Creation StepsWhen creating a new character, it is made in following steps.
Choose any race from these available, or talk GM over to allow any other race. Only humanoids should be allowed. Exotic races should have experience penalty.
Each stat is determined in the following way:
Example: Human has base +1 for STR and CON and +0 for others, and maximum +3 for all. Rolls for STR are: 6, 4, 2, 3, 6, 1, resulting as STR +2. Rolls for DEX are: 4, 3, 3, 1, 4, 1, resulting as DEX -2. Because it is -2, one '1' is rerolled for 6, resulting as -1 DEX. CON is rolled for: 6, 3, 6, 6, 2, 5, resulting as +4 CON, and 2 '6's are rerolled for 2 and 2, resulting in CON +2. And so on.
Most races have one or more free skills for the 0th level character. These should be chosen initially.
Humanoids start with base + CON modifier hit points at level 0, usually 4+CON modifier, see races
Players rolling for low stats gain more destiny, and those rolling high stat less. Reduce from destiny base total sum of all stats. Characters starting with negative destiny must reach higher levels to get to positive destiny levels - negative does not mean same as no destiny!
If the character starts with any experience, select advancements for each level, processing them as explained below. The first advancement is chosen freely, unless restricted by the GM.
Depending on campaign, the character starts with some initial equipment. In normal cases, any standard stuff can be taken, but treasures are given only by the permission of the GM. Very low level characters may not have money to buy expensive items like mounts, metal armor or swords. Higher level characters may have some random magical items, as determined by the GM.
Characters with magic levels have quite probably a spellbook with d10+Magic Level spells, and may have learnt other spells, each d10 weeks old. Most spells should be low level, but there might be some high-level. See details below.
After equipment is chosen and skills taken, armor class (AC) of the character can be determined.
The worst basic AC is for held or paralyzed characters. This AC is equal to base AC of the character race (10 or better) modified by all armor character is wearing. So a human having chain mail has basic held AC of 6 (10-4).
The missile AC is armor class for moving characters against ranged attacks. This AC is same as held AC except that DEX-bonus and melee-skill, divided by two, is reduced from it. In addition, any special missile AC modifiers are added. So this same human has DEX +1 and melee-5. His missile AC is 2 (6-1-3).
The melee AC is armor class against all melee attacks. It is calculated as is missile AC, except that some special AC bonuses are for melee only. So still that same human has also sword in one hand. SO he has melee AC 1 (6-1-3-1), one better than missile AC because of that sword.
No character is complete without name, description, background etc. The GM may give bonus destiny for good background and description.
HumanStat maximums: STR +3, DEX +3, CON +3, INT +3, WIS +3, CHA +3
Stat average: STR +1, CON +1, other +0
Base AC: 10
Base HPs: 4
Base skills: speak 1 language, 1 general skill
Destiny base: +5
As basic race and most common, humans are strong and tough, but have no special attributes.
DwarfStat maximums: STR +3, DEX +2, CON +4, INT +3, WIS +4, CHA +2
Stat average: CON +2, WIS +1, CHA -1, other +0
Base AC: 9
Base HPs: 4
Base skills: speak 1 language, 1 general skill, miner, load-fighting
Destiny base: +3
Extra: Night Vision, Resistant to Poison, Disease and Aging
Short and sturdy with big beard and stomach. Dwarves cannot utilize long weapons effectually, and are at -2 when use human-sized long 1-handed weapons not ideal for 2-hand use, or 2-handed weapons. Weapons especially made for them are at -1 damage because of their smaller size. Dwarf mages have base spell fail 10%.
ElfStat maximums: STR +3, DEX +4, CON +2, INT +3, WIS +2, CHA +4
Stat average: DEX +2, INT +1, WIS -1, CHA +2, other +0
Base AC: 10
Base HPs: 4
Base skills: speak 1 language, 1 general skill, stealth
Destiny base: +4
Extra: Night Vision, Resistant to Sleep, Disease and Aging, Low will for survival (vulnerable to death)
Pointed ears, long and slim inhabitants of the woods or isolated areas.
