Level 4 Spells disguise: the caster appears as someone else within 2' of their real height and can change sex, facial features, and all other characteristics. this lasts for up to 1 minute per magic point caster has at maximum hands: this spell creates a magical floating hand which can perform any task the caster could normally accomplish heal: heals all damage points illusion: creates an illusion of any size with full sound capabilities. no bonus but a check to disbelieve wound: inflicts 3d8 damage make magic item: this allows caster to enchant any one magic item with an ability he has or add bonuses to attack (by tens) or damage with it (by ones); when a mage does this his magic score is lowered. Points lowered Number of + or effects Die bouns 3 1 1d1 6 2 1d4 12 3 1d6 20 4 1d8 30 5 1d10 Note: a sword that is +10 to attack score and +1 to damage has 2 plusses massheal: heals all friends within 10' 2d6 masswound: damages all enemies within 10' 1d4 trap: this will set a trap upon a door, chest, book, etc. magical energy will shock anyone trying to open the object and they will take 3d6 damage. each time they try they will have a 20% chance of successfully opening it. --- 4.4.5 Level 5 Spells illusion 5th: perfect illusion in all ways. a +50 penalty to check to disbelieve inflict death: casues any victim to die with a defense of less than 50. anyone with a defense of higher recieves a resist magic test or dies make magic item: this allows caster to enchant any one magic item with an ability he has or add bonuses to attack or damage with it. when a mage does this his magic score is lowered POINTS LOWERED #OF PLUSSES OR EFFECTS DIE BONUS 1 1 1d1 3 2 1d4 6 3 1d6 12 4 1d8 20 5 1d10 massheal: heals all friens within 10' 3d8 masswound: damages all enemies within 10' 2d6 revive dead: allows the caster to revive any dead being, human or other to regain enough bp to have 1 bp and to be alive again. any injuries will remain such as scars, missing limbs, etc. the revived cannot resume activity without first resting for 1 month wound: inflicts 4d10 damage --- 4.5 Spell creation Most of the time the character's will prefer to make their own spells as finding spells is often tedious or dangerous. Step 1: determine level (this is often a value judgement made by the gm) the only guidlines here are per damage and healing or multiple effects of each Level Max dice for Healing Spells Damaging spells 1 1d4 1d6 2 2d6 1d8 3 3d8 2d6 4 4d10 3d10 5 5d12 4d12 Note: These are for no resist chance. if resist roll is allowed double listed effect is allowed (damaging spells only) Multiple Effects: for multiple effects add 1 level to the total. example: If Cedric makes a spell that heals him 2d6 (2nd level) and damages his opponent with no resist allowed 1d8 (2nd level) you would add 1 level to the power of this spell since it has 2 effects (you would add 2 levels if it had 3 effects, etc.) making it a level 5 spell. Step 2: Once level is determined the creator must spend 1 week of research per spell level. For each week of research the creator must make 1 magic research check. for each failure the potency of the spell drops 1 level (adjusted by player how they wish). if the spell level falls to 0 or less the spell creation fails. Step 3: If the spell is successful the cast must spend an addition week per level getting a feel for the spell and cleaning out the bugs so it can be used normally. Step 4: The spell may be used at anytime. --- 4.6 Magic Items Magic weapons recieve two seperate bonuses for attack score and damage; the bonuses for attack may be set like +10,+20,-10,-20 or variable like +1d10,+1d20,-1d10,-1d20. the bonuses for damage may be set like +1,+2,-1,-2,+1d4,+1d6,-1d4,-1d6. --- 5.1 Psionics When a character is created the player may choose to test it for psionics. If they choose to there is a 5% chance for the character to have them. Any character that does have psionics recieves one ability listed below for every 25 points of their psionic skill (minimum of 1). Once their skill goes up to the next multiple of 25 they may choose a new one. These abilities are usable by the psionic point system (same as magic points; 1/20 psionic skill rounded down). Cost is listed in parentheses. body weapon (2): forms a melee weapon off the character's arm which does the same damage as the real weapon of its type clairaudience (2): user can hear what is going on somewhere else clairvoyance (2): user can see what is going on somewhere else detect psionics (1): user can tell if any one creature has psionic force. this will only be successful if the creature still has psionic points left drain magic (4): user can drain 1d6 mana and transfer it to their psionic points (they gain the mana taken as psionic points) drain psionics (4): drains 1d8 psionic points and transfers them to the user esp (3): read others mind fly (4): the psionicist may take to the air and fly at their normal speed through the air heal self (3) heals 1/2 damage rounded up heat (1) slowly