home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
ftp.ee.pdx.edu
/
2014.02.ftp.ee.pdx.edu.tar
/
ftp.ee.pdx.edu
/
pub
/
frp
/
soups
/
SOUPS1.06
Wrap
Text File
|
1993-10-20
|
80KB
|
2,414 lines
SOUPS:Version 1.06
SKILL ORIENTED UNIVERSAL PLAYING SYSTEM
Written by Mike Epstein
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.
- Please e-mail to: mepstein@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
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
--- 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.
Roleplaying is when 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 and not a character in 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."
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.
--- 1.0 Character Modifiers
--- 1.1 Modifiers
There are modifiers based on the difficulty of success in a skill
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)
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 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
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).
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)
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
lightheaded 1
very near death 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 commonly
75 Expert; a near great in this area
99 Master; the best of the best
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: