AD&D To BRP Second Edition Conversion [PDF]

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1) Personal Introduction

CONVERTING AD&D (2nd Ed) TO BRP

AD&D (2nd Edition) and Stormbringer (3rd Edition) were the first games I ever actively wrote campaigns for ran and as GM while at college. The crossover rules presented here attempt to bring some of these (quite fond) memories together.

A) GLOBAL NOTES

Many thanks to The Guvnor, moderator and owner of forum, The Gaming Tavern forum (opens in a new window or tab).

0) Contents

NOTE: Some sections of this ruleset refer to the Alternative Magic System. This is a rank-based system of magical Arts (currently covering Alchemy, Divination, Elementalism, Enchantment, Necromancy, Sorcery and Wizardry) based on the Stormbringer 3rd Edition magic rules, which is under development and will be published at a later date. The alternative rules have no effect on these crossover rules.

A. GLOBAL NOTES A. Contents B. Personal Introduction C. Copyright Disclaimer D. Version Revision History E. Abbreviations and References B. CHARACTERISTICS AND RACES A. Introduction B. Dwarf C. Elf D. Halfling E. Gnome F. Half-elf G. Human C. PROFESSIONS AND CLASSES A. Fighter B. Paladin C. Ranger D. Barbarian E. Thief F. Bard G. Noble H. Cleric I. Druid J. Mage K. Sorcerer L. Psionicist D. SKILLS A. Starting Skill Levels B. Combat Skills C. Firearms D. Lores E. Languages and Writing F. Status Skill Specialisations G. Craft Skill Specialisations H. Repair Skill Specialisations E. MAGIC A. Magical Professions B. Magic Spells C. Sorcery Spells D. Divine Magic E. Psionic Abilities

2) Copyright Disclaimer This document is completely unofficial and in no way endorsed by TSR (now defunct), Wizards of the Coast or Chaosium. Terminology from BRP (Basic Roleplaying, skill groups) belong to Chaosium Inc. Classes such as Fighter, Paladin, Psionicist are recognised as TSR's terms.

3) Version Revision History First Draft Version 0.1 - Colin Brett. Based on discussions The Gaming Tavern forum, April 2013

4) Abbreviations and References Several rule sets were used in this conversion. The principal sources were: • • • •

Chaosium's Basic Roleplaying rulebook (aka the Big Gold Book and abbreviated as BGB) Chaosium's Stormbringer 3rd Edition rulebook (abbreviated as SB3) Chaosium's Hawkmoon rulebook (abbreviated as HM) TSR's Advanced Dungeons and Dragons Player's Handbook (abbreviated as PHB)

Back to Contents.

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3) Elf

B) CHARACTERISTICS AND RACES

• •

1) Introduction

• Most characters will be humans. The races generally termed "demi-human" may also be used at GM's discretion and the player is encouraged to devise an interesting backstory for their character's reasons for adventuring in the human realms.

Characteristics: STR 2D6+2 CON 3D6 SIZ 2D4+4 INT 3D6+6 POW 2D6+6 DEX 3D6+3 APP 3D6 Racial Skill Bonuses: Dodge +20%, Lore (Elves) +20%, Listen or Spot +20% (player's choice) Abilities: Elves can see in the dark and have the equivalent of the Super Sense (Night Vision) power at a level equal to the Elf's POW/2 (round down). See BGB p.164-165.

See also BGB p.342 The characteristics, STR, CON, SIZ, INT, POW, DEX and APP, can be generated for each race using the following dice rolls. The Characteristic Rolls (Effort, Stamina, Idea, Luck, Agility and Charisma) and the Derived Characteristics (Damage Bonus, Experience Bonus, Hit Points, Major Wounds, Power Points and Movement) are then calculated as described in BGB p.27-31). The optional EDU characteristic is not used in these rules. Formal education is a rarity in the pseudo-mediaeval fantasy worlds in which most campaigns will occur, so learning is best represented as Lore skills and the separate Language and Literacy skills for each tongue (being able to speak a language does not necessarily mean a character can read and write in that language). If a demi-human character is generated, the player may add the Racial Skill Bonuses for that race to the appropriate skills. Also, the player should note down any special Abilities that race may have.

Back to Contents.

4) Halfling •

• •

Characteristics: STR 2D6 CON 2D6+12 SIZ 1D3+3 INT 2D6+6 POW 2D6+3 DEX 2D6+10 APP 3D6 Racial Skill Bonuses: Craft (Cooking) +20%, Hide +20%, Stealth +20%, Throw +20% Abilities: Halflings have a natural affinity for slings and thrown rocks. They suffer no negative damage modifiers when using these weapons.

See also BGB p.344-345 Back to Contents.

Humans and Half-elves may choose which Racial Skill Bonuses the character has. The player should choose one of the bonus packages: Brawn, for characters who use force; Guile, for cunning characters; Negotiate, for characters who prefer to talk before fighting; or Expertise, for characters who believe knowledge is power. (These groupings and the Racial Skill Bonuses are abridged and derived from the optional Personality Types rules on BGB p.21 and p.23.)

5) Gnome •



Back to Contents. •

2) Dwarf • •



Characteristics: STR 4D6 CON 1D6+12 SIZ 1D4+4 INT 2D6+6 POW 3D6 DEX 3D6 APP 3D6 Racial Skill Bonuses: Appraise +20%, Craft (Blacksmith or Stonemason) +20%, Lore (Dwarfs) +20% Abilities: Dwarfs can see in the dark and have the equivalent of the Super Sense (Dark Vision) power at a level equal to the Dwarf's POW/2 (round down). See BGB p.164-165.

See also BGB p.341

Back to Contents.

6) Half-elf • • •

Back to Contents.

• •

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Characteristics: STR 2D6+2 CON 2D6+6 SIZ 1D3+4 INT 2D6+7 POW 2D6+5 DEX 3D6 APP 3D6 Racial Skill Bonuses: Craft (Jewelsmith or Blacksmith), Lore (Animals) +20%, Lore (Gnomes) +20%, Abilities: Gnomes can see in the dark and have the equivalent of the Super Sense (Dark Vision) power at a level equal to the Gnome's POW/2 (round down). See BGB p.164-165.

Characteristics: STR 2D6+4 CON 3D6 SIZ 2D6+6 INT 2D6+6 POW 3D6 DEX 2D6+6 APP 3D6 Racial Skill Bonuses (Brawn): Brawl +20%, Jump +20%, Sense +20% Racial Skill Bonuses (Guile): Bargain +20%, Insight +20%, Listen +20% Racial Skill Bonuses (Negotiate): Appraise +20%, Etiquette +20%, Fast Talk +20% Racial Skill Bonuses (Expertise): Craft (Any) +20%, Lore (Any), Research +20%



Abilities: Like their Elven cousins, Half-elves can see in the dark and have the equivalent of the Super Sense (Night Vision) power at a level equal to the Half-elf's POW/2 (round down). See BGB p.164-165.



Any five skills chosen from: Gaming, Hide, Jump, Listen, Ride, Spot, Stealth, Strategy, Throw, Weapon Skills (*)

(*) Fighters are a Warrior class. Weapon skills may be for any Melee, Missile weapon or Shield of the player's choice, provided the STR and DEX requirements are met. The GM may also allow Firearms or Artillery weapons to be taken as one of these choices. Starting Fighters may take a maximum of FOUR Melee, Missile, Shield, Firearms or Artillery skills.

