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VICTORIAN CLASSES

Attribute Bonuses/Penalties:
Either the standard Swords & Wizardry +1 or Labyrinth Lord’s +1 to +3.

Character Class and Careers:


Character Class is the framework of a character: the basis for attack bonus and saving
throws.
There are two character classes: Adventurer and Tradesman. Within each class is a
number of Careers.

A Career is a bundle of skills and abilities for the character (what would be class abilities
in a normal game) and hit points for each level of career taken.

Adventurer Careers:
Cowboy
Explorer
Gunslinger
Pugulist
Sailor
Soldier
Thug

Tradesman Careers:
Con-Man
Crook
Detective
Entertainer
Minister
Physician
Scholar

Leveling:
Class level is the total of a character's Career level (or Careers if multi-classed, see
below) in an individual Class.
Character level is the total of ALL Class levels and is the basis for experience leveling.
Characters level up as Fighters ( 2000 exp for 2nd level, etc.) in the Base Books.

For each new Character level gained the character can gain a level in a Career he
currently has or gain level one in a new Career.

For Example:
A character with Careers in Cowboy (level 4) and Soldier (level 2) is a 6th level
Adventurer character. When he gains enough exp to reach 7th level he can advance in
a current Career or start another.

Maximum total Careers: 3


Duplicate Career abilities do not stack. Take the best of both.

Multi-Classing:
If he chooses a new Career in his current Class his hit bonus and saving throw advance
normally.
The character can however choose to gain a Career in a new Class. If he does this he
becomes level one in the new Class and is level one in the new Career.

If he gains a new Class (and Career) he tracks the new Class seperately and uses the
best to hit bonus and Saving throw of his Classes.

For Example:
The level 6 Adventurer (Cowboy-4/Soldier-2) above gains enough exp to gain a new
level (and Career advancement) in Adventurer. Instead he opts for a Tradesman Career,
Detective. He does so and is now a level 6 Adventurer (Cowboy-4/Soldier-2) and level 1
Tradesman (Detective-1). And so on.

Level Limit:
Level 12. They are still competent but do not reach the more pulpish or cinematic
characters of a level 20 game.

Hit Points:
Maximum HP at first level. HP limit of 5 levels.

Attack and Saving Throws:


Adventurers: +1 to hit per two levels. +1 at levels one and two. +2 at levels three and
four, etc.
Tradesman: +1 to hit per three levels. +1 at levels one through three. +2 at levels four
through six, etc.

Class Ability Formula:


11+ half level (round up) +Ability Score Bonus
Untrained: Ability check for Driving, Climbing, etc, 5 + Ability Modifier for trained Abilities
such as Mechanic, Open Locks, etc.
DM will add or subract modifiers for ease/difficulty of task.

Armor Class:
Normal Armor class, and modifiers are used.
Firearms ignore armor at different ranges. See my firearms rules.

Social Class:
Victorian society is divided into three strict heirachies: Upper, Middle, and Lower
classes.
A person's Social Class affects Charisma checks/reactions, annual income, and starting
money.
First find the Character's Social Class based on his beginning Career. When more than
one Social Class is possible roll a 1d6 to determine which one it is.

Career Social Class


Con-Man Low/Middle, 1-4/5-6
Cowboy Low/Middle, 1-4/5-6
Crook Lower
Detective Low/Middle, 1-4/5-6
Entertainer Low/Middle, 1-4/5-6
Explorer Middle/Upper, 1-4/5-6
Gunslinger Low/Middle, 1-4/5-6
Minister Middle
Physician Middle/Upper, 1-4/5-6
Pugulist Lower
Sailor Lower
Scholar Middle/Upper, 1-4/5-6
Soldier Low/Middle/Upper, 1-4/5/6
Thug Lower

When interacting with a person of the same class there is no modifier. When dealing
with a person of a lower class a character has a bonus to his Charisma. When dealing
with a person of higher class a character has a penalty to his Charisma. This penalty is
larger due to the inherit Victorian disdain for those of a lower class.