HobbitStat maximums: STR +1, DEX +4, CON +3, INT +3, WIS +3, CHA +3
Stat average: STR -1, DEX +2, CON +1, other +0
Base AC: 8
Base HPs: 4
Base skills: speak 1 language, 1 general skill, cook, stealth
Destiny base: +5
Extra: Resistant to Poison
Very short humanoids with hairy feet. Because of their size, they utilize all normal-sized weapons at -4 penalty except for daggers, slings and short bows. Weapons designated for them do -2 damage. Hobbit mages have base fail 10% on all spells.
ExperienceWhen overcoming obstacles and defeating dangerous or taxing threats, characters gain experience and become more stronger and powerful. The GM grants for each session or adventure or part some experience.
For each full 10 experience points, the character gains a new level. This means that his or her saves might improve, he or she gains more hit points and possibly destiny, and one new advancement level, which increases his or her stats, skill selection or levels or magical or clerical skills.
Example: Bloffo, a dwarf, has 37 experience points, and is thus level 3 dwarf. In played scenario, GM awards Bloffo 6 experience points, making Bloffo level 4 dwarf with 43 experience.
Hit Points and DestinyFor each level before level 11, the character gains random number of hit points to make him or her stronger. Roll d8, d8 and d4+CON, and select highest from these for gained amount for each level. In addition, character may gain one or two points of destiny, more probably the less HPs he or she gains.
After level 10, for each level character gains 1 hit point and 1 destiny. If a character raises his or her CON level, he or she gains +1 hit point for each raise. Similarly maximum hit points lower by 1 for each lost CON point. No other modifications apply.
Example: Bloffo, a dwarf, starts with CON+2 and 8 hit points. When he gains his first level, d6, d8 and d8 is rolled for 1, 4 and 7, resulting in 3, 4 or 7 hit points. Bloffo now has 17 hit points. At second level, he rolls 5 (d6), 3 (d8) and 6 (d8), gaining 7 more.
The actual destiny points possessed by the character is secretly held by the GM, and each time the character fails something fatal, GM may reduce destiny points of the character by 1 permanently, and reroll that test (if any) or make it succeed automatically instead of rolling. In any case, there should be always 1 in 6 change that destiny does not work in any case.
Advancement LevelsWhen a character advances a level, he or she must select one advancement from the following ones to reflect his or her improvements. There is certain limits for selecting. Each advancement includes some automatic improvements, and then some selected ones. Selected ones are chosen freely from the list, but those marked as 'once only' cannot be taken no more than once per advancement.
Stats can be raised over racial maximums by using 3 raises to gain one
over racial maximum (this must be done with multiple advancements), but
this is absolute limit without any major magic.
Warrior AdvancementWarrior advancement can be selected only if previous advancement was not a mage advancement.
2 warrior and/or general skill
+2 hit points (once only)
2 warrior and/or general skills
1 scholar skill
1 faith level (once only)
Rogue AdvancementAutomatic advancement:
3 general skills
2 any skills
1 magic level (once only, 2 advances)
1 faith level (once only)
Mage AdvancementMage advancement can be selected only if previous advancement was not a warrior advancement.
3 scholar skills
2 general skills
3 scholar skills
1 faith level (once only)
Skills are learned when character gains experience and selects advancements. There is certain limit to learning: Same skill cannot be enhanced more than once per level, and skill and its prequisite cannot be taken at the same time: the prequisite must be taken before the other skill.
When the skill is originally learned, it is used only with standard modifiers from appropriate stat (bracketed) and other things. If the skill is re-taken, each reselect confirms +3 to skill tests, so that thrice taken Alchemy is now alchemy +6. Multiple taken skill can be marked as Alchemist-3 for example, which confers that +6 bonus.
Skills marked with x must be specialized to some subarea. If the character wants to learn new subareas, he or she must take a new skill for that new area.
Some skills are never tested, and thus there is no idea to take them again. You know it or you do not. Those skills have no parentheses after their name.
Skills are also listed.