Half-elf character players should choose one of the Optional Skill Bonuses packages. Back to Contents.

7) Human • • • • • •

c) Starting Special Abilities

Characteristics: STR 3D6 CON 3D6 SIZ 2D6+6 INT 2D6+6 POW 3D6 DEX 3D6 APP 3D6 Racial Skill Bonuses (Brawn): Brawl +20%, Jump +20%, Sense +20% Racial Skill Bonuses (Guile): Bargain +20%, Insight +20%, Listen +20% Racial Skill Bonuses (Negotiate): Appraise +20%, Etiquette +20%, Fast Talk +20% Racial Skill Bonuses (Expertise): Craft (Any) +20%, Lore (Any), Research +20% Abilities: None

None.

d) Later Special Abilities Leadership: The Fighter becomes a "leader of men", "captain" or "lord of the manor" and may have troops under his command. To gain this ability, the Fighter should have the skills of Command, Status (Region **) and Strategy of at least Expert level. The exact troops, estate and title should be determined in play and with the GM.

Human character players should choose one of the Optional Skill Bonuses packages.

(**) Status (Region) applies to the Fighter's land, country or realm in which he or she has been noticed and ennobled by higher powers (e.g. NPC dukes, princes or even kings). A suitable country name may be used in place of the generic term Region.

Back to Contents.

C) PROFESSIONS AND CLASSES

e) Starting Equipment and Funds

Most of the standard AD&D character classes from the 2nd Edition Player's Handbook (Fighter, Paladin, Ranger, Thief, Bard, Mage, Cleric and Druid) have been converted to BRP professions. The Illusionist class has been replaced with the Sorcerer profession to allow different magical powers to be used in the game. Additional classes (Barbarian, Noble, Psionicist) have been drawn from other sources to add some variety.

The Fighter begins play with his chosen weapons and shield (if this was chosen as a skill). Up to 20 items of ammunition for missile weapons may also be taken. The Fighter may choose to be equipped with studded leather armour (aka Lamellar). On a successful Luck roll, this may be upgraded to chainmail. 2D6x10 "coins of the realm" may be used to purchase additional equipment.

1) Fighter

Back to Contents.

a) Introduction

2) Paladin

Characteristic Requirements: STR 9, DEX 9

a) Introduction

Fighters are the weapon masters. They may fight to protect their homeland; to conquer other lands; to prove their worth; to slay monsters; or simply for the thrill. Whatever the reason, Fighters are the kings and queens of the battlefield.

b) Starting Professional Skills •

Main: Brawl, Dodge, Grapple, Two Weapon Skills (*)

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Characteristic Requirements: STR 11, POW 9, APP 16 Paladins are holy warriors who fight to protect the innocent and for the glory of their patron deity. A blend of martial prowess and priestly virtue.

b) Starting Professional Skills • •

Cure Disease (1/week): This ability becomes available when both the Paladin's First Aid and Medicine skills reach at least Professional level. The Paladin makes a Perform (Ritual) roll to divinely cure one disease.

Main: First Aid, Lore (Own Religion **), Ride, Two Weapon Skills (*) Any five skills chosen from: Brawl, Grapple, Etiquette (Own Religion **), Literacy (Own Language), Lore (Own Religion **), Lore (Occult), Lore (Blasphemous), Perform (Orate), Perform (Ritual), Status (Own Religion **), Weapon Skills (*)

War Horse: A stronger, smarter, braver warhorse is received as a gift or summoned by the Paladin through prayers. The horse may become available when the Paladin's Ride (Horse) skill reaches at least Professional level.

(*) Paladins are a Warrior class. Weapon skills may be for any Melee, Missile weapon or Shield of the player's choice, provided the STR and DEX requirements are met. The GM may also allow Firearms or Artillery weapons to be taken as one of these choices. Starting Paladins may take a maximum of FOUR Melee, Missile, Shield, Firearms or Artillery skills. (**) Etiquette (Own Religion), Lore (Own Religion) and Status (Own Religion) apply to the Paladin's own religious organisation. A suitable deity-specific name can be used in place of the generic term Religion.

c) Starting Special Abilities

Clerical Magic: The Paladin gains the ability to cast Divine Magic spells. This ability becomes available when the Paladin's Lore (Own Religion) and Perform (Ritual) skills both reach at least Expert level. The Paladin is initially taught two Divine Magic spells from a member of his order. More may be learned as the campaign progresses. Turn Undead: The Paladin gains the Clerical ability to Turn Undead. This ability becomes available when the Paladin's Lore (Own Religion), Etiquette (Own Religion) and Perform (Ritual) skills all reach at least Expert level.

e) Starting Equipment and Funds

Code of Honour: A Paladin must abide by a strict code of honour. Use the Allegiance system (BGB p.315) with the GM to set these rules. Deviation from the code results in the loss (temporarily or permanently) of some or all of the abilities described in this section and Later Special Abilities. Contribution: The Paladin must donate coins, gems, jewellery and other valuable artefacts to his church organisation. He may save enough to keep himself, servants and staff but all other treasure must be donated. Further, the Paladin may keep only a limited number of magical items, for example: one suit of armour, one shield, up to four weapons and up to four other items. As with money and gems, all other items must be given to his church.

The Paladin begins play with his chosen weapons and shield (if this was chosen as a skill) and suit of chainmail armour. These items are gifted to the Paladin by his Order. Up to 20 items of ammunition for missile weapons may also be taken. 1D6x10 "coins of the realm" may be used to purchase additional equipment. Back to Contents.

3) Ranger a) Introduction

Detect Evil Intent: Paladin makes a Perform (Ritual) and expend 1 power point. If successful, this then acts like Danger Sense psychic power, BGB p.115 (range POW metres radius), and will alert the Paladin to imminent danger in the area.

Characteristic Requirements: STR 12, CON 12, POW 10 Trackers and hunters, guardians of the frontier. Rangers are wanderers in the wildlands, living by their sword and their wits.

Immunity to Disease: the Paladin is immune to all natural diseases. Sorcerous, extra-planar or magical diseases are not covered by this immunity.

b) Starting Professional Skills

Protection from Evil: Evil creatures suffer a -10% to hit modifier when attacking the Paladin by any means (e.g. in hand-to-hand, at range or even with magic).

• •

d) Later Special Abilities Healing Hands (1/day): This ability becomes available when the Paladin's First Aid skill reaches at least Professional level. The Paladin prays to his deity and makes a Perform (Ritual) roll. If successful, the prayers will double his First Aid skill OR double the hit points healed with First Aid (or both on a critical).

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Main: Hide, Navigate, Stealth, Track, Two Weapon Skills (*) Any four skills chosen from: Brawl, Dodge, Grapple, Insight, Lore (Plants), Lore (Animals), Perform (Ritual), Ride, Sense, Weapon Skills (*)

(*) Rangers are a Warrior class. Weapon skills may be for any Melee, Missile weapon or Shield of the player's choice, provided the STR and DEX requirements are met. The GM may also allow Firearms or Artillery weapons to be taken as one of these choices. Starting Rangers may take a maximum of FOUR Melee, Missile, Shield, Firearms or

Artillery skills.

4) Barbarian

c) Starting Special Abilities

a) Introduction

Code of Honour: A Ranger must abide by a strict code of honour. Use the Allegiance system (BGB p.315) with the GM to set these rules. Deviation from the code results in the loss (temporarily or permanently) of some or all of the following powers.

