Dark Fantasy Core Set

Section I: Introduction

This is the stripped-down guidelines from the Midian Dark Fantasy Roleplaying Game. This setting and system are fully compatible with The Official Game Of The Internet from which they derive, and is Certified Immersive Game World Content. The Dark Fantasy Core Set may be used in whole or in part without restriction. This work is in the Public Domain.

The purpose of the Dark Fantasy Core Set is to provide both game mechanics and a setting that may be used by anyone, anywhere, anytime, and for any reason. While Midian is very open in its licensing, the Dark Fantasy Core Set is in the Public Domain to allow unrestricted use. That means that you can make copies of this text file, print it out & sell it, translate it into other languages, use pieces of it (or all of it) for your own stuff, alter it for use with another setting or game system, or any other use that copyright laws would otherwise restrict. There are no licensing restrictions on this text, no required notices, nor any fees attached. There are also no warranties or guarantees with this text, and the author is not responsible for what you do with it. This is yours to use & abuse, given freely to the world via the Public Domain. Rip the Interaction guidelines for your own homebrewed game, use The Kingdom in the novel you're writing, convert the magic spells for use in another game system, drop a Giant syndic as a bad-guy into your home game, use the game engine as the core for a Roman Legions game, or even change this section & pretend you wrote all of the rest (but you won't be fooling anyone, really). It is free and unrestricted in perpetuity, until the heat-death of the universe.

Trademarked names & distinctive likenesses from the Midian Dark Fantasy Roleplaying Game have been changed into generic versions for the Dark Fantasy Core Set. Astute players of the original should have no problems realising which reference in this document applies to what from the Midian game. Skill names are almost unchanged. Some minor changes have been made to ensure that this DFCS remains free of intellectual properties, and to enable more general use of this ruleset. Nevertheless, this document remains fully compatible with the Midian DFRPG--although this cannot be guaranteed to be true of creative works derived from it, and probably won't be. There are also a few new goodies hidden throughout this text that are unique to the DFCS, but can be readily applied as-is to the Midian DFRPG. Never let it be said that I'm not continuously providing new content.

Sections from the Midian game that are missing from this text are either: explanatory in nature, added game world detail, or (mostly) aren't mine--creative content added to Midian by someone else. These are copyright of their respective creators & as such cannot be added to this Public Domain work.

This is for table-top roleplaying gaming. This means that it's for you & your friends to play together with pencils & paper, dice & imagination. It was also created to be used secondarily for internet gaming: play-by-post, play-by-chat (or instant messaging), or play-by-email. That said, it is not a video game, requires no downloads, has no operating system or hardware requirements, and doesn't really even need electricity (especially if you've printed out what you need). However, a video game or anything else can be based upon the Dark Fantasy Core Set. You may think of this as something of a source-code for the game.

This is version I, and contains elements from the Midian Codex.

The Dark Fantasy Core Set is in the Public Domain. There are no rights retained. The name "Dark Fantasy Core Set" and the acronym "DFCS" are not claimed as a trademark.

The Dark Fantasy Core Set logo is also in the Public Domain. Trademark is claimed on neither the name nor distinctive likeness of the logo.

"Midian Dark Fantasy Roleplaying Game" and "Immersive Game World" are trademarks and Copywrong of Lost-Souls Publishing, and are used with permission.

Please note that while the Dark Fantasy Core Set is Public Domain, the Midian DFRPG is not, and falls under its own licenses, copyrights, trademarks, and other applicable laws. Outside of this introductory section, there are no trademarks or other intellectual property claimed.

The Dark Fantasy Core Set is written & compiled by Golgotha Kinslayer.

~~~

Section II: World

The Dark Fantasy Core Set default setting is an Earth-like world far, far away. The overall technology level is late medieval/early renaissance. However, some areas are poorer technologically, and some anachronistic ultra high tech or steampunk tech exists. The planet is designated DFCS00598, and termed D'Fcs (pronounced "dee fax") by loremasters, or commonly just "all the realms" for the world collectively. [Rename it whatever you want.] The official designation is largely unknown, and the average person on the street wouldn't really know what a "planet" is anyway. Other than its slightly different layout or twin moons--locked together into one single orbit--D'Fcs is otherwise much like our Earth.

There are three continents: Northland, Southland, and Eastland, and a number of island chains. The continents are more or less clustered together, with an incredibly vast ocean from Eastland's eastern shore to any other land mass. Northland and Southland are separated by a small joined series of seas. There are no land bridges connecting any of the continents.

Southland is predominantly the home of Humanity. The largest, wealthiest, and most powerful nation is the Empire. The Empire is arguably the largest and most powerful nation in the world. The Empire is a complex and cosmopolitan society united by that most important thing: money. The various Empire states are largely left to govern themselves, and keep much of their own original culture. South and west of The Empire are the Elder Kingdoms, old and sometimes strange nations.

Eastland is a sparsely inhabited wilderness where great beasts are said to roam.

Northland consists of three countries and one open wasteland. The countries are the Kingdom, the Confederation, and the Elven Homeland. The Kingdom is the default nation, and characters are assumed to be from there--and the campaign set there--unless otherwise noted. This nation will be covered below. The Elven Homeland is, as the name cleverly implies, the homeland of the Elves. No other species is allowed within its borders, under penalty of death. Two trade centers exist on that nation's borders--one connecting it with the Kingdom and one on the south coast. The Confederation is a cold, mountainous region known for its fierce warrior ethos. Independent raiders from the Confederation sometimes ply the eastern coast of Northland. Humans, Trolls, and Giants are found there. West of the Confederation and north of the Elven Homeland is a flat, desolate, cold, bleak, and largely uninhabitable land. This is not a nation, only a large geographic feature.

The Kingdom is the default nation. Feel free to rename it, alter it, or replace it with your own kingdom. The Kingdom is ruled by a hereditary monarchy. It is divided into archduchies that were once sovereign nations. They are in turn subdivided into duchies, marches, counties, and baronies. Nobility in the Kingdom is inherited, but a merit-based system is in place to allow upward social mobility. The population is largely Human, but any species and ethnicity can be found there. It is a largely agricultural nation, and feeds much of the world. Much of its western and northwestern lands are unexplored. The Kingdom has a large standing army and strong navy, but has not been at war in living memory, nor does it conquer other lands. Deadly marines and resourceful scouts round out the Kingdom's military. The basic currency of the Kingdom is the silver florin. It is broken up into 10 copper pennies. 20 florins make up the much less common gold guilder.

The people of D'Fcs are a diverse lot, with a variety of species, languages, occupations, cultures, ethnicities, and outlooks on life. Dwarves, Giants, Humans, and Trolls in the Confederation all essentially share the same culture. Goths live in an area that straddles the southern part of the Kingdom and the Northern portion of the Empire. Elves share a common ethnic variety. Trolls tend to integrate with the local cultures. The different nationalities of Humans are considered to be ethnically distinct, and an endless variety of customs, appearances, and cultural mores can be invented for new ethnicities. Make up your own. The vast variety of Humanity can be found in the Empire and the Elder Kingdoms.

Religion is important to most of the people of the realms. There are five main faiths and several cults. The differences between the two categories is largely dependent upon whom one asks. In general, main faiths will have open worship in dedicated buildings, while cults are more likely to operate in secret. The quick version of each faith follows:

Main Faiths:

* Temple of Light: official religion of the Kingdom and by far the most popular there; followers of the Prophet & the Book;
* Openness: practiced worldwide; this faith believes all people are equal and that all religions spring from the same divine source; paradoxically, this faith has an underground splinter sect of Human supremacists;
* Church of Merchants: popular in the Empire, this faith worships a mathematical conception of the divine; deity of wealth and commerce;
* Red God: a warriors' faith commonly worshiped within the Confederation; this god is more revered as a divine example of pure rage and violence than worshiped as a deity;
* Lord Chaos: the newest main faith; some don't consider this to be a real church at all, but rather a powerful and bold Demon cult with delusions standing; widespread and rapidly growing; started in southern Kingdom lands;

Cults:

* Gates of Doom: worships the Old Ones
* Revenants: drug & poison using assassins; worships the god of death; originally from the Empire
* Black Church: something of an anti-religion; this church's followers believe only in themselves, rather than a higher power; falsely believed to be a Demon cult, but this goes against the self-reliance aspect of this 'faith'
* Wise Power: Demon cult; large & powerful, with nearly every member knowing some magic or herbalism
* Eco-Druids: violent ecological terrorists
* Wise Druids: attempts by Humans to worship "the Elven way"; few if any Elves follow this cult, however; highly fragmented into divers groups, each arguing that theirs is the original

~~~

Section III: Guidelines

Dice

The Dark Fantasy Core Set uses polyhedral dice: 4, 6, 8, 10, 12, and 20-sided. Dice notation looks like this: 2D6+3. This means to roll two six-sided dice, and add three to the combined total. D% or 1D100 means to roll two 10-sided dice, one for the 'tens' place, and one for the 'ones' place to determine a number between one and 100 (double-zeroes is one-hundred). Most 10-sided dice have a '0' instead of a '10'. When not rolling percentile dice (D%), a roll of '0' should be read as '10'.

Stacking

Nearly everything in the Dark Fantasy Core Set is fully stackable. That is, you can combine bonuses from a variety of sources for one large modifier to a roll.

Character creation consists of:
1) form a concept of the character--this can change and develop as it goes
2) choose a species
3) roll attributes--based on species
4) determine backgrounds
5) determine traits
6) choose contacts, disposition and morality
7) select a class and skills--classes are optional
8) determine equipment
9) name--don't you have one by now? you'll need one, you know
10) combat and other mechanics
11) character history--not mandatory, but it helps with roleplaying
12) customise and adjust--where you can try to talk the Game Master into further modifying your character

The species of the Dark Fantasy Core Set are: Dwarves, Elves, Giants, Humans, and Trolls.

Dwarf
Dwarves are short, stocky, and long-lived. They are predominantly found in the Confederation and northern Kingdom lands. However, they can be found anywhere. Contrary to southern belief, Dwarves are not all tunnel-dwelling troglodytes. Most of them live on the surface in houses, and farm, herd, or fish for a living.

Appearance: 3D6
Personality: 3D6-2
Grace: 2D8+1
Knowledge: 3D6
Wits: 3D6
Willpower: 3D6+2
Agility: 2D6+4
Stamina: 3D8+1
Strength: 3D6+2
Awareness: 3D6
Speed: 2D6
Common Sense: 3D6+2

Average ability scores: Appearance--9, Personality--8, Grace--10, Knowledge--10, Wits--10, Willpower--12, Agility--11, Stamina--14, Strength--12, Awareness--10, Speed--7, Common Sense--11.

Dwarven Toughness: 20% damage resistance against smashing attacks; +3 to saves against crushing blows, +2 vs. petrification, +1 vs. fire and cold; dense body structure

Infrared Vision: can see in the dark

Direction Sense: free retest against getting lost; this is a form of pattern recognition--does not apply to long overland trips or to nautical navigation

Dwarves are tough & too proud (and stubborn) to die easily: 1D8 hit points to start.

Elf
Elves are pale, thin, and alien immortals. Elven eyes are large and gem-like, their hair is any colour save brown, and their hands are four-fingered. Think: anime.

Appearance: 2D8+8
Personality: 2D6
Grace: 4D6
Knowledge: 3D6+2
Wits: 2D10
Willpower: 3D6-1
Agility: 4D6
Stamina: 3D6-1
Strength: 3D6
Awareness: 4D6
Speed: 4D8
Common Sense: 2D8

Average ability scores: Appearance--17, Personality--7, Grace--14, Knowledge--13, Wits--11, Willpower--9, Agility--14, Stamina--9, Strength--10, Awareness--14, Speed--18, Common Sense--9.

Fey: immortal; Fae Blood background; Gleam & Way with Animals traits; +3 vs. mental control; 50% magical resistance against necromancy

Vitality: +3 vs. disease, +3 vs. fire & cold, and +2 vs. poisons & chemicals; no scarring;

Elves may ignore (or re-roll) any backgrounds involving non-Elven ancestry. All Elves instinctively possess the Balance skill equal to their character level. Elves also have 1D4 hit points to start.

Elven longevity gives them time to learn additional skills. Elves do not devote themselves entirely to one task for long, however (one might even call them flighty), so Elves tend to dabble in multiple areas of expertise and are often multi-classed. Select two different categories of the following lists, and choose 3 skills from each. Each of these bonus skills starts at level III for proficiencies, or journeyman level for apprentice skills:

Craft
* Calligraphy
* Drawing
* Engraving
* Silversmith
* Painting
* Tailor
* Weaving
* Woodworking

Magical
* Aura Perception
* Detect Gates
* Disappear
* Distinguished Expertise
* Lunaruen
* Magic Lore
* Non-Detection
* Runes

Martial
* Ambidexterity
* Blindfighting
* Boyer/Fletcher
* Fencing
* Melee: medium
* Ranged: longbow
* Shoot from the Hip

Musical
* Craft Instrument
* Dancing
* Epics
* Play Instrument
* Poetry
* Singing
* Songs
* Vocal Impressions

Social
* Charm
* Cooking
* Detect Lies
* Etiquette
* Impress
* Intimidate
* Language
* Storytelling

Wild
* Animal Training
* Herbalism
* Hiding
* Hunting
* Meteorology
* Sneaking
* Tracking
* Zoology

Giant
Giants are 8 feet tall & well-muscled. Some have additional small bony growths & may have thickened knuckles (the better to hit with), vestigial horns or spikes. Despite their physique, Giants are Homo sapiens. They are found mostly in the Confederation & islands off the east coast of Northland. Giants are larger, stronger, faster, and smarter than their Human ancestors. Perhaps because of this, they are very individualistic, and have almost no sense of history or pride as a people. Giants lack a cultural identity. Sensory weakness is almost unknown among them (e.g. no nearsightedness) & they can see in half the light of normal Humans.

