For any comments or questions, just send me an email at: email@example.com
The subabilities are now considered separatly when rolling a characters attributes. The method used to create them is: 3d6 15 times, keep 12 best and place them where you want. The tables were modified to fit my liking
so, to view the changes, click on the following link: Attributes
There is a problem with the strength attributes,
it is possible to have a weight allowed greater than a max
press. In that case, the max press becomes the weight allowed.
Encumbrance is based upon the weight allowed
as the maximum move and the max press as no move(= 0).
It's not the most accurate calculus but it's the most practical one.
It is possible, afterward, to modify the
attributes by lowering one to raise another. When you lower an attribute,
you gain a number of character points equal to the addition of the actual value and all the values in
between(from 14 to 10 would give14 + 13 + 12 + 11 = 50CP). To raise an attribute, it costs a number of
character points equal to the new value and all the values in between(from 10 to 13 would cost 11 + 12 +13 =
This system use a new attribute that is
not rolled, it's called perception. Perception score is the mean between
the character's Intuition and Reason(Round Down). A perception roll is made each time characters may not
10 CP can be kept to be use anywhere else
in the character creation steps and a character's attribute cannot
be raised higher than 18 that way.
Humans, Elves, Dwarves are the only pure-blood races in this system but feel free to add your own. Some
monster races may also be added since virtualy any monster can be played as PC. I consider gnomes as an
equal mix between Elves and Dwarves and the Hobbits as being an equal mix between Humans, Dwarves
Racial adjustment: Racial adjustments
must be bought like any other racial abilities. The maximum value an
attribute can have, via the racial adjustments, is 19.
Level Limits: There are no more level limits.
Racial character points: You gain
45 CP to buy racial abilities but up to 5 CP can be kept to be used
anywhere else in the character creation steps. Those abilities can come from
any race lists without penalties.
Racial ability lists and costs: Dwarves, Elves, Humans
Even if this system divides skills into classes, you can choose to spend your character points in any of those
lists without restrictions; those divisions were made as regroupment only. So, this system is virtualy classless.
Base Hit Dice: A character roll 1d8 for each experience level.
Base THAC0: Characters have a basic THAC0 of 20.
Learning New Class Skills: Learning
new class skills cannot be done while adventuring like proficencies,
a character must spend a number of weeks, 16 hours a day, with a teacher,
equal to the number of CP required to buy the skill. Of course, the teacher
must know the actual skill.
The character can work less hours a day and can stop for
a while and start
again later. The cost in gold vary from DM to DM but 100 GP a week of 16
hours a day or a quest of equal value seems good.
Weapons: Any character not proficient
in a weapon has a -3 to hit with it. All weapons has a basic
of attacks of 1. Missile weapons have a point blank range which gives a +2 to hit exept those
that are thrown who has no point blank range.
Missile Weapons: Missile weapons also include anything that can be thrown.
Knockdown: On a natural 20,
weapons have a knockdown value equal to the damage done.
target must roll higher than the knockdown value or be knocked-out until the end of the actual
round and a system shock must be rolled each turn or stay knocked-out. A knocked out
character becomes prone(Anyone attacking the character has a +4 to hit) and is unable to
perform any action that round.
Helmets: If no location system is
used, an helmet protect against critical hits extra damages and
This means that, on a natural 20, no special effects happens, it's considered a normal hit. There
is an exeption to this, Blunt weapons still has its knockdown value but based on a normal hit.
- Non-metalic helmets are destoyed on a natural 20.
- Metalic helmets are destroyed after 2 critical hits but are of no use after the first one.
Unless destroyed, someone with the armorer skill can repare them with proper tools.
- Great Helms are destroyed after 3 critical hits but are of no use after the second one.
Unless destroyed, someone with the armorer skill can repair them with proper tools.
Weapon Groups: Here's the different
weapon groups(some weapons aren't part of any groups):
Axes, Bows, Chains&Ropes, Clubs, Crossbows, Daggers, Flails, Hammers,
Lances, Maces, Picks, Martial Arts, Polearms, Spears, Swords(Short),
Swords(Medium), Swords(Large), Swords(Fencing).
