Professional Documents
Culture Documents
ON NEW SKILLS
the roll cannot be higher than +3.
and oils, you can change into any animal the To produce a mundane item of any value,
Below are racial classes for the same: size of a cat to a bear twice per day), Green– you must expend raw resources equal to or
seeker (you can communicate with, and atte- greater than one-quarter the value of the The creation of new skills should follow the
ELVES get Lore. Choose two special abilities: mpt to command plants), Victuals (food you final item. Simple items may take 1d6 hours logic that the skill must relate to some non-
Reflexes (you always go first and can react gather can heal and cure diseases or to create, while more involved processes combat non-magical skilled activity. If the
when suddenly surprised), Volley (+2 ranged poisons). could take as long as 1d6 months skill is more useful in combat than Stealth: it
damage), Wild (you can converse with and should not be included.
attempt to command animals), Cantrips ILLUSIONISTS get Deception. Choose two To Enchant a magical item you must be cap-
(you know three simple magical powers: special abilities: Prestidigitator (you can able of some magic and be at least 6th level. One must be careful also, not to include a
Candle, Shadow, Throw Voice). conjure illusions to deceive or impress on– Spend at least a number of silver equal to skill which excludes other players from atte–
lookers), Ensorcell (you can cast spells to 1,000 times your level, and one-tenth of that mpting an activity. A good rule of thumb is:
DWARVES get Decipher. Choose two special impair a target), Imposter (you can weave in XP. This XP loss does not reduce levels, but "If you weren't rolling for it before why roll now?"
abilities: Tough (+1 armor), Hardy (+6 HP), complex illusions around something to may stand as a deficit. The existing nine skills are very broad. Any
Slay (+2 melee damage), Tinker (you can disguise it almost perfectly with a pouch of
attempt to quickly pick a lock, pick a pocket, Bone Dust), Invisibility (holding a mirror, Enchanting an object takes 1 month, and it additional skills work best when adapting
or disarm a trap). you may weave a cloak of invisibility around may grant access to one ritual or power that the system to a new genre which might
someone or something). you have access to normally. Binding a spirit benefit your game by inclusion, e.g. Pilot &
into an item takes one year and a day. Tech for a Space-faring multi-planar game.
Races of various sizes may require additional refitting to use looted armor. A blacksmith or a leather-
worker may be convinced to adjust found pieces for 20-100s depending on the piece's cost.
ADVANCEMENT BEYOND 10th LEVEL SPIRIT GENERATION POWER AND RITUAL
LEVEL HP SKILLS ATTRIBUTES ABILITIES DAMAGE XP TOTAL When you want to randomly generate a de– To randomly generate a ritual or magic po-
mon, spirit, or elemental: roll 1d6. wer: determine the initial effect. True names
11 +1 65,000 can overcome these resistances.
12 +1 +1 98,000 On a 1-2, the spirit is an Elemental. On a 3-4,
the spirit is a Ghost. On a 5, the spirit is a Roll 1d6: the ritual...
13 +1 +1* +1 (MAX +3) 146,000
deceased soul. On a 6, the spirit is some other ○ 1:Heals or harms something.
14 +1 211,000 kind of fey thing or protector. ○ 2:Impairs or benefits something.
15 +1 +1 +1d6 295,000 ○ 3:Changes or moves something.
APPEARANCERoll 1d6...
16 +1 +1 (MAX +3) 400,000 ○ 4:Makes or stops something.
On a 1: the spirit is man-shaped. On a 2: the ○ 5:Protects or exposes something.
17 +1 +1* 528,000
spirit appears bestial. On a 3: the spirit is a ○ 6:Hides or finds something.
