Leprechauns have a Speed multiplier of 1/2 when walking.
Fairy speed is flying; walking is 1/10 of flying speed. (Again, nothing
so useless as a walking fairy.)
Starting Skill Slots total 6. Languages use the methods in part 3, not skill slots, although skill slots may be spent if the character has too low an IQ for extra languages, altho these are limited to level 1, and cover only a pidgeon. Additional slots may be acquired as a level benefit; slots as a level benefit have a times one multiplier. Rogues get 1 skill slot per level as a class benefit.
The first level of a skill will usually cost one point, the second level 2 more (total 3), the third 4 more (total 7), etc. See the following table for skill levels and slot costs by point cost of the first level. Additional levels also raise all the requirements by 1 each above the listed.
Skills can also be raised with experience. For each critical use of
the skill, one "Skill Tally" is accrued. 10 such tallies can be converted
to one skill slot for the skill they are acquired in only. This is slow,
and MAY BE COMBINED WITH ADDITIONAL SLOTS. Using a slot towards a skill
requires a minimum of 1 week of training per slot, actually levelling up
a skill requires as many months of training as the level to which the skill
is being raised.
Type (by base cost) | ||||
---|---|---|---|---|
Level | 1pt | 2pt | 3pt | 4pt |
1 | 1 | 2 | 3 | 4 |
2 | 3 | 6 | 9 | 12 |
3 | 7 | 14 | 21 | 28 |
4 | 15 | 30 | 45 | 60 |
5 | 31 | 62 | 93 | 124 |
6 | 63 | 126 | 189 | 252 |
7 | 127 | 254 | 383 | 510 |
8 | 255 | 510 | 765 | 1020 |
9 | 511 | 1022 | 1533 | 2044 |
10 | 1023 | 2046 | 3069 | 4092 |
Should one drain strength, treat it the same way... except that it is
always a level 1 SR vs CURRENT Con.
In case it wasn't obvious, I hate killing PC's.
A: x1 to Strength
B: x1/2 to IQ * C: x2 to Luck * D: x1 to Con E: x1/2 to Dex * F: x1/2 to Cha * |
G: x1/2 to Str and x1/2 to Con
H: x2 to Pow * I: x1 to Pow and x1/2 to Con J: x1 to Skill Slots K: +1 to Speed * L: x1/2 to Skill Slots and x1/2 to Con |
* indicates that this option may be taken while in a dungeon. |
Skill | IQ | Pts | Type and/or notes |
---|---|---|---|
Berserker | IQ1-8 IQ9-15 |
0 1 |
Allows one to use the berzerker Combat rules |
Occupation* | IQ2 | 1 | any particular occupation not covered by some other skill. |
Bows | IQ4 | 1 | missile weapon skill |
Brawling | IQ4 | 1 | gives luck SR 3 to avoid injury in a given combat round; never less than SR1. Only works if no weapons of more than 2d are in use. Also serves as weapon skill for fist weapons. |
climbing | IQ4 DX6 | 1 | covers climbing trees, non-sheer surfacees, etc. |
Crossbows | IQ4 | 1 | missile weapon skill |
Games* | IQ4 | 1 | any particular game of choice. |
Hafted Weapons | IQ4 | 1 | melee weapon skill |
Knives | IQ4 | 1 | melee weapon skill |
Lores* | IQ4 | 1 | Each lore has a score. When acquired, a lore gets a score rolled on 3 dice (but not exceeding the IQ of the character). Upon leveling up the skill, an additional die is gained. |
Pole Weapons | IQ4 | 1 | melee weapon skill |
Pugilism | IQ4 | 1 | increases dice for unarmed combat by level |
Riding | IQ4 | 1 | Taken separately for each type of critter; Riding Elephant includes skill with ankus. |
Spears | IQ4 | 1 | melee weapon skill |
Sports* | IQ4 | 1 | Any particular sport of choice. |
Streetfighting | IQ4 | 1 | increases either unarmed adds or armor value versus blunt weapons and unarmed combat. |
Swords | IQ4 | 1 | melee weapon skill |
Thrown Knives | IQ4 | 1 | melee weapon skill |
Blowpipe | IQ6 | 1 | Missile Weapon skill for blowpipes. |
Bola | IQ6 | 1 | missile weapon skill |
Bullwhip | IQ6 | 1 | weapon skill |
Carter | IQ6 | 1 | Allows driving carts. |
Darts | IQ6 | 1 | Missile Weapon Skill for Darts, Shurieken. |
lariat | IQ6 | 1 | weapon skill |
