MYTHOS
An AD&D variant
THE GAME
On D&D (Best of Dragon I)
What To Do When The Dog Eats Your Dice (Best of Dragon I)
Realism vs. game logic (by Gary Gygax, Best of Dragon II)
D&D Relationships: A whole and its parts (by Gary Gygax, Best of
Dragon II)
Looking back, and to the future (by Gary Gygax, Best of Dragon II)
What the game is; where it's going (by Gary Gygax, Best of Dragon II)
MYTHOS stands on its own as a complete Game system. There will
be no further editions, and there will be no accompanying product line.
Now, minor fixes will happen, to fine tune some of the rules.
Now, if fans want to expand the game with new releases, that is fine
with me. None of it will ever hold official status.
MYTHOS was actually assembled fairly quickly, as I was able to draw
from, and link to, about 20 years of HTML AD&D.
It must be absolutely clear that I am only the compiler. Nearly
everything here has been written and designed by others.
Foremost among then Gary Gygax, The #1, The Best. If you don't
like Gary Gygax, you might not like this Game, I guess.
Taking Gary Gygax out of Dungeons & Dragons is a bad idea, on the
level of Game design.
Dedication: MYTHOS is dedicated to the people of the 1st Edition AD&D group on Facebook. Truly, an inspirational community!
63 SEC Vocations
66 TRAIT Limitations to Heka-Generating K/S Areas
70 STEEP Level Descriptions
74 ALCHEMY VOCATIONS TABLES
Alchemist Vocation (Mental TRAIT)
Apothecary Vocation (Mental TRAIT)
75 ARMS VOCATIONS TABLES
Cavalier (Knight, et al.) Vocation (Physical
TRAIT)
Engineer Vocation (Physical TRAIT)
79 DWEOMERCRAEFT VOCATION TABLES (BY SCHOOL)
Black School (Mental TRAIT)
Elemental School (Mental TRAIT)
Gray School (Mental TRAIT)
Green School (Mental TRAIT)
81 DWEOMERCRAEFT TABLES (Cont.)
White School (Mental TRAIT)
82 MYSTICISM VOCATIONS TABLES
Astrologer Vocation (Spiritual TRAIT)
Diviner Vocation (Spiritual TRAIT)
Fortune Teller Vocation (Spiritual TRAIT)
Soothsayer Vocation (Spiritual TRAIT)
83 OUTLAWRY VOCATIONS TABLES
Assassin Vocation (Physical TRAIT)
84 OUTLAWRY VOCATIONS TABLES (Cont.)
Bandit Profession (Physical TRAIT)
Mountebank Vocation (Mental TRAIT)
Pirate Vocation (Physical TRAIT)
Thief Vocation (Mental or Physical TRAIT)
86 PRIESTCRAEFT VOCATIONS TABLES
Healer Vocation (Spiritual TRAIT)
Priest Vocation (Spiritual TRAIT)
Theurgist Vocation (Spiritual TRAIT)
Wisewoman/Wiseman (Spiritual TRAIT)
88 PRIMITIVE VOCATIONS TABLES
Hunter Vocation (Physical TRAIT)
Medicine Man Vocation (Mental TRAIT)
Seer Vocation (Spiritual TRAIT)
Shaman Vocation (Spiritual TRAIT)
89 PRIMITIVE VOCATIONS CHARTS (CONT.)
Warrior Vocation (Physical TRAIT)
Witch Doctor (Mental TRAIT)
91 SCHOLAR VOCATIONS TABLES
Philosopher Vocation (Mental TRAIT)
Poet/Musician Vocation (Mental TRAIT)
92 SCHOLAR TABLES (Cont.)
Sage Vocation
VOYAGER VOCATIONS TABLES
Explorer Vocation (Physical TRAIT)
93 VOYAGERS TABLES (Cont.)
Merchant Vocation (Mental TRAIT)
Seafarer Vocation (Physical TRAIT)
94 NON-HUMAN HEROIC PERSONA TABLES (Optional)
Alfar (Spiritual TRAIT)
95 NON-HUMAN HEROIC PERSONA TABLES (Cont.)
Alfen (Mental TRAIT)
Dwarf (Physical TRAIT)
Elf (Spiritual TRAIT)
Gnome (Mental TRAIT)
