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CHARACTER GENERATION GUIDE BASIC GUIDE Several major features define characters in Cold Iron: Primary Attributes Race Character Classes Secondary Attributes Languages Skills The following sections will outline how a character is generated. This guide is not oriented towards a specific campaign world. The campaign specific Campaign Guide should be consulted for the actual races and cultures available. The Campaign Guide may also specify some exceptions to the rules here. PRIMARY ATTRIBUTES Characters in Cold Iron have several primary attributes. Most attributes may be improved as the character gains experience. Almost all attributes that have a maximum value, or potential, that may be reached. Strength (STR) Strength is the most important attribute for combat. It affects to hit with melee weapons, limits the size weapons that a character may use. It affects shield parry, and with moderate skill levels, weapon parries. Dexterity (DEX) Dexterity is the second most important attribute for combat. It affects all defenses, and all attacks. Constitution (CON) Constitution is the third most important attribute for combat. It is used to calculate hit points, which also affect saving throws against poisons, spells that affect the body, and other physical type things. Intelligence (INT) Intelligence is the most important attribute for spell casters. It affects the caster's ability to cast spells. It is also used for some non-combat skills. Wisdom (WIS) Wisdom is similar to Intelligence, but used by Clerics. It may be used for some non-combat skills. Willpower (WIL) Will power is the second most important attribute for spell casters. It is used to overcome a target's save. Willpower also affects mental hit points. It also affects the saving throw against spells that affect the mind.

CHARACTER GENERATION GUIDEffilz/Gaming/CHARGEN.doc · Web viewCHARACTER GENERATION GUIDE BASIC GUIDE Several major features define characters in Cold Iron: Primary Attributes Race

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CHARACTER GENERATION GUIDE

BASIC GUIDE

Several major features define characters in Cold Iron:

Primary Attributes Race Character Classes

Secondary Attributes Languages Skills

The following sections will outline how a character is generated. This guide is not oriented towards a specific campaign world. The campaign specific Campaign Guide should be consulted for the actual races and cultures available. The Campaign Guide may also specify some exceptions to the rules here.

PRIMARY ATTRIBUTES

Characters in Cold Iron have several primary attributes. Most attributes may be improved as the character gains experience. Almost all attributes that have a maximum value, or potential, that may be reached.

Strength (STR)Strength is the most important attribute for combat. It affects to hit with melee weapons, limits the size weapons that a character may use. It affects shield parry, and with moderate skill levels, weapon parries.

Dexterity (DEX)Dexterity is the second most important attribute for combat. It affects all defenses, and all attacks.

Constitution (CON)Constitution is the third most important attribute for combat. It is used to calculate hit points, which also affect saving throws against poisons, spells that affect the body, and other physical type things.

Intelligence (INT)Intelligence is the most important attribute for spell casters. It affects the caster's ability to cast spells. It is also used for some non-combat skills.

Wisdom (WIS)Wisdom is similar to Intelligence, but used by Clerics. It may be used for some non-combat skills.

Willpower (WIL)Will power is the second most important attribute for spell casters. It is used to overcome a target's save. Willpower also affects mental hit points. It also affects the saving throw against spells that affect the mind.

Alertness (ALT)Alertness is used whenever a character must notice something. It is important in avoiding surprise, and is important for non-combat skills that are based on observation.

Charisma (CHA)Charisma represents the character's personality and ease of functioning in social and interpersonal situations.

Size (SIZ)Size represents how massive a character is. Character weight is SIZ*10 pounds.

Magic Points (MP)Magic Points are also sometimes known as Manna Points. They are especially important for spell casters, but are important to all characters since most magic items require the user to supply the power. An MP score below 16 is extremely limiting.

Attribute Chart

The following table shows the various modifiers that apply to the attributes. These modifiers will be called out for various secondary attributes and skills.

Attribute Adj. WAdj. Pt/L Damage SzD SzHtH StD1-HSTR

2-HSTR

NatSIZ

MagicSIZ SchX

1 -8 0 1 0 +5 -3 0 1 2 1 1 -62 -6 0 1 1d2-1 +4 -2 -1 2 3 2 2 -53 -4 0 1 1d2-1 +3 -1 -2 3 7 3 3 -4

4-5 -3 0 2 1d4-1 +2 -1 -3 7 11 4 4 -36-7 -2 0 3 1d4-1 +2 -1 -3 7 11 6 6 -28-9 -1 0 4 1d4-1 +1 0 -4 11 19 8 8 -2

10-11 0 0 5 1d3 +1 0 -4 11 19 10 10 -112-13 +1 +1 6 1d4 0 0 -5 19 25 12 12 014-15 +2 +2 7 1d5 0 0 -5 19 25 14 14 016-17 +3 +3 8 1d6 0 0 -5 19 25 16 16 +118-19 +4 +4 9 2d4-1 0 0 -5 19 25 18 18 +120-22 +5 +5 10 1d8 -1 0 -6 25 34 20 20 +223-25 +6 +6 11 2d4 -1 0 -6 25 34 24 23 +226-29 +7 +6 12 1d10 -2 +1 -7 34 47 29 26 +230-34 +8 +6 13 1d12 -2 +1 -7 34 47 36 30 +235-40 +9 +6 14 2d6 -3 +1 -8 47 64 46 35 +2

Key:

Attribute Attribute valueAdj. Base modifier or adjustment (secondary attributes may call out things like DEXadj, this is the

adjustment from DexterityWAdj. Weak Adjustment, used in weak defenses instead of the primary adjustmentPt/L Points per level (this is used with CON for hit points for example)Damage Usually used with STR for punching damageSzD Modifier to Defense for sizeSzHtH Modifier to Hand to Hand for sizeStD Stationary defense for characters of this size (how hard is it to hit you if you're standing still)1-H STR Maximum weapon strength useable in one hand for characters of this size2-H STR Maximum weapon strength useable in two hands for characters of this sizeNat SIZ Typical SIZ of a natural creature with this STR (and CON)Mag SIZ Typical SIZ of a magical creature with this STR (and CON)SchX Bonus or penalty to Scholarly Skill Multiplier based on the higher of INT or WIS

RACE

Human

In the basic guide, the only race available is Human. Humans are generated using the following table:

Attribute Base ValueBase Value(short form) Potential

Potential(short form)

STR 4d6 keep 3 4d6k3 1d6, 1d4 keep 1 d6,d4DEX 4d6 keep 3 4d6k3 1d6, 1d4 keep 1 d6,d4CON 4d6 keep 3 4d6k3 1d6, 1d4 keep 1 d6,d4INT 4d6 keep 3 4d6k3 1d6, 1d4 keep 1 d6,d4WIS 4d6 keep 3 4d6k3 1d6, 1d4 keep 1 d6,d4WIL 4d6 keep 3 4d6k3 1d6, 1d4 keep 1 d6,d4ALT 4d6 keep 3 4d6k3 1d6, 1d4 keep 1 d6,d4CHA 4d6 keep 3 4d6k3 1d6, 1d4 keep 1 d6,d4SIZ 4d4 keep 4 4d4 NONEMP 6d6 keep 6 6d6 SPECIAL

The notation "4d6 keep 3" indicates that the player should roll four six sided dice, and chose three (presumably the highest, though in the case of SIZ, a player may chose to keep the lowest or some other combination) to add together for a value. Usually two different types of dice are used to generate potential, with the player choosing one of the two dice. This results in a curve where four has the highest probability of occurring (almost 1 in 3), then three (about 1 in 5), then five and six tie (1 in 6), followed by two (1 in 8), with a one being the rarest (1 in 24). Sometimes, the Campaign Guides will specify that the lowest dice will be retained. The campaign guides will only use the abbreviated forms. Sometimes, an adder will be specified for the roll, and in the case of potential, each of the two dice may have different adders (so a potential might be specified as d6+2,d4+1). Note the example of size, where all dice are kept, the short form is simplified to 4d4 not 4d4k4. SIZ and MP don't have potential. SIZ may not be altered. MP may be increase and has no maximum potential.

