GAMEMASTERING
MISCELLANEOUS THINGS
CURSES
Curses are usually vulnerability to some attack type (not
physical, except a small sub-class!), stupidity or some more
non-instant curse, like allergies or something like 'your first
born son will be a total imbecile', 'your hair will fall down
and you'll become bald', 'windows will break
near you', 'you can never have a baby', 'your eyes will become
yellow', 'you will womit frogs when lying' or 'your breath
will be foul smelling'.
Even normal vulnerability curses must be
phrased appropriately, like 'you will become sick and cannot endure
diseases' (vulnerability to disease) etc. If the target has innate
immunity or resistance, the curse will lessen them by one until
vulnerability is caused; it does not affect attributes granted by
items or enchantments.
Curses in worn items usually prevent removal of the item. In addition,
cursed fragile items tend to break, weapons to become dull or magical
items to have unpredictable results.
DEATH
When a creature dies, his spirit starts to wander the area near the
dying place. At the time of the dying and during each following
sunrise (or equivalent), roll a final death roll for creature,
adding +2 dice for each day. If the roll succeeds, the Death itself
arrives and takes the spirit away, and the creature cannot be
resurrected nor reincarnated anymore. Please note that some creatures
cause permanent death regardless of any rebirth counters.
Final death: a creature cannot be held away from Death's domain
infinitely. Each time the creature dies and during each sunrise, roll a
d20 for each rebirth counter on creature, adding 2 dice for each
day spent dead. If any of the dice come up as '1', the Death arrives
and the creature cannot be resurrected anymore. Otherwise, the spirit
stays for a while. Note that characters may be able to negotiate the
Death to keep away once, but that's an absolute limit!
DESTINY REROLLS
High level characters have destiny to do some great deeds. To
reflect this, they are given destiny rerolls from levels, see
characters. When a character fails a save or a roll that would result
in death, a destiny reroll can be used by the GM to reroll that
roll. This can be done only once per roll, and if the new roll fails,
too, the character dies anyway.
However, if the character is bought back to life, the remaining
destiny rerolls are still available. And they can be used to fool the
Death...
WISHES
Players may gain wishes from some items, and they should be handled
very carefully.
a) too greedy wish gives less than reasonable one.
b) badly worded wish may give unpredictable results.
Roll a die for any other than very reasonable wish, and more greedy
wish will 'fail' more easily and give something much reduced in value.
Quite reasonable wishes are:
Almost any magical item, or a few one-use magic items.
Any multiattribute (not the same twice)
1 health level or magic point
Any permanent resistance, except physical.
Teleportation with a small group to any place.
Any spell effect.
SPECIAL RULES
Special rules for Abyss and Arifacts are available in
extra document. Some very rare and
big monsters are available in Lords document.
Neither should be read by players in any case.
POLYMORPH
NEW RANDOM FORM
New form is quite probably very similar to that original, and HD or
level will stay quite same. When polymorphing, there is always danger
of permanent polymorph into a bit different original creature. Roll a
d6, consulting this table:
1: Original (stats, sex and appearance may change, permanent)
2: A very similar creature of the same type
3: Same type (humanoid, giant humanoid, animal, undead etc.)
4-5: Some common creature (common humanoids and animals)
6: Exotic (any creature possible to polymorph into)
NEW CHOSEN FORM
When a polymorph is tried to chosen creature type, the change of
success depends mainly on how close the target form is from the
original. If the desired form is very different and especially of much
higher level or HD, the shapeshift will transform creature into
something smaller or simply modify him or her as with result 1 in
table above.
TRANSFORMATION
During transformation, no items appear or disappear. If the creature
had any torso armor, it will probably break if creature transforms
into something larger. Gauntlets and boots are quite probably only
pushed out of too large extremes, but bracers may break, too.
If creature had some hard metal armor without any joints to break, the
transformation may become quite a mess, and at least painful.
Unless the polymorph is permanent into a stupid creaturew, the subject
retains all mental attributes, skill, saves and innate resistances if
bought with experience or from deities. Resistances from the race are
lost.
Health level maximum is average of the creature and that of the new
form, and current health levels are proportional to that. As with
permanent pomymorph, only physical powers are usable, innate powers
need training and learning, and are always different when again
shapeshifted. Armor, combat levels and attacks equal to a new form.
Example: A level 20 character with 14 health levels maximum and
currently having 10 left shapeshifts into an adult dragon. He is
treated exactly like an adult dragon, but with 22 HD and currently at
15, and having previous mental attributes, skills and magic
levels. However, casting spells is a different thing. The character
can fly with wings, and quite easily can learn how to use breath
weapon.
When the creature returns to original form, health levels are
calculated proportionally as before.
edd RPG system (c) Kalle Marjola 1997. All rights
reserved.