Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
LOW FANTASY/HIGH GRIT RULES, or, D&D meets Call of Cthulhu d20!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kaptain_Kantrip" data-source="post: 220903" data-attributes="member: 546"><p>Here are my character creation rules for a low fantasy (Harn) flavored setting (a work in progress). I basically converted Call of Cthulhu d20 to D&D and added in some material from the d20 Harn Guide available online. Feedback requested! Thanks... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>_________________________________________</p><p></p><p>KAPTAIN KANTRIP'S LOW FANTASY/HIGH GRIT RULES</p><p>_________________________________________</p><p></p><p>Ability Scores: </p><p>All abilities begin at 8 points each. You</p><p>now have 22 ability score points to spend</p><p>any way you wish using the</p><p>“challenging” Point Buy method of</p><p>character generation (see DMG, p. 20).</p><p>All scores between 9-14 points may be</p><p>bought on a 1-1 basis; scores between</p><p>15-16 cost 2-1, and scores of 17-18 cost</p><p>3-1. </p><p></p><p>HIT POINTS [CoC Version]: </p><p>At level one, you have 6 hit points + CON </p><p>mod + any Toughness feats. At level two </p><p>and every level thereafter, you receive </p><p>1d6 hit points + CON mod.</p><p></p><p>DEATH FROM MASSIVE DAMAGE [CoC version]:</p><p>If a human takes 10 hit points of damage</p><p>from a single injury, he must make a Fort save</p><p>(DC 15) or die immediately. If it is subdual </p><p>damage, he must make the same Fort save but</p><p>failure results in 2d6 minutes of unconsciousness.</p><p>Creatures (Demons, Ivashu, etc.) only check for </p><p>death from massive damage if they take 50 hit </p><p>points of damage from a single injury.</p><p></p><p>Sanity Score: </p><p>Your Sanity score = Wis score x 5. </p><p></p><p>Base Save and Attack</p><p>Bonuses: </p><p>Pick either the Defense or Offense</p><p>option. </p><p>* Defense Option: Pick two saving</p><p>throws; </p><p>these each receive a +2 bonus, but the </p><p>third saving throw receives +0. Your </p><p>Base Attack Bonus is also +0. </p><p>* Offense Option: Pick one saving</p><p>throw; </p><p>it receives a +2 bonus but the other two </p><p>receive a +0 bonus. Your Base Attack </p><p>Bonus is +1. </p><p></p><p>Defense Bonus: </p><p>Pick the Defense or Offense Option. </p><p>* Defense Option: +2 AC bonus (scales</p><p>with level) </p><p>* Offense Option: +0 AC bonus (scales</p><p>with level), but you get to pick one</p><p>fighter bonus feat.</p><p></p><p>Feats: </p><p>Pick any three. If you chose the “Offense</p><p>Option” for your Defense Bonus, you</p><p>receive a fourth feat taken from the list</p><p>of fighter bonus feats. </p><p></p><p>Skill Points at 1st level: </p><p>8 + Int mod x 4. </p><p></p><p>Skill Points at 2nd level</p><p>and beyond: </p><p>8 + Int mod. </p><p></p><p>Skills: </p><p>Choose an Occupation Template below</p><p>or create your own template by</p><p>modifying an existing one or designing a</p><p>new one with the DM’s permission. In</p><p>this case, pick any twelve skills as your</p><p>core skills. All other skills are non-core</p><p>skills and cost two skill points to raise</p><p>one rank. </p><p></p><p>Occupation Templates: </p><p>Each template gives the ten core skills </p><p>for each occupation and allows room for </p><p>minor customization by leaving two core </p><p>skill slots empty, to be filled with skills of </p><p>the player’s choice. </p><p></p><p>Remember that most </p><p>characters not of the clergy or nobility </p><p>are illiterate and do not possess the </p><p>Script (literacy) skill. </p><p>------</p><p>Barbarian:</p><p>Craft (any)</p><p>Craft (any)</p><p>Hide</p><p>Knowledge: Local</p><p>Knowledge: Nature</p><p>Knowledge: Weather Sense</p><p>Listen</p><p>Move Silently</p><p>Spot</p><p>Wilderness Lore</p><p>+any two of player's choice</p><p>------</p><p>Clergy: </p><p>Concentration </p><p>Diplomacy </p><p>Knowledge: Religion </p><p>Knowledge (any one) </p><p>Listen </p><p>Script (native) </p><p>Script (temple tongue) </p><p>Sense Motive </p><p>Speak Other Language </p><p>Spot </p><p>+ two skills of player’s choice </p><p>------</p><p>Criminal (Bandit): </p><p>Appraise </p><p>Bluff </p><p>Gather Information </p><p>Hide </p><p>Knowledge: Underworld </p><p>Move Silently </p><p>Open Lock </p><p>Pick Pockets </p><p>Profession: Gambler </p><p>Wilderness Lore </p><p>+ two skills of player’s choice </p><p>------</p><p>Freeman: </p><p>Craft or Profession (any one) </p><p>Craft or Profession (any one)</p><p>Craft or Profession (any one)</p><p>Knowledge: Folklore </p><p>Knowledge: Law</p><p>Knowledge: Local</p><p>Knowledge: Weather Sense </p><p>Listen </p><p>Spot </p><p>Wilderness Lore </p><p>+ two skills of player’s choice </p><p>------</p><p>Mercenary: </p><p>Climb </p><p>Hide </p><p>Jump </p><p>Knowledge: Mercenary </p><p>Knowledge: Military </p><p>Listen </p><p>Move Silently </p><p>Spot </p><p>Use Rope </p><p>Wilderness Lore </p><p>+ two skills of player’s choice </p><p>------</p><p>Merchant (Guilder): </p><p>Appraise </p><p>Bluff </p><p>Craft (any one) </p><p>Diplomacy </p><p>Gather Information </p><p>Knowledge: Trade </p><p>Knowledge (any one) </p><p>Listen </p><p>Profession (any one) </p><p>Spot </p><p>+ two skills of player’s choice </p><p>------</p><p>Noble (Knight):</p><p>Diplomacy </p><p>Gather Information </p><p>Knowledge: Administration </p><p>Knowledge: Heraldry </p><p>Knowledge: History </p><p>Knowledge: Law </p><p>Knowledge: Military </p><p>Perform (dance)</p><p>Perform (any musical instrument)</p><p>Ride </p><p>Script (native) </p><p>+ two skills of player’s choice </p><p>------</p><p>Serf, Male (Cottar, Villein): </p><p>Craft (any one) </p><p>Handle Animal </p><p>Heal (First Aid) </p><p>Knowledge: Folklore </p><p>Knowledge: Local</p><p>Knowledge: Weather Sense </p><p>Listen </p><p>Profession: Farmer </p><p>Spot </p><p>Wilderness Lore </p><p>+ two skills of player’s choice </p><p>------</p><p>Serf, Female: </p><p>Craft: Cooking (includes salting)</p><p>Craft: Textilecraft </p><p>Heal (First Aid) </p><p>Knowledge: Folklore</p><p>Knowledge: Local </p><p>Listen </p><p>Nursemaid </p><p>Profession: Farmer </p><p>Spot </p><p>Wilderness Lore </p><p>+ two skills of player’s choice </p><p>------</p><p>Slave: </p><p>Craft or Profession (any one) </p><p>Craft or Profession (any one) </p><p>Craft or Profession (any one) </p><p>Diplomacy </p><p>Hide </p><p>Listen </p><p>Move Silently </p><p>Profession: Servant </p><p>Sense Motive </p><p>Spot </p><p>+ two skills of player’s choice</p><p>__________________________________</p><p></p><p>CHARACTER CLASSES: </p><p>There is only one character class:</p><p>"Adventurer." No one begins play knowing</p><p>any magic or having any non-mundane</p><p>abilities except by special DM</p><p>permission. Those interested in magic must seek out their destiny (doom) during the course of play.</p><p></p><p>MAGIC:</p><p>The only way to learn magic is to locate</p><p>forbidden books or consort with</p><p>demons/dark gods, who may either</p><p>impart the knowledge directly into the</p><p>character's mind (dark gods) or teach</p><p>them the necessary requirements over</p><p>time (demons). Each spell takes 1-3</p><p>weeks to learn. Every time a spell is cast,</p><p>the caster must pay the cost: either in</p><p>sanity points, temporary ability score</p><p>damage, or both. Practicing magic is</p><p>punishable by death in all nations without</p><p>exception; no nation (knowingly)</p><p>worships any dark deities or (willingly)</p><p>consorts with demons.</p><p></p><p>CULT SORCERER ("PRIEST"):</p><p>If a character sacrifices all their</p><p>remaining sanity points when summoning</p><p>or contacting a dark god and agrees to</p><p>become its priest (witch, cultist, grand</p><p>magus, sorcerer, or whatever title you</p><p>want to use), the "cult sorcerer" template</p><p>from CoC d20 is applied to the character. </p><p></p><p>CULT SORCERER TEMPLATE:</p><p>As base creature, except for the</p><p>following additional abilities:</p><p></p><p>Clarity of Madness (Su): Although</p><p>irrevocably evil and dangerously insane,</p><p>the cult sorcerer does not appear so to</p><p>others. The cult sorcerer receives a +2</p><p>profane bonus to Bluff and Diplomacy</p><p>checks. He knows the “expected”</p><p>answers to questions, how to deal</p><p>normally with the outside world, etc., so</p><p>long as he is not cut off from his deity</p><p>(such as in an anti-magic field or</p><p>protection circle, or if his god is</p><p>banished, temporarily destroyed or</p><p>permanently slain).