Characteristic Requirements: STR 15, CON 15, DEX 14

b) Starting Professional Skills

Always Moving: Rangers are limited in the amount of treasure they can carry. Any cash, valuables or other treasures must be easily portable, either on their person or (at most) on the back of a horse. Heavy or bulky treasures must be converted to a lighter form (coins cashed in for gems, for instance) or given away to a worthy cause (e.g. the Ranger's religious order but not to another player character).

• •

Main: Two Weapon Skills (**), Climb, Hide, Stealth Any five skills chosen from: Brawl, Craft (Carpenter), Dodge, Fine Manipulation, Grapple, Jump, Listen, Sense, Spot, Throw, Track, Weapon Skills (**)

Direction Sense: Outdoors and in the open, the Ranger has a keen sense of direction. With a POWx5% roll, the Ranger can locate North and gains a 5-20% bonus on all Navigate skill rolls for the next 8 hours.

(**) Barbarians are a Warrior class. Weapon skills may be for Melee, Missile weapon or Shield of the player's choice, provided the STR and DEX requirements are met. Barbarians may not take Firearms or Artillery skills: their societies generally do not have access to such technologies. Further, Pole Weapons (e.g. halberd, pike, naginata, trident from the weapon table in BGB p.253) are rare in Barbarian lands. A starting Barbarian wishing to take such weapons must discuss these choices with the GM. A maximum of FOUR weapon skills may be taken by newly created Barbarian characters.

d) Later Special Abilities

c) Starting Special Abilities

Druidic Magic: The Ranger gains the ability to cast Divine Magic spells. This ability becomes available when the Ranger's Lore (Plants) and Lore (Animals) skills both reach at least Professional level. An NPC Druid will initially teach the Ranger two Divine Magic spells. More may be learned as the campaign progresses.

Distrust Magic: Barbarians distrust magic in all its forms, whether as wizardry, sorcery or items with magical abilities. Starting Barbarians may not use magic items if they recognise them as such. Further, Barbarians are reluctant to help wizards and other magic users. Divine Magic, particularly those spells and abilities used by tribal or clan shamans, do not usually evoke such distrust. This is, of course, a role-playing decision on the part of the Barbarian character's player. If necessary, a Charisma roll (APPx5%) on the part of the character requesting the Barbarian's aid may be used (particularly for NPCs).

At Home in the Wild: The GM may grant a discretionary bonus of 1/5 Track or Lore (Plants) skill when using Stealth and Hide in the wilderness (similar to having quality navigational aids as described in the Navigate skill, BGB p.70).

Followers: The Ranger attracts 2D6 followers when his Lore (Animals), Track and Insight skills all reach at least Professional level. The followers may be humans, non-humans, natural animals or even supernatural animals and should be determined in conjunction with the GM.

e) Starting Equipment and Funds The Ranger begins play with his chosen weapons and shield (if this was chosen as a skill) and suit of studded leather armour. Up to 20 items of ammunition for missile weapons may also be taken. 2D6x10 "coins of the realm" may be used to purchase additional equipment. Back to Contents.

Danger Sense: Barbarians have a preternatural danger sense which protects them from ambush. This acts as a passive "always on" Danger Sense psychic power (see BGB p.115). To detect a potential ambush, the GM makes a Difficult Luck roll for the Barbarian character who, if the danger is detected, may react accordingly.

d) Later Special Abilities Detect Magic: Barbarians are grounded in the real world of nature. Magic is inherently "unreal" and Barbarians can develop a sense for this. When their Spot, Listen and Sense skills reach Professional levels, they become able to detect magical vibrations from objects, people and places. This takes a successful Stamina or Idea roll, depending on circumstances as set by the GM.

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e) Starting Equipment and Funds

which the skill was taken, a suit of leather armour and a set of lock picks. 2D6x10 "coins of the realm" may be used to purchase additional equipment.

The Barbarian begins play with his chosen weapons and shield (if this was chosen as a skill). Up to 20 items of ammunition for missile weapons may also be taken. Barbarians rarely wear armour as such items are very expensive to produce in their home societies. A successful Luck roll allows the character to start with a suit of leather armour; if failed, armour must be purchased, looted, earned or otherwise acquired. 2D4x10 "coins of the realm" may be used to purchase additional equipment.

Back to Contents.

6) Bard a) Introduction

Back to Contents.

Characteristic Requirements: DEX 12, INT 12, APP 14 Bards are entertainers, raconteurs, troubadors and story tellers. They have a broad range of skills and may be considered a "jack of all trades".

5) Thief a) Introduction

b) Starting Professional Skills

Characteristic Requirements: DEX 9, INT 9



Thieves live in the shadows, outside polite society and hard working citizens. They make their living through larceny, trickery and dodgy dealings.



b) Starting Professional Skills • •

Main: Appraise, Dodge, Fast Talk, Fine Manipulation, Sleight of Hand Any five skills chosen from: Brawl, Climb, Disguise, Dodge, Hide, Language (Thieves' Cant), Listen, Spot, Stealth, Weapon Skill (*)

(*) Thieves are a Persuader class. Starting Thieves are limited to one-handed weapons but may learn heavier, two-handed weapons later in their career. One-handed weapon skills may be for Melee, Missile weapon or Shield of the player's choice, provided the STR and DEX requirements are met. The GM may also allow Firearms skill to be taken by a Thief. Starting Thieves may take a maximum of TWO Melee, Missile, Firearms or Shield skills.

Main: Lore (Folklore), Lore (Magic Items), Perform (Play (Instrument) **), Perform (Sing), Persuade, Sleight of Hand Any four skills chosen from: Art (Any), Climb, Disguise, Gaming, Language (Other), Listen, Literacy (Own Language), Perform (Orate), Perform (Recite), Weapon Skill (*)

(*) Bards are a Persuader class. Bards have a broader range of weapon choices than Thieves and may choose twohanded weapons when first generated. Weapon skills may be for Melee, Missile weapon or Shield of the player's choice, provided the STR and DEX requirements are met. The GM may also allow Firearms skill to be taken by a Bard. Starting Bards may take a maximum of TWO Melee, Missile, Firearms or Shield skills. (**) The Perform (Play (Instrument) **) skill can be taken more than once for instruments of the player's choice.

c) Starting Special Abilities None.

c) Starting Special Abilities None.

d) Later Special Abilities Wizardry: The Bard gains the ability to cast Magic spells. This ability becomes available when the Bards's Perform (Play Instrument) and Perform (Sing) skills both reach at least Professional level. An NPC Mage will usually teach the Bard two Magic Spells. More may be learned over the course of the Bard's career.

d) Later Special Abilities Gang: The Thief attracts a gang of 2D6 fellow thieves. The Thief's Appraise and Fine Manipulation skills must be of at least Professional level. The gang should be designed in conjunction with the GM.

e) Starting Equipment and Funds e) Starting Equipment and Funds The Bard begins play with his or her chosen weapons, a shield if the skill was taken, one musical instrument for the

The Thief begins play with a dagger, any other weapon for

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skill(s) chosen and a suit of good quality clothing. 2D6x10 "coins of the realm" may be used to purchase additional equipment.

missile weapons may also be taken. The Noble may choose to be equipped with chainmail; on a successful Luck roll, this may be upgraded to half-plate. If the Noble has a Ride skill of at least Professional level, the character may also have a riding horse of good quality. 3D6+6x10 "coins of the realm" may be used to purchase additional equipment.