heats an object up; 5 degrees fahrenheit per round of concentration. if concentration stops the object begins to return to normal temeperature at the same rate and the ability use ends hydrokenisis (1): user can create up to 1 gallon of water infravision (3): allows the user to see the heat produced by objects as well as normal vision so a user can sight invisible creatures invisibility (2): a psionicist can make themself dissapear and remain remain invisible as long as they concentrate, which means they cannot move or take other action metaconcert (2): two or more psionicists can use this skill and link their psionics and when they both use any psionic ability at the same time (they know what ability the other is using while they are linked) the effect is added then doubled (ex: if two psionicists link and both use pyrokenisis they can do (1d4+1d4)*2 damage; however if one fails both fail) mind control (4): telepathically take over anothers mind-they recieve a resist magic but cannot be forced to anything which will result in immediate death (ie. jump off a cliff) mind shield (3): prevents others from reading your mind or communicating with you through telepathy pyrokenisis (2): the user can create small fires. This isn't a very good attack method and will only burn opponent for 1d4 damage spectral senses (1): the user can tap into the senses of another creature for as long as they concentrate; the other creature does not know his senses are tapped.tThe psionicist loses all senses in his body and would not even know if he were attacked. if the tapped being is killed the psionicist must roll a resist magic or die from psionic shock telekenisis (3): lift objects up to 10 lbs telepathy (2): communicate with others by telling their mind. they cannot return communication unless they use telepathy also telempathy (1): know how someone else feels teleportation (10) change location by transferring force. doesn't work on any objects carried or worn, just on your body. can teleport up to 1 mile thought blast (3): blast of energy which knocks opponent to the ground and does 3 points of damage. the victim may resist vs magic to prevent falling All abilities last 1 minute/point of Psionics Skill unless specified otherwise or have instantaneous effects like detect psionics, Drain magic, drain psionics, and teleportation. --- 6.1 Adventure Points 10 adventure points are given for an adventure of appropriate difficulty played fairly well throughout. anywhere from 5-15 could easily be given for different difficulty ranges or good role playing Adventure points may be traded for pain points at a rate of 1 pain point per 5 adventure points. adventure points can be traded for power points instead 1 adventure point per 5 power points (skill changing method 2) --- 6.2 Damage Points Whenever a character is hit he will take damage. When he takes too much damage there are bad consequences. When a character recieves damage the number of points damage is subtracted from each of the three types of damage points. Body points: the total damage a character can take before dying Division points: the total damage each body part can take without being seriously damaged Pain points: How much pain a character can take without falling into a coma in addition to body points a character also has division points or dp --- 6.2.1 Body points Body point loss: Status bp remaining hurt seriously 1/2 severely wounded 1/4 Severe Vertigo(SHOCK) 1 near death(Bleeding) 0 dying(knocked out) -1 mortally wounded -5 dead -10 The character may fight until he has reached -1 bp at which point he falls unconscious and must be healed or will slowly die at -1 bp per minute. Any character with as low as -5 may be cared for by a successful bind wounds check which will make their bp remain at -5 for up to 1 hour. Once below -5 the only way to save the individual is to heal them. --- 6.2.2 Division points Division Points there are six main body parts: Part % dp Point allocation* 1. head 8 2. torso 26+all remaining from fractions 3. right leg 18 4. left leg 18 5. right arm 15 6. left arm 15 *Point allocation: all fractions rounded down They recieve the % of bp listed above and when damage is done to a character a hit location roll (just reverse the digits of the attack roll) Hit location Roll Location 01-30 torso 31-45 right arm 46-60 left arm 61-75 right leg 76-90 left leg 91-00 head If a characters dp falls to zero for any part they must roll once on this chart for reaching zero and an additional time for every five points below: Arm or Leg Roll Result 1 sprain 2 broken 3 cut off at elbow or knee 4 finger or toe Removed 5 hand or foot Removed 6 cut off at shoulder or hip After this chart is rolled if the part isn't removed, then it remains at zero and if hit again before healing you must reroll on the chart. if a player continues using a character without a body part they may either replace it with cybernetics or not use it and if a hit location is rolled for it just reroll. Torso