97 Bonus K/S Areas
98 Sub-Area Table
99 Mental Knowledge/Skill Areas
100 Physical Knowledge/Skill Areas
Spiritual Knowledge/Skill Areas
101 Quick Reference List of Foreign Languages
Phaeree Languages*
Ancient, Arcane, Dead & "Lost" Languages
102 HP Attractiveness
Initial Joss
103 Birth Rank
Special 7th Child Table
7th Child Special Advantages
104 Age Ranges by Race
Adjustments by Age Level*
107 Quirks Table
108 Counter-Quirk Table
109 INSTANT PC INFORMATION TABLES
Handedness Table
HP Backgrounds
Lower Class Backgrounds
Middle Class Backgrounds
Upper Class Backgrounds
110 RACE TABLES
General Type
Specific Race
Political Beliefs
Religious Attitudes
111 MORE QUIRKS & COUNTER-QUIRKS
Supernatural Quirks
Supernatural Counter-Quirks
General Personality
Conformity
General Interests
112 Metal Values
114 Wealth Adjustment For Age
Initial HP Finances
116 Special Connections Table
OP Heroic Persona Table
119 SPECIALLY CONSTRUCTED ITEMS TABLES
Clothing
Miscellaneous
Musical Items
Furniture
Thieves' Items
Torture Items
120 RARE ITEMS TABLES
Furniture
Clothing
Miscellaneous
HEKA-CONNECTED ITEMS TABLES
Alchemical Items
Herbs
Religious Items
Miscellaneous
121 MOUNTS TABLE, LAND VEHICLES
122 WATERBORNE VESSELS
VESSEL SPEEDS
TURNING RADIUS
123 Standard Difficuly Ratings
124 Combined Efforts
125 K/S Failure
127 Optional DRs
K/S Contest DRs
129 Sample Joss Factor Costs
131 Foot Movement Rates
Foot Movement Terrain Modifiers
132 Mount Movement Rates
134 AP/G Cost Per STEEP Point
135 ATTRIBUTE Advancement
136 K/S Improvement by Study
ATTRIBUTE Improvement by Training
138 Apotropaist Castings
140 Code Quality
Current Event Datedness
141 Named Netherbeing
143 Non-Mage Castings
Outdoor Trap Damage
145 LANGUAGE INTERRELATIONS
146 LANGUAGE INTERRELATIONS
158 Spellsongs Castings
159 Trade Phonecian Regional Vocabulary
161 POISON TABLES
Poison/Antidote Creation
Poison Longevity
Poison Speed
163 MARTIAL ARTS ATTACKS TABLES
Hand Attacks
Foot Attacks
Nunchakus
Sais
Tui-Fa
164 Hand Weapons Attack Rate
Missile ROF Modifiers
167 HEKA-FORGING TABLES
Heka Forging DRs
Heka-Forging Sub-Areas
Heka Forger Casting Grade
168 Tracking DRs
169 Game Traps
170 Missile Interception (Juggling)
172 Sample Running/Trotting Modifiers
173 Diving DRs
Tolerance DRs
174 Specific Target DRs
175 Minimum Alchemical Apparatus
Additional Alchemical Apparatus
176 Heka Infusion
Alchemist Laboratory Facilities
177 Alchemical Operation Table
Alchemist Castings
178 STANDARD ALCHEMICAL OPERATIONS
179 Animal Handling DRs
Astrologist Castings
180 Enrage DRs
183 Conjuration DRs
Conjurer Castings
184 Diviner Castings
Exorcist Ability
185 Exorcism DR Modifiers for Name
186 Exorcism Heka Effect
Exorcism DR
187 Exorcist Castings
Fortune Teller Castings
188 Cure Disease DR (Herbalist)
Herbalist Castings
191 M/S Armor from Crystals
192 Crystal Quality
Mystic Castings
196 Non-Priest Castings
199 Witch/Warlock Castings
200 Yogi Abiliities, Table I
Yogi Abilities, Table II
202 K/S AREAS BY CLASS OF ECONOMIC GAIN: Mental K/S Areas
203 K/S AREAS BY CLASS OF ECONOMIC GAIN: Physical K/S Areas
204 K/S AREAS BY CLASS OF ECONOMIC GAIN: Spiritual K/S Areas
208 COMBAT SUMMARY
Stage One: Pre-Combat Tasks
Stage Two: Initiative and Actions each Combat Turn
210 Speed Factors
211 Avoidance DRs
212 MENTAL COMBAT SUMMARY
First CT: Establishing the Link
Second CT: Determine Attack Form
215 SPIRITUAL COMBAT SUMMARY
First CT: Establishing the Link
Second CT: Determining Attack Form
217 HEKA-BASED COMBAT SUMMARY
One: Activating the Casting
Two: Determining Success
218 Casting Difficulty
Casting DR Modifiers
219 Special Failure: Heka-Based Attacks
K/S Failure
221 PHYSICAL COMBAT, NON-LETHAL SUMMARY
One: Hitting the Opponent
Two: Non-Lethal Attack Forms
K/S Versus K/S Difficulty Ratings
222 Attacks to Overpower DRs
223 PHYSICAL COMBAT, LETHAL SUMMARY
One: Hitting the Opponent
Two: Applying Physical Damage
Three: Conducting Additional Attacks
224 BAC Bonuses
High STEEP Damage Bonus
Damage Bonus for High PMPow
225 Weapon Damage Bonus for Great Mass*
Weapon Durability
226 Special Misses, Lethal Combat
Dodging Factor
227 FAC MODIFICATIONS
Range Modifications
Attacker Movement
Target Movement
Nature of Shot
Target's Cover
Attacker/Defender Position
228 High FAC Misses
PARRY TABLES
Non-Shield Parries
Shield Parries
229 Strike Location
236 Hand Weapons
238 Missile Weapons, A
239 Missile Weapons, B
247 Armor Categories
248 Human(oid) Armor
249 Human(oid) Armor
254 Barding, Etc.
Weapon/Armor Cost Multipliers
256 AVERAGED ARMOR TABLES
Averaged Armor, Full, 3/4 and Half Ratings
Averaged Armor, Simplified
Averaged Armor, Unified Damage Types
258 Permanent Damage
Scar severity
259 Shock
Shock Modifications
Cold and Exposure
262 Disease Effects
263 Electrical Damage
Fire and Flame Damage
266 Poison Form Table
267 Heka-Engendered Poisons
270 Mental Aberrations
274 Healing Rates*
276 Heka-Generating K/S Areas
277 K/S Area Heka Regeneration
ACT Heka Regeneration
303 AP/G Awards
304 AP/S Awards
307 OP Power Class
308 OP STEEP Levels
309 OP Joss Factors
310 Comparative Sizes and Physical Ratings
311 Natural Weapon Damage
Extreme Attractiveness Effects
313 SAMPLE THINGS ONCE HUMAN
Skeleton
Zombie
314 SAMPLE THINGS ONCE HUMAN (Cont.)
Gaunt
Lemure
315 SAMPLE THINGS ONCE HUMAN (Cont.)
Vampire, Unalive
316 SAMPLE THINGS ONCE HUMAN (Cont.)
Vampire, Preternatural
317 Vampire, Supernatural
318 SAMPLE MYTHICAL CREATURES
Griffon (Gryphon)
Pegasus
319 SAMPLE MYTHICAL CREATURES (Cont.)
Unicorn
320 SAMPLE OTHER-PLANAR CREATURES
Devil, Horned
Netherling
328 SAMPLE ENCOUNTERS, EXTERIOR AERTH
Farmers/Herders
Hunters
Military Company or Warrior Band
Nomads
SAMPLE ENCOUNTER, SUBTERRANEAN AERTH
Albies (also known as "Subterraneans")
329 SAMPLE ENCOUNTERS, INTERIOR AERTH
Deinonychus Antirrhopus
Mammoth, Imperial
330 SAMPLE ENCOUNTERS, EXTERIOR PHAEREE
Djinni
Dragon (Common, not Noble or Imperial)
331 EXTERIOR PHAEREE (Cont.)
332 EXTERIOR PHAEREE (Cont.)
Elf
Fay
333 Faerie
Sprite
334 SAMPLE ENCOUNTERS, SUBTERRANEAN PHAEREE
Centaur
Dragon, Borderer
Giant
Hobgoblin
335 SAMPLE ENCOUNTERS, INTERIOR PHAEREE
Deeva
Drakes
Drow
Goblin
Slaugh
380 Fixed-Location Encounters
381 Travelling Encounters
382 Random Weather Change
General Weather Conditions
383 Equipment/Device Malfunction
Unknown Device Operation Flow Chart
384 OP Self Control
385 OP Reaction Intensities
OP INTELLECTUAL AND EMOTIONAL CHARACTERISTICS TABLES
Ego Characteristics (Superego considered)
Libido Characteristics (Id considereed)
388 K/S Penalty for Non-Earth Milieu
389 K/S Penalty for Variant Time/Technology Level*
394 I: ATTRIBUTE VARIANCE
II: KNOWLEDGE/SKILL AREAS AND STEEP VARIANCE
A. K/S Area Variance
B. STEEP Variance
III: SOCIO-ECONOMIC CLASS VARIANCE
IV: JOSS AND SPECIAL CONNECTIONS VARIANCE
V: QUIRKS VARIANCE
VI: ATTRACTIVENESS AND APPEARANCE VARIATION
413 Index of Major Charts and Tables
MONSTERS
The 3 volumes of monsters (Monster Manual, Fiend Folio, and Monster Manual II) are used almost as-is, no need to change much.
Neutral Dragons (Best of Dragon III)
Dragon eggs && hatchlings (Best of Dragon III)
Dragons: Physical attacks (Best of Dragon III)
Dragons: The Grey Dragon, The Steel Dragon (Best of Dragon III)
Dragons: Evil dragon armor (Best of Dragon III)
How Heavy Is My Giant? (Best of Dragon I)
The Humanoids (Best of Dragon V)
Becoming a Lich (Best of Dragon II)
Excerpt From An Interview With A Rust Monster (Best of Dragon I)
Vampires (Best of Dragon II)
New vampire types (Best of Dragon II)
Monster Reference Table Addition (Best of Dragon I)
Random Monsters (Best of Dragon I)
Flying mounts (Best of Dragon IV)
1. ABILIITES-
Strength. -1 if female.
Intelligence: 1 bonus non-weapon skill per point over 10.
Monster Intelligence (Best of Dragon V)
Wisdom
Dexterity
Constitution. -1 if male.
Charisma
Comeliness (1 = Nasty, 2-3 = Ugly, 4-7 = Homely, 8-9 = Plain, 10-12
= Average, 13-15 = Attractive/Cute, 16-17 = Handsome/Pretty, 18 = Striking,
19 = Beautiful, 20 = Stunning)
Perception (Noticing, Hearing, SEARCHING, Tracking)
TALK (See Charisma and Comeliness to determine your base score)
LP (Luck Points: These negate failed saves and critical hits (automatically).
1 LP per level. The only way to get more LP is to level up. Once a LP is
used, it cannot be recoverd.
Note that named NPCs and monsters will have 1 LP per 2 whole levels/HD
Even though Gary recommends a bit of fudging (dmg.110), I can't stand
the concept, even though his reasoning for it is sound. LP are intended
to replace fudging.
Roll 6d6 for each ability, using the 3 highest dice.
Humans: +1 on all scores.
Spell Use, Wizard: 11 INT = max 1st level spells, 12 INT = max. 2nd
level spells, 13 INT = max 3rd level spells, etc.
Age & Aging: As per the DMG, the precedent for level loss can be
seen in the article about Conan by Gary Gygax. Also, Lankhmar: City
of Adventure.
Young (human children, ages 7-12) and Ancient (human, 90+ years) only
happen through a Quirk, and they tend to be ill-suited for adventuring.
Modifiers are totals, and cumulative.
Young: Age = maximum for any score except DEX and PER. At age 13, the
rolled stats kick in.
Teenager = -1 WIS, +1 CON
Mature = +1 STR, +1 CON
Middle-Aged = +1 INT, +1 WIS, -2 COM, lose 1 level OR an XP debt equal
to the L2 goal
Old = 2 STR, +1 INT, +2 WIS, -2 DEX, -1 CON, -5 COM, 1 age related
disability (I8 Ravager of Time), lose 2 levels OR an XP debt equal to the
L3 goal
Ancient (Venerable) = -3 STR, +2 INT, +3 WIS, -3 DEX, -2 CON,
-9 COM, 2 age related disabilities (I8 Ravager of Time), lost 3 levels
OR an XP debt equal to the L4 goal
ATTRIBUTE Advamcement
ATTRIBUTE Improvement by Training
K/S Improvement by Study
None of the above really apply in a simple class-based system.
So, it is assumed that the character takes time to advance in his abilities
& skills.
Abilities: +1 to an ability at these levels: 3, 6, 9
Skills: 50% + 5% per level
3. CLASSES
Multi-Class Characters: Combine both classes to make a single class.
4. ALIGNMENT
The Meaning of Law and Chaos in D&D (Best of Dragon I)
Evil: Law vs. Chaos (by Gary Gygax, Best of Dragon II)
Good isn't stupid: Paladins & rangers (by Gary Gygax, Best of Dragon
II)
PROFICIENCIES
Sword proficiency covers all swords, Bow proficiency covres all bows,
etc.
MONEY
The PP standard is used. It is an abstraction for coins.
Minimum item cost is 1 PP.
Volume of Coins (Best of Dragon V)
EXPERIENCE
XP is always divided equally, with individual awards going into the
same XP pool.
No damage take in combat = easy combat, 1/2 XP.
1 or more people in the party brought down to 0 HP or less = difficult
combat, x2 XP.
If more than 1/2 of the party has a 10% bonus to XP, then add this
to the total.
Training: Only train when you get a new class ability, or access to
a new spell level.
COMBAT
Critical Hits (Best of Dragon V)
Instead of -HP, +10 HP and death at 0.
Initiative: Group d10, abstract segments, casting time is the only
modifier.
Speed Factors: Use only on a tie.
20+ damage = possible equipment damage (Best of Dragon IV)
30+ damage = possible equipment damage (Best of Dragon IV)
14. TIME AND MOVEMENT
The calendar (Best of Dragon V)
Mount movement rates (m132)
Foot movement rates (m131)
Foot movement terrain modifiers (m131)
Ground and spell area scales (by Gary Gygax, Best of Dragon II)
Exploring a dungeon: Increase time by 10 minutes whenever the party
enters a new room (encounter area).
Exploring the wilderness: When the part enters a new hex, increase
time by 1 day.
Rivers cannot be crossed without a boat, or a ford.
Mountain hexes cannot be entered unless someone in the party has the
mountaineering skill, or if there is a pass in the hex.
Roll 2d6
2-3 = Wilderness Encounter
4 = Party is Lost. Exit
the current hex into a random hex. Disregard this if someone in the party
has the Direction Sense skill.
7 = Change in the weather.
10 = Special Encounter
11-12 = Wilderness Encounter
PSIONICS
18 in INT and/or WIS and/or CHA required
APPENDIX
20 is a critical hit for x2 damage (x2 bonuses and 1/2 penalties)
19 always hits
18 is potential equipment damage
2 target hits attacker OR friendly fire (no friendly fire from an archer)
1 target hits attacker for x2 damage (x2 bonuses and 1/2 penalties)
OR friendly fire
weapon specialization is available at level 1: +1 hit, +1 damage, 1/1
attacks per round
double specialization is available at level 4: +2 hit, +2 damage, 3/2
attacks per round
mastery is available at level 7: +3 hit, +3 damage, 2/1 attacks per
round
SPECIES (16, including sub-species)
Human (PH)
Dwarf (Hill Dwarf)
The Dwarven Point of View (Best of Dragon III)
Runestones (Best of Dragon IV)
Mountain Dwarf
Gray Dwarf (Duergar)*
Elf (High Elf)
The Elven Point of View (Best of Dragon III)
Drow (Dark Elf)*
Fairy (Gray Elf)
Snow Elf (Dragon #155)
Sylvan Elf
Valley Elf
Grugach (Wild Elf)
Gnome
The Gnomish Point of View (Best of Dragon III)
Svirfneblin (Deep Gnome)*
Humans and hybrids (by Gary Gygax, Best of Dragon II)
Half-Elf (specify elven parentage)
Half-Ogre (Best of Dragon IV)
Half-Orc
The Half-Orc Point of View (Best of Dragon III)
Hobbit
The Hobbit Point of View (Best of Dragon III)
Hairfoot
Stout
Tallfellow
Mixed
* Underworld race. PC option only after contact is first made.