Upper Class
Peer: 0 Cha modifier
Vs Middle: +1
Vs Lower: +2

Middle Class
Peer: 0 Cha modifier
Vs Upper: -2
Vs Lower: +1

Lower Class
Peer: 0 Cha modifier
Vs Upper: -2
Vs Middle: -4

Starting Money:
Characters start with a variable amount of money based on their Social Class. One
pound is equal to five dollars.
Upper Class: 2d6 x 100 pounds.
Middle Class: 1d6 x 15 pounds.
Lower Class: 1d2 x 5 pounds.
Characters starting off at higher levels are assumed to have more funds available
unless the DM decides otherwise. For each level above level one add one more dice to
the starting money roll. A Middle Class character created at third level would roll an
extra 2d6 for a total of 3d6 x 15 pounds for beginning money.

ADVENTURER CLASS CAREERS


Cowboy
Those skilled at riding and working on horseback this class represents cowboys of the
American West, cavalrymen of any national army, South American gauchos, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Con 13+

Riding
A Dexterity check to guide his animal. This includes situations such as staying mounted
while the horse is bucking or upset, calming and controlling the horse, guide it with his
knees so the rider can shoot or rope, etc.
The Cowboy gets to add a +1 bonus to Riding Dexterity checks at first level and at later
levels.
3, 6, 9, and 12

In addition, the Cowboy can do the following:


Use his Dex bonus to increase his mount's AC.
With a successful check, the Cowboy can drop along the side of the horse for cover,
gaining a +4 cover bonus to his AC.

With a successful check the Cowboy can fall from a horse and take half damage (see
Riding in Rules Clarifications: Miscellaneous.)

With a successful check the Cowboy can coax the horse to leap obstacles and the
Cowboy can hang on while the animal is performing the maneuver.

Roping
The Cowboy receives a +2 bonus with the lariat (ranged attack).

Stamina
Riding the range toughens a man. +2 to Saving Throws vs disease and poison.

Shooter
Being proficient with arms is a necessity on the trail. With snakes, coyotes, bandits, and
rustlers you have to learn to defend yourself.
The Cowboy receives a +1 to hit with firearms.

Explorer
Rugged men who live their lives taming the wilderness. This class can be used for not
only the iconic Victorian explorer but also scouts, native guides, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Medium and Light to use Abilities
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+

Awareness
Explorer's are only surprised on a 1 on a 1d6.

Backstab
The Explorer, once he has found his target, is adept at attacking from surprise to kill the
prey.
+4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level.
This also includes ranged attacks until the target(s) are aware they are being fired upon.

Climber
Adds +4 to climbing (Str) checks. If in armor heavier than leather the bonus is negated.

Shooter
Being proficient with arms is a necessity.
The Explorer receives a +1 to hit with firearms.

Stalker
In natural settings the Explorer can Move Silently and Conceal himself from detection. If
in armor heavier than leather the chance is at -4. In non-natural settings (cities, crypts,
etc) the base chance is divided by two (rounded up.)
The base chance for success is 11++1/2 level+Dex bonus.

Survival
The Explorer’s ability to live off of the land and survive, this check is rolled in addition to
normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh
terrain.
The base chance for success is 11+level+Int bonus.
This also includes the ability to track.

Gunslinger
Men who live and die by the gun. Fast with the hands and lethal. Gunman, Quick Draw
Artist, Bounty Hunter, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dex 13+

Fast Draw
The Gunslinger does not receive a -2 penalty to attack for drawing a weapon and
attacking in the same round. He does receive the -3 penalty but it is reduced due to the
Fast Draw bonuses.
See Fast Draw/Drawing a Weapon in the Firearms section below.

The Gunslinger gains a cumulative +1 bonus to Fast Draw initiative at first level and
later levels as follows:
Traditional: 3, 6, 9, and 12
Spaghetti: 5, 10, 15, and 20

The usually high Gunslinger Dex and the Gunslinger’s Fast Draw bonus will still beat
many foes who are already armed and ready, even at half the normal value.
If group initiative is used, the Gunslinger still rolls for individual initiative (1d6+Dex
Bonus.)

Shooter
The bread and butter of the Gunslinger. He receives a +1 to hit with firearms.

Steely Gaze
At 1st level, the Gunslinger can intimidate a number of creatures with HD equal to his
level.
The creatures must be able to see the Gunslinger’s stare to be affected. The creatures
are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks
on the Gunslinger. Most will flee; only the most determined will stay and fight.
This ability can be used once per day per level.