Size is also somewhat special. The actual value for size is determined using the following formula (round fractions up or down as desired):

SIZ roll - 10 + (STR potential + CON potential) / 2

Point Based Attribute Generation

An optional, points based system of generation is available. In this system, the player receives a number of points that are used to "buy" the attributes and their potentials. In this system, each of the first seven attributes starts at 12 with a potential of +3 or 15. MP starts at 22. SIZ is calculated as (STR potential + CON potential) / 2, rounding fractions up or down as desired. The player has 4 additional points to spend on potential. Points may be traded off between the attributes and potentials on a one for one basis (except MP, which is traded 2 MP for 1 point). Attributes may not be reduced below 8, or increased above 18. Potential must range from +1 to +6 for each attribute. MP may range from 6 to 36 and has no potential. If the character desires, SIZ may be adjusted slightly. The player may chose to increase or decrease SIZ one or two points for no cost. Note that the character will get to apply 6 points to increase attributes towards potential before play (this simplification is used since any character can arrange to have one +6 potential which they would max out).

CHARACTER CLASSES

Cold Iron uses character classes to group broad areas of skill into a single progression for experience. Most characters will have several character classes. Every character has Fighter and Humor. The Fighter class represents the character's combat abilities. The Humor class (a historic, though unusual, name) represents the character's interpersonal abilities (the Charisma skills). Just about all characters will also have some experience with magic, even if only on the receiving side. Magic experience only on the receiving side is called Passive Magic. Other magical areas of aptitude are divided into several classes, Active Magic (mages), Cleric, Alchemy, and Spirit Combat. Scholars are also very closely related to magic.

Experience

Experience is awarded separately for each class. Experience in some classes is combined to find a single level for determining certain attributes (this mostly applies to the various forms of magical expertise, but might apply in other cases). An 8th level mage may or may not be a good fighter, his fighter level determines that. Here is the Experience Chart:

Level 0 1 2 3 4 5 6 7 8 +1Experience -2,000 0 2,000 4,000 8,000 16,000 32,000 64,000 128,000 X2

Fighter

Almost every Cold Iron character (player or NPC) is at least a first level fighter. Only children and adults with no fighting experience will be at fighter level zero. Fighter level determines combat ability, allows a selection of combat skills, and determines hit points.

A sixth level fighter is considered enchanted. Enchanted fighters do not need magic weapons to hit creatures that can only be hurt by 'magic weapons'. This ability applies only to melee or HtH weapons not missile weapons. Enchanted fighters may also save for their weapons, using one fourth their save at sixth, one half their save at seventh and full save at eighth.

An eighth level fighter is called a champion. Champions may determine the approximate power of magic weapons and the exact power of normal ones. They detect invisible without using the spell. Treat invisible as blurred to a champion and blurred as no effect. Champions also get a subjective advantage in many things according to the mood of the GM.

Humor

Every Cold Iron character has a humor level. Humor level combined with Charisma indicates how good the character is with social interaction.

Magic Classes

Magical ability in Cold Iron is somewhat complex. There are two basic types of spell casters, mages and clerics. Alchemy is another area of magical study. Some characters also will develop skill in Spirit Combat, which allows them to enter the spirit world and interact with all sorts of spirits (demons, elementals, the lost souls of the dead, and whatnot). Even characters without any magical training have some magical ability governed by Passive Magic level. Scholars in Cold Iron are also part of the magical family. The following tree shows how these classes interrelate:

Experience from classes higher in the table is added together with the classes lower in the table. Thus, for example, Scholar level is determined from the total of Active Magic, Cleric, Alchemy, and Scholar experience. Passive Magic level is determined using all the experience. The following table identifies what is earned with levels in each class, and how experience is earned in that class:

Class How Experience is Earned BenefitsActive Magic (AML) Casting spells, creating magic items, etc. May learn mage spells, add AML to MPCleric (CL) Casting spells, creating magic items, and performing

rituals and other devotions to your deity.May learn appropriate clerical spells

Alchemy (ACL) Creation of alchemical products, experimentation May learn alchemical processesScholar (SL) Research and exposure to knowledge Learn scholarly skillsSpirit Combat (SCL) Traveling the spirit plane, combat with spirits, etc. Learn spirit combat skills and spellsPassive Magic (PML) Experiencing magic Improve magic saves, used to calculate

mental hit points (Mpt), augment attributes, add PML to MP

Note that in addition to the possibility of augmenting MP, magic experience improves MP. If a character has only Active Magic experience, AML*2 may be added to MP (since PML will equal AML).

Side Skill

Depending on the campaign, a variety of side skill classes will be available. The most common of interest to players are Thief, Scout, Sailor, and Adventurer. Adventurer provides the fewest special skills, but also tends to be the easiest to gain experience in. Characters, who are hunters, either from a more primitive culture or the King's Hunter should use the Scout class. Generally, a character may only have a single Side Skill class. Various trades and crafts may be taken as a Side Skill class, however, they most are not too useful to characters, and will be almost impossible to gain experience in (unless the campaign is set in a city, or the characters have significant down time between adventures).

Augments

When an experience level is gained, an attribute may be augmented. Note that the various magical classes combine to form a single level that is used to determine when augments may be taken. In addition, every character is allowed some augments as part of the creation process. The player may chose to raise one attribute to its potential, or chose five augments. The following table identifies which attributes each class may augment:

Class May AugmentFighter (FL) STR, DEX, CON, ALT, PtHumor (HL) CHASide Skill (SSL) ALT, sometimes othersPassive Magic (PML) INT, WIS, WIL, MP, Mpt

(remember the bonus to MP also)

If a player desires to augment an attribute beyond its maximum potential, the player must roll 1d6. If the die comes up a six, the attribute is increased one (without increasing potential), and the player may roll the die a second time. Each subsequent six adds one to the attribute. The player stops rolling when the die comes up any value other than a six.

If the points based system if attribute generation is being used, players may spend 6 points on initial augments.

Some characters may start above first level. Such characters may take all the augments earned for those levels.