Shield | IQ6 | 1 | Adds to AV of shield and to adds of shields used as weapons. As a wepaon, unskilled use grants one less die of damage. |
Sling | IQ6 | 1 | Missile Weapons Skill for sling and staff sling. |
Staff | IQ6 | 1 | melee weapon skill. |
Tracking | IQ6 | 1 | follow a creature by it's tracks |
Trailing | IQ6 | 1 | follow a creature by keeping it in sight without being noticed. |
two weapons | IQ6 DX12 | 1 | allows one to use two weapons for a combat total. Combat total will be the sum of both weapons, plus personal adds. At level 1, the second weapon must be a dagger. At level 2, it must be smaller than the primary weapon. At level three, it may be identical number of dice, but not having more adds on the weapon. There is no point to level 4 or higher. |
Mountaineering | IQ8 | 1 | Skill covering climbing using tools. |
Style | IQ8 | 1 | skill covering clothing, proper behaviour, etc. |
Acrobatics | IQ10 | 1 | All kinds of acrobatics |
Bureaucracy | IQ10 | 1 | Dealings with bureaucracies |
Confidence | IQ10 | 1 | Performing scams, fast-talking, and the like. |
Demolitions | IQ10 | 1 | blowing things up. |
Diplomacy | IQ10 | 1 | defusing situations, making treaties. |
Elocution | IQ10 | 1 | talking with style. |
Gambling | IQ10 | 1 | knowing how to compute odds, make bets, and succeed at making money off of games of skill &/or chance. |
Gunnes | IQ10 | 1 | missile weapon skill |
Leadership | IQ10 | 1 | leading people. |
Lock Picking | IQ10 | 1 | picking locks, cracking safes |
Martial Art* | IQ10 & Spl. | 3 | Level is dice unarmed, bonus to adds while unarmed, bonus to speed when attacking and AV versus unarmed attacks. IQ 10, Dx 10 and St 10 required for level 1. Each additional level increases the requirement for all three, but excess IQ can be applied at half value towards meeting strength minimums for the level. May also be taken as a 2 point skill for a given weapon, in which case the St and Dex requirements are those of the weapon, and the level is added to the weapon (but not more than doubling it's dice), and the adds, and providing additional av when armed with that weapon (parrying). |
Seduction | IQ10, CH10 | 1 | getting people to do what you want by use of sexuality. |
Silent move | IQ10 | 1 | Moving without being noticed. Also covers hiding in shadows. |
Smithing* | IQ10 | 1 | Choices: Blacksmith, Whitesmith, leathersmith, Woodsmith. Covers making and repairing appropriate things. |
Survival* | IQ10 | 1 | Ability to find food/shelter/water and avoid dangers. Fields are: Forest, Swamp, Desert, Jungle, Arctic, Mountain, Urban, Village. |
Research | IQ11 | 1 | Ability to find information from a large body of sources. |
Armorer | IQ12 | 1 | Smithing skill for making weapons and armor. Prerequisite of at least one other smithing skill. |
Disguise | IQ12 | 1 | ability to make yourself look unlike yourself. |
Forgery | IQ12 | 1 | ability to fake documents. |
Medic | IQ12 | 2 | Allows keeping someone from dying from being at or below 0 con remaining. SR level is equal to 2+(Overkill/5)-(Medic Level), plus rounds they have been at or below 0 Con. If failed, the poor sot dies unless a doctor attends to them. |
Observation | IQ12 | 1 | ability to notice things |
Secret ID | IQ12 | 2 | each level is a separate alternate ID you can maintain without real effort in between adventures. All advantages need to be specified as to which ID they belong to. |
Sleight of Hand | IQ12 DX12 | 1 | Picking pockets, putting things into pockets, palming objects, etc. |
Boating | IQ14 | 1 | skill at handling a rowed ship or boat. |
Gunnesmith | IQ14 DX12
Blacksmith |
2 | Skill at crafting Gunnes. |
Lawyer | IQ14 | 2 | Skill at persuading judges and/or juries. Does not include Law Lore. |
Sailing | IQ14 | 1 | Skill at handling a sailing ship |