SPECIES / MONSTER
Not available as PCs, you can ADD them
to the party as independent "NPCs".
Alignment compatability & language are required to add an independent
monster NPC to the party.
Maxiumum of 6 PCs in the active party.
Maximum of 2 independent NPCs in the active party.
Players can have up to 3 characters.
A TALK result (with modifiers) over 20 means that the monster is willing
to join the party.
Aarakocra (Dragon #124)
Elf, Aquatic (Dragon #116)
Goblin (Dragon #141)
Kobold (Dragon #141)
Lizard Men (White Dwarf #26)
Orc (Dragon #141)
Winged Folk (Best of Dragon III)
Xvart (Dragon #141)
CLASSES
ALCHEMY
Alchemst (Dragon #130)
Apocethary
BUREAUCRAT
Politician (Conservative, Moderate, Liberal, Anarchist) (Dragon #74)
CLERIC
Priest
Good Priest (DLA)
Evil Priest (White Dwarf #24)
Druid
The Druid and The DM (Best of Dragon III)
Healer (Best of Dragon II)
Nun (Friar) (Best of Dragon IV)
Theurgist
Wisewoman OR Wiseman
ENTERTAINER
Jester (Best of Dragon IV)
Juggler (Dragon #69)
FIGHTER
Fighter
Archer (Best of Dragon III)
Duelist (Best of Dragon IV)
Knight (UA, revised)
Knights do not have to always charge into melee,
even if they would like to.
Anti-Paladin (Best of Dragon II)
Paladin
Paladin: It's Not Easy Being
Good (Best of Dragon III)
Ranger
Archer-Ranger (Best of Dragon III)
Engineer
Jock (only available through a quirk)
Soldier OR Mercenary
MAGIC-USER
Wizard
Illusionist
Black Magician (DLA)
Demonologist (White Dwarf #47 & #48)
Elementalist (White Dwarf #23)
Necromancer (White Dwarf #35)
Death Master (Best of Dragon IV)
Philosopher (Necromancer variant) (Complete Book
of Necromancers)
Summoner (White Dwarf #27)
White Magician (DLA)
Wizard Research Rules (Best of Dragon I)
Magic-user spell tactics (Best of Dragon V)
MYSTICISM
Astrologer (NPC only) (Dragon #45, check)
Oracle (Diviner) (Best of Dragon V)
Mystic (Adventures Dark & Deep)
Soothsayer
PRIMITIVE
Barbarian (UA, revised in Dragon #148)
The Real Barbarians (Best of Dragon V)
Minimum of 13 in S, D, and C (not 15). No
limit to Wisdom.
Use the Oriental Adventures barbarian, for purposes
of level advancement
Barbarians can be in the same party as wizards,
but that does not mean that they will get along (a role-playing consideration).
Berserker (Best of Dragon II)
Hunter
Medicine Man
Seer
Shaman (Dragon #141)
Witch Doctor (Dragon #141)
SCHOLAR
Poet OR Musician (cf. Troubador, Dragon #69)
Sage (NPC Only)
Scribe (Best of Dragon IV)
THIEF
Thief
Thief abilities (Best of Dragon III)
Thief-Acrobat (not available at start)
Assassin
Bandit OR Brigand (Best of Dragon IV)
Fortune Teller
Mountebank (Charlatan) (Dragon #120)
Ninja (Best of Dragon II)
Pirate OR Buccaneer
VOYAGER
Explorer
Merchant (Dragon #136)
Magick for Merchants (Best of Dragon V)
Mariner (Dragon #107)
OTHER
Bard (Best of Dragon III)
Thespian
Spellsongs (Dragon #56)
Bounty Hunter (Best of Dragon IV)
Monk (Best of Dragon III)
Monkish Combat in the Arena of Promotion (Best of
Dragon I)
Samurai (Best of Dragon II)
Savant (Dragon #140)
Smith (Best of Dragon IV)
Yogi (Legends & Lore, 2nd Edition)
Witch (Dragon #114)
Ultimist (Polyhedron, by Gary Gygax)
ALIGNMENT && DEITY
Good && Evil (by Gary Gygax, Best of Dragon II)
ALIGNMENT / DEITY
Not everyone has a patron deity.
Druids do not always worship a deity.
Some people devote themselves to a philosophy or force.
Agnostic
Unbeliever
Witchcraft
Gloomy Darkness
Shadowy Darkness
5. BACKSTORY && SKILLS
BIRTH RANK (Unearthed Arcana)
7th child gains some SLA.
7th child of a 7th child gains even more SLA, with each level up.
5. SOCIAL CLASS (Unearthed Arcana
+ Mythus)
LLC = Wanderer, Serf, Escaped Slave, Bond Maid/Servant, Gypsy (Dragon
#59), Beggar
LLC = Freed slaves, peasants, tinkers, vagabonds, criminals, low-level
thieves, low-level and mid-level assassins
MLC = Stablehand, Cook/Servitor, Street Sweeper, Peddler, Minstrel,
Acolyte
MLC = Herdsmen, laborers, actors, jugglers, men-at-arms, low-level
barbarians, mid-level thieves, high-level assassins, low-level bards
ULC = Apprentice Craftsman, Friar/Monk, Peasant Farmer, Mage's Apprentice,
Soldier, City Guardsman
ULC = Freemen, tradesmen, petty officers, fences, low-level fighters,
high-level thieves
LMC = Actor, Scribe, Animal Trainer, Soldier NCO, Merchant, Shop Clerk
LMC = Artisans, craftsmen, petty merchants, junior officers, bankers,
landless knights, druids, rangers
MMC = Shop Owner, Village Offiical, Mason, Carpenter, Smith, Craftsman,
Ostler (Innkeeper)
MMC = Landed gentry, merchants, petty officials, senior officers, landless
petty nobles, mid-level fighters, low-level wizards, low-level illusionists
UMC = Manor Official, Gentleman Farmer, Engineer, Squire, Lieutenant,
Town Official
UMC = Guild masters, great merchants, military commanders, officials,
landless nobles, lesser priests, high-level fighters, mid-level wizards,
mid-level illusionists
LUC = Guildmaster, Captain, City Official, Moneychanger, Scholar, Magister
LUC = Great landed gentry, generals and marshals, greater officials,
knights, mid-level priests, paladins, high-level wizards, high-level illusionists
MUC = Mine Owner, Royal Official, Baron, Viscount, Count
MUC = Commanders, great priests, nobles, high-level paladins, very
high-level wizards, very high-level illusionists
UUC = Duke, Noble Heir, Royal Advisor, Archduke, Marquis, Prince
UUC = Great nobles, sovereign nobility, royalty
5. SKILLS
50% + 5% per level chance of success, in case dice need to be rolled
(hopefully not, for skill use)
For simplicity, Skill sub-areas are all covered by the main Skill.
Gain a new weapon skill at levels 3, 6, 9, 12, etc.
Gain a new non-weapon skill at levels 3, 6, 9, 12, etc.
Game Traps (m169)
Outdoor Trap Damage (m169)
Agriculture (Farmer) (Animal Husbandry | Crop Farming | Floraculture
| Horticulture | Viticulture). +d3 STR.
Animal Lore (Zoology).
Apotropaism (only available to Good cleric-types)
Appraisal. No roll needed. (Artworks | Furs | Crystal/Glasswork | China/Pottery
| Rugs & Fabrics | Gold/Precious Metals | Jewelry | Handicrafts | Woodworks
& Furniture | Garments | Buildings | General Goods/Workmanship | Animals
| Land)
Architecture (only available to Sages & Engineers)
Plant Lore (Botany). Bushes & Shrubberies, Flowers, Grasses &
Grains. Herbs (Access = Appendix J). Mosses & Ferns. Trees. Weeds.
Business Administration. Dragon #113
K/S Areas by Class of Economic Gain (m202, table).
Criminal Activities, Mental (Blackmail | Bribery | Confidence Games
| Counterfeiting | Embezzling | Extortion | Fencing (of goods) | Fraud
| Gambling Operations | Racketeering | Vice | Money Laundering | Misappropriation).
Criminology. Dragon #136.
Current Events. If the module has rumors, you double the number of
rumors that you get.
Deception.
Domestic Arts & Sciences. (Cooking & Nutrition | Household
Management | Interior Design/Decoration | Sewing & Tailoring)
Ecology/Nature Science. Access = all 1e AD&D Ecology articles in
Dragon magazine, and the appropriate entry in the Monster Manual.
Economics/Finance/Investing.
Education. You can train others for level advancement.
Etiquette & Social Graces. +2 TALK.
Language. (DMG.102)
Forgery
Fortification & Siegecraft
Cannon (Best of Dragon V)
Games, Mental (Strategic & Table Games, War Games, Darts, Croquette/Yard
Games, Pool (Billiards/Snooker), Parlor Games (Charades, etc.))
Chess (Dragon #70)
Gambling (Cards, Dice, Table Games, Sporting Events, Dog/Horse Racing,
Animal Fighting)
Gemology. No need for appraisal rolls (Dragon #70, Dragon #120)
Geography/Foreign Lands: Access = World of Greyhawk (all nation-state
entries and wilderness areas)
Hypnotism.
