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Lone Kingdoms

Now is the time for high adventure!

Lone Kingdoms is a work I started many years ago, and successfully ran multiple adventures and a complete 2 year campaign with.  The work I put into this all stemmed from my interest in roleplaying in a fantasy setting.  At the time, there was no D6 Fantasy book, no D6 Adventure Book, no D6 Space book.  The only book that existed outside of D6 Star Wars was the D6 System book, which is what I took inspiration from.  So I set about converting AD&D (2nd edition D&D) to work using the D6 system.

I attempted to keep the same general "flavor" of fantasy setting as was in D&D.  So I used the names of the attributes in D&D, and I used a lot of the "skills" as they were conveyed in D&D.  So this will not look quite like any OpenD6 you have seen before, and will have more than a cursory touch of D&D concepts put in.  Having said that, though, there will be some things which will be notably different from D&D.  There are no levels.  While there is armor, it does not make a character harder to hit, it just means they are more capable of resisting damage when they are hit!  Magic is patterned after the "Vancian" magic as it was presented in AD&D.  While there are "classes", which give a general feel for each class, you are not limited to being strictly in a set class once you begin play and advance the character.  So it is entirely possible for a magic user to be capable of swinging a sword and being a competent fighter.  Or a fighter to be both an excellent combatant as well as a stealthy thief-like character.  

 

So I will be posting at various times to share all of the material that I have collected over the years for the Lone Kingdoms, including the lands that were adventured in.  

 

Starting off, I will touch upon Generating A Character:

First off, a player must choose a race for the character.  The races available (to start) are:

Human

Dwarf

Elf

Gnome

Halfling

Half-Elf

 

Once you have settled on a race, you must allocate 18D to the following attributes:

STRENGTH

DEXTERITY

CONSTITUTION

INTELLIGENCE

WISDOM

CHARISMA

 

The minimum and maximum that may be allocated to each attribute is determined by the race you chose:

 

Human:                        1D / 4D for all attributes

Dwarf:                          CON = 1D+1 / 4D+2      CHA = 1D / 3D+1          All others = 1D / 4D

Elf:                                DEX = 1D+2 / 4D+2      CON = 1D / 3D+1          All others = 1D / 4D

Gnome:                        INT = 1D+1 / 4D+1        WIS = 1D / 3D+2           All others = 1D / 4D

Halfling:                        DEX = 1D+1 / 4D+1      STR = 1D / 3D+1           All others = 1D / 4D

Half Elf:                        DEX = 1D+1 / 4D+1      CON = 1D / 3D+2          All others = 1D / 4D

Satyr:                           DEX = 2D / 5D              WIS = 1D+1 / 4D+1       CHA = 1D / 3D+1       All others = 1D / 4D

 

Racial Aspects

Depending on which race the character is, there are certain things that apply to them.  Reference below to see any positive or negative aspects for each race.

Movement Rates: 

Human              10

Dwarf               6

Elf                    12

Half Elf             11

Gnome             6

Halfling             8

Satyr               18

 

Human:   Does not have any negatives, but is generally considered "normal" (or "stunted" by other races...in private). 

                  Has a gift most other races do not possess, which is they are quite lucky.  As such, once per game session a Human may choose to re-roll any single roll and then take whichever roll they decide (either the first or the second roll).  

Elf:       Suffers only –1D penalty at night instead of –2D for sight based actions.  This only applies if outside. 

            Does not require sleep like most races, but may instead enter a deep meditation for 4 hours to revive themselves and feel rested. 

Dwarf:  20 meter infravision

            Fierce hatred of orcs and goblins

            When attacked by ogres, trolls, giants or titans, those creatures suffer –1D to hit Dwarves

            Additional starting languages to choose from:  Goblin, Kobold and Orc

Gnome: 20 meter infravision

            Any magical item, other than armor and weapons, fails if the Wild Die ever rolls a 1.

Halfling: Gain +1D to Constitution when resisting poison

            Additional starting languages to choose from:  Goblin and Orc

            All have an inherent +1 pip to RESIST magic effects only.  This can never be used to cast magic, but may be added to any magic ability to resist the effects of magic.

Half-Elf:  Gain +1D to Observation when searching for hidden doors

 

Satyr:  Gain +1D to Initiative when surprised.

            Gain +1D to Hide when in wooded areas.

            1 in 6 Satyrs have a Pan Flute (“Pipes”), must have Music to play, can “play” the following spells:  Charm (# of people = D in Music), Sleep (# of people = Music roll, lasts 6 hours, can resist if CON roll higher than Music), and one of the following:  Scare, Starshine, Speak with Animals, Goodberry (known as “Goodfeast” to Satyrs), and Commune with Nature.

 

After you have allocated the dice to your attributes, you must decide upon a "Class" you want your character to be.  The "Class" of a character will determine which skills they may learn during character generation, as well as any special abilities they begin the game with.  