Cryptology | IQ16 | 2 | skill at ecnrypting or decrypting messages. |
Doctor | IQ16 | 4 | Does not need medic. Allows keeping someone from dying from being at or below 0 con remaining. SR level is equal to 2+(Overkill/10)-(Doctor Level), plus rounds they have been at or below 0 Con. If failed, the poor sot dies. Also allows tending a character while they heal so that they heal the doctors level per day in addition. Can also be used to treat poisons and diseases. |
Poisons | IQ16 | 2 | skill at dealing with poisons: making, distilling, and treating. Any idiot can use a poison once shown how; poison skill also lets you figure out how to use ones you've never encountered. |
Level 0 SpellsAll level 0 spells require Int 10. Level 0 spells cost 100gp to learn from the guild, but may be obtained as holdovers from apprenticeship with the GM's permission. |
|||
Name | Description | Strength
Cost |
Range |
Twidget | Creates a glowing hand, bright enough to be seen clearly in whatever the current lighting is, but not bright enough to read by, which has a speed of 1" per second, a Strength of 1, a Luck of 0, and a dex which is the lower of 10 or the caster's dex, and lasts 1 round. The hand can do nothing while the caster cannot see it. The caster gets no sensation from the hand, nor can the hand provide any information to the caster. | 3 per
round |
Caster's
Int |
GroxnarGroxnar are four-armed, grey skinned,throughly polite race of upright bipeds. They have luxrious hair and beards, but none above the level of the ears. The groxnar language is a distant corruption of Trollish (level 4 SR vs IQ to understand them if you speak Trollish) called Krremm. While they are incredibly polite, any breach of ettiquette will either be met with "I'm a Groxnar, [insert expletive of choice here]", or with the flash of steel. All groxnars MUST have a sword. They will duel over anything that the opponent is willing to duel over. Groxnar Wizards are unheard of (although they can be Warrior Wizards or rogues). Groxnar tend also to be very literal, or at least direct in what they say and interpret.Groxnar culture is evolved along the lines of a duelling society; all laws are enforced by the duel. Someone who won't duel to clear his/her/it's name is usually branded with a broken sword mark, and will be shunned by groxnar everywhere. A lord or Noble holds his title until someone of lesser rank challenges him to it and then defeats him in single combat; it helps if the groxnar lives to confirm he's been bested. Groxnar also adhere to a strong code of honesty... they will never lie, although they will maliciously withhold information if they feel the other party is not honorable. They also have a cultural custom of choosing names that are expletives in other languages. Groxnar have no cultural opposition to inter-species marriages, polyandry, polygamy, or halfbreeds, although groxnar weddings require the groom to best the bride's father, the bride to best the Groom's mother, and also either one must best any co-spouses to establish dominance and worthiness. Groxnar do not recognize any law besides that which can be negated by challenging the issuer to a duel. No single duel may ever resolve more than one issue. Groxnar prefer to duel until their con is 1/5th it's normal, then they will yield. |
|||||||||
Str | Dex | Con | IQ | Luc | Cha | Pow | Spd | Ht | Wt |
x3/2 | x3/2 | x3/2 | x1/2 | x3/4 | x1/2 | x1 * | x1 | x5/4 | x5/3 |
* Int was originally x1, and Pow was originally 1/5, changed per request of Ken St. Andre. Ken also dubbed their language Kremm. I'm not gonna argue with the Game's Designer! Who, BTW, has permission to use anything he sees fit from this file provided I get a line of credit/blame/recognition in the credits listing of whatever it should appear in.