Appearance: 3D6-2
Personality: 3D6
Grace: 2D6
Knowledge: 3D6+3
Wits: 3D6+2
Willpower: 3D6+1
Agility: 4D6
Stamina: 4D6+1
Strength: 4D6+2
Awareness: 3D6+1
Speed: 4D6+2
Common Sense: 3D6-2

Average ability scores: Appearance--8, Personality--9, Grace--7, Knowledge--13, Wits--12, Willpower--11, Agility--13, Stamina--14, Strength--15, Awareness--11, Speed--15, Common Sense--8.

Tough: +2 to all saving throws; base Armour Class of 9; Tough x2 trait; reinforced bone structure

Born Warrior: double healing; ambidexterity; +2 punch damage; Violent & Warlike as Humans

Lack of Cultural Identity: native language must be Northern, Gobbley, or Dwarven; cut starting funds in half; can start with neither Aristocracy nor Nobility backgrounds

Giants are hard to put down and start with 1D12 hit points & +1 life points due to lust for life and killing rage.

Additional Backgrounds
May select Berserker if desired
40% chance of being Bilingual (May select Northern and either Dwarf or Gobbley as native languages).

Human
Humans... you should already be familiar with this species.

Appearance: 3D6
Personality: 3D6
Grace: 3D6
Knowledge: 3D6
Wits: 3D6
Willpower: 3D6
Agility: 3D6
Stamina: 3D6
Strength: 3D6
Awareness: 3D6
Speed: 3D6
Common Sense: 3D6

Average ability scores are 9--11 for each attribute.

Technically & Socially Oriented: +1 technical skill & +1 social skill

Violent & Warlike: learns martial skills at +10% chance to learn

Innately Psychic: Player characters may choose one of the following foci:
Self-focus: 1D6 to spread amongst attributes or 1D8 to spread amongst Saving Throw bonuses
Skill focus: 1D4 levels of proficiencies or upgrade 1 apprentice skill to journeyman
Sensitive: pick 1 psionic trait
Power reserve: +1 Willpower & +2 Hit Points, or the trait I.P.B.S. x 2

Humans are reasonably tough & lucky: 1D6 Hit Points & +1 to all Saving Throws.

Additional Backgrounds/Nationality (optional; roll once on this chart--1D100; player may choose country of origin, default is the Kingdom)

01--20 The Empire
21--50 The Kingdom
51--60 Gothic
61--75 The Confederation
76--90 Mixed/Foreign Birth:
* 01--16 Empire Ancestry
* 17--32 Kingdom Ancestry
* 33--48 Gothic Ancestry
* 49--64 Confederation Ancestry
* 65--80 Special: roll on the Special sub-chart below
* 81--00 Roll twice on this sub-chart
91--00 Special:
* 01--14 Black
* 15--28 Demonic Blood
* 29--42 Efreet Blood
* 43--56 Fae Blood
* 57--70 Unusual Non-Human Ancestor: choose 1 strange trait
* 71--84 Wolf Blood
* 85--00 Roll twice on this sub-chart

Troll
Trolls are a wide-ranging & genetically diverse species. Trolls are naturally transient & pick up habits from the cultures they encounter. Their belongings are (stereotypically) kept in a large trollbag thrown over their shoulder. They are found worldwide. Their appearance is highly variable. Imagine them like whatever trollish imagery you desire.

Appearance: 2D8
Personality: 3D4
Grace: 2D6+1
Knowledge: 2D8-1
Wits: 3D6
Willpower: 3D6
Agility: 2D10-1
Stamina: 3D6
Strength: 3D8+3
Awareness: 3D6+3
Speed: 3D6-2
Common Sense: 2D8+1

Average ability scores: Will vary greatly based on genetic variance. For quick statistics use: Appearance--9, Personality--7, Grace--8, Knowledge--8, Wits--10, Willpower--11, Agility--10, Stamina--13, Strength--15, Awareness--13, Speed--8, Common Sense--10.

Roll percentile dice once on the first chart below for size & then 4 times on the second chart for special features & abilities--these may be considered special Troll-only traits.

I. Size (1D100)
01--16 2--3 feet tall & 100--230 pounds: +2 Knowledge, +1 Agility, -1 Willpower, -4 Speed
17--68 7--9 feet tall & 300--850 pounds: no modifiers
69--00 9--13 feet tall & 950--1500 pounds: +4 Strength, +2 Stamina, -2 Willpower, -3 Common Sense

II. Features & Abilities: (Roll 4 times--1D100)
01--04 Big, fuzzy hair: red, yellow, green, orange, pink, or blue (choose or roll 1D6)
05--06 Tail: black & bovine (cow-like)
07--10 Big nose: long & hooked, bulbous & warty, thin & pointy, or dog's muzzle (choose or roll 1D4); +2 to awareness
11--16 Somewhat Human-looking: +2 Appearance & counts as either Human or Troll on the Comparative Appearance chart (whichever is beneficial at the time)
17--20 Odd skin colour: mottled green, stone-grey, corpse white, or obsidian shiny-black (choose or roll 1D4)
21--34 Thermal vision: 40 ft
35--40 Sun-sensitive eyes: poor day vision (approximately 1/2 distance of a Human), but can see in the dark 3 times as far
41--42 Sun sensitive skin: save vs. paralysis at a 12 or be frozen--stone-like--until dusk. Reroll every 10 minutes
43--50 Fangs & large mouth: 1D6 + Strength damage; -2 to-hit unless grappling
51--65 Claws: 1D4 + Strength damage
66--70 Hind claws: 1D4 + Strength; raking type
71--78 Stone-hard skin: +2 Armour Class, +3 Damage Reduction
79--89 Regrowth: can regenerate limbs & organs in about 2--4 weeks
90--98 Regeneration: heals 1 Hit Point or Life Point per minute & doesn't suffer from additional damage from blood loss due to wounds; cannot regrow limbs without the Regrowth ability (which reduces the time to 2--4 days)
99--00 Distribute 7 attribute points any way that you choose

Many of these features can be selected more than once (i.e. double regeneration speed, add an additional tail, claws do 2D4 + Strength damage).

In addition Trolls are assumed to have the background Unsanitary, and the traits Distinctive (Appearance), & Heightened Smell (Awareness), and may also select 3 from the following list of traits: Bad-tasting, Booming Voice (Personality), Distinctive (Appearance), Fierce (Appearance), Grounded, Healthy (Stamina), Heightened Hearing (Awareness), Heightened Smell (Awareness), Heightened Taste (Awareness), Natural Warrior, Remorseless, Stupidly Brave, or Tough.

Trolls are notorious for their unsanitary habits & their ability (and willingness) to eat nearly anything. The only taboo food is Troll-meat. The Trolls' digestive systems give them +2 Saving Throw bonus against poisons, and an additional +2 against ingested toxins.

Trolls are hard to kill. They have 2D8 hit points to start.

Although other species cannot easily tell the types of Trolls apart, other than by location, Trolls consider the different backgrounds to be very different and the differences quite important distinctions.

Additional Backgrounds: (optional; players may choose sub-type; roll 1D100)
01--05 Black Troll
06--16 Cave Troll
17--30 Ice Troll
31--45 Rock Troll
45--80 Mountain Troll
81--00 Mixed blood, roll twice

Attributes

Attributes are determined by species, and may be modified by backgrounds, traits, and classes. They may also be modified by orientation, which may be applied at any point in character generation:

Mental: +2 Knowledge, +1 Wits, +2 Willpower, +1 Awareness, +1 Common Sense
Physical: +1 Appearance +2 Strength, +1 Agility, +2 Stamina, +1 Speed
Social: +2 Appearance, +2 Personality, +1 Grace, +1 Wits, +1 Awareness
Well-rounded: +1 to each attribute in two different categories

Social Attributes
Rating , Appearance , Personality , Grace
0 Or Lower , No Longer Resembles Own Race +12 Reputation , Speech Cannot Be Understood , Traits: Eerie Presence & Jinx & Threatening
1 , +8 Reputation , Traits: Jerk & Irritating , Trait: Eerie Presence
2 , +5 Reputation , Traits: Jerk & Irritating , Trait: Eerie Presence
3 , +4 Reputation , Traits: Jerk & Irritating , Trait: Eerie Presence
4 , +3 Reputation , Trait: Irritating , Trait: Eerie Presence
5 , +2 Reputation , Trait: Irritating ,
6 , +1 Reputation , Trait: Irritating ,
7 , , ,
8 , , ,
9 , , ,
10 , , ,
11 , , +1 Contact (Associate Only) ,
12 , , +1 Contact (Buddy Or Associate) ,
13 , +1 Reputation , +1 Contact (Any level) , 1 Social Retest
14 , +1 Reputation , +2 Contacts (1 Associate & 1 Any level) , 1 Social Retest
15 , +2 Reputation , +2 Contacts (Any levels) , 1 Social Retest
16 , +2 Reputation , +1 Bonus Social Skill +2 Contacts , 2 Social Retests
17 , +3 Reputation , +1 Bonus Social Skill +3 Contacts , 2 Social Retests
18 , +4 Reputation , +2 Bonus Social Skills +3 Contacts , 2 Social Retests
19 , +5 Reputation , +2 Bonus Social Skills +4 Contacts , 3 Social Retests
20 , +6 Reputation , +2 Bonus Social Skills +5 Contacts , 3 Social Retests
21 , +7 Reputation , +3 Bonus Social Skills +5 Contacts , 4 Social Retests
22 , +8 Reputation , +3 Bonus Social Skills +6 Contacts , 4 Social Retests
23 , +9 Reputation , +3 Bonus Social Skills +7 Contacts , 5 Social Retests
24 , +10 Reputation , +4 Bonus Social Skills +7 Contacts , 5 Social Retests
25 , +11 Reputation , +4 Bonus Social Skills +8 Contacts , 6 Social Retests

Mental Attributes

Knowledge
Rating , Starting Skills / Skill Points , Chance To Learn
0 , None , None--Untrainable
1 , 1 (Basic Or Proficiency Only) , 4%
2 , 2 , 8%
3 , 3 , 12%
4 , 5 , 16%
5 , 7 , 20%
6 , 8 , 24%
7 , 10 , 28%
8 , 12 , 32%
9 , 14 , 36%
10 , 15 , 40%
11 , 17 , 44%
12 , 18 +1 Bonus Apprenticeship , 48%
13 , 20 +1 Bonus Apprenticeship , 52%
14 , 22 +1 Bonus Apprenticeship Or Technical Skill , 56%
15 , 24 +1 Bonus Apprenticeship Or Technical Skill , 60%
16 , 26 +1 Bonus Apprenticeship Or Technical Skill , 64%
17 , 27 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill , 68%
18 , 29 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill , 72%
19 , 31 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill , 76%
20 , 32 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , 80%
21 , 34 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , 84%
22 , 36 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , 88%
23 , 38 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , 92%
24 , 40 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , 96%
25 , 42 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades , Automatic

Wits
Rating , Initiative , Dodge/Parry , Other Bonuses
0 , Always Last Impossible , No Defence Possible ,
1 , -15 , -13 ,
2 , -12 , -9 ,
3 , -9 , -6 ,
4 , -7 , -4 ,
5 , -5 , -3 ,
6 , -3 , -2 ,
7 , -2 , -1 ,
8 , -1 , 0 ,
9 , 0 , 0 ,
10 , 0 , 0 ,
11 , 0 , +1 ,
12 , +1 , +1 ,
13 , +1 , +2 ,
14 , +2 , +2 , Wins Defence Ties
15 , +3 , +3 , Wins Defence Ties
16 , +3 , +3 , Wins Defence Ties
17 , +4 , +4 , 1 Interrupt Per Fight & Wins Ties
18 , +5 , +4 , 1 Interrupt Per Fight & Wins Ties
19 , +5 , +5 , 1 Interrupt Per Fight & Wins Ties
20 , +6 , +5 , 1 Interrupt Per Fight & Wins Ties
21 , +7 , +6 , 2 Interrupts Per Fight & Wins Ties
22 , +7 , +6 , 2 Interrupts Per Fight & Wins Ties
23 , +8 , +7 , 2 Interrupts Per Fight & Wins Ties
24 , +9 , +7 , 2 Interrupts Per Fight & Wins Ties
25 , +9 , +8 , 3 Interrupts Per Fight & Wins Ties

Willpower
Rating , Life Point Bonus , Save Vs. Mental , Save Vs. Paralysis , Save Vs. Shapeshift & Petrification
0 , No Will To Live , Cannot Save , -7 , -12
1 , -5 , -15 , -6 , -9
2 , -4 , -12 , -5 , -7
3 , -3 , -9 , -4 , -6
4 , -2 , -7 , -3 , -5
5 , -2 , -5 , -2 , -4
6 , -1 , -4 , -1 , -3
7 , -1 , -3 , -1 , -2
8 , 0 , -2 , 0 , -1
9 , 0 , -1 , 0 , 0
10 , 0 , 0 , 0 , 0
11 , +1 , +1 , 0 , 0
12 , +1 , +1 , 0 , +1
13 , +2 , +2 , +1 , +1
14 , +2 , +2 , +1 , +1
15 , +3 , +3 , +1 , +2
16 , +3 , +3 , +2 , +2
17 , +4 , +4 , +2 , +2
18 , +4 , +4 , +2 , +3
19 , +5 , +5 , +3 , +3
20 , +5 , +5 , +3 , +3
21 , +6 , +6 , +3 , +4
22 , +6 , +6 , +4 , +4
23 , +7 , +7 , +4 , +4
24 , +7 , +7 , +4 , +5
25 , +8 , +8 , +5 , +5