Influence (Debating, Persuasion, Salesmanship, Demagoguery, Misinformation,
Oration, Propaganda)
Journalism
Language (Pick One: Alignment, Monster, Human, Sign), (Best of Dragon
I)
Runes (Best of Dragon IV)
Names for high-level charactres (Best of Dragon
V)
Law (Civil, Criminal, Government, Matrimoneal, Tax, Probate) (Dragon
#65)
Linguistics
Lip Reading
Literature
Logic
Military Science (Battlesystem)
Navigation (Dragon #107)
Faerie Flora & Fauna (Access = relevant monsters in the Monster
Manual). (Dragon #155)
Public Administration
Rarities (requires Appraisal, you can appraise the value of magic items
after a successful Identify spell)
Underworld Lore (Subterranean Oerth) (Upper Levels, Middle Levels,
Lower Levels, Flora & Fauna & Fungus of The Underworld, Sapient
Dwellers) (Access = Dungeoneer's Survival Guide)
Surveying/Topography (Dragon #56)
Acupuncture
Boating (WSG)
Construction (Dungeon Masters Guide)
Construction, Naval
Construction, Transport
Criminal Activities, Physical (Sneaking, Hiding, Lock-Picking, Ambushing,
Pick-Pocketing, Forced Entry, Strongbox breaking, Shoplifting & Pilfering,
Mugging & Robbery)
Cultured Palate (Foods, Beverages, Herbs/Spices, Wines/Winemaking,
Beers/Brewing, Spirits, Perfumes, Gourmet Meal Preparation)
Drawing
Endurance (Dungeoneer's Survival Guide)
Escape
Games, Physical (Boxing, Wrestling, Arm Wrestling, Leg Wrestling)
Gemsmith/Lapidary (Engraving/Enameling, Gemcutting, Metalsmithing,
Jewelry)
Handicrafts/Handiwork
Jack-Of-All-Trades (Carpentry, Construction (all), Masonry, Mechanics,
Printing, Smithing/Welding)
Leatherwork
Legerdemain (Unearthed Arcana)
Mental Perception (+1 INT, +1 PER | anticipation, understanding, detecting,
noticing)
Masonry
Mechanics
Mining (Dungeoneer's Survival Guide, Dragon
#152)
Mountain Climbing (allows you enter into mountain hexes)
Music (A Cappella, Horns, Keyboards, Percussion, Stringed: Bowed, Stringed:
Plucked, Woodwinds and Reeds)
Police Work (Stakeout, Shadowing, Interrogation, Evidence Analyzing)
(Dragon #136)
Printing
Ride (Mount) (Horses, Mules, and Asses | Camels | Elephants | Racing
| Difficult/Unbroken Animals | Mounted Combat | Teamstering) (SurvivalGuides)
Speleology
Sports (Mounted Individual Sports, Mounted Team Sports, Individual
Non-Violent Sports, Individual Violent Sports, Team Sports)
Subterranean Orientation
SURVIVAL
Swimming/Diving
Tolerance
Travel
Animal Handling (Wilderness Survival Guide)
Charismaticism (DJ1)
Herbalism (Access = Appendix J)
Impersonation
Jury-Rigging
Leadership
Magnetism
Medicine, Oriental
Mediumship
Metaphysics
Musical Composition
Nature Attunement
Occultism
Painting (Artistic)
Pantheology (Deities & Demigods)
Faerie Folk & Culture
Sculpture
Streetwise
Sorcery
Writing, Creative
5. SKILLS / WEAPON SKILLS
Siege weapons (Dungeon Masters Guide)
Martial Arts (Oriental Adventures)
Florentine (fighting with 2 weapons)
Fast Draw (usually readying a weapon takes a movement action,
with Fast draw it takes no time to draw a weaponi)
Called Shots (gives a chance to hit a specific location)
Combat, Hand-to-Hand, Lethal (Hands, Feet, Nunchaku, Sais, Tui-Fa)
Combat, Hand Weapons (Axe, Club/Mace, Spear & Pole Arms (Thrusting),
1-handed Swords, 2-handed Swords, Whip/Flail, Pole Arms (Cutting), Shields)
Combat, Hand Weapons, Missile (Bows, Crossbows, Blowguns, Slings, Darts,
Knives/Daggers, Boomerangs, Axes, Spears and Javelins, Throwing Stars)
5. SAGE SKILLS (Only available to
Sages)
Astronomy. See The 7 Magickal Planets (The Dragon #38)
Biography/Genealogy. Biography: acccess to NPC information. Ancestry:
Ancestry Table (Oriental Adventures).
Biology. 20th century High School Biology.
Chemistry. 20th century High School Chemistry.
Cryptography.
Geography/Mineralogy.
History.
Mathematics. 20th century High School Math.
Sociology/Culture
6. MONEY && EQUIPMENT
Age affects starting money. Teenager = 1/2 starting money.
Mature = x1 starting money. Middle-Aged: x2 starting money.
Social class affects starting money. LLC = 0 starting money,
MLC = 1/2 starting money, LUC = x2, MUC = x3, UUC = x4.
A PC and his money... (Best of Dragon IV)
The care of castles (Best of Dragon IV)
Metal Values:
1 PP = 1000 copper pieces
1 PP = 100 silver pieces (silver dollars)
1 PP = 5 electrum pieces
1 PP = 10 gp
1 SP = $1 bill
1 GP = $10 bill
1 PP = $100 bill
A PP (platinum piece) standard is used, as an abstraction.
In the fantasy world, the PCs are dealing in silver dollars all the
time; the silver dollar is the most used coin.
In the real world, the players and GM work with platinum pieces, as
an abstraction.
ALCHEMICAL ITEMS
Alanthor*, $10,000-50,000
Alembic, $50-100
Balance & weights, $200
Basin*, $5000-25,000
Beaker, $10
Bellows*, $5000-25,000
Brazier*, $5000-25,000
Cauldron*, $10,000
Crucible, $50-5000
Funnel, $10
Furnace, $100-500
Hourglass, $100
Lens, concave or convex, $50
Mortar & pestle, $10-50
Tongs, $10
Tube, glass (container or piping), $2
Tweezer, $2
Water Clock, $100
*Items that can store Heka.
ARMS
Early firearms (Best of Dragon V)
CLOTHING
Belt, $10
Boots, high, hard, $150
Boots, high, soft (or fine shoes), $100
Boots, low, hard, $75
Boots, low, soft (or shoes), $50
Cap, $15
Cloak, $75
Girdle, broad, $75
Girdle, normal, $50
Hat, $30
Robe, $50
Cape, $30
Cloth, cotton, bolt, $15
Cloth, linen, bolt, $15
Cloth, wool, bolt, $25
Dress, $75
Gloves, cloth $5-10
Gloves, leather $25-50
Needle, sewing $1
Scissors, $10
Shirt/blouse, $30
Thread, 1 spool, $2
Trousers/skirt, $25
CLOTHING / SPECIAL
Beaver, cape or jacket, $2000
Beaver, coat, $4000
Beaver, trimming on garment, $200
Ermine, cape or jacket, $27,000
Ermine, coat, $54,000
Ermine, trimming on garment, $900
Fox, cape or jacket, $3000
Fox, coat, $6000
Fox, trimming on garment, $300
Marten, cape or jacket, $4000
Marten, coat, $8000
Marten, trimming on garment, $400
Muskrat, cape or jacket, $1000
Muskrat, coat, $2000
Muskrat, trimming on garment, $100
Sable, cape or jacket, $45,000
Sable, coat, $90,000
Sable, trimming on garment, $1,500
Seal, cape or jacket, $1250
Seal, coat, $2500
Seal, trimming on garment, $250
CLOTHING, RARE
Cloth, satin, bolt, $250
Cloth, silk, bolt, $750
Cloth, velvet, bolt, $500
FUR
Beaver, pelt, $200
Ermine, pelt, $200
Fox, pelt, $300
Marten, pelt, $200
Mink, pelt, $100
Muskrat, pelt, $100
Sable, pelt, $500
Seal, pelt, $500
HERBS
Belladonna, sprig, $1
Garlic, bud, $0.5
Wolfsbane, sprig, $10
HEKA-CONNECTED ITEMS, MISCELLANEOUS
Air bladder, $5
Book, blank, 100 pages, papyrus, $750
Book, blank, 100 pages, parchment, $300
Book, blank, 100 pages, vellum, $500
Book, blank, 100 pages, paper, $1000
Box, small, gold, $10,000+
Box, small, led, $100-1000
Case, bone, map or scroll, $100-500
Case, leather, map or scroll, $75-150
Paper, 1 sheet, $0.50
Papyrus, 1 sheet, $0.75
Parchment, 1 sheet, $0.35
Pen, fine, wood or metal, $5
Pen, quill, $1
Tome (containing Castings), $1000-10,000
Vellum, 1 sheet, $1
Vial, ceramic, $5
Vial, crystal or metal, $25-100
LAND VEHICLES
Cart, $500 + (2d3 x 100)
Buckboard, $1000 + (3d3 x 100)
Wagon, $2000 + (2d6 x 500)
Carriage, $5000 + (3d3 x 1000)
Coach, Royal, $50,000 + (6d3 x 1000)
LIVESTOCK
Chicken, $3
Cow, $350
Dog, guard, $150
Dog, hunting, $100
Goat, $50
Hawk, large, $200
Hawk, small, $100
Ox, $500
Pig, $200
Pigeon, $1
Piglet, $25
Sheep, $75
Songbird, $10+
MOUNTS
Ass, $3d3 x 100
Camel, Bactrian, $6d6 x 500
Camel, Bactro-Dromedary, $7d6 x 500
Camel, Dromedary, $6d10 x 500
Cart, $4d5 x 100
Charger, $40,000 (base)
Courser, $30,000 (base)
Destrier, $40,000 (base)
Draft, $3d3 x 1000
Dray, $1d10 x 1000
Elephant, Afrikkan, $125,000 (base)
Elephant, Azirian, $100,000 (base)
Garron, $5d6 x 1000
Genet, $30,000 (base)
Jade, $2d10 x 100
Mule, $5d6 x 100
Palfrey, $6d3 x 1000
Pony (horse), $4d6 x 1000
Pony (true), $5d6 x 100
Racer, $1d20 x 1000
MUSICAL ITEMS
Drum, $50-500
Fife, $50-500
Flute, $50-500
Gong, $50-500
Horn, $75-750
Lute, $100-1000
Pipes, $50-500
Recorder, $50-500
MUSICAL ITEMS, SPECIAL
Bandore, $150-750
Chime, $20
Harp, $500-5000
Lyre, $275-3000
Mandolin, $280-4000
Rebec & bow, $300-3500
RELIGIOUS ITEMS
Beads, Prayer*, $10-100
Incense, stick, $0.10-5
Symbol, holy, iron*, $10-50
Symbol, holy, silver*, $50-75
Symbol, holy, wooden*, $5-25
Holy Water, 1 oz., $1
TACK
Bit and bridle, $75-150
Harness, $30-60
Saddle, $200-1000
Saddlebags, large, $50-250
Saddlebags, small, $30-150
Saddle blanket, 5$
THIEVES ITEMS
Beeswax, 1 pound, $5
THIEVES ITEMS, SPECIAL
Climbing hook and line, $100
Drills and chisels, $100-300
Hearing cone, $5
Key-making set, $250
Magnifying lens, $10
Thieves' picks and tools, $300
Utility suit, $150
WATERBORNE VESSELS
Raft, Small/Large, $100 + (2d3 x 50/100)
Skiff/Rowboat, $300 + (3d3 x 50)
Canoe/Kayak*, $500 + (2d3 x 50)
Boat, Long**, $800 + (2d3 x 100)
Canoe, Outrigger+, $750 (2d3 x 50)
Sailboat, Small, $2d6 x 1000 + 100/foot
Sailing Ship, Small, $5d10 x 1000 + 100/foot
Galley, Small, $5d6 x 1000 + 250/foot
Sailing Ship, Large, $5d6 x 1000 + 1000/foot
Warship, $10d6 x 1000 + 1000/foot
Galley, Large++, $10d6 x 1000 + 500/foot
* Includes collapsible boats
** Includes gigs, jolly boats, launches, etc.
+ Assumes a large craft with numerous paddlers and a sail; otherwise treat
as a canoe
++ Includes the Galleass, et al.