In the Warrior grouping, the following classes are available:  Fighter and Ranger and Barbarian and Cavalier and Berserker

In the Wizard grouping, the following classes are available:  Mage and Conjuror

In the Rogue grouping, the following classes are available:  Thief and Bard and Swashbuckler

In the Priest grouping, the following classes are available:  Cleric and Paladin and Druid and Monk and Samurai

Choose a Class for the character to be, and then reference the given Class heading to see the conditions and abilities for that Class.

 

Determining "Handedness"

Roll 1D20 and 1D6.  If the D20 rolls higher than the D6, the character is Right Handed.  If the D6 rolls higher than the D20, the character is Left Handed.  If both dice are tied, the character is Ambidextrous.

 

 

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Classes

Fighter

Fighters deem Strength to be an important attribute

Fighters choose Skills from the General and Warrior groupings

Allocate 12D to Skills

Begin the game with 200 Gold Pieces

Any race may be a Fighter

 

If you choose a Fighter, and have a Strength of 4D or more, make an Attribute roll (STR) for an added Strength bonus.  The result of the roll, with the inclusion of the Wild Die, is referenced on the chart below to determine if a bonus is achieved.  If the result of the roll is LESS than 20, there is no added bonus to the character.  Note: This could mean that a starting Fighter may have up to 8D in Strength.  That is the only time when a character may have more than their maximum attribute in Strength.

Roll          Bonus       Roll      Bonus

20                                 +1D                              28-29                +2D+2

21-22                            +1D+1                          30                     +3D

23-24                            +1D+2                          31-32                +3D+1

25                                 +2D                              33-34                +3D+2

26-27                            +2D+1                          35+                   +4D

 

 

Ranger

Only Humans, Elves, and Half-Elves may be Rangers

Rangers deem Wisdom to be an important attribute

Rangers choose Skills from the General and Warrior groupings

Allocate 12D to Skills

Begin the game with 190 Gold Pieces

If a Ranger wears studded leather armor or lighter, he/she may take 2 actions without suffering the multiple action penalty

Gains immediate skill of Tracking +1D

Must choose a race as a mortal enemy, and if he/she sees any of that race in combat, he/she must attempt to engage them in combat, ignoring all others unless their life is threatened

Rangers begin with +1 pip in Prayer Power.  Until a Ranger reaches 1D in Prayer Power, the character may not pray for any "miracles"

 

Barbarian

Only Humans, Dwarves or Gnomes may be Barbarians

Barbarians deem Strength to be an important attribute

Barbarians choose Skills from the General and Warrior groupings

Allocate 12D to Skills

Begin the game with 180 Gold Pieces

May not wear armor heavier than Splint armor

Gains a permanent +2 pips to Strength attribute

Gains the skill of Intimidation at 1D

Due to the alert nature of the barbarian, they gain +1D to Initiative rolls and to their first attack in combat, regardless whether or not it’s using melee, unarmed, or ranged combat.

Gains a permanent bonus of +5 to total die roll when making Fear checks.

Must spend all of, with the exception of 5 gold pieces (or less),  of starting funds

 

Berserker

 

Only Humans, Dwarves, Elves or Gnomes may be Berserkers

Berserkers deem Strength to be an important attribute

Berserkers choose Skills from the General and Warrior groupings

Allocate 12D to Skills

Begin the game with 190 Gold Pieces

Not limited to any particular weapons or armor during normal circumstances

May choose to “go berserk”, gaining bonuses and suffering restrictions in doing so

Can only “go berserk” one of two ways:  After fighting in combat for 5 rounds, may “go berserk” if chooses.  Before combat, may enter a trance-like state, chanting and working into fervor over the course of 10 rounds.

Being “berserk” makes the individual super hyped on adrenaline, making them almost superhuman.  They ignore pain and become devoted to defeating all enemies.

Benefits while “berserk”:  +1D to hit with melee or unarmed in combat.

                                    +1D to damage

                                    immune to Charm or Sleep spells

                                    gains a temporary +2D Magic to resist Hold Person or Confusion

                                    cannot be knocked unconscious while berserk

                                    not affected by damage (save for death) while berserk

                                    may perform two attacks without suffering penalties if wearing

                                                armor that does not affect Dexterity

Restrictions while “berserk”:  cannot use ranged weapons while berserk

                                    Cannot take cover from ranged fire while berserk

                                    GM keeps track of damage scored while berserk, with player

                                                unable to know amount of damage

                                    Must fight each enemy until they fall and must fight until ALL

                                                enemies are defeated

                                    When stops “going berserk” (when all are defeated), all damage

                                                takes effect and for every 5 rounds berserk, gain 1 Fatigue

 

Cavalier

Only Humans or Half Elves may be Cavaliers

Cavaliers deem Charisma to be an important attribute

Cavaliers choose Skills from the General and Warrior groupings

Allocate 12D to Skills

Begin the game with 200 Gold Pieces

Usually starts with a riding mount (check with GM)

Gains +1D to riding skill of Cavalier’s choice

Gains a +1D specialty in Melee Combat of Sword use

Immune to Fear spell

Has an innate 2D Magic Resistance against spells that affect the mind

Due to a Cavalier’s presence, he provides courage to those around him.  All within 3 meters gain a +5 (plus the Fame of the Cavalier) when they roll for Fear checks.

