Professional Documents
Culture Documents
Creating Character
1. Players roll 4d6 (dropping the lowest die roll). They may put the scores in any
order they wish.
2. Ability Score Adjustments (B6): it is possible to raise ones score in a prime
requisite by lowering the scores of some of the other abilities. This adjustment
shows that a character may practice hard and learn how to fight or reason
well, but at the cost of not developing another ability. When adjusting abilities,
no score may be lowered below 9. When an adjustment is made, a prime
requisite ability will be raised 1 point for every 2 points that the adjusted
ability is lowered.
a. Strength may be lowered magic-users in order to raise Intelligence,
and by clerics in order to raise Wisdom.
b. Intelligence may be lowered by fighters, dwarves, halflings, thieves,
and clerics in order to raise a prime requisite of their class.
c. Wisdom may be lowered by magic-users, fighters, dwarves, elves,
halflings, and thieves in order to raise a prime requisite for their class.
d. Dexterity may not be lowered, though it can be raised if it is a prime
requisite.
e. Constitution and Charisma may not be raised or lowered.
3. First-level characters get their full hit point total.
4. There are no weapon restrictions for clerics or magic-users, except for the
following. Clerics may only use the weapon associated with their gods. If their
god is not associated with a weapon, then the cleric should use a blunt
weapon. Magic-users can use any weapon they wish. Clerics and magic-users
can only master one weapon, unlike other classes.
5. Level limits apply to demi-humans.
Combat
1. Two-Weapon Fighting: fighters, thieves, and demi-humans with a Dexterity
score of 13 or greater may choose to fight with a one-handed melee weapon
in each hand. A character may wield two weapons without the Dexterity but
gains no special benefit for doing so (though the character has an extra
weapon in case something happens to his primary one).
Unless a character has a Strength of 13 or better, he may only fight effectively
with a Small weapon in his "off-hand." Strong characters may use One-Handed
weapons in their off-hand.
On a successful attack roll, the player may roll damage dice for both weapons,
and choose the best result of the two. For example, a fighter using a sword
and dagger may roll a d8 and a d4 on a successful hit, and use the better of
the two dice rolls for his damage.
If a character has a damage bonus from a high strength, the damage is added
to whichever dice is chosen (i.e. it doesn't matter whether or not the character
is using an off-hand weapon to inflict damage, the strength bonus in melee is
due to the character's might allowing for better muscling/maneuvering in
addition to a stronger blow).
2. Shields Shall be Splintered!: shields will reduce your Armour Class by one
(unless a character is using the Defensive Movement of Retreat (B24).
However, any time a character takes damage, the player can opt instead to
have his characters shield absorb the force of the blow. The shield is
shattered and must be discarded, but the character does not take any
damage from the hit. For magic shields, each +1 gives the shield a 10%
chance to survive the blow.
In some cases, an action is a straight test of one's ability with no luck involved. Just
as you wouldn't make a height check to see who is taller, you don't make a Strength
check to see who is stronger.
Ability
2d6
3d6
4d6
5d6
8.33
0.46
16.6
1.85
0.08
4.63
0.39
0.01
9.26
1.16
0.08
58.3
16.2
2.70
0.27
72.2
25.9
5.40
0.72
83.3
37.5
9.72
1.62
91.6
50
15.9
3.24
Score
7
5
27.7
41.6
8
7
7
8
9
10
7
11
12
13
14
15
16
17
18
19
97.2
62.5
23.9
100
74.0
33.5
83.8
44.3
15.2
90.7
55.6
22.1
95.3
66.4
30.5
98.1
76.0
39.9
99.5
84.1
50
100
90.2
60.0
94.6
69.4
100
100
100
100
100
100
100
100
5.88
9.8
Cleric
0
1
2
4
6
13
21
28
36
43
51
58
66
71
Cantrips
The cantrip is a tiny spell created by practicing students of the magical arts during
their apprenticeship and while a minor dweomer they still have some uses to the
adventuring Magic-User. Elves do not obtain cantrips at first level as they dont learn
such in their youth, though a friendly Magic User may teach them at a later date.