Roll Result 1-3 knocked out 4 begin bleeding* 5-6 dead *bleeding 5 bp/round until dead or some sort of healing occurs Head Roll Result 1 knocked out 2-6 dead --- 6.2.3 Pain Points If a character falls to zero pp they pass out and enter a coma which they will be equivalent to knocking their bp to zero. follow the same rules as negative bp for negative pp --- 6.3 Healing Healing spells will heal damage from any body part or multiple body parts chosen by caster in order of healing. points in all three categories are restored by a healing spell or effect If any body part is severed, the character will lose points each round from blood loss until healing spell or bind wounds is used for which the character will recieve the points healed plus it is assumed that the wound is taken care of. Note: even if the body part reaches a level where a roll is called for no roll is necessary Part Damage per round Finger 1 Toe 1 Lower Leg 5 Whole Leg 7 Lower Arm 4 Whole Arm 6 Every day of full rest (no travelling) restores 1/4 the points of damage to the character rounded up --- 7.1 Tendancies This is how a character would tend to act. Examples are selfish, friendly, quiet, and boisterous. You may select as many ways to describe your character as possible and it is then your job to make him act according to this. As the character is played more and more this should get very specific even to the point of keeping track of who the character likes and dislikes as well as any other pertinent information such as fears. This is solely the job of the player to act consistently. --- 7.2 Skill meanings Skill scores 25 Unskilled in the field; almost good enough to fake ability 50 moderately skilled; can perform ability with some consistency 75 Expert; a near great in this area 99 Master; the best of the best 100+ VERY RARE; The game should maintain that skills>100 are indeed RARE When the skill is rolled what is important is how great the sucess is or how bad the failure is. To get the sucess score subtract the roll from the skill score (note: bad effects listed below are in addition to normal bad effects occuring from failure; ex: if someone tries to jump over a 10' hole and fails, they will fall in no matter what but a very bad effect in addition may be that they broke their leg trying to jump across; a success in something like that wouldn't receive any additional good effect even if the success score would call for one) Success score Effect -90 Extreme failure-dramatically bad effect -75 severe failure-total botch with minor bad effects -50 failure-extremely minor bad effects -25 failure-no additional bad effects 0 barely successful 25 sucess 50 good sucess-additional good effects if appropriate 75 very good success-many good effects 90 extreme sucess-the best result possible acting-allows the character to perform on the stage as well as use the ability to show feelings that are unreal. The user may earn a wage as an actor. alchemical processes-provides the character with the ability to recognize common potions and identify many poisons. This also allows the character to copy potions or make antidotes to poisons. animal knowledge-a character can many identify animals and also has a vast knowledge of their ecology and rites. Using this ability it is also possible to duplicate bird calls. animal training-The character can train animals. This skill applies to easily trained animals. Their is a penalty to obscure or difficult to train animals appearance-The character is very good at dressing appropriately for the situation. This is a type of visual ettiquette. The character remains clean and well groomed at all times. architecture-used for designing buildings or homes. The character can design a building so it doesn't topple over. armor crafting-The character may earn a good wage shaping and making armor. The character can make armor from scratch or make alterations in already existing armor. art-The character knows how art is made. He knows the principles of art and how to use them. He can also identify valuable art and forgeries. artillery use-use large scale weapons like catapults, ballistas, and battle rams. athletics-the ability to do any athletic feats whether it be jumping, running, or performing difficult battle maneuvers. awareness-allows the character to detect hidden or invisible enemies by carefully listening. This shows the character's knowledge of how to hear almost non-existent sounds. bind wounds-allows a character to wrap any wound inflicted immediately before. A success adds 1d3 bp back but only heals damage inflicted recently. Bind wounds can only be tried once per injury. It can also be performed on animals or monsters for 1d2 points. biology-the science of life. The character knows anatomy and ecology for humans and other animals. blind melee-The character may fight without being able to see. A success in this skill means the character recieves no penalty to figthing without sight. This is primarily through the use of acute