Must always uphold high morals:  obey the law, never fight unfairly, respect superiors and women (if male), stop evil when it appears, and always hold to your word.

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General Skill Group

Name            Attribute

Melee Combat                           DEX

Melee Parry                               DEX

Sneak/Hide                               DEX

Lifting                                         STR

Tracking                                    WIS

Brawling                                    STR

Brawling Parry                         DEX

Thrown Weapon                      DEX

Missile Weapon                       DEX

Climbing                                   DEX

Jumping                                   DEX

Swimming                                CON

Dodge                                       DEX

Agriculture                                INT

Artistic Ability                          WIS

Animal Training                       WIS

Animal Handling                      WIS

Horsemanship                         WIS

Airborne Riding                        WIS

Brewing                                      INT

Observation                              INT

Cobbling                                   DEX

Dancing                                    DEX

Etiquette                                   CHA

Fishing                                      WIS

Language                                 CHA

Mining                                       WIS

Seamanship                             DEX

Singing                                     CHA

Weather Sense                        WIS

Blacksmithing                         STR

Carpentry                                 STR

Willpower                                 WIS

Cooking                                     INT

Direction Sense                       WIS

Firebuilding                              WIS

Heraldry                                    INT

Leatherworking                       INT

Pottery                                       DEX

Rope Use                                   DEX

Seamstress / Tailor                 DEX

Stonemasonry                          STR

Weaving                                      INT

Leadership                                CHA

 

 

Warrior Skill Group

Name          Attribute

Navigation                             INT

Armorer                                  INT

Charioteering                       DEX

Mountaineering                   WIS

Survival                                 INT

Artillerist                               CHA

Blind Fighting                       WIS

Bowyer/Fletcher                  DEX

Endurance                            CON

Running                                CON

Weaponsmithing                 INT

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Classes

Mage

Gnomes may not be mages

 

Mages deem Intelligence to be an important attribute

Mages choose Skills from the General and Wizard groupings

Allocate 10D to Skills

Begin the game with 120 Gold Pieces

Gains the Magic Power at 1D

Cannot wear any non-magical, metal armor as it interferes with their ability to tap mystical energies

May wear any magical armor that does not reduce their Dexterity

Limited to the following weapons:  dagger, quarterstaff, dart, knife and sling

Starts with a spell book

Spell book

Initially, most Mages start with a spell book containing 4 spells of their choice from 1st level. To get new spells, they must either be taught to the character by someone who knows the spell, or found and written down. See the section on Spells and Spellcraft to learn how to obtain new spells for the Spell Book. Once a spell is recorded in the Mage's spell book, he can use it to memorize the spell as many times as he is able.

Spell books contain up to 50 pages and each spell takes one page.

Additional Spell books can be purchased by a magic user as needed.  In some cases, spell books larger than 50 pages can be obtained; they are just usually not carried around by adventurous magic users due to their bulk.  Magic users who have a safe place to learn and practice their magic usually have larger spell books that contain the bulk of their knowledge.

 

 

Memorizing spells:

Spells must be memorized before they can cast it. Each spell requires 1/2 hour memorizing. Only spells that the magic user has attained and written in his spell book or on a scroll can be memorized.

Once a spell has been memorized, it can be cast without fail. The time taken to cast each spell is listed with the spell. Once the spell is cast, only those characters with the Magic Power have a chance to resist its effect. This Magic Power can come from either having the power based from the character type, or by having a magical item enchanted with the power. To resist the spell cast, the Magic Power is rolled and the number rolled must be equal to or above the Resist Number for the spell. A resisted spell has no effect on those that make the roll. Those that don't have the power, or fail the roll are affected normally by the spell.

 

The amount of spells that a magic spell caster can memorize at one time is equal to 1 for every pip in their Intelligence attribute. Therefore, someone with 3D in Intelligence would be able to memorize up to 9 spells at a time. More than one of each spell can be memorized. Example: with 9 slots, a magic user could memorize 4 Magic Missile spells, 2 Burning Hands spells, 1 Affect Normal Fires spell, and one Read Magic spell. When one is used, that slot now becomes open to be filled with any other spell in the caster's spell book.