Back to Contents.

7) Noble

Back to Contents.

a) Introduction

8) Cleric

Characteristic Requirements: INT 9, APP 9

a) Introduction Characteristic Requirements: POW 9, INT 9

b) Starting Professional Skills • •

The Cleric is a defender of the faith, able to take the fight to the unbelievers and convert them to righteousness. They protect their flock with skill at arms and minister to their spiritual needs.

Main: Bargain, Insight, Etiquette (Region **), Persuade, Status (Region **) Any five skills chosen from: Art (Any), Command, Drive (Carriage), Language (Other), Literacy (Own Language), Perform (Orate), Ride, Weapon Skill (*)

b) Starting Professional Skills

(*) Nobles are a Persuader class but their (usually privileged) position means they have access to a broad array of weapons and the instructors to teach their use. Weapon skills may be for any Melee, Missile weapon or Shield of the player's choice, provided the STR and DEX requirements are met. The GM may also allow Firearms or Artillery weapons to be taken as one of these choices. Starting Nobles may take a maximum of TWO Melee, Missile, Shield, Firearms or Artillery skills.

• •

(**) Status (Region) and Etiquette (Region) refers to the customs and social standing of the Nobles's own country, region, province or even empire, depending on the campaign. A suitable region-specific name can be used. The Status of starting Noble characters should be capped at 30%.

Main: First Aid, Insight, Lore (Own Religion **), Perform (Ritual), Persuade Any five skills chosen from: Etiquette (Own Religion **), Language (Other), Literacy (Own Language), Up to two Lore (Any) choices, Medicine, Research, Status (Own Religion **), Teach, Weapon Skill (*)

(*) Clerics are a Persuader class. Classic Clerics are limited to blunt weapons only (e.g. club, flail, mace, morning star, sling, staff, warhammer; others are at GM's discretion). Priests of other deities (War, Agriculture, Death) may have access to different weapons, with GM's permission. Weapon skills may be for a Melee, Missile weapon or Shield of the player's choice, provided the STR and DEX requirements are met. Starting Clerics may take a maximum of TWO Melee, Missile or Shield skills.

c) Starting Special Abilities Connected: The Noble starts with one NPC contact who may be able to provide information, assistance and/or equipment. The GM should generate and run this NPC and any personal motivations should be kept secret from the Noble character.

(**) Etiquette (Own Religion), Lore (Own Religion) and Status (Own Religion) apply to the Cleric's own religious organisation. A suitable deity-specific name can be used in place of Religion.

d) Later Special Abilities c) Starting Special Abilities

Well Connected: The Noble gains 1D3 NPC contacts who may be able to provide information, assistance and/or equipment. The GM should generate and run these NPCs and any personal motivations should be kept secret from the Noble character. The Noble's Status (Region) and Persuade skills should be at least Expert level to gain this ability.

Divine Magic: The Cleric begins with four Divine Magic (Clerical) spells. More may be learned over the course of the Cleric's career. Turn Undead: This power affects undead within a radius of the Cleric's APP. It combats the "negative energies" of undead creatures (i.e. the POW or Power Points as some undead have POW, others do not). The Cleric prays, calling on the power of his deity, and makes a Perform (Ritual) skill roll. This counts as an action in combat and occurs on the Cleric's own initiative, meaning the undead may have a

e) Starting Equipment and Funds The Noble begins play with his chosen weapons and shield (if this was chosen as a skill). Up to 20 items of ammunition for

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chance to attack before the Cleric can turn them. If the Cleric is struck while praying in this way, it does not affect his concentration so no Idea roll is needed to maintain the prayers (as a Mage would if hit while casting a spell). Check the results below. •

• •





Fumble: The undead recognise the Cleric as a dangerous threat to their (non-)existence and will attack the Cleric en-masse. Failure: The Cleric's deity is "otherwise engaged" and the undead do not flee. Success: The affected creatures flee the area. Affects current Power Points of undead POW or Power Points. Low-POW creatures are affected first. Special: The affected creatures flee the area. Affects current Power Points x 1.5 (round up) of undead POW or Power Points. Low-POW creatures are affected first. Critical: The affected creatures flee the area. Affects current Power Points x 2 of undead POW or Power Points. Cleric may choose which creatures are affected first.

For example, a Cleric with 13 Power Points is faced by a mixed horde of seven skeletons (POW 1 each), six zombies (POW 1 each) and two ghouls (with 6 and 8 Power Points respectively). The Cleric makes his Perform (Ritual) roll and calls on his deity for aid in this time of need.

should be worked out in conjunction with the GM.

e) Starting Equipment and Funds The Cleric begins play with his chosen weapons, a shield if the skill was chosen, a suit of chainmail armour and a symbol of the Cleric's faith. 2D4x10 "coins of the realm" may be used to purchase additional equipment. Back to Contents.

9) Druid a) Introduction Characteristic Requirements: STR 11, APP 14 The Druid is a priest of nature, in harmony with the elements, animals and plants of the forests, wilderness, deserts and even the seas.

b) Starting Professional Skills

On a normal success, the Cleric affects the seven skeletons and six zombies (total 13 POW of undead energy). On a special success, the Cleric affects (13 x 1.5 =) 19.5 (round up) = 20 points of undead energy. As before, this will affect the skeletons and zombies (13 POW) and the ghoul with 6 POW (leaving one point unused). On a critical success, the Cleric affects (13 x 2 =) 26 points of undead energy, which the Cleric can target as desired. This would be sufficient to turn both ghouls (14 points), six zombies and six skeletons. Only one skeleton remains to be destroyed by the Cleric's mace in the next round! At GM's discretion, more powerful undead (vampires, mummies, liches, wights, wraiths) are not so easily cowed. Against such creatures, a successful Perform (Ritual) will allow the Cleric to directly match his own POW vs. the creature's POW on the Reistance Table in a contest of faith versus evil. In such a case, a Special success on the Perform (Ritual) adds a temporary +2 to the Cleric's POW for the Resistance Table test, while a Critical success adds a temporary +5 to the Cleric's POW. A fail or fumble on the Perform (Ritual) skill roll means the Cleric's deity does not answer this time and the Cleric must rely on skill at arms to defeat the evil undead.

d) Later Special Abilities Found a Church: When the Cleric's Etiquette (Own Religion), Lore (Own Religion) and Status (Own Religion) skills reach Expert level, he or she may found a church, temple or other place of worship dedicated to his deity. Details of the church

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Main: Language (Druidic), Language (Woodland Tongues), Lore (Plants), Lore (Animals), Perform (Ritual) Any five skills chosen from: Craft (Brewer), Craft (Carpenter), Craft (Gardener), First Aid, Hide, Literacy (Druidic), Lore (Own Religion **), Navigate, Stealth, Swim, Track, Weapon Skill (*)

(*) Druids are a Persuader class. Druids are limited to natural armours (i.e. leather armour and wooden shields) and the following weapons: club, sickle, dart, spear, dagger, scimitar, sling, staff. Weapon skills may be for a Melee, Missile weapon or Shield of the player's choice, provided the STR and DEX requirements are met. Starting Druids may take a maximum of TWO Melee, Missile or Shield skills. (**) Lore (Own Religion) refers to the teachings and legends of the Druid's own religious beliefs. A suitable deity-specific name can be used.

c) Starting Special Abilities Divine Magic: The Druid begins with four Divine Magic (Druidic) spells. More may be learned over the course of the Druid's career. Move through Cover: The Druid can move through tangled undergrowth at normal speed and leaves no trail. If being tracked, the tracker must make an opposed Track roll versus the Druid's Stealth skill or POWx5%, whichever is higher (see Opposed Skill Rolls, BGB p.173).