Physical Attributes

Agility
Rating , Attack , Armour Class , Dodge , Parry , Initiative
0 , Cannot move--can only thrash about wildly , Cannot move--can only thrash about wildly , Cannot move--can only thrash about wildly , Cannot move--can only thrash about wildly , -7
1 , -7 , -7 , -8 , -9 , -5
2 , -6 , -6 , -7 , -8 , -4
3 , -5 , -5 , -6 , -7 , -3
4 , -4 , -4 , -5 , -6 , -2
5 , -3 , -4 , -4 , -5 , -1
6 , -3 , -3 , -4 , -4 , -1
7 , -2 , -3 , -3 , -3 , Normal
8 , -1 , -2 , -2 , -2 , Normal
9 , -1 , -1 , -1 , -1 , Normal
10 , 0 , 0 , 0 , 0 , Normal
11 , +1 , 0 , +1 , 0 , Normal
12 , +1 , +1 , +1 , +1 , Normal
13 , +1 , +1 , +2 , +1 , Normal
14 , +2 , +1 , +2 , +1 , Normal
15 , +2 , +2 , +3 , +2 , +1
16 , +3 , +2 , +3 , +2 , +1
17 , +3 , +2 , +4 , +2 , +1
18 , +3 , +3 , +4 , +3 , +2
19 , +4 , +3 , +5 , +3 , +2
20 , +4 , +4 , +5 , +4 , +2
21 , +5 , +4 , +6 , +4 , +3
22 , +5 , +5 , +6 , +5 , +3
23 , +6 , +5 , +7 , +5 , +3
24 , +6 , +6 , +7 , +6 , +4
25 , +7 , +6 , +8 , +6 , +4

Stamina
Rating , Life Points , Life Point Heal , Hit Point Heal , Vs. Chemical/Poison , Vs. Fire/Cold , Vs. Crushing , System Shock
0 , Dead , None , None , -6 , -6 , -5 , Dead
1 , 3 , 1/10 Days , 1/7 Days , -5 , -5 , -5 , 30%
2 , 3 , 1/9 Days , 1/5 Days , -4 , -5 , -4 , 35%
3 , 4 , 1/8 Days , 1/3 Days , -3 , -4 , -4 , 40%
4 , 4 , 1/7 Days , 1/2 Days , -2 , -3 , -3 , 45%
5 , 5 , 1/7 Days , 1/2 Days , -2 , -2 , -3 , 50%
6 , 5 , 1/6 Days , 1/Day , -1 , -1 , -2 , 55%
7 , 6 , 1/5 Days , 1/Day , -1 , -1 , -2 , 60%
8 , 6 , 1/6 Days , 1/Day , -1 , -1 , -1 , 65%
9 , 7 , 1/3 Days , 1/Day , 0 , 0 , -1 , 70%
10 , 7 , 1/3 Days , 1/Day , 0 , 0 , 0 , 75%
11 , 8 , 1/3 Days , 1/Day , 0 , 0 , +1 , 80%
12 , 8 , 1/2 Days , 1/Day , +1 , +1 , +1 , 85%
13 , 9 , 1/2 Days , 1/Day , +1 , +1 , +2 , 90%
14 , 9 , 1/2 Days , 1/Day , +1 , +2 , +2 , 92%
15 , 10 , 1/Day , 1/Day , +2 , +2 , +3 , 94%
16 , 10 , 1/Day , 1/12 Hours , +2 , +3 , +3 , 96%
17 , 11 , 1/Day , 1/12 Hours , +3 , +3 , +4 , 98%
18 , 11 , 1/12 Hours , 1/12 Hours , +3 , +3 , +4 , 99%
19 , 12 , 1/12 Hours , 1/6 Hours , +4 , +4 , +5 , 100%
20 , 12 , 1/12 Hours , 1/6 Hours , +4 , +4 , +5 , 100%
21 , 13 , 1/10 Hours , 1/6 Hours , +5 , +5 , +6 , 100%
22 , 13 , 1/10 Hours , 1/4 Hours , +5 , +5 , +6 , 100%
23 , 14 , 1/10 Hours , 1/4 Hours , +6 , +5 , +7 , 100%
24 , 14 , 1/8 Hours , 1/4 Hours , +6 , +6 , +7 , 100%
25 , 15 , 1/8 Hours , 1/3 Hours , +7 , +6 , +8 , 100%

Strength
Rating , Damage , Normal Lift , Feat-Of-Strength , Encumbrance Modifier
0 , Cannot Cause Harm , 0 , -- , Cannot Lift
1 , -15 , 3 , +1D4 , 3 Levels Higher
2 , -10 , 5 , +2D4 , 3 Levels Higher
3 , -6 , 10 , +3D4 , 2 Levels Higher
4 , -4 , 15 , +3D6 , 2 Levels Higher
5 , -3 , 25 , +4D6 , 2 Levels Higher
6 , -2 , 55 , +4D6 , 1 Level Higher
7 , -1 , 90 , +4D8 , 1 Level Higher
8 , Normal , 115 , +4D8 , 1 Level Higher
9 , Normal , 140 , +4D10 , Normal
10 , Normal , 170 , +4D10 , Normal
11 , +1 , 200 , +4D10 , Normal
12 , +1 , 230 , +4D12 , Normal
13 , +2 , 260 , +4D12 , Normal
14 , +2 , 290 , +4D20 , Normal
15 , +3 , 320 , +5D20 , Normal
16 , +4 , 350 , +5D20 , 1 Level Lower
17 , +4 +1D4 , 400 , +6D20 , 1 Level Lower
18 , +5 +1D4 , 450 , +7D20 , 1 Level Lower
19 , +6 +1D4 , 500 , +8D20 , 1 Level Lower
20 , +7 +1D6 , 550 , +9D20 , 1 Level Lower
21 , +8 +1D6 , 600 , +10D20 , 2 Levels Lower
22 , +9 +1D8 , 700 , +11D20 , 2 Levels Lower
23 , +10 +1D8 , 800 , +12D20 , 2 Levels Lower
24 , +11 +1D10 , 900 , +13D20 , 2 Levels Lower
25 , +12 +1D10 , 1000 , +14D20 , 2 Levels Lower

Miscellaneous Attributes

Awareness, Speed, & Common Sense
No chart for these attributes

Backgrounds

Each character has the following default backgrounds unless other rolled/chosen backgrounds override them:
* Lower class
* Kingdom Citizen
* Never seen combat
* Never left town

Roll 1D8 to find out how many backgrounds your character possesses.

Accustomed to Cold: 5% cold resistance
Accustomed to Heat: 5% heat/fire resistance
Ambassadorial Service: free Cultures skill, possible free language
Aristocracy: +1 skill, +2D20 silver
Befriended--Monstrous: free non-sentient Buddy contact
Befriended--Person: free Buddy contact
Berserker: add character level when berserk to attack, damage, Strength checks, & saving throws; no pain, fear, fatigue, shock or system shock; no Common Sense checks; 2 rounds to go berserk, 4 rounds to calm down; take 1D6 fatigue plus fatigue accumulated while berserk
Best Friend: free Companion contact
Bilingual
Black: +1 to all attributes
Black Troll: sun-sensitive skin or eyes; night vision; doesn't get lost
Blessing: something nice
Blooded: has seen combat
Blood Feud
Cave Troll: +2 Strength, +1 Stamina, +1D8 hit points, -1 to all mental attributes, -2 Common Sense, Tough trait
Child Prodigy: +3 to all mental attributes, +1 Awareness, -1 on all social attributes, -3 to Strength, -2 to Stamina, -3 to Common Sense; free Prodigy trait
Comedy & Tragedy: something good, something bad
Confederation
Confederation Ancestry
Debt: owe 10D12 x 10 silver
Demonic Blood: +3 to attributes in one category, -3 in another; 2 free supernatural Traits
Disciplined Study Habits: +2 Knowledge
Educated: 1D6 free skills
Efreet Blood: 10% fire/heat resistance
Empire
Empire Ancestry
Experienced: start with skills higher than III/journeyman
Fae Blood: free supernatural trait
Familiar with Area
Favour
Feral Upbringing: Uneducated trait & native language is at journeyman level
Foreign Birth
Found Item
Freeholder
Gothic
Gothic Ancestry
Gift
Guild Membership
Ice Troll: -1 Appearance & Personality; 15% cold resistance
Injury
Kingdom Citizen
Kingdom Ancestry
Labourer: 1/2 starting funds
Less Sleep: 1 hour less
Lower Class: 1D20 silver
Mentor: free Companion contact
Merchant: have a stake in a business
Middle Class: 1D100 silver
Military Experience: free Experienced background
Money: 10D20 silver
Mountain Troll: immune to acrophobia, agoraphobia, & claustrophobia
Naturalist: +3 to survival skill checks
Never Left Town
Never Seen Combat
Nobility: x2 starting funds & noble title
Orphan
Outcast
Patron
Physically Abusive Upbringing: +1D8 hit points
Portents
Resources: 2D12 silver per month
Rock Troll: +2 Personality
Roughhousing: +1D4 hit points
Serf
Sickly Childhood: -1 Strength, -2 Stamina, and -2 to all saving throws
Strong Religious Upbringing: chose one: Birth Blessing background, Guilt (Conscience trait), Physically Abusive Upbringing background, Resistance to Alcohol trait, or Mentor background
Taught by a True Weapons Master: +2 attack & damage
Tragic Event
Travelling Childhood: learn cultures & languages at half time & effort
Trollblood: +2 to Strength, -3 Appearance, Distinctive Appearance trait, and roll once on the Troll traits table
Unsanitary: -2 all social attributes; +2 to saving throws against disease, poison, & paralysis
Upper Class: 2D12x10 silver
Vegetarian: -1 Strength or Stamina; +1 save against disease
Wilderness
Wizard's Experiment
Wolf Blood: if infected with lycanthropy, may choose wolf type from infector or ancestor

Traits

Roll 2D6+4 for the number of traits. Many traits have an associated attribute that it modifies. These may be listed with that attribute for easier reference & neatness of the character sheet.

Aggressive (Personality)
Alert (Awareness)
Allergy (specific allergen)
Animal Bonding: may have one type of animal companion
Animal Hatred
Athletic (Stamina): +2 Stamina checks for cardiovascular activities
Aura Sight [Psionic]
Bad Liar: -5 checks for lies, +2 checks for opposite gender
Bad-tasting
Balance Well (Agility): retest for balance
Booming Voice (Personality)
Brawny (Strength): +50 pounds to lift
Casual (Personality)
Chronic Insomnia: +1 Knowledge, -1 Grace
Clever (Wits): extra time to think of something to say
Conscience
Deceitful (Personality): +1 to checks to deceive
Dedicated (Willpower): +3 to Willpower checks & challenges to stay focused
Dense (Common Sense): -3 to standard Common Sense checks, doesn't apply to learning skills
Distinctive (Appearance)
Distracting (Appearance)
Divine Blessing: free retest per day for yourself or another; immune to Infernal Influence & cannot have both traits
Dodge Well (Agility): +1 Armour Class, +2 dodge
Eerie Presence (Grace)
Eidetic Memory (Knowledge): retest for memory
Elegant (Grace): +3 to impress
Executive Hair (Appearance)
Endurance (Stamina): +3 to Stamina for cardiovascular activities
Eye for Art
Fierce (Appearance): -3 for checks to like or trust you, but +3 to intimidate
Fine Motor Skill (Agility): +2 to checks for hand-eye coordination, but not for whole-body checks
Forgettable (Appearance)
Frail (Strength): encumbrance one level worse
Fully Illiterate (Knowledge): four times harder to learn a language or literacy & must learn written form separately; cannot start with skills requiring knowledge of symbols
Gadget Guy (Wits): +4 to jury-rig devices
Gleam (Appearance)
Glide (Grace)
Good Coordination (Agility): +2 to checks involving the whole body
Good Memory (Knowledge): +2 to checks for remembering
Greedy (Willpower): reduce encumbrance level by one for carried gear (not weapons or armour)
Grounded: +1 all physical attributes; -4 checks for mystical skills & double base learn time
Hard to Kill: +1 life point
Head for Numbers (Wits): +2 to checks involving math
Healthy (Stamina): retest for saving throws against disease, radiation, and poison
Heightened Hearing (Awareness): +2 to hear; -2 against sonic attacks
Heightened Sight (Awareness): +2 to see; -2 against flashes
Heightened Smell (Awareness): +3 to smell, +1 to taste; -3 vs. odours & gas attacks
Heightened taste (Awareness): +3 to taste, +1 to smell; -3 vs. ingested poison
High Pain Tolerance: -2 shock penalties
Hopeless Romantic: opposite sex gets +3 social attributes & checks
Ice (Grace): +2 vs. intimidation, interrogation, & torture
Ignored by Undead
Imposing (Appearance)
Infernal Influence: one forced retest per day; cannot be used against Divine Blessing & cannot have both traits
Inner-strength [Psionic]: retest for endurance & will to persevere
Instincts (Knowledge)
I.P.B.S.: 2D4 levels of I.P.B.S.; each point spent ignores one shock, fatigue, or environmental penalty, 3 points ignores one point of damage
Jerk
Jinx
Lean (Agility): +1 dodge
Learns Fast (Common Sense): +2 to Common Sense checks to learn
Light Sleeper (Awareness): Awareness check or retest to awaken
Lucky: free retest per day or game session
Magic Resistance: 5% chance per casting of immunity
Mechanical Aptitude: +2 checks for using or understanding
Mental Push: subliminal mental suggestion
Minutiae (Awareness): +2 for small details; -1 for big picture
Natural (Grace)
Natural Direction Sense: know where north is
Natural Born Killer: +2 attack & damage; -3 Personality
Natural Linguist (Knowledge): retest & +10% chance to learn language
Natural Warrior: +1 attack & damage
Natural Weather Sense: 86% accuracy for one-week forecast
Nice (Personality): +2 to be friendly; -4 to intimidate
Nice Singing Voice
Nightmares: 20% per night; 1 in 10 will wake you
Nimble (Agility): +2 Agility checks in light or no armour
Observant (Awareness): learn by watching
Olfactory Flashbacks (Awareness): +3 to remember smells; -3 initiative against some scents
Paranoid: Conspiracy Theorist (Knowledge): retest against surprise if planning could have helped
Paranoid: Nervous (Awareness): retest against sudden surprises
Pet Friend: animal companion
Phobia: save vs. 10 + level of phobia to do anything but avoid it
Pimpin'
Poetic
Poltergeist [Psionic]
Poor Hand-Eye Coordination (Agility): -2 ranged attacks & checks not involving whole body
Poor Stopping (Speed): add 1 1/2 stopping distance
Possessive (Knowledge): +3 on checks to remember where you left something or to recall distinctive markings
Powerful (Strength): +2 attacks to power through tough flesh or armour
Prodigy: +2D4 to one proficiency
Prophecy: sometimes what you say comes true
Psychic Sensitive (Willpower) [Psionic]: double sensitive psionic effects & skills
Psychokinetic Affinity (Willpower) [Psionic]: double physical psionic effects & skills
Quiet (Personality): -2 to be heard; +2 to stay quiet
Rapid Start (Speed): +1 initiative
Remorseless: no penalties for first combat
Resistance to Alcohol: double alcohol intake
Robust (Stamina): +3 Stamina for healing
Sense Supernatural Evil [Psionic]
Sensitivity to Poisons: 50% to smell at short range; -3 saves against
Short-Fuse (Personality): -2 social checks that are frustrating
Skilled (Knowledge): 2 additional skills
Sneaky (Speed): +1 to sneak & do so at normal movement
Sophisticated (Grace): +2 to checks when dealing with upper class; -1 with lower class
Speech Impediment (Personality)
Spiky Hair: automatic success once per game session on anything cool & heroic
Spiritual Destruction: permanently kill
Steady (Agility): retest against shakiness
Stealthy (Agility): +2 to stay quiet & unnoticed
Stout (Strength): encumbrance one level better
Strange Luck: sometimes good, sometimes bad, usually both
Stubborn (Willpower): +3 Willpower challenges
Stubborn Old Bastard (Willpower): +8 Willpower challenges, but must roll Willpower check to change mind
Stupidly Brave (Knowledge): -2 Knowledge; no fear
Stupidly Lucky: 3 free retests & 1 forced retest
Sturdy (Stamina): +2 hit points
Stutters (Personality)
Survival Instinct (Willpower): retest against system shock once per encounter
Sweet (Personality)
Sympathetic (Grace)
Targeting Sense [Psionic]: tell when you're being targeted
Threatening (Grace): -2 to like or trust; +2 to intimidate
Time Sense
Total Unbeliever in Magic: +4 saves vs. magic, but must save against all magic
Tough: +1 damage reduction
Traction (Speed): half penalties for uncertain ground
Uneducated (Knowledge): cannot start with skills requiring formalized instruction
Unlucky
Very Lucky: 2 free retests
Water Baby: free Swimming skill; hold breath & swim twice as long
Way with Animals
Well-Read (Knowledge): +4 on Knowledge-based lore skills
Wicked Quick (Wits): +3 initiative
Wisdom (Common Sense): retest Common Sense to avoid doing something stupid

