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dangerousdungeons:chapter1 [2019/05/25 20:59] robertfreemandaydangerousdungeons:chapter1 [2020/08/22 16:54] (current) – [DESCRIPTIONS OF BACKGROUND PROFESSIONS] fixed minor rendering issue with name title section robertfreemanday
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 ====== DANGEROUS DUNGEONS CHAPTER 1 Draft ====== ====== DANGEROUS DUNGEONS CHAPTER 1 Draft ======
  
----- 
  
 **Draft 09/18** **Draft 09/18**
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 **CHAPTER 1: CHARACTERS** **CHAPTER 1: CHARACTERS**
----- 
  
  
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 **Adventurer Appellations and Titles** **Adventurer Appellations and Titles**
  
-**HUMAN SUB-RACES**+===== HUMAN SUB-RACES ===== 
 ---- ----
  
  
-**HUMAN, NORTHMAN**+==== HUMAN, NORTHMAN ====
  
 A hearty and strong Barbarian race from the frozen north, representing various literary archetypes such as Howard's Cimmerians or Leiber's Snow Clans. If the optional height and weight tables are used, increase their height by two inches and their weight by ten pounds. They receive a bonus of +1 to their initially-rolled Strength score to a maximum of 19. A hearty and strong Barbarian race from the frozen north, representing various literary archetypes such as Howard's Cimmerians or Leiber's Snow Clans. If the optional height and weight tables are used, increase their height by two inches and their weight by ten pounds. They receive a bonus of +1 to their initially-rolled Strength score to a maximum of 19.
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 **Minimum/Maximum Ability Scores **(after adjustment for race): If the ability scores rolled do not fall within these limits, then the race of Northman is not a valid choice for the character: **Minimum/Maximum Ability Scores **(after adjustment for race): If the ability scores rolled do not fall within these limits, then the race of Northman is not a valid choice for the character:
- 
- 
  
 **Strength**: 8/19 **Strength**: 8/19
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-**HUMAN,** **SOUTHMAN**+==== HUMAN, SOUTHMAN ====
  
 An educated and civilised race from the south, regarded by northmen as effete and decadent. They represent literary archetypes such as Howard's Stygians or Lewis' Calormenes. They receive a bonus of +1 to their initially-rolled Intelligence score, allowing a maximum of 19. An educated and civilised race from the south, regarded by northmen as effete and decadent. They represent literary archetypes such as Howard's Stygians or Lewis' Calormenes. They receive a bonus of +1 to their initially-rolled Intelligence score, allowing a maximum of 19.
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-**HUMAN, AMAZON**+==== HUMAN, AMAZON ====
  
 An olive-skinned, dark-haired race renowned for their women warriors. Amazons are nimble and hardy, and receive a bonus of +1 to their initially-rolled Dexterity and Constitution scores, allowing a maximum of 19 in both characteristics. Amazons make attacks with a pulled bow, spear or javelin at +1 to-hit. An olive-skinned, dark-haired race renowned for their women warriors. Amazons are nimble and hardy, and receive a bonus of +1 to their initially-rolled Dexterity and Constitution scores, allowing a maximum of 19 in both characteristics. Amazons make attacks with a pulled bow, spear or javelin at +1 to-hit.
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-**HUMAN, ATLANTEAN**+==== HUMAN, ATLANTEAN ====
  
 A race originating from a remote island or continent, which in some milieux will have sunk beneath the waves (or be fated to do so in future). Atlanteans are a long-lived race representing literary archetypes such as Howard's Atlanteans or Tolkein's Dúnedain and Númenóreans. If the optional height and weight rules are in play, increase their height by four inches and their weight by ten pounds. They receive a bonus of +1 to their initially-generated Wisdom and Charisma scores, allowing a maximum of 19 in both characteristics.  A race originating from a remote island or continent, which in some milieux will have sunk beneath the waves (or be fated to do so in future). Atlanteans are a long-lived race representing literary archetypes such as Howard's Atlanteans or Tolkein's Dúnedain and Númenóreans. If the optional height and weight rules are in play, increase their height by four inches and their weight by ten pounds. They receive a bonus of +1 to their initially-generated Wisdom and Charisma scores, allowing a maximum of 19 in both characteristics.
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-**HUMAN, EASTLANDER, CITIZEN OF THE CELESTIAL EMPIRE/SUN-LANDER**+==== HUMAN, EASTLANDER, CITIZEN OF THE CELESTIAL EMPIRE/SUN-LANDER ====
  
 People from the far east, citizens of a centuries old bureaucratic empire spanning a remote eastern continent.  The Celestial Empire is a fantasy version of Imperial China as portrayed in martial arts movies.  The Sun-Lands are famous for their mystic philosophies.  These easterners are physically a very varied people with skin tones ranging from tan to golden.  Eyes are usually brown or black, green being a rarity, with epicanthic folds.  Hair is uniformly black and smooth.  They receive no adjustment to their characteristic scores. People from the far east, citizens of a centuries old bureaucratic empire spanning a remote eastern continent.  The Celestial Empire is a fantasy version of Imperial China as portrayed in martial arts movies.  The Sun-Lands are famous for their mystic philosophies.  These easterners are physically a very varied people with skin tones ranging from tan to golden.  Eyes are usually brown or black, green being a rarity, with epicanthic folds.  Hair is uniformly black and smooth.  They receive no adjustment to their characteristic scores.
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-**HUMAN, PICT**+==== HUMAN, PICT ====
  