</p><p></p><p>Divine Denial (Su): Cult sorcerers</p><p>cannot cast spells that call upon rival</p><p>deities (such as a Cthulhu worshipper</p><p>trying to cast song of Hastur).</p><p></p><p>Divine Link (Su): When cut off from his</p><p>deity (as outlined above), the cult</p><p>sorcerer is affected as by a confusion</p><p>spell until contact can be successfully</p><p>reestablished. While cut off from his</p><p>deity and not able to act normally, the</p><p>cult sorcerer will alternately babble,</p><p>gibber, curse, cry, scream and beg, in</p><p>addition to any other random activities</p><p>dictated by the confusion spell. </p><p></p><p>While the link is in effect, the cult</p><p>sorcerer casts all spells of his deity as if</p><p>he had the Spell Focus and Greater Spell</p><p>Focus feats (total +4 bonus to the DC).</p><p>Spells of his deity are limited to those</p><p>that actually have the deity’s name</p><p>included in the title, such as grasp of</p><p>Cthulhu or song of Hastur. </p><p></p><p>Gift of Power (Sp): Each deity imparts</p><p>one or two spells to the cult sorcerer’s</p><p>mind directly (no roll or time to learn</p><p>necessary). These spells are those</p><p>favored by that deity (in its CoC d20</p><p>description), though it may substitute any</p><p>spells it knows at a whim.</p><p></p><p>Gift of Purpose (Sp): The cult sorcerer</p><p>is expected to lead a cult in the worship</p><p>of his chosen deity. At 6th level, he</p><p>receives the Leadership feat for free.</p><p></p><p>Indomitable Spirit (Ex): Iron Will feat.</p><p></p><p>DARK PACT:</p><p>An alternative to becoming a cult</p><p>sorcerer is to make a Pact with a dark</p><p>deity, which requires you to cast a spell</p><p>to contact or summon the being in</p><p>question and bargain with it. In exchange</p><p>for some gruesome promise (such as</p><p>your soul, your first born, or your body</p><p>and mind to turn into a loathesome</p><p>mindless servitor a few years down the</p><p>road), the being will grant you one</p><p>immediate boon that may be all at once</p><p>or scale over time (or by level). Typical</p><p>boons are +1 to Intelligence every year</p><p>or every level (whichever comes first),</p><p>immortality (immunity to aging, not to</p><p>violent death), a copy of a forbidden</p><p>book containing spells, or something you</p><p>desire (such as another's love, or fame, or</p><p>money). These boons generally do not</p><p>just magically appear, but arrive in a</p><p>timely but possibly unexpected manner</p><p>(wishing for money results in your family</p><p>dying and you gaining an inheritance, for</p><p>example). The Unspeakable Oath (from</p><p>Call of Cthulhu d20) is an example of</p><p>one type of dark pact offered. Others</p><p>exist.</p><p></p><p>WIZARD:</p><p>A wizard is one who uses his spells and</p><p>forbidden knowledge for good or ill but</p><p>avoids bargaining with dark deities as</p><p>outlined above. Wizards are typically</p><p>loners and hermits, using their mysterious</p><p>powers to further their own goals but</p><p>always weighing the risk of going too far</p><p>and sacrificing too much. Most</p><p>eventually slip into madness and death.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 220903, member: 546"] Here are my character creation rules for a low fantasy (Harn) flavored setting (a work in progress). I basically converted Call of Cthulhu d20 to D&D and added in some material from the d20 Harn Guide available online. Feedback requested! Thanks... :) _________________________________________ KAPTAIN KANTRIP'S LOW FANTASY/HIGH GRIT RULES _________________________________________ Ability Scores: All abilities begin at 8 points each. You now have 22 ability score points to spend any way you wish using the “challenging” Point Buy method of character generation (see DMG, p. 20). All scores between 9-14 points may be bought on a 1-1 basis; scores between 15-16 cost 2-1, and scores of 17-18 cost 3-1. HIT POINTS [CoC Version]: At level one, you have 6 hit points + CON mod + any Toughness feats. At level two and every level thereafter, you receive 