Armor Repairing (-)|
The character can repair damaged armor - at least partially. With appropriate materials and tools, most damage can be repaired.
The creature is very skillful to dodge; add dodge-level/2 to AC unless paralyzed. Moreover, the character may opt to dodge instead of doing any other action during his or her turn. In that case, add dodge level+4 to AC instead of that normal dodge/2. Halve skill level if the creature is burdened. Creatures with more load cannot use this skill.
Note: if a creature has both dodge and melee skill, only higher applies to AC. If dodging, use dodge skill and possible bonuses from higher melee. Example: melee-8, dodge-4 is dodging. He has AC bonus 10 (dodge 4+4 and skill difference 4/2)
Estimate Opponent (INT)
The character can estimate the fighting capability of the opponent after they have fighted for at least one round. On a successful test, quite accurate information about opponent to-hit bonuses and AC is gained. On failure, wrong information.
The character is trained to fight on horseback and gains no penalties to attack rolls. Must be skilled to ride that creature.
Load Fighting (STR)
Skill to fight while loaded. This differs from other skills that its level is directly used as each limit (see stuff).
This skill is directly added to attack rolls with all ranged attacks. Defaults to 0, and each skill pick is +1. Add DEX/2 to attack rolls.
If the character has 10 or more marksman levels, he may quickly load and fire, see game system.
Skill to attack, parry and dodge. Counts as 2 skills. Defaults as 0, and gains +1 for each skill pick. Add DEX/2 (round down) to attack rolls. In addition, add level/2 to AC unless paralyzed.
Additional attacks: If the character has melee skill 10 or more, he may attack multiple times. See game system.
Weapon x Evaluation (INT)
The character is specialized to evaluate craftsmanship and quality of the chosen weapon class by testing it for a while. With a successful skill test, the character can evaluate exact bonuses or minuses of the weapon, including the magical ones. No special properties are detected. Failed rolls means wrong or no information.
Weapon-class x training
The character has training with selected class of weapons. Without this training, all attacks are at -3. Classes are: 1-hand swing, 2-hand swing, flails, bows, slings and thrown weapons. Weapons not falling to any of these categories do not need training.
Weapon x Specialization
The character has special training in selected weapon type. With melee weapon, all attacks and damage is at +1 with it. Ranged weapons are to-hit with bonus +2, but no damage bonus. Cannot be taken before class of that weapon type is learned.
Skill to climb cliffs and other ruggy faces. Walls and similar very smooth require skill test, from +0 to -20.
Skill to confuse or get information from someone with vague phrases and meaningless information.
Skill to make delicious meals from simple materials and to detect tainted or poisonous food, and to estimate, is something edible.
Estimate x (INT)
Skill to estimate value of the jewelry, gem or art object (as selected). Better the skill roll, better the estimate.
First Aid (INT)
The character is trained in first aid. With successful roll and materials, a creature bleeding to death can be stabilized.
Skill to speak selected language.
Skill to inspire and lead large masses.
Lock Picking (DEX)
The character is skilled at lockpicking and small mechanical trap detecting. Normally a successful roll is enough to pick a simple lock, if lockpicks are used. For improvised tolls, add -4 to roll.
Skill to sense corridor twists and slopes underground, and to detect most common minerals.
Riding x (DEX)|
The character can ride with the chosen creature type, horse being the most common. When riding different type, apply modifiers from difference. No skill is normally required for simple riding, but to control panicked mount or to get it to jump etc.
Skill to throw grappling hook accurately and silently, and skill to estimate required length and thickness of rope.
The movement attribute of the creature is raised by one. This skill can be taken at most two times, but only once per level.
Sleight of Hand (DEX)
Skill to do agile maneuvers with hands, like pickpocketing or card tricks.
The creature can move very silently when moving carefully.
The creature can swim. Swimming in strong stream requires a skill test.
Tightrope Walking (DEX)
Skill to keep balance and walk in narrow places. Everyone can walk in narrow ledge, but very narrow like rope is a bit different thing.
Skill to track creatures in wilderness by location their tracks.
The character can make potions and other chemical substances from right ingredients.