 Picts in __OSRIC__ resemble Howard's Picts or Tolkien's Woses. They are small, swarthy people of primitive culture. If the optional height and weight rules are in play, decrease their height by three inches and their weight by ten pounds. They receive a bonus of +1 to their initially-generated Constitution scores, allowing a maximum of 19. Picts in __OSRIC__ resemble Howard's Picts or Tolkien's Woses. They are small, swarthy people of primitive culture. If the optional height and weight rules are in play, decrease their height by three inches and their weight by ten pounds. They receive a bonus of +1 to their initially-generated Constitution scores, allowing a maximum of 19.
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-**DEMI-HUMAN SUB-RACES**+===== DEMI-HUMAN SUB-RACES =====
  
-**GNOMES**+==== GNOMES ====
  
 The following gnome sub-races are loosely based on Irish myth.  They have the abilities described under "Gnome" in the __OSRIC__ core rules, except as amended hereafter.  In other words, they receive bonus Saving Throws, combat benefits against kobolds and goblins, defensive adjustments against giant-like creatures, darkvision, and special abilities in relation to stonework and mining as all generic gnomes do. The following gnome sub-races are loosely based on Irish myth.  They have the abilities described under "Gnome" in the __OSRIC__ core rules, except as amended hereafter.  In other words, they receive bonus Saving Throws, combat benefits against kobolds and goblins, defensive adjustments against giant-like creatures, darkvision, and special abilities in relation to stonework and mining as all generic gnomes do.
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-**GNOME, FIR BOLG**+=== GNOME, FIR BOLG ===
  
 Dark-haired and swarthy-featured, the Fir Bolg are the doughtiest Fighters among the gnomish people.  If carrying a small leather sack full of soil, the Fir Bolg can enlarge him- or herself once per day, doubling his or her own height, increasing his or her mass and the size of any clothing, armour and weapons proportionally.  Changing size takes no time, so the Fir Bolg can act normally in the round he or she chooses to change.  The effect lasts for 1 turn (10 melee rounds).   Dark-haired and swarthy-featured, the Fir Bolg are the doughtiest Fighters among the gnomish people.  If carrying a small leather sack full of soil, the Fir Bolg can enlarge him- or herself once per day, doubling his or her own height, increasing his or her mass and the size of any clothing, armour and weapons proportionally.  Changing size takes no time, so the Fir Bolg can act normally in the round he or she chooses to change.  The effect lasts for 1 turn (10 melee rounds).  
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 **Witch**: N/A **Witch**: N/A
  
-**GNOME, FIR DOMNAN**+=== GNOME, FIR DOMNAN ===
  
 Red-haired, freckled and fair-skinned, the Fir Domnan are the smallest of the gnomish subraces.  They are clever artisans and often tend to careers as Clerics and/or Illusionists. They take a penalty of -1 to their Strength and Constitution, and gain a bonus of +1 to their Intelligence and Wisdom.  Their Wisdom may reach 19, but their Intelligence is restricted to 18. Red-haired, freckled and fair-skinned, the Fir Domnan are the smallest of the gnomish subraces.  They are clever artisans and often tend to careers as Clerics and/or Illusionists. They take a penalty of -1 to their Strength and Constitution, and gain a bonus of +1 to their Intelligence and Wisdom.  Their Wisdom may reach 19, but their Intelligence is restricted to 18.
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-**GNOME, GÁILIÓIN**+=== GNOME, GÁILIÓIN ===
  
 Gáilióin are the largest of the gnomish subraces (as big as a dwarf).  Male Gáilióin are almost always bearded.  Gáilióin favour spears and javelins as weapons. They take no stat modifications.  Gáilióin are relatively primitive, and some sages think they may be an ancestral gnomish type.  They are friends of earthworms and caterpillars, and often have little creatures wriggling in their beards or hair.   Gáilióin are the largest of the gnomish subraces (as big as a dwarf).  Male Gáilióin are almost always bearded.  Gáilióin favour spears and javelins as weapons. They take no stat modifications.  Gáilióin are relatively primitive, and some sages think they may be an ancestral gnomish type.  They are friends of earthworms and caterpillars, and often have little creatures wriggling in their beards or hair.  
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-**DWARFS**+==== DWARFS ====
  
 The following dwarf sub-races are loosely based on Slavic myth.  They have the abilities described under "Dwarf" in the __OSRIC__ core rules, except as amended hereafter.  In other words, they receive bonuses to their Saving Throws, combat benefits against kobolds and goblins, defensive adjustments against giant-like creatures, darkvision, and special abilities in relation to stonework and mining as all generic dwarfs do. The following dwarf sub-races are loosely based on Slavic myth.  They have the abilities described under "Dwarf" in the __OSRIC__ core rules, except as amended hereafter.  In other words, they receive bonuses to their Saving Throws, combat benefits against kobolds and goblins, defensive adjustments against giant-like creatures, darkvision, and special abilities in relation to stonework and mining as all generic dwarfs do.
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-**DWARF, DOMOVOY **(pl. Domovye) (good-aligned) (Hearth Dwarf)+=== DWARF, DOMOVOY  ===
  
