House Hous e Rul Rules es For 0e Games Games
Tarnhelm’ rn helm’s s Terr Terrib ible le Tom Tome e House Hous e Rul Rules es For 0e Games Games Version 1.0 (March 17, 2013) Copyright opyright ©2013 2013 Randall R andall S S tukey All Art is in the public domain. Compatibl e with Swords wor ds & Wizardr izardry y and oth o ther er 0e-base 0e-based d games g ames
Swords & Wizardry, S&W, and Mythmere Games are trademarks rademarks of Matthew Matthew J . Finch. Finch. Neither Neither Rand Randall all St Stukey ukey nor RetroR etroRoleplay oleplaying ing.com .com are affiliated affiliated with with Matthew Matthew J . Finch, Finch, Mythmere Games or Frog God Games..
Table of Contents Introd Introduct uction ion................. .......................... ................. ................. ................. ................ ................. ................. ................. ................. ................. .............. ..... 1 Special Terminology ........................................................................................ 2 Chara haract cter ers s ....................................... ............................................................ ......................................... ......................................... ............................ ....... 3 General Stat Bonus ......................................................................................... 3 Arcane Caster Special Abilities ........................................................................ 3 Divine Caster Special Abilities ......................................................................... 4 Backgrou Background nds s................ ........................ ................. ................. ................. ................. ................. ................. ................. ................. ................ ........ 5 Skills kills ........................................ ............................................................. .......................................... .......................................... .............................. ......... 5 Alignm Alignment................. ......................... ................. ................. ................. ................. ................ ................. ................. ................. ................. ............ .... 7 Body Points, Hit Points, and Healing ............................................................... 8 Magic Magic.......................................... .............................................................. ......................................... .......................................... ............................... .......... 11 Spell pell Knowledg Knowledge e................ ........................ ................. ................. ................. ................. ................. ................. ................. ................. ........ 11 Direct Spell Casting ....................................................................................... 11 Ritua ituall Magic Magic........................................................ ............................................................................ ......................................... ....................... .. 12 Count ounterspells erspells................. .......................... ................. ................. ................. ................. ................. ................ ................. ................. ............ .... 13 Comba ombatt........................................... ................................................................ ........................................... ........................................... ......................... .... 14 Comba ombatt Stance................. .......................... ................. ................. ................. ................. ................. ................. .................. ................. ........ 14 Critical Hits .................................................................................................... 14 Crit ritical ical Misses ........................................... ................................................................. ........................................... .............................. ......... 15 Comba ombatt Stunt unts ................. .......................... ................. ................. .................. ................. ................. ................. ................. ................. .......... 16 Special pecial Com Combat bat Situat ituation ions s................ ......................... ................. ................ ................. ................. ................ ................. ........... .. 16 16 Special pecial Shield hield Defense Defense................. ......................... ................. ................. ................ ................. ................. ................ ............... ....... 17 17 Weapon Weapon Damage Damage................. .......................... ................. ................ ................. ................. ................. ................. ................. ............... ...... 17 17 Monster Monsters s......................................... .............................................................. ........................................... ........................................... ......................... .... 18 Monster Monster Reactions eactions................. ......................... ................. ................. ................ ................. ................. ................. ................. ............. ..... 18 Mooks (aka “Cannon annon Fodd F odder” er”)................ ......................... ................. ................. .................. ................. ................. ............ ... 18 Option Optional al Rules ules ......................................... ............................................................... ........................................... ..................................... ................ 21 Charact haracter er Goals and Persona Personalit lity y Traits Traits ................. ......................... ................. .................. ................. .............. ...... 21 Strike rike Speed peed Init Initiat iativ ive e and Order of Battle Battle................. .......................... ................. ................. ................. .......... .. 24 Armor for Everyone........................................................................................ 25 Deities Deities and Divine Divine Interv Intervent ention ion ................ ......................... ................. ................ ................. ................. ................ ............ .... 26 Mnemonic Mage Class .................................................................................. 28 OPEN GAME LICENSE Version 1.0a ................................................................ 32
INTRODUCTION Thi This booklet is full of house rules – mo modern versio sions of the house rules I first used in my 0e campaigns in the 1970s and still use today. While each GM may certainly pick and choose which rules will be used in their campaigns, many of the rules sections assume that other rules in this tome ome are being used. F For or example, example, the magic magic rules assum assume e the the Hit Hit P oint and Body Point P oint rules are in use as as using using hit hit points as spell spell points/fatigue points/fatigue only makes makes sense sense if if the the Hit Point P oint and Body Body Point Point rules rules from this this tome tome are also in use. The The rules in this booklet (or at least those the GM elects to use) se) override any contradictory rules in the 0e rulebooks. In cases of direct conflict, the rules in this booklet should be used unless the GM decides otherwise. The There is one completely new rule in this booklet: Spe Special Shi Shield Defense. se. Thi This rule, in one form or another, has become common in old sc sch hool game over the past four years. I like it, so my version is included here. Important Note: Note: The rules in this booklet change the way 0e works in both major and minor ways. Some people will probably claim that some of the more major changes turn the game into something that is no longer “really 0e”. This point-of-view would have been alien to at least 90% of the groups of 0e players I was familiar with in the 1970s.
Back then, each 0e campaign was different, often very different, from other 0e campaigns. Groups borrowed rules from magazines like The Dragon and Judges Guild Journal, from fanzines, from third party Grimoire, and from other products like Warlock and the Arduin Grimoire campaigns. To top it off, most campaigns had house rules that campaign’s GM had thought up. There were no game police declaring campaigns that used spell points, percentile combat rolls, playing cards instead of dice, etc. were “not real 0e”. So, if you believe that the rules changes in this booklet would turn a game into “not really 0e,” don’t use these rules. However, please don’t try to convince others that games using these rules would have normally been considered “not really 0e” back in the 1970s when 0e was standard version of the game -- as that is nothing but revisionist history.
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Special Terminology Class Class Group s: These rules refer to various groups of character classes as shorthand to avoid long lists of classes in every rules section. Classes are divided into three major groups: Fighting Classes (those who have a lot of training in combat), Arcane Classes (those who focus most of their training in magic), and Specialist Classes (whose training is focused on things other than combat or magic). There are also two minor groups: Spellcasters and Divine Classes.
Fight ighting Classes Classes include include Figh F ightting-Men, ing-Men, Rang R angers, ers, P aladins, aladins, and Monks. Arcane Classes include Magic-Users and Illusionists. Specialist Classes include Clerics, Druids, Theives, Assassins, and Bards. Spellcasters incude any class able to learn and cast spells: Magic-Users, Clerics, lerics, Druids, Druids, Illusion Illusionist ists, s, Bards (and Ranger Rangers s and Palad Paladins ins in some some versions of 0e). Divine Divine Classes Classes includ include e Clerics C lerics and Druids. Druids. Fighter Bonus : Fighting Men have a Fighter Bonus equal to 1 plus their Level/4, rounded up. Other Fighting Classes have a Fighter Bonus equal to their Level/5, rounded up. Ar m or Clas s : Armor class is listed for both Descending AC and Ascending AC systems in this form AC: 5 [14] where the number in brackets is the Ascending AC.
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CHARACTERS General Stat Bonus While each stat has a specific set of effects/modifers in the standard rules, many of the rules in this setof house rules also use the following general stat bonus. Stat 3 4-5 6-8 9-11 12-14 15-16 18
General General Stat Bonus Bon us -3 -2 -1 0 +1 +2 +3
When “stat bonus” is mentioned in these rules, the general stat bonus should be used unless otherwise indicated.