 

1st Rank spells

 

Affect Normal Fires:         Range:  5 meters per die

                                                Duration:  2 rounds per die

                                                Time:  instant

                                                Resist:  16

                Effect:  creates non-magical fire if appropriate burning material is present

 

Alarm:                                  Range:  10 meters

                                                Duration:  4 hours

                                                Time:  1 round

                                                Resist:  14

                Effect:  makes an area of 20 cubic feet to be safe, and anyone entering without saying a password will cause an alarm to go off

 

Armor:                                  Range:  touch

                                                Duration:  8 rounds per die

                                                Time:  1 round

                                                Resist:  none

                Effect:  provides armor protection of +1D

 

Audible Glamer:                                Range:  60 plus 10 meters per die

                                                Duration:  3 rounds per die

                                                Time:  instant

                                                Resist:  12

                Effect:  anyone in affected area is bothered by sound which causes –1D to all actions

 

Burning Hands:                  Range:  2 meters

                                                Duration:  instant

                                                Time:  instant

                                                Resist:  20

                Effect:  causes a flame “fan” that does 1D damage (+2 pips per die level).  Fan affects 120 degree arc

 

Change Self:                        Range:  --

                                                Duration:  4 rounds plus 2 rounds per level

                                                Time:  instant

                                                Resist:  18

                Effect:  adds +3D to Disguise for user

 

Charm Person:                   Range:  120 meters

                                                Duration:  magic roll number of rounds

                                                Time:  instant

                                                Resist:  15

                Effect:  victim trusts caster unless it will cause bodily harm for the duration

 

Chill Touch:                        Range:  touch

                                                Duration:  3 rounds plus 1 round per level

                                                Time:  instant

                                                Resist:  17

                Effect:  with successful brawling skill, cause 1D of cold damage and reduce the target’s Strength by 1 pip per hit

Color Spray:                       Range:  1 meter

                                                Duration:  special

                                                Time:  instant

                                                Resist:  14

                Effect:  roll 1D6.  1= stunned  2-6=  blinded for die numbers rounds.  All actions –2D

 

Comprehend Language:  Range:  touch

                                                Duration:  5 rounds per die

                                                Time:  1 round

                                                Resist:  --

                Effect:  understand and read language of person touched

 

Detect Magic:                      Range:  3 meters by 20 meters

                                                Duration:  2 rounds per die

                                                Time:  instant

                                                Resist:  24

                Effect:  detect any magic and intensity within the area

 

Detect Undead:                    Range:  3 meters by 20 meters

                                                Duration:  3 rounds

                                                Time:  1 round

                                                Resist:  24

                Effect:  detect presence of undead, but not number or exact location

 

Feather Fall:                       Range:  10 meters per die

                                                Duration:  1 round per die

                                                Time:  instant

                                                Resist:  --

                Effect:  slows the fall of all items in range to a featherweight drop

 

Friends:                                Range:  self

                                                Duration:  1D6 round plus 1 per die

                                                Time:  instant

                                                Resist:  --

                Effect:  adds +2D to Charisma of caster

 

Gaze Reflection:                 Range:  --

                                                Duration:  2 rounds plus 1 round per die

                                                Time:  instant

                                                Resist:  19

                Effect:  creates mirror like area in front of caster to protect against gaze attacks

 

Grease:                                 Range:  10 meters

                                                Duration:  3 rounds plus 1 round per die

                                                Time:  instant

                                                Resist:  20

                Effect:  creates a greased surface.  All people entering area must make a Difficult Dexterity  check or slip and fall

 

Hold Portal:                        Range:  20 meters per level

                                                Duration:  1 round per die

                                                Time:  instant

                                                Resist:  25

                Effect:  holds any bars/gates/doors so that it won’t open without a Very Difficult Strength check.

Identify:                                Range:  Touch

                                                Duration:  1 round/level

                                                Time:  instant

                                                Resist:  --

                Effect:  if item is magical, identifies its properties and abilities.

 

Light:                                    Range:  60 meters

                                                Duration:  1 minutes/level

                                                Time: instant

                                                Resist:  7

                Effect:  Item that is affected by spell emits a light similar in effect to torchlight for duration

 

Magic Missile:                    Range:  60 meters + 10 meters/level

                                                Duration:  instant

                                                Time:  instant

                                                Resist:  28

                Effect:  generates 1D6 “magical” missiles that impact on one target that can be seen.  Each missile causes 1D damage and is cumulative.  Therefore, if 4 missiles are rolled, total damage is 4D.

 

Mending:                              Range:  30 meters

                                                Duration:  permanent

                                                Time:  instant

                                                Resist:  --

                Effect:  repairs small breaks or tears in things.  Broken rings, weapons, wood, ceramics, etc can all be rejoined as strong as new.

 

Message:                               Range:  --

                                                Duration:  5 rounds/level

                                                Time:  instant

                                                Resist:  24

                Effect:  a person who is in line of sight of the caster may be whispered to by the spellcaster and the person may whisper replies back.  Both hear each other as if they were talking regularly, but no other people may hear them.

 

Mount:                                  Range:  10 meters

                                                Duration:  2 hours + 1 hour/level

                                                Time:  1 round

                                                Resist:  --

                Effect:  caster conjures a normal animal to serve as a riding mount.  The type is based on level of caster.  1-3D = Mule or Light Horse,  4-7D = Draft Horse or War Horse,  8-12D = Camel,  13-14D = Elephant, 15D and greater = Griffon.  These mounts do not come with riding equipment unless a lower class of mount is taken than the caster can attain.