Animal Healing: The Druid adds 1/5 of his Lore (Animals) skill when using First Aid on an injured animal.

c) Starting Special Abilities Magic: The Mage begins with four Magic spells learned at INTx1%. See Powers.Magic BGB p.88-102. More points from the Professional Skill points or Personal Skill points can be added to these starting levels.

d) Later Special Abilities Resistance to Fire and Electricity: The Druid has an "always on" Level 2 Resistance to damage caused by attacks and environmental conditions involving fire and electricity. This deducts 2 from all damage suffered from these attacks (after armour); see the Resistance spell, BGB p.100.

Alternative Magic System: Primary Art is Wizardry and may choose one Secondary Art.

d) Later Special Abilities Shapeshift: The Druid may shapechange to animal form once per day. This becomes possible when the Druid's Lore (Own Religion) and Lore (Animals) skills reach Expert level.

Familiar: The Mage may summon, capture or befriend a small animal (or other creature) when his Perform (Ritual) and Lore (Occult) skills reach Expert level. See BGB p.90 for further details.

Animal Companion: The Druid keeps a small pet, perhaps a cat, dog, bird, rodent, squirrel (player's choice). The Druid can communicate and give limited commands to the pet. This becomes possible when the Druid's Perform (Ritual) and Lore (Animals) skills reach Expert level.

Wand/Staff: The Mage may create a magical staff when the character's Perform (Ritual) and Lore (Occult) skills reach Expert level. See BGB p.91 for further details. Enchant Items: The Mage may create magical items. The character needs a Craft skill of at least Professional level to make a magic item from that sort of material. A Wizard with Craft (Blacksmith) of 55% would be able to create enchanted metal items, such as weapons.

e) Starting Equipment and Funds The Druid begins play with his chosen weapons, a shield if the skill was chosen, a suit of leather armour and a symbol of the Druid's faith. 2D4x10 "coins of the realm" may be used to purchase additional equipment.

e) Starting Equipment and Funds Back to Contents. The Mage begins play with his chosen weapon, an outfit of fine robes and a grimoire of his spells. 2D6x10 "coins of the realm" may be used to purchase additional equipment.

10) Mage

Back to Contents. a) Introduction

11) Sorcerer

Characteristic Requirements: INT 9, POW 9 The Mage is a spellcaster who uses formulae to harness the mystical forces of the universe to wondrous effect: corruscating attacks; impenetrable defenses; deceptive illusions; and other, marvellous effects.



Characteristic Requirements: INT 14, POW 16 The Sorcerer's powers are drawn from supernatural beings and realities: elementals, demonic entities and other planes of existence. Needless to say, this is not without its risks, but many Sorcerers are willing to pay the price.

b) Starting Professional Skills •

a) Introduction

Main: Literacy (Own Language), Lore (Occult), Perform (Ritual), Persuade, Research Optional: Craft (any), Fine Manipulation, Insight, Language (Other), Two other Lore skills (Any), Sleight of Hand, Teach

b) Starting Professional Skills •

(*) Mages are an Artificer class. They may not wear armour and are limited to the following weapons: quarterstaff, dagger, dart, sling. Starting Mages may take a maximum of ONE weapon skill. Points must be allocated to Attack and Parry skills with the chosen weapon.



Main: Literacy (Own Language), Lore (Blasphemous), Perform (Ritual), Persuade, Research Optional: Craft (any), Fine Manipulation, Insight, Language (Other), Two other Lore skills (Any), Sleight of Hand, Teach, Weapon Skill (*)

(*) Sorcerers are an Artificer class. They may not wear

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armour and are limited to the following weapons: quarterstaff, dagger, dart, sling. Starting Sorcerers may take a maximum of ONE weapon skill. Points must be allocated to Attack and Parry skills with the chosen weapon.

b) Starting Professional Skills • •

c) Starting Special Abilities Sorcerer Sanity: Sorcerers meddle with things which should be best left alone. As such, they should be subject to the Sanity rules, BGB p.318-328. If this optional system is not in use, the character should at least begin play with one "minor personality quirk" which manifests at inconvenient times and makes negotiating with NPCs difficult (i.e. halves Communication skills when dealing with NPCs). This quirk should be determined in conjunction with the GM. Sorcery: The Sorcerer begins with four Sorcery spells. No skill points are assigned to the spells as they (usually) "just work". A Perform (Ritual) skill roll is needed to trigger the spell or summoning. The spells are cast as described below: Alternative Magic System: Primary Art is Sorcery and may choose one Secondary Art.

Main: Fast Talk, Insight, Lore (History), Lore (Occult), Research Any five skills chosen from: Art (Any), Craft (Any), Language (Other), Literacy, Lore (Blasphemous), Lore (Folklore), Lore (Philosophy), Perform (Orate), Persuade

(*) Psionicists are an Artificer class. They may not wear armour and are limited to the following weapons: quarterstaff, dagger, dart, sling. Starting Psionicists may take a maximum of ONE weapon skill. Points must be allocated to Attack and Parry skills with the chosen weapon.

c) Starting Special Abilities Psionics: The Psionicist begins with two Psychic abilities learned at POWx1%. See Powers.Psychic BGB p.110-122. More points from the Professional Skill points or Personal Skill points can be added to these starting levels.

d) Later Special Abilities

d) Later Special Abilities Familiar: The Sorcerer may summon, capture or befriend a small animal (or other creature) when his Perform (Ritual) and Lore (Occult) skills reach Expert level. See BGB p.90 for further details. Wand/Staff: The Sorcerer may create a magical staff when the character's Perform (Ritual) and Lore (Occult) skills reach Expert level. See BGB p.91 for further details. Enchant Items: The Sorcerer may create magical items. The character needs a Craft skill of at least Professional level to make a magic item from that sort of material. A Sorcerer with Craft (Blacksmith) of 55% would be able to create enchanted metal items, such as weapons.

None.

e) Starting Equipment and Funds The Psionicist begins play with his chosen weapon (if any), an outfit of good quality robes and a small object of special significance to the character (this may be a "lucky charm", fetish, memento or similar item). It has no in-game effect other than to add personal flavour to the character. 2D6x10 "coins of the realm" may be used to purchase additional equipment. Back to Contents.

e) Starting Equipment and Funds

D) SKILLS

The Sorcerer begins play with his chosen weapon, an outfit of fine robes and a grimoire of his spells. 2D6x10 "coins of the realm" may be used to purchase additional equipment.

1) Starting Skill Levels

12) Psionicist

These rules assume the campaign is of Power Level Normal. Starting characters divide 250 points over their Professional Skills and may then allocate INT x 10 further points from their Personal Skill Points as desired over their Professional skills or other skills of their choice.

a) Introduction

See BGB p.21 and p.24 for more detailed discussions of campaign power levels and starting skill points.

Characteristic Requirements: POW 15, INT 12, CON 11

Back to Contents.

Back to Contents.

