[OOC] Playing Dice with the Universe


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KirayaTiDrekan

Adventurer
Character Creation

Step 1: Choose Race/Class

Fighter - Prime Requisite: Strength. Starting Level: Veteran. Starting Hit Dice (roll to determine starting Hit Points): 1d6+1.
--Saving Throws
-Death Ray/Poison: 12
-Wands, Polymorph, Paralyzation: 13
-Turn to Stone: 14
-Dragon Breath: 15
-Staves and Spells: 16

Magic-User - Prime Requisite: Intelligence. Starting Level: Medium. Starting Hit Dice: 1d6. Magic-Users begin with a single 1st level spell, which they can cast once per day. Choose from the following: Detect Magic, Hold Portal, Read Magic, Read Languages, Protection from Evil, Light, Charm Person, Sleep.
--Saving Throws
-DR/P: 13
-W, Poly, Para: 14
-TS: 13
-DB: 16
-S&S: 15

Cleric - Prime Requisite: Wisdom. Starting Level: Acolyte. Starting Hit Dice: 1d6. Clerics may turn undead monsters by rolling 2d6. Skeletons are turned on a result of 7 or better. Zombies on 9 or better. Ghouls on 11 or better. 2d6 undead creatures are turned away with each successful turning attempt. Clerics gain the ability to cast spells at 2nd level.
--Saving Throws
-DR/P: 11
-W, Poly, Para: 12
-TS: 14
-DB: 16
-S&S: 15

Dwarf - As Fighter, but limited to Level 6 in advancement. Roll saving throws vs. magic at four levels higher than their actual level. Able to note the presence of slanting passages, traps, shifting walls, and new construction in underground settings. Able to speak the languages of Gnomes, Kobolds, and Goblins.

Elf - May start as either a Fighter or a Magic-User and may switch between the two when adventuring, though this choice must be made before the adventure begins and cannot be changed mid-adventure. They are limited to Level 4 as Fighters and Level 8 as Magic-Users. While adventuring as a Magic-User, the elf may wear magic armor. Able to note the presence of secret and hidden doors. Able to speak the languages of Orcs, Hobgoblins, and Gnolls.

Halfling - As Fighter, but limited to Level 4 in advancement. Roll saving throws vs. magic as dwarves.

Other - Book 1: Men & Magic notes that virtually any character type is possible, with dragons noted as an example. However, that would require some work oin our part (me and the player desiring such a character) so please consider carefully before making that choice.

Multi-classing: Human characters may change class when leveling, but must have a Prime Requisite of 16 in the class they wish to change to. Magic-Users may not change to Clerics and vice-versa.

Step 2: Choose Alignment

Law, Neutrality, Chaos are the alignments available to creatures and characters.

Human fighters, magic-users, and clerics may choose any alignment.

Halflings must be Lawful.

Dwarves and Elves must be Lawful or Neutral.

Step 3: Determine Abilities and Starting Gold

As we have already rolled ability scores, I'll just note that the rules call for the referee to roll scores for the players. ;)

Roll 3d6x10 to determine the starting number of gold pieces available to spend on equipment.

A score of 15 or higher in a Prime Requisite adds 10% to earned experience. A score of 13-14 in a Prime Requisite adds 5% to earned experience. A Prime Requisite of 8 or 7 subtracts 10% from earned experience. A Prime Requisite of 6 or less subtracts 20% from earned experience.

Constitution 15 or higher: Add +1 to each hit die.
Constitution 6 or less: Subtract 1 from each hit die.
Dexterity 13 or higher: +1 to hit with missile weapons.
Dexterity 8 or less: -1 to hit with missile weapons.
Intelligence 11 or more: Character may learn 1 language for each point of Intelligence above 10. Elves, Dwarves, and Halflings know their racial tongues in addition to those noted above. All player characters know Common and the language of their alignments.
Charisma: Charisma determines the number of unusual hirelings (that is, NPCs with classes and monsters) the character may employ, and the loyalty of all hirelings (normal and unusual).