 

Phantasmal Force:            Range:  60 meters + 10 meters/level

                                                Duration:  until struck in an attack or until caster drops concentration

                                                Time:  instant

                                                Resist:  14

                Effect:  creates an illusion that can look either like terrain or a creature. (undead are immune to this spell)  It does not make sound, smell or temperature and cannot generate light or darkness.  The illusion can move as long as the caster is in range.

 

Protection From Evil:      Range:  Touch

                                                Duration:  2 rounds/level

                                                Time:  instant

                                                Resist:  28

                Effect:  protects those touched by making evil creatures suffer a –1D to any attacks.  Any attempts to use mental control over person protected by this spell are nullified.  A person already affected by a mental control spell is still affected, however.  Also stops elementals, imps, invisible stalkers, salamanders, water weirds, and xorn from making bodily contact with protected person.

 

Read Magic:                        Range:  --

                                                Duration:  2 rounds/level

                                                Time:  1 round

                                                Resist:  --

                Effect:  caster is able to read magical inscriptions on objects.

 

Shield:                                   Range:  --

                                                Duration:  5 rounds/level

                                                Time:  instant

                                                Resist:  22

                Effect:  creates an invisible barrier in front of caster.  Shield blocks magic missiles and protects as a shield of +2D against all attacks from the front.

 

Shocking Grasp:                 Range:  touch

                                                Duration:  1 round per level or until used once

                                                Time:  instant

                                                Resist:  18

                Effect:  causes 2D (+1 pip per level) of electrical damage when caster touches something.

 

Sleep:                                     Range:  30 meters

                                                Duration:  5 rounds/level

                                                Time:  1 round

                                                Resist:  12

                Effect:  causes 1D6 creatures to fall into a slumber.  Slapping or wounding the creatures will awaken them, but normal noise will not.

 

Spider Climb:                      Range:  touch

                                                Duration:  3 rounds + 1 round/level

                                                Time:  instant

                                                Resist: --

                Effect:  allows recipient to climb vertical surfaces like a spider.  May also hang from ceilings.  The recipient must have bare hands and feet to climb.

 

Spook:                                   Range:  --

                                                Duration:  --

                                                Time:  instant

                                                Resist:  9

                Effect:  caster must advance threateningly towards a creature and that creature must make a Difficult Willpower check or flee in terror.  If succeed in check, then unaffected by spell.  If check is failed, creature flees battle and will remain hidden from sight for remainder of battle.

 

Taunt:                                   Range:  60 meters

                                                Duration:  1 round

                                                Time:  instant

                                                Resist:  6

                Effect:  caster can taunt and jeer a single type of creature even though he/she doesn’t speak the language.  Affected creatures will get so angry they must attack the caster if physically capable of doing so.

Tenser’s Floating Disc:     Range:  20 meters

                                                Duration:  3 rounds +1 round per D of caster

                                                Time:  instant

                                                Resist:  --

                Effect:  creates a concave disc that can hold 100 pounds for every level of the caster.  It moves at a maximum rate of 6.

 

Unseen Servant:                  Range:  --

                                                Duration:  1 hour

                                                Time:  instant

                                                Resist:  20

                Effect:  creates force that can be used to open unstuck doors, hold chairs, and clean and mend.  It can only do one activity at a time and can carry up to 20 pounds or drag/push 40 pounds.  It can be dispelled by an area effect attack or if another magic user can roll the resist number.

 

Ventriloquism:                    Range:  10 per level

                                                Duration:  4 rounds +1 per level

                                                Time:  instant

                                                Resist:  8

                Effect:  caster can make his voice, or sounds that he can make, seem to issue from someplace else.  The voice can come from a door, a statue, down a hall, or any place within range.  If resisted, the person resisting knows that the voice is “thrown” and doesn’t fall for any trickery.

 

Wall of Fog:                        Range:  30 meters

                                                Duration:  6 rounds

                                                Time:  instant

                                                Resist:  16

                Effect:  creates a billowing wall of misty vapor that obscures all sight, both normal and infravision, beyond 1 meter.  The range to see increases by double if there is a slight breeze, and the wall of fog disperses in strong wind.

 

Wizard Mark:                     Range:  Touch

                                                Duration:  Permanent

                                                Time:  instant

                                                Resist:  --

                Effect:  allows caster to inscribe his mark and up to 6 letters onto any surface.  The inscription can be visible or invisible, but if the latter, can only be seen when Detect Magic is cast.  If cast on a living being, the mark will eventually fade and wear off over time.

 

 

 

Conjuror

Half-Elves may not be Conjurors, as their mixed-race blood does not allow for them to tap into the abilities

Conjurors deem Wisdom and Intelligence to be important attributes

Conjurors also feel Spellcraft is a very important skill

Conjurors choose Skills from the General and Wizard groupings

Allocate 10D to Skills

Begin the game with 80 Gold Pieces

Magic Points: 

The amount of points inherent in a Conjuror is equal to the combined sum of the rolls for Wisdom and Intelligence. 

Magic Points are a spending pool of points, used to perform "Tricks".  Once used, Magic Points must be built up again before they can be used again, usually after resting for a period of time.