PROVISIONS
Ale or beer, pint, $1-3
Brandy, pint, $3-15
Bread, loaf, $0.5-1
Flour, 10-lb. sack, $5
Grain, horse meal, 1 day, $2
Rations, standard, 1 week, $50
Rum, pint, $5
Wine, quart, good, $20
Wine, quart, watered, $10
FURNITURE
Bench, wooden, $50
Bowl, pewter, $20
Bowl, pottery, $5
Carpet, small, $50-250
Chair, wooden, $100
Cup, pewter, $15
Cup, pottery, $1
Curtains/draps, $25-100
Cushions, $5-25
Cutlery, copper, $2
Cutlery, pewter, $5
Decanter, crystal, $300
Decanter, pottery, $10
Goblet, pewter, $25
Mattress, straw-filled, $25
Mattress, down-filled, $250
Pillow, feather, $25-50
Plate, pewter, $10
Plate, pottery, $3
Sconce, wall, $4
Stool, $15
Table, $200
FURNITURE, SPECIAL
Armchair, padded, $750
Armchair, wooden, $350
Bed, 4-poster, $1750
Bench, padded, $500
Bookcase, 4' x 5' x 1', $1250
Bowl, silver, $100-1000
Buffet, $2350
Cabinet, $750-4000
Chair, padded, $500
Chandelier, $5000+
Chest of drawers, $500-2500
Cup, silver, $100-1000
Cutlery, silver, $50 / piece
Decanter, silver, $400-4000
Desk, $500-5000
Goblet, crystal, $100-250
Goblet, silver, $200-2000
Kettle, iron, various sizes, $25-250
Loom, $300-700
Mattress, down-filled, $2000
Plate, silver, $150-300
Rug, large, $1500-10,000
Sofa or couch, $1500-5000
Tub, $200-5000
Wardrobe, plain, $500-1,000
Wardrobe, with mirror(s), $1000-5000
SPECIAL, RARE
Mirror, 1 sq. foot, $20
MISCELLANEOUS
Backpack, leather, $50
Bag, $5-25
Barrel, $25
Basket, large (bushel), $5
Basket, small, $1
Bird cage, $20-100
Blanket, $10-25
Bucket/pail, $5 to 20
Candle snuffer, $2
Candle, tallow, $0.5
Candle, wax, $1
Cask, $10
Chain, iron, heavy, $1/foot
Chain, iron, light, $0.5/foot
Chain, iron, medium, $0.75/foot
Charcoal, 10-lb. bag, $2
Chest, wooden, large, $125
Chest, wooden, small, $50
Coal, 10-lb. bag, $1
Comb, $0.5
Dice/knucklebones, 1 pair, $1
Grindstone, $10-25
Hacksaw, $5
Hairbrush, $3
Jar, $1
Jug, $5
Keg, $25
Ladder, 15', $75
Lamp, oil, $15
Lantern, hooded, $75
Lard, pint, $1
Nails, iron, 100, $10
Oil, lamp, quart, $5
Padlock & key, $50
Paintbrush, medium-large, $10
Paint, 1 gallon, $30
Pepper, 1 pound, $100
Pick axe, mining, $30-60
Pipe, smoking, $15
Pipeweed/tobacco, 8 oz. pouch, $5
Pole, 10', $5
Pouch, belt, large, $10
Pouch, belt, small, $7
Powder, chalk, $1
Pulley, $5-25
Quilt, $50-150
Quiver, 1 doz. arrows cap., $15
Quiver, 1 score arrows cap., $25
Quiver, 1 score bolts cap., $20
Quiver, 2 score bolts cap., $35
Rope, 10', $10
Sack, large, $8
Sack, small, $5
Salt, pound, $1-5
Scabbard, broad, $100
Scabbard, long, $100
Scabbard, short, $60
Scabbard, sword, basterd, $150
Sheath, dagger or knife, $30
Skin for water or wine, $5
Soap, 8 oz. bar, $1-5
Spade/shovel, $25-50
Spike, iron, large, $1
String, 50', $0.1
Tinderbox, with flint & steel, $5
Torch, $1
Whetstone, $5
Whistle, $1
MISCELLANEOUS, SPECIAL
Beacon, $400
Bell, large, $1000-5000
Bottle or flask, $2-20
Box, iron, large, $300-600
Box, iron, small, $100-300
Chain, iron, fine, small, foot, $2
Crampons, each, $2
Crowbar, $50
Dice/knucklebones, 1 pair, loaded, $50
Drill, iron, $25
Glue, 8 oz. pot, $2
Grapnel, $20
Grappling hook (for ships), $5
Lantern, bulls-eye, $20
Lantern, waterproof, $50
Manacles, pair & key, $200
Metal file, $20
Mirror, large metal, $350
Oil, waterproofing, pint, $3
Padlock w/ poison resevoir, $500
Pliers, $10
MISCELLANEOUS, RARE
Brocade/satin, $300
Brocade/silk, $900
Cologne/perfume, 1 oz., $50-500
Incense, rare, 1 oz., $5-50
Ink, 2-oz. pot, $1
Ivory, pound, $50
Mirror, small, silver, $50
Paintbrush, fine, $2
Razor, $25
Spice, rare, oz., $10-100
Unguent, rare, $25-250
Metal-eating acid, pint, $50
Miniature lantern, $25
TORTURE ITEMS, SPECIAL
Branding iron, $20
Cage, human-sized, $150-250
Chair with straps, $300
Clamp, $30
Iron boots, $50
IRON MAIDEN, $1500-3000
Stocks, $250-1000
Thumb screws, $100
U-rack, $250
Vise, $75
7. MAGICK
The Dungeons and Dragons Magick System (Best of Dragon I)
Make-believe magic (by Gary Gygax, Best of Dragon II)
Material Components (Best of Dragon IV)
Best Wishes (Best of Dragon V)
8. EXPERIENCE
9. COMBAT
Much about melee (by Gary Gygax, Best of Dragon
II)
Some Thoughts on the SPEED of a Bolt of
LIGHTNING
(Best of Dragon I)
Fighting with 2 weapons (Best of Dragon IV)
Unarmed Combat: d2 + STR damage. 0 = unconscious until end of round. -1 unconscious until end of next round. -2 is 2 rounds, etc. etc.
10. TREASURE
Miscellaneous Treasure (Best of Dragon I)
11. ENCOUNTERS
Designing For Unique Wilderness Encounters (Best of Dragon I)
12. NPCs
13. VISION & VISIBILITY
14. TIME & MOVEMENT
15. DEITIES
& DEMIGODS
Saints (Best of Dragon IV)
The Planes (Best of Dragon I)
Manual of the Planes (access = multiversal
planes & spheres)
The politics of Hell (Best of Dragon II)
The Ongoing Campaign: METAMORPHOSIS ALPHA (Best of Dragon I)
How Green Was My Mutant (Best
of Dragon I)
Some Ideas Missed In Metamorphosis Alpha (Best
of Dragon I)
Alternate Beginning for Metamorphosis Alpha
(Best of Dragon I)
The Total Person in Metamorphosis Alpha (Best
of Dragon I)
Deserted Cities Of Mars (Best of Dragon I)
The Ongoing Campaign: TRACTICS (Dungeon Masters Guide)
Sturmgeschutz and Sorcery (Best of Dragon I)
The Ongoing Campaign: Modern Monsters (Best of Dragon V)
Ice Age Adventuring (Best of Dragon V)
16. CONDUCTING THE GAME
The Plays the Thing (Best of Dragon I)
5 keys to success (Best of Dragon IV)
Keep 'Em Guessing (Best of Dragon V)
18. THE ADVENTURE
Instant Adventures (Best of Dragon V)
Hints for D&D Judges (Best of Dragon I)
The Development of Towns in D&D (Best of Dragon I)
Inns and taverns (Best of Dragon II)
Let There Be A Method to Your Madness (Best of Dragon I)
19. SUCCESSFUL ADVENTURES
Notes From A Semi-successful D&D Player (Best of Dragon I)
Be Aware, Take Care (Best of Dragon IV)
APPENDIX B
Tombs & Crypts (Best of Dragon I)
Ruins (Best of Dragon V)
APPENDIX H
Theory and use of gates (Best of Dragon II)
Tesseracts (Best of Dragon II)
APPENDIX I
Libraries (Best of Dragon V)
APPENDIX J
Wounds & Weeds (Best of Dragon IV)
APPENDIX N
Tolkien in Dungeons & Dragons (Best of Dragon I)
Search For The Forbidden Chamber (Best of Dragon I)
Books are books, Games are games (by Gary Gygax, Best of Dragon II)
QUIRKS
* As per page 11 of the DMG, rolling on these tables is optional (up
to the player).
* Every 3rd level (3, 6, 9, 12, etc), you can drop 1 characteristic that has a negative modifier to the TALK score, or a trait that is noted as being a negative trait or fact).
* The TALK score is simply your ERM (Encounter Reaction modifier). Begin by noting the Charisma modifier in the PHB, divided by 5.
* Always remember that your PC has free will, like that song by RUSH.
* As well, if you don't want to role-play a quirk, then don't. Simple that.
* Good Points, Evil Points, Law Points, Chaos Points. See PHB.119. These points are guidelines in the truest sense of the word, and are notations for the Character Alignment Graph.