-**DWARF,** **DVOROVOY** (pl. Dvorovye) (evil-aligned) (Hearth Dwarf)+(pl. Domovye) (good-aligned) (Hearth Dwarf) 
 + 
 + 
 +=== DWARF, DVOROVOY === 
 + 
 +(pl. Dvorovye) (evil-aligned) (Hearth Dwarf)
  
 These are the hearth-dwarfs, living in burrows under human houses. They have sleeping-places either under the threshold or front step, or under the fireplace or stove. If they are hungry, they will do household chores in return for a gift of salted bread. These are the hearth-dwarfs, living in burrows under human houses. They have sleeping-places either under the threshold or front step, or under the fireplace or stove. If they are hungry, they will do household chores in return for a gift of salted bread.
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-**DWARF, LESHIY **(FOREST DWARF)+=== DWARF, LESHIY (FOREST DWARF) === 
  
 These are forest-dwarfs, living well away from human lands. Their beards are made of ivy, and they carry clubs. Some tribes pluck out one eye, and others have small horns on their heads. Male Leshiy are not well-liked among humans because of their lust for human women. They are rumoured to kidnap maidens.  Their women are called "Leshachika". These are forest-dwarfs, living well away from human lands. Their beards are made of ivy, and they carry clubs. Some tribes pluck out one eye, and others have small horns on their heads. Male Leshiy are not well-liked among humans because of their lust for human women. They are rumoured to kidnap maidens.  Their women are called "Leshachika".
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-**DWARF, VODNIK **(RIVER DWARF)+=== DWARF, VODNIK (RIVER DWARF) ===
  
 The river-dwarfs live in fresh water; salt water poisons them. They have both gills and lungs, with webbed fingers and toes. They love tobacco, and come onto land to smoke their pipes. In Vodnik-inhabited rivers, human fishermen will sometimes drop a little tobacco in the water, hoping to be rewarded with a fish. The river-dwarfs live in fresh water; salt water poisons them. They have both gills and lungs, with webbed fingers and toes. They love tobacco, and come onto land to smoke their pipes. In Vodnik-inhabited rivers, human fishermen will sometimes drop a little tobacco in the water, hoping to be rewarded with a fish.
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-**VOZDUSHNIY **(Storm Dwarf)+=== VOZDUSHNIY (Storm Dwarf) ===
  
 The storm-dwarfs are the rarest and most magical of the dwarfish folk. They love thunderstorms, liking to laugh and play in the lightning. In game terms, they get +4 to Saving Throws against lightning or electrical attacks.  They are friends of storm giants. The storm-dwarfs are the rarest and most magical of the dwarfish folk. They love thunderstorms, liking to laugh and play in the lightning. In game terms, they get +4 to Saving Throws against lightning or electrical attacks.  They are friends of storm giants.
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-**ELVES**+==== ELVES ====
  
 The following elf sub-races are based on various literary sources.  They have the abilities described under "Elf" in the __OSRIC__ core rules, except as amended hereafter.  In other words, they receive combat benefits with certain swords and bows, resistance to //sleep// and //charm// spells, enhanced chance to surprise when alone and not in metal armour, chance to spot secret doors, and other special abilities exactly as standard elves do. The following elf sub-races are based on various literary sources.  They have the abilities described under "Elf" in the __OSRIC__ core rules, except as amended hereafter.  In other words, they receive combat benefits with certain swords and bows, resistance to //sleep// and //charm// spells, enhanced chance to surprise when alone and not in metal armour, chance to spot secret doors, and other special abilities exactly as standard elves do.
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-**POLDER ELF**+=== POLDER ELF ===
  
 "Polder" is originally a Dutch word meaning a low-lying tract of land enclosed by dykes.  In fantasy, a "polder" is a finite, bounded part of the world protected by an actively-maintained, magical border. The polder is often, but not necessarily, a woodland, island in a magical lake, or Shangri-La type valley. There may be a threat that is kept at bay by the border, but this is not necessarily so--sometimes the borders are merely holding back time, or change. A consistent theme of the source literature is that the polder's boundaries are threatened with failure, or already in the course of failing.   "Polder" is originally a Dutch word meaning a low-lying tract of land enclosed by dykes.  In fantasy, a "polder" is a finite, bounded part of the world protected by an actively-maintained, magical border. The polder is often, but not necessarily, a woodland, island in a magical lake, or Shangri-La type valley. There may be a threat that is kept at bay by the border, but this is not necessarily so--sometimes the borders are merely holding back time, or change. A consistent theme of the source literature is that the polder's boundaries are threatened with failure, or already in the course of failing.  
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-**WARDEN ELVES**+=== WARDEN ELVES ===
  
 Warden elves are a caste or subgroup charged with maintaining the border of the polder. They are fierce and inquisitive. They get +1 Dexterity and -1 Constitution like normal elves, and are often Rangers.  They have excellent senses.  Warden Elves have an innate 25% chance to Hear Noise as a Thief does; Thief or Assassin Warden Elves gain +10% on their chance to Hear Noise.  Also, they tend to know when someone is lying to them - a warden elf has a 1 in 6 chance of detecting any lie told them by a human, demi-human or humanoid.  This power does not reveal the truth. Warden elves are a caste or subgroup charged with maintaining the border of the polder. They are fierce and inquisitive. They get +1 Dexterity and -1 Constitution like normal elves, and are often Rangers.  They have excellent senses.  Warden Elves have an innate 25% chance to Hear Noise as a Thief does; Thief or Assassin Warden Elves gain +10% on their chance to Hear Noise.  Also, they tend to know when someone is lying to them - a warden elf has a 1 in 6 chance of detecting any lie told them by a human, demi-human or humanoid.  This power does not reveal the truth.
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-**LIMINAL ELVES**+=== LIMINAL ELVES ===
  