Arcane Caster Special Abilities All Magic-Users and Illusionists (arcane casters) have the following special abilities. All require the use of a special wand hand-made by the arcane cast caster. Create Handmade Wand – An arcane caster caster knows how to to create the the handmade wand required for arcane special abilities. The wand must be made by the arcane caster using it to function. Creating the wand requires a knife, a living tree to cut the wand from, and 12 minus the arcane caster's level hours (minimum of 1 hour) of uninterrupted time. Magic Dart – An arcane caster can shoot a 1d4 dart of magic energy from the tip of their handmade wand once per round provided no other action is taken. The arcane caster must roll to hit the target normally. Range: short 60; medium 120; long 180. Usable once per round if no other action taken. Requires pointing a handmade wand at the target and costs 1 HP per use. The visible effects can be whatever the Magic-User desires. This does not affect damage, it only adds color to the ability. Minor Magic – Arcane cast cas ters can can cast cast minor "everyday "everyday/non-c /non-com ombat bat"" magic at will. will. Attempt tempting ing something something the the GM GM considers considers abusive abusive fails and and causes the arcane caster’s wand to explode (doing 1d6 backfire damage Tar Tarnhelm’s Ter Terrible Tom Tome -3--3
to the magic-user unless a save is made). Usable once per round if no other other action taken. taken. Requires R equires waving a handm handmade wand. wand. Cos C ostt 1 HP per use. Some examples: Light a candle or pipe with a flame from the finger tip. Dust things – at first level a minor magic spell might be needed for each shelf or piece of furniture, while at third level a single spell might dust a room and at sixth level the magic-user's the entire floor of a house or tower. Tie or untie a knot. Float coins from the magic-users coin purse to a merchant's hand.
Divine Caster Special Abilities All Clerics and Druids (divine casters) have the following special abilities. The The divine cast ste er must have a holy sy sym mbol of his religion in hand to use these abilities. Minor Divination - A divine caster may spend 10 minutes in prayer asking his deity whether or not a specific action would have generally good or generally bad results from the deity’s point of view . The cleric will have vague feeling of rightness or wrongness. A cleric may do this at most once per per day (+1 additional time per day every 5 levels). Example: A cleric wishing to know whether attack a demon temple would have good or bad results might be told “good results” even though the cleric’s entire party would be wiped out because from the deity’s point of view an attack on the temple has a good result as it will interrupt an important ceremony even though the cleric and his party are killed in the attack. Minor Healing Prayers - Immediately after combat, a divine caster may touch the wounds and pray over a being severely injured in that combat. Thi This cost sts s the divine cast ste er 1 HP an and will rest sto ore 1d2-1 (0-1 -1)) body points -- or 1d4-1 (0-3) hit points for beings without body points. Even if 0 body points (or hit points) are restore, minor healing prayers will stop any bleeding This may only be done once per being per combat and takes one minute per being. Only damage taken in the current combat can be healed. Smite - A divine caster may imbue his normal weapon with holy power allowing it to hit monsters that normally require silver or even magical weapons to hit. hit. Spending S pending 1 HP before making making the the attack attack roll will allow allow hitting monsters that require silver (or other special non-magical) weapons to hit. hit. Spending Spending 2HP 2HP before making making the the attack attack roll will allow allow hitting monsters that require magical weapons to hit.
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Backgrounds Characters may select, with the approval of the GM, a one or two “word” background that represents a broad base of skills and knowledge, e.g. Farmer, Merchant, Desert Nomad, Noble, Shaman, Templar, Thyatian Mercenary, Mercenary, Rit R itualist, ualist, etc. Backgr Background ounds s need not be related related to to the the PC P Cs class, e.g. a player who creates a deeply religious fighter skilled in the arts of vision vision interpretat interpretation, ion, divination divination and and oration might might pick pick 'Prophet 'P rophet'' as a background. Backgrounds may not duplicate a class. The The GM will consid sider the character's background just as he would the character's class when deciding if a character will succeed with an action. For example, a character with an “Engineer” background should have a much better chance of damming a creek or building a bridge over it than a character with a “Courtier” background. The The word “word” sh sho ould be taken loosel sely. For example, the name of a culture/location should be considered “one word” even if it is “Holy P anamon Imperium Imperium” ” “Blue Knight Knight of the the Holy Holy Panamon P anamon Imperium Imperium” ” could could count as “two words” if such clearly describes a single background in the campaign world.
Skills The There are no sp spe ecific ski skills in 0e. Inst Inste ead players are expected to think like adventurers, tell the GM what they are doing and the GM decides if it will succeed in the situation, taking into account the characters’ classes and backgrounds. If the GM decides a random success chance is truly needed he may resolve the situation with a roll of his choice or he may call for one of the following rolls: Primary Skill Roll: 1d20 + Stat Bonus + Class Level if the character is attempting something directly related to their class or background. Secondary Skill Roll: 1d20 + Stat Bonus + (Class Level/2, round up) if the character is attempting something only loosely related to their class or background. background. Minor Skill Roll: 1d20 +Stat Bonus + (Class Level/3, round down) if the character is attempting something not really related to their class or background.
When the GM calls for a skill roll, he will declare the type of skill roll, which stat the skill roll falls under, and any situational modifiers and the player will make a skill roll. (The GM should make the roll in secret if Tar Tarnhelm’s Ter Terrible Tom Tome
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seeing the result would give the player more information than his character should have.) Roll higher than the GM assigned Difficulty Class to succeed. Unless the GM rules otherw otherwise, ise, a natural natural roll of 20 always always succeeds for a Prim P rimary ary Skill Roll. Suggested Difficulty Classes: Easy - 8, Normal - 12, Difficult 16, Hard - 20, Very Hard - 24, Legendary - 28, Unbelievable - 32. Basic Adventurin Adventurin g Skills: Unless a player specifies otherwise about a character at character creation, all characters are assumed to have basic practical adventuring skills such as maintaining weapons and armor, riding a horse, setting up a camp, swimming, climbing, cooking, first aid, etc., and have a rough idea of the value of common coins, trade goods, gems, and jewels. Success should simply be assumed unless there are unusual conditions. Languages : All character races speak common. Other intelligent beings speak their own languages (20% chance of also speaking common). Beings with a INT over 10 may speak one additional language per point of INT over 10 (these are in addition to any languages known by race). Talents (Optional): At level 2 (and every 2 levels thereafter), characters may select one narrow area of skill where they are better than average: something they are “Good at.” This talent should be either something directly related to their class or background -- or something they have spent game time and/or money learning. If the player wishes (and the GM approves), instead of selecting a new talent a talent the character is already “Good at” be improved to “Expert at” at a later even-numbered level and a talent the character is “Expert at” may be improved a final time to “Master at” at yet a later even-numbered level.
Tal Talents let characters choose to be better than average in som some sp spe ecific, limited field. For example, while any character can try to swing from vines, a character that is “Good at: Swinging from Vines” is going to be more successful at it than the average character. The GM will consider the character's talents just as he would the character's class and background when deciding if a character will succeed with an action. If you need to assign numerical benefits to talents for when a success roll is needed, +2 per level is a good place to start for most talents (i.e. Good at +2, Expert at +4, Master at: +6).