Starting Experience

In most campaigns, characters will start a little higher than first level. The purpose of this is to make starting characters a little friendlier. It also helps differentiate between different character types. If everyone started at first level in all classes, then someone who wanted to be a straight fighter would seem to have less overall training than a magic user. The campaign will specify the number of points available on the table below. Note that once a campaign has been running for a while, it may be undesirable to bring in characters who are much weaker than the rest of the characters, so the GM may give the new character extra points. The GM may specify maximum levels.

Class Level 0 Level 1 Level 2 Level 3 Level 4 Level 5Fighter NO 0 20 40 80 160Thief 0 10 20 40 80 160Scout 0 10 20 40 80 160Sailor 0 10 20 40 80 160Adventurer 0 0 10 30 70 150Humor NO 0 10 20 40 80Active Magic 0 20 40 80 160 320Alchemy 0 20 40 80 160 320Cleric 0 20 40 80 160 320Spirit Combat 0 10 30 50 90 170Scholar 0 5 25 45 85 165Passive Magic NO 0 20 40 80 160

Partial levels may be taken. The experience will be determined by extrapolation. For Fighter and Passive Magic, partial experience is easy to determine. It is simply 100 times the number of points spent. In most campaigns, only a single side skill may be taken.

In some campaigns, clerical orders may be available which are weaker than normal. The Campaign Guide will indicate which these are, and what the points cost will be (they generally will use the Spirit Combat line).

SECONDARY ATTRIBUTES

A number of secondary attributes provide additional definition to a character. These are all calculated using the character's attributes and character class levels.

Attribute Purpose CalculationPt Hit Points FL * CON Pt/L or CONMpt Mental Hit Points PML * WIL Pt/L or WILPSV Physical Save (CON + PML) * 4 or Pt + 8 * PMLMSV Mental Save (WIL + PML) * 4 or Mpt + 8 * PMLH Base Melee Attack FL+ STRadj + DEXadjHs Strong Hit (use against dodge if better for defender) FL + 6 + DEXadjHw Weak Hit (use against Dw if better for attacker) FL + 0 + DEXadjHtH Hand to Hand FL + STRadj + SzHtHHm Missile Hit FL + DEXadjHu Hit to unhorse FL + STRadjDb Basic Defense (dodge) FL/2 + DEXadj + SzDDs Shield Defense FL/2 + DEXadj + SzDDp Weapon Parry Defense FL/2 + DEXadj or DbDm Missile Defense (shield) FL/2 + DEXadj + SzDDu Defense against unhorsing FL + STRadjSzC Size Crit Pro SzHtH or 0Hmsp Hit with missile spell (mages) ML + INTadjHmsp His with missile spell (clerics) ML + WISadjSCR Spirit Combat Rating SCL * 1.5 + WILadj + INTadj or

SCL * 1.5 + WILadj + WISadj

If a calculation specifies two options, the character uses the better one. Round fractions up. The following sections give additional description for some of the secondary attributes. Note that various skills will add to these secondary attributes when circumstances are appropriate.

Normal Attack (H)

This is the normal melee attack. It is used in most situations, but sometimes a Strong or Weak attack applies.

Strong Attack (Hs)

This is an attack by a very strong figure. The defense is Db (Basic Defense). If an opponent is so big you really can't parry it so you may dodge instead. This is also used by very strong PCs versus animals and such. Strong Attack is used if it is better for the defender.

Weak Attack (Hw)

This is the attack of a weak figure, the defense is Dw (Weak Defense). This is used if it is better for the attacker. A PC might use it against a giant who uses a shield or a very high level giant that is using a weapon to parry.

Missile Attack (Hm)

This is used when a character uses a missile weapon. Characters attempting to grab an opponent to initiate hand to hand combat also use it. For the purposes of grabbing, there is a +6 to Hm.

Hand to Hand (HtH)

This is both attack and defense in hand to hand combat. It also determines the chance of initiating or avoiding hand to hand combat as will be described in the combat rules.

Basic Defense (Db)

This is the defense used when dodging. A character may choose to use this defense if it is better than another applicable defense. One exception is that if enough opponents are attacking a character, Db may be reduced.

Melee Defense (Dp or Ds)

This is the defense used when a character is using a weapon or shield to parry. It applies fully to the first attacker (primary defense) and with reductions to the second (secondary defense). Only two opponents may be parried, additional opponents may only be dodged. If a combatant attacks an opponent, the primary defense must be used against that opponent. The secondary defense must be used against an opponent adjacent to the one the primary defense is applied to. The secondary defense when using a shield is three lower while the secondary defense when using a weapon is six lower. Large opponents are not penalized with a weapon parry because of the great reach helps hold off opponents.

Weak Defense (Dw)

This is used when it is better for the attacker. A weak defense limits the STRadj that can be applied to a shield or weapon parry. This represents an agile attacker slipping around the parry of a strong opponent rather than bash through it.

Missile Defense (Dm)

If a character uses a shield, his missile defense is computed from this formula. Without a shield, a character defends versus missiles with Db (Basic Defense).

Spirit Combat Rating (SCR)

This rating is used as both an attack and defense in spirit combat.

LANGUAGES

The Campaign Guide will detail the available languages. Generally, starting languages are primarily based on the character's culture. There are few non-cultural specific languages, usually granted by one of the character's classes.

Thieves Cant

If the character has the Thief Side Skill class, the character will know Thieves Cant. In some campaigns, there may be multiple Thieves' Cants. Thieves' Cant also includes a limited written language and a sign language.

Scout

Scouts have a sign language that also includes various trail blazes and markings. Any character that is a first level or higher Scout will know this language.

Mage Tongue

Mages use this language for their spell books. It is only a written language. Any character that attains first level Active Magic will know this language.

Alchemists Tongue

Like mages, Alchemists also have their own written language.

Learning Additional Languages

Characters may start with additional languages. If the character is at least a first level Scholar, the GM should allow the character one additional language. To determine the initial level in the extra language, the character's Scholarly Skill Multiplier may be compared to the table below:

Scholarly Skill Multiplier Knowledge of Normal Language Knowledge of Difficult Language Literacy.1x to .3x CAN'T LEARN CAN'T LEARN None.4x to .5x Pidgin CAN'T LEARN None.6x Uneducated Pidgin Limited.7x Trade Pidgin Limited.8x Well Spoken Uneducated Yes.9x Well Spoken Uneducated Yes1.0x Well Spoken Trade Yes1.1x Educated Well Spoken Yes1.2x Educated Educated Yes

This chart is also used to determine the character's level with languages granted by the character's background. The character's native language might be one step higher. A character may optionally take two additional languages at one step lower each. Characters, who are Scholars, but not Alchemists, Mages, or Clerics, may take two additional languages. Characters from backgrounds that don't normally grant a well-known language should also be granted at least a pidgin level in such a language.

The Literacy column indicates if the character is literate. In most cases, a literate character will be literate in any languages known, but archaic scripts must be taken as an additional language. Archaic languages may be taken as reading and writing only, without taking the language as a spoken language. Any section above that indicates the character has literacy in a language (such as scout signs), grants full literacy, even if the character would not otherwise be literate. In addition, all characters are able to understand most simple signs on shops and such (you don't need to be too smart to realize a sign with a picture of a beer mug, a plate of food, and a bed, is an inn which also serves food.