Interaction

Dispositions
Bitter
Fiery temper
Friendly & polite
Gregarious & joking
Jaded--downcasting
Jaded--upbeat
Judgmental--makes snap decisions
Mean & cruel
Monotonous
Morbid--depressing
Morbid--odd humour
Motormouth
Pompous & overbearing
Sour--frowns a lot
Stuck up
Sunny--always smiling
Total Bastard
Indiscernible--neutral expression

Ethics & Morals
This may (& should) be further detailed, developed, codified & explained for each character instead of just a one-word description

Aberrant
Amoral
Anarchist
Anti-moral
Authoritarian
Chivalrous (may list specific code)
Honourable
Individualistic
Justice/Fair Play
Legal
Machiavellian
Materialistic
Might Makes Right
Moral Conformist
No Set Code
Principled
Religious (list church)
Self-Focused
Sociopathic

Comparative Appearance

PC Species_|_Dwarf_|_Elf_|_Ghoul_|_Hobgoblin_|_Human_|_Troll
Dwarf______|__--___|__-6_|___-3__|_____-2____|___-3__|___0
Elf________|__-3___|__--_|___-2__|______0____|___+4__|__+2
Ghoul______|__-4___|__-6_|___--__|_____-5____|___-4__|__-3
Hobgoblin__|__-3___|__-3_|___-5__|_____--____|___-3__|___0
Human______|___0___|__-1_|___+2__|_____-3____|___--__|__+1
Troll______|__-2___|__-8_|___-5__|______0____|___-4__|__--

Subspecies count as the main species on this chart (i.e. Giants use the Human listing)

Contacts

Pick one option:
One 'Companion' and one 'Associate' level
One 'Buddy' and two 'Associate'
Two 'Buddy' contacts

Contacts should be fleshed-out, at least somewhat.

Reputation

Initial reputation is based on Appearance, and goes up by one with each level gained. It may be further increased by one's actions. Reputation is a percentage chance that someone has heard of you. Each Status is added to the roll. It does not reflect their feelings towards you, only their knowledge that you exist. A successful reputation check grants information about the character such as name, appearance, Status, disposition, titles, notable deeds, & possibly species, class, & noteworthy character aspects.

Status

Status reflects what others think about your character. Statuses are gained through noteworthy actions during play. Status may be used for:
Adding to Reputation checks
Added to appropriate social skill rolls & similar checks
Burned permanently to guarantee a successful appropriate social skill roll or check
Loaned to aid another publicly
Prerequisites for nobility or other benefits
Used to attempt to block or counter another's social actions
Some statuses may have additional benefits, such as Well-Known counting double when added to a Reputation check, or Grounded granting immunity to having one's Disposition or Morals altered unwillingly.

Acknowledged
Artful Dodger
Avaricious
Blessed
Cherished
Clean
Courtly
Disciplined
Dishonest
Divine
Dominant
Earthy
Elite
Enraged
Esteemed
Eternal
Famous
Feared
Genuine
Greater nobility
Grounded
Holy
Honest
Imperial
Influential
Insightful
Judicial
Knighted
Knowledgeable
Known
Landed
Leader
Masterful
Named
Neat
Noble
Polite
Regal
Renowned
Respected
Sly
Sobriquet
Styled
Take-charge
Tenacious
Titled
Triumphant
Trouble-magnet
Trustworthy
Trusty
Unholy
Unique
Untouchable
Untrustable
Vengeful
Warrior
Wealthy
Well-known
Wise

Nobility & Status in The Kingdom

King / Queen:
Required: Acknowledged, Courtly, Dominant, Esteemed, Feared, Greater Nobility, Influential, Known, Landed, Leader, Noble, Regal, Respected;
Bonus: Elite, Famous, Cherished, Genuine, Known, Respected, Styled (Your Majesty), Titled, Unique, Well-Known

Prince / Princess (Royal):
Required: none
Bonus: Acknowledged, Cherished, Famous, Greater Nobility, Known, Styled (Your Highness), Titled

Archduke / Archduchess:
Required: Acknowledged, Courtly, Dominant, Esteemed, Greater Nobility, Influential, Landed, Leader, Noble, Wealthy
Bonus: Elite, Famous, Known, Respected, Styled (Your Grace), Titled, Well Known

Duke / Duchess:
Required: Acknowledged, Courtly, Dominant, Influential, Landed, Leader, Noble
Bonus: Greater Nobility, Known, Styled (Your Grace), Titled, Wealthy

Marquis / Marchioness:
Required: Acknowledged, Courtly, Influential, Landed, Noble
Bonus: Titled, Wealthy

Count / Countess / Earl:
Required: Acknowledged, Courtly, Landed, Noble, Influential
Bonus: Titled, Named (Earl)

Viscount / Viscountess:
Required: Acknowledged, Courtly, Landed, Noble
Bonus: Influential, Titled

Baron / Baroness:
Required: Acknowledged, Courtly, Noble, Landed
Bonus: Named (von) Titled,

Baronet:
Required: Acknowledged, Knighted
Bonus: Noble, Named (Lord/Lady)

Knight (Non-Noble):
Required: Acknowledged, Esteemed
Bonus: Knighted, Named (Sir/Lady)

Squire (Non-Noble):
Required: none
Bonus: Acknowledged

Classes

Classes are more than just collections of skills & bonuses, and they are more than merely a job description: a character class is a way of life. Classes are optional. A character may take as many classes at first level as he or she qualifies for and can afford in skill points. Skill points are based on Knowledge. With each level gained, the character must choose one class to advance.

There are more classes than these, and new ones may be readily made. To create a new class, compile the requisite skills as for a skill suite, and determine the time to learn and the cost in skill points. Remember that some of the initial training time is early learning for level advancements. Next, decide on any possible additional requirements or bonuses. Finally, create level advancements.

Virtual classes: when a character has all of the skills, requirements, and bonuses (acquired through other means) of a class, he or she may be said to have that class virtually. This means the character may advance the virtual class when going up in level.

Apprentice Wizard
Skill cost: 8 + tradition cost
Requirements:
Minimum Willpower: 13
Literacy
Must have teacher or workbook(s)
Training time: 6 months minimum study;
double if self-taught
Indefinite apprenticeship

Skills:
Magic Lore/Principles of magic Apprentice
Mathematics Apprentice
Speak Language Apprentice--pick one
Glyph writing
Meditation
The Art of the Deal
Divination I--pick one
Hypnosis I
Lesser Protection Circle I

Bonus equipment: workbook, also called spellbook, or book of shadows
Bonus contact--mentor, or (if self-taught) possibility of undiscovered secrets in reference books

Level bonuses
2: +1 to all mystical proficiencies
3: +3 saving throws vs. all magic
4: Additional 2 lore skills
5: Title: Wizard
6: Increase Principles of Magic skill to master; +3 to saving throws vs. mental attacks & physical magic
7: Gain 1 psionic trait or skill
8: Status: Feared; +3 Willpower
9: Title: Magus; Cross-training: select additional tradition
10: Double effect for all mystical skills
11: 8 attribute points to spread among: Willpower, Knowledge, &/or Awareness
12: Gain supernatural trait
13: Title: Grand Wizard; +4 reputation
14: +2 all mental attributes; Status: Powerful
15: Cross-training: gain additional magical tradition
16: Title: Archmage
17: Effect of all mystical skills now x10 instead of doubled
Per additional level: +1 all mystical proficiencies

Martial Artist
Skill cost: 12
Requirements:
Minimum Willpower: 12
Minimum Agility: 9
Minimum Stamina: 11
Training time: 12 months minimum study; triple if self-taught
Indefinite apprenticeship

Skills:
Breakfall Apprentice
Juggling Apprentice
Timing Apprentice
2 Stances
Closed Fist Style
Hand Parry
Meditation
Shoulder Flip
Any 2 hand-to-hand proficiencies at level III or one at level IV
Take It Like a Man I
Tumbling I

+1 to all physical attributes
Bonus background: Trained by a True Weapons Master-for martial artists this also applies to hands and feet
Bonus contact--master
Special: martial artists are a small community--your reputation is effectively doubled for others of your class

Choose one category:

Grappler:
2 Holds
Ambidexterity
Instant Stand
Grab Attack I

Striker:
Intuitive Reflexes
Brawling I
Dodge I
Jumping I

Level bonuses
2: +2 to initiative
3: +1 to all mystical proficiencies
4: +2 to all class proficiencies & +2 to all saving throws
5: +1 to all class apprenticeships & +2 initiative
6: +2 to Armour Class (one reflex, one fortitude)
7: +1D8 Hit Points
8: Select a mystic skill that can be used in combat--starts at journeyman or level III
9: Title: Master & Statuses: Respected x2 & Feared x2
10: Select an additional hand-to-hand skill and any mystic skill; these start at journeyman or level III
11: +3 initiative & +2 to hit and damage
12: Mind-body link: +3 saves vs. illusions and immune to supernatural possession
13: +2 to initiative, attack, damage, parry, & dodge
14: The Glow: your hands & feet glow when you strike or parry, by 18th level, your whole body glows enough to be seen in bright daylight; this effect is voluntary
15: Considered a True Master--any you teach will have this background if you also possess the Teaching skill
16: Status: Well Known--you begin to attract admirers, potential students, and rivals
17: Move without moving: once per battle you may retest your initiative & a free interrupt
18: One-inch punch: once per battle you may automatically hit for maximum damage--even with only one inch to swing
Per additional level: +1 all martial proficiencies
Per additional even level: +1 all mystical proficiencies

Rogue
Skill cost: 4
Requirements:
Minimum Agility: 9
Training time: 3 months

Skills:
Select 4 from the following list:
Appraisal Apprentice
Hand-to-Hand: Street I
Hiding I
Lock-Picking
Pickpocket I
Sleight of Hand I
Sneaking I

2 Bonus "Associate" contacts

Level bonuses
2: +1 initiative, +1 dodge
3: Increase all class proficiencies by +2
4: Select an additional class skill
5: Increase 1 class proficiency by +3
6: +2 initiative
7: Select 1 lore skill
8: Select an additional class skill
9: Increase 1 class proficiency by +2
10: +1 Initiative, +2 dodge
11: Sneak attack: double damage if your opponent doesn't expect to be assaulted
12: 4 additional contacts, Buddy or Associate level
13: Increase all class proficiencies by +2
Per additional even numbered level: +1 to initiative
Per additional odd-numbered level: +2 to one class proficiency