hearing. blind shooting-allows same as blind melee but instead applies to missile, thrown, or projectile weapons brawl-a character's ability to conduct unarmed combat. If success is made vs opponents wrestle roll then opponent is knocked to the ground and must spend one combat round if they choose to get up. break open doors-a chracter's ability to break down doors using their body as a ram. cartography-the ability to read and understand maps. In addition a character with this skill will map fairly well. cave construction-an understanding of how caves are dug out as well as giving the ability to notice inclining or declining passages. chemistry-a basic understanding of elements and chemical reactions. Using this and alchemy together often gives good results in the creation of potions or poisons. climb-the ability to climb trees, walls, or anything else. comedy-Using Comedy skill a character may entertain an individual or group with humor. The character may use this to earn wages. computer-allows a character to use a computer and to retrieve and store data on it. computer theory-an understanding of how computers work, how to write programs on them, and history of computers. contortion-bend the body in strange ways that are otherwise not possible. cooking-prepare foods pleasing to any and all. This also gives the character knowledge of seasonings and dressings. cybertechnology-build and install cybernetic parts. In addition a character understand how these parts work. dancing-A dancer may use this skill for entertainment, to earn wages, or just for fun. defense-a summary of your quickness and ability to dodge attacks (parrying included). armor score-the rating on your armor demolitions-using this skill a character knows how to make and use explosives. A skilled demolitionist can sight weak areas in buildings and other structures. detect deception-The character will know if someone is lying to them or trying to rip them off. disguise-An artist of this skill can make himself look like someone else. They can alter their voice and the way they act and move to simulate a new persona. driving-used for piloting cars, trucks, and similar vehicles. electronics-assemble and disassemble simple electronic devices and also gives the character an understanding of how they work. endurance-a summary of the character's ability to continue doing strenuous activities, whether they be: running, swimming, or climbing. engineering-an understanding of how are things built. This skill allows a character to design and build things. escape-can break free of chains or untie knots while they are tied up. find water-hear and find underground water lines. firearms-fire a gun or any similar weapon without having to worry about kickback. fishing-general knowledge of how to catch fish including:making fishing poles, where the best spot is, and how to skin and cook fish. In addition this skill gives the character some knowledge of fish species. flee-A character using this skill knows how to get out of a bad situation... and fast. forgery-A character using this can copy a piece of art or a signature with little difficulty. gambling-the know-how needed to win at cards, bingo, or any other game where a risk is involved. He mainly recognizes any tricks to the game and can figure out his chances of winning. gunnery-a knowledge of how guns work and how to design and build them. herb knowledge-A character with this skill may make poisons, cures, and teas from wild herbs and other plants found growing all around and is also good at identifying herbs and small plants. hide-Use of this skill allows a character to find the best hiding spot available within the area. history-knowledge of what happened in the last 2000 years including anything up to the present. The character is likely to know famous dates, people, and places throughout history. hunting-A character using this skill may catch animals for food or for game. The use of this skill also gives the character knowledge on sneaking up and ambushing animals. interrogation-This skill is the ability to make people talk without the use of force or threats. intimidation-This is the same as interrogation but this is done throught the use of threats or force. It can also be used as forceful persuasion. juggling-This ability allows a character to juggle, whether it be balls, knives or vibroswords. A character can earn wages using this skill. jumping-This skill is used when a character must jump high or far. jury rig-This allows a character to temporarily repair something that is otherwise broken but it only works for a short time before breaking again possibly worse than before. knots-This allows a character to tie knots for many uses including tying up prisoners, hanging people, or hauling wagons by horse. law-A character with this skill has a good knowledge of the law of where they live. They will know what is and isn't legal. They will know punishments and they will also be good at finding loopholes. leadership-By using