 In an alternative view of elves, their "Fairyland" is not in a polder but actually on another plane, reachable by special means such as passing through fairy rings on midsummer's eve, or in sources where the elves are a little scarier, stone circles on Walpurgisnacht. These liminal elves are associated with ley lines and barrows. In traditional stories, a theme is that a human woman is taken to Fairyland (Tir Nan Og, the Fortunate Isles, etc.) to act as midwife to an elven child. In the course of her duties she gets a little fairy ointment on her fingers which is then transferred to her eyes, upon which she can see into Fairyland and perceive the elves as they do themselves--until she inadvertently gives away that she has this power, and it is taken from her.  More recent literary sources for liminal elves include Dunsany's //The King of Elfland's Daughter// and Neil Gaiman's //Stardust//. In an alternative view of elves, their "Fairyland" is not in a polder but actually on another plane, reachable by special means such as passing through fairy rings on midsummer's eve, or in sources where the elves are a little scarier, stone circles on Walpurgisnacht. These liminal elves are associated with ley lines and barrows. In traditional stories, a theme is that a human woman is taken to Fairyland (Tir Nan Og, the Fortunate Isles, etc.) to act as midwife to an elven child. In the course of her duties she gets a little fairy ointment on her fingers which is then transferred to her eyes, upon which she can see into Fairyland and perceive the elves as they do themselves--until she inadvertently gives away that she has this power, and it is taken from her.  More recent literary sources for liminal elves include Dunsany's //The King of Elfland's Daughter// and Neil Gaiman's //Stardust//.
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-**HALF-ELVES**+=== HALF-ELVES ===
  
 The concept of a half-elf goes back to the Norse sagas, and comes to __OSRIC__ in a curiously wide variety of forms.  Traditional Gygaxian half-elves are a blend of several sources.  For these variants, I have drawn on a darker view that goes back to Poul Anderson's __//The Broken Sword//__. The concept of a half-elf goes back to the Norse sagas, and comes to __OSRIC__ in a curiously wide variety of forms.  Traditional Gygaxian half-elves are a blend of several sources.  For these variants, I have drawn on a darker view that goes back to Poul Anderson's __//The Broken Sword//__.
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-**CHANGELING (ELF-BROOD)**+== CHANGELING (ELF-BROOD) ==
  
 Elf-brood changelings tend to be unpredictable.  They are headstrong and rebellious, unwilling to follow rules and customs, but often charming and attractive. The elf-brood changeling gains a bonus of +1 to Charisma and takes a penalty of -1 to Constitution.  Their Charisma can reach 19.  They share the traditional elven resistance to sleep and charm spells, but to a lesser degree (50%). Elf-brood changelings tend to be unpredictable.  They are headstrong and rebellious, unwilling to follow rules and customs, but often charming and attractive. The elf-brood changeling gains a bonus of +1 to Charisma and takes a penalty of -1 to Constitution.  Their Charisma can reach 19.  They share the traditional elven resistance to sleep and charm spells, but to a lesser degree (50%).
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 **Witch**: N/A **Witch**: N/A
  
-**CHANGELING** (MAN-BROOD)+== CHANGELING (MAN-BROOD) ==
  
 Man-brood changelings are wanted as warriors and as envoys to the mortal world.  They are sturdy and less flighty than elves (taking no stat modifications), and are usually trained in the arts of war, gaining a bonus of +1 to hit with the long sword and long or short bow.  They have no special resistance to sleep or charm, and their human heritage means they have no darkvision.  Elves see them as reliable and trustworthy, but staid and dull. Man-brood changelings are wanted as warriors and as envoys to the mortal world.  They are sturdy and less flighty than elves (taking no stat modifications), and are usually trained in the arts of war, gaining a bonus of +1 to hit with the long sword and long or short bow.  They have no special resistance to sleep or charm, and their human heritage means they have no darkvision.  Elves see them as reliable and trustworthy, but staid and dull.
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-**HALF-OGRES**+==== HALF-OGRES ==== 
  
 Half-Ogres are large and long limbed, with lanky dark hair and dark eyes. Their complexion is usually sallow and many resemble thin ogres with slightly gentler traits. Half-Ogres have very little body hair compared to Ogres and humans being almost glabrous. Their hide is incredibly tough giving them a natural unarmoured AC of 9. While not as crude as full-blooded Ogres, Half-Ogres retain much of their unhuman side. More cunning than intelligent, they are seen as unredeemable brutal savages by many of the other races. Half-Ogres gain a +1 to Strength and Constitution and take a -1 penalty to Intelligence, Wisdom and Charisma. Half-Ogres have darkvision to 60' Half-Ogres are large and long limbed, with lanky dark hair and dark eyes. Their complexion is usually sallow and many resemble thin ogres with slightly gentler traits. Half-Ogres have very little body hair compared to Ogres and humans being almost glabrous. Their hide is incredibly tough giving them a natural unarmoured AC of 9. While not as crude as full-blooded Ogres, Half-Ogres retain much of their unhuman side. More cunning than intelligent, they are seen as unredeemable brutal savages by many of the other races. Half-Ogres gain a +1 to Strength and Constitution and take a -1 penalty to Intelligence, Wisdom and Charisma. Half-Ogres have darkvision to 60'
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 **RACIAL LIMITATIONS:** **RACIAL LIMITATIONS:**
 +
  