A 1st level Magic User starts out with 1d4 + Intelligence modifier of cantrips known
and written in their spell book. Others may be obtained during adventures just as any
other spell.
CANTRIPS LIST
1. Anatomics
2. Bug
3. Clean
4. Enrich
5. Exterminate
6. Firefinger
7. Hairy
8. Haunting
9. Legerdemain
10. Repair
11. Temperature
12. Transmogrify
13. Unseen Hand
Anatomics (Evocation)
Level: 0
Area of Effect: One person
Duration: 1 action
Saving Throw: None
When this cantrip is cast, the subject will involuntarily emit a body noise or reaction
of the casters choosing. Such simple reactions can be a belch, blink, nod, yawn, etc;
but nothing sophisticated.
Bug (Summoning)
Level: 0
Area of Effect: 10 feet
Duration: Permanent
Saving Throw: None
When this cantrip is used, the caster summons an insect from someplace where is
of no importance, for the creature appears in seconds. The bug will appear in
whatever spot the caster is gazing at, up to a 10 foot distance from him or her. The
bug is, of course, annoyed, and it is 90% likely to sting or bite (if possible) any living
creature it finds itself upon. (This will certainly cause the subject to react violently if it
would otherwise be so affected by such).
Clean (Abjuration)
Level: 0
Area of Effect: 4 sq. yards
Duration: Permanent
Saving Throw: None
This cantrip enables the caster to remove heavy soil, dirt, and like foreign objects
from floors, walls, dishes, windows, clothing, etc. The subject surfaces are then
spotless, but care must be taken in removal of pigments and the like, so usually only
one type of material will be treated in a single application. The reverse of this cantrip
dirties and befouls any surface equal to the area of effect.
Enrich (Enchantment)
Level: 0
Area of Effect: One object
Duration: up to 6 turns
allowed a saving throw versus spells, and if it succeeds, the individual will hear no
such noise. The sound only lasts from 1-20+ Magic Users level in seconds.
Legerdemain (Illusion)
Level: 0
Area of Effect: One small item
Duration: 1 round
Saving Throw: nil
This cantrip enables the caster to secret or cause to appear a small object in his hand
without seeming to do so. The item created to appear from nowhere is illusory, and
will disappear in 1 round.
Repair (Alteration)
Level: 0
Area of Effect: One object
Duration: Permanent
Saving Throw: None
This cantrip repairs small breaks in objects. It will weld a broken ring, chain link,
medallion or ripped material, providing but one break exists. Ceramic or wooden
objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in
a leather sack or wineskin is completely healed over by a Repair cantrip. This cantrip
will not repair magic items of any kind.
Temperature (Evocation)
Level: 0
Area of Effect: 1 cube
Duration: special
Saving Throw: none
A cantrip of this nature allows the caster to cause non-living liquid or solid material to
become about 40F (~4C) warmer or cooler than it was, subject to a minimum
temperature of freezing. The warming or chilling effect lasts for but an instant, after
which the subject returns slowly back to ambient temperature as normal for the
current climate.
Transmogrify (Alteration)
Level: 0
Area of Effect: One creature/item
Duration:
Saving Throw: See below
By means of a transmogrify cantrip, the caster alters one small object to another,
although the change must be within the same kingdom, and only animal and
vegetable objects are affected. Thus, a piece of parchment can be changed to a
brightly colored cloth square, then the cloth can be changed to a rose by another use
of the cantrip. Likewise, a bird can be changed into a bat, the bat to a flying squirrel
by another use of the same type of cantrip, and so forth. Each alteration requires a
transmogrify cantrip. The cantrip will not cause more than a 50% increase or
decrease in size/volume, and the effect will last for a base time of 1 turn. If the
change is radical, then the time will be reduced accordingly; i.e., changing a
dead object to a live one is a radical change and will last only 1 round. On the other
hand, a very slight alteration such as color change or the like will last for 1 or more
days. A saving throw against this magic does not apply as long as small, animalintelligence, non-magical creatures of normal sort are concerned.
Unseen Hand (Conjuration)
Level: 0