this skill others will look up to you and follow you and your orders provided they are reasonable and you are fair to them. magic-This is a rating of the level of magical power in a character's body that has been harnased and is usable. Magical construction-This skill gives the ability to understand magical devices and how they function as well as identify most magic items within a weeks time. magical research-This is a character's ability to research and reorganize information to create new magic. manners-A character can use this to know how to act when amongst those of a different social strata. math-A character can add, subtract, multiply, and divide using this skill. melee weapon-This is the character's ability to use any weapon classified as a melee weapon. metallurgy-A character using this knows where different types of metals come from as well as melting point and what different metals are good for. In addition they may mix the metals to form stronger or better metals. military technique-A character using this knows how to fight a war on land, air, or sea. mining-A character using this knows how to run a mining operation and can locate good mining areas. morse code-This allows a character to communicate by tapping or any other repetetive noise. music ability-This is a character's skill at actually playing music, not understanding it. music theory-This is a character's ability to understand how music is made and played. A character with this can compose fairly well. navigation-This gives understanding of how a vehicle travels taking into account the current, wind, and other factors. negotiation-This allows a character to settle disputes so that they end out in their favor. occultism-This skill is a measure of the knowledge of ancient religion as well as numerology, tarot, and the zodiac. persuasion-This is a character's ability to convince another without the use of force. physics-This is a knowledge of the all physical sciences including:motion, magnetism, electricity, and nuclear. pick locks-A character using this skill may open a lock provided they have lockpicks pick pockets-This is a character's ability to steal from other people. The character can only take small things that are in an accessable location. piloting-boats-This allows a character to drive boats. piloting-aircraft-this allows a character to drive any flying vehicle. poetry-This is a character's ability to understand and write poetry. politics-This skill is a measure of the character's knowledge of the way the government in their area is run. This includes the legal way elections work and the inside way the elections work and how deals are cut. pottery-This allows a character to make clay pots or other pottery. power-This is a general skill for anything involving forceably bending, breaking, or prying open something. projectile weapons-This is the skill used when firing projectile weapons (bow,crossbow,etc.) prose-This is a character's ability to read and write prose. psionics-This is a trait that most do not posess. It is the ability to use the mind and magic power together to create effects that are otherwise have no explanation. punch-This is a character's skill at fist fighting. quick draw-This skill allows a character to quickly draw their weapons when they are ambushed. read lips-This is a character's ability to figure out what someone is saying when they cannot be heard. read/write-Reading and writing religion-A character with this knows all of the rituals and rites of their religion repair-boat- fixing it; cost is based on percent of damage repair-car if half of it's body points are gone then repair-computer it's 25% damaged; repair=2 * %of original cost repair-cybernetic parts if it cost 400 then repair would cost 200 here repair-devices, small repair-devices, large repair-flying vehicle repair-guns resist fear-certain monsters cause fear this is to avoid running away scared resist interrogation-This is the character's ability to resist beinged torchered or forced into revealing secrets resist magic-This is the character's ability to resist magic spells or effects. resist poison-This is a character's ability resist the deadly effects of poisons. riding-This allows a character to ride a horse, mule, donkey, or dragon. scuba-This skill allows a character to use scuba equipment, to dive and surface safely, as well as explore the depths of the ocean. shipbuilding-This skill is the knowledge and ability needed to build seaworthy ships. singing-a character's skill at singing. This can be used to earn wages. sleight of hand-cheating or conning someone by quick movement and other distractions. snares-setting traps for animals or people sneak-sneak up behind someone or sneak away spelunking-knowledge of cave exploration and safety story telling-The know-how needed to make people listen. A character using this knows how to add touches of falsehood to make a story sound better. streetwise-know who it's safe to talk to and where to find what you want