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Alignment Basic Basic Alignment: There are three basic alignments: Light, Dark, and Neutral. Only intelligent beings have alignment and the vast majority of those tend tend to to be neutral. neutral. P layer Characters Characters should s select elect an alignment alignment for their characters. Light: Light aligned characters try to avoid unnecessary harm to others by their actions or inaction. They often put the good of society/everyone over the immediate good of themselves and their friends. They are usually willing to help others/society even if doing so is somewhat inconvenient. If given power over others, they tend to use it for the good of all. Dark: Dark aligned characters only care about themselves and those who are currently useful to them. While they may not go out of their way to harm others, they do not care if others are harmed as long as they succeed at their personal goals. They are generally only willing to help others/society if they get something they want or need out of it. If given power over others they tend to abuse it and use it mainly to help themselves. Neutral: Neutral characters tend to put themselves and their friends first, but will generally not allow others to come to unnecessary harm or inconvenience in order to succeed. They are willing to help others/society so long as doing so is not inconvenient. If given power over others, they tend to use it for good, but they and their friends come first. Converting Published Alignments: Other 0e publications have different alignment systems (e.g. Lawful/Neutral/Chaotic, Good/Neutral/Evil). In general, Law and Good translate as Light and Chaos and Evil translate as Dark. However, GMs should use their common sense and knowledge of the beings in question. Virtues and Vices (Optio (Optional): nal): As in real life, each character has virtues (admirable character traits) and vices (not so admirable character traits). P layers select select six traits traits from the the lists lists below before before play starts. starts. Neutral characters must select three from each list. Light aligned characters must select at least one (but no more than two) vices. Dark aligned characters must select at least one (but no more than two) virtues. P layers can can select select virtu virtues es and and vices vices not on the the list list with with GM approval. approval.
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Virtues Vices Academic Arrogant Austere Bigoted Bold Capricious Cheerful Cowardly Comp Compassi ssio onate Egois Egoisttica ical Courageous Fearful Daring Hateful Determined Hidebound Fair Impulsive Faithful Insensitive Friendly Lazy Generous Manipulative Gregarious Miserly Honest Petty Hopeful P ower Hungry Hungry Industrious Rude J ust Self Self-Cen -Centered Kind Spendthrift P atriot atriotic ic Stubborn ubborn Tho Thoughtful Tho Thoughtless Thr Thrifty Ven Vengeful
P layers should should select select virtu virtues es and vices they are willing willing to roleplay w when hen appropriate. While there is no mechanical penalty for failing to do so, GMs who award award XP for roleplaying will will likely likely consider how w when hen the the character character roleplays his virtues virtues and vices vices when when awarding awarding suc XP XP .
Body Points, Hit Points, and Healing Hit Poin ts (HP) (HP):: Hit Hit P oints are determined determined by charactrer class class as as in in the the standard standard rules. rules. If Hit Point P oints s reach 0, the the character character is unconscious unconscious and begins to take severe physical injury. Further damage, including any remaining points of damage the attack that reduced hit points to zero, directly reduces Body Body P oints. Hit Hit P oints represent stamina, stamina, luck, minor minor cuts and scrapes, scrapes, etc. Opt Optional: ional: To To avoid confusion, confusion, “Hi “Hitt P oints” may be renamed renamed “F “F atigue atigue Points.” P oints.” Body Points (BP): (BP): All characters have 20 Body Points. If Body Points reach 0, the character is dead. Each two points of body damage a character has suffered gives a -1 to all attack, success, saving, and similar D20 rolls. Option: Body Point P oints s for Fight Fighting ing Class Classes es equal 20 +(Level/2 (Level/2)) (round down, down, maxim maximum um 30). Body Body P oints for Arcane Arcane Clas Classe ses s equal 20 –
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(Level/2) (round up, minimum 10). This has fighting classes slowly becoming tougher while arcane classes lose physical conditioning as they become more magically powerful. Recov Recovering ering Hit Points: All characters recover all hit points after six hours of total total rest rest. If If a character has has los lostt Body Body P oints due to to wounds, wounds, only 50% of total hit points lost are recovered per six hours of rest. Healing Healing B ody Point Poi nt Damage: Damage: Body points lost recover at a rate equal to the character’s CON Bonus (minimum of 1 point regained) per full day of com complete rest. If If a character with with up to 50% Body Point P oint damage damage (up to 10 points points of BP damage damage if base base 20 BP is used) performs performs more than than very very light activity or careful, slow travel during a day, he has a 50% chance of losing an additional body point. If a character with more 50% of Body P oint damaged damaged (11 (11 or more more points points of BP damage damage if base 20 BP is used) used) does anything other than rest quietly in bed during a day, he has a 50% chance of losing an additional body point. Healing Healing Magic Magic : Cure spells or their equivalent no longer affect hit points on characters (but continue to do so on creatures who only have hit points). A Cure Light Wounds (or equivalent) will cure 1d2+1 Body P oints. A Cure C ure Serious Serious Wounds Wounds (or equivalent) equivalent) will cure 3d2+ 3d2+3 Body P oints. In In either either case, case, 1 point will will be cured per 10 minut minutes es of rest rest after the spell is cast (up to the maximum the spell will cure), if the rest in interrupted any remaining points of healing are lost. Bleeding Bleeding (option al): al): A character who has been reduced to 0 hit points by weapon or other trauma-related damage will eventually bleed out and die if their wounds are not bound. A bleeding character must make a Save every minute or suffer one body point of additional damage. Binding wounds takes 1 minute per point of body damage taken, but no further bleeding rolls are needed (including while the wounds are being bound). Any healing spell cast on a bleeding character will effectively stop the bleeding. Second Wind (Optional): Once per day, characters may regain 20% of their total hit points (round up) by resting in a safe place for an hour while eating a meal. This amount is reduced by 2 hp per point of body damage (to a minimum of 0 hp recovered). Monster Body Point s (Optio (Optio nal): Body Point P oints s should generally generally only be used for player characters characters and import important ant NP Cs. If the the GM GM does not mind the added complexit complexity, y, monsters monsters may have Body Body Points P oints as well. A monster’s Body Body Points P oints are equal to twice twice the number number of hit dice the monster has. This option is not recommended as it adds a lot of pointless
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GM bookkeeping to every combat. If the GM does not want to use this option, option, but still feels that that the the addition addition of Body Body Points P oints gives player player characters too much of an advantage over monsters, the GM may simply increase increase the HPs HP s rolled for monsters by twice twice the num number of hit dice the monster has.
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MAGIC Spell Knowledge Arcane and divine casters can memorize and cast spells from their respective spell lists up to the maximum spell level listed for their character level. Arcane casters record spells they know in spell books. Divine casters record spells they know in prayer books. Arcane casters start with Read Magic and 1d2 additional first level spells in their spell book (which must be approved by the GM) and can add more spells by finding (or buying) them on scrolls or books and copying them into his spell book. Divine casters start with 1d2 first spells in their prayer book (which must be approved by the GM) and can add more spells by finding (or buying) them on scrolls or books and copying them into his prayer book. An arcane caster caster can mem memoriz orize e up to to Level Level + INT bonus spells spells and these spells can be directly cast (others spells may be cast via a casting ritual). An arcane caster requires his spell book and 1 hour of time to change the spells he has memorized. A divine caster can memorize up Level plus WIS bonus spells and these spells can be directly cast (others spells may be cast via a casting ritual). An arcane caster requires his spell book and 1 hour of prayer to change the spells he has memorized.
Direct Spell Casting Casting memorized spells is direct spell casting. Memorized spells can be cast very quickly, even in combat. Ritual magic allow a spellcaster to cast any spell recorded in their spell books (even if not currently memorized) but requires a time-consuming ritual lasting minutes or even hours. Castin Castin g Cost: Direct casting casting a spell of any kind kind costs Hit Hit Point Points. s. The cost is 1 + the level of the spell being cast if the spell is cast with an implement and 1 + twice the level of the spell being cast if the spell is cast without an implement:
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Spell Level 1 HP Cost w ith 2 Implement HP Cost wit hout 3 Implement
2 3
3 4
4 5
5 6
6 7
7 8
8 9
9 10
5
7
9
11 13 15 17 19
Although there are ways to reduce the cost of casting spells, the casting cost cost cannot be be reduced below 2 Hit P oints. Signature Spells Spells:: Both arcane and divine casters select one ‘signature’ spell per spell level from first upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use. Signature spells are always in memory and do not count against the number of spells a caster can memorize. Implement Use: Spells cast through an implement (a wand or staff for a Magic-User, Illusionist or other arcane caster, a holy symbol for a cleric, druid, or other divine caster) cost less to use. The implement must either be a magic item or be made by the caster (12 hours, wood, and carving tools needed). The implement must be undamaged and in the caster’s hand at the time the spell is cast. Combat Castin Castin g: In combat, if a character is hit and takes damage (or other effect that could interfere with spell casting like paralysis) before casting a spell, the spell fizzles. The fizzled spell costs caster only 50% of the the normal normal HP HP casting cost of the the spell and and the the cast caster loses loses his act action for the round.
Ritual Magic Both arcane and divine casters can perform ritual magic to cast spells of any level (and other special rituals that might be found in old books or scrolls) provided the caster has a written copy of the spell or ritual, any needed materials (mainly required by special rituals), and the time and space needed to perform the ritual. Performance Cost : Ritual casting of a spell of a level the caster is able to cast normally takes 1 minute per level of the spell being ritually cast. The The HP Cast Castiing Cost Cost is equal to cast stiing the sp spe ell with an implement (spell level + 1 HPs). HP s). Ritual itual casting of a spell spell of a level the the caster is not yet able to cast normally takes 10 minutes per level of the spell and costs twice as much in hit points as it would to cast directly. Ritual casting of a special ritual ritual takes takes as long and costs costs as many HP as the ritual ritual states states (that is, the GM assigns these as needed when he creates the special ritual). Multiple casters may participate in a casting a special ritual with the HP cost cost of casting casting divided among among them them.. Spell S pell casters casters participating in
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a ritual casting of any type may not wear armor or be armed with combat weapons. (Required ritual items like sacrificial knifes do not count as weapons.) Sacri Sacri fices fic es (Optional): One or more beings with human or better intelligence may be sacrificed during ritual magic. Each sacrifice made adds 10 minutes to the ritual and provides 10 plus the being’s level or hit dice in HP HP to power power the the ritual. This This amount amount is tripled tripled if the being is truly truly a willing sacrifice. Some special rituals may require the sacrifice of intelligent beings. The sacrifice of intelligent beings is normally against the law in civilized societies.
Counterspells Arcane spell casters have the ability to disrupt other arcane casters by attempting to counter the spell. Casters can attempt to counter any type of arcane spell; however they get a -1 penalty when countering spells cast by a class different from their class. The The moment that a sp spe ell is cast st,, any cast ste er within range (10 feet per level) and who has not yet acted that round may abandon their planned action to try to counter the spell. In order to succeed the countering caster caster must must make make a magic magic att attac ack k roll and beat a DC equal to 20 +(spell (spell caster's level) at a cost of 3 + the level of the spell being countered in HP.. Before HP Before rolling rolling they they may may choose to use use their their magical magical energies energies to improv improve e their their chances of success: success: for each additional additional 2 HP spent (for (for each 3 HP spent if the the cast caster is of a different class class), ), their roll gains +1 bonus. If an arcane caster was casting a spell and stops doing so to counter a spell, the spell the arcane caster interrupted to counterspell costs the caster 50% of the normal casting cost in HP
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COMBAT Combat Stance Any character able to act may select a combat stance. Any character who has not announced their combat stance before initiative is rolled automatically selects “Standard.” Combat Stances (and their effects) are Full Defense (Attack: no attack possible; AC: +2 bonus, +4 bonus with Defense (Attack: -2 shield, +6 bonus with large shield; Strike: -5), Active Defense penalty; AC: +1 bonus, +2 with shield; Strike: -2), Standard (Attack: Attack (Attack: +1 bonus; Normal; AC: Normal: Strike: normal), Active Attack AC: -1 penalty; Strike: +1), and Full Attack (Attack: +2 bonus; AC: -2 penalty; Strike: +2). Spell casters casting a spell cannot select the Full Defense or Active Defense Stance. The Stance Strike modifier is optional (and can only be used if the optional Strike Speed Initiative rules are used).
Critical Hits A natural 20 that would otherwise hit is automatically a critical hit doing maximum damage and doing a number of body points damage equal to the number of damage dice rolled (normally 1). Most monsters do not have body points, so a critical hit will do maximum damage plus a normal damage roll to them and cause them to lose their next attack. Option: Fighting Men (only) do a critical hit on a natural roll of 19 or 20 that would otherwise hit. Critical Hit Special Effects Effects (optional): When an Fighting Class character (or a monster, at the GM’s option) has selected the Active Attack or Full Attack combat stance for a round and scores a critical hit in melee combat during that round, one of the following special effects may be imposed at the attacker’s option:
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Trip: Target is knocked prone. Disarm: Target's weapon or shield is knocked away in a random direction a number of feet equal to half the damage you dealt. Reposition : Force your target to move to a new location of your choice, up to a number of feet equal to half the damage you dealt (plus attacker’s STR bonus). Attacker may move with target if attacker desires.
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Shield Slam : If wielding a shield, bludgeon your target with it, dealing damage as a shield bash. Target is then forced back from you a number of feet equal to half the damage dealt by the original attack (plus the attacker’s STR bonus). Disorient: Blow leaves your opponent off-guard. Until the end of his next turn, target is confused. Hinder : Target is briefly slowed, reducing his speed to five feet until the end of his next turn.
If the movement effect of Reposition or Shield Slam would force the target over a cliff, into a pool of dangerous liquid, or the like, the target gets a DEX save to stop safely at the edge.
Critical Misses A natural roll of 1 is a critical miss. Unless the optional rule below is used, the only effect of a critical miss is that the attack always fails, regardless of modifiers. Critical Miss Special Special Effects (optional): When a Fighting Class character (or a monster, at the GM’s option) has selected the Active Defense or Full Defense combat stance for a round and an enemy attacking him during that round rolls a natural 1 on their attack roll, one of the following special effects may be imposed at the defender’s option:
Counterattack: You Y ou make make a melee attack attack against against your attacker. attacker. Thi This is in addition to any other attacks you might make during the round. Disengage : You Y ou dart away from your attacke attacker, r, moving up to to your movement, but you cannot engage another by doing so. Blind: You Y ou spit spit,, throw sand, or otherwise otherwise at attack your enemy's enemy's eyes. Until the end of the next round, he is blinded. Redirect Attack: Your Y our opponent's opponent's attack attack aut autom omatically atically str strikes ikes another creature of your choice within reach of your enemy’s weapon. Feint: You quickly feign an attack against your foe. Until the end of his next turn, your enemy is has a negative modifier equal to your level to all actions. Steal: You Y ou pluck a sm small unprotected unprotected item item---usually usually no more cumbersome than a weighty coin purse--from your foe.
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Combat Maneuvers At a cost of 1 hit point, Fighting and Specialist classes may adjust their armor bonuses, attack bonus, damage done, etc. for an attack to create a combat maneuver. For each -1 a character takes, he may take a +1 in another area. A Fighting Class may take up to 2 plus Level/3 (round up) in penalties penalties on a single attack attack roll. A Speciali S pecialist st class class may may take take up to his level/3 (round up) in penalties on a single attack roll. For example, a 5th level fighter (maximum combat stunt penalties of -4) might want to do a great blow causing 4 points extra damage in exchange for reducing his AC until his next action and reducing his chance to hit with the attack. For example, +4 to damage, -2 to AC and 2 to hit would balance the bonuses and penalties. The The GM sh sho ould require the player usin sing a com combat maneuver to desc scrribe what his character is doing and deny any combat maneuvers that do not make sense in the situation (no tripping a gelatinous cube, for example) or whose bonuses and penalties do not match up well to the player’s description of the stunt. The GM may some intelligent opponents (including some monsters) may use combat maneuvers.