Pugilist
Those with training or a natural afinity towards fisticuffs and barehanded mayhem.
Boxer, Brawler, Kung Fu Practitioner, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor: The Pugulist only gains his AC bonus and Combo ability if in leather or lighter.
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Dex 13+

Fisticuffs (Unarmed Combat)


The Pugulist hits harder and more often with his natural weapons and can defend
against Melee/Unarmed attacks better than most other characteres.

He gains a +1 to hit with Unarmed Attacks and recieves the following bonuses while in
Melee/Unarmed Combat.
Pugilist Level Unarmed Damage AC Bonus vs Melee/Unarmed Attacks
1 1d3 +1
4 1d4 +2
8 1d6 +3

12 1d8 +4

Combo
The Pugilist can attack with two unarmed attacks around at no penalty. This ability can
only be used if he is only doing two unarmed attacks. It cannot be mixed with a melee or
ranged attack. Use normal two-weapon rules for those situations.

KO
Once per day per level the Pugilist can fire off a haymaker/power kick/etc.
The attack is made at a -2 penalty to hit. If successful the damage is x2, x3 if a natural 20 is
rolled.

Second Wind
If the Pugilist takes a full round to rest he can regain 1d4 hit points. He must do no other
action in this round but rest. He cannot defend himself. His AC is 10 + light armor
modifier; he receives no Dex or Fisticuffs bonus.
This ability can be used a limited number of times per day.
3, 6, 9, and 12.

Sailor
Rough tough men who make a living from the sea. Seamen, pirates, fishermen, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Light
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Constitution 13+

Brawler
Sailors live a rough life and learn to protect themselves on ship and in port.
They receive a +1 to hit on melee and unarmed attacks.

Close Quarters Fighting


No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)

Gambling
Life aboard ship can be boring and Sailors find ways to pass the time. One of their
favorites is gambling and are notorious for being skilled at most forms of games and at
the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Sailor gains a
cumulative +1 bonus to his gambling checks.

Sailing (includes navigating and ship repair)


Intelligence check. The Sailor receives a +1 to this check and an additional +1 bonus at
every third level. This includes the art of steering and keeping the ship running as well
as navigating or finding one's position using an Intelligence check with the Sailing bonus
included. Bonuses may be given for good charts, maps, etc. When used to repair a
successful roll allows x2 the number of ship points to be repaired.

The Sailor gets to add a +1 bonus to Sailing Dexterity or Intelligence checks at first level
and at levels 3, 6, 9, and 12.

Stamina
+2 to Saving Throws vs disease and poison.

Swimmer
+2 to Swimming (Strength) checks.

Soldier
Those who are trained to fight or have a natural ability at combat. Ruffians, soldiers,
adventurers, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Strength 13+

Cover Up
The Soldier is better at avoiding damaging due to dodging, blocking, parrying, etc.
+1 to AC.

Fighter
Gains a +1 to attack with all attacks.

Follow Through
At level 3 the Soldier can make an additional melee attack if the first attack is a hit. The
extra attack can be against the same opponent or against another foe if the new target
is within five feet of the Soldier. He can attempt a third attack at level 12. If an attack
misses follow through ends, any remaining attacks are lost.

Thug
Professonal criminals with a penchant for violence. They have a reputation and have
made various contacts in the world of crime. This class could also be used for
professional assassins, Thugee cultists, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Light
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Constitution 13+

Backstab
Thugs are dangerous and will often take the opportunity to take an opponent out with a
stab or shot in the back.
When attacking with surprise, from behind, the Thug gains +4 to hit and inflicts double
damage. At levels 5-8, damage is tripled, and from a Thug above level 8 such an attack
inflicts quadruple damage.

Brawler
Crime is a rough business for the Thug and he has to know how to lay down a beating
now and again.
Gains a +1 to attack with all attacks.
Criminal Contacts
As he gains skill and reputation the Thug meets a lot of others in the crime business.
With a successful Charisma check the Thug may ask one favor of a criminal or
underword contact such as a pickpocket, burglar, fence, protitute, etc. The favor will be
things not generaly available to the average citizen, usually information or perhaps a
use of a special talent. The contact will not endanger himself or his employment and will
usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
The Thug receives a bonus to the Charisma check at higher levels:
3, 6, 9, and 12.