 **Minimum/Maximum Ability Scores (after adjustment for race): **If the ability scores rolled do not fall within these limits, then the race of Half-Ogre is not a valid choice for the character: **Minimum/Maximum Ability Scores (after adjustment for race): **If the ability scores rolled do not fall within these limits, then the race of Half-Ogre is not a valid choice for the character:
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 |  PP - 5%  |  FT -5%  |  HN +5%  |  OL -5%  |  RL -15%  |  MQ -5%  |  HS -5%  |  CW +10%  | |  PP - 5%  |  FT -5%  |  HN +5%  |  OL -5%  |  RL -15%  |  MQ -5%  |  HS -5%  |  CW +10%  |
  
-**Tables of Compiled Level Limits by Class and Race** +===== Tables of Compiled Level Limits by Class and Race ===== 
----- + 
-**Table 1: Human Sub-Races**+==== Table 1: Human Sub-Races ====
  
 |  **Human Character Class/Level Limitations**  |||||||| |  **Human Character Class/Level Limitations**  ||||||||
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 |  Witch/Assassin  |  No  |  No  |  Yes (7/8)  |  Yes (9/7)  |  No  |  No  |  No  | |  Witch/Assassin  |  No  |  No  |  Yes (7/8)  |  Yes (9/7)  |  No  |  No  |  No  |
  
-**Table 2: Gnomes**+==== Table 2: Gnomes ====
  
 |  **Gnome Character Class/Level Limitations**  ||||| |  **Gnome Character Class/Level Limitations**  |||||
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-**Table 3: Dwarfs**+==== Table 3: Dwarfs ====
  
 |  **Dwarf Character Class/Level Limitations**  |||||| |  **Dwarf Character Class/Level Limitations**  ||||||
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-**Table 4: Elves**+==== Table 4: Elves ====
  
 |  **Elf Character Class/Level Limitations**  ||||| |  **Elf Character Class/Level Limitations**  |||||
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-**Table 5: Half-Elves**+==== Table 5: Half-Elves ====
  
 |  **Half-Elf Character Class/Level Limitations**  |||| |  **Half-Elf Character Class/Level Limitations**  ||||
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 |  Witch/Assassin  |  Yes (6/11)  |  No  |  No  | |  Witch/Assassin  |  Yes (6/11)  |  No  |  No  |
  
-**Table 6: Other Races**+==== Table 6: Other Races ====
  
 |  **Other Racial Character Class/Level Limitations**  |||| |  **Other Racial Character Class/Level Limitations**  ||||
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 ⁹ 7 (Dex 17), 6 (Dex 16 and below)  ⁹ 7 (Dex 17), 6 (Dex 16 and below) 
  
-**TABLES OF STAT LIMITS BY RACE (AFTER ADJUSTMENTS)**+==== TABLES OF STAT LIMITS BY RACE (AFTER ADJUSTMENTS) ====
 ---- ----
-|    |  **DWARFS**  |  **ELVES**  |  **GNOMES**  |  **HALF-ELVES**  |||||||||||||+|    |  **DWARFS**  |||||  **ELVES**  ||||  **GNOMES**  ||||  **HALF-ELVES**  |||
 |    |  Gen  |  Dmv  |  Lsh  |  Vod  |  Voz  |  Gen  |  Pol  |  War  |  Lim  |  Gen  |  FBo  |  FDo  |  Gai  |  Gen  |  EBr  |  MBr  | |    |  Gen  |  Dmv  |  Lsh  |  Vod  |  Voz  |  Gen  |  Pol  |  War  |  Lim  |  Gen  |  FBo  |  FDo  |  Gai  |  Gen  |  EBr  |  MBr  |
 |  **STR**  |    |    |    |    |    |    |    |    |    |    |    |    |    |    |    |    | |  **STR**  |    |    |    |    |    |    |    |    |    |    |    |    |    |    |    |    |
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-**CHARACTER DETAILS** +===== CHARACTER DETAILS =====
-----+
  
  
-**AGE AND AGEING**+==== AGE AND AGEING ====
  
 Characters of different races age at different rates, so character age and ageing is an aspect of the character's race.  These rules completely replace the ones in the __OSRIC__ Core Rules. Characters of different races age at different rates, so character age and ageing is an aspect of the character's race.  These rules completely replace the ones in the __OSRIC__ Core Rules.
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-**TABLE OF STARTING AGES BY RACE AND CLASS**+==== TABLE OF STARTING AGES BY RACE AND CLASS ====
  
  
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-**EFFECTS OF AGEING**+==== EFFECTS OF AGEING ====
  
 Most player characters will begin as adults, with a few adolescents. There is no effect in game terms when advancing from adolescent to adult. Most player characters will begin as adults, with a few adolescents. There is no effect in game terms when advancing from adolescent to adult.
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-**MORTALITY**+==== MORTALITY ====
  