SKILLS

Each character class that grants skills will grant a number of skill points based on level.

Skill Point Multipliers

Not all character classes will grant the same number of skill points. If the character has magical or scholarly levels, the skill points granted to other classes will be reduced. Passive Magic and Spirit Combat do not affect skill multipliers.

Class Other Skills Multiplier (OthX)

Scholar Skill Multiplier (SchX)

Active Magic 6 10Alchemy 6 10Cleric (21 association points) 8 8Cleric (16 association points) 9 7Cleric (11 association points) 9 7Cleric (6 association points) 10 6Scholar 10 6

If a character has multiple sources of scholarly skills, the line with the lowest OthX multiplier is used. The player may always choose to take a lower OthX multiplier, and the correspondingly higher SchX multiplier. The player may chose to increase the level of scholarly pursuit after great amounts of study (2000 experience points worth, or acquiring a new Scholarly/Magic class at first level). After this study, the character will need to reduce skill levels for other classes so that the total skill points spent matches the amount calculated using the new multiplier. If a character wants to reduce the level of scholarly pursuit they must spend at least a year at the new level of activity to gain the additional other skills and lose their scholarly skills. Note that by changing religious orders, it is possible to change the degree of study as a cleric.

Once the multiplier is known, the Scholar Skill Multiplier is adjusted for the higher of INT or WIS (see the SchX column on the Attribute Table).

Skill Point Table

The following table indicates the total skill points available at each class level for each possible skill point multiplier. Columns A, B, C, and D show the skill points necessary to learn skills to a particular level.

Level EP 12x 11x 10x 9x 8x 7x 6x 5x 4x 3x 2x 1x A B C D0 -2000 0 0 0 0 0 0 0 0 0 0 0 00 -1500 6 6 5 5 4 4 3 3 2 2 1 10 -1000 12 11 10 9 8 7 6 5 4 3 2 10 -500 18 17 15 14 12 11 9 8 6 5 3 21 0 24 22 20 18 16 14 12 10 8 6 4 2 1 1 2 42 2000 48 44 40 36 32 28 24 20 16 12 8 4 2 3 6 123 4000 84 77 70 63 56 49 42 35 28 21 14 7 3 6 12 244 8000 132 121 110 99 88 77 66 55 44 33 22 11 5 10 20 405 16000 192 176 160 144 128 112 96 80 64 48 32 16 8 15 30 606 32000 264 242 220 198 176 154 132 110 88 66 44 22 11 21 42 847 64000 348 319 290 261 232 203 174 145 116 87 58 29 14 28 56 1128 128000 444 407 370 333 296 259 222 185 148 111 74 37 18 36 72 1449 256000 552 506 460 414 368 322 276 230 184 138 92 46 23 45 90 180

10 512000 672 616 560 504 448 392 336 290 224 168 112 56 28 55 110 220

Skill levels usually can not exceed the highest character class level the character could use to learn the skill. Since partial skill points are earned as the character gains experience, not just when a new level is attained, characters may choose to increase some skills as they gain experience. Characters should be careful though that they do not spend so many points that they will not be able to increase their primary skills once the new level is attained.

Maximum Skill Levels

Normally, the maximum level attainable in a skill is the class level associated with that skill. If a skill is available from multiple classes, the maximum level is the highest applicable class level, but points from any class may be used to learn the skill. Thus for example, a 4th level Scout, 1st level Scholar could use 10 of the 12 Scholar skill points (assuming a SchX of 6) to learn Map Reading to 4th level.

Characters with an OthX of 9 or higher may have one skill at one level above maximum level in one class. This prevents them from gaining any additional skill levels from that class until they attain the next level.

Fighter Skills

The following tables show the various fighting skills. Each line in the table is a modifier to a Secondary Attribute. Numbers without a minus sign are bonuses (unless the particular line is giving a flat rating). The STRadj and DEXadj lines indicate that the character may apply some of his STR or DEX bonus to the skill. The character need never apply a negative STR or DEX adj to these skills (except Mounted Combat - then negative adjustments are applied if the Secondary Attribute includes that attribute). The character may not use more STR or DEX bonus than the STRadj or DEXadj line allows. Most fighter skills use skill cost C.

DEFENSIVE SKILLSLevel 0 1 2 3 4 5 6 7 8 9 10 Notes

Skill Cost 0 2 6 12 20 30 42 56 72 90 110Dodge Db -1 0 1 2 3 4 5 6 7 8 9Shield Parry STRadj 4 6 8 10 12 14 16 18 20 22 24

D, Dm -1 0 1 2 3 4 5 6 7 8 9Staff Parry D 1 2 3 4 5 6 7 8 9 10 11 a spear may be used to parry as a

staffSTRadj 1 2 3 4 5 6 7 8 9 10 11Axe/Pick Parry D -3 -1 0 1 2 3 4 5 6 7 8

STRadj 0 1 2 3 4 5 6 7 8 9 10Spear Parry D -1 1 2 3 4 5 6 7 8 9 10

STRadj 1 2 3 4 5 6 7 8 9 10 11Sword Parry D -2 1 2 3 4 5 6 7 8 9 10

STRadj 0 1 2 3 4 5 6 7 8 9 10Mace/Club Parry D -2 1 2 3 4 5 6 7 8 9 10

STRadj 0 1 2 3 4 5 6 7 8 9 10Flail Parry D -4 0 1 2 3 4 5 6 7 8 9

STRadj 0 1 2 3 4 5 6 7 8 9 10Rapier Parry Dw 0 6 7 8 9 10 11 12 13 14 15 weak defense

D=Dodge+ 0 0 0 1 2 2 3 3 4 4 5 normal defenseT 0 0 1 2 3 4 5 6 7 8 9 T versus weapon damage

Short Sword Parry D -3 0 1 2 3 4 5 6 7 8 9 skill is at 1/2 sword parry skill for free (round the 1/2 down)STRadj 0 0 1 2 3 3 4 4 5 5 5

MELEE SKILLSLevel 0 1 2 3 4 5 6 7 8 9 10 Notes

Skill Cost 0 2 6 12 20 30 42 56 72 90 110Rapier Attack Hw -3 4 5 5 6 7 7 8 9 9 10Sword Attack H -2 0 0 1 1 2 2 3 3 4 4 2-H Dmg +1 @5, +2 @11Axe/Pick Attack H -1 0 0 1 1 2 2 3 3 4 4 2-H Dmg +1 @5, +2 @11Mace/Club Attack H -2 0 0 1 1 2 2 3 3 4 4 2-H Dmg +1 @5, +2 @11Flail Attack H -4 -1 0 0 1 1 2 2 3 3 4 2-H Dmg +1 @5, +2 @11

Fumble -7 -6 -5 -4 -3 -2 -1 0 0 0 0 Extra fumble penaltySpear Attack H -1 0 0 1 1 2 2 3 3 4 4 2-H Dmg +1 @5, +2 @11Staff Attack H -1 0 0 1 1 2 2 3 3 4 4 crit sharp at 3rd

Dmg 0 0 1 1 2 2 3 3 4 4 5

The 2-H Dmg bonus is applied when the character is using a two-handed weapon.

