Charactercreation
Roll 4d6 and keep the best 3 dice. Major NPCs may roll 5 dice and keep 3, Legendary NPCs may roll 5 dice, keep the best 3 and increase that value by 2.
After you determined five numbers with the above procedure, you may assign one number to each of these characteristics: Strength, dexterity, intelligence,
wisdom, constitution. Charisma is rolled separately and may not be exchanged by a lower value. However you may replace charisma with one of the other
characteristics, provided the ability in question has got a higher value than the current charisma.
If you have not got a stat with a value of 18, you may upgrade one of your 13+ stats to 18, however, you must also reduce one 7+ stat to the value of 6.
General Rules
- Multiclass and dualclass characters are not allowed.
- The racial level limits do not exist anymore, i. e. an elf can advance to level 20 just like a human.
- Every class rolls their Hitpoints with a D6. This roll is modified by +1 for rogues, +2 for clerics and +3 for warriors.
- Humans do not need to roll their Hitpoints on lvl 1, they are treated as having rolled a "5".
- Every character has got the read/write proficiency
- Nobody except for warriors can attract followers. Furthermore only warriors may become captains of spelljamming vessels.
- The class specific identify skill (for example, only warriors can identify weapons) is a one-slot proficiency, which is rolled on intelligence.
- The additional languages for a high intelligence score are additional proficiency slots, however you may only use one of those additional slots per level, starting
at level 2.
- Each character, major NPC and legendary NPC advances in level after each game session. NPCs may advance in level (on a roll of 1 or 2 on a D6 for example) and minor NPCs
never advance in level.
- Each non-wizard, non-cleric PC, Major NPC and Legendary NPC may use spelljamming helms according to their level. Spells are not drained anymore for using helms.
- If a character's hitpoints are reduced to or below 0, the character is struck unconscious and must pass a modified system shock roll to avoid dying. The amount of modification
depends on the amount of hitpoints lost beyond zero - a character who is at -3 hp would have to make a system shock test - 3 % for example. A character who is reduced to -10 or
fewer hitpoints automatically dies.
Magic Rules
- Spellcasters can exchange two memorized spells from one level to cast a non-memorized spell of the same level.
- You may memorize each spell only once.
- Wizards may wear any armor, but each point of armorclass-reduction increases the chance for a spell failure by 5%. If a spell of level 3 or higher
fails due to the use of armor, the wizard instantly dies.
- The priest's chance of a spellfailure for low wisdom also applies to other spellcasters (i.e. wizards or thieves using deception magic etc.).
- Wizards may only learn spells from scrolls, from special meditation points or once they achieve a new spell level. They may pick one spell and roll 1d4+2
additional spells they automatically learn once they achieve a new spell level.
- Wizards automatically start with read magic and detect magic in addition to the spells they may learn for achieving a new spell level.
- Intelligence does not limit the amount of spells you may learn.
Rogues
- If a rogue scores a hit on a natural 20, the damage is multiplied by the thieves backstab modifier.
- Rogues gain a limited form of magicresitance equal to the wizard spell progression times 5%. For example a level two rogue is 10% resistant against
level 1 spells.
- Rogues may use wizard scrolls, but their chance for a spell failure is increased by 10%
- Rogues may use special deception magic (see below)
Paladins
- Paladins may cast spells like a priest, which is 4 levels lower than the Paladin. A level 5 Paladin could cast one level one priest spell for instance.
- Paladins do not gain additional spells for a high wisdom score.
Warriors
- Warriors can still attract followers and may become spelljammer captains
- Warriors may use wizard scrolls, but their chance for a spell failure is increased by 20%
- Warriors may use special war magic (see below)
Rangers
- Rangers may use wizard and cleric scrolls, but their chance for a spell failure is increased by 20%
- Rangers may use special war magic (see below)
- A ranger may cast spells like a priest, which is 6 levels lower than the Ranger.
Bards
- The amount of nonweapon proficiencies of a bard is doubled.