 If for some reason it becomes necessary to calculate the risk of death from natural causes/old age, then for game purposes mortality rates are: If for some reason it becomes necessary to calculate the risk of death from natural causes/old age, then for game purposes mortality rates are:
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-**SUPERNATURAL AGEING**+==== SUPERNATURAL AGEING ====
  
 The following spells or effects cause supernatural ageing: The following spells or effects cause supernatural ageing:
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-**CHARACTER BIRTH AND FAMILY** +==== CHARACTER BIRTH AND FAMILY ==== 
-----+
  
  
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-**SIBLINGS**+==== SIBLINGS ====
  
 **Multiple births**: For those who desire a greater degree of complexity and verisimilitude, in the above tables, a "child" may actually be twins or even more offspring.  The chance of multiple birth is 1% for humans and 4% for half-orcs (pure-blooded orcs tend to produce litters of three or four offspring).  For half-elves and halflings the chance is 0.1%.  Elves, dwarfs and gnomes almost never produce multiple births. **Multiple births**: For those who desire a greater degree of complexity and verisimilitude, in the above tables, a "child" may actually be twins or even more offspring.  The chance of multiple birth is 1% for humans and 4% for half-orcs (pure-blooded orcs tend to produce litters of three or four offspring).  For half-elves and halflings the chance is 0.1%.  Elves, dwarfs and gnomes almost never produce multiple births.
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-**COMPLEX FAMILY GENERATION** +==== COMPLEX FAMILY GENERATION ==== 
-----+ 
 Using these tables it should be possible to create a family of any desired complexity. Using these tables it should be possible to create a family of any desired complexity.
  
  
  
-**MOTHER'S AGE TABLE**+=== MOTHER'S AGE TABLE ===
  
 |    |  **HUMAN**  |  **ATLANTEAN**  |  **ELF**  |  **HALF-ELF**<sup>**1**</sup>  |**DWARF**|  **GNOME**  |  **HALF-ORC**<sup>2</sup>  |  **HALFLING**  |  **HALF-OGRE**  | |    |  **HUMAN**  |  **ATLANTEAN**  |  **ELF**  |  **HALF-ELF**<sup>**1**</sup>  |**DWARF**|  **GNOME**  |  **HALF-ORC**<sup>2</sup>  |  **HALFLING**  |  **HALF-OGRE**  |
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-**SOCIAL CLASS** +==== SOCIAL CLASS ====
-----+
  
  
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-**Noble subtable: **+=== Noble subtable: ===
  
  
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-**BACKGROUND PROFESSIONS**+==== BACKGROUND PROFESSIONS ====
  
 Player characters were not always adventurers. Before they decided to head off into dark mysterious dungeons or ogre-infested wild lands, they may have started down one or more "respectable" career paths. In most "old school" fantasy role-playing games like __OSRIC__, however, this aspect of a character's early life has no effect on that character's abilities. This optional rule aims to rectify this situation.  Player characters were not always adventurers. Before they decided to head off into dark mysterious dungeons or ogre-infested wild lands, they may have started down one or more "respectable" career paths. In most "old school" fantasy role-playing games like __OSRIC__, however, this aspect of a character's early life has no effect on that character's abilities. This optional rule aims to rectify this situation. 
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-**BACKGROUND PROFESSION CHARTS**+=== BACKGROUND PROFESSION CHARTS ===
  
  
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-**DESCRIPTIONS OF BACKGROUND PROFESSIONS**+=== DESCRIPTIONS OF BACKGROUND PROFESSIONS ===
  
  
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 Note, however, that while Joss bends luck in the character's favor, it is not able to change results after the fact: spending JF cannot undo a bad occurrence, but may be used to mitigate the effects of that occurrence. For example, using a JF will not cause a successful bite by a poison spider to have missed, but may affect the saving throw against that poison. Likewise, a character that has fallen off a cliff cannot use JF to levitate back onto the cliff, but may use them to mitigate damage from the fall.  Note, however, that while Joss bends luck in the character's favor, it is not able to change results after the fact: spending JF cannot undo a bad occurrence, but may be used to mitigate the effects of that occurrence. For example, using a JF will not cause a successful bite by a poison spider to have missed, but may affect the saving throw against that poison. Likewise, a character that has fallen off a cliff cannot use JF to levitate back onto the cliff, but may use them to mitigate damage from the fall. 
  
-**Joss for Player Characters:** Each new player character begins at first level with 3-8 (1d6+2) JF. Thereafter, JF are gained in two ways: 1) one JF is gained every other level (i.e. at 2<sup>nd</sup>-level, 4<sup>th</sup>-level, etc.); and 2) JF are awarded to characters by the GM for exceptional acts - one that is remarkably heroic or clever, or that is particularly exemplary of the character's class and alignment. However, //no character may ever have more than 14 JF at any one time//. Note that JF that are spent do not automatically refresh, and once used the character must earn new JF to replace them. +**Joss**** for Player Characters:** Each new player character begins at first level with 3-8 (1d6+2) JF. Thereafter, JF are gained in two ways: 1) one JF is gained every other level (i.e. at 2<sup>nd</sup>-level, 4<sup>th</sup>-level, etc.); and 2) JF are awarded to characters by the GM for exceptional acts - one that is remarkably heroic or clever, or that is particularly exemplary of the character's class and alignment. However, //no character may ever have more than 14 JF at any one time//. Note that JF that are spent do not automatically refresh, and once used the character must earn new JF to replace them. 
  