OTHER SKILLSLevel 0 1 2 3 4 5 6 7 8 9 10 Notes

Skill Cost 0 2 6 12 20 30 42 56 72 90 110Knife Fighting H -2 0 0 1 1 2 2 3 3 4 4

Dmg 0 0 1 1 2 2 3 3 4 4 5 May use STR DMG + this insteadHtH Dmg 0 0 0 0 0 0 1 1 1 2 2 Damage bonus w/dagger in HtHDb v Long -3 -3 -3 -2 -2 -1 -1 0 0 0 0 penalty to Dodge vs. a long weapon

Hand to Hand HtH -2 0 1 1 2 2 3 3 4 4 5DEXadj 0 0 0 1 1 2 3 4 4 5 5HtH-Hm -3 6 6 7 8 9 10 11 12 13 14Db v Long -3 -3 -3 -2 -2 -1 -1 0 0 0 0 penalty to Dodge vs. a long weaponWpn Dmg 0 0 0 0 0 0 1 1 1 2 2 Damage bonus w/daggerFist Dmg 0 0 1 1 2 2 3 3 4 4 5

Swashbuckling H 0 1 1 1 1 1 1 1 1 1 1 used only while wearing no armor, works with any skill combination, though max shield size is buckler

C 0 0 0 0 0 0 1 1 1 1 1D, Db, Dm 0 0 1 1 1 1 1 1 1 2 2

Unarmed Combat H -4 0 0 1 1 2 2 3 3 4 4 crit sharp at 4thDmg 0 0 1 1 2 2 3 3 4 4 5Db v Long -3 -3 -3 -2 -2 -1 -1 0 0 0 0 penalty to Dodge vs. a long weapon

Night Fighting Dark H -6 -5 -5 -4 -4 -3 -3 -2- -2 -1 -1 0 @ 11th

(Max Level = 11) Dark Hm -8 -7 -7 -6 -6 -5 -5 -4 -4 -3 -3 -2 @ 11th

Dark D/Db -3 -2 -2 -2 -1 -1 -1 -1 -1 -1 -1 0 @ 11th

Dark Dm StD -6 -6 -6 -5 -5 -5 -4 -4 -4 -3 Remember min =- StDBlind H -8 -7 -7 -6 -6 -5 -5 -4 -4 -3 -3 -2 @ 11th

Blind Hm -10 -9 -9 -8 -8 -7 -7 -6 -6 -5 -5 -4 @ 11th

Blind D/Db -4 -3 -3 -3 -3 -3 -2 -2 -2 -2 -2 -1 @ 11th

Blind Dm StD -6 -6 -6 -5 -5 -5 -4 -4 -4 -3 Remember min =- StD

Note on Knife Fighting, Hand to Hand, and Unarmed Combat: All three of these skills give a defensive adjustment against long weapons which also applies when attempting to engage in hand to hand combat. A Knife fighter may chose to use the basic STR damage plus the Dmg bonus instead of the normal dagger or knife damage. A character with Hand to Hand skill may use their fist damage as a sharp weapon if it is better than their dagger damage (possible for giants and such). These three skills have some overlap, so a character learning all three may learn the lowest level one at half cost. If two of the skills are learned, the lower level one may be learned for 3/4 cost.

MISSILE SKILLSLevel 0 1 2 3 4 5 6 7 8 9 10 Notes

Skill Cost 0 2 6 12 20 30 42 56 72 90 110Sling Hm -6 0 0 1 2 3 4 5 6 7 8 Slings are semi-sharp and use the

Bx crit linesMbb B B B B B B3 B3 B3 B3 B4 B4Fumble -7 -6 -5 -4 -3 -2 -1 0 0 0 0 Penalty if extra turn is not taken

Bow Hm -6 0 0 1 2 3 4 5 6 7 8STR+ 0 0 2 3 4 5 6 7 8 9 10Fumble -7 -6 -5 -4 -3 -2 -1 0 0 0 0 Penalty if extra turn is not taken

Cross Bow Hm -3 0 0 1 2 3 4 5 6 7 8STR+ 0 0 2 3 4 5 6 7 8 9 10Fumble -7 -6 -5 -4 -3 -2 -1 0 0 0 0 Penalty if extra turn is not taken

Thrown Weapons Hm -1 0 0 1 2 3 4 5 6 7 8 Separate skills for Axe, Dagger, Spear, HammerSTR+ 0 0 2 3 4 5 6 7 8 9 10

Range 0 0 0 1 2 3 4 5 6 7 8 in 1/8ths of each range category

With all missile skills except thrown weapons, character can make missiles at third level (except siege cross bow bolts). Characters with first level Sling skill may find good river stones (assuming a river with appropriate stones) which are only -1 to hit (poor stones are -3 to hit).

MOUNTED COMBAT AND RIDINGLevel 0 1 2 3 4 5 6 7 8 9 10 Notes

Skill Cost 0 1 3 6 10 15 21 28 36 45 55Mounted Combat Du No -6 -3 5 6 7 8 9 10 11 12Lance Attack Hit H -5 -3 -1 1 1 2 2 3 3 4 4

Hu No -6 -3 0 1 2 3 4 5 6 7STRadj 0 2 4 6 8 10 12 14 16 18 20 Overrides riding STRadj if betterRcvH 6 0 -2 -4 -6 -7 -8 -9 -10 -11 -12 CA to recover after hitRcvC 12 6 4 2 0 -1 -2 -3 -4 -5 -6 CA to recover after crit

Riding Abilities A B C D E A ride, care, feedcast spells with -6 SR if standing still

B identify breed and qualitycast spells with -3 penalty if standing still

C dodge = Horse Db + rider Db/2full casting options available

D charge, +2 critE ride through fire, horse may fight

Skill Cost 0 2 6 12 20 30 42 56 72 90 110Chariot Combat

The maximum level in Mounted Combat is Riding level. Lance level is limited by Mounted Combat level. Melee and missile skills while mounted should be computed as if FL and skill level were no higher than Mounted Combat level. Riders get +2 defense against melee attacks from opponents on foot due to a height advantage. Each type of animal has it's own Riding skill, though there is only a single Mounted Combat skill. Note that the mount must have each of these skills also, and the lowest of the horse's skill multiplied by two and the rider's skill level is used! To mount in a hurry, the character makes a DEX + CA + Riding Level roll >= 25 or fall to mount in one turn otherwise it takes two turns to mount. Chariot combat is similar to Mounted Combat, but also includes driving chariots.

EXOTIC WEAPONSSeveral cultures use exotic weapons. Each such weapon requires its own skill. These skills are almost impossible to learn outside the culture where the weapon originates. The weapons chart will indicate the skill necessary and what normal combat skill it most resembles, along with any adjustment to the cost of the skill.

