Copyright (c) 1996 by Bruce Flinn __________________________________________ 1) Races are all human based at present however they do have +1 to an attribute and 1 to 2 skills. They represent Mountaineers (+1 HT), Plainsman (+1 DX), Decedent Civilization (+1 IQ), etc. 2) IMPORTANT: classes are added to give flavor and focus to character concepts and are NOT point balanced to each other. 3) Players pick what race and class they wish their character to be. There are no point costs for these choices except for a few combinations that require an unusual background cost of 5 pts. A decadent civilized Ranger will cost +5 pts. 4) Classes give advantages and skill bonuses and sometimes penalties to the character. They receive guild membership that will allow them easier access and reduced cost for training in their field of expertise. Those trying to learn skills from other guilds will have a harder time, of course other PC can act as teachers (they will not get in trouble if they are guild accredited trainers [status cost], or are not found out). 5) Stats above average require an unusual backgroung cost [UB], they pay it for each step above normal and it increasses as it gets higher. Racial bonus is added after point cost paid. Stat Cost UB Total Cost 10 0 0 0 pts. 11 +10 0 10 pts. 12 +10 0 20 pts. 13 +10 0 30 pts. 14 +15 +10 55 pts. 15 +15 +10 80 pts. 16 +20 +20 120 pts. 17 +20 +20 160 pts. 18 +25 +30 215 pts. As well as the unusual background cost, players need to give a detailed explanation of how it got so high. (detailed player backgrounds will help later in the game). 6) The character can only start with one skill of choice above 15 and that skill must be related to his chosen class. The only exceptions will be skills that receive racial and class bonuses and with 1/2 point spent in them will exceed 15, these skills can only have the 1/2 point spent in them. 7) One non-standard skill has been added. The campaign is in a world that has many gods that interact closely in the world. The skill is loosely called soul and can provide possible interaction with a God. It is Mental Very Hard and based on number derived from IQ-6, edetic does not help. The chances to add points are verrrry limited and players will be informed of when they can do so. 8) Healing collage spells are only available to priests, unless it is a required default, it can be learned but not cast. Recover Strength can be learned by all. 9) One new advantage is available. Mage potentual costs 5 pts a level up to 3 levels max. This lets non mage characters have a chance to learn magic at a later date. Levels bought = level of magery posible to develop at a later date. 10) Characters are built on 100 points with -40 points of disadvantages and -5 points of quirks. 11) Players have the option to give back to the GM, points they have earned. These points will be alocated by the GM to pay for advantages the characters have a chance to gain during play ( the gods are active after all). Players do not have any say once the points have been alocated to the "Point Bucket" 12) Skills below that start at IQ or Dex can be improved, they are treated as though they have 1/2 point in them so to increase skill, look at the skill cost table pay the listed cost for increase. _____________________________________________ FIGHTER PACKAGE - Combat Reflexes - +2 to Weapon of choice - +1 to secondary Weapon - +2 to Shied or Buckler skill - +1 to Brawling or Wrestling skill RANGER PACKAGE - Tracking at IQ+1 - +2 Survival skill - +2 to chosen missile weapon skill - Gain extra level of aiming bonus for chosen missile weapon - Absolute Direction - Animal Empathy SEAMAN PACKAGE - Absolute Direction - Absolute Timing - Acute Vision (1/level) - +2 Boating skill - +2 Seamanship - +2 Fencing (Small sword, Rapier, Saber & Cutlass) - +2 to Acrobatics - +2 to Dexterity for keeping balance, on unstable surfaces only. SCHOLAR PACKAGE - Eidetic Memory (1/level) - +3 in one prime Scientific skill, no limit for that skill, this is in addition to normal high skill limits. - +2 to 2 more Scientific skill - -1 to all Combat class skills - -1 to all Outdoor class skills, unless one chosen specialties is anthropology and another is archaeology - Literacy THIEF PACKAGE - +2 to two physical Thief class skills - +2 to three Mental Thief class skills - Climbing at DX - Fencing (Stolen Goods) at IQ - Peripheral Vision - Double Jointed PRIEST PACKAGE - Clerical Investment Major - Minor & Major Healing at IQ - Can heal any race. - Access to special Healing powers - +1 to all Powers, Abilities, Divinations. - Immunity to Disease - Reputation +1 (to followers of religion or those that respect the religion) - +1 to Theology - Literacy MAGICIAN PACKAGE - Magery (1/level) - Spell throwing is P/E based on IQ, concentration is needed to hit target. - Body Sense is P/H based in IQ, you need to concentrate on orientating yourself. - +2 to 1 Spell throwing skill - Can reduce the range penalty for one spell by 2 steps with one hours of meditation only good for one shot and only on that day.(GM will make a secret roll for sucsess) - -2 to all Combat class skills - -2 to all Shield & Buckler skills - Off-hand weapon training can reduce these penalties - Can wear armor consisting of 2 PD 2 DR and a Buckler without having any casting difficulties. - Armor over 2 DR (not including magical spells) has a casting penalty of -2 times the points of DR above 2 - Shield penalties are small = -2, medium = -4, large = -6. Shield penalties are added to armor penalties to get final casting penalty. - +/- 0 to Staff & Knife skills - +2 to Staff (when striking to touch) doesn't cause damage. - When striking to touch there is a slight percentage chance that a parried or blocked touch will allow the spell to take affect normally and a very very slight chance that it will recoil on the caster.