-**Joss for NPCs:** NPCs generally will have fewer JF than PCs, but the GM may wish to assign some Joss to particularly powerful or important NPCs. As a general rule, 0-level NPCs will have 0 JF (though the GM may wish to assign some, or even many, JF to a character whose luck is out of proportion to their skill; for example a preternaturally-plucky urchin youth), low-level NPCs (including henchmen) will have 1-2 JF, important and/or high-level NPC will have 3-8 (1d6+2) JF, and the most important rulers, demi-gods, and figures of similar stature may have as many as 9-14 (1d6+8) JF (noting that the same absolute maximum of 14 applies to NPCs as well as PCs). At the GM's discretion, certain intelligent monsters such as angels, couatl, daemons, demons, devils, dragons, qilin, lammasu, liches, shedu, titans, vampires etc. may also have JF as per the above guidelines. +**Joss**** for NPCs:** NPCs generally will have fewer JF than PCs, but the GM may wish to assign some Joss to particularly powerful or important NPCs. As a general rule, 0-level NPCs will have 0 JF (though the GM may wish to assign some, or even many, JF to a character whose luck is out of proportion to their skill; for example a preternaturally-plucky urchin youth), low-level NPCs (including henchmen) will have 1-2 JF, important and/or high-level NPC will have 3-8 (1d6+2) JF, and the most important rulers, demi-gods, and figures of similar stature may have as many as 9-14 (1d6+8) JF (noting that the same absolute maximum of 14 applies to NPCs as well as PCs). At the GM's discretion, certain intelligent monsters such as angels, couatl, daemons, demons, devils, dragons, qilin, lammasu, liches, shedu, titans, vampires etc. may also have JF as per the above guidelines.
  
 **KNACKS & QUIRKS** (Optional) **KNACKS & QUIRKS** (Optional)
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 //Never forget that, at the most, the teacher can give you fifteen percent of the art. The rest you have to get for yourself through practise and hard work.// //Never forget that, at the most, the teacher can give you fifteen percent of the art. The rest you have to get for yourself through practise and hard work.//
  
-// I can show you the path but I can not walk it for you.+// ////I can show you the path but I can not walk it for you.
 //- Master Tan Soh Tin  //- Master Tan Soh Tin 
  
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-The number of leaders depends on the result rolled above. All troops will have a Captain. Every type of troops will also have a Sergeant assigned to that troop type. +**The number of leaders depends on the result rolled above. All troops will have a Captain. Every type of troops will also have a Sergeant assigned to that troop type. **
  
 |  **D%**  |  **CAPTAIN**  | |  **D%**  |  **CAPTAIN**  |
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-     Anti-paladins are the champions of Chaotic Evil; human cultists in the service of Demon Lords. No act of cruelty or vile betrayal is beyond their capacity. Indeed, senseless violence, blind depravity, and pernicious corruption are their very trademarks. Few societies will tolerate an Anti-Paladin in their midst, and even fewer actually condone them. As a result, Anti-Paladins are proficient at operating alone and disguising themselves as the member of another profession - usually a Fighter or a Thief.  +Anti-paladins are the champions of Chaotic Evil; human cultists in the service of Demon Lords. No act of cruelty or vile betrayal is beyond their capacity. Indeed, senseless violence, blind depravity, and pernicious corruption are their very trademarks. Few societies will tolerate an Anti-Paladin in their midst, and even fewer actually condone them. As a result, Anti-Paladins are proficient at operating alone and disguising themselves as the member of another profession - usually a Fighter or a Thief.  
  
-     Anti-Paladins have the same restrictions as Paladins. They may never possess more than 10 magic items, including only one suit of magical armor and one magical shield.  They are also required to tithe at least 10% of their wealth, and to supply a living sacrifice to their demonic patrons - at least once per level. Unlike Paladins, they have no restrictions on which alignments they may associate with. Indeed, in the cause of Chaos, they may actively seek to infiltrate and corrupt Lawful or Good groups or communities. However, an Anti-Paladin who changes his alignment from Chaotic Evil will be instantly slain by his infernal master and his soul will be forfeit to the flames of the Abyss.+Anti-Paladins have the same restrictions as Paladins. They may never possess more than 10 magic items, including only one suit of magical armor and one magical shield.  They are also required to tithe at least 10% of their wealth, and to supply a living sacrifice to their demonic patrons - at least once per level. Unlike Paladins, they have no restrictions on which alignments they may associate with. Indeed, in the cause of Chaos, they may actively seek to infiltrate and corrupt Lawful or Good groups or communities. However, an Anti-Paladin who changes his alignment from Chaotic Evil will be instantly slain by his infernal master and his soul will be forfeit to the flames of the Abyss.
  
-     Upon their deaths, certain high-level Anti-Paladins may be transformed into a Demon Knight (1% chance/level) - a particularly powerful form of undead, as a reward for their faithful service. +Upon their deaths, certain high-level Anti-Paladins may be transformed into a Demon Knight (1% chance/level) - a particularly powerful form of undead, as a reward for their faithful service. 
  
