- Character Creation Points:
Instead of allocating points among the three attributes, and then using the totals to determine Skill Points, this method uses a common pool (called Character Points - CP) from which the player may buy attributes, skills, and spells as desired. This system allows for more realistic and rounded characters who may be highly skilled without having high ratings in their physical attributes.
In this system, spells still cost one (character) point, skills cost their listed value, and attributes have a character point cost based on the total attribute points possessed by the character.
Attribute Total |
Character Point Cost Per Attribute Point |
0 - 36 |
1 |
37 - 40 |
2 |
41 - 44 |
4 |
45 - 48 |
8 |
49 - 52 |
16 |
For every four attribute points thereafter,
double the previous
character points required. |
For example, John wants a ST of 14, a DX of 16, and an IQ of 9 (for a total of 39).
This costs at total of 42 character points (CP) -- one each for the first 36 attribute points, and two each for the next three attribute points. Any remaining CPs John's chaaracter has can now be spent on skills and spells.
Experience works in a similar manner. Every 125 experience points may be traded in for one CP, which may be used to buy new skills, spells, or attributes . Note that an additional luck point still costs only 100 exp., not 125 exp.
The following chart provides some comparison CP totals to use when deciding how powerful beginning characters should be.
Previous System | Character Point System |
32 points | 54 CP |
34 points | 57 CP |
36 points | 60 CP |
38 points | 66 CP |
40 points | 70 CP |
42 points | 80 CP |
44 points | 90 CP |
Note that IQ still determines what level of skills and spells may be learned. In addition, intelligence-based skills that previously did not require a roll vs. IQ (e.g., diplomacy, charisma, naturalist, etc.) now do.
- Defending and Dodging:
These rules replace the ITL rules for using 4D when attacking a defending or dodging character.
When a character elects to defend or dodge, his/her DX is subtracted from 8. The result is the penalty assigned to the attacking
character's chance to hit (always at least a penalty of -1). Note that this penalty applies only to the chance to hit, not to the attack order.
- Parry and Riposte:
A character with an AdjDX of greater than 11 who is using a melee weapon may elect to combine his/her attack with a parry. To do this, the character reduces his AdjDx for that round (no lower than 11), and subtracts the same amount from his/her opponent's attack roll. Note that while the character's actions are all performed at the reduced DX, the only action of the opponent's that is affected is the attack roll. This option can be taken only against a single opponent in the character's three front hexes who is wielding a melee weapon. However, if facing multiple opponents, the character may parry a different opponent than (s)he attacks.
- Thrown Spells:
All thrown spells that directly affect another character (e.g., trip, freeze, etc.) now get a saving roll vs. the relevant attribute.
This replaces any maximum attribute requirements (e.g., it is now possible to put someone with a ST greater than 20 to sleep if the target fails his/her roll vs. ST).
Trip: 4D vs. DX | Drop Weapon: 4D vs. ST |
Sleep: 5D vs. ST | Freeze: 7D vs. ST |
Command: 7D vs. IQ | |
- Armor and AdjDx:
The DX penalty for armor is two lower than listed, meaning it is less restrictive. Note that it is not possible to have armor grant a DX bonus for wearing it. Only the DX penalty is reduced; weight and MA are unchanged.
- Sectional Armor and Random Hit Locations:
-
Note that use of this optional rule tends to make for a bloodier game.
Armor Weight | DX- | MA- | Total Defense* |
0.1 to 7 kg | -1 | 0 | 1* |
7.1 to 8 kg | -2 | -2 | 2* |
8.1 to 15 kg | -3 | -4 | 3* |
15.1 to 20 kg | -5 | -4 | 4* |
20.1 to 25 kg | -6 | -4 | 5* |
*For comparison/reference only.
Note that the DX penalty is based on the penalty listed in ITL and AM. Reduce all of these by two if you are also reducing the DX penalty for full suits of armor (i.e., optional rule e above).