He may call upon these contacts twice per adventure at first level. He may add an extra
time for each bonus to his Charisma check due to higher levels.

Gambling
The Thug often supplements his income with a bit of cards and dice.
At 1st level and at 3rd, 6th, 9th, and 12th the Thug gains a cumulative +1 bonus to his
gambling checks.

Thief Skills
Thugs pick up a mix of useful skills in his associations with other criminals. He often
needs to get in where he's not supposed to be and be quiet about it.
Pick Pockets, and Sneak
11+ level+Dex bonus.

TRADESMAN CLASS CAREERS


Con-Man
Anyone who uses their quick hands and wits to make money off of the unwary or
foolish. This class represents the gambler, the pick pocket, the grifter,and charlatan.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Medium to Light to use Abilities.
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+

Fast Talk
With a bit of conversation, the Con-Man is able to attempt to befriend, persuade, charm,
or outright con an individual to his way of thinking. After 2d6 minutes of cajoling,
flattering, drinking, etc. the victim of the Fast Talk must make a Saving Throw. This
Saving Throw has a cumulative -1 as the Con-Man gains higher levels.
3, 6, 9, and 12.

Gambling
A gambler, a card sharp and sometimes a cheat, supplementing his living by the cards,
dice, and his wits. At 1st level and at 3rd, 6th, 9th, and 12th the Con-Man gains a
cumulative +1 bonus to his gambling checks.
Thief Skills
Backstab
When attacking with surprise, from behind, the Con-Man gains +4 to hit and inflicts
double damage. At levels 5-8, damage is tripled, and from a Con-Man above level 8
such an attack inflicts quadruple damage.

Hear Noise
The Con-Man has honed his senses to work better in the dark. His chance to hear noise
is 3 in 6 at first level increasting to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at
11th level.
To use this ability he must stop all activity and concentrate.

Open Locks
Con-Men are skilled at picking locks, opening safes, etc. Some are diffucult and may
require a penalty to the open roll.
11+ level+Dex bonus.
Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Pick Pocket
The Con-Man is often called upon to manipulate small objects, such as a card, coin,
derringer, or small knife in his line of work, as well as picking the occasional pocket.
11+ level+Dex bonus.

If the Con-Man fails his roll the victim has a 1-2 in 6 chance of detecting the
manipulation, pick pocket attempt, etc. A Dex bonus will drop the chance to 1 in 6.

If the Con-Man rolls a natural 20, he has been spotted by his victim or victims if he is
picking a pocket, cheating, etc.

Crook
Thieves, burglars, and safecrackers. These men make their living by stealing. Some are
subtle burglars while others are brutal robbers and killers.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Medium to Light to use Abilities.
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+
Climb
Almost anyone may attempt to climb vertical surfaces with good handholds but the
Crook is skilled in making difficult climbs. When a Climb check is reguired it is a Str
check. The Crook adds a +4 bonus to the Str check.
Making a climb check for unusual situations such as good handholds, slippery surfaces,
etc may net a bonus or penalty from the DM.

Thief Skills
Back Stab
If the Crook successfully sneaks up on an unaware target, he can add a +4 bonus to his
attack, and inflict x2 dmg. At levels 5-8, damage is tripled, and from a Crook above level
8 such an attack inflicts quadruple damage. This applies to ranged and melee damage.

Hear Noise
The Crook has honed his senses to work better in the dark. His chance to hear noise is
3 in 6 at first level increasting to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 11th
level.
To use this ability he must stop all activity and concentrate.

Open Locks
Crooks are skilled at picking locks, opening safes, etc. Some are diffucult and may
require a penalty to the open roll.
11+ level+Dex bonus.
Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Sneak
Crooks are sneaky by necessity. Whether breaking in somewhere or sneaking past a
sleeping security guard, stealth is sometimes the name of the game. Almost anyone can
move quietly or hide when there is adequate cover but the Crook takes these skills to
the professional level.
11+ level+Dex bonus.
This roll can be modified b the DM for circumstances such as heavy or light cover,
darkness, camouflage, creaky boards underfoot, etc.