Scout: Kingdom
Skill cost: 6
Requirements:
Enlistment
Minimum Stamina: 12
Minimum Awareness: 10
Training time: 4 weeks

Skills:
Heraldry: Military Apprentice
Bow Maintenance
First-aid
Alertness I
Hiding I
Land Navigation I
Ranged Weapon: Bow I
Survival I: select any one
Walking I

+1D6 Hit Points
Special: area familiarity
Special: puts up with less military crap than other soldiers
Bonus equipment: longbow, bota (see Soldier, below)
Special: if active duty: steady income, hierarchy, access to equipment
Special: if former military: no income, no hierarchy, less equipment

Level bonuses
2: Gains Fletcher skill
3: +1 to all weapon proficiencies
4: +2 to all saving throws
5: Select 2 additional martial skills
6: +2 to Awareness & Common Sense
7: +1 to all class skills
8: Bonus trait: Healthy
9: +3 "C" contacts from areas patrolled
10: Recorder: retest on Knowledge check to remember anything ever heard
11: +2 to all saving throws
12: GPS: cannot get lost
Per additional level: +1 to all weapon proficiencies
Per additional even numbered level: +1 to all saving throws

Soldier: Kingdom
Skill cost: 8
Requirements: Enlistment
Minimum Stamina: 12
Minimum all other physical and mental attributes: 8 each
Training time: 4 weeks; 2 year enlistment

Skills:
Heraldry: Military Apprentice
Law: Kingdom Apprentice
Armour Maintenance: select one
Drill & Ceremony
First-aid
Military Procedures
Running
Weapon Maintenance: select one
Melee Weapon (polearm) I
Walking (marching) I
Plus branch skills (see below)

+1D8 Hit Points
+2 Stamina
Bonus contact: Army buddy
Bonus equipment: special--based on branch
Special: if active duty: steady income, hierarchy, access to equipment
Special: if former military: no income, no hierarchy, less equipment

Level bonuses
2: +1 to all melee weapon skills
3: 2 additional martial skills
4: Increase all Branch skills 1 level
5: Gain military history or tactics skill or +1 to both if already known
6: Automatic promotion or opportunity for officer's academy
7: +1 to all martial proficiencies
8: Increase all martial apprentice skills 1 level
9: +2 to all physical attributes
10: Status: Feared & select one martial skill
11: Cross-train in new Branch
12: Automatic promotion; +3 to Willpower, Stamina, Awareness, & Common Sense
13: Just fade away: 1 retest on anything that would otherwise kill you
14: Status: Powerful
15: Double Life Points
Per additional level: +1 all martial proficiencies

Branch skills
Calvary: Wear Medium Armour, Melee Weapons (Medium & Short), Horse Riding: Cavalry,
Heavy Infantry: Wear Heavy Armour, Shield, Melee Weapon (Short), Ranged Weapon (Crossbow) +1 to Polearm,
Light Infantry: Wear Medium Armour, Melee Weapons (Medium & Short), +1 to Walking, +1 to Running,
Siege Engineers: Melee Weapon (Short), Artillery (select 2), Woodworking, Demolitions Placement, Mathematics, Literacy,

Equipment kept
Cavalry: blue poncho, riding boots, & bota
Heavy Infantry: light green poncho, heavy reinforced boots, & bota
Light Infantry: dark green poncho, boots, & bota
Marines: dark grey poncho, kris knife, boots, & bota
Navy: light grey all-weather coat, kukri knife, & boots
Scouts: bota
Siege Engineers: brown cloak, work boots, small hammer, & bota

Additional equipment on duty
Cavalry: horse, leather barding, saddle & gear, saddlebags, chainmail, blue uniform, blue cloak, longsword, back-up or ranged weapon, rope, blanket, & web belt
Heavy Infantry: platemail, green uniform, light green cloak, shield, repeating crossbow, awl pike, bolt case & ammunition, smallsword, rucksack, blanket, & web belt
Light Infantry: chainmail, green uniform, dark green cloak, smallsword, polearm, rucksack, blanket, & web belt
Marines: black-enameled chainmail, red shirt, black thigh-length mantle, sword, hand crossbow, closed bolt case & ammunition, rope & grapple, blanket, & web belt
Navy: white uniform, blue & white dress uniform, & blanket
Scouts: longbow
Siege Engineers: brown uniform; brown poncho, shortsword or axe; tool kit; blanket; & web belt with hooks & loops for tools

Syndic
Skill cost: 8
Requirements: Mathematics skill
Minimum Personality: 12
Minimum Knowledge: 12
Training time: 5 months; double if self-taught

Special: Double the number of starting contacts
Special: Reputation increases by 2 per level rather than only one
Capital: 300 silver coins in cash; this is a loan for starting characters instead of a bonus

Skills:
Accounting Journeyman
Heraldry Apprentice
Public Speaking Apprentice
Boasting
Etiquette
Literacy
The Art of the Deal
Administration I
Bartering II
Diplomacy I

Level bonuses
2: Can use Boasting for others; increase Mathematics to journeyman
3: Add the following skills: Appraisal, Eavesdropping, Operations, & Temptation
4: +3 Additional contacts: bureaucrat, cambist, fence, herald, loremaster, minstrel, noble, syndic, or travelling merchant
5: +2 to all class proficiencies
6: Status: Wealthy
7: Increase all class apprentice skills one level
8: Can use their increased Reputation gain class trait on others*
9: If you possess the Scrounging skill, you may use it to scrounge-up needed people
10: Status: Wealthy x 2 (one additional)
11: +3 to saves & gains one free retest per day or game session for saving throws
12: +3 on all social proficiencies
13: Select any 2 statuses
Per additional level: +2 to any social skill

* Anyone hiring a Syndic who is of sufficient level (or everyone in the players' group) gains +2 reputation per level rather than only one, as normal. This takes place whenever they gain a level and is not retroactive.

Skills

The number of initial skills is based on Knowledge. Skills may be of three varieties: apprentice, basic, or proficiencies. Names and descriptions of skills, and the level of detail involved, may be modified to suit the character. Apprentice skills and proficiencies may further be specialised, with one level or +3 to the area of expertise granted for one level or -5 for the non-specialised areas of knowledge. Non-skilled use suffers a -5 penalty, if the attempt is even possible. A further -3 familiarity penalty may be applied, as it is for unskilled use of ranged weapons. Anyone may learn any skill in the Dark Fantasy Core Set, if one can find a teacher.

Apprentice skills are known at apprentice, journeyman, or master levels

Basic skills are either known fully, or not known at all.

Proficiencies have an open-ended number of levels. The base number to roll for most skills is 11 or higher. Character classes may be rolled as proficiencies, as each is something of an over-large skill suite. Levels I to III are equal to apprentice, IV to VIII are equivalent to journeyman, and levels IX and higher are equal to master. Non-martial proficiencies are associated with an attribute that modifies the roll:

Social skills: +1 for every point above 10, -1 for every point below

Technical skills: +1 for every two full points above 10, -1 for every two points below

Mystic skills: +1 for every three full points above 10, -2 for every point below

The listed attribute may be substituted for another if appropriate to the situation.

Some skills may be contested. Roll the appropriate skill versus the contesting one or against the roll of an attribute check. As with attribute challenges, the higher successful roll wins.

The maximum starting value of an apprentice skill is journeyman; the maximum starting for proficiencies is III.

Sample Skill Suites

Artist: Calligraphy, Cartography, Drawing, Engraving, Forgery, Painting, 7 skills & 1500 hours--reduced to 4 skills & 1300 hours

Clerical: Administration, Literacy, Mathematics, 3 skills & 2100 hours--reduced to 2 skills & 1800 hours

Courier: Eavesdropping, Heraldry, Horsemanship: Basic, Land Navigation, Packing, 5 skills & 1280 hours--reduced to 3 skills & 1000 hours

Holistic Healing: Described below under Proficiencies

Master Scribe: Clerical Suite, Arcane Symbols, Bookbinding, Calligraphy, Drawing, Forgery, Lunaruen, Runes, Speed Reading, The Art of the Deal, 10 skills & 3820 hours--reduced to 6 skills & 3000 hours

Political Science: Administration, Appropriate history skill, Boasting, Con-artistry, Conversational Dominance, Diplomacy, Etiquette, Heraldry, Operations, Public Speaking, 10 skills & 2200 hours--reduced to 7 skills & 1800 hours

Apprentice Skills

Accounting Technical Apprentice 400 hours Requires: Mathematics

Acting Social Apprentice 200 hours

Agriculture Technical [lore] Apprentice 600 hours Counts as 2 skills at character creation

Alchemy Mystic Apprentice 600 hours Requires: Chemistry Counts as 2 skills at character creation

Anatomy Technical [lore] Apprentice 400 hours

Animal Husbandry Technical Apprentice 600 hours Counts as 2 skills at character creation

Animal Training (animal type) Technical Apprentice 300 hours

Appraisal Technical Apprentice 400 hours

Arcane Symbols Mystic Apprentice 200 hours
* Understand magic writing

Architecture Technical Apprentice 1200 hours Requires: Literacy; journeyman Mathematics; Drawing; and either Carpentry, Mechanical Engineering, or Stonemasonry

Armorer Technical Apprentice 800 hours Requires: Blacksmith Counts as two skills at character creation

Aura Perception Mystic Apprentice 300 hours

Bartending Social Apprentice 180 hours

Basket Weaving Technical Apprentice 200 hours

Battle Cry Social Apprentice 60 hours
* Extra round of surprise on ambush / +3 initiative first round / Reduce fatigue; Reputation 10+: 2-round stun

Blacksmith Technical Apprentice 400 hours Counts as 2 skills at character creation

Blindfighting Martial Apprentice 300 hours

Blood Blessing Mystic Apprentice 180 hours Counts as 2 skills at character creation
* One hit point for +1 to hit, parry, damage or initiative / 2 bonuses & spend more than one hit point / all bonuses per hit point

Body Check Martial Apprentice 100 hours
* 1D4 + Strength damage / knockdown & land on top / knockback 1D4 + character level in feet, push back & move with up to Speed, or knockdown & stay standing

Bookbinding Technical Apprentice 200 hours

Botany Technical [lore] Apprentice 400 hours

Bowyer Technical Apprentice 200 hours Counts as 2 skills at character creation

Breakfall Technical Apprentice 120 hours
* Retest saves for falls / effective half distance of fall / half damage, Wits check if near wall to ignore 20 feet, & land on feet

Calligraphy Technical Apprentice 100 hours Requires: Literacy

Carpentry Technical Apprentice 400 hours Counts as 2 skills at character creation

Cartography Technical Apprentice 300 hours Counts as 2 skills at character creation

Cooking Technical Apprentice 200 hours

Craft Musical Instrument Technical Apprentice 400 hours Requires: appropriate craft skill for material type

Dancing--Ballroom -or- Informal Social Apprentice 200 hours each

Dead Language Social Apprentice 600 hours Counts as 2 skills at character creation Double learning difficulty

Diagnosis Technical Apprentice 200 hours Double learning difficulty

Disarm Martial Apprentice 120 hours
* +4 for disarms / determine direction of fall / determine exact landing spot, max distance is character level

Dragon Punch Martial Apprentice 300 hours Requires: any other hand-to-hand skill Counts as 2 skills at character creation Double learning difficulty
* Only needs hit reflex armour class; save vs. crushing blows at attacker's Willpower or fall; push back in feet equal to roll over armour class / double distance, always do at least one point of damage / ranged attack equal to character level

Drawing Technical Apprentice 200 hours

Dwarven History Technical [lore] Apprentice 200 hours

Dwarven Legends Technical [lore] Apprentice 200 hours

Eavesdropping Social Apprentice 200 hours
* Filter background noise / pretend other involvement / actually be otherwise involved

Elven History Technical [lore] Apprentice 200 hours

Empire History Technical [lore] Apprentice 200 hours

Engraving Technical Apprentice 200 hours

Epics Technical [lore] Apprentice 300 hours

Fishing--Ocean -or- Freshwater Technical Apprentice 100 hours each

Fletcher Technical Apprentice 200 hours

Gem Appraisal Technical Apprentice 300 hours

Goldsmith -or- Silversmith Technical Apprentice 400 hours Counts as 2 skills at character creation

Great Leap Mystic Apprentice 400 hours Requires: Jumping IV or higher
* Double jump distance / jump dodge, stack both skills / add character level to jump check & distance

Heraldry Technical Apprentice 200 hours

Horsemanship: Cavalry Technical Apprentice 200 hours Requires: Horsemanship: Basic
* Care & train for battle / guide with knees & no spooking / train special tasks

Horsemanship: Expert Technical Apprentice 200 hours Requires: Horsemanship: Cavalry or Knight skill at least to journeyman level
* Horse fights / fight even if dismounted, attempt to rejoin, & carry from battle / as Spiky Hair trait

Horsemanship: Knight Technical Apprentice 300 hours Requires: Horsemanship: Basic
* Barding & battle trained / ignore battle danger & charge with knees / recognise battle standards & encumbrance one less

Jeweller Technical Apprentice 400 hours Counts as 2 skills at character creation

Juggling Technical Apprentice 200 hours

Kingdom History Technical [lore] Apprentice 200 hours

Law (area) Technical Apprentice 800 hours (or more)

Lightning Strike Martial Apprentice 300 hours Requires: any hand-to-hand skill
* +1 initiative per -2 damage / 1 interrupt / all actions at once; extra interrupt but cannot use this skill for the rest of the battle

Leatherworking Technical Apprentice 300 hours

Locksmith Technical Apprentice 300 hours Counts as 2 skills at character creation