 

Conjuring Aspects

 

There are 8 major aspects of conjuring, and a few minor ones.  The major aspects are:

            Protect

            Sight

            Illusion

            Offense

            Defense

            Range

            Affect

            Travel

 

Minor aspects are:

            Resist

            Sense

 

Learning “Tricks”:

            What a Conjuror does is utilize the mystical energies of the planet and creates a form of a spell.  Contrary to a spell cast by an arcane user, a Conjuror does not have to utter any words, make any hand gestures or use any potions, a Conjuror simply thinks about what he wants to do.  Rather than call what a Conjuror generates a "spell", though, Conjurors prefer to call it a “trick”.  A Conjuror can only perform a trick that he knows, and must study to learn other tricks.

            As a Conjuror learns major aspects, he gains 1 trick for each aspect. Therefore a starting character as a Conjuror would know 8 "Tricks".  After an aspect has been learned, more tricks can be learned in that aspect.  It is up to the individual Conjuror to decide which tricks they want to learn.

Each aspect has a “base cost” to perform a trick in that aspect.  Depending on how well the conjuror studies for each trick, the cost will increase.  At the same time, the more knowledgeable the conjuror is in Spellcraft, the less the trick will cost to perform.

 

Below is the list of aspects and their base costs in Magic Points:

            Protect             1

            Range              1

            Sight                2

            Affect             2

            Illusion            3

            Defense           3

            Offense           4

            Travel              5

 

Below is the modifier to the base cost, which is dependent on the Spellcraft roll of the Conjuror at the time of learning the trick.

 

Spellcraft roll                          Base cost of 1-3                      Base cost of 4+

1-5                                                       +8                                            +14

6-10                                                     +6                                            +12

11-15                                                   +5                                            +10

16-20                                                   +4                                            +8

21-25                                                   +3                                            +7

26-30                                                   +2                                            +6

31-35                                                   +1                                            +5

36-40                                                   0                                              +4

41-45                                                   0                                              +3

46-50                                                   0                                              +2

51+                                                      0                                              +1

 

The final cost to perform the trick is calculated by adding the modifier to the base cost.  The final cost may go down as the conjuror becomes more skilled at Spellcraft.

 

            To reduce the cost of a trick a Conjuror must increase his Spellcraft skill.  For every D in Spellcraft above 1D (meaning the first die doesn’t count), the total cost of all tricks known by the Conjuror goes down by 1. This modifier only occurs when the Conjuror increases his Spellcraft skill again.  So if he originally had 4D in Spellcraft when he learned a trick, he wouldn’t get the reduced cost until he increased his Spellcraft up to 5D. The minimum the cost to perform a trick can ever be is 1.

            Example:  If the Base cost was 3, and the Spellcraft skill roll was 26, it would add +2 for a total of 5.  It would cost 5 Magic Points to perform that particular trick.  If the Conjuror then increased his Spellcraft skill to 3D (2D over the single die), it would reduce the cost of that trick, and any other trick the Conjuror knew, by 2.  So the trick that cost 5 total would then only cost 3 to perform.

Parts of a Trick:

            Each Trick is quantified by certain things.  Each is listed below:

Name:  The name of the trick, such as “Teleport”

Effect:  What the trick does, such as “moves Conjuror and anyone touching him

            to a location viewable by the Conjuror”

Intensity:  How powerful the trick is if it inflicts damage, or how effective it can

            be in its effect.  Some may not have any listing for intensity or this may be

            more notes about the effect, such as “if teleporting to a place unseen, there is

            a 50% chance of ending up teleporting inside of something and dying.  If the

            Conjuror knows the location implicitly, he may teleport to that location without

            having to see it.

Duration:  How long the trick lasts.  This could be instantaneous or for a duration of time.

Range:  How far away the trick works, such as “range of vision”

Cost:  The cost in Magic Points to perform the trick, plus any additional points that can

            be used to augment the trick.

 

Protect

Protection from weather

Protection from fire

Protection from cold

Protection from magic

Expel poison

 

 Sight

See Invisible

Read Languages

Life Detection

Sense Spirits

Identify Minerals

Identify Plants

Night Vision

Farseeing

 

 Illusion

Invisibility

Group Invisibility

Create Light

Create Darkness

Frighten Animals

Thunderous Noise

Create Fog

Silence

 

Offense

Flaming Touch

Cold Touch

Shocking Grasp

Iron Grip

Cloud of Steam

Ice Shard

Whirlwind

 

Defense

Shield

Dispel Magic

Immune to Fire

Immune to Cold

Barrier

Fire Absorption

Protection from Lightning

Wind Wall

 

 Range

Fireball

Cone of Cold

Wall of Fire

Magic Bolt

Flame Wave

Lightning Bolt

Tidal Wave

Projectile

 

 Affect

Control / Create Fire

Control / Create Wind

Control / Create Water

Harden

Imbue

Move Earth

Paralyze

Increase Strength

Create Rain

 

 Travel

Teleport

Retrieve

Levitate

Water Walk

Move Through Stone

Wind Whisper

Fly

 