-
Weight of Sectional Armor:
Penalty | Roll | Location | 1 | 2 | 3 | 4 | 5 |
-6 | 3-5 | Head | 0.7 | 0.8 | 1.5 | 2.0 | 2.5 kg |
-4/-6** | 6-8 | Arms*/Hands* | 1.2 | 1.3 | 2.5 | 3.3 |
4.2 kg |
0 | 9-13 | Torso | 2.1 | 2.4 | 4.5 | 6.0 | 7.5 kg |
-4 | 14-18 | Legs* | 2.8 | 3.2 | 6.0 | 8.0 | 10.0 kg |
* Roll randomly to determine which arm, leg, or hand.
** The penalty to target an arm that is holding a shield is -6.
The effects of damage to specific body parts are described in Advanced Melee, p. 20.
-
Cost of Sectional Armor:
Locations | 1 | 2 | 3 | 4 | 5 |
Helmet | 6 | 11 | 22 | 35 | 60 $ |
Vambraces* | 9 | 17 | 35 | 55 | 85 $ |
Cuirass | 22 | 45 | 85 | 130 | 250 $ |
Chausses* | 16 | 30 | 65 | 95 | 160 $ |
* Gloves are included with vambraces, and boots are included with chausses.
To use the above charts when selecting armor, find the area to be protected on Table f.b and determine the number of points to be subtracted from damage to that area. Each number corresponds to a particular material (i.e., 1 point is equal to cloth, 3-point material is chain mail, 5-point material is plate, etc.). Cross-reference the amount of the protection with the selected area. The result is the weight of that armor type for that area. Using Table f.c, do the same to determine the cost in silver to protect that area. Once this has been done for every location to be protected, total the weight and use Table f.a to determine the resulting penalty to DX and MA.
To use the charts to determine hit location, use Table f.b. The number in the first column refers to the penalty an attacker applies to his/her AdjDX when specifically targeting that body part. In addition, the GM may use the second column of Table f.b to determine randomly the location of all non-targeted attacks.
Fine Plate is sold only as an entire suit of armor -- use the listed stats.
- Variant Random Hit Locations
Note that use of this optional rule tends to make for a much bloodier game.
For added realism, substitute the following table for table f.b above.
Sectional Armor:
Penalty | Roll | Location | 1 | 2 | 3 | 4 | 5 | Notes |
-10 | 3 | Eyes | .7 | .8 | 1.5 | 2.0 | 2.5 kg | a |
-8 | 4 | Neck | "" | "" | "" | "" | "" | b |
-6 | 5 | Head | "" | "" | "" | "" | "" | |
-4 | 6,7 | Weapon arm | 1.2 | 1.3 | 2.5 | 3.3 | 4.2 kg | |
-4(-6*) | 8 | Off-Arm | "" | "" | "" | "" | "" |
|
0 | 9-13 | Torso | 2.1 | 2.4 | 4.5 | 6.0 | 7.5 kg |
|
-4 | 14 | Thighs | 2.8 | 3.2 | 6.0 | 8.0 | 10.0 kg | c |
-4 | 15-18 | Legs, Feet | "" | "" | "" | "" | "" | |
"" This body part is covered by the armor of the preceding location
* The penalty to target the off arm becomes -6 if the arm is holding a shield.
- In addition to normal head damage, penetrating damage of more than 1pt. causes the loss of an eye (DX -4, recoverable to DX -1; loss of that side's front hex). Penetrating damage of more than 3 pts. causes loss of both eyes (permanent DX -8, permanent blindness).
- In addition to normal head damage, penetrating damage of more than 3 pts. causes loss of vocal cords.
Penetrating damage of more than 8 pts. instantly kills the character.
- In addition to normal leg damage, penetrating damage of more than 5 pts. causes lameness (permanent MA -2).
Of course, if you really want to get specific, you could even break some of those down further. For example, since the table distinguishes between the weapon arm and the off hand, you could divide the weight in half for characters who want to protect only the weapon arm (in that case, cloth would weigh 0.6 per arm, leather 0.65, a plate vambrace 2.1 kg, etc.).
- Disadvantages:
Check with your GM about whether disadvantages may be selected for your character and, if so, which ones and how. No more than four additional points may be gained through disadvantages, and they do not add to the total number of character points when determining the number of experience points necessary to increase ST, DX, or IQ.