survival(all types)-can survive in those environments; what berries are edible. which spiders are poisonous? when will dangerous animals will be around. swimming-tread water or swim across and ocean. terrain run-allows normal movement in strange terrain thrown weapon-throwing a weapon tracking-following a trail left by someone or something. trap detection-find any traps trap removal-remove found traps trickery-Tricking someone to believe you are someone else or somewhere else tumbling-flipping, rolling, or any gymnst like feat value-estimate the value of something weapon craft-make weapons if you have the right equipment willpower-resist what you want to door convince yourself to do what you don't --- 8.1 Equipment This equipment section gives simplistic ideas for equipment for your game. The list should be edited based on your own world. This equipment list is made to give a couple of items from many times so as to set a reference point for making your own. Power * 30 is the maximum weight a character can carry wihtout being overburdened. Ammunition: NAME COST/SHOT arrow 0.1 bullet 1 cannonball 10 catapult shot 5 crossbow bolt 0.3 laser charges 10 laser cannon charges 100 phaser charges 8 Armor: all armor is a full set including body, head, arms, and legs Name Cost Weight Rating banded 40 40 25 chain link 30 30 30 electric 500 10 5 foam 10 10 40 leather 20 20 35 none -- -- 50 padded suit 5 5 45 plate 50 60 20 teflon 100 30 15 titanium 200 90 10 Clothing: Name Cost Weight belt 0.2 0.1 boots,hard 2 2 boots,soft 1 1 cloak,long 5 5 cloak,short 3 5 clothes,fine 10 3 clothes,lavish 50 5 clothes,normal 5 2 gloves,heavy 0.5 1 gloves,soft 0.1 0.5 hat 0.2 0.1 shoes 0.5 0.1 Cybernetic parts: Name Cost Installation Effect* Brain implants 5,000 2,000 +150 pp Arm 7,500 5,000 +250 pp Finger or toe 1,250 1,000 none Hand or foot 3,000 1,500 none Leg 10,000 6,000 +350 pp *Effect is only if bought after chracter is made. Power points are used in the way described in skill method 2 even if game is based around method 1 or 3. only 1 part may be installed on 1 character. Sundries: Name Cost Weight alcohol lamp 10 2 arrowhead 0.1 0.1 backpack 5 2 backpack,large 8 4 bandages (10) 1 1 bedroll 5 5 binoculars 100 3 book,blank 5 3 bowstrings (10) 1 0.1 candle 0.1 0.1 chisel 0.1 1 computer,portable 10,000 20 disguise kit 10 1 drill,hand 10 1 flashlight 100 1 goggles,low light 200 2 grappling hook 25 10 hammer 2 2 ink vial 1 1 knife 1 1 lighter 30 0.1 lockpicks 10 5 magnifying glass 1 0.1 mirror 1 1 musical instrument 100 10 parchment 1 0.1 pot,boiling 3 5 pouch 3 1 quill 0.1 0.1 quiver 10 3 rope per foot 0.1 0.5 salt 1 1 scroll case 5 1 scuba tank and suit 800 50 sewing kit 0.5 0.1 snorkeling mask/tube 10 3 spellbook 100 10 spellbook cover 20 1 tape recorder 1000 3 tapes, audio 100 0.5 telephone,cellular 800 3 *cost 50/call torch 0.2 0.3 twine 1 1 voice lock 5000 5 voice masker 200 1 walkie talkies (2) 500 3 *weight 3 each wax 1 0.1 whistle 1 0.1 Vehicles: Name Cost Fuel Cost/Mile airplane 100,000 500 car 20,000 25 helicopter 80,000 300 hovercraft 50,000 100 motorboat 25,000 30 motorcycle 10,000 20 Weapons:(m-melee;t-thrown;p-projectile;f-firearm;a-artillery) Base damage doesn't include damage based on attack roll. Different attack types are seperated by / Name Weight Cost Type Base Damage* axe 6 5 m/t 1/2 ballista -- 50 a 10 bow 2 20 p 1 cannon -- 60 a 6 catapult -- 40 a 12 chain 2 1 m 0 chainsaw 15 200 m 2 club 5 5 m 1 crossbow 4 30 p 1 dagger 2 10 m/t 1/2 gun 5 250 f 3 katana 6 35 m 2 knife 1 1 m/t 0/1 laser 2 1,000 f 5 laser cannon -- 10,000 a 15 phaser 1 500 f 2 Punch -- -- Punch 0 scythe 15 30 m 2 shuriken 1 5 t 1 spear 3 20 m/t 1/3 staff 4 10 m 2 stake, wood 1 1 m/t 2/1 sword 10 20 m 3 vibrosword 10 500 m 5 whip 2 10 m 1 --- 9.1 Universal and easily expanded world Though the game is intended to be generic, here is a good starting idea for a game world. There are two main areas: 1. The main world This is where all living remain; since setting can vary description of the main world varies greatly. The easiest is to take our real world geography and add your own touches. 2. The underworld This is where the dead remain as well as all immortal beings such as death. No one living can enter the underworld without defeating Canis, the three-headed dog, at which point they may enter but if they remain below for more than 1 day they will be hunted by death and Tasim, the ruler of darkness. It is unlikely they will be able to find someone they look for in the underworld, a 3% chance per day spent looking. This game should be tailored to create a world that is suitable to your campaign. No rules are set in stone. The equipment should be limited to what is appropriate. As for the rest most everything is universal. If you wish to create a world where psionics are more common up the chance to receive them but remember to be fair to all players and be consistent with the rules especially when new characters are added to your group. --- 10.1 Enemies Again this