Rules - General

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Character Races: only the races known as the "mortals" are allowed for PC.


Character Classes: Only following classes are accepted:

  • Barbarian: Barbarians cannot multiclass as paladins or wizards without the (almost impossible) DM's consent.
  • Bard: See magic system.
  • Cleric: See magic system.
  • Druid: See magic system.
  • Fighter: no changes.
  • Gunmage: Only in the Gothic Kingdoms. Ask me for details. The Gun Mage is a class from the Iron Kingdoms setting.
  • Monk: NOT available except on games based on Tsunami.
  • Paladin: there can be LE paladins, modify the abilities in order to fight good; See magic system; normally not available for dwarves, gnomes and halflings.
  • Ranger: See magic system.
  • Rogue: no changes.
  • Sorcerer: N/A. (See magic system)
  • Wizard: See magic system; not available for dwarves, gnomes and halflings.

Character creation: PC get 80 points to spend on abilities. Up to a value of 14 each ability point costs 1 point. Higher attributes cost 2 generation points per attribute point (to get an 18, you would thus use 22 generation points: 14+8). Attributes must lie between 3-18 before racial modifiers are applied.

PCs can "buy" up to two basic feats (feats that don't require other feats) at a rate of 10 skill points per feat. Alternatively, a PC can get up to two disadvantages getting 10 skill points back per disadvantage. Disadvantages can be following:

  • Allergy ("Is a dog here somewhere?")
  • Bad Tempered ("Are YOU talking to ME?")
  • Clumsiness (-2 to Ref saves)
  • Blind (no ranged attacks)
  • Cowardice (-2 to moral saves)
  • Deep Sleeper ("Mmmm, what? Attack?")
  • Greed ("Aaaaaaall mine!")
  • Irritating Personality ("Piss off, you scum!")
  • Lazy (skill rank maximum is two points lower)
  • Phobia ("Iiiiiiiiii!")
  • Unlucky... very bad ;)
  • Any other you come by that represents a real disadvantage ;)

Level advancement: To advance a level, a character would need some sort of training. Training must be done at an academy, school, guild or other appropriate location and needs some weeks plus eventual costs for a teacher. Level advancement is also possible "on the run" but only by reaching 10% more xp than normally needed (i.e., 1100 xp for 2nd level) and the character can spend skill points only on skills that he already owns (unless taught by another party member). Which feats are available on the run, is up to the DM. A party member may teach another in a class if he is four levels higher in that class. Upon reaching the 9th class level (no character level), it will be very difficult to find a master. A character's advancement will be now based more and more on his own experiences and observations, so that he can learn "on the run" without xp penalties.


Multiclassing: In order to have access to a new class, the character must first find a place to learn. The training to get a new class can last from a few weeks for fighter to many months or years for a wizard or cleric. This does no apply for multiclassing upon reaching the 2nd level; we suppose that the initial training was done before beginning adventuring. The character must declare his wish to multiclass at character creation and modify his starting age according to the classes he wants to be. If a character doesn't multiclass upon reaching 2nd level, he losses this privilege and must train again if he wishes to multiclass later.


Alignment Restrictions: Players are discouraged to create evil characters, as this will disrupt the party.


Alternative Alignment: Players may select to distribute 20 alignment points (ap) between the four alignment axes: Good, Evil, Law, Chaos. Alternatively they can roll for the standard alignment of their home land.

You are considered to be neutral in an alignment if both corresponding values (law/chaos, good/evil) are within 5 points from each other. If a value is 6+ points higher than its counterpart, you're attuned to that alignment. If a value is 15+ points higher than its counterpart you're devoted to that alignment. If you reach a difference of 50 points in an alignment, you are considered a champion of that alignment (neutral characters are champions of balance if both values added together are greater than 60).

According to his actions, the DM may award ap to a character. Not every action is rewarded; the action must be of some importance to both the character and the campaign. In case of atonement and in other circumstances determined by the DM a character can choose not to increase an alignment value, but to decrease its counterpart instead.

Certain classes have alignment restrictions. By character creation modify your alignment as follows:

  • Paladin: law +5, good +5 (evil +5 for dark paladins)
  • Cleric: add 5 points to both alignment axes of the patron deity if they are not "neutral" ( a cleric of a CG deity gets +5 good and +5 chaos; a cleric of a LN deity gets +5 law; a cleric of a true neutral deity does not get any extra ap).
  • Monk: law +5, +5 to any other alignment.
  • Other classes: may add +5 to one alignment of their choice.