Bestiary x (INT)
The character knows a lot of truths of certain creature types. The skill must be specialized in certain type: humanoids (including giant humanoids), creations (including undead), animals (including fantasy monsters) or outer-planar creatures (including demons, devils and elementals). Successful test reveals some real information on subject, while failure results in myths and rumors. This skill is very heavily penalized most of time.
Conjuration x (INT)
Knowledge about correct ritual and components to conjure selected type of creature, like demons, devils, elementals or some other outer-planar creatures.
The character is expert at healing herbs and methods. With successful roll he or she can repair 20% HPs to recipient each day, if given time and materials. In addition, diseases and poisons can be neutralized or at least slowed down (GM's judgment).
Knowledge about legends of artifacts and places. Used as bestiary.
Skill to speak selected language.
Magic Items (INT)
Knowledge about most typical magical wands, staffs, rings and other equipment. Used as bestiary.
The character is trained in mathematics, and can do some complex (subjectively) maths.
The character can read and write languages he or she is skilled at. Skill level determines speed and overall skill.
General knowledge about religions and their ways and habits. Used to bestiary.
Runes and Glyphs (INT)
Knowledge and skill to read runes and glyphs. Can even try to draw correct runes to protect from evil ghosts in some places, if there is such a rune.
Scroll Writing (INT)
The character can write scrolls with proper materials. These scrolls can be read by anyone to launch that magic. Failed skill test ruins the ingredients and produces no scroll, or scroll with wrong effect. See treasures for required components. Requires read/write.
Skill to recognize spell being cast or just cast from its effect, chants and ingredients. Spells not mastered by the character are harder to spot, apply -4 to roll. Spells requiring only one round are recognized at -8.
Magic PointsFor each magic level, a character gains certain amount of magic points (MPs). Roll d8, d8 , d4+INT, d4+WIS and select highest, as is done with hit points.
Learning New SpellsNew spells can be learnt from spellbooks (or other media they are written on) or taught by some other mage. No more spells than INT+WIS+magic levelx2 can be ever learnt. If the mage already has that many spells, he or she cannot learn a new spell until he or she has gained a new magic level.
Learning a spell is a slow process. It takes one day per spell level to learn spell from book, and then INT-test must succeed, with -4 penalty for each spell level over mage magic level/3. If the test fails, the mage cannot learn that spell until has gained a new magic level, when he or she may try again. If the spell is taught by some mage, it takes weeks equal to spell level, and then INT-test as from book, but teacher INT and WIS is added to roll.
Learned spells are slowly forgotten unless the caster practises them
by rereading the spellbooks now and then. Each month after the last
reading of the spellbook or training from other wizard causes
cumulative 10% spell failure chance, see magic.|
SpellbooksFor self studying and practising, a mage needs a spellbooks or other media on which the spell is written. Each spell requires about 2 pages per spell level. A normal spellbook has 40 pages, has sturdy covers, weights around 5 kg and require half a meter of room. It contains about 20 levels of spells.
Faith levels mean devotiation in certain religion or faith. The
character constantly prays or honors his or her deity, and in exchange
gain power to do miracles.|
There are many different deities, and character is free to worship any of them - choice of deity does not limit actions of the character, an evil character may still worship a good and forgiving god (but may have problems with destiny and other things, see below).
Note: Having faith levels and powers from them requires true worshiper, and character must be devoted to his or her faith.
Deities grant their worshiper magical powers to use as they see fit. These powers can be attributes to help the worshiper or spell-like powers. These powers are used as innate magic, and do not cause mana burn.
Example: Character at 6th faith level, worshiping light deity, can use healing 6 times a day and turn undead at will. Instead of healing, the character can remove fear, detect evil or cure disease or blindness.
Because of the change for divine intervention and other effects from the deity, the character gains +1 destiny for each faith level, unless his or her deity is displeased. This extra destiny can be lost if god becomes angry.
A character with one or more faith levels may pray for his or her god to gain help. This can be done quite safely once per day, but more frequent praying for help can angry the deity. The wisdom (WIS) stat is an important factor when praying, and the prayer takes usually multiple rounds or even minutes.