Lunaruen Mystic Apprentice 300 hours
* Enchant item by writing spell on it

Magic Lore -or- Principles of Magic Mystic [lore] Apprentice 600 hours Double learning difficulty

Mathematics Technical [lore] Apprentice 300 hours

Metaphysics Mystic [lore] Apprentice 400 hours

Meteorology Technical Apprentice 400 hours

Military History Technical [lore] Apprentice 300 hours

Operations Martial Apprentice 200 hours

Painting Technical Apprentice 200 hours

Pin Martial Apprentice 200 hours
* Hold with whole body; +2 hold / free one limb; +4 hold / only needs one limb for holds; +6 hold

Physics Technical [lore] Apprentice 300 hours

Play Brass Instruments Technical Apprentice 300 hours

Play Percussion Instruments Technical Apprentice 300 hours

Play Stringed Instruments Technical Apprentice 300 hours

Play Woodwind Instruments Technical Apprentice 300 hours

Poetry Social Apprentice 120 hours

Public Speaking Social Apprentice 200 hours Double learning difficulty
* No stage fright / project / make audience listen

Runes Mystic Apprentice 800 hours
* Dwarven; full phonetics; cannot lie when writing

Sewing Technical Apprentice 400 hours

Shoemaking Technical Apprentice 200 hours Requires: Leatherworking

Singing Social Apprentice 200 hours

Songs Technical [lore] Apprentice 400 hours

Small Item Crafting Technical Apprentice 200 hours Requires: Blacksmithing Counts as 2 skills at character creation

Speak (language) Social [lore] Apprentice 400 hours each Counts as 2 skills at character creation
* Northern (Kingdom & Confederation), Southern (Empire & Elder Kingdoms), Dwarven, Elven, Gobbley (includes Trolls), or The Chant (city-speak slang)

Stonemasonry Technical Apprentice 400 hours Counts as 2 skills at character creation

Sure-Grip Martial Apprentice 400 hours
* Hold things in 1 hand that should be 2 / 1-hand hold for things that require 2-hands / 1-hand hold for rediculous things

Swimming Technical Apprentice 200 hours

Sword Polishing Technical Apprentice 200 hours Counts as 2 skills at character creation

Temptation Social Apprentice 300 hours Counts as 2 skills at character creation
* Implant enticing suggestion / ethical dilemma, cannot stop thinking about / save vs. mental attacks or be compelled

Timing Martial Apprentice 300 hours Counts as 2 skills at character creation
* -2 initiative per round for +2 attack on even-numbered rounds / -1 initiative for +1 parry & +2 attacks per round / +2 initiative, +1 parry, & +2 to-hit each round

Wayfarer Mystic Apprentice 800 hours Counts as 2 skills at character creation Double learning difficulty
* +2 initiative for yourself, add +1 for another, add +4 to your speed, or +3 to another's speed / +4 initiative for yourself, +2 to another, add +8 to your speed, or add +6 to another's speed / 1 interrupt, 3-foot teleport-like speed burst, decrease another's speed 50%

Weaponsmith Technical Apprentice 400 hours Requires: Blacksmith Counts as two skills at character creation

Weaving Technical Apprentice 300 hours

Zoology Technical [lore] Apprentice 400 hours

Basic Skills

Ambidexterity Martial Basic 400 hours

Ambrosia Mystic Basic 80 hours Requires: Alchemy
* attract bugs; takes 2+ rounds to start; 2 damage first 2 rounds, 1D4+1 after; Willpower check to do anything; double shock damage; lasts 2D12 minutes

Ankle Lock Martial Basic 100 hours Requires: Leg Hold
* 1D6 + Strength damage, -3 dodge, & half Speed

Arm Hold Martial Basic 100 hours
* +4 holds one arm, +6 to holds for two

Armour Maintenance--Chain Martial Basic 60 hours

Armour Maintenance--Light Marital Basic 60 hours

Armour Maintenance--Plate Martial Basic 60 hours

Blood-bonding Ritual Mystic Basic 60 hours
* Willpower check at -12 to harm bonded pair

Boasting Social Basic 200 hours

Body Hold Martial Basic 100 hours
* +2 holds

Bow Maintenance Martial Basic 60 hours

Chemical Distraction Mystic Basic 200 hours Requires: Alchemy
* Memory via smell; save vs. magic at 14 or 1-round stun & -3 initiative on next

Choke Hold Martial Basic 200 hours
* Half of 1D4 + Strength damage direct to life points; system shock roll at the end of each round to stay conscious

Circular Parry Martial Basic 100 hours
* Total defence; parry all attacks; +3 parry, +1 dodge, +1 initiative

Closed Fist Style Martial Basic 180 hours
* Use weapon with unarmed attacks

Culture (group type) Social Basic 800 hours Counts as 2 skills at character creation

Defensive Stance Martial Basic 50 hours
* +3 all defence; -1 attack; max 2 Speed forward movement

Detect Gates Mystic Basic 200 hours

Dialects Social Basic 120 hours

Disappear Technical Basic 100 hours Requires: any stealth-related skill
* Needs distraction; Awareness vs. stealth skill challenge

Disappear: Advanced Mystic Basic 300 hours Requires: Disappear
* Disappear from plain sight

Drill & Ceremony Technical Basic 120 hours

Elbow Lock Martial Basic 200 hours Requires: Arm Hold
* 1D6 + Strength damage; arm useless: -3 Strength & attack, -5 Agility & parry

Etiquette Social Basic 200 hours

Finger Lock Martial Basic 100 hours Requires: Grab or any hold
* 1D4 damage; cannot cause life point damage

First-Aid Technical Basic 100 hours

Flank Riding Martial Basic 200 hours Requires: Horsemanship: Expert
* Use mount for 80% cover

Florentine Style Martial Basic 200 hours
* Use two weapons; specific, each pair is a separate skill

Flying Powder Mystic Basic 160 hours Requires: Chemistry
* Save vs. poison at 16 or suffer disassociation and failed spatial awareness; -4 initiative, -6 to hit, -8 to all active defence, and they must make a Willpower check each round in order to focus enough to do anything; lasts 1D6 rounds, add & reroll for each 6

Glyph Writing Mystic Basic 160 hours
* Know the right way to make mystic marks

Graceful Avoidance Martial Basic 400 hours Requires Dodge and Hand Parry
* Stack parry & dodge

Grooming Social Basic 180 hours

Ground Fighting Martial Basic 200 hours
* No penalty for fighting prone

Gunpowder Formulae Mystic Basic 80 hours

Hand Parry Martial Basic 100 hours
* Parry barehanded without damage

Hasty Fighting Position Martial Basic 40 hours
* 4 rounds to dig 10% cover; each minute adds 10%

Heavy Armour Use Martial Basic 240 hours

Horse Grooming Technical Basic 100 hours

Horsemanship: Basic Technical Basic 80 hours

Horsemanship: Exotic Technical Basic 400 hours each

Instant Stand Technical Basic 100 hours

Intuitive Reflexes Mystical Basic 300 hours Psionic Double learning difficulty
* +2 initiative; +2 dodge; +4 parry

Knee Lock Martial Basic 100 hours Requires: Ankle Lock
* 2D6 damage, -6 dodge, Speed is reduced to 1/4th

Knot-tying Technical Basic 120 hours

Launch Martial Basic 200 hours Requires: Shoulder Flip
* Grapple then throw one person at another; attack reflex armour class; range modifier: 3 feet, maximum range 3x Strength bonus (minimum 3 feet total);

Leg Hold Martial Basic 100 hours
* +6 hold

Light Armour Use Martial Basic 160 hours

Lip Reading Social Basic 200 hours

Literacy Technical [lore] Basic 1600 hours for the first language, 100 hours for each additional language that you can speak, 400 hours for each additional language that you don't speak Double learning difficulty, do not need to roll to learn for additional languages that you can speak (learns both speaking/reading at the same time) unless the written form is very different from what you are accustomed

Medium Armour Use Martial Basic 100 hours

Meditation Mystic Basic 400 hours Counts as 2 skills at character creation

Military Procedures Technical Basic 800 hours Requires: time spent in military service

Mounted Leap Martial Basic 100 hours Requires: Any Horsemanship skill
* Jump from saddle & attack within 10 feet; +2 attack & damage; no falling damage

Neck Hold Martial Basic 100 hours
* Stamina check at the end of the second & successive rounds or lose consciousness

Necromancy of Intelligence Mystic Basic 100 hours Double learning difficulty
* Summon the dead to answer questions

Non-Detection Mystic Basic 800 hours Counts as 2 skills at character creation Double learning difficulty
* Cannot be seen by magic; passive skill

Packing Technical Basic 200 hours
* Reduce encumbrance by one level; doesn't apply to weapons or armour

Power Block Martial Basic 200 hours
* Counts as both attack & parry; if the parry is successful, opponent loses next attack

Quickblade Martial Basic 400 hours Requires: weapon proficiency IV
* Add weapon skill to initiative; each weapon is separate skill

Rear Defence -or- Back Protection Martial Basic 300 hours
* No flanking bonus

Rice Paper Walking Mystic Basic 200 hours Requires: Sneaking
* Sneak at normal movement

Running Technical Basic 200 hours
* Retest Stamina for distance or Speed for sprinting; may specialise for triple retest

Run-through Martial Basic 100 hours
* If attack causes more than double hit points, attack other foe for half damage; stabbing weapons run-through if damage exceeds Stamina or on double hit points

Sentinel Removal Martial Basic 200 hours Requires: Sneaking
* Sneak attack to slay silently with a hacking weapon; double damage & 3 wounds

Set Bones Technical Basic 200 hours

Shoulder Flip Martial Basic 160 hours
* 1D6 damage & knock down; save vs. crushing for half damage

Spear Balancing Mystic Basic 100 hours
* Jump up & land on a point or blade without damage

Spring Mounting Technical Basic 80 hours Requires: Jumping & any Horsemanship skill
* Leap into saddle

Storytelling Social Basic 100 hours

Summon Gneeches Mystic Basic 80 hours Requires: Summoning Circle
* Conjure tiny, fast, & near-invisible motes; minor distraction at best

Summoning Circle Mystic Basic 200 hours
* Basic conjuring skill; traps within; each creature is a separate additional skill

Superstitions Mystic Basic 20 hours each
* Although not exactly a skill, this is a pattern of learned behaviour that may be advantageous. Learning this 'skill' is somewhat different than most; superstitions must be paired and the first 2 don't count against your skill levels for a starting character. Further superstitions are gained at the rate of 2 for each skill level. They are paired because for each superstition that has a definite game mechanic there is one that may or may not work--only the Game Master knows for sure. If you want to select additional superstitions without one of them having a game mechanic, then there is no cost at character creation and the 'must be paired' guideline does not apply. In addition, non-game mechanic superstitions do not require time or effort to learn: if your character won every fight where she was wearing her purple socks, then simply make a note on the character sheet about "lucky purple socks." Superstitions may have a basis in science (eating uncooked pork is unclean) or completely nonsensical (shouting "tinga-linga-loo" drives away ghosts). Some further examples of superstitions:
* Crossing under a ladder / going through a triangle is bad luck (gains +1 to-hit against anyone you see going under a ladder)
* Must wake early to greet the dawn (gets +1 to saving throws for the day when you do this)
* Step on a crack; break your mother's back... best not to even try this one...
* Won't move or even touch a dead body, it disturbs their spirit (+2 to saving throws against disease or necromancy)
* Spare the rod & spoil the child (you actually know that this means 'teach' not 'beat;' your children get +2 to Knowledge--no you can't take this one & say that your parents had this superstition)
* Sitting hunched over the steering wheel makes traffic move faster (we won't dignify this one with a game mechanic)

Speed Reading Technical Basic 200 hours Requires: Literacy

Tactics Martial Basic 200 hours

The Art of the Deal Mystic Basic 200 hours
* Make mystically binding contracts

Weapon Maintenance Martial Basic 60 hours

Proficiencies

Administration Social Proficiency [Personality] 200 hours

Akijutsu Martial Proficiency 1200 hours Double learning difficulty
* Cannot attack with this skill; includes: circular parry, defensive stance, hand parry, and the combo grapple/attack
* I. +2 to parry
* II. Hip throw--1D8 damage (no strength bonus to damage)
* III. +1 to parry, +1 to dodge
* IV. Soft push--push back 1D6 + skill level in feet, 30% chance to cause knock-down (agility check or fall & take 1D6 damage; no strength bonus)
* V. Two-finger--push back level in feet & knock down if agility check failed (1D6 damage with no strength bonus); +1 to parry
* VI. +2 to parry, +2 to dodge
* VII. One-finger--as two finger, but is a ranged attack--you don't need to touch your opponent--3 inch range, doubles every additional skill level
* VII. One-hand flip--1D8 damage (no strength bonus); +1 to dodge
* IX. Circle sweep--low foot sweep that knocks down everyone within melee range if they fail an agility check (1D6 damage with no strength bonus), those who make the check still take 4 + Strength bonus in kicking damage; +2 to parry, +1 to dodge
* X. Infinite defence--gets a parry/dodge combo for all attacks; i.e. if the parry fails, you still get a chance to dodge, you can continue to use this combo until you run out of actions (that is, if you get 2 attacks you could parry / dodge / parry / dodge a single attack)
* +1 to parry for each additional level; +1 to dodge for every additional even level

Alertness Technical Proficiency [Awareness] 200 hours
* Skill check to avoid surprise or awaken

Analysis Mystic Proficiency [Willpower] 200 hours Psionic
* Determine percentile chance of event occuring

Animal Lore Technical [lore] Proficiency [Knowledge] 200 hours

Artillery (weapon type) Martial Proficiency 400 hours each
* Ballista, Battering ram, Catapult--heavy, Catapult--light, Catapult--slinging, Stone screw, Trebuchet