  
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 **Patron Demonic Lords** **Patron Demonic Lords**
  
-     Anti-Paladins are the earthly servants of the Demon Lords. Each will have but one patron Lord, to whom he has traded his soul they have traded their soul to.  In return for this bargain, the Anti-Paladin receives certain material or magical boons. Some of the more common Demon Lords that can be selected as a patron, and their associated boons, are listed below. The GM should feel free to create additional patrons & boons to suit his own campaign.+Anti-Paladins are the earthly servants of the Demon Lords. Each will have but one patron Lord, to whom he has traded his soul they have traded their soul to.  In return for this bargain, the Anti-Paladin receives certain material or magical boons. Some of the more common Demon Lords that can be selected as a patron, and their associated boons, are listed below. The GM should feel free to create additional patrons & boons to suit his own campaign.
  
  
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 Elementalists have the ability to influence all types of elementals encountered. The 'Neutral' column in the table shows the percentage chance the elemental will either ignore the elementalist or return to their home plane. The 'Friendly' column shows the percentage chance the elementalist can gain control of the elemental for 1d6 turns. This ability may also be used to influence elementals already under the control of another. Two elementalists vying for control must compare their two scores from the 'Friendly' column. The elementalist with the higher score will subtract the lower's score to determine the percentage chance of  wresting or maintaining control. The elementalist with the lower score will have no chance of wresting or maintaining such control whatsoever.  Elementalists have the ability to influence all types of elementals encountered. The 'Neutral' column in the table shows the percentage chance the elemental will either ignore the elementalist or return to their home plane. The 'Friendly' column shows the percentage chance the elementalist can gain control of the elemental for 1d6 turns. This ability may also be used to influence elementals already under the control of another. Two elementalists vying for control must compare their two scores from the 'Friendly' column. The elementalist with the higher score will subtract the lower's score to determine the percentage chance of  wresting or maintaining control. The elementalist with the lower score will have no chance of wresting or maintaining such control whatsoever. 
  
- Only Humans may become Elementalists. +Only Humans may become Elementalists. 
  
  
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 **Elementalist Spell List** **Elementalist Spell List**
  
- Elementalists have access to the following spells (c.f. __OSRIC__ & Chapter 6 of this volume). Except for the level at which they have access to certain spells, all should be considered identical to the Arcane, Divine, Druidic, Maleficent or Occult spell of the same name. Elementalist spells however do not require any special material components as they depend entirely on the elements already present in the local environment. +Elementalists have access to the following spells (c.f. __OSRIC__ & Chapter 6 of this volume). Except for the level at which they have access to certain spells, all should be considered identical to the Arcane, Divine, Druidic, Maleficent or Occult spell of the same name. Elementalist spells however do not require any special material components as they depend entirely on the elements already present in the local environment. 
  
  
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 **FREEMAN (Optional)** **FREEMAN (Optional)**
  
- +
  
 Freemen (or Freewomen) are normal, non-adventuring NPCs. This class is presented to allow the GM to include some variation amongst these characters beyond Normal Men/0-lvl Fighters.  Freemen (or Freewomen) are normal, non-adventuring NPCs. This class is presented to allow the GM to include some variation amongst these characters beyond Normal Men/0-lvl Fighters. 
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- Freemen do not gain experience or levels as do adventuring classes. The GM should assign a Freeman a level commenserate with their relative influence, wealth, or social standing. An apprentice blacksmith for example might be a 1<sup>st</sup>-lvl Freeman, a Master Blacksmith a 5<sup>th</sup>-lvl Freeman while a noblewoman ruling over an entire town might be a 10<sup>th</sup>-lvl Freewoman. +Freemen do not gain experience or levels as do adventuring classes. The GM should assign a Freeman a level commenserate with their relative influence, wealth, or social standing. An apprentice blacksmith for example might be a 1<sup>st</sup>-lvl Freeman, a Master Blacksmith a 5<sup>th</sup>-lvl Freeman while a noblewoman ruling over an entire town might be a 10<sup>th</sup>-lvl Freewoman. 
  
- Freeman can use both flaming oil and poison as well as any magic items usable by Fighters or Thieves. +Freeman can use both flaming oil and poison as well as any magic items usable by Fighters or Thieves. 
  
  
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 **Naming Conventions**:  **Naming Conventions**: 
  
- [Name] the [Title]: Throngon the Formidable+[Name] the [Title]: Throngon the Formidable
  
- [Name] the [Title] of [Origin]: Territh-Jooun, the Harvester of Herrinwood+[Name] the [Title] of [Origin]: Territh-Jooun, the Harvester of Herrinwood
  
- The [Title] [Name]: The Sagacious Wonlee+The [Title] [Name]: The Sagacious Wonlee
  
- [Name] of [Origin]: Leif of Lexinbathi+[Name] of [Origin]: Leif of Lexinbathi
  
- [Title] [Name]: Bold Barthus+[Title] [Name]: Bold Barthus
  
  
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 |  49  |  Magnificent  |  99  |  Young  | |  49  |  Magnificent  |  99  |  Young  |
 |  50  |  Mean  |  00  |  Zombie  | |  50  |  Mean  |  00  |  Zombie  |
 +
dangerousdungeons/chapter1.1558817992.txt.gz · Last modified: 2019/05/25 20:59 by robertfreemanday

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