Storing Magic Points: 

If a Conjuror goes a while without performing any tricks, and continues to be in a place where he can absorb the mystical energies, then “Magic Points” can be temporarily stored above the maximum amount listed for that Conjuror.  This is a temporary bonus and can lead to a conjuror that has been inactive for some time becoming quite a potent source of power.  Normally a Conjuror acquires a number of points per day equal to the number of dice in Wisdom.  So if they have 3D in Wisdom, they gain 3 Magic Points back a day.  Once a Conjuror reaches his maximum amount, and stays at that level for a period of days equal to their Wisdom dice, they gain a temporary boost of 1 additional Magic Point every period of that number of days.  This is the temporary amount, and does not extend the maximum amount that the Conjuror is capable of absorbing at the increased amount.  Once these additional Magic Points are spent, they are lost. 

            Example:  Conjuror has 3D in Wisdom and a maximum capacity of 30 points.  That Conjuror will gain 3 points of Magic per day until the total reaches 30.  Then, after three days of remaining at full charge, the Conjuror would gain 1 additional Magic Point as a temporary bonus.  Three days later, if the Conjuror still hasn’t spent any points, another 1 Magic Point would be gained, giving him a total of 32 (30 maximum plus the 2 bonus that will not count as a permanent extension of the maximum).  If that Conjuror went another 90 days without performing a trick, an additional 30 Magic Points could be accumulated, giving that Conjuror a temporary total of 62.

 

Advantages and Disadvantages of being a Conjuror:

            Once the Conjuror has the major aspect of Affect, it opens a new path for his life.  Life lasts longer and the effects of age happen more slowly to a Conjuror.  From that time forward, the Conjuror ages at the rate of 1 year for every 4 years that pass.  So if a Conjuror was 34 when he learned that aspect, it would take 4 years for him to age to 35.

            In addition to slower aging, Conjurors actually live longer than other members of their species.  The mystical energies extend the life expectancy of a Conjuror by 3.  So if a human normally lived to 70 years of age, a Conjuror human would live to be 210 years of age.  When you figure out that it takes 4 normal years to age the Conjuror one year, you can see that a Conjuror will have a very, very long life ahead of them.

 

            On the negative side, if a Conjuror ever runs out of Magic Points and is in a place that is devoid of any mystical energy or is magically cut off from the mystical energies, the Conjuror will suffer a form of madness.

            Each day the Conjuror is at 0 Magic Points and does NOT gain any additional Magic Points, the Conjuror loses 1 pip from the Intelligence attribute.  When the Intelligence of the Conjuror reaches ½ of the original value, the Conjuror appears simple minded, foolish and crazed.  When the Intelligence reaches ¼ of the original value, the Conjuror will suffer a permanent deficiency, ranging from memory loss to a phobia of something common or even the inability to speak.  When the Intelligence of the Conjuror reaches 0, the Conjuror is permanently affected and will simply become a catatonic vegetable.  Only very powerful magic can reverse the effects.

            If, during the time a Conjuror losing Intelligence, some mystical energy is absorbed by the Conjuror (gains at least 1 Magic Point), the effects immediately stop degrading.  Once the Conjuror reaches their full capacity of Magic Points, the Intelligence returns to the starting amount (unless the loss was too much and some permanent problems occurred) and the Conjuror may act and respond normally.

 

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General Skill Group

Name            Attribute

Melee Combat                           DEX

Melee Parry                               DEX

Sneak/Hide                               DEX

Lifting                                         STR

Tracking                                    WIS

Brawling                                    STR

Brawling Parry                         DEX

Thrown Weapon                      DEX

Missile Weapon                       DEX

Climbing                                   DEX

Jumping                                   DEX

Swimming                                CON

Dodge                                       DEX

Agriculture                                INT

Artistic Ability                          WIS

Animal Training                       WIS

Animal Handling                      WIS

Horsemanship                         WIS

Airborne Riding                        WIS

Brewing                                      INT

Observation                              INT

Cobbling                                   DEX

Dancing                                    DEX

Etiquette                                   CHA

Fishing                                      WIS

Language                                 CHA

Mining                                       WIS

Seamanship                             DEX

Singing                                     CHA

Weather Sense                        WIS

Blacksmithing                         STR

Carpentry                                 STR

Willpower                                 WIS

Cooking                                     INT

Direction Sense                       WIS

Firebuilding                              WIS

Heraldry                                    INT

Leatherworking                       INT

Pottery                                       DEX

Rope Use                                   DEX

Seamstress / Tailor                 DEX

Stonemasonry                          STR

Weaving                                      INT

Leadership                                CHA

 

WIZARD SKILLS

 

Name            Attribute

Ancient History                     INT

Engineering                          INT

Navigation                             INT

Religion                                 WIS

Gem Cutting                         DEX

Astrology                               INT

Reading/Writing                   INT

Spellcraft                               INT

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Classes

Thief

Limited to the following armor:  hide, leather, studded leather, padded, or Elven chain (but not normal chain)