is for reference and should be adjusted to fit your world. The stats for enemies are listed as follows: a- Their attack roll d- Their total defense score at- type of attack for 1 attack round Dm- Their damage not including added damage based on attack roll r- Their score to resist fear, interrogation, magic, poison bp- Body points m- Magic skill: for every 25 points they may cast 1 level of spells Here is the format for monsters: Name-(description) a- d- at- dm- r- bp- m- --- 10.2.1 Demon These red beasts are the servants of Tasmin and the underworld so are rarely seen in the main world and are weakened if the are. They have large wings and a pointed tail. Lesser are up to 10' in height while greater can be up to 50' in height. Lesser Main World a-25 d-25 at-tail/bite/claw/claw dm-1/2/1/1 r-50 bp-20+1d20 m-0 Lesser Underworld a-75 d-75 at-tail/bite/claw/claw dm-2/4/3/3 r-100 bp-50+1d20 m-0 Greater Main World a-75 d-50 at-claw/claw/bite dm-3/3/5 r-50 bp-75+1d20 m-0 Greater Underworld a-200 d-150 at-claw/claw/bite dm-10/10/20 r-200 bp-100+2d20 m-0 --- 10.2.2 Dragon These large reptilian beasts have wings which can span up to 50' in length. These are one of the most feared of all creatures but they often have immense treasures stored. a-50 d-75 at-Breathe Fire dm-10 r-100 bp-30+3d8 m-50 --- 10.2.3 Goblin They are short green skinned humanoids with large heads and pointy ears. They have heat vision but are extremely stupid. a-20 d-10 at-weapon dm-weapon r-20 bp-1d4 m-0 --- 10.2.4 Gremlin They are short green humanoids who like to cause mischief and enjoy breaking any mechanical devices. a-25 d-15 at-2 claws or 1 bite dm-0/0 or 1 r-30 bp-1d3 m-0 --- 10.2.5 Knights Knights are the warriors used by kings or other rich folk. Knights are extremely strong for humans and are among the best warriors around but are also extremely expensive. a-110 d-100 at-weapon dm-weapon r-75 bp-10d8 m-0 --- 10.2.6 Living Dead The living dead are truly nonliving bodies that were brought to life by magical forces. There are several types: bone-all that is left is bone flesh-pieces of flesh cover some areas while bone is exposed in others body-this is basically a full body with the exception of some wounds and small chunks of flesh misssing spirit-spirits have no body form so they take sheets or blankets to form themselves Bone Flesh Body Spirit a 10 20 30 50 d 5 15 30 50 at bite bite bite bite dm 2 2 10 4 r 25 25 25 50 bp 1d6 2d6 3d6 4d6 m 0 0 0 25 --- 10.2.7 Orc They are short humanoids with green scaly skin, fangs, and a pig-like snout. Orcs are extremely stupid. a-25 d-35 at-weapon dm-weapon r-25 bp-2d4 m-0 --- 10.2.8 Snake These scaly slithering beasts are often not as harmful as they are believed to be but can at times be deadly. There are several types: Asp-This highly poisonous snake is simply a black snake with large fangs they are about 5' long Boa-This snake isn't poisonous but isn't friendly. about 10' long Cobra-These poisonous snake have heat detecting flaps on the side of their heads. about 5' long Harmless-These green snake are often mistaken for other types; they run away if seen and almost never attack except in defense;about 3'long Sidewinder-this snakes are known by the way they crawl sideways;about 4' long Water-these are harmless snakes found in the water;about 4' long Asp Boa Cobra Harmless Sidewinder Water a- 30 30 50 20 20 20 d- 30 20 30 20 20 20 at- bite bite bite bite bite bite dm- 1+poison 1 2+poison 0 1 0 r- 25 10 40 20 20 30 bp- 1d6 1d8 3d8 1d4 1d4 1d6 m- 0 0 0 0 0 0 Characters who are hit must resist poison or be knocked to 0 body point and remain unconcious until poison is removedor for up to 6 hours after which they die. --- 10.2.9 Stone Man This is a statue that comes to life; It can be of any size or type but is generally man sized. a-50 d-75 at-stone weapon dm-5 r-30 bp-3d8 m-0 --- 10.2.10 Wizard Wizards are the name given to the three conflicting groups of powerful spellcasters. They dress in heavy cloaks of the appropriate color. Black are evil and if they weren't kept in check by white wizards would take over the world. Red are Free Wizards who have learned magic for their interest not for personal gains or protection. they often will clash with both black and white wizards White spend all their time protecting innocents from black wizards a-30 d-30 at-weapon(prefer magic) dm-weapon r-100 bp-7d8 m-100 --- 10.3 Deities and greater beings --- 10.3.1 Cerberus Cerberus is a large (10' long) 3 headed dog that guards the underworld. he is unique and when killed will be revived by tasmin in 1 day. a-100 d-50 at-3 bites dm-5/5/5 r-75 bp-100 m-0 --- 10.3.2 Death Death (grim reaper) is a 10' tall skeleton body wearing a large black cloak and carrying a scythe. He enters the world when someone has died and he will go to the body and take it with him to the underworld unless defeated by someone. If the dead being he comes for is revived prior to his arrival which takes 1 minute he returns to the underworld. There is only 1 