Detective
Anyone who uses their intellect to solve crimes or find missing persons or items. This
class represents the consulting detective, the police detective, the inquiry agent, etc.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Cha 13+

Assess
The Detective can use this ability to observe a person for a single round and then make
a conclusion as to that persons age, character level, nationality, recent activities, etc
based on the Detective's experience and training.
11+ level+Int bonus.

Contacts
With a successful Charisma check the Detective may ask one favor of a contact such as
a county coroner to view a body, a lawman to talk to a prisoner, etc. The favor will be
things not generaly available to the average citizen. The contact will not endanger
himself or his employment and may negotiate a payment or favor in return if the request
by the Detective is difficult or unpleasant.
The Detective recieves a bonus to the Charisma check at higher levels:
3, 6, 9, and 12.
He may call upon these contacts twice per adventure at first level. He may add an extra
time for each bonus to his Charisma check due to higher levels.

Deduction
The Detective, after reviewing clues, interviewing witnesses, visiting crime scenes, etc
can make a Deduction check.
11+ level+Int bonus.

If successful the Detective may ask the DM a single yes or no question which the DM
must answer honestly. The Detective can do this once per adventure at 1st level and
can ask more questions at higher levels.
3, 6, 9, and 12.

Observation
The Detective has a keen eye for details in the world around him. When actively looking
for clues or other hidden objects he has a 1-2 on a 1d6 of finding them. These could be
hidden bloodstains, footprints, hidden doors, hearing noise, etc. This ability increases by
+1 at levels 4, 8, and 12. The DM can modify this for difficulty.

Thief Skills
Due to the nauture of their trade Detectives pick up a few skills to get information. Hear
Noise and Open Locks as a Crook.
11+ level+Dex bonus.

Entertainer
Trained dancers, singers, musicians, actors, etc. Entertainers are adept at manipulating
those around them and make excellent sources of information.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Medium to Light to use Abilities.
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Charisma 13+

Gossip
Entertainers learn a little bit of everything in their socializing and travels. After an hour of
mingling and socializing with a crowd they have a chance to know local rumors,
interesting sites, famous or notorious individuals, local gossip, etc.
The chance to know useful information is 30 percent chance at first level plus five
percent at each even level after, to a maximum of 100 percent. The GM can call for a
roll for each bit of desired information that could have possibly been gained.

Influence Reactions
A powerful tool of the Entertainer to manipulate a crowd.
When performing before an individual or group that is not attacking (and not intending to
attack in a round or two), the Entertainer can try to alter the mood of the listeners. He
can try to soften their mood or make it uglier. The method can be whatever can get the
audience's attention: a song, a dance, jokes, magic, Shakespeare, etc.

Everyone in the group listening must roll a Saving Throw (if the crowd is large, make
Saving Throws for groups of people using average hit dice). The die roll is modified by
-1 penalty for every three experience levels of the Entertainer (round fractions down). If
the Saving Throw fails the group's reaction can be shifted one level toward either the
friendly or hostile end of the scale, at the player's option. Those who make a successful
Saving Throw have their reaction shifted one level toward the opposite end of the scale.

Languages
The Entertainer receives an extra language slot at first level and every third level
thereafter.

Thief Skills
Singing and dancing doesn't always pay the bills. Entertainer's are pro's at getting
information to gossip or trade.
Hear Noise, Open Locks, and Pick Pockets as a Con-Man.
11+ level+Dex bonus.

Minister
Priests and Ministers of all faiths. These are the special men whom are touched by
some sort of divinity and manifest seemingly miraculous leadership and guidance. They
also have the power to turn beings of darkness and legend.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Wis 13+

Bless, Prayer, Protection from Evil


Through the power of faith, prayer, and his will the Minister can cast each of these
spells once at 1st level and an extra time at 3, 6, 9, and 12.
The spells function as written in the base rule books.