* Some Quirks break the Multi-Classing rules, by giving the character an additional class. Other than this, normal multi-classing rules apply. The player's chosen class takes precedence, and this might negate the additional class. For example, a Paladin cannot be evil and therefore cannot be an Assassin. In this case disregard the result (no re-roll), and move to the next table.
* If you get a character you really don't like, continue creating the
character. Then in the next game session, DROP the character out
of the party. That character Now becomes an NPC for the DM.
You can't roll up 10 characters and take the best. Characters
are created 1 at a time, and a player may have up to 3 player characters.
Note that the max. number of PCs in a party is 6, with 2 independent NPCs.
Further NPC figures can be added to the party, with the maximum number
of additional NPC figures dictated by a PC's Charisma score. Note
that Charisma is NOT a dump stat.
* If a quirk has the word disregard in it, that means you move to the next table, no re-rolls.
QUIRKS, TABLE I
1. dirty (x2 chance to contract disease
or parasitic infestation, 25% chance:
dirty as a spell-like ability, 1/day)
2. clean (1/2 chance to contract disease
or parasitic infestation, 25% chance:
clean as a spell-like ability, 1/day | negative
fact)
3. unkempt (you look like a mad composer, +1 Chaos
Point)
4. immaculate (as clean + you
always dress in white + if the character is female, there is a 50%
chance per year that she becomes mysteriously pregnant)
5. rough (scars, missing teeth, tattoos, hobbies include drinking and
smoking; examples: Lemmy of Motorhead, Bon Scott of AC/DC)
6. ragged (lower classes only)
7. dandyish (dandy*) (upper classes only, determine clothing (fine
garments) with Dragon #105, apply the Dandy kit from Dragon #189)
8. foppish (fop*) (upper classes only, you are gay, determine clothing
(fine garments) with Dragon #105)
9. non-descript (average height and weight)
10. imposing (you can intimidate 0 level characters with a successful
reaction check; examples might be Peter Grant or St. Peter Steele)
13. very stable (2 saves vs. insanity attacks)
14. neurotic (-1 to TALK score)
15. unstable (roll d20 for tendencies)
16. insane (-d2 to TALK)
17. maniacal (-d4 to TALK)
18. optimist (+1 to TALK, Positive Dimension attunement: +1 HP healed
per day)
19. pessimist (-1 to TALK, Negative Dimension attunement: -1 HP healed
per day)
20. hedonist (+1 to TALK; you like orgies, recreational drugs, fine
wines and brandies, hot baths, and so forth)
21. altruist (+1 to TALK; +1 Good Point)
22. helpful (+1 to TALK; +1 Good Point; you help grannies cross
the road, and so forth)
23. kindly (+1 to TALK, +1 Good Point)
24. careless (-1 to TALK, 25% chance each session to lose a random
item)
25. capricious (+1 to TALK, +1 Chaos Point)
26. mischievous (+1 to TALK, +1 Chaos Point, +1 Evil Point)
27. sober (-1 TALK)
28. curious (+1 TALK, any ordinary cat that comes within 10' of you
dies)
29. inquisitive (-1 TALK, 1000 XP bonus for killing a witch, +1 Evil
Point, as this character believes in, or practices, torture) <research
the inquisitor kit>
30. moody (+1 or -1 TALK. At the beginning of each game session, roll
d%. 1-50 = you are in a bad mood, 51-00 = you are in a good mood) (50%
chance of Manic Depression, -d4 or -d2)
31. trusting (+1 TALK, -1 WIS)
32. suspicious (-1 TALK, +1 WIS)
33. cautious (-1 TALK, 2 rolls vs. the effects of high comeliness)
34. precise (+1 TALK, +2 bonus to Craft skills, +1 to hit with
missile weapons)
35. exacting (+1 TALK, +2 bonus to Craft skills, 50% chance to be able
to use exaction once a day as a spell-like ability)
36. perceptive (raise Perception score to 13 | if Perception is above
13, then apply a +1 bonus)
37. opinionated (-1 TALK, you are an asshole)
39. contrary (-1 TALK, as per a ring of contrariness)
40. violent (-1 TALK, +1 to hit and damage in melee)
41. warlike (+1 TALK, +1 Intelligence) <research Battlesystem>
42. studious (+1 TALK, +1 Intelligence | if you study your spells each
day, you can memorize 1 bonus spell from each spell level you have)
43. barbaric (-1 TALK, add the barbarian class)
44. foul (-1 TALK, make it a point to swear as much as possible when
role-playing; the movie SWEARNET is a good inspriation)
45. cruel (-1 TALK, +1 Evil Point)
46. callous (-1 TALK, you simply don't give a fuck)
47. practical joker (+1 TALK, add the Jester class)
48. prankster (+1 TALK, gain XP for good pranks)
49. servile (-1 TALK, or +1 TALK to the Upper Classes, -2 to CHA)
50. obsequious (-1 TALK, or +1 TALK to the Upper Classes, may not retain
NPC figures)
51. fanatical (-1 TALK, may be a political or religious fanatic, politicians
and priests get a +10% bonus to XP if they are a fanatic)
52. obsessive (-d4 TALK, see Monomania in the DMG)
53. malevolent (-1 TALK, "lies cloak the true purposes of the malevolent
(GG, T1-4)" +1 Evil Point, talk to your DM, as this PC might betray the
party in any number of ways)
54. loquacious (+1 TALK, you Love to TALK, +1 CHA, fluent in Copper
Dragon)
55. modest (+1 TALK, chain mail bikinis just aren't your thing)
56. egoist (-1 TALK, ego whip with 50 attack points, and the character
is considered to be a defenseless psionic)
57. arrogant (-1 TALK)
58. friendly (+1 TALK, +1 Good Point, 50% chance of a FRIENDS spell-like
ability, usable once per day)
59. aloof (-1 TALK | reserved and remote)
60. hostile (-1 TALK, take the worst of the 2 rolls when you try to
TALK to a monster or NPC)
60. well-spoken (+1 TALK)
61. diplomatic (+1 TALK, you are a former or current diplomat for one
of the nation-states of the Flanaess) <research the diplomat kit in
Skills & Powers>
62. abrasive (-1 TALK, in the words of Eric Cartman, you have sand
in your vagina)
63. forceful extrovert (-1 TALK, +1 TALK (extrovert bonus) | 50% chance
of being able to use force spell-like abilities appropriate to current
level)
64. overbearing extrovert (-1 TALK, +1 TALK (extrovert bonus) | when
making an overbear attack, roll twice and use the best of the 2 rolls)
65. friendly extrovert (+1 TALK, +1 TALK (extrovert bonus) | +1 Good
Point, 50% chance of a FRIENDS spell-like ability, usable once per day)
66. blustering extrovert (-1 TALK, +1 TALK (extrovert bonus) | wind
bag)
67. antagonistic extrovert (-1 TALK, +1 TALK (extrovert bonus), like
to pick fights, might align oneself with the antagonists of the PC party)
68. rude extrovert (-1 TALK, +1 TALK (extrovert bonus) | make it a
point to be offensive to others, with both word and deed)
69. rash extrovert (-1 TALK, +1 TALK (extrovert bonus) | you suffer
from a genital rash, effects as per the irritate spell in Unearthed Arcana)
70. diplomatic extrovert (+1 TALK, +1 TALK (extrovert bonus) | you
are a former or current diplomat for one of the nation-states of the Flanaess)
<research the diplomat kit in Skills & Powers>
71. retiring introvertt (-1 TALK, -1 TALK (introvert penalty) | advance
your age to old; you are technically retired)
72. taciturn introvert (-1 TALK, -1 TALK (introvert penalty) | try
to say as little as possible)
73. friendly introvert (+1 TALK, -1 TALK (introvertt penalty) | +1
Good Point, 50% chance of a FRIENDS spell-like ability, usable once per
day)
74. aloof introvert (-1 TALK, -1 TALK (introvertt penalty) | reserved
and remote)
75. hostile introvert (-1 TALK, -1 TALK (introvert penalty) | take
the worst of the 2 rolls when you try to TALK to a monster or NPC)
76. rude introvert (-1 TALK, -1 TALK (introvert penalty) | make it
a point to be offensive to others, with both word and deed)
77. courteous introvert (+1 TALK, -1 TALK (introvert penalty | if middle
or upper class, you are a courtier for the royal court of a nation-state
of the Flanaess) <research courts in 2e Dragon>
78. solitary introvert (-1 TALK, -1 TALK (introvert penalty | the song
SOLITUDE by BLACK SABBATH applies to you, part of your backstory)
79. secretive introvert (-1 TALK, -1 TALK (introvert penalty | you
belong to a secret society)
80. cheerful (+1 TALK, like an optimist, you heal 1 extra HP per day,
but without Positive Dimension attunement)
81. morose (-d2 TALK, like a pessimist, you heal 1 less HP per day,
but without Negative Dimension attunement) (50% chance of Melancholia)
82. compassionate (+1 TALK, +1 Good Point, you have Buddha-like compassion
for others)
83. sensitive (+1 TALK, sensitivity to psychic impressions, and 50
power points)
84. unfeeling (-1 TALK, you are a psycopath)
85. insensitive (-1 TALK)
86. humble (+1 TALK)
87. proud (+1 TALK, the deadliest of the 7 deadly sins, advance the
character's age by 7 years)
88. haughty (-1 TALK, if Upper Class, you sincerly believe you are
superior to those of the middle and especially lower classes)
89. even tempered (+1 TALK)
90. hot tempered (-1 TALK)
91. easy going (+1 TALK)
92. harsh (-1 TALK)
93. dull intellect (lower INT down to 8, or -1 if already 8 or less,
this does not affect wizard-types, so disregard and no re-roll, to Table
II)
94. active intellect (raise INT to 13, or +1 if already 13+)
95. dreamer (Dragon #132)
96. ponderous (-1 INT, +1 WIS, casting time of spells increased by
2)
97. anti-intellectual (-1 INT, intellect devourers ignore you, disregard
this result if you are a wizard-type)
98. scheming (+1 INT, +1 Law Point, +1 Evil Point)
99. brilliant (raise INT to 16, +1 INT if INT is already 16+, 50% chance
of having spell-like abilities similar to the powers of a Helm of Brilliance)
00. roll on the artifact/relic table (if the Mace of St. Cuthbert or
Baba Yaga's Hut are rolled, then reroll). remember Frodo!