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2) Combat Skills

4) Lores

This rule set uses separate skills for Attack and Parry with a given weapon.

a) Introduction

All Professions are described as Warrior, Persuader or Artificer classes. These distinctions are made to provide some balance for those professions who lack magical or other skills.

To maintain the "fantasy flavour", certain Knowledge and Science skills are redesignated as Lore skills. All other game effects remain the same.

The Warrior classes are those that live and breathe warfare: the Fighter, Paladin, Ranger and Barbarian. These professions have weapon skills listed as one or more of their "Main" skills. As per BGB p.199, after the skill points have been allocated, the skills are doubled and split evenly between Attack and Parry skills with that weapon; the Attack and Parry skills then increase separately through experience. If the chosen weapon is a missile weapon, the Parry skill starts at half the Attack skill in that weapon. If the chosen weapon is a shield, the Attack skill starts at half the Parry skill with that shield.

The following Knowledges translate directly to Lores: Academics, Blasphemous Lore, Folklore, Group (specific *), History, Law, Occult, Philosophy, Region (specific *), Religion (specific *), Streetwise

The Persuader classes are those who might prefer negotiation and only draw weapons when other options are exhausted: the Thief, Bard, Cleric, Druid and Noble. These professions have weapon skills listed as optional choices (e.g. "Any five skills chosen from"). Points for the Attack and Parry skills with a chosen weapon or shield must be allocated separately from the character's Professional and/or Personal skill points. The Artificer classes are those who have little or no weapons training as their professions focus on powers beyond mere mundane bloodshed: the Mage, Sorcerer and Psionicist. These characters do not have Professional combat abilities and must allocate points from their Personal Skill Points pool to the Attack and/or Parry skills for each chosen weapon.

(*) Players and GMs are encouraged to substitute more descriptive and flavourful names for these generic terms, e.g. Group (The Five Wizards), Region (Weeping Waste), Religion (Thor). The following Sciences have name changes: Botany to Lore (Plants), Zoology to Lore (Animals), Chemistry to Lore (Alchemy **) (**) If the Alternative Magic System is used, Lore (Alchemy) represents theoretical and practical laboratory work and is distinct from the rituals and processes of the Art of Alchemy. Described below are a few more Lores from other sources.

b) Lore (Engineering)

It should be made clear that the Persuader and Artificer class characters may still learn weapons skills and take active roles in combat situations. If no weapon skills are taken, the character may still fight using weapons at their base chance plus the character's Combat Skills Bonus. Successful attacks or parries with these weapons will grant the character an experience check and allow the chance to increase the skills as normal. Back to Contents.

3) Firearms

Trained engineers have a good understanding of mechanical principles and methods of construction. Although capable of working with others, engineers may also complete many tasks by themselves. Engineers are conversant with metal/woodworking tools and terminology. They can draw up plans and can interpret technical drawings no matter how obscure or involved. Master Engineers (90%+) can supervise gangs of skilled/semi-skilled/unskilled labourers up to their APPx5 in number. Engineers can prepare plans for many projects including war machines, river locks, mills, fortresses and dams. Many engineers are familiar with the techniques and engines of seige warfare.

c) Lore (Metallurgy)

At GM's discretion, and the background of the campaign world, early firearms may be available. These will be specialities of the Firearms skill, most commonly, Firearms (Pistol) and Firearms (Musket). Specific weapons (match lock, flintlock, wheel lock) may also be available. Back to Contents.

Characters with this skill recognise the ores of the more important metals (eg iron, copper, tin, lead, silver, gold) and, given the right equipment, can extract the metal from the ore. They can also calculate the correct mixture of metals required to produce alloys of various qualities, including bronze, pewter and electrum. Note that this skill confers no ability to work the prepared metal; a smithcraft skill is required for that.

d) Lore (Poisons) Many plants, animals, metals, minerals and other

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substances are dangerous if touched, breathed, ingested or if they attack. Lore (Poisons) grants knowledge of these hazardous materials, flora and fauna. A successful skill roll allows the character to: identify poisons and their sources; manufacture poisons of varying efficacy (typically one or two D6 damage, perhaps more on a special or critical success); and manufacture antidotes. See the rules for Poisons in BGB p.229 and p.272. Also, the Stormbringer 3rd Edition Poison Lore rules (p.57-58).

(be it wealth, personal honour, notoriety, fame or reputation) within the game world. If taken as a skill, it should be specialised for a particular organisation, country, religion or other group within the game world. For example, Clerics may take the Status (Own Religion) skill to reflect their position within their church heirarchy. Noble characters may take Status (Country) as a gauge of their importance within their country's ruling class. Using Status outside the specialisation is a Difficult task. See the Status skill on BGB p.79-80 for more details.

e) Lore (Magic Items)

Specialisations include (but are not limited to): Religion (by cult, creed or deity), Region (by city, homeland, country, realm, empire), Merchants' Guild (by trade or region), Thieves' Guild (by Region or city), Army (by Region or city), Navy (by Region), Professional (by trade or craft), Group (by social level, caste, tribe, occupation or kin)

This Lore covers knowledge of the history, legends, makers, owners, users and events a magical item has affected or taken part in over time. A successful skill roll may reveal some of the powers an item possesses and whether the item is beneficial or cursed in some way. It is not a means to detect magic in an item (other spells and senses must be used for that). However, if the history is steeped in evil - as revealed bt a successful skill roll - it may be that the character will choose not to take the item, a decision that is best roleplayed.

Starting characters may not have more than one Status specialisation. Starting characters are capped at a maximum of 15% in this skill. The Communication Skills Bonus is then added to the allocated points.

Back to Contents.

5) Languages and Writing

b) Characters With More Than One Status Skill

All characters begin with Language (Own) at INTx5%. All characters also begin with the Language (Common Speech) skill at INTx5%, to at least allow all starting characters to communicate with each other. Skill rolls to talk with other characters should not, normally, be necessary. However, in extreme conditions (like trying to yell a warning to another character over the din of battle, or trying to whisper while remaining unheard by a sentry), the GM can require a skill roll to ensure the speaker's message is communicated clearly (an experience check is earned for successful use in such circumstances). Literacy in a pseudo-mediaeval fantasy setting is not widespread. Players who wish their characters to be able to read and write must allocate points from Professional and/or Personal Skill Points pools to the Literacy (Own Language) and Literacy (Other Language) skills. Languages include (but are not limited to): Mannish (by nation); Common Speech; High Elven; Wood Elven; Dwarfish; Orcish; Goblin; Trollish; Woodland Tongues (the languages of the birds and beasts of the forests, known to Druids); Druidic (the secret tongue of the Druids); Thieves' Cant (the secret slang tongue of the underworld).

It would be possible for a character to have more than one Status skill specialisation. This is most likely to come about through play as the characters meet new and more powerful NPCs. There then arises the question of conflict of interest between these groups, nations and organisations. Perhaps this is best illustrated with an example. A Fighter with Status (Homeland) 25% completes a quest for a high level cardinal of the Sea God. As part of the reward for this quest, the GM grants the Fighter a 5% Status (Sea God) skill, to reflect that the Fighter is now known amongst the Sea God's worshippers and may be treated with respect and granted favours by sailors, fishermen and other maritime characters. Over the course of time, and many sea-borne adventures, the Fighter's Status (Sea God) rises to 27%. This need not mean the Fighter is no longer loyal to his homeland. Rather, he is torn between two factions which may prove problematic if the organisations come into conflict, either directly or indirectly. Some possibilities would be: •

Back to Contents. •

6) Status Skill Specialisations a) Status in the Game World The Status skill is an attempt to quantify a character's standing

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The Fighter's homeland makes war against another nation, an island which venerates the Sea God. This involves fleet actions on the high seas, where the island's priests call upon the Sea God to aid their ships. The seas are stricken by a blight or curse and are awash with dead fish. The Sea God calls upon his faithful (including the Fighter) to make war on the land which pollutes the oceans. Unfortunately, this pollution of magical effluent is traced to the Fighter's homeland.