Initiative: Initiative is rolled each round instead of once at the begin of combat.


Fatigue: A character can suffer negative effects from prolonged physical exertion and combat. Every hour of physical exertion (swim, forced march, climb) the character must succeed a Fort save DC 20 or gain a level of fatigue.

Casting spells and combat may increase fatigue too. Every 10 rounds of uninterrupted melee combat, a character must succeed a Fort save DC 10 or gain a level of Fatigue. For every extra 10 rounds the DC increases by 1. If a character rests for one round and is not harmed in that round, the DC goes back 1 point (min. 10) and the round count begins by one again. These checks are made in addition to the checks for every hour of exertion.

Each level of fatigue brings a cumulative -1 penalty to all saves, attack rolls and AC and reduces movement by 1/4th (minimum 1). If this penalty becomes greater than 5, the character must make a second Fort save with DC 20 or die. If successful, the character is only unconscious for 1d6 hours.

To recuperate from fatigue, the character must rest. The character makes a Fort save to see if he recuperates. If the save fails the character is still fatigued but gains a cumulative +1 bonus on his next save to overcome fatigue, else the level of fatigue is reduced by one. The time needed for rest, and the DC of the save is shown below:

Actual fatigue modifierA saving throw everyDC
11 round10
25 rounds12
3minute (10 rounds)15
410 minutes18
5+hour20

Critical Hits and Fumbles: Following table will be used to handle critical hits and fumbles. Special critical effects do always the increased critical damage. Creatures normally not affected by crits can still suffer the consequences of higher rolls like losing members, breaking equipment, etc.


Critical success and critical failure: A character can achieve a critical success on a skill check by rolling a natural 20 and then 'confirming' the check as with an attack. The effect of a critical success is upon the DM to decide, but should reflect the nature of the check. As a rule of thumb, multiply the roll by 2 and compare the result to the original DC. This rule doesn't apply for Tacking 20.

Similarly, a critical failure happens after rolling a natural 1 and then failing the confirmation check. Again, the effects of such a failure are up to the DM.


Death from massive damage based on size: this rule applies (DMG).


Effects of Damage: Taking damage increases the level of fatigue of a creature or character. The level of fatigue increases by one when a character's hp drop below 1/2 of his original hp and when his hp drop below 1/4 of his original hp. This levels of fatigue can be recupered only by healing and not by simple rest.


Heroic Action: An unconscious character (0 to -9 hp) may try to perform a last Heroic Action, but risks to die doing so. To attempt a heroic action, the character must succeed a Fort save DC 15+number of hp below zero. If successful, the character may do a partial action before losing d3 hp and falling unconscious again (if still alive). A Heroic Action can be only used as a last resort in a situation of great danger, also normally once or twice per adventure.


Character Defence Bonus: I wanted to adopt this rule from the StarWars RPG. It gives to each class an AC bonus that grows better with each level. The AC bonus is more or less related to the Attack bonus and the main characteristics of the class. So, fighters and Paladins would get the best bonuses, followed by priest, then by rangers and rogues, and then wizards and bards. This would reflect a bit that characters also get better in avoiding damage as they gain experience. The differences between characters are not so big, but the general rule is better to explain that an armour helps you to avoid damage, not to be hit...

The Defence Bonus for each class would look something like:

LevelFighter
Paladin
Cleric
Barbarian
Monk
Rogue
Ranger
Druid
Bard
Wizard
1st+3+3+2+2
2nd+3+3+2+2
3rd+4+4+3+3
4th+4+4+3+3
5th+5+4+4+3
6th+5+5+4+4
7th+6+5+5+4
8th+6+6+5+5
9th+7+6+6+5
10th+7+6+6+5
11th+8+7+7+6
12th+8+7+7+6
13th+9+8+8+7
14th+9+8+8+7
15th+10+8+9+7
16th+10+9+9+8
17th+11+9+10+8
18th+11+10+10+9
19th+12+10+11+9
20th+12+10+11+9


The Epic AC bonus progression would be:

LevelBonus
21st+1
22nd+1
23rd+1
24th+2
25th+2
26th+2
27th+3
28th+3
29th+3
30th+4
etc...


Multiclass AC = Sum of AC -2 for each class after first.

Example: Rogue3/Fighter4 = +3 (for rogue) +4 (for fighter) -2 (for one extra class) = AC +5

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