Influence Reactions
The Minister can, when speaking before a group that is not attacking (and not intending
to attack in just seconds), try to alter the mood of the listeners. He can try to soften their
mood or make it uglier. The method can be whatever is most suitable to the situation at
the moment -- a fire and brimstone speech, a gentle reminder and guiding advice from
the gospels, or an impassioned plea to the crowd's morals are but a few examples..
Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is
large, make saving throws for groups of people using average hit dice). The die roll is
modified by -1 for every three experience levels of the Minister (round fractions down). If
the saving throw fails, the group's reaction can be shifted one level toward either the
friendly or hostile end of the scale, at the player's option. Those who make a successful
saving throw have their reaction shifted one level toward the opposite end of the scale.
Inspire
Sermons, stories, anecdotes, and personal appeal of the Minister can be inspirational,
rallying friends and allies. If the exact nature of an impending threat is known, the
Minister can heroically inspire his companions with a rousing sermon or speech,
granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to
morale (particularly useful in large battles) to those involved in melee. The Minister must
spend at least three full rounds talking to his allies before the battle begins. This affects
those within a range of 20 feet per experience level of the Minister.

The effect lasts one round per level. Once the effect wears off, it can't be renewed if the
recipients are still in battle. However, those who have withdrawn from combat can be
inspired again by the words. A troop of soldiers, inspired by the Minister, could charge
into battle. After fighting a fierce fight, they retreat and the enemy does not pursue.

The Minister, seeing them crestfallen and dispirited, once again rouses their will to fight.
Reinvigorated, they charge back into battle with renewed spirit

Turn
The Minister can attempt to turn as a Cleric of equal level. This ability works on more
than just undead. It also affects demons, fey, and other hostile creatures of legend. As
long as the creatures are of Neutral or Chaotic alignment, the Minister (of any
Alignment) can attempt to turn them. The DM has final say on whom or what can be
affected.

Physician
The humble country Physician to the London surgeon. This is the one to see when you
are sick or wounded.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 13+

Anatomy
The Physician can use his knowledge of anatomy to target key damage points on the
body. Backstab as a Thief of equal level.

Bonus Language
Physicians are trained in Latin.

Diagnose
The Physician can make a Diagnose check to diagnose the illness of a patient, giving
him information on proper treatment of the illness and a bonus on any further checks
with that patient.
11+ level+Int bonus.

The DM can modify this with a penalty based on insidious or obsucure conditions.
Bonuses for success are: +1 hp per Healing dice on the patient and a +2 on
Stabilization checks.

Elixer
The Physician can brew an elixer to aid an injured person. This medicinal is a
combination of whiskey, drugs, and whatever else the Physician adds to stimulate the
patient. It restores 1d4 hit points to whomever drinks it. He can brew one elixer per two
levels (round up) per day in a proper laboratory. The brew time is 10 minutes for a daily
dose. The shelf life of an elixer is short due to the fragile nature of the brew: one day per
two levels of the Physician.

Healing
A Physician may heal 1d6 points of hit points damage per wound once per day per
level. Only one healing attempt can be used on a wound. You cannot use the same
healing on a wound twice. You cannot heal it again the next day. For example, a first
level Physician could heal one wound per day. At third level he could heal three different
wounds per day, be it three people once or the same person three times in the same 24
hours, provided that person was wounded on three separate occasions. This healing
can be used for not only combat damage, but also disease, poison, and any other type
of damage which affects hit points.
A patient under a Physician's care heals twice the number of hp per day with natural
healing.

Stabilization
A Physician can try to control bleeding, rub their limbs, apply brandy, breathe into their
mouth, etc and stabilize any character that has reached 0 or fewer hits points, and
would otherwise be dead. The Physician must reach the victim within a number of
rounds equal to the Physician's level up to tenth level , beginning on the round after he
drops to 0 or below.

Once the Physician has reached the patient, he must then make a check with a -1
penalty for every hit point below 0.
11+ level+Int bonus.

If he succeeds in this, the character is stabilized and does not die. If the victim is
wounded again, another Stabilization can be made but with a +4 penalty in addition to
normal bonuses and penalties, representing the shock of additional wounds to the body.

Scholar
This class covers educated men such as alienists, scientists, researchers, etc.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 13+

Bonus Languages
The Scholar picks up a number of languages in the course of their studies. They receive
and extra language slot at level on and another at levels 3, 6, 9, and 12.