Humor Skills

Humor isn't actually divided into skills. Instead, the player chooses two modes of interaction that are the character's primary and secondary modes. Some possible choices are: diplomacy, acting, oratory, singing, story telling, streetwise, carousing, bribery, bureaucracy, courtly graces, fast talk, leadership, and bargaining. In general, such interactions will be role-played, but the GM will take into account the character's primary and secondary modes. There is some overlap, for example, bribery is a part of many of the other modes, so for example, a diplomat may be able to bribe his way past the guards at the city gate, but someone with bribery will probably manage better. On the other hand, streetwise is probably just as effective.

Scholarly Skills

Level 0 1 2 3 4 5 6 7 8 9 10 NotesSkill Cost 0 2 6 12 20 30 42 56 72 90 10Magic Missile Hmsp -2 0 0 1 2 3 4 5 6 7 8

Skill Cost Rating NotesAnthropology C Skill + INTadjArchaeology C Skill + INTadjAstrology C Skill + INTadjAstronomy C Skill + INTadjBook Keeping C Skill + INTadjCartography B Skill + INTadjControl Weather B* Skill + INTadj Skill in using the CONTROL WEATHER spell.Cryptography C Skill + INTadjDivination C Skill + INTadj There are many kinds of divination, each is a separate skillEarth Sense B* Skill + INTadj Skill in using the EARTH SENSE spell.Geography C Skill + INTadjGeology C Skill + INTadjHistory C Skill + INTadjHorticulture C Skill + INTadjIllusion B* Skill + INTadj Skill in using the various illusion spells. See below.Knowledge A Skill * INTadj Knowledge skills cover various areas of knowledge. Generally, only

one or two levels are necessary for decent knowledge.Map Reading A Skill + INTadjMathematics C Skill + INTadjMedic C Skill + INTadj 1st Cure 1 pt/night on one person

2nd Tend to one person in magic reserve3rd Delay death by one turn4th Cure 1 pt/night on L-2 people5th Tend to L-2 people in magic reserve5th Cure 1d4/night on one person6th Delay death by two turns7th Cure 1d4/night on L-5 people8th Cure 1 pt/hour on one person10th Cure 1 pt/hour on L/2-3 peopleA Cleric with Strong White can perform all these abilities as if skill level was one higher (i.e. a Strong White Cleric with 3rd level skill can cure 1 pt/night on L-1 people).

Mineralogy C Skill + INTadjNaturalist C Skill + INTadjRead Magic Aura

B* Skill + INTadj Skill in using the READ MAGIC AURA spell.

Research C Skill + INTadjRitual C Skill + INTadj Each religion has it's own rituals. Some cultures also have rituals

separate from religious rituals.Scribe C Skill + INTadjSense Undead C* Skill + ALTadj Available only to clerics with a White or Sun association.Theology C Skill + INTadj Each religion has it's own theology skill.Truth Reading B* Skill + INTadj Skill in using the TRUTH spell.

Clerics may use WISadj, if it is better than INTadj, for any skills appropriate to their religion (note - unless their religion is open to learning about other religions theology and rituals, these skills would still use the cleric's INTadj). The skills with a * next to their cost may be adjusted up or down one level for strong or weak association if the cleric has the spell available through their religion. If the association is weak, the cleric may instead choose to base the level on the level of Scholar computed without using the Cleric classes experience. Any skill may be adjusted up one level if the cleric has an appropriate strong association (Earth for Geology for example). This does not apply to Theology and Ritual!

Illusion SkillA character will be able to learn a number of specific illusions that can be formed quickly and accurately. To determine these, use Illusion Skill level as a class with a SchX multiplier. Each illusion is then learned as a sub-skill. Various illusions will vary in cost from A to D (an illusion of a person, intended to actually be able to fool individuals who know that person, would have a cost of D for example, an illusion of a generic individual would have a cost of B). The skill level with an illusion must be at least as high as the highest level spell used in it's creation. The rating for the sub-skill is used. The general Illusion skill rating is used when time is taken to create an unknown illusion.

Spirit Combat Skills

Characters with Spirit Combat levels always get skill points on the 6x column.

Skill Cost Rating NotesForm Weapon C SCL/2 + Skill + WILadj This is the skill to form a weapon on the spirit planeSpirit Deception D SCL + Skill + WILadj This skill is used to make deceptionsSpirit Lore C SCL + Skill + INTadj or

SCL + Skill + WISadjThis skill is used to identify things on the spirit plane

Form WeaponThis skill is used when the character wishes to form weapons and armor on the Spirit Plane. The character must roll this Rating + CA and get a result of 8 or better to form each piece of equipment. The character must subtract the E rating of the equipment from the roll. The sum of the E ratings for all the equipment formed may not exceed SCL/2 + Form Weapon Skill. If a character is going to try to use a sword and shield, they make a single roll. The penalty is equal to the sum of the E ratings of the two weapons.

Spirit DeceptionIn addition to making it harder to determine the abilities of a spirit, a character may use Spirit Deception to fake the form taken. To succeed at this, the character must roll Rating + CA and achieve a result of 18 or better. If this roll succeeds, the apparent form will be different (some apparent forms are obvious). An Spirit Lore perception roll may still penetrate the deception, but instead of the penalty mentioned above, the character uses the result of the form faking roll (which may be less than the normal penalty if a negative CA was rolled). Illusion Demons and some clerics may take this skill as Cost C.

Spirit LoreTo use Spirit Lore to determine information about an entity on the Spirit Plane, a character rolls Rating + CA - target's Spirit Deception Rating. If the result is at least 6, the character may determine the type of entity. If the result is at least 10, the character may also get an approximation of the entity's SCR (roll 2d3-4+SCR to determine what to report). There is a +2 to this roll if the target is a Truth Demon.

Side Skills

The side skills available will depend on the specific side skill class taken. Note that many of the crafts and trades are not divided into skills. With these classes, the GM may specify a reduced number of skill points available for some of the other skills. In the following tables, the Classes are (Sct - Scout, Adv - Adventurer, Sai - Sailor, Thf - Thief). Ratings in side skills tend to be skill level plus an attribute adjustment.

Skill Classes Cost Rating NotesAnimal Training Sct B One type of animal. May train an animal to Skill level in

combat or other appropriate skills.Appraise Thf Adv B Skill + INTadj + ALTadj Evaluate treasure etc.Beast Handler Adv Sct A Skill One skill per type of animal.Boating Adv Sai

Sct ThfA Skill + DEXadj Rowing etc. Canoeing if culturally appropriate is a separate

skillCartography Sct Adv

Thf SaiB Skill + INTadj

Climbing Act Adv Thf Sai

B Skill + DEXadj In some circumstances, the GM may call for adding STRadj in addition to or instead of DEXadj.