In both these situations, the question arises: where do the

Fighter's loyalties lie? This question is best answered through roleplaying the Fighter's choices in the campaign.

• •

One final point. While characters with multiple Status specialisations are possible, characters from religious orders (Clerics, Druids, Paladins and Rangers) should not have more than one Status specialisation with different deities. The character has chosen to dedicate his or her life to that deity only. Further mundane specialisations would be acceptable. A priest of Thor could have Status (Thor) and Status (Norway), to reflect his standing within the thunder god's church and with the people of Norway. But the priest should never have Status (Odin): the character's soul belongs to Thor and no other. Note, the above rule says should not, not must not. If such a situation ever arises in a campaign, it will make for some very interesting roleplaying possibilities!

• •

Each tree planted +1 Each animal healed +1D4

Paladins • • •

• • •

The Status skill description, BGB p.79-80, states that Status cannot be increased through normal experience checks. Rather, accomplishing tasks and perilous quests will win the character renown and recognition amongst his or her peers. Such increases may be a single point or perhaps D3, D4 or D6. Perhaps more importantly, Status can go down as well as up. Failing in a quest or unseemly behaviour may result in the character losing the respect of his peers and, consequently, a decrease in his Status skill. How might characters of given profession earn or lose Status? Some suggestions are given below.

Each Undead creature or demon destroyed +1D6 Each "champion of evil" defeated +1D6 Succumbing to temptation -1D3

Each trail blazed or new route found +1D4 Each civilian rescued from the wilderness +1 Each animal hunted solely "for sport" -1D4

Fighters and Nobles • • • •

Defeating a powerful opponent (*) +1D6 Enforcing a law of the land +1D4 Public works undertaken (**) +1D6 Breaking a law of the land -1D4

(*) The victory must be witnessed by important NPCs or PCs (**) For example: maintaining roads, watch towers, organising a fair

Members of Religious Orders (Clerics, Druids, Paladins and Rangers)

• • • • • • • • •

Druids

Rangers

c) Status Awards and Penalties

• •

Each successful use of Turn Undead +1 Each powerful Undead creature destroyed +1D6

Thieves and Bards

Each year of game time spent as a priest +5 Each week's "living costs" (*) of treasure sacrificed or donated to the church +1 Each priest of a rival church defeated (*) +1D6 Each civilian converted +2 Each ceremony performed for a congregation +1 Each new place of worship constructed +10 Making a pilgrimage to the church's sacred places +10 Being defeated by a priest of a rival church (**) -1D6 Unconfessed sin against the order -1 Unseemly conduct concealed -1D4 Unseemly conduct exposed -1D10

(**) The sum donated or sacrificed to the church varies between game worlds but should at least equal the average living expenses of a typical family in that world. A "family" would be two or three adults and two to five (D4+1) dependent children. (**) The defeat need not be in combat. It could be in a theological or philosophical debate, the successful completion of a quest or other challenge against the rival.

• • • • • •

Each week's "living expenses" stolen (*) +1 Each successful performance given +1 A "big score" +1D6 An audience with powerful NPC +1D6 Getting caught -1D6 (and/or prison sentence) Being pelted off stage -1D3

(*) The amount stolen varies between game worlds but should be enough to pay for 7 days lodging at an average quality inn and three meals per day. Wizards, Sorcerers, Psionicists • •

Each new (*) spell, ritual or power developed +1D6 Each magic item created +1D6

(*) i.e. a spell, ritual or power not listed in the Magic section.

d) Using Status in the Game

Classic Clerics

A number of ideas are described in the BGB, p.79-80. Of

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interest here is the use of Status as a "professional credential", which allows Status to receive a temporary increase of 1/5 of a relevant professional skill, as described in the italicised example on p.80. What constitutes a "professional credential" for the classes described here? Some suggestions are given below: • • • • • • • • • • • •

Fighter: A weapon skill (of any type) or Strategy Paladin: Lore (Own Religion) or a weapon skill (of any type) Ranger: Track or Navigate Barbarian: A weapon skill (of any type) or Stealth Thief: Fine Manipulation or Sleight of Hand Bard: Perform (Play Instrument) or Perform (Sing) Noble: Etiquette (specialisation) or Command Cleric: Lore (Own Religion) or Insight Druid: Lore (Plants) or Lore (Animals) Mage: A Spell skill rating or Perform (Ritual) Sorcerer: Perform (Ritual) or Lore (Blasphemous) Psionicist: Lore (Occult) or Art (player's choice)

If successful: the character is saved and that is reward enough. The intervention has used up some of the character's accumulated "good faith" or "brownie points" with the deity who does not wish to be bothered by this mortal for some time. The character's Status (Own Religion) drops by 1/5 of its original value and further DI attempts are forbidden for 1D6 game months.

e) Divine Intervention In desperate circumstances, the most devout may turn to their patron deity for aid and the player may request Divine Intervention. The character's Status with his or her deity is of paramount importance. Has the character lived up to the ideals and teachings of the deity? Is he or she sufficiently pure of spirit to attract the deity's attention in time of need? If so, read on. If not, perhaps swords and maces are the answer to the character's troubles? The procedure for requesting Divine Intervention is as follows.



• •



If the DI roll is failed, the deity does not grant the character's request. Perhaps the deity is wellmannered enough to answer "I'm sorry, my son"; or strict enough to list the character's failings: "You did not pray the required thirty minutes on that Wednesday three months ago" (even if the character had been in combat against an ogre at that time!); or perhaps just impersonal enough to say "I'm sorry, all our operators are busy at the moment. Your request is three-hundredth in the queue and will be answered as soon as an operator becomes available." Some deities do not respond at all.

f) What happens to the character's Status (Own Religion) after the DI roll?

However, these suggestions are situation-dependent and the GM and players should roleplay the negotiation involving the Status of the character. For instance, a Fighter wishing to impress a horse merchant may wish to use his Ride skill as a temporary Status bonus; his knowledge of horses being more important than his skill with a sword.





The character checks his or her Status (Own Religion) skill. The player then makes the request to the deity. The request should be measured and not overly drastic, particularly if there could be a dramatic effect on the game world (a priest requesting his deity raze a city so he can avoid a rampaging mob of orcs would be one such overly-dramatic effect). The GM judges the request as impartially as possible. Roleplaying a god can be an awesome responsibility! In most cases, a Divine Intervention call should be a Difficult Status (Own Religion) skill roll. Suitably emotive roleplaying could provide a temporary increase (in the range of +5% to +20%) to the character's Status (Own Religion) skill. Again, the GM is the final arbiter here. If the DI roll is made, the character is saved through whatever (preferably minimal) effort is required of the deity. The character may be spirited away from harm or the threat eliminated.