Prime Requisite scores may be increased as follows.

Cleric - Lower Strength by 3 or Intelligence by 2 to gain 1 point of Wisdom.
Magic-User - Lower Wisdom by 2 to gain 1 point of Intelligence.
Fighter - Lower Intelligence by 2 or Wisdom by 3 to gain 1 point of Strength.

Scores lowered in this fashion may not go below 9.

Step 4: Estate and Inheritance

The character should designate a relative or other NPC close to the character to inherit the character's belongings and wealth should the character disappear or die. This individual will have to pay a 10% tax but may then begin an adventuring career at 1st level with the advantage of having access to the previous character's belongings (including possibly magic items). Failure to do so will result in the loss of all belongings upon the character's death. If the character somehow returns, another 10% tax must be paid to reclaim the character's possessions and wealth.

Step 5: Purchase Equipment

You may spend your starting gold pieces on any of the following. Note that all weapons do 1d6 points of damage. Clerics are limited to bludgeoning weapons. Magic-Users are limited to Daggers only. All costs are given in GP value.

Dagger - 3
Hand Axe - 3
Mace - 5
Sword - 10
Battle Axe - 7
Morning Star - 6
Flail - 8
SPear - 1
Pole Arm - 7
Halberd - 7
Two-Handed Sword - 15
Lance - 4
Pike - 5
Short Bow - 25
Long Bow - 50
Composite Box - 50
Light Crossbow - 15
Heavy Crossbow - 25
Quiver of 20 Arrows - 10
Case with 30 Quarrels - 5
20 Arrows/30 Quarrels - 5
Silver Tipped Arrows - 5
Mule - 20
Draft Horse - 30
Light Horse - 40
Warhorse, Medium - 100
Warhorse, Heavy - 200
Saddle - 25
Saddle Bags - 10
Cart - 100
Wagon - 200
Raft - 40
Small Boat - 100
Small Merchant Ship - 5000
Large Merchant Ship - 20000
Small Galley - 10000
Large Galley - 30000
Leather Armor - 15
Chain-type Mail - 30
Plate Mail - 50
Helment - 10
Shield - 10
Barding (Horse Armor) - 150
50' of Rope - 1
10' Pole - 1
12 Iron Spikes - 1
Small Sack - 1
Large Sack - 2
Leather Back Pack - 5
Water/Wine Skin - 1
6 Torches - 1
Lantern - 10
Flask of Oil - 2
3 Stakes & Mallet - 3
Steel Mirror - 5
Silver Mirror, Small - 15
Wooden Cross - 2
Silver Cross - 25
Holy Water/Vial - 25
Wolvesbane, bunch - 10
Belladonna, bunch - 10
Garlic, bud - 5
Wine, quart - 1
Iron Rations (for dungeon expeditions) 1 person/1 week - 15
Standard Rations 1 person/1week - 5

DM Notes

That's enough to get us started. I will add information from the later booklets (the above is from Book 1: Men & Magic) for more character options soon. Optionally, if you desire, we can stick with the above for the "true" original 3-booklet experience and add more options later on.
 
Last edited:

willvr

First Post
Well just restricting it to the original 3 at first might allow for a quicker start. If it is that; looks like I'll be playing a fighter!
 





Binder Fred

3 rings to bind them all!
Thought you were going for a cleric, Leif? Not too much of a stretch to make my holy crusader a cleric though. What are the gods like in the world, MV?
 

KirayaTiDrekan

Adventurer
That's something we'll cover in-game, during Professor Blake's opening spiel about his "campaign." No mention is made of deities in the first booklet at all.

The overall feel I'm going for is very Sword & Sandals, with very distant deities who only clerics really invoke or even know the names of in some cases. Magic, both magic-users and clerics, is distrusted by the common folk for the most part.
 

Leif

Adventurer
Yeah, BF, I thought about a cleric, but in 0E, they get no spells at 1st level, so I'm not so sure about that now. That is correct, isn't it, MV?
 

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