Cooking Sct Adv Sai

A 1st level is enough to coax basic camp grub, higher levels will add to the pleasure of those consuming the food

Disguise Thf B Skill + CHAadjDrive Adv Sct

ThfB Skill + DEXadj Drive a wagon or other vehicle (one skill per basic type - for

example chariots are different from wagons).Falconry Adv Sct B Skill + INTadjFind Traps Thf B Skill + ALTadjFishing Adv Sai

SctB Skill + INTadj

Forgery Thf C Skill + DEXadjGeography Sct Adv C Skill + INTadjMap Reading Sct Adv

Thf SailA Skill + INTadj

Mechanisms Thf B Skill + DEXadj Used to disarm traps, pick locks, and other similar tasks.Medic Adv Sai

Sct ThfC See Scholar Skills See Scholar Skills

Mending Adv Sai Sct Thf

A 3rd level is sufficient for most tasks, 1st and 2nd levels limit the character to very basic repairs. This skill also allows simple carpentry and the like. 3rd level would be sufficient to use a bullet mold to make sling bullets from scrap lead.

Naturalist Sct C Skill + INTadjNavigation Sct Adv

Sail ThfB Skill + INTadj The character's Side Skill class will color the navigation.

This is also known as Astromancy.Night Fighting Thf C See Fighter Skills See Fighter SkillsRiding Sct Adv B See Fighter Skills See Fighter SkillsSeaman Sai C Skill + DEXadj Sometimes STRadj or INTadj might be used instead.Sleight of Hand Thf B Skill + DEXadj Also used for Pick PocketSpot Hidden Sct Adv

Sai ThfB Skill + ALT

Stealth Sct Thf B Skill + DEXadjSurvival Adv Sai

Sct ThfB Skill + INTadj Applies to one terrain. Thief may only take Urban. Sailor

may only take Sea.Swimming Sct Adv

Thf SaiB Skill + XXXadj The GM may sometimes ask for STRadj, DEXadj, or

CONadj to be addedTailing Thf B Skill + ALTadjTracking Sct B Skill + ALTadjTrapping Sct B Skill + DEXadjCarving Sct Adv

SaiB Skill + DEXadj Skill may be used to carve simple artwork from wood or

bone. The level of carving will never approach that of a real artist. Think of scrimshaw and the like. A 3rd level carver may make arrows and bolts for up to heavy crossbows.

TALISLANTA GUIDE

Several references are very useful for a Talislanta campaign. Players should feel free to browse these but should be careful to not read too much detail about areas the player's character shouldn't know about. Players are also expected to avoid using information their character shouldn't know.

One of the best references is online, the Talislanta 4th Edition Beta (http://members.telocity.com/~Tipop2000/rpgs/Talislanta/index.html). This reference has a complete world guide, though a few pages seem not to be linked. A few of the unlinked pages are easy to guess what the link is. If you can't seem to find a page you are interested in, the GM may be able to help you.

Another good online reference is the official Talislanta site (http://www.talislanta.com/talislanta/index.html). This page has links to a bunch of other pages, and some good on site material. Once it is reprinted, the fourth edition rulebook will be a good reference.

It is sometimes possible to find used copies of the earlier editions in used bookstores and gaming stores. The third edition rules have a good amount of information. There is also a Cyclopedia series that has some good information, though some of it is now incorrect.

These rules will not duplicate much of this information, so one of the above references should be consulted.

Primary Attributes

Wisdom is not used in a Talislanta campaign. A Talislanta campaign also uses the points generation system. Note that different races have different minimum and maximum attributes, and maximum potentials. Some races have very high attributes. Any race that has a maximum potential of 26 or higher in an attribute only spends 2 points for each 3 points of that attribute beyond 20 (note that this usually applies to the points spent for potential). These attributes will be noted with an asterisk (*).

Race

Talislanta has a plethora of races. Most of the races that are suitable for PCs are humans. Some are near humans. Near humans look like humans, but may have special abilities or some other major difference. Only those races that would be reasonable to play are listed. It is possible other races would be allowed, but the player will have to convince the GM. The less suitable races will require some convincing also (the rules below will indicate the issues with these races, and ways the player might chose to make an acceptable character of that race).

The Races of Humanity

The races of humanity are split into two groups. The first group is the Archeans. These are the races descended from the Archeans. The second group consists of the races that to all outward appearances are human, but can not trace their lineage to the Archeans. There is also a third group, the Near Humans, which appear to be human but are not truly human. The Near Humans are dealt with separately. The Archean races are Aamanians, Arimites, Azir, Castabulanese, Cymrilians, Danuvians, Dhuna, Djaffir, Dracartans, Farad, Gao, Hadjin, Kasmirans, Mandalans, Mangar, Marukan, Oceanans, Phantasians, Pharesians, Quan, Rahastrans, Sarista, Tanasians, Thaecians, Thiasians, Yitek, and Zandir. The human races that aren't specifically Archean are Callidians, Danelek, Ispasians, and Orgovian.

The races of humanity that are good choices for players are Arimite, Castabulanese, Cymrilian, Danelek, Danuvian, Dhuna, Djaffir, Dracartan, Farad, Gao, Ispasian, Kasmiran, Mangar, Oceanan, Phantasian, Pharesian, Rahastran, Sarista, Tanasian, Thaecian, Thiasian, Yitek, and Zandir. Any of these races are suitable for play.

Other human races that are less suitable are Aamanian, Azir, Callidians, Hadjin, Mandalan, Marukan, Orgovian, and Quan. A player should get permission from the GM before playing one of these races. Aamanians worship a generally good deity, however they are exceedingly intolerant. Mandalans are too pacifistic. Azir are too isolated.

Cymrilians, Pharesians, Tanasians, and Kasmirans are most suitable since they are members of the Seven Kingdoms around which the campaign will center. Other nearby and appropriate humans are Sarista, Dhuna, Zandir, Danuvians,

Castabulanese, Rahastran, Orgovian, Thaecian, and Gao. Djaffir, Dracartan, Yitek, Farad, Oceanan, Thiasian, Mangar, and Ispasians are all far away, but still interesting.

Cymrilians are the best choice for mages, though mages are also common amongst Kasmirans, Tanasians, Pharesians, Zandir, Djaffir, Farad, and Thaecians. Dhuna are a good choice for Witches. White and Gray Witches are not evil. They are very suitable PC clerics. Sarista sometimes have minor witchcraft capabilities. Arimite may be Geomancers. Most types of magic are open to all human races, so a player who really wants to play a Danelek Witch should be allowed.

The following table lists the attribute ranges for those races that don't follow the standard human ranges. The ranges are specified as min-max/max potential.

Race STR DEX CON INT WIL ALT CHA MPStandard 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 6-36Kasmiran 6-10/14 10-20/26* 6-10/14 8-18/24 8-18/24 8-18/24 8-18/24 6-36Female Dhuna 8-12/16 8-18/24 8-12/16 8-18/24 8-18/24 8-18/24 12-20/26* 6-36Male Dhuna 8-12/16 8-18/24 8-12/16 8-18/24 8-18/24 8-18/24 8-18/24 6-36

AdvantageNormal humans (not any of the near humans described below) may take one of the following advantages:

Advantage DescriptionAmbidextrous The character has no penalty for using the off hand.Contact The character has a very helpful contact. The GM must approve of any particular contact.Desert Tolerance The character needs less water in the desert and is less affected by the heat. This

advantage is only available to desert dwelling races.Guild Member The character is a respected member of a guild. The guild may provide aid.Linguist The character may start with two additional languages. In place of one of these extra

languages, the character may increase two languages by one step each. The character will also find it easier to learn new languages.