death and when he is defeated he returns to the underworld and may not re-enter the world for 1 week. If he is defeated in the underworld he will be revived by Tasmin in 1 week. a-100 d-75 at-scythe dm-4 r-75 bp-300 m-125 --- 10.3.3 Tasmin The ruler of the underworld, Tasmin is an extremely large (50' tall) green humanoid with wings and one large horn on the center of his head; tasmin can never leave the underworld and if defeated the link between the world and underworld dissappears trapping his slayers in the underworld and destroying Tasmin and his servants forever. Tasmin is one of the only gods who has a permanent physical state. a-250 d-250 at-2 punches and a horn dm-20/20/30 r-500 bp-1000 m-250 --- 10.3.4 Wild Hunt This spirit runs through forest land killing anything in its path. It is in the form of a cloaked dark face with antlers on a large upright body of a bull on a chariot led by wolves. The wolves never attack and once the hunt is defeated it flies off into the sky. a-100 d-50 at-whip dm-2 r-50 bp-3d10 m-0 --- 11.1 Conversion of other games Dungeons And Dragons (This is a registered trademark and property of TSR. This is not a challenge to TSR's ownership or trademark) Monsters THACO TO ATTACK SCORE AC TO DEFENSE Thaco Attack Score AC Defense 20 25 10 25 19 30 9 30 18 35 8 35 17 40 7 40 16 45 6 45 15 50 5 50 14 55 4 55 13 60 3 60 12 65 2 65 11 70 1 70 10 75 0 75 9 80 -1 80 8 85 -2 85 7 90 -3 90 6 95 -4 95 5 100 -5 100 4 105 -6 105 3 110 -7 110 2 115 -8 115 -9 120 -10 125 All monsters do 1/2 normal damage plus damage based on attack roll the level fighter they save as times 5 becomes the resistance score hit points=body points --- 12.1 Adventuring Cave Exploration- Dangers: Ammonia: Some caves have high levels of ammonia. This is easily determined by scent and is not usually a threat because the fierce smell causes extreme discomfort(burning eyes, difficulty breathing) and cavers aren't likely to get far without extreme nausea in such caves. Fires:Caves fill quickly with smoke, any kind of fire is bad news with the exception of a candle or torch. Flooding:Storms outside cause big floods if the cave contains a lot of flowing water. Getting Lost:cavers who aren't careful to mark the trail may never get out. Hypoxia:Lack of oxygen in caves causes this deficiency of oxygen in body tissues Methane:If methane is present it is usually due to fecal material degrading. Methane will ignite with even the slightest flame (candle, etc.) causing a nasty explosion. Mines:mines are extremely dangerous as they are often poorly constructed giving them dangerous air circulation and great danger of rockslides Rockfall:This can cause great trouble though it is unlikely to happen unless provoked. Sulfur:The cave will smell like rotten eggs. Such gases when combining with moisture in eyes, nose, and throat forms sulfuric acid. Forest Exploration- Mountain Climbing- --- 13.1 Character sheet player name: char name: race: age: height: weight: tendancies: body points: pain points: division points: r.arm: l.arm: r.leg: l.leg: torso: head: adv pnts: spell points: psionic points: check if used SKILLS (1-MUSCLE 2-MENTAL 3-PERSONALITY 4-AGILITY *-NO AREA) 3-acting 2-alchemical processes 2-animal knowledge 2-animal training 3-appearance 2-architecture 4-armor crafting 4-art 4-artillery use 4-athletics 2-awareness 2-bind wounds 2-biology 1-blind melee 4-blind shooting 1-brawl 1-break open doors 2-cartography 2-cave construction 2-chemistry 4-climb 3-comedy 2-computer 2-computer theory 4-contortion 3-cooking 2-cybertechnology 4-dancing 4-defense - armor score =total defense score 2-demolitions 3-detect deception 3-disguise 4-driving 2-electronics 4-endurance 2-engineering 2-escape 2-find water 4-firearms 2-fishing 4-flee 3-forgery 3-gambling 2-gunnery 2-healing 2-herb knowledge 4-hide 2-history 4-hunting 3-interrogation 1-intimidation 4-juggling 4-jumping 2-jury rig 2-knots 2-law 3-leadership *-magic 2-magical construction 2-magical research 3-manners 2-math 1-melee weapon 2-metallurgy 2-military technique 2-mining 2-morse code 4-music ability 2-music theory 2-mysticism 2-navigation 3-negotiation 2-occultism 3-persuasion 2-physics 4-pick locks 4-pick pockets 4-piloting-boats 4-piloting-aircraft 2-poetry 2-politics 2-pottery 1-power 1-projectile weapons 2-prose *-Psionics 1-punch 4-quick draw 2-read lips 2-read/write 2-religion 2-repair-boat 2-repair-car 2-repair-computer 2-repair-cybernetic parts 2-repair-devices, small 2-repair-devices, large 2-repair-flying vehicle 2-repair-guns 1-resist fear 1-resist interrogation 1-resist magic 1-resist poison 4-riding 4-scuba diving 2-shipbuilding 3-singing 3-sleight of hand 2-snares 4-sneak 2-spelunking 3-story telling 3-streetwise 2-survival desert 2-survival jungle 2-survival arctic 2-survival city 1-swimming 4-terrain run 1-thrown weapon 2-tracking 2-trap detection 4-trap removal 3-trickery 4-tumbling 3-value 2-weapon crafting 3-willpower WEAPON TYPE BONUS TO ATTACK ROLL DAMAGE Items CREDITS: NOTES: