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DM Discretion

  • The DM may change any rule, or make individual judgments on ANY scenario at his discretion. Any advice or concerns should be voiced before the judgments. The DM should give time for and request these concerns before making a judgments. Judgments once made are final and non-negotiable.

Character Creation

  • 4d6, reroll 1’s, take the highest three
    • 5 point movements allowed.
  • Any player may reroll his or her scores for a total of a permanent 10% XP penalty. This may be done 7 or 9 times maximum. Once scores are rolled, the player may choose between his current roll, or most recent roll.
  • Any Character may choose to be “god touched”, and raise one ability score maximum, and score, by 1. This comes at the cost of a permanent 20% XP penalty, cumulative with other penalties.
  • Every Character is allowed to take 1 free advantage (racial or general), unless they are human, in which case they are allowed two free advantages. For every advantage they wish to take thereafter they must take a disadvantage from the general disadvantages list given in the Skills and Powers book. Custom Disadvantages and Advantages will be considered.


  • One Handed Style
    • In addition to increasing the Armor Class by 1 with every additional level past 1, the initiative is also increased.
    • Upon taking the third proficiency in this Skill, the character gains the ability to sacrifice thac0 for initiative, for a faster strike. Up to the characters skill + strength bonus to thac0.
  • Shield/Weapon Style
    • The maximum number of skills that can be gained in this proficiency is three.
  • Healing
  • Unarmed Combat
    • Non-Brawling:
      • Characters without Brawling Proficiency deal 1 point of "stun" damage + their Strength modifier for damage. Stun damage is healed at 5x the rate of normal damage. The character does not have the skill needed to strike an opponent with lethal force without the Brawling proficiency.
    • Brawling:
      • Brawling is a gateway proficiency for all characters wishing to engage in lethal hand-to-hand combat. This proficiency gives the character 1d2 points of damage + the Strength modifier for every strike.
    • Combat Styles:
      • A character with or without Brawling may choose one of several styles of combat, each with their own advantages:
        • Punching: Character primarily uses his/her fists/arms. +1 Thac0, 1d4/1d3 + 1 + Strength Modifier.
        • Kicking: Character primarily uses his/her feet/legs. Dex score replaces Strength score in determining Thac0 Mod. 1d4/1d3 + "Strength" Modifier.
        • Body: Character uses submission, grappling, and wrestling to attack. 1d6/1d3 + Strength Modifier. +2 to all Strength checks during grappling.
  • Languages
    • Character start with one or two/three languages depending on their race/class. All characters begin the campaign with Common unless otherwise noted. Characters also know their racial tongue and/or Thieves Kant if they are of the "Rogue" class. Characters may purchase more languages as they gain proficiency slots or with the bonus for above average Intelligence. Character who have the proficiency "Read/Write" from creation are assumed to be able to read and write their beginning languages. Characters who gain languages, or gain the "Read/Write" proficiency must role play through their learning of the written language. The new language(s) are known as per DM discression.
    • Basic Languages:
      • Common
      • Elven
      • Dwarven
      • Kilrathi
      • Thieves Kant
    • Exotic Languages:


  • Experience can be gained in 5 standard ways
    • Session Hour Bonuses
      • [200 + (50 x level of the highest PC present)] per Hour.
    • RP Bonuses:
      • Low RP Session: 0-20% of the Session Hour Bonus
      • Mid-High RP Session: 10-50% of the Session Hour Bonus
    • Fight Bonus: Divided value of monsters defeated.
    • Class Bonuses:
      • Fighter:
        • HD x Level x 10
      • Mage:
        • Spell levels Cast x [50 + (level x 10)]
        • Spell Creation Level x 1000
      • Priest:
        • Level 1-5: 100/spell
        • Level 6-10: 200/spell
        • Level 11+: 500/spell
        • 7th level Spells are 1000 per use.
        • Undead Turning acts as though Fighter HD Bonus
          • These amounts are doubled if the spell is used strongly in line with the priest’s ethos
      • Thief:
        • Level 1-5: 50xp/successful skill used
        • Level 6-10: 100xp/successful skill used
        • Level 11+: 150xp/successful skill used
        • 2xp per Gold Piece or GP Value obtained
      • Psionics:
        • Levels 1-5: PSP’s Spent successfully x 10
        • Levels 6-10: PSP’s Spent successfully x 20
        • Levels 11+: PSP’s Spent successfully x 30
    • Merit Bonuses:
      • Every session, each player has the ability to be awarded up to five merits. These stars are awarded to the player by either DM decree, or majority decision of the other players present. A player may not nominate himself for a merit, but he can contest the award if he feels he did not deserve it. Merits can be awarded for:
        • Life Saving Ideas
        • Encouragement to another player to become more involved
        • Ingenious Ideas
        • Role Playing decisions of the highest quality
        • Any other miscellaneous event at the DM or other player Discretion that is of significant RP importance or ingenuity.
        • The DM can of course Veto any merit vote, but this ability should be used rarely.
      • For Each merit the player receives:
        • Level 1-5: 500/Merit
        • Level 6-10: 1000/Merit
        • Level 11+: 5000/Merit
    • Quest/Chronicle/Campaign Bonuses:
      • At the end of a quest or campaign the DM can award any amount of XP that he feels is appropriate for the completion of the quest. The only restriction is that this amount is never to exceed the amount needed for one whole level.
  • A character cannot gain more than one level per session. This rule can be bent only if a character was within 15% of his or her next level at the beginning of said session.
  • XP will only be docked in the most extreme of situations, for example:
    • Players leave the session, or cause another to leave a session to due inappropriate in or out of game behavior
    • Players threaten other players with physical violence
    • If behavior becomes questionable towards the group, or disrupts group behavior as a whole and the group comes to a majority decision.
    • If gross meta-gaming occurs, multiple sessions may be docked if two or more individuals are found to be conspiring to an in game gain when out of game and out of character, in a way that involves meta-gaming.


  • A Player can be expelled from a game if:
    • A player ever physically harms another player in a way that is not interpreted UNANIMOUSLY as playful, i.e. if one player feels offended by another player’s physical action, a discussion commences, and the majority/DM decision ensues.
    • If a player actively tries to destroy the group for personal out of game reasons.
  • It is the sincere wish of this DM that these rules are never needed to be enforced. We are all adults here.

Alternate Rules To Core Rulebook

  • The Following Rules may be different from those in the book, regardless, these are the systems that are going to be used in play.
  • Mastercraft Items
  • Combat:
    • Psionic Combat:
      • For combat to occur, a mind must be opened and reduced to 0 PSP’s. For non-psionicist characters this is done merely by opening. Once a mind is open, and the PSP total of the defender is reduced to 0 PSPs the psionic attack can commence.
      • At the beginning of the round the attacker will chose his victims(s) and choose an attack form.
      • Mechanics:
        • If the mind of the victim is open, no additional roll is nessecary. If the mind is closed a psionic attack must be made to open the mind, the roll to open the mind is made in addition to the attack roll. If the attacker opens a mind, all attacks against the newly opened mind are made at a +2.
        • If the defender has PSP’s, and chooses not to use a psionic defense, he automatically loses the number of PSP’s that the Attackers Psionic Attack demands.
        • If the defender uses a psionic defense the appropriate modifier is added to the attacker’s MTAC0, and the attack is made, if the attack still succeeds, the appropriate number of PSP’s are removed from the defender.
        • If the defender is a non-psionicist character or has been reduced to 0 PSP’s he or she simply takes the appropriate physical effect described under the attack.
    • Casting Penalties.
      • Magic Poisoning: For every spell a mage casts, he or she must make a constitution check at a penalty.
        • The penalty is calculated as such:
          • [Number of spells cast in the last hour + level of spells cast]
        • 10 minutes of REST eliminate 1 point of the residual penalty
        • If the caster is under one of the following effects, he or she may make a constitution check at the current residual penalty every round to try and lessen the severity of the effect by one.
        • If a constitution check is made, no harm comes to the Caster, if the constitution check fails, the amount by which the constitution check fails determines the effects:
          • 1 = Headache for an hour
          • 2 = 1 + Violent Coughing
          • 3 = 2 + Blood upon Coughing (requires and int/Wis check to continue casting)
          • 4 = 3 + Blood begins to leak from the nose and ears
          • 5 = 4 + Vomiting blood (Int/Wis Check must now be made at a – 2 to continue casting)
          • 6 = 5 + Painful convulsions
          • 7 = 6 + Blood in Vomit
          • 8 = 7 + Spots in vision for an hour (- 2 to missile and Melee attacks)
          • 9 = 8 + Blurred/Double Vision ( -4 to missile and melee attacks)
          • 10 = 9 + Blindness (casting that requires vision is now impossible)
          • 11 = 10 + Loss of ability to speak, hear, and smell (casting that requires these senses and actions is now impossible)
          • 12+ = 11 + Loss of conciousness (Casting is now impossible)
          • (*) It should be noted, that if a caster is already at the 11th penalty, and manages to cast a spell of 7th (for cleric) and 9th level (for mage), and a 20 is rolled on the resulting check because of casting, death is the result.
  • Rogue Attacks:
    • Rogues Gain an extra attack when they reach an unadjusted thac0 of 14.
    • Rogues add all bonuses when calculating backstabs.
    • Rogues may make a Charisma check during combat to get a chance for a back-stab against an enemy who is not aware of location or intention.
  • Intelligence bonuses:
    • Mages gain a bonus number of spells/spell levels based on their intelligence equal to the bonus priests draw from wisdom.


Critical Tables


Personal tools

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