QUIRKS, TABLE II
01. soft-hearted (+1 TALK, +1 Good Point)
02. forgiving (+1 TALK, +1 Good Point)
03. hard-hearted (-1 TALK, you suffer from HARDENING OF THE ARTERIES,
+1 Law Point, +1 Evil Point)
04. unforgiving (-1 TALK, +1 Evil Point, this character might have
had a rough childhood)
05. jealous (-1 TALK, 50% chance of Envy, 1 of the 7 Deadly Sins. Envy
ages the character by 7 years. You hate people who have a Comeliness score
than you)
06. vengeful (your character comes back as a revenant, to kill the
slayer. When starting, raise your CON to 18, and ensure that your
abilities total 90 points or more)
07. aesthetic (+d4 TALK | you appreciate art and the human body)
08. intellectualist (+d4 TALK | +1 INT)
09. covetous (-d4 TALK | you covet a magic item possessed by another
PC)
10. greedy (-d4 TALK | consider Tiamat as your deity)
11. avaricious (-d4 TALK | 1 of the 7 deadly sins, ages human characters
by 7 years, +1 Evil Point)
12. scrupulous (you would not cheat Satan himself)
13. very honorable (if you are LG, you belong to a knightly order)
14. truthful (you never lie)
15. liar (-d2 TALK | you are a pathological liar, 50% chance to have
undetectable lie as a once per day spell-like ability, 50% add illusionist
class, 50% chance add assassin class)
16. deceitful (50% add illusionist class)
17. foolhardy (-d4 TALK | -1 WIS, likes to charge into battle)
18. brave (+d4 TALK | +4 on saves vs. fear attacks)
19. fearless (+d4 TALK | immune to fearr)
20. cowardly (-d4 TALK | morale check required to enter melee)
21. craven (-d4 TALK | morale check or flees the combat)
22. slothful (1 of the 7 deadly sins, humans age 7 years, 50% of the
character being a weresloth), -20% XP, -4 HP, negative trait)
23. lazy (-10% XP, -2 HP, negative trait)
24. energetic (+10% XP, +2 HP)
25. driven (neurotic (-1 TALK), 75% obsessive (-1 TALK), 50% fanatical
(-1 TALK), +15% XP, +4 HP)
26. miserly (pay 25% of MLE (Monthly Living Expenses), +1 Evil Point,
you have seen 3 ghosts, +30 years to age, negative trait)
27. mean (pay 50% of MLE (Monthly Living Expenses); +1 Evil Point,
negative trait)
28. thrifty (pay 75% of MLE (Monthly Living Expenses)
29. spendthrift (pay 125% of MLE, negative trait)
30. wastrel (pay 150% of MLE, negative trait)
31. ascetic (has taken a vow of celibacy, and a vow of chastity, if
it something a deity would accept e.g. Ilmater YES, Artemis YES, Sune no,
Isis no)
32. virtuous (no sex before marriage, you have 1 of the 7 heavenly
virtues, determined at random)
33. lusty (+1 CON)
34. lustful (+1 CON, 1 of the 7 deadly sins, +7 years to a character's
age, +1 Evil Point, negative trait)
35. immoral (+1 Evil Point, negative trait)
36. amoral (-1 to all Alignment Points)
37. perverted (no details please, studded leather armor, whip proficiency)
<research the Pervert class in White Dwarf #1>
38. sadistic (no details please, +1 Evil Point, happy to torture people,
negative trait || 50% chance of being a sado-masochist (-d2 TALK) as per
the DMG.84, in this case, alignment is not unaffected)
39. depraved (no details please, +2 Evil Points, negative trait)
40. saintly (your character is an actual Saint, gaining powers as he
advances through the levels)
41. martyr (martyrs don't last very long, so don't get attached to
this character | monsters prefer you as the target of their attacks, raise
CHA to 16 and followers of your religion are inspired by you)
42. zealot (+10% to XP if a worshiper of St. Cuthbert)
43. pious (+10% to XP if a priest-type, minor powers and items when
you level up) <research the 2e article about Piety, in #236>
44. reverent (+10% to XP if a priest-type, 10% chance per game session
of the deity appearing to the priest-type, after this +1 level and the
normal Divine Intervention rules are used)
45. impious (disregard if you are a Priest-type, no chance of Divine
Intervention)
46. irreverent (disregard if you are a Priest-type, no chance of Divine
Intervention, excepting gnome priests)
47. iconoclastic (you gain XP for desecrating and/or destroying the
holy/sacred/unholy items of other faiths)
48. irreligious (disregard if you are a Priest-type, you do not have
a patron deity)
49. interest: religion (+5% XP if a Priest-type, +1 WIS)
50. interest: lejends (gain lejend lore ability of a bard)
51. interest: history (both local and ancient)
52. interest: Nature (+5% XP if a druid, this interest provides Animal
Lore, Plant Lore, and Fungus Lore, raise CON by 2 points, raise WIS by
1 point)
53. interest: Horticulture (Appendix J in-game access, you know how
to create plant monsters: see Dragon #87 for the details. RIP Paul Montgomery
Crabaugh)
54. interest: Husbandry (you were a shepherd, you have the Animal Handling
skill, 50% chance of having a sheep dog, see Dragon #103 for details)
55. interest: Exotic Animals (primarily African animals, you have in-game
access to the Monster Manual entries)
56. add The Hunter class, by Gary Gygax
57. interest: fishing (WSG)
58. interest: handicrafts (incl basket weaving)
59. add The Jock class (Dragon #72)
60. add The Politican class (Dragon #74)
61. interest: wines and spirits (50% chance of being an alcoholic,
cf dipsomania, negative trait)
62. add Zee Chef class (Polyhedron)
63. interest: gambling (50% chance of being addicted, negative trait)
64. interest: drugs (50% chance of being a drug addict (01-50 alchemical
cocaine, 51-00 alchemical heroin), negative trait) (White
Dwarf #32)
65. collector: daggers and knives (Dragon #140). begin with 1 dagger
and 1 knife. 10% chance that one of them magickal.
66. collector: swords. begin with 1 sword. 10% chance of it being a
magickal
sword (Dragon #46).
66. collector: weaopons. begin with 1 weapon. 10% chance of it being
magickal.
67. collector: shields & weapons. begin with 1 weapon and 1 shield.
10% chance of each being magickal.
68. collector: armor. begin with 1 suit of armor. 10% chance of it
being magickal.
69. collector: books & scrolls. begin with 1 book and 1 scroll.
10% chance of each being magickal.
70. collector: minerals & gems (Dragon #72). begin with 1 mineral
& 1 gem. 10% chance of it being magickal.
71. collector: ornaments & jewelry. begin with 1 ornament &
1 jewelry. 10% chance for magickal jewelry, 10% chance for a magickal ring.
72. collector: coins & tokens. begin with d100 of each coin type,
including bronze pieces (Dragon #167). begin with 1 token.
73. collector: trophies & skins. begin with 1 trophy & 1 skin.
74. collector: porcelain, china & crystal. begin with 1 porcelain,
1 china, and 1 crystal.
75. collector: artwork (includes tapestries, paintings, statuary, carvings,
etc.). build a house to get some artwork.
76. Kleptomaniac (-d4 TALK)
77. Schizoid (-d2 TALK)
78. Dementia Praecox (-d2 TALK)
79. MEGALOMANIA (-d4 TALK, you are an awakened god: raise all ability
scores to 25, -10 AC bonus, 100 bonus HP)
80. Delusoinal Insanity (-d2 TALK)
81. Homicidal Maniac (-d4 TALK)
82. Hebephrenia (-d2 TALK)
83. Suicidal Maniac (-d4 TALK)
84. lycanthrope (you were infected with lycanthropy, not born as a
lycanthrope)
85. sense incorporeal undead (a tragedy wiped out most of your family,
50% chance of being an alcoholic, and 50% you are able to see and sense
all incorporeal undead within a 60' sphere, centered on you)
86 .vampire (you are reborn with the sunset, as a 0 level character,
retaining your previous alignment (even LG!) | the compulsion to murder
someone and drink their blood is a downward alignment spiral)
87. Your character made a deal with Satan....
88. Gain forgery skill
89. Gain appraisal skill
90. Your character has a doom
91.You have the Tarot of Many Things!
92. You suffer from a cu
93. You gain plate mail, if you can use it. Halve your starting money.
94. You gain a dagger +1, if you can use it. Halve your starting
money.
95. You gain a random potion, if you use it. Halve your starting money.
96. If a wizard, you gain 1 bonus defensive and 1 bonus miscellaneous
spell. 2 random 1st level spells if the character is not a Wizard or an
illusionist.
97. You are from Aerth. Randomly roll for your POINT OF ENTRY.
98. You are from Earth (20th century). Randomly roll for your POINT
OF ENTRY.
99. You have a tween.
00. You have psionics.
QUIRKS, TABLE III
Adapted from MYTHUS
By Gary Gygax and/or Dave Newton
1. Natural Gemologist (Dragon #72)
2. Ambidextrous A powerful quirk, so disregard the handedness table
in Dragon #10.
3. Woodsman: Add The Hunter class, by Gary Gygax
4. QUICK Mind: Reduce casting time of
all spells by 2, +1 INT
5. PC is a good judge of character. +1 PER, +1 WIS. 50% chance of know
alignment as a SLA (spell-like ability), usable once per day.
6. Good With Animals: Animal Handling skill (WSG)
7. Mesomorph: +1 STR
8. Keen Sensory Perception: +2 PER
9. Heals Mental damage at double normal rate. x2 rate
of healing (2 HP per day), INT +1.
10. Heals Physical damage at double normal rate: x2
rate of healing (2 HP per day), STR +1.
11. Heals Spiritual damage at double normal rate.
x2 rate of healing (2 HP per day), WIS +1.
12. Innate sense of direction: Direction Sense skill. No need to roll,
Direction Sense is always successful (WSG)
13. Keen Senses: +2 PER
14. Keen Mental Perception: +1 INT, +1 PER
15. Natural horseman: Ride(Horse) skill (WSG).
16. One bonus Foreign Language of players choice at
20 STEEP. Try not to dice for successful skill use, as this can bog down
The Game. Rulings, not rules.
17. Imitator: You can imitate voices, including the vocalizations of
animals.
18. Persona has a good eye for quality: gain Appraisal skill.
No need to roll, Appraisal is always successful.