Special Combat Situations Opportun ity Attacks: Anyone not surprised and with a ready weapon who is not already involved in a melee combat gets a free attack on opponents trying to move past them (within reach of their weapons) – this attack is in addition to their normal attack for the round. If the attack is successful, the opponents takes damage and can move no further that round. Ranged Ranged At tack int i nto o Melee Melee:: Shooting or throwing into a crowded melee is not a good idea: there is a 50% chance you'll hit a friend instead of an opponent. Fighting classes may take -4 to hit to avoid hitting a friend. Ai d An A n ot h er: A character who can make a melee attack on an opponent engaging an ally in melee combat can help that character attack or defend by dis distracting tracting or interfering with an opponent instead instead of making making a normal attack. Make an attack roll against AC 9 [10]. If successful, the ally gains either a +2 on his next attack roll against that opponent or a +2 bonus (both are Fighter Bonus +1 if the aid comes from a member of a Fighting Class) to AC against that opponent's next attack (aiding character's choice), as long as that attack comes before the beginning of the aiding character's next turn. Multiple characters can aid the same ally.
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Grapple: A character can make a grapple attack on an adjacent target. A successful attack roll means they are then grappled with their target. When grappled, both the attacker and the defender’s AC becomes 10 and neither can make move actions. When grappled, the defender can’t make normal normal actions actions and and must must make make opposed opposed rolls rolls (1d20 +P CB) against the attacker to attempt to break free. As long as the defender is grappled the attacker can make automatic unarmed attacks on the defender..
Special Shield Defense A character with a shield may choose to have it completely absorb all the damage from any attack (including a critical hit). A non-magical shield shatters when it does so. A magical shield permanently loses one point of is magical AC bonus when it does so, becoming a non-magical shield if its magical AC bonus is reduced to zero.
Weapon Damage Characters of any class can use any weapon. However, because of different levels of training, the amount of damage a character can do with a given weapon varies the type of weapon and the wielder’s class. The Weapon Damage Table below is used instead of any other weapon damage given in the rules. Weapon Weapon Damage Damage Table Class Type Lig ht Wpn Fighting ighting Class 1d6 Specialist Class 1d4 Arcane Class lass 1d4
Mediu Mediu m Wpn 1d8 1d6 1d4*
Heavy Heavy Wpn 1d10 1d10 1d8 1d8 1d6** 1d6**
*Arcane classes wielding a Quarterstaff using both hands do 1d6 damage. **Arcane classes wielding a heavy weapon do so at -1 to hit. Magic Weapons: A character only benefits from a magical hit or damage bonus on a weapon if the character’s class is able to use the weapon under the standard class rules.
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MONSTERS Monster Reactions Some monsters (like skeletons guarding a tomb) may always attack. In cases where the reaction of the monsters to the party is not obvious, the GM may opt to make a reaction roll for the monsters by rolling 3d6 (and adding any other appropriate modifiers to the roll) and consulting this table. Adj Ad j u s t ed React Reac t io n Roll Ro ll 4 or less 5-8 9-12 13-16 17 or more
Resu lt Very Unfavorable nfavorable Unfavorable Neutral/Uncertain Favorable Very F avorable
Interpretation of the results is left to the GM, however, these general principles may prove helpful. Very Unfavorable means the monsters will most likely attack unless the odds are overwhelmingly against them. The They will not help the characters. Unf Unfavorable means the monst ste ers are hostile and might attack unless they are given a good reason not to. The They will not help the characters. Neu Neutral means the monst ste ers are unsure of the party. They are not likely to attack immediately, but are not friendly or helpful. Favorable means the monsters are willing to listen and are open to negotiation. They might be willing to be slightly helpful. Very Favorable means the monsters like the characters and are willing to be somewhat helpful and are open to working with the party to mutual advantage. Note that a form of this rule was in the original 0e, but is not in some 0e retroclones. It is listed as a house rule here because the author feels that without it, many situations will automatically default to combat which isn’t really in a good idea in 0e games.
Mooks (aka “Cannon Fodder”) Sometimes a GM may want to use a large number of monsters but not want to carefully track each one. Mooks are “cannon fodder” monsters that have 1 hit point per hit die, never make a saving throw, and always run away or surrender if the battle is obviously going against them. Any hit from a PC P C or NPC NP C (any being being wit with h a class class level) will will likely kill a mook, mook, therefore the GM can simply rule any mook hit is out-of-combat, either -18Tarnhelm arnhelm’s ’s Terrible errible Tome ome
dead or unconscious. Mooks cannot be told at a glance from normal (non-mook) (non-mook) monsters. monsters. Mooks Mooks make make excellent minions minions for powerfu powerfull leaders as they are very effective against the normal people in a campaign campaign world world even if they they cannot cannot stand stand long against against PC P Cs and NPC NP Cs with class levels.
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Donate to the
RetroRoleplaying Cancer Fund and Get Some PDF Goodies Many old school gamers know that Randall Stukey, the author of Microlite74 and other old school games games is trying to raise funds to pay the bills from his wife’s oral cancer treatments and that he worked on the original Microlite74 as way to cope during her recovery from 6 weeks of radiation treatment in 2008. Randall and Donna are some of the 40 to 50 million people in the US who do not have health insurance nor did they qualify for government aid as they live in Texas and have no children. Donna (successful so far) cancer treatments have cost over $110,000. While some of this has been absorbed by hospital foundations and the like, they still owe a lot of it. You can donate to the Retroroleplaying Cancer Fund (via PayPal) and help them pay their bills.
Can You Help Pay the Cancer Bills? Everyone who donates any amount at all get a password giving them access to a number of special downloads. Some of the currently available downloads include:
Pdf copies of the two issues of The T he Grimoire Randall published in the late 1970s (which Randall blogged about here: The Grimoire #1 http:// p://bl blog.re og.retrorol trorole epl pla ayi ying ng.com .com/200 /2009/05 9/05/gri /grim moi oire-1-spri re-1-spring ng--19 1978 78--d-f d-fa anzi nzine ne.html ) ( htt and The Grimoire #2 (http://blog.retroroleplaying.com/2009/05/grimoire-2summer-1979-d-fanzine.html ) Pdf copy of The Second Grimoire of Pharesm the Bright-Eyed, a set of house rules for a BECMI campaign Randall ran at a game shop in the mid-1980s. A copy of the Player’s Introduction to the Fourth Campaign Arn (from about 1984) Microlite74 3.0 Extended Special Edition -- three PDFs designed to be printed in booklet format from Adobe Acrobat. Artwork is by Håkan Ackegård. The text has been reformatted into a single column in a large enough font to easily read.