- Bards may use special deception magic (see below)
- Bards may use special song magic (see below)
Deception Magic
Deception Magic spellprogression:
| Characterlevel |
SL 1 |
SL 2 |
SL 3 |
SL 4 |
| 1 |
|
|
|
|
| 2 |
1 |
|
|
|
| 3 |
2 |
|
|
|
| 4 |
2 |
1 |
|
|
| 5 |
2 |
2 |
|
|
| 6 |
3 |
2 |
|
|
| 7 |
3 |
2 |
1 |
|
| 8 |
3 |
3 |
1 |
|
| 9 |
3 |
3 |
2 |
|
| 10 |
3 |
3 |
3 |
|
| 11 |
4 |
3 |
3 |
|
| 12 |
4 |
3 |
3 |
1 |
| 13 |
4 |
3 |
3 |
2 |
| 14 |
4 |
4 |
3 |
2 |
| 15 |
4 |
4 |
3 |
3 |
| 16 |
4 |
4 |
4 |
3 |
| 17 |
4 |
4 |
4 |
4 |
| 18 |
5 |
4 |
4 |
4 |
| 19 |
5 |
5 |
4 |
4 |
| 20 |
5 |
5 |
5 |
4 |
- Each time the character advances in a level, he can pick one of the four spell levels and roll a random spell, which he instantly learns. If he should
roll a spell, that he already has got, then he can roll again.
- For every five levels, the spell is not determined randomly, but can be chosen instead.
Level 1: Change self, cantrip, Tenser's floating disk, charm person, detect magic, grease, spider climb, jump, taunt, ventriloquism.
Level 2: Alter self, blur, darkness 15' radius, detect invisibility, invisibility, knock, levitate, mirror image, ropetrick, deeppockets.
Level 3: Blink, feign death, fly, haste, infravision, slow, suggestion, water breathing, wraithform, item.
Level 4: Charm monster, confusion, detect scrying, dimension door.
War Magic
War Magic spellprogression:
| Characterlevel |
SL 1 |
SL 2 |
SL 3 |
SL 4 |
| 1 |
|
|
|
|
| 2 |
1 |
|
|
|
| 3 |
2 |
|
|
|
| 4 |
2 |
1 |
|
|
| 5 |
2 |
2 |
|
|
| 6 |
3 |
2 |
|
|
| 7 |
3 |
2 |
1 |
|
| 8 |
3 |
3 |
1 |
|
| 9 |
3 |
3 |
2 |
|
| 10 |
3 |
3 |
3 |
|
| 11 |
4 |
3 |
3 |
|
| 12 |
4 |
3 |
3 |
1 |
| 13 |
4 |
3 |
3 |
2 |
| 14 |
4 |
4 |
3 |
2 |
| 15 |
4 |
4 |
3 |
3 |
| 16 |
4 |
4 |
4 |
3 |
| 17 |
4 |
4 |
4 |
4 |
| 18 |
5 |
4 |
4 |
4 |
| 19 |
5 |
5 |
4 |
4 |
| 20 |
5 |
5 |
5 |
4 |
- Each time the character advances in a level, he can pick one of the four spell levels and roll a random spell, which he instantly learns. If he should
roll a spell, that he already has got, then he can roll again.
- For every five levels, the spell is not determined randomly, but can be chosen instead.
Level 1: Enlarge, feather fall, gaze reflection, light, mount, initiative (lasts d4 + 2 rounds, the weapon's speed factor is reduced to 0).
Level 2: Detect evil, detect invisibility, glitterdust, strength, Melf's acid arrow, enhance weapon (The weapon inflicts maximum damage on the next hit, but
there is a 5% chance that the weapon is going to break).
Level 3: Haste, hold undead, infravision, phantom steed, protection from evil, protection from missiles.
Level 4: Detect scrying, enchanted weapon, freeaction (priest), cure serious wounds (priest).
Song Magic
Bard's receive a special song for each level, which can be used once a day. The exact specifics have not been worked out yet.