Field of Study
At first level the Scholar may choose two fields of study to research. The Scholar will be
familiar with the basics such as proven facts, theories, and how to conduct studies and
experiments in their chosen fields.
The fields of study include (but are not limited to):

Anthropology
The study of of human cultures by interaction of intense study of written accounts of the
culture and ancient records. An example of a successful roll is allowing the
anthropologist to understand the cultures traditions as well as predict behavior.

Archaeology
The study of past cultures by excavating artifacts and relics from ancient sites. Studying
the remains allows the archaeologist to learn about the people's customs, way of life,
etc. An example of a successful roll is allowing the Archaeologist to spot fake antiquities
or figure out what an ancient civilization used a certain religious site for.

Biology
The study of all forms of life, plant and animal. The biologist will understand structures
of plant and animals as well as behaviors. Includes information on botany, microbiology,
and zoology. An example of a successful roll is allowing the biologist to recall pertinent
information such as hunting tactics for lions or if a rare known plant is poisonous.

Chemistry
Identifying, predicting, and creating chemical compounds and reactions. With the proper
materials the chemist can create substances such as poisons, explosives, or to a
chemical analysis of a substance. An example of a successful roll is allowing the
chemist to run tests on a dried crimson stain to determine if it is blood or how to make
primitive gunpowder or explosives from available resources.

Electricity
A young science in the Victorian age, the study of electricity and electrical device allows
the scholar to understand the nature and uses of electrical power as well as repair and
fabrication of electrical devices. An example of a successful roll is allowing the electrical
engineer to repair a malfunctioning laboratory electrical device or wire an electric trap
without shocking himself.

Engineering
The skills to understand, repair, and even build complex mechanical devices. Steam,
hydro, and wind power are the major power sources available. An example of a
successful roll is allowing the engineer to find the weakest spot in a fortified wall to
receive the maximum effect of an explosive or the repair of a damaged steam
locomotive engine.
Geology
The study of the earth's surface formation, composition, and changes. Geologists can
use their knowledge to identify fossils, minerals and soils, and anticipate such events as
volcanic or seismic activity. An example of a successful roll is allowing the geologist to
estimate if a rocky outcropping is safe to climb or where a certain type of rare soil or
rock came from with analysis.

History
Knowledge of the past including places, people, events, and customs. If the knowledge
is obscure a penalty may be required on the roll. An example of a successful roll is
allowing the historian to recall the bloody history of an ancient warlord or the origins of
certain customs and superstitions.

Law
Knowledge of various legal systems, laws, required paperwork, sundry red tape, and
general lawyery subjects. Obscure laws and preperation for court cases can take time
to research and prepare.

Mesmerism
The ability to place a willing subject into a trance. The subject must be willing, the two
must be in a quiet place without interruption, a focus such as a ring or candles much be
used, and the attempt will take 1d6 minutes. If successful the subject will be lulled into a
sleep-like state.

The mesmerist can ask questions, each requiring a check, each with a cumulative 1
penalty to the check per question past the first. The subject will have nearly total recall
of past events and cannot lie or deceive although their perception may color their
answer.

With an ability check the mesmerist can implant a post hypnotic suggestion. The subject
will perform this without apparent thought or conscious decision. It may involve a
specific time (when you get home) or a trigger phrase (good morning.) Spells or other
complex activities such as picking locks cannot be used as a suggestion. It must be
something simple such as dropping or swiping an object into the subject's coat or saying
a phrase which was implanted.

Other uses may be implemented, probably with penalties, by the DM.

Occult Lore
The study of occult and forbidden subjects including folklore, magic theory, historical
events, people, places, etc. The Occultist can identify spells and rituals by studying the
remains of components or effect of the spell. He can identify possible creatures from
behavior patterns, tactics, and wounds. He can identify occult items, grimoires, and
relics with a successful check. An example of a successful roll is allowing the occultist to
identify a vampire's attacks by studying the time of attack, marks on the victim, etc.
Physics
The study and understanding of the physical forces and laws of nature such as light,
sound, heat, cold, magnetism, gravity, etc. It allows the physicist to predict how
materials will react when these forces are applied to them. It also covers knowledge of
mathematics and the hypothetical subjects of other dimensions, time travel, etc
associated with theoretical physics. This ability is often used in conjunction with
Electricity and Engineering. With a successful physics roll a +2 bonus is applied to the
Electricity or Engineering roll. Another example of a successful roll would be the
following: The characters investigate a cultists lair. Despite solid stone walls and only
one exit the cultists escaped. The physicist sees half marred chalk scribblings on the
wall that look strikingly similar to a theoretical physics formula he has seen. With a
successful roll he manages to reproduce the scribblings into a coherent formula
matching what was in the wall. A gate to another dimension suddenly opens before him,
the cultists escape route.