Atemi: Pain Touch Martial Proficiency 100 hours
* Skill check of 10+ causes double damage when combined with a hand-to-hand attack (doesn't stack); skill roll over 20 adds to damage

Balance Technical Proficiency [Agility] 200 hours

Bartering Social Proficiency [Personality] 200 hours

Bear Hug Martial Proficiency 120 hours
* Skill level + Strength damage per round; no active defence for either

Brawling Martial Proficiency 200 hours
* 2 + Strength damage; includes Hand Parry

Catch Technical Proficiency [Agility] 100 hours

Chemistry Technical Proficiency [Knowledge] 400 hours

Climbing Technical Proficiency [Agility] 200 hours
* Benchmarks: II--tree, IV--rock wall, VI--brick wall, VIII--wood wall, X--ice

Con-artistry Social Proficiency [Personality] 400 hours
* Lie convincingly

Conversational Dominance Social Proficiency [Appearance] 100 hours
* Interrupt speaking; check against highest Personality in the crowd, for each point over, you get one round to talk

Detect Lies Social Proficiency [Common Sense] 400 hours Double learning difficulty

Diplomacy Social Proficiency [Personality] 300 hours

Distinguished Expertise Social Proficiency [Knowledge] 300 hours
* Pretend to know more than you do

Divination--Cards Mystic Proficiency [Awareness] 100 hours

Divination--Pendulum Mystic Proficiency [Awareness] 100 hours

Dodge Martial Proficiency 50 hours
* +1 dodge per skill level

Electrical Engineering Technical Proficiency [Knowledge] 1200 hours Requires: Drawing, Mechanical Engineering, & Physics Double learning difficulty

Escape Technical Proficiency [Agility] 300 hours Double learning difficulty

Fencing Martial Proficiency 200 hours Requires: Melee Weapon: Short or Medium
* Fully stackable weapon proficiency if lightly encumbered; add two parries per round in addition to those gained from both skills

Field improvisation Technical Proficiency [Knowledge] 200 hours

Forensics Technical Proficiency [Knowledge] 1200 hours Double learning difficulty

Forgery Technical Proficiency [Agility] 400 hours

Glare Social Proficiency [Grace] 400 hours Double learning difficulty
* Stare down; save vs. mental (equal to skill check) or be intimidated

Grab Attack Martial Proficiency 200 hours
* Attack reflex armour class

Hand-to-hand: Street Martial Proficiency 200 hours
* 1 + Strength damage; only half skill for parry; also considered a grappler
* I. Hair pulling--+3 hold
* II. Nails--trade 2 damage for 1D6 shock
* III. Low blow--double shock
* IV. Go for the eyes--blind one round & +4 to next attack
* V. Sucker punch--if you have initiative for first round opponent rolls Awareness check or first attack counts as surprise
* VI. Trip--Agility contest or they stumble; if then, Grace check or fall
* VII. Improvised weapons--most count as rock, stick, or knife
* +1 hold/escape per additional even numbered level

Herbalism Technical [Knowledge] Proficiency 300 hours

Hiding Technical Proficiency [Knowledge] 200 hours

Holistic Healing Technical Proficiency [Knowledge] 500 hours Counts as 2 skills at character creation (per level) Double learning difficulty
* Skill suite: Diagnosis, Dress Wounds, and Herbalism

Hunting Technical Proficiency [Knowledge] 100 hours

Hypnosis Mystic Proficiency [Knowledge] 400 hours

Insults Social Proficiency [Personality] 200 hours
* Check vs. opponent's Willpower; every 3 points over subtracts one from their rolls

Intimidation Social Proficiency [Personality] 200 hours

Jumping Technical Proficiency [Agility] 100 hours
* 5 feet +1 foot per point rolled over 10; 1/2 distance standing long or running high jumps, 1/4 distance standing high jumps

Land Navigation Technical Proficiency [Knowledge] 300 hours

Lesser Protection Circle Mystic Proficiency [Knowledge] 50 hours
* +1 to saving throws per skill level while within

Lock-Picking Technical Proficiency [Agility] 200 hours

Make-up Social Proficiency [Appearance] 200 hours

Mechanical Engineering Technical Proficiency [Knowledge] 1200 hours Requires: Drawing, Literacy, & Mathematics Double learning difficulty

Melee Weapon (weapon type) Martial Proficiency 200 hours each
* Hand, Short, Medium, Long, Polearms, Short--flex, Medium--flex, Long--flex, Mass-weapon, Special

Nautical Navigation Technical Proficiency [Knowledge] 400 hours

Pickpocket Technical Proficiency [Agility] 200 hours

Polevaulting Technical Proficiency [Agility] 100 hours
* Each point rolled over 12 is one foot jumped

Psychometry Mystic Proficiency [Awareness] 600 hours Psionic
* Psychic impressions from an object or area

Ranged Weapon (weapon type) Martial Proficiency 200 hours each
* -3 non-familiar penalty plus -5 non-proficient penalty; longbow takes twice as long to learn, crossbow takes 10% less
* Bow, Crossbow, Grenade, Knife/Axe, Pistol, Spear, Special

Recognize Tracks Technical Proficiency [Knowledge] 100 hours

Scrounging Technical Proficiency [Common Sense] 300 hours

Scrying Mystic Proficiency [Willpower] 400 hours

Seduction Social Proficiency [Appearance] 200 hours

Shield Martial Proficiency 80 hours

Shoot from the Hip Martial Proficiency 200 hours
* Each level subtracts one from penalty for moving when using ranged weapons; passive skill

Sleight-of-Hand Technical Proficiency [Agility] 200 hours

Sneaking Technical Proficiency [Agility] 200 hours

Streetwise Social Proficiency [Knowledge] 600 hours

Survival (terrain) Technical Proficiency [Knowledge] 200 hours each
* Arctic, desert, forest, mountain, ocean, steppe, tropical jungle, & urban

Sword-Catch Martial Proficiency 200 hours Double learning difficulty
* Requires 1 hand for stabbing & smashing, 2 hands for hacking; -2 to catch smashing; acts as a parry & can lead to disarm

Tailing Technical Proficiency [Grace] 200 hours

Take It Like a Man Martial Proficiency 300 hours Double learning difficulty
* Reduce shock by one for each level--passive; reduce fatigue by one point per skill check at 18

Teaching Social Proficiency [Personality] 400 hours
* Must know skill taught at journeyman or level V; amount rolled over 15 adds to pupil's Common Sense or Wits roll to learn

Telekinesis Mystic Proficiency [Willpower] 1600 hours Psionic
* One ounce at first level, doubled per level afterward; living things get save vs. physical magic at mage's Willpower; affect whole objects only & only what can be seen;

Tracking Technical Proficiency [Awareness] 300 hours

Trapping Technical Proficiency [Knowledge] 200 hours

Travel Sense Technical Proficiency [Willpower] 120 hours
* Travel in a straight line & count distance covered

Tumbling Technical Proficiency [Agility] 200 hours

Vocal Impressions Social Proficiency [Personality] 200 hours

Walking Technical Proficiency [Stamina] 200 hours
* Each level adds 10% to distance covered for the day & subtracts 10% from fatigue while walking

Wrestling Martial Proficiency 400 hours
* Includes: Breakfall, Grab Attack, Ground Fighting, and Pin
* I. Select 2 holds
* II. Select 1 joint lock
* III. Headbutt: 1D4 + Strength damage & can be used while grappling
* IV. +2 bonus to maintain and escape from holds
* V. +3 on Agility checks to maintain balance
* VI. Breakfree: can escape from multiple holds on a successful skill roll against an 18
* VII. Select either Closed Fist Style or Hand Parry
* VIII. +2 bonus to maintain and escape from holds
* IX. One-hand flip--1D8 damage (no strength bonus); +1 to dodge
* X. Tag-team: can simultaneously maintain as many grabs, holds, & locks, as logic will allow
* +1 to maintain and escape from holds per additional level

Character Development

Advancement for a character using the Dark Fantasy Core Set is very flexible. Gaining experience points, increases to skills, and nearly all aspects of the character can be improved via petitioning. When you petition the Game Master you either ask for something--often explaining why that element should improve--or justify the increase when prompted. This relieves the Game Master of much of the burden of keeping track of experience points & character (and player) actions. This also gives both the Game Master and players a greater deal of control over character growth. In addition to experience points, skill increases, and the like, new statuses or contacts may be gained, reputation increased, titles & land granted, et cetera.

Experience points (and other petitioning) can be done at either the beginning or end of a game session, or can be done at a notable "chapter end" part of the story arc. Some Game Masters go through the list of experience awards one item at a time: "Debbie, what clever or quick-thinking plans did you use?" Some open the floor to the player, "What did you do last time," and assign points according to his or her best judgment.

Suggested experience point awards:
Playing in character: 100--1000 points
Clever use of skills or abilities (per usage): 20--100 points
Gameplay (limiting table talk, helping newer players): 100--500 points
Organization in game (interacts with the game world well): 100--300 points
Organization out of game (character sheet together & legible, shows up on time, remembered dice bag): 50--200 points
Heroic action (per action): 100--1000 points
Clever or quick thinking plan: 100--500 points
Clever insight, reasoning, or judgment: 50--200 points
Overcoming or defeating a minor enemy, obstacle, trap, or problem (threat relative to the players): 10--50 points
Overcoming or defeating a moderate enemy, obstacle, trap, or problem (threat relative to the players): 50--200 points
Overcoming or defeating a major enemy, obstacle, trap, or problem (threat relative to the players): 200--500 points
Overcoming or defeating an epic-level enemy, obstacle, trap, or problem (threat relative to the players): 500--10,000 points
Miscellaneous cool actions (swinging from a chandelier, using a ladder as a weapon, jumping up on a table in a fight): 10--250 points
Remembering something when prompted (plot hooks): 250 points
Remembering something that the Game Master forgot (names of people & places): 200 points

Experience Chart
2nd--1000
3rd--2000
4th--4000
5th--6000
6th--9000
7th--12000
8th--16000
9th--20000
10th--25000
11th--30000
12th--36000
13th--42000
14th--49000
15th--56000
16th--64000
17th--72000
18th--81000
19th--90000
20th--100000
21st--110000
22nd--120000
23rd--130000
24th--140000
25th--150000
26th--160000
27th--170000
28th--180000
29th--190000
30th--200000
31st--210000

Points are cumulative; add 10,000 points for each additional Experience level beyond 31st.

With each new character level, one class (and optionally, one tradition or codicil) of choice is increased one class level. For every new level gained, increase the character's hit points by two. At every even level, gain a +1 to the saving throw of choice. For every three levels, increase an attribute by one point. Proficiencies should only increase by a point or two per level at most, & apprenticeships should only increase every 2-4 levels, but this is governed by how rapidly both the player and Game Master want the character to improve.

New skills may be gained at any time. If the character has a teacher (and the funds to pay for a teacher if appropriate), and the time, any skill can be learned. To learn a new skill, make a check against either Wits or Common Sense. If successful, reduce the time to learn in hours by 10%. If the check fails, increase the time by 10%. Continue to roll until the base time is either reduced by half or doubled. This is how long each block of instruction takes. At the end of that time, roll the Chance to Learn percentage based on Knowledge. If that check is successful, the character now knows the skill. If the roll fails, continue to study for another block of instruction & roll again.

Equipment

Each character starts with a set of clothes & the tools needed for their profession. Middle class & merchant characters have better clothes & tools appropriate to each skill. Upper class, noble, & aristocratic characters have multiple sets of clothing for each occasion, quality arms & gear, and a horse. Additional starting coins are based on Backgrounds. Each character also optionally starts with this kit:

Adventurer's Kit
A.K.A. The Munchkin Kit

The "Adventurer's Kit" contains nearly everything that a starting intrepid explorer needs. The kit costs 60 silver (or 3 gold) & has an effective encumbrance of medium. Adding lots of loot to this (there is some room left over) quickly increases the load to heavy encumbrance.

small rucksack that contains everything
2 water skins, full
1/2 pound smoked venison or sausage
1/2 pound wedge of hard cheese
2 apples
2 loaves of bread
5 potatoes
3 carrots
3 oz. jar of honey
bag of oats (for horse)
20 feet of rope
4 iron spikes
tinder box
6 torches, untreated
1 flask of oil
bit of wire
cloth rag
entrenching tool (small folding shovel, can also act as an axe, hammer, or crowbar)
extra pair of wool socks
needle & thread
piece of chalk
sacks, 1 large & 2 small
twine
utility knife
whetstone
wool blanket
and a towel

One common meal costs one silver. One mug of beer costs one copper penny. One night's stay at an inn (private or shared room) costs one silver. Staying the night in the common room (sleeping in the straw with everyone else) costs one penny.