To get access to these downloads and access to a private donor forum where you can get advance information on upcoming Microlite74 releases, help Randall pay the cancer bills by sending a donation in any amount -- small or large -- to the RetroRoleplaying Cancer Fund via Paypal at this link:
http://www.retroroleplaying.com/node/153
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ULES OPTIONAL R ULES Character Goals and Personality Traits The The alignment sy syst ste em is a sim simple way to handle characte cter “person sonalities” at a very simple level. While alignment is suitable for many types of campaigns, a more flexible system is needed for others. If this system is used, the GM GM will “enforce” “enforce” it with with Experience Experience Point P oint bonuses bonuses for using the character’s goals and traits in play. Charact Character er Goals: Goals: In order to individual characters, each player must select four goals from the list below and arrange them in order of importance to the character from first to fourth. Goals not on the list may be selected wit with h prior GM approval. approval. The The GM GM may may award award bonus bonus XP XP for goal achievements during a session. Characters can also earn points by helping their friends (fellow PCS and associated NPCS) achieve their goals, so long as their friends goals do not clash with their own goals. P layers may change a goal or change the order of their their goals during a campaign with GM approval. Suggested Goals: (The player must select a particular aspect to stress for those marked with an asterisk)
Furtheran urtherance ce of Scholarly Studies* Furtherance urtherance of Art* rt* Furtheran urtherance ce of Science* Wealt Wealth E arthly arthly P leasures Romance omance P ower over Others Fame ame Rank* P reservation reservation of the Status Quo
History, linguistics, literature, etc. Music, Music, architecture, architecture, crafts, etc. Astrology, engineering, etc. Accumulation ccumulation of treas treasure ure or other wealth Wine, women/m women/men, en, drugs, drugs, etc. etc. True love P olitical, religious, religious, in criminal criminal underworld, etc. P ersonal renown renown far and wide wide On social social scale scale or in institut institution ion like religion or military P revent revention of change (in government, religion, social system, etc.)
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Preservation of Nature P reservation reservation of Order Comradeship omradeship Risk Tasking Comm ommercial Bus Business iness Collecting* ollecting*
Religious Service ervice Batt Battle le Glory Image Cultivation ultivation Freedom Chivalry hivalry Honor Mystic P ower P atriotis atriotism m Discovery Discovery E xperience Wonders Intrigue Intrigue Materialism Materialism
Welfare of Others Responsibili esponsibility ty E xpansion xpansion of Civilization Wanton Destr Destruction uction Cruelty ruelty P ersecution ersecution of E vil -22-
P revent revention of breakdow breakdown n of law and order E stablishm stablishment ent and maintenance of friendships Taking physical. physical. financial, financial, or spiritual risks Setting etting up and running running profitable profitable businesses J ewelry, ewelry, antiques, antiques, weapons. weapons. E tc. (for pleasure of ownership, not for actual use) Serving erving religions religions and Gods Winning renown in battle battle Adopting dopting a distinctive appearance and style to impress others P reservation reservation of individual individual freedoms Mercy, fairness, compassion compassion Duty to liege, family, family, friends, or own dignity F inding inding spells, magic item items, s, etc. for own use Acting in country’s country’s best interes interestt Bringing new knowledge knowledge to own civilization Travelling through through strange lands, other planes, etc. P olitical/Social olitical/Social secret scheming scheming and plotting Spending money on displays displays of wealth: manors, castles, useless expensive items, etc. Desire Desire to carry out duties duties,, take care of charges, etc. Into new lands, etc. Desire Desire to destroy things things for the the pleasure of destroying Desire Desire to cause cause pain in others others “E vil” as defined by your culture culture or religion Tarnhelm arnhelm’s ’s Terrible errible Tome ome
Compet ompetition ition P ersonal ersonal Feats Creation* Self-Discipline elf-Discipline Tri Trickery*
Desire Desire to compet compete e for competit competition’s ion’s sake sake The “do it because because it’s it’s there” spirit Make magic items, items, works of art, etc. Controlling ontrolling one’s one’s behavior behavior and emotions Thw Thwarting authority, playing practical jokes, etc.
Character Character Perso Perso nality Traits Traits:: In order to further individualize characters, players must must select select three three of the the following Perso P ersonality nality Traits for their their character. Perso P ersonality nality Traits other than than those those lis listed ted may be used with with prior GM approval. Players P layers should should be careful not to select select traits traits that they are not interested in playing or that strongly conflict with their goals or religion (unless (unless that is what what the the player wants). wants). P layers should should also try to avoid select selecting conflicting conflicting Personal P ersonal Trait T raits s for their their character characters. s. If such such traits are selected (for example, the first two on the list below), the negative trait (passion for drink, in this case) is applied to the character while while the the positiv positive e trait is direct directed toward toward the the behavior of oth others ers – which tends to make the character a hypocrite. Suggested Personality Traits: Tru True pass ssiion for alcoholic beverages Disapproves of drunken ways Tru True pass ssiion for gambling Disapproves of gambling Enjoy a good public brawl and will start one given a good reason Disapproves of public brawling Tru True pass ssiion for members of the opposit site sex sex Disapproves of lewd and/or flirtatious behavior Braggart who exaggerates his/her deeds Modest about own deeds and disapproves of bragging Gourmet who will not tolerate poor cuisine Glutton who will eat just about anything and think it great Rather crude and rough manners Excellent manners, cannot tolerate bad manners Will lie when it suits his/her needs Tru Truthful character who does not tolerate falseh sehood Grasping and greedy Miserly and begrudges spending money Spendthrift whose money never lasts long Ten Tends to forgive (or forget) person sonal insu sullts and injuries Ten Tends not to forgive or forget person sonal insu sullts and injuries, and always tries to get even – som sometime etime
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Social snob who demands due respect from his/her social inferiors Social egalitarian that places little worth in social class differences when a person has shown his/her worth Character will not kill except in self-defense (and only after all else has been tried and has failed) Sexist who belittles the abilities of the opposite sex. Mild prejudice against a specific race or class (belittles their abilities) Overconfident of own abilities Little confidence in own abilities Mild phobia Always Al ways optim optimis isttic Always pessim pessimistic istic
Strike Speed Initiative and Order of Battle Initiative: Roll 1d20 for initiative for each side. The side with the higher roll gets a +5 to strike speed for the round. Spell casters casting a spell must declare the spell being cast and its target before initiative is rolled. Strik e Speed: Speed: Characters and monsters act in order of their strike speed from high to low. Base Strike Speed is determined by their action type in the table below. Characters/Monster add +5 to the Base Strike Speed if their side has initiative. Fighting Classes add their Fighter Bonus. Monsters add one-half their hit dice, rounded down if the GM classes them as fighters. (Ties in Strike Speed are resolved by Character Level/Monster Hit Dice, with the higher acting first.) The Strike modifier from a character’s combat stance is added if the GM use this option. SS 1 2 3 4 5 6 7 8 9 10
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Weapon/ pon/At Atta tack ck Acti Action on Read Scroll Cast Spell Short Length ength Weapon Medium Medium Length ength Weapon Long Weapon Very Very Long Weapon P ole Arms Arms Missile Missile Fire/Arcane ire/Arcane Blast Breath Breath Weapon Weapon Glance
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Armor for Everyone All character classes can wear armor; however, wearing armor has negative effects on the abilities of some classes. Base Armor Class: Each class has a base armor class that is in effect anytime the character is conscious and not tied up to the point they can't move at all. This base armor class takes into account the character's combat training which allows him to dodge and parry blows.
Fighter -- Base AC of 5 [14] Paladin/Ranger -- Base AC of 6 [13] Cleric/Druid/Bard -- Base AC of 7 [12] Thi Thief/Ass Assa assi ssin n -- Base Base AC of of 8 [11] Magic-User/Illusionist -- Base AC of 9 [10] Any character that is unconscious or heavily restrained has a Base AC of 9 [10]. Other classes should be slotted in on the level of the character that makes the most sense. ONLY the fighting man should get a Base AC of 5 [14], however. Other fighter classes/subclasses should come in on the Paladin/Ranger line at best. The Monk is a special case. while Monks can’t use armor as their training replaces it, the AC by levels given in the monk class chart simply need to be replaced, starting with AC 6 [13] instead of AC 9 [10]. Armor: Armor adds to the character's Base AC when worn. Armor may have side effects for some classes.