Psychology
Victorian psychologists are referred to as Alienists. They have training in the care of
persons with mental disorders. Such training includes diagnosis of probable causes of
mental illness as well as treatments ranging from simple therapy to drug treatments.

Other fields of study are available at the DM's discretion.


The base chance for success is
11+ level+Int bonus.

This roll can be modified by the DM for circumstances such as a bonus for commo
information or penalty for more obscure information in the field.

As he gains levels the Scholar acquires new fields of study.


3, 6, 9, and12.

These additional fields are calculated as if the Scholar is at first level when he gains
each new one. The new field chances advance normally from there.

Research
The Scholar is an expert in finding information from libraries, archives, newspaper
morgues, and other files. He can find information about nearly any subject if given
access to the proper records and the information is there to be found. Examples of such
information is discovering old documents such as wills, deeds, rare information, patterns
of missing or false files, etc.
The base chance for success is
11+ level+Int bonus.

In addition, with a successful roll, he can add a +4 bonus to fields of study relevant to
the information being researched for the remainder of the adventure.
Rituals
With access to genuine spellbooks, scrolls, or other written sources a Scholar can
attempt to translate and attempt to cast a discovered spell as a ritual.

Learning a Spell:
The Spell must be in a format the caster can understand:
This could be being translated from an ancient language to one the caster understand,
verbally communicated from a teacher and written down, read magic cast upon it (if
previously learned), etc.

Learning how to cast the spell takes eight hours per spell level. A fifth level spell would
take forty hours of study and practice to learn.

Time and Distance:


Casting requires time, ten minutes per spell level. A fifth level Spell takes fifty minutes
minimum to cast.
Spells can be cast at targets over a distance of one mile per three levels of the Scholar.

Casting the Spell:


Depending on the spell level the Scholar may not have a penalty to cast a ritual.
If the Scholar is level 1-3 there is no penalty for level 1 spells.
If the Scholar is level 4-6 there is no penalty for level 2 spells or lower.
If the Scholar is level 7-9 there is no penalty for level 3 spells or lower.
If the Scholar is level 10+ there is no penalty for level 4 spells or lower.
Spells of 5th level or higher are always penalized.

To cast these spell the Scholar must know the spell, take the required casting time off
ten minutes per spell level, use any material components outlined/required for the ritual,
and make an Intelligence check. If he succeeds the spell works.

Penalties for Spells Above the Scholar's Level:


If the spell is of high enough level to impose a penalty, the Int check is made with a
penalty equal to twice the Spell Level. A character with an Int of 13 attempts to cast a
fifth level spell. The Spell will succeed if he rolls a 1-3 on a 1d20.

Extra casting time can increase the Casting Roll. For each full casting time increment
past the minimum the caster can add a + 2 to the roll.
· Four times the minimum is the most that this method can be used.
· For the fifth level spell: if the time taken is 50 minutes the roll is still a 3.
· If 100 minutes is taken the roll is now 5.
· For 150 Minutes the roll is 7.
· For 200 minutes the roll is 9.

If the Casting Roll fails:


Time and consumable materials are lost. The Scholar can attempt the Spell again with
an additional -4 penalty to the total Intelligence check or he can wait 24 hours and avoid
this penalty.

Multiple Casters:
The person leading the ritual uses his Intelligence. For each additional caster add a +1
to the roll. The maximum bonus is equal to the Spell's level. The fifth level Spell would
have a maximum of a +5 bonus no matter how many actually participated in the ritual.

Used in conjunction with extra casting time this option can really increase the chance of
the Intelligence roll's success.

Saving throws and all normal mechanics (other than casting time and range to cast)
apply to a successful spell.

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