18 +1 +1** 681,000 formless wraith made of something evocative
19 +1 +1 (MAX +3) 861,000 of its nature. On a 4: the spirit appears as some SCOPE determines the area/number of tar-
20 +1 1,051,000 kind of mechanical amalgam relating to its gets. POWER determines the effect. Least
nature. On a 5: the spirit takes on a diminutive might be a minor impairment solved with
21+ +1 +1* every 4 - +1 every 3 - + (Lvl-1) x 10,000
quality such as an imp, sprite, or pixie. On a 6: an action/partial success. Lesser effects are in
the spirit appears as an icon or series of glyphs. line with skills. Minor effects can be as dam-
* After 10th level you may purchase a skill you already have again to enhance it. Unless you are in open aging as a weapon. Moderate effects could
combat, using skills so enhanced is not considered risky. POWER: If a concern at your table: roll 1d6 to cure a non-magical disease. Major effects
** This ability should be a character's capstone, specifically tailored to the character and their own determine the position of the spirit in their should significantly impair (e.g. blind). Over-
exploits. In terms of power: they should be a cut above others available to them. Examples follow: respective hierarchies, 6 being amongst spirit whelming effects sometimes kill outright.
princes, with 1 being among minor wisps.
Beast-rider (You can tame dangerous creatures such as dragons to ride as a mount.)
SCOPE (1d6) POWER (least of 2d6)
Archmage (Choose a magical ability. When you succeed with it, gain an additional benefit.) DOMAINS R oll 2d6 twice; take one each roll...
1: O ne target 1: L east
The Trickster (If you fool someone, you get +1 on rolls used targeting them until they find out.)
On a Roll of 1-2... 2: 3 targets/15' 2:Lesser
Shield Master (While holding a shield, gain +1 armor. Allies you defend can use your Armor._
○ 1: Fire, lightning, or frost. 3: 6 targets/30' 3:Minor
Hierophant(You can pray for divine intervention and receive it once per day.) 4: 9 targets/45' 4:Moderate
○ 2:Shadow, light, or silence.
○ 3:Deception, secrets, or fear. 5: 12 targets/60' 5: Major
ENHANCING ABILITIES 6: 15 targets/75' 6:Overwhelming
○ 4: B lades, shields, or wards.
After 10th level, you may spend an ability to enhance one of your existing abilities in some way. ○ 5: S ea, sky, or earth. Duration is usually 5-10 minutes per character level.
Rolled abilities may grant an additional benefit such as doubling the numerical effect. Abilities ○ 6:Omens, hexes, or the stars. Finally, consult the FINAL COSTtable,
with limited resources might gain additional uses; those that grant you a resource or companion below. To perform the ritual/power, make a
might grant another of each, etc. On a Roll of 3-4...
sacrifice or spend the time required.
○ 1:Healing, pestilence, or poison.
FASTNESSES ○ 2: Acid, cleansing, or concealment. FINAL COST (S COPE+ POWER)
○ 3: Illusions, mystification, or dreams. 2: N
o sacrifice; immediate use
Starting at level 9, a player may erect a fastness, either a castle, a hideout, temple, or a sanctum. ○ 4: P lants, beasts, or air. 3: Insignificant sacrifice; use after 1 action
This is done by clearing the immediate areas (25-50 miles) surrounding a stronghold of any ○ 5: M ight, grace, or endurance. 4: M inor sacrifice; 1 minute casting
hostile forces and monsters. When this is established, the character will... ○ 6: Steel, riddles, or explosions. 5: Quicksilver; an hour's casting time
1. Attract a group of low-level soldiers, bandits, clergy, or apprentice magi led by an 6: Three occult items; three hours time
On a Roll of 5-6...
above average representative of the same group. 7: A major sacrifice; eight hours time
○ 1: Song, dance, or madness.
8: E xpensive reagents; one day's time
2. Collect an ongoing revenue of 7 copper pieces per family in your territory.. ○ 2: Joy, hate, or love. 9: Hundreds of silver; one week's time
○ 3: Death, fertility, or insects. 10: T housands of silver; one month's time
3. More followers may appear at a rate of 1d6 per month, or more if news of your glory ○ 4:Time, alacrity, or entropy. 11: Magical sacrifice; a year and a day
and your company's prosperity spreads. Your territory may grow at a rate of 2-6d6 ○ 5: L uck, charm, or prudence.
12: Permanent sacrifice of 1 level, or 5 years of lifespan
families per month depending on the same factors with lower taxes encouraging more ○ 6: Blood, theft, or youth.
growth.
For use with World of Dungeons 1979–by John Harper: http://www.onesevendesign.com/