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If failed: Assuming the character does survive the encounter which necessitated the DI roll, his Status (Own Religion) is halved and the deity admonishes the character saying, "you must try harder, mortal!" and no further DI rolls are allowed until the original Status (Own Religion) skill level is regained. The player must strive to ensure the character regains the lost Status points through acts appropriate to the religion.

g) Non-Divine Intervention Those characters without patron deities (or guardian demons, depending on religion) may wish to request aid from more mundane "higher powers". A Thief could call on his Guild; a Noble to members of the royal court; or a Fighter to an army's general. In the examples below, Status (Organisation) refers to the particular Status specialisation skill for the group being called upon. •



• • • •

The character makes his or her request to the relevant organisation. Evocative roleplaying and/or a measured statement of facts, resources required and risk versus reward may, at GM's discretion, provide a temporary bonus (in the range of +5% to +20%) to the character's Status (Organisation) skill. The player makes a Status (Organisation) skill roll, with bonuses for roleplaying, if applicable. Then check the result below: Fumble: the request is refused and the character's Status with that organisation drops 1D10% Failure: the request is refused but the character suffers no loss of Status with that organisation Success: the request should be granted. Special or Critical: The request is granted and extra resources may be made available to the PC or

the organisation's fee for helping may be reduced, at GM's discretion.

• • •

In all cases, the GM should judge the request on its merits and roleplay the NPC making the judgement.

• h) What Price?

• •

Calling for help is not without its price. The price may be more than just money. Here are some suggestions: • •

• • •

A Thieves Guild may take 10% of the stolen money or demand a particular item from the stolen booty. A Noble family may want a favour in return. If the favour is not returned, it will almost certainly result in the PC losing Status with that group and may lead to long term feud. An army General may want the Fighter to lead a secret mission or Forlorn Hope. A Wizards Guild may demand a magical item from the Mage's collection or a spell from his grimoire. A summoned entity may demand a sacrifice before it will aid the Sorcerer.

In all cases, in the interests of fairness, the GM should set the price and tell the player making the bargain. It may be that the price is too steep and the player will elect to find another way.

Stonemason: A worker of quarried stone; a builder Tailor: A maker of clothing Tanner: A leatherworker. Makes leather goods, including leather armour Toy Maker: A maker of childrens' (and adults') toys and games Weaponsmith: A maker of metal weapons Weaver: A maker of cloths and fabrics

Back to Contents.

8) Repair Skill Specialisations Items that can be made can also be repaired. Of those Repair skill specialisations given on BGB p.73, only Mechanical, Structural and Plumbing repairs are generally available in the pseudo-mediaeval worlds in which many campaigns will be set. The Hydraulics specialisation may also be taken, with GM's permission, particularly in Renaissance, high-fantasy or steampunk settings. An appropriate Craft skill may, at GM's discretion, add 1/5 the Craft's skill rating to a Repair attempt. Other Repair specialisations include, but are not limited to: •

Back to Contents.

• •

Arms and Armour: Repairs non-gunpowder weapons and armour (see Dwarf, BGB p.341) Guns: Repairs firearms (if applicable in the gameworld) Joinery: Repairs wooden items

7) Craft Skill Specialisations Back to Contents. There are many crafts. Humans and their demi-human kin are endlessly inventive, so the following list is by no means exhaustive. • • • • • • • • • • • • • • • • • •

E) MAGIC

Armoursmith: A maker of metal armour Blacksmith: A maker of metal goods, tools, horseshoes, houseware Bowyer/Fletcher: Makes bows and arrows (treat as a single craft skill for greater utility) Brewer: A maker of beers and wines Carpenter: A maker of wooden goods, houses etc. Cobbler: Makes boots and shoes Cook: A chef Gardener: A tender of plants, both edible and decorative Glass Maker: A maker of glass and glass artefacts Goldsmith: A maker of gold artifacts Gunsmith: A maker of firearms (if applicable in the game world) Jewelsmith: A gemcutter Locksmith: A maker of locks Plumber: A maker and installer of pipeworks, water and drainage systems Potter: A maker of ceramic/earthenware crockery Rope Maker: A maker of rope Shipwright: A builder of ships and boats Silversmith: A maker of silverware

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1) Magical Professions The Illusionist class has been replaced with Sorcerer. This way there are four magical professions: Mage, Sorcerer, Cleric and Druid. Paladins, Rangers and Bards gain limited magical knowledge later in their careers. Psionicists are not, strictly speaking, magic users, though their psychic powers do have similar effects. Back to Contents.

2) Magic Spells There are 28 Magic spells permitted to Mages (and Bards) described in the BGB. Allowable Magic Spells do not include Conjure Elemental (as this is a Sorcery spell) or Heal (which is a Divine Magic spell). A Wizard may learn the Wound spell, though this is generally reserved for evil magicians.

Mechanics of Magic: Magic spells are treated like mundane skills. Each spell has a percentage skill rating. The Mage chooses which spell to cast and makes the skill roll against the spell's rating. If successful, the spell is cast and the character gains an experience check, allowing proficiency with that spell to increase. A POW vs. POW or power points vs. power points roll on the Resistance Table may be needed to affect the target. Back to Contents.

3) Sorcery Spells

5) Psionic Abilities There are 21 psychic abilities described in the BGB. Mechanics of Psionics: Psionic abilities or psychic powers are treated like mundane skills. Each ability has a percentage skill rating. The Psionicist chooses which ability to use and makes the skill roll against the ability's rating. If successful, the ability is cast and the character gains an experience check, allowing proficiency with that ability to increase. A POW vs. POW or power points vs. power points roll on the Resistance Table may be needed to affect the target.

There are 44 Sorcery spells permitted to Sorcerers in the BGB. Back to Contents. Sorcerers may not use the Heal sorcery spell (this is Divine Magic).

Back to Main Contents.

Mechanics of Sorcery: In the BGB as written (p.122), Sorcery spells "just work" with no skill roll necessary, though a Resistance Table roll may be needed to overcome the target's POW. This ruleset, however, requires that a Perform (Ritual) roll must be made to activate the Sorcery spell. The Sorcerer must concentrate and recall the specific words, gestures and emotions needed to power the spell. (See the optional rule on BGB p.71 for details.) If the skill roll is successful, the spell or ritual is activated and, of course, the character gains an experience check in the Perform (Ritual) skill. Back to Contents.

4) Divine Magic There are 24 spells and powers allowed to users of Divine Magic (Clerics, Druids, Paladins and Rangers) described in the BGB. Divine Magic is not covered in the BGB. In this set of rules it uses a mixture of spells, rituals and powers from the Magic, Sorcery and Psychic power types. Clerics, Druids (and by extension Paladins and Rangers) may learn any of the following from the BGB: • • •

Magic: Light, Dark, Wall, Ward, Countermagic, Heal, Perception, Protection, Resistance Sorcery: Liken Shape, Muddle, Pox, Bird's Vision, Rat's Vision, Heal, Unbreakable Bonds Psychic: Aura Detection, Danger Sense, Dead Calm, Emotion Control, Empathy, Levitation, Mind Control, Sensitivity

Mechanics of Divine Magic: All Divine Magic works like Sorcery spells and rituals. A Perform (Ritual) roll must be made to activate the Divine spell. The spellcaster evokes the power of the deity through prayer. (See the optional rule on BGB p.71 for details.) If the skill roll is successful, the spell is activated and, of course, the character gains an experience check in the Perform (Ritual) skill. The spell may require a Resistance Table roll to overcome the target's POW. Back to Contents.

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