Light Armor: +1 to AC. Magic-Users and Illusionists cannot cast their highest level of spells known while wearing Light Armor. Medium Armor: +2 to AC. Magic-Users and Illusionists cannot cast their two highest levels of spells known while wearing Medium Armor. Thief abilities are halved while wearing Medium Armor. Heavy Armor: Armor: +3 to AC. AC . Magic-Users Magic-U sers and Illusionist Illusionists s cannot cast their their three highest levels of spells known while wearing Heavy Armor. Thief abilities are unusable while wearing Heavy Armor. Shield: +1 to AC, only when character is conscious and mobile. MagicUsers and Illusionists cannot cast their highest level of spells known using a shield -- if they are using a shield and armor the shield adds 1 to the levels of spells they cannot use. Examples : An unarmored average DEX fighting man is AC 5 [14]. The
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same fighting man in plate armor and using a shield would be AC 1 [18]. An unarmored average DEX 10th level wizard would be AC 9 [10] and could cast spells normally. If that tenth level wizard wears chainmail, she would be AC 7 [12] but would not be able to cast any of her 4th or 5th level spells. A 1st through 4th level magic user wearing chainmail would not be able to cast any spells at all.
Deities and Divine Intervention Characters will find it helpful to follow one of the gods. Although Clerics, Druids, and Paladins have special access to the deities, other classes may receive advice and assistance at times as well. A character may select any deity (or pantheon in some campaigns) to follow from the campaign allowed by the GM. Divine Interventio Interventio n: Deities will occasionally assist their followers when petitioned for aid. There is a chance of angering the deity and a strong possibility that the deity will not deign to take an interest in mortal affairs at that time. The petitioner may thus receive aid, suffer harm, or get no response response at all. P etitioning etitioning for divine intervention intervention more more often than than once a week results in automatic retribution.
P etitioning for divine intervention can can be done at any ttime ime provided the the character is capable of thought. A d100 roll on the appropriate table using the column for the characters level below will determine the result. Clerics, Druids, Druids, and Paladins P aladins add 5 to to their their level before consulting consulting the the chart. Greater Deity Resu lt 1-5 Retribution etribution 01-80 No E ffect 81-95 Intervention Intervention 96-00
6-10 01-70 71-90 91-00
11-15 01-60 61-85 86-00
16-20 01-50 51-80 81-00
21+ 01-40 41-70 71-00
Majo Majorr Deity Resu lt Retribution etribution No E ffect Intervention Intervention
1-5 01-70 81-90 91-00
6-10 01-60 61-80 81-00
11-15 01-40 41-70 71-00
16-20 01-30 31-60 61-00
21+ 01-20 21-50 51-00
Minor Deity Resu lt 1-5 Retribution etribution 01-60 No E ffect 61-85 Intervention Intervention 86-00
6-10 01-40 41-75 76-00
11-15 01-30 31-65 66-00
16-20 01-20 11-55 56-00
21+ 01-15 16-45 46-00
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Demi-God Resu lt Retribution etribution No E ffect Intervention Intervention
1-5 01-50 51-80 81-00
6-10 01-30 31-65 66-00
11-15 01-20 11-55 56-00
16-20 01-10 11-45 46-00
21+ 01-05 06-35 36-00
Characters may make an offering to their deity before rolling for divine intervention. All offerings musty be in the possession of the petitioner at the time of the request (deities do not accept IOUs). This table lists the die roll modifier for various types of offerings: Offerin Offering g Tre Treasu surre (1000gp) Each P otion Magic Weapon/Arm Weapon/Armor or Magic Scroll (per spell) spell) Magic Ring, wand, wand, or rod Magic Magic Staff Miscell Miscellaneous aneous Magic item Minor Minor Artifact Minor Minor Artifact Accept Minor Minor Quest Accept Ac cept Major Major Quest Intelligent Being Sacrificed acrificed
Die Roll Modifier +1 +2 +Bonus Bonus +2 +5 +10 +10 +15 +25 +10 +20 +Level or HD
Only evil deities accept the sacrifice of intelligent beings. A minor quest will take 4 to 8 months. A major quest will take 1 to 3 years. The quest will be imposed by the deity (and need not involve actual questing). The There is an additional modifier of -1 -15 5 if the character does not regularly donate at least 10% of income to the deity’s temple. Characters who ignore their deity except when in need of help suffer a die roll modifier of -10 to -30 as determined by the GM. If the result is intervention, the deity will do the minimum needed to answer the request. For Demi-Gods, the maximum would be about the ability of a limited wish spell. For Minor Deities, the maximum would be about the power of a single wish spell. For Major Deities, the maximum would be about the about ability of several wish spells. There is no effective limit for what Greater Deities can do. If the result is retribution, the petitioner takes his level in D6 of HP damage damage plus Body Body Point P oint damage damage equal to the character’s character’s level.
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Conversion (Opti (Optional): onal): Characters may not willingly change their allegiance to another deity/pantheon except at a full temple of the new deity and then only with a favorable reaction roll from the new deity’s priests (large donations to the temple will give favorable modifications to the roll). Lay people accepted by a new god must spend 1d4 weeks (at their own expense) at the temple learning the basic rituals and dogma of their new faith before they can receive any benefits from that faith. Clerics and Druids must spend 1d6 months (plus their level in weeks) in such study before they can cast divine spells above 2nd level again. Druids can only convert to another nature deity. Spell Spell L evel evel Availability A vailability (Opti (Optional): onal): A character’s deity may limit the level of Divine Spells the character may cast. If the character’s deity is a Demi-God, the maximum level of Divine Spells the character has access to is 5th level. If the character’s deity is a Minor Deity, the maximum level of Divine Spells the character has access to is 6th level. If the character’s deity is a Major or Greater Deity, the maximum level of Divine Spells the character has access to is 7th level. Special Special Spells by Deity Deity (Optio (Optio nal): nal): Deities may not offer all of the standard Divine Spells (Cleric) to their clerics. They may simply not provide some of the standard spells, substitute special spells for some of the standard spells, or even add additional spells to the standard spells.
Mnemonic Mage Class The The Mne Mnemonic Mag Mage is a variant magic-u -use serr class based sed on the mages in J ack Vance’s early Dying Dying Eart Earth h stories. stories. While While 0e magic-users magic-users were were very loosely based on the same thing, the Mnemonic Mage class tries to be a bit closer to the original source material while still using the standard magic-user spell lists. The The Mne Mnemonic Mag Mage is a myst ste erious figure, a st stu udent of ancient arcane powers lost to the modern world.Like the standard magic-user, a Mnemonic Mage is usually cloaked in robes woven with mystical symbols and can be devastating opponents. Also like the standard magic-user, they are usually physically weaker than other adventuring classes, and are untrained in the use of armour and weapons. Unlike a magic-user, a Mnemonic Mage casts spells by forciably impressing ancient incantations into their mind which must retain them by sheer mental force. They cast magic by releasing the spell from their mind. The spell fades from their mind and takes effect in the world. While a normal person would go mad from trying to retain even one or two weak mnemonic spells in their mind, a high level Mnemonic Mage can hold 6 or more powerful spells in their mind at one time. Compared to a -28-
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standard magic-user, a Mnemonic Mage has fewer spells available to cast, but they tend to be more powerful. Prime Attribute: Intelligence, 13+ (+5% experience bonus) Hit Dice: 1d4 (Gains 1 hp/level after 11th level.) Ar mo r /Shield /Shi eld Permit Perm it t ed: None Weapons Permitted: Dagger, staff, and darts (or by class) Race: Only elves, half-evles, and humans may become Mnemonic Mages. Mnemonic Mage Class Class Abili A bili ties Spell Memorization: A Mnemonic Mage has a number of memory slots to hold spells equal to his level plus one. A first level Mnemonic Mage therefore has 2 memory slots while a tenth level Mnemonic Mage would have 11 memory spells. A Mnemonic Mage memorizes spells by reading them in his spell book and forcing them into his mind. The amount of time and effort this takes depends on the class of the spell. Each class of spell requires a different number of memory slots to hold the spell and takes a specific specific amount amount of time time and energy (HP (HP cost) cost) to to memoriz memorize. e.