19. Psychic awareness.
20. Philosophic: Add the Philosopher class.
21. Strong swimmer: Swim skill (WSG)
22. Well spoken, good orator. +2 TALK.
23. Imitator: as above.
24. Able to easily memorize written/spoken material, if given at least
minimal time to study it.
25. Natural Magick Channeler: HP can be used to 'power up' healing
and damage-causing spells.
26. Closed Psyche: Immune to psychic attack, and certain mind-affecting
spells. 1st level mind-affecting spells at level 1, 2nd level mind-affecting
spells at level 2, etc. etc. etc.
27. Excellent Night Vision.
28. Excels at one particular game (eg. poker) or sport (eg. jousting).
Chess (Dragon #70). Gambling (DMG).
29. Natural lock-picking ability.
30. Marksman.
31. Green Thumb: Farmer (Agriculture) skill.
32. Fey: +1 WIS
33. Imitator. See above.
34. Special talent allows double STEEP in any non-Heka-generating K/S.
35. Natural Vril channeler
36. Non-Magickal Persona
37. Flexible
38. Charismatic
39. Lie detection
40. Strong constitution
41. Toxin resistance
42. Mechanically inclined
43. Diseae resistant
44. Strong will.
45. Organized and efficient
46. Has one extra Special Connection
47. Strong personality
48. Hidden appeal
49. Choose any 1 from above
50. Roll twice
51. Disowned by family or is an orphan
52. Allergy to cats and dogs
53. Allergy to dust
54. Allergy to flowres/pollen
55. Allergy to 1 sort of food/drink
56. Deafness, high frequencies
57. Deafness, low frequencies
58. Poor immune system (negative trait)
59. Is hated by animals of all sorts
60. Cheapskate
61. Poor toxin resistance
62. Fascinate for danger/dangerour things.
63. Hard of hearing
64. Heal Physical damage at one-half normal rate.
65. Heal Mental damage at one-half normal rate.
66. Heal Spiritual damage at one-half normal rate.
67. Bad actor
68. Low tolerance to alcohol
69. Abhorrence to killing
70. Old injury occasionally troubles HP, reduces movement to 1/2 normal
71. Clumsy
72. Nervous
73. Poor sense of humor
74. Slow reactions
75. Scarred or disfigured, perhaps from birth
76. Visually impaired
77. Poor night vision
78. Absent-minded/forgetful
79. Obsessive/compulsive
80. Non-musical
81. Is hated by animals of all sorts
82. Cannot swim
83. Acrophobic
84. Religious/political fanatic
85. Color blind
86. Sickly
87. Bigot
88. Hydrophobic
89. Gullible
90. Poor manners
91. Non-appeal
92. Poor craftsmanship skills
93. Arrest warrant
94. Poor vision in bright sunlight due to sensitive eyes
95. Can't sleep unless in dark
96. Language disability
97. Anti-Midas touch
98. Criminal enemy
99. Dislikes strangers and doesn't meet new people well
00. The GM will select one for the PC!
QUIRKS, TABLE IV
1. Schizophrenic (-d2 TALK)
2. Maniac (-d4 TALK)
3. Lunacy (-d2 TALK, 50% chance that you are actually a werewolf, and
you like to Bark At The Moon)
4. Roll twice, you have 2 counter-quirks from TABLE III, but ignore
this if rolled again <temporarily here, there is a mistake in Table
III>
5. Paranoia (-d2 TALK)
6. Special Connection (MYTHUS, page 116)
7. Hallucinatory insanity (-d2 TALK)
8. Hebephrenia (-d2 TA:LK)
9. CATATONIC (-d2 TALK)
10. Interest: Knowledge, lore, ancient objects
11. Cannot make Fumbles in combat
12. If a MAGIC-USER, HP has 2D20 bonus to Magick and Dweomercraeft
K/S areas.
13. Immune to natural surprise, and treat total surprise as natural
surprise
14. Immune to illusion
15. Innate Heka-engered power (One only -- GM's choice)
16. Protective aura absorbs 5 points of damage from all attack forms
per CT. (CT = 3 seconds)
17. Regenerates 1 Physical damage point per CT, if alive. (1 point
per hour)
18. Resistant to poison or disease (all STR ratings halved)
19. Shapechange ability
20. Natural telepath
21. Has a sworn enemy who wants the persona dead.
22. Heka magnet
23. Impressionable -- susceptible to suggestion/illusion
24. Phobia, severe (GM's or player's choice)
25. Poor writing and drawing skills
26. Stammers/stutters when under pressure or agitated
27. Tone deaf
28. Vulnerable to poison or disease (roll twice, take the least favorable
result)
29. Fear of Undead
30. Cool, casual, easy-going (+1 TALK)
31. Excitable, emotional, boisterous
32. Stern, dignified, formable
33. Cheerful, extroverted, talkative (+3 TALK)
34. Sober, introverted, sullen (-2 TALK)
35. Crazy, wild unpredictable
36. Conformity: Radical, rebellious, nonconformist
37. Conformity: Neutral, uncaring
38. Conformity: Conformist, trendy, fashion-chaser
39. Conformity, socially unacceptable, outcast
40. Interest: Adventure, challenges, travel
41. Interest: Politics, status, power
42. Interest: Entertainment, music, art
ARDUIN GRIMOIRE
FIGHTER CLASSES
1-2. +1 with longswords, -2 vs. cold and disease.
3-4. +1 with shortswords, -1 vs ALL magickal attacks (even clerical).
5-6. +1 with ALL axes, -3 vs. all dragon breath.
7-8. +1 with spears and all pole arms, -2 vs. ALL missile attacks.
9-10. +1 with sabers/cutlasses, etc., -3 vs. "stoning" and paralysis.
11-12. +1 with maces and flails, +2 constitution, but -2 vs. sleep
and charm spells.
13-14. +1 with morningstars, whips, bolos, and slings, -2 with ALL
swords.
15-16. +1 with all non-mechanical bows, -2 vs all djinn and efreet
attacks.
17-18. +1 with ALL crossbows, javelins, and throwing darts, but -1
vs. cold.
19-20. +1 will ALL knives, etc., but -1 with ALL other weapons.
21-25. Mountain man, +3 to STR and CON, climb like a thief.
26-30. Woodsman, +3 with all bows, +2 hide in trees. etc., +2 agility
and dexterity.
31-32. Bad liar (-5 CHA when so doing) but +4 COM to opposite sex.
33-34. Natural locksmith, pick locks like a thief, but -2 vs. poison.
35-36. +2 resistant to ALL undead attacks, but -2 to ALL missile attacks.
37-38. Ex-seafarer, who cannot be drowned even in full armor (he sheds
it).
39-40. Flesh tastes bad to monsters (75% chance they'll "spit you out").
41-42. 50% better vision and hearing and ability to see in the dark
as an elf.
43-44. Desert born, +3 to constitution and can find water 85% of the
time.
45-49. Good horseman, can buy them for 20% less but camels hate you.
50. +2 versus all magical spells only, but -3 versus ALL breath
weapons.
51-55. Religious fanatic, -4 charisma and an inability to work with
"pagans."
56-60. +3 with rapiers, and -2 with ALL other weapons.
61-65. A coward, -8 save versus fear and always have a 50% chance
of fleeing.
66-70. Stupidly brave, even greater demons don't scare you. -5 wisdom.
71-72. Dragon friend, +2 save versus ALL dragon attacks (65% chance of
talking).
73-74. Elf friend (they'll never attack you first), you speak
their language.
75-76. Undead friend, they won't attack 50% of the time, -4 charisma.
77-78. Roll six sided die, add the number as a plus with any one
weapon type.
79-80. -4 chance of figuring out anything mechanical, -3 intelligence.
81-82. Your one desire is to form a secret society, add +5 charisma.
83-84. Easily falls in love, opposite sex get +8 <comeliness> versus
you.
85-86. Taught by a true weaponmaster, get +2 with all western
weapons.
87-88. Bump of direction (75% accurate) and weather predictor (65%
accurate).
89-90. Born to kill, you truly savor it, -2 charisma, 25% of going
berserker.
91-92. Born of a normal mother and an efreet father, you are 100%
fireproof.
93-94. Hates dragons (90% attack on sight), so are +4 when attacking
them.
**95. You are a secret were-creature, roll to see what kind.
**96. You were sired by an unknown demon, add +2 to all characteristics
and saves
97. You have the natural ability of "true sight."
98. You are a natural warrior, add +1 to all of your physical attacks.
99. You hate mages, therefore add +3 to all magical saves. You
kill them.
100. You are a young giant (roll to see what kind), are 7'10" tall,
weigh 498 lbs,,
have maximum normal strength, are 3+2 dice and will
go up a level (you are
first level even though you are 3+3 dice), every
25,000 points earned as a
warrior (that means going up 1 hit dice also), until
you reach the maximum
size for the type of giant you are. Thereafter
you add one hit point per
25,000 points earned. And as you grow in levels
you grow in size until you
properly built. As as giants are not particularly
handsome, -3 on your
charisma.
SPECIAL ABILITIES CHART
FOR
CLERICS OF ALL TYPES, BARDS,
SINGERS, WITCH HUNTERS, PALADINS, and
ALL OF A MORE RELIGIOUS THAN
MAGICAL NATURE
01-02. Mountain man, +2 to STR, agility, and DEX. Climb as a thief.
03-04. Good horseman (buy them for 20% less), ride 20% farther per
day.
05-06. Natural linguist (add 10 extra languages to speak, read all
others).
07-08. Sickly and anemic, -2 off all character attributes, cannot be
"hasted."
09-10. Cure competent, +2 vs. all undead life drains and paralyzation.
11-12. +2 WIS, +1 STR, but -3 vs. all dragon "breaths."
13-14. +3 save vs. all cursed scrolls, but -3 save vs. all elementals.
15-19. Golem competent, +4 CON, -3 vs. all non-clerical magic.
20. Bump of direction (75% accurate), but clutzy, -5 DEX and agility.
21-25. +3 with all non-edged weapons, but -2 defending against those
types.
26-30. Good with animals (50% chance of becoming "FRIENDS"), -2 vs.
cold.
31-32. 50% better eyesight (night vision also), but 50% worse
hearing.
33-34. Flesh tastes bad to monsters (65% chance of being "spit out").
** This indicates that there is a 98% chance you will be chaotic, and
a further 50%
chance you will be terribly evil, but all so very secret.