Sea Legs The character has no trouble keeping balance on a boat or ship unless the seas are very rough. This advantage is only available to maritime races.

Sense of Direction The character always seems to know which way is North. The character will not get lost easily, even in underground mazes.

Short Sleep The character normally needs two hours less sleep per night. This is only half a normal watch. The 6 hours of sleep must be contiguous. Instead of this, the character may instead take four hours less sleep every other night.

Unusual Background The character has some unusual background. The player and the GM must work out what the background is and any advantages it may confer.

Wealthy The character comes from a wealthy family and may start with more equipment. The character may also occasionally return to their family for assistance.

Other advantages may be possible by negotiating with the GM.

Near-Human Races

Several Talislantan races are very nearly human. The suitable near-human races are Ariane, Mirin, and Xambrians.

ArianeAriane characters are all Seekers (Mystics. a type of Cleric). Ariane also have night vision that lets them see well at night or in near total darkness. Ariane Seekers (or Druas) tend to be somewhat pacifistic, however, they are out to learn about the world, and many choose to more fully explore the nature of the outside world by experiencing violence. They will still be reluctant to kill or fight without cause, but can be willing to set aside their qualms in the spirit of adventure. Ariane attribute limits are listed below.

Race STR DEX CON INT WIL ALT CHA MPAriane 8-12/18 8-18/24 8-12/18 8-18/24 12-20/26* 8-18/24 8-18/24 6-36

MirinMirin are immune to cold (including cold based magic), though this wears off if they leave the Northlands. Outside the Northlands, Mirin take one less point per die of cold damage, and are comfortable on even the coldest of nights. Mirin attributes are generated like humans. Mirin spell casters are usually Clerics of Borean. Mirin also may spirit bond with their life-mate. This bonding will give them a sense of the wellbeing of their partner. They may also take this bonding with a very close friend. This bonding can be made with non-Mirin, but is somewhat weaker, and the non-Mirin may be considerably less aware of the wellbeing of the Mirin partner.

SawillaThe Sawilla are not well suited to play, but for a player who wishes, the attributes are:

Race STR DEX CON INT WIL ALT CHA MPSawilla 8-12/16 8-18/24 8-12/16 8-18/24 8-18/24 8-18/24 12-20/26* 6-36

XambriansXambrians are all Mystics, a type of Cleric. Xambrians may be possessed by the spirits of their ancestors that will then give them guidance to the location of their ancient enemies. Xambrians attributes are generated like humans.

Non-Human Races

Aeriad, BlueBlue Aeriads are never spell casters or scholarly types. Aeriad wings allow the character to make a controlled descent. They may also fly with the aid of a LEVITATION spell.

Aeriad, GreenGreen Aeriads are usually Botanomancers (a type of Cleric). Aeriad wings allow the character to make a controlled descent. They may also fly with the aid of a LEVITATION spell.

FerranFerran tend to be thieves. They are rat-like in appearance. Their strong scent is offensive to many. Three times per day, they may emit a particularly foul stench that can nauseate opponents. Each opponent within three hexes must make a physical save or be nauseated for three rounds. Nauseated characters are -3 to all actions and defenses and may not move more than one half movement. Ferran are also +4 ALT when using their sense of smell. Ferran have no interest in spell casting. Ferran also have night vision.

GnomekinGnomekin are an underground dwelling race. They are able to see in total darkness. Climbing skill is half cost for Gnomekin. Gnomekin spell casters are usually Crystalomancers. Gnomekin figure their SIZ as 4 less, and may not fiddle their SIZ.

GnorlGnorls tend to be Rhabdomancers, a form of Gray Witchcraft. Gnorls are able to see in total darkness.

JakaJaka are feline in appearance. They have a strong distrust of magic, however, a Jaka who has ventured into civilized lands, and especially Cymril, had begun to accept the possibility that some magic might be ok. Jaka have a danger sense that allows them Alertness rolls in situations where others might not notice a problem. Their danger sense does tend to react to magic, most strongly to spell casting. The tingling they feel while spells are being cast will not pinpoint the source of magic, but can be a useful warning. As they become familiar with their companions' spell casting, they may even become able to distinguish the tingling resulting from their companion's use of magic and that of their opponents. Black magic will definitely give a different tingling than other magic (in fact, each type of magic may give a different tingling sense, which a Jaka may eventually learn to recognize). Jaka also have night vision. Jaka may land on their feet after modest falls (up to 30 feet or so) with a successful DEX roll. Jaka Beast Masters would never feel comfortable with magic (the Jaka's distrust of magic is in part due to the damage magic has wrought on the world, and a Jaka who is as in tune with nature as a Beast Master is would never grow comfortable with magic). Note: a Jaka starts with 14 MP by default instead of 22. This reduction does not gain the Jaka additional points to spend on other attributes (this is compensated for by the number of advantages Jaka have).

JhangaranMembers of this primitive race have started to interact more with the civilized world, especially Aaman, however, a number have entered the Seven Kingdoms also. Jhangarans may choose one of: Ambidexterity, Sense of Direction, or Short Sleep from the Human Advantages list.

KangWhile the Kang are not actually humans, they should otherwise be created like humans. Kang have almost no interest in spell casting.

SindaranSindarans are an unusual race that has two brains. Unfortunately, while this makes them very intelligent, they are unable to cast spells. They may become Alchemists however. They are capable of using magic items. Sindaran adventurers are relatively rare, but since many Sindarans like to collect things, a few will go to great lengths to complete their collections. Sindarans are able to rest one brain at a time, and may thus do without sleep as long as they are able to be at rest (which of course can be very useful if they are on watch at night). They must truly sleep however if they take mental damage. Note that if they take enough mental damage to kill, they will not actually be killed, instead, just one of their brains will die (however, they will still be knocked out by the trauma).

Sunra and Sun-Ra-SanThe Sunra are an aquatic race. They may survive out of water without problem. They can breathe underwater for 24 hours before needing a day in air to recuperate. They are +4 MA for swimming. Sunra and Sun-Ra-San spell casters are typically are clerics of Aqus.

ThrallThe Thralls are a race created by sorcery and bred for combat. They have little aptitude for anything other than combat. They are excellent tacticians. Thrall characters may not take any Side Skill Class other than Adventurer and may only gain experience in Passive Magic. Thralls are not affected by Fear spells.

VajraThese subterranean people are burrowing creatures. They are scaled and their skin is T3/C1. They tend to be short and squat. Vajra spell casters are usually clerics of Terra.

Non-Human AttributesRace STR DEX CON INT WIL ALT CHA MPAeriad, Blue 6-10/12 14-24/30* 6-10/12 8-18/24 8-18/24 12-20/26* 8-18/24 6-36Aeriad, Green 4-8/10 12-20/26* 4-8/10 8-18/24 8-18/24 8-18/24 