A praying may result in miraculous healing of the wounds or diseases,
and may remove curses. And if the character is very faithful, the
pray may also raise character faith level temporary to allow him or
her to resurrect, bless or do similar feats.|
A deity may require his or her followers to do some continuous or repeated activity, or may deny powers temporary. Such activities can be daily praying and worshiping, use of concussion weapons only, eating raw meat only or sacrifice of first born son. Deities are innovative and may invite anything ridiculous to amuse them.
Race and Faith
Most deities are racists and care only on humans. They may accept other humanoids, but do not like them so much. And praying while polymorphed to some creature deity absolute hates is not recommended.
The character can forfeit his or her faith and deity in order to become atheist or to worship another god. This will result in loss of all faith levels and other powers gained from the deity, and deity can also become angry (especially those evil ones), especially if the character tries to pray on two different gods.
Common DeitiesHere is some generalized types of deities and powers they grant to their followers. No deity should grant powers at first faith level.
Note: No character should be allowed to worship any generalized deity. Instead, player must invite a well-thought deity with appearance, habits, name, typical follower etc., or use some ready provided. Powers are agreed with GM.
Light DeityLight deities are gods of goodness, kindness and holiness. Their priests are usually sacrificing good-makers. A typical light deity requires his or her priests to help the suffering (humans) and avoid cruelty (against humans).
At 2nd level, Healing once per day for each faith level, and Turn Undead at will.
At 3rd level, Remove Fear or Detect Evil (as spells) instead of healing as needed.
At 5th level, Cure Disease or Blindness instead of healing as needed.
At 7th level, Restore instead of healing as needed, Banish Evil, Evil Ward, Neutralize Poison or Remove Curse (as spell) once per day for each 5 faith levels.
At 10th level, resistant to disease and Bless or Regenerate (as spell) once per day for each 10 faith levels.
At 15th level, Resurrect instead of bless or regenerate as needed.
Nature DeityNature deities are worshiped by druids and shamans of the forest and wilderness tribes. They worship the earth and skies, and set Mother Nature above all else. Each shaman or druid must have a totem animal or similar creature, which represents the character.
At 2nd level, resistant to poison and disease and Animal Ward at will.
At 3rd level, Healing once per day for each faith level.
At 5th level, Shape Shift (as spell), limited to totem animal, once per day
At 7th level, immune to poison and disease, Restore or Neutralize Poison instead of healing as needed, and Summon Animals instead of shape shift when needed.
At 10th level, resistant to cold, Shape Shift possible twice per day to any natural animal. One extra shape shift for each 5 level beyond 10.
At 15th level, Regenerate (as spell) once per day.
At 20th level, Reincarnate (as spell) instead of regenerate as needed to.
War DeityWar deities are gods of courage, valor and maybe mindless bloodshedding, but usually prefer fair fight. They appreciate courage in combat above all else, and ignore cowardly followers and creatures.
At 2nd level, resistant to fear and Healing once per day for each faith level.
At 3rd level, Restore, Cure Blindness or Remove Fear (as spell) instead of healing as needed.
At 5th level, Neutralize Poison or Strength (as spell) once per day for each 5 faith levels.
At 7rd level, immune to fear.
At 10th level, resistant to death.
At 15th level, Regenerate (as spell) once per day.
At 20th level, Resurrect once per day.
Chaos DeityChaos deities are usually interested in spreading of chaos, war, famine and plague. They hate mercy, kindness and forgiveness, and followers are assumed not to do any of these, unless there is something devious behind the action.
At 2nd level, Cause Fear (as spell) once per day for each faith level.
At 3rd level, resistant to death.
At 5th level, Curse (as spell) or Healing instead of cause fear as needed.
At 7th level, resistant to fire, cold or poison (random).
At 10th level, immune to fire, cold or poison (random).
At 15th level, Reincarnate (as spell) once per day.
At 20th level, immune to fire, cold, poison, death or magic (random, not same as in level 10).