Shields: Body Shields remove all
dexterity AC bonus and Medium Shields cut that bonus
down). A character can make use of 2 bucklers at a time, one on each arm. Here's a table that
shows what bonuses a character, not proficient in the use of a shield, has when using one:
|Body||+1/+2 vs Missile||Two|
Wizard's Magic: Their are
several modifications in the ways of learning and casting spells:
- Spellcasters don't have to learn specific spells each day but a whole list of spells, limited by his
maximum number of spells per spell level.
- A Spellcaster's spellbooks may contain all the spells in the universe if he manage to find them but
they are not necessarily learned yet.
- A spellcaster may replace any spells from his learned list with others of the same spell level.
The new spells will be available only after a night of sleep but the replaced ones are removed
immediatly from the list. If he fails to learn a spell, it will not be removed from the list.
- A spellcaster that wants to cast a spell he's allowed to cast chooses it from his list of learned spells.
- A Spellcaster that finds(and manage to read) a new spell can write it in his spellbook without
being obliged to learn it yet.
- The number of spells per spell level a character can cast per day is still determined by the Wizard's
table from the Player's Handbook.
Spellbooks: Spellbooks are not
magical by nature, they only contain procedures to cast spells. Each
spellcaster codify his spellbooks with his own codes. This means that a read magic won't work
on a spellbook but a comprehend language spell or the thief's skill read language will. This
also means that casting from a spellbook is no longer possible. It's even possible to write
undecoded spells in one's spellbook. A spell needs 1 page per spell level, the cost for a spell
book is in the DM guide.
Priest Magic: Instead of asking
for specific spells each morning, they are asked at the time of casting
from all the available priest spells for that character. The number of spells per spell level a
character can ask per day is still determined by the Priest table from the Player's Handbook
and his Intuition.
Components: This system still make
use of components but the player only has to considere expensive
components(Including Holy Symbols). The other components are still written on the character
cheat but are only considered if something happens to them(Stolen, burned, drenched, etc).
Class abilities character points:
You gain 30 CP to buy class abilities. Any number of CP can be kept
Class abilitiy lists and costs: Warrior, Wizard, Rogue, Religious
Proficiencies are skills learn by characters during their work, youth and hobbies. They are divided into different professions but it's only esthetism since players can pay for any proficiencies they want for their characters.
Unproficient characters: Unproficient
characters cannot try proficiencies they don't know unless another
character, that is proficient, is there to help. In that case, the unproficient character
must make his check based on half the basic score(including attribute bonus).
Learning New Proficiencies: While
gained CP help upgrade character Proficiencies, they are not needed
to learn the basic proficiency. A character that wants to learn a new proficiency
in the course of adventures is assume to learn during breaktimes so, each day,
a character may attempt an unproficient roll as describe above. If successful
1 mark is put beside the skill. Each 10 marks give 1 CP in the proficiency
which also gives a +1 bonus to the check. The character gains his new
proficiency if the full cost is payed for, that way.
Gaining Character Points: A character
gains 5 CP each time he gains an experience level. Those CP can
be used to upgrade proficiencies he already knows, Rogue skills and the
THACO improvement skill(Warrior skills). A maximum of 1 CP per level above
the 1st, can be added to proficiency score but the other two skills can be fully
Proficiency skills character points:
gain 15 CP + (twice the number of languages) to buy proficiencies.
At least 10 CP must pay for proficiencies in the General skill list.
Proficiency Skill lists and costs: Proficiency Skills
Proficiency Attribute Modifiers: If
a proficiency has more than one attribute listed, a mean score must be
calculated(round down) to determine the modifier.
Disadvantages and Traits: I have
no changes to make so, look at the Skills&Powers option book for more
details about them.
Saving throws were always, for me as a DM, a pain to deal with in many situations other than the use of magic.
I decided to modify drasticaly saving throws by replacing them by one score.
There are many Books edited by TSR that listed all kind of equipments, many of them contradicted each
others but overall, it doesn't worth listing them here, just take any book you want and that would be fine.
I've made a Character Sheet, A SpellBook Sheet and a Priest Bible Sheet. I expect them to be complete but if
there is something missing in them, just send me an email at: firstname.lastname@example.org
NB: Look at the Page Preview before printing, you might need to change the settings.