Light Leather Armour
Type: Light
Armour Class: +1 or base 6
Damage Reduction: 1
Weight: 10 pounds
Encumbrance: Light
Skill Penalty: -1
Cost: 75 silver

Chainmail Armour
Type: Medium
Armour Class: +3 or base 8
Special: 20% Hacking Resistance
Damage Reduction: 4
Weight: 45 pounds
Encumbrance: Medium
Skill Penalty: -4
Cost: 10 gold

Wooden Shield
Armour Class: +3
Block: +4
Special: Can be 'sacrificed' to guarantee a successful block
Weight: 5 pounds
Encumbrance: Light
Skill Penalty: -2
Cost: 20 silver

Battleaxe
Proficiency: Medium, or Mass-weapon
Initiative: -2
Parry: -1
Damage type: Hacking
Damage: 2D6 + Strength bonus
Handle: Hafted, often with loop
Size: 2 3/4-4 feet; 4 1/2-8 pounds
Encumbrance: Heavy
Cost: 40 silver

Big Stick
Proficiency: Medium
Initiative: -1
Attack: -2 from uneven shape
Parry: -2 from uneven shape
Damage type: Smashing
Damage: 1D6 + Strength bonus
Special: if a natural 20 is rolled on the parry, the stick breaks
Handle: Hafted
Size: 3-4 feet; 1 pound
Encumbrance: Medium
Cost: free--it's a stick

Dagger
Proficiency: Hand, or Knife/Axe
Initiative: +3
Preparation: Hurled
Reload time: N/A
Parry: -2
Damage type: Stabbing
Damage: 1D4 + Strength bonus
Special: may be used in melee or thrown
Handle: One-hand
Size: 10-20 inches; one pound
Encumbrance: None
Range Increment: 10 feet
Cost: 10 silver

Fist
Proficiency: N/A (hand-to-hand skills)
Initiative: +3
Parry: successful parries still cause damage (see text)
Damage type: Smashing
Damage: 0 (just Strength bonus unless you possess a skill that increases damage)
Special: successful parries still cause damage (see text)
Handle: redundant (see also: redundant)
Size: fist-sized
Encumbrance: None
Cost: free--just close your hand
Blocking a sword or other weapon with your bare hand hurts--lots. Damage from successfully blocking a stabbing weapon is 1 point, and hacking or smashing weapons do Œth damage (round down).

Hunting Arrow
Attack: +1
Damage type: Stabbing
Damage: 1D6 + Bow
Size: 3 feet long; less than 1 pound
Cost: 2 silver each; typical deal is 20 per dozen

Longsword
Proficiency: Medium
Initiative: 0
Damage type: Hacking
Damage: 1D8 + Strength bonus
Handle: One-hand
Size: 3 feet; 4 pounds
Encumbrance: Medium
Cost: 5 gold

Shortbow
Proficiency: Bow
Initiative:
Preparation: Set
Reload time: 1 action
Damage type: by arrow, plus Strength bonus
Damage: by arrow
Handle: Bow
Size: 3 feet long when strung; 2 pounds
Encumbrance: Medium
Range Increment: 60 feet
Cost: 10 gold

Weapon & Armour Features

Weapons and armour can be customised by skilled craftsmen. These should be specified in the item's description.

Balanced
Crushing or Blow-through
Custom Grip
Damages Armour
Dense
Flaming
Flexion
Fork
Ignore Armour
Jagged
Light
Plating or Studs
Reach
Rolled
Rolled-unalloyed
Sacrifice
Serrated
Shieldbreaker
Slick
Spiked
Thick
Undefendable
Weapon Breaker
Weapon Catch

Weapon Grips

One-hand
One-hand-exclusive
Hand-&-a-half
Two-hands
Hafted
Pole
Loop
Special
Bow
Pistol-grip
Stock

Character Actions & Other Guidelines

Use of Skills
Most skill checks use a 1D20. The total rolled, with bonuses stacked and added, must be larger than some target number. This may be the result of an opposing skill check, a foe's attribute, or the armour class of a target. For most unopposed skills, one must roll an eleven or better. Nearly all bonuses in the Dark Fantasy Core Set stack: social skills for example, may have statuses added to the check.

Checks & challenges
Attribute checks are successful if the roll of 2D20 is equal or lower than the attribute being checked. A higher roll fails. Challenges are when an attribute check or skill check is opposed by another. In either case, the highest roll wins, or highest without exceeding the attribute if such is used. Bonuses & penalties are applied to the attribute, rather than the roll, for these checks.

Descriptive Actions
Add one to the skill roll for each applicable:

Description of the action (or add two for vivid/graphic descriptions)
Utilising actions of others/prior actions
Incorporating the environment
Advantageous position

Combat

I. Pre-round chaos: This is usually everyone trying to shout actions, make hasty plans, or other activities before the start of the actual combat round.

II. Initiative: Done individually: 1D10 plus/minus modifiers. Every 10 full points of this roll are an extra action. Order progresses from highest to lowest. Interrupts & some other actions (such as being knocked down) can move a character up or down in the initiative order regardless of the roll. Grappling actions are always at the end of the round--do not even bother with rolling initiative.

III. State actions: Say what you are going to do. Changing your action needs a successful Wits check. Waiting for an action means the Game Master counts down the initiative until you act or give up waiting. This may also require a Wits check to start the new action after waiting.

IV. Attack roll: 1D20 plus modifiers; must exceed the target's armour class. A natural 19 or 20 is a critical hit--meaning the actual pip rolled before modifiers shows "19" or "20". A natural 1 or 2 is a catastrophic failure. Criticals hit automatically & cannot be defended. These do additional harm to the target such as double damage, broken bones, damaged armour, penalties to other rolls, or even instant death. Critical failures harm the attacker in embarrassing & often painful ways. The total amount rolled over 20 adds to the damage done. Regardless of armour, rolls under 5 total for melee or under 8 for ranged attacks miss the target.

V. Defence: 1D20 plus modifiers; must exceed the total attack roll. Critical hits or surprise attacks cannot be defended. Success on the dodge, parry, or block roll means the attack was not successful. Parries add the skill level with the weapon to the defence roll. One parry may be made for every 2 levels of skill. Unskilled parries suffer a -5 familiarity penalty & requires an action. Dodging always requires an action. Blocking is a parry with a shield.

VI. Damage: Weapon damage, plus (possible) strength damage, plus the amount rolled over 20, plus other possible mods. Double damage from a critical hit applies to the total, not just the base. Using a weapon two-handed adds 1/4 the strength attribute to damage. Damage received is subtracted from hit points, then life points when no hit points remain. Shock is equal to the damage received, after subtracting for damage resistance & reduction. Shock is applied as a penalty for all actions for the remainder of the round, and for the next initiative roll.

VII. Resolution: The Game Master determines the fallout of the actions & of the round.

Each round is about 4-6 seconds, or 10 per minute. Time is flexible for storytelling, & not used to hard real-world standards.

First combat
-6 initiative, -4 to hit, & -2 damage; halved for those who witnessed battle before but didn't participate.

Attacking With Two Weapons Or Shield Use
Both weapons must be light, or one light & one medium encumbrance. If using a shield, the only requirement is that the weapon must be usable one-handed.

Attack only: one extra attack per action, but no defence

Attack & defend: one extra attack with the second weapon after the last attack of the round with the primary; parry as usual, but only with the second weapon

Defensive attack: parry once with the primary & once per skill level with the secondary

Total defence: parry once per skill level with each weapon; no attacks

Ranged Attacks
Ranged weapons subtract two for attack & damage for every range increment beyond the first. Ballistic arcs require at least 1/4 the linear distance as a ceiling. Thrown weapons have a maximum of five range increments, device-driven have a maximum of ten. Firing into melee means the target has 40% cover from others. This can be adjusted 10% either way by an aware target. Hitting a moving target subtracts one for every 5 points of their movement (actual, not maximum). Moving while shooting causes a -1 per point of movement. There is an additional -3 familiarity penalty for unskilled use with a ranged weapon, in addition the the -5 normally.

Charging does double damage. Setting a weapon to receive a charge does double damage to the charger. In either case, normal initiative is usually not needed & multiple attacks are generally not possible. Jump attacks, dropping down on someone from above, and the like is considered a charge.

Hand parries still cause damage even if successful: 1 point for stabbing & 1/4 damage from hacking or smashing.

Grappling is done at the end of the round; do not roll initiative. Grab attacks must only hit the reflex armour class. Breaking a hold requires a contest of strength or agility. Unskilled grapplers suffer a -5 to the contest.

Disarming: To disarm, roll 1D20 plus attack bonuses & the defender rolls 1D20 plus parry bonuses, just as with an attack. The high roller determines if the defender keeps his or her weapon. Using both hands gives a +4 to either roll. Ties result in the weapons locking up. The attacker loses his or her weapon on a natural 1 or 2 on the attack roll, or if the defender rolls a natural 19 or 20.

Assistance Bonuses
You can aid another in their actions. This gives a +3 for proficiencies or attribute checks, or increases apprenticeships by one level. Flanking is when you are being assisted in attacking another. Both attackers receive a +3 on the roll. Attacking a helpless foe, one on the ground, or a strike from behind (if unnoticed) gives a +4 to hit. Attacking from the ground causes a -4 penalty.

Combos
Combination actions, or combos, are when more than one skill is combined into a single action. These aren't intended for starting characters (being developed in play) & don't require skill points.

Sample combos:

Drunken Stagger: useful to fool people into thinking that you are more intoxicated than you really are; requires Acting and Dodge; your dodges look more like happy accidents

Faux Mastery: you can make items that look like masterpieces to all but the most careful checks, but don't have the same cost (in time or money) to make & don't perform as well as the real deal--it's very pretty junk; requires Forgery & an appropriate crafting skill

Jump Kick: also called a flying kick; requires both skills and does double damage if both checks are successful

Parry/Grab: requires Grab and Hand Parry; you may grab automatically with a successful parry; may also be combined with Wrist Lock

Reverse Turn Kick: this spinning kick requires Dodge and any kick skill; roll to dodge first and if successful, roll to kick; this only uses one action total

Sticky Hands: requires Dodge and Grab; you hold onto your opponent with one hand (a light touch is all that is needed), and read his or her actions; you receive a +3 on dodges against that person, and may have cover from their body against attacks from others

Voynich Cipher: requires Distinguished Expertise, Literacy, & either Arcane Symbols or Glyph Writing; you can craft a fake spellbook or scroll that seems legitimate to all checks except that it doesn't actually contain any real occult knowledge; most mages will assume they just didn't understand it properly to use; alternatively this can be used to craft an unbreakable secret code--unbreakable as it doesn't really encode anything

Fighting defensively: +2 to parry, but -4 to attacks

Total defence: +2 to armour class & double the number of parries (i.e. once per skill level); dodge twice per action; may be combined with fighting defensively if still armed, but cannot attack; total defence takes the whole round

Hit points are subtracted from damage received before life points. When all hit points are lost, make a Willpower check to stay conscious.

At zero or fewer life points, roll system shock to avoid lapsing into a coma. At negative life points, take an additional wound equal to the total negative number each round, if untreated. -5% penalty to the system shock roll for each negative point.

One wound is received for every 10 points of damage from an attack. Each wound causes an additional point of damage at the end of each round until treated.

Damage reduction subtracts one from every attack per point of reduction. Damage resistance is the percentage of the damage that is avoided & is figured before damage reduction.

Saving throws are a 1D20 roll made to avoid something harmful. An endless number of these rolls & their associated bonuses are possible. As with attacking, a natural 1-2 is a catastrophic failure & a natural 19-20 a critical success. A successful roll can either avoid the damage or other hazard completely, or can reduce it by half, depending on the nature of the problem at hand.

Armour Considerations & Encumbrance
Armour class may be measured as reflex, fortitude, or total. For most attacks, only the total needs to be used. Reflex armour class is without the benefit of protective armour covering. Fortitude armour class is without the benefit of actively trying to avoid being hit.

Trained
No Encumbrance: No penalties
Light Encumbrance: Skill penalty (swim, climb, sneak, acrobatics, etc.)
Medium Encumbrance: Ÿ Speed penalty, skill penalty
Heavy Encumbrance: -2 Initiative penalty, 1/2 Speed penalty, skill penalty
Very Heavy Encumbrance: -8 initiative penalty, -8 attack penalty, -5 damagepenalty, 1/3 Speed penalty, -12 additional skill penalty
Heroic Encumbrance: Barely able to move/fight, -12 initiative penalty, -10 attack penalty, -8 damage penalty, skills nearly impossible -20 additional skill penalty, 1 point of fatigue per round

Untrained
No Encumbrance: No penalties
Light Encumbrance: -2 attack penalty, -3 additional skill penalty (swim, climb, sneak, acrobatics, etc.)
Medium Encumbrance: -2 initiative penalty, -3 attack penalty, Ÿ Speed penalty, -5 additional skill penalty
Heavy Encumbrance: -5 Initiative penalty, -5 attack penalty, -2 damage, 1/2 Speed penalty, -8 additional skill penalty
Very Heavy Encumbrance: -10 initiative penalty, -12 attack, -7 damage, 1/3 Speed, -15 additional skill penalty
Heroic Encumbrance: Barely able to move/fight, -15 initiative, -12 attack, -10 damage, skills nearly impossible -25 additional skill penalty, 1 point of fatigue per round

Weapon encumbrance isn't affected by training.

Light: either hand
Medium: one-handed at a -2 initiative penalty
Heavy: must be two-handed
Very Heavy: two-handed with -2 initiative penalty & -1 attack penalty
Heroic: -5 initiative penalty & -3 attack penalty; heroic encumbrance weapons receive no 2-handed damage bonus

Evasion is used for dodging multiple attacks. Roll to dodge at a -6 & apply the result to all attacks for the round, regardless of number. This counts as total defence.

Cover is when part of a protective or concealing object is between you and your foe. Each 5% cover subtracts one from the attack roll for both parties. 90% is the maximum cover that still allows counter-attacks.

Falling damage is based on the landing surface, typically 1D8 or 1D6 per 10 feet fell. Save vs. crushing blows for half damage at a target equal to half the distance fallen in feet.

Fatigue is caused by being too tired & worn out, from actions, the environment, et cetera. Each point of fatigue subtracts one from every roll while fatigued.

Being on fire or walking through very hot flames causes 3D6 damage per round; save against heat/fire for half damage. The target for the saving throw is equal to the damage received, but for continuous contact with flame the target number for the saving throw is equal to the cumulative damage. Torches do 1D4 + Strength damage as a smashing attack, +2 points for the flame. Flaming arrows likewise do an additional two points of damage. This is applied to the total, rather than as a separate "attack" for damage reduction purposes.

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