Limited to the following weapons:  club, dagger, dart, knife, lasso, short bow, sling, broadsword, long sword, short sword, hand crossbow and quarterstaff

 

A Thief deems Dexterity to be important attribute

Thieves choose Skills from the General and Rogue groupings

Allocate 10D to Skills

Begin the game with 260 Gold Pieces

Gains bonus skills if Thief has high enough Dexterity

            DEX = 3D+1                 +1 to Lockpicking skill

            DEX = 3D+2                 +1 to Pick pocket skill, +2 to Lockpicking skill, +1 to Sneak/Hide skill

            DEX = 4D or more     +2  to Pick pocket skill, +1D  to Lockpicking skill, +1 to Find/Set Trap skill, +2  to Sneak/Hide skill

 

 

 

Bard

May not use shields

Cannot wear any armor that reduces Dexterity

 

Bards deem Intelligence and Charisma to be important attributes

Bards choose Skills from the General and Rogue groupings

Allocate 10D to Skills

Begin the game with 240 Gold Pieces

Does not start with a spell book, but may make one

Gain +1D to skill of Local History

Bards begin with 1 pip in Magic Power.  They are unable to cast magic at this time, but may advance towards it. For the Bard characters, 10 points increases the power to +2, and 10 more increases it to 1D, which is when they can start to cast Magic.

May choose the special skill of “Rally Friends” during generation, putting no more than 2D into it to begin with.

Gains the special knowledge of something.  Due to the traveling nature of Bards, they gain knowledge of people or events that others do not normally know.  During generation, the Bard rolls 1D, adding 1 pip for every die the character has in Charisma.  Therefore a Bard with a Charisma of 3D would roll 1D+3. 

            1-2 = Knows fairly common knowledge about people or things.   This knowledge is

                        usually known by a substantial minority of people.  This is stuff like someone’s

                        local reputation or common legends.

            3-4 = Knows uncommon knowledge, stuff that is known by only a few people in the

                        area.  This could be someone’s shady past, legends of powerful magic, etc.

            5-8 = Knows obscure knowledge that is hard to come by.  May be aware of a family

                        history or the legend of a place of mystery.

            9+ = Knows extremely obscure knowledge, the kind of stuff that’s been forgotten by

                        nearly everyone.  This could be the history of something long lost or thought

                        to be insignificant.

 

 

 

Swashbuckler

Dwarves and Gnomes may not be swashbucklers

 

Swashbucklers deem Dexterity  to be important attribute

Swashbucklers choose Skills from the General and Rogue groupings

Allocate 10D to Skills

Begin the game with 225 Gold Pieces

If not wearing any armor, gains the following:

            +1D to Dodge skill

            +1D to Melee Parry skill

            +1D to Brawling Parry skill

            +1D to Jumping skill

After rolling to determine dominant hand, if character is not ambidextrous, roll 2D.  If result is doubles, then character has learned to be ambidextrous.

Gains the new skill of Intimidation at +1D

Knows the location or existence of a hidden treasure, but lacks the ability to get there and acquire it.

 

 

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General Skill Group

Name            Attribute

Melee Combat                           DEX

Melee Parry                               DEX

Sneak/Hide                               DEX

Lifting                                         STR

Tracking                                    WIS

Brawling                                    STR

Brawling Parry                         DEX

Thrown Weapon                      DEX

Missile Weapon                       DEX

Climbing                                   DEX

Jumping                                   DEX

Swimming                                CON

Dodge                                       DEX

Agriculture                                INT

Artistic Ability                          WIS

Animal Training                       WIS

Animal Handling                      WIS

Horsemanship                         WIS

Airborne Riding                        WIS

Brewing                                      INT

Observation                              INT

Cobbling                                   DEX

Dancing                                    DEX

Etiquette                                   CHA

Fishing                                      WIS

Language                                 CHA

Mining                                       WIS

Seamanship                             DEX

Singing                                     CHA

Weather Sense                        WIS

Blacksmithing                         STR

Carpentry                                 STR

Willpower                                 WIS

Cooking                                     INT

Direction Sense                       WIS

Firebuilding                              WIS

Heraldry                                    INT

Leatherworking                       INT

Pottery                                       DEX

Rope Use                                   DEX

Seamstress / Tailor                 DEX

Stonemasonry                          STR

Weaving                                      INT

Leadership                                CHA

 

 

ROGUE SKILLS

 

Name                              Attribute

Lockpicking                            DEX

Find/Set Traps                       INT

Ancient History                      INT

Music                                      CHA

Blind Fighting                         WIS

Forgery                                    DEX

Reading Lips                           INT

Tumbling                                 DEX

Spellcraft                                 INT

Pick Pocketing                        DEX

Martial Arts                             DEX

Local History                          CHA

Appraising                               INT

Disguise                                  CHA

Gem Cutting                           DEX

Tightrope Walking                  DEX

Ventriloquism                         INT

Rally Friends*                         CHA

*Special skill only available during generation

 

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