Spell Class Cantrip** Minor Less esser Greater E xtraordi xtraordinary nary Most Most E xtraordinary xtraordinary
Memory Slots 0 1 2 3 6 12
Time to Memorize* 5 minutes 10 minutes inutes 20 minutes inutes 30 minutes 60 minutes 120 minutes inutes
HP Cost t o Memorize 1 HP 2 HP 4 HP 8 HP 14 HP 20 HP
* A Mnem Mnemonic onic Mage Mage must spent at leas least one hour of time time studying tudying his spell books to memorize any spells. Therefore, while it only takes 10 minutes to force a single minor spell into memory, if that is the only spell the Mnemonic Mage wishes to memorize, it still takes him one hour to do so. so. ** The Cantrip spell is special. While it takes no memory slots, a Mnemonic Mage can only hold a number of Cantrip spells in memory equal to his Intelligence. The Cantrip spell is known by all Mnemonic Mages and casting the Cantrip spell has the effect of either one use of the Minor Magic or Arcane Blast magic-user special ability. A handmade wand is not required. Spell Lists: The Minor spell class includes spells from the first and second level magic-user spell list. The Lesser spell class includes spells
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from the third and fourth level magic-user spell list. The Greater spell class includes spells from the fifth and sixth level magic-user spell list. The The Ext Extraordinary sp spe ell class includes sp spe ells from the sev seventh and eighth level magic-user spell list. The Most Extraordinary spell class includes spells from the ninth level magic-user spell list. Spell Books: A Mnemonic Mage can only memorize spells he has personally studied and copied into his spell books. If he is copying the spell from the books of another Mnemonic Mage, it only takes one week to study and copy the spell. If he is trying to add a spell from a standard magic-user’s books or scrolls, he must study the spell and try to convert it to mnemonic form before he can copy it into his spell book. This conversion process takes the Time to Memorize (in days instead of minutes) and requires a successful INT-based primary skill roll against a DF equal to 10 plus twice the spell level of the magic-user spell being converted. If successful, the new mnemonic form of the spell can be studied and copied into the Mnemonic Mage’s spell book in the usual manner. If unsuccessful, the Mnemonic Mage can try again once he has gained at least one level.
First level Mnemonic Mages start with a spell book holding the Cantrip spell and 3 minor spells, 2 lesser spells, and 1 greater spell. The player may select two of the minor spells from those the GM allows were available to the mage during his apprenticeship, the others are selected by the GM by whatever method he wishes. 10% of the arcane scrolls and spell books found as random treasure should contain spells in mnemonic form. These items are useless to a standard magic-user. Spell Casting :To cast a memorized spell, all the Mnemonic Mage needs to do is to recite it. This releases the spell from his memory and causes it to take effect. Once cast, the spell is no longer in memory. A Mnemonic Mage cannot cast spells through ritual magic although he may perform special rituals (that do not duplicate spells) through ritual magic. Memor Memory y and Lo re: Due to the training required to hold spells in memory a Mnemonic Mage can set easily memorize long passages of speech or written text. As they must study ancient history and civilizations, they are storehouses of historical information, and can often identify legendary and magic items that appear in old tales. Saving Throw Bonus : If using the single saving throw system from S&W, Mnemonic Mages gain a bonus of +2 on all saving throw rolls against spells, including spells from magic wands and staffs.
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Mage’s Tower (11th): While a Mnemonic Mage often builds a stronghold for himself or herself to house their libraries and laboratories very early in their career, at 11th level, a Mnemonic Mage gains the title of “Ma “Mage” ge”.. At At this point, ass assuming uming they they have a stronghold, stronghold, they will begin to attract a mixed bag of mercenaries, strange servants (some with odd abilities and deformities), and even a few monsters, perhaps. This motley crew will swear fealty to them and serve them with whatever loyalty the Mage can inspire. Table: Table: Mnemoni c Mage Mage Advanc ement
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21+
Experience Points Required for Level Level 0 2,500 5,000 10,000 20,000 35,000 50,000 75,000 100,000 200,000 300,000 400,000 400,000 500,000 500,000 600,000 600,000 700,000 700,000 800,000 800,000 900,000 900,000 1,000, 1, 000,000 000 1,100, 1, 100,000 000 1,200, 1, 200,000 000 +100,000 per level
Hit Dice (d4) 1 2 3 4 5 6 7 8 9 10 11 11+1 hp 11+2 hp 11+3 hp 11+4 hp 11+5 hp 11+6 hp 11+7 hp 11+8 hp 11+9 hp +1 hp/level
S&W Saving Throw* 15 14 13 12 11 10 9 8 7 6 5 5 5 5 5 5 5 5 5 5
Memory Slots 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
5
+1/level 1/level
* Ignore not using the single saving throw system from S&W.
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OPEN GAME LICENSE VERSION 1.0A The The follo ollow wing ing text is the proper opertty of Wiza Wizarrds of of the Coast Coast,, Inc. Inc. and and is Copy Copyrigh ight 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: Definitions: (a)"Cont (a)"C ontribut ributors" ors" means the the copyrigh copyrightt and/or trademark trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; “Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody embody the Product P roduct Identity and is an an enhancement over the the prior art art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specificall specifically y excludes P roduct Identity. Identity. (e) "Product "Product Identity Identity"" means means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likene likeness sses es and special abilities; places, places, locations, locations, environm environment ents, s, creatures, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other other trademark trademark or registered registered trademark trademark clearly clearly identifie identified d as Product P roduct identity by the the owner of the Product P roduct Identity Identity,, and which specifical specifically ly excludes the Open Gam G ame e Conten C ontent; t; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copy C opyrigh rightt: You You must must updat update e the the COP COP Y RIGHT IG HT NOTI NOTIC CE portion portion of this License License to to include include the the exact exact text of the the COP CO P Y R IGHT IG HT NOTI NOTIC C E of any Open Game Content Content You are are cop copying ing, modif odify ying ing or dist istribu ibuting ing, and You must add add the title itle,, the cop copyrigh ight date, ate, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content ontent you Distribu Distribute. te. 7. Use Us e of Product P roduct Identity: Identity: You You agree not to Use any any Product Product Identity, Identity, including as an indication as to compatibility, except as expressly licensed in another, independent
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Tarnhelm’s Terrible Tome Ta Tarnh rnhelm’s Terrib rrible le Tome is a set of house rules for the original 1974 (0e) version of the world’ worl d’s s most popul popular table tabletop fa fantasy ntasy roleplaying game (and modern clones, like Swords & Wizardry Wizardry). ). These house rules are modern odern renditi renditions ons of the house rule rules the author used with his original edition games in the 1970 1970s. s. Some of house rules included: A sim simple ple “skil “skills” system based sed on class and background instead of lists of skills A Hit Point/Body Point system where Hi Hit Poi Points nts repre represe sent nt fa fatigu tigue e and Body Points represent actual wounds. Ritual Magic An alternate ali alignment system system Critical Hits and Critical misses A class class based based weapon weapon dam damage systemthat ends class class weapon restricti restrictions. ons. A n opti optional A rmor rmor system system that ends class restrictions on wearing armor A n opti optiona onal cla class ss:: the Mnemonic onic Mage Option Optiona al Divi Di vine ne I nte ntervent rventiion rules
This This dig ige est-siz -size ed editio ition n of T f Ta arnh rnhelm’s Terrib rrible le Tom Tome is designed to be printed double-sided using the booklet-printing feature ature of A dobe A croba crobat, t, the page pages s can be folded and stapled to create a “0e” style digest-sized booklet.
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