1d6 hit points + CON mod. DEATH FROM MASSIVE DAMAGE [CoC version]: If a human takes 10 hit points of damage from a single injury, he must make a Fort save (DC 15) or die immediately. If it is subdual damage, he must make the same Fort save but failure results in 2d6 minutes of unconsciousness. Creatures (Demons, Ivashu, etc.) only check for death from massive damage if they take 50 hit points of damage from a single injury. Sanity Score: Your Sanity score = Wis score x 5. Base Save and Attack Bonuses: Pick either the Defense or Offense option. * Defense Option: Pick two saving throws; these each receive a +2 bonus, but the third saving throw receives +0. Your Base Attack Bonus is also +0. * Offense Option: Pick one saving throw; it receives a +2 bonus but the other two receive a +0 bonus. Your Base Attack Bonus is +1. Defense Bonus: Pick the Defense or Offense Option. * Defense Option: +2 AC bonus (scales with level) * Offense Option: +0 AC bonus (scales with level), but you get to pick one fighter bonus feat. Feats: Pick any three. If you chose the “Offense Option” for your Defense Bonus, you receive a fourth feat taken from the list of fighter bonus feats. Skill Points at 1st level: 8 + Int mod x 4. Skill Points at 2nd level and beyond: 8 + Int mod. Skills: Choose an Occupation Template below or create your own template by modifying an existing one or designing a new one with the DM’s permission. In this case, pick any twelve skills as your core skills. All other skills are non-core skills and cost two skill points to raise one rank. Occupation Templates: Each template gives the ten core skills for each occupation and allows room for minor customization by leaving two core skill slots empty, to be filled with skills of the player’s choice. Remember that most characters not of the clergy or nobility are illiterate and do not possess the Script (literacy) skill. ------ Barbarian: Craft (any) Craft (any) Hide Knowledge: Local Knowledge: Nature Knowledge: Weather Sense Listen Move Silently Spot Wilderness Lore +any two of player's choice ------ Clergy: Concentration Diplomacy Knowledge: Religion Knowledge (any one) Listen Script (native) Script (temple tongue) Sense Motive Speak Other Language Spot + two skills of player’s choice ------ Criminal (Bandit): Appraise Bluff Gather Information Hide Knowledge: Underworld Move Silently Open Lock Pick Pockets Profession: Gambler Wilderness Lore + two skills of player’s choice ------ Freeman: Craft or Profession (any one) Craft or Profession (any one) Craft or Profession (any one) Knowledge: Folklore Knowledge: Law Knowledge: Local Knowledge: Weather Sense Listen Spot Wilderness Lore + two skills of player’s choice ------ Mercenary: Climb Hide Jump Knowledge: Mercenary Knowledge: Military Listen Move Silently Spot Use Rope Wilderness Lore + two skills of player’s choice ------ Merchant (Guilder): Appraise Bluff Craft (any one) Diplomacy Gather Information Knowledge: Trade Knowledge (any one) Listen Profession (any one) Spot + two skills of player’s choice ------ Noble (Knight): Diplomacy Gather Information Knowledge: Administration Knowledge: Heraldry Knowledge: History Knowledge: Law Knowledge: Military Perform (dance) Perform (any musical instrument) Ride Script (native) + two skills of player’s choice ------ Serf, Male (Cottar, Villein): Craft (any one) Handle Animal Heal (First Aid) Knowledge: Folklore Knowledge: Local Knowledge: Weather Sense Listen Profession: Farmer Spot Wilderness Lore + two skills of player’s choice ------ Serf, Female: Craft: Cooking (includes salting) Craft: Textilecraft Heal (First Aid) Knowledge: Folklore Knowledge: Local Listen Nursemaid Profession: Farmer Spot Wilderness Lore + two skills of player’s choice ------ Slave: Craft or Profession (any one) Craft or Profession (any one) Craft or Profession (any one) Diplomacy Hide Listen Move Silently Profession: Servant Sense Motive Spot + two skills of player’s choice __________________________________ CHARACTER CLASSES: There is only one character class: "Adventurer." No one begins play knowing any magic or having any non-mundane abilities except by special DM permission. Those interested in magic must seek out their destiny (doom) during the course of play. MAGIC: The only way to learn magic is to locate forbidden books or consort with demons/dark gods, who may either impart the knowledge directly into the character's mind (dark gods) or teach them the necessary requirements over time (demons). Each spell takes 1-3 weeks to learn. Every time a spell is cast, the caster must pay the cost: either in sanity points, temporary ability score damage, or both. Practicing magic is punishable by death in all nations without exception; no nation (knowingly) worships any dark deities or (willingly) consorts with demons. CULT SORCERER ("PRIEST"): If a character sacrifices all their remaining sanity points when summoning or contacting a dark god and agrees to become its priest (witch, cultist, grand magus, sorcerer, or whatever title you want to use), the "cult sorcerer" template from CoC d20 is applied to the character. CULT SORCERER TEMPLATE: As base creature, except for the following additional abilities: Clarity of Madness (Su): Although irrevocably evil and dangerously insane, the cult sorcerer does not appear so to others. The cult sorcerer receives a +2 profane bonus to Bluff and Diplomacy checks. He knows the “expected” answers to questions, how to deal normally with the outside world, etc., so long as he is not cut off from his deity (such as in an anti-magic field or protection circle, or if his god is banished, temporarily destroyed or permanently slain). Divine Denial (Su): Cult sorcerers cannot cast spells that call upon rival deities (such as a Cthulhu worshipper trying to cast song of Hastur). Divine Link (Su): When cut off from his deity (as outlined above), the cult sorcerer is affected as by a confusion spell until contact can be successfully reestablished. While cut off from his deity and not able to act normally, the cult sorcerer will alternately babble, gibber, curse, cry, scream and beg, in addition to any other random activities dictated by the confusion spell. While the link is in effect, the cult sorcerer casts all spells of his deity as if he had the Spell Focus and Greater Spell Focus feats (total +4 bonus to the DC). Spells of his deity are limited to those that actually have the deity’s name included in the title, such as grasp of Cthulhu or song of Hastur. Gift of Power (Sp): Each deity imparts one or two spells to the cult sorcerer’s mind directly (no roll or time to learn necessary). These spells are those favored by that deity (in its CoC d20 description), though it may substitute any spells it knows at a whim. Gift of Purpose (Sp): The cult sorcerer is expected to lead a cult in the worship of his chosen deity. At 6th level, he receives the Leadership feat for free. Indomitable Spirit (Ex): Iron Will feat. DARK PACT: An alternative to becoming a cult sorcerer is to make a Pact with a dark deity, which requires you to cast a spell to contact or summon the being in question and bargain with it. In exchange for some gruesome promise (such as your soul, your first born, or your body and mind to turn into a loathesome mindless servitor a few years down the road), the being will grant you one immediate boon that may be all at once or scale over time (or by level). Typical boons are +1 to Intelligence every year or every level (whichever comes first), immortality (immunity to aging, not to violent death), a copy of a forbidden book containing spells, or something you desire (such as another's love, or fame, or money). These boons generally do not just magically appear, but arrive in a timely but possibly unexpected manner (wishing for money results in your family dying and you gaining an inheritance, for example). The Unspeakable Oath (from Call of Cthulhu d20) is an example of one type of dark pact offered. Others exist. WIZARD: A wizard is one who uses his spells and forbidden knowledge for good or ill but avoids bargaining with dark deities as outlined above. Wizards are typically loners and hermits, using their mysterious powers to further their own goals but always weighing the risk of going too far and sacrificing too much. Most eventually slip into madness and death. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
LOW FANTASY/HIGH GRIT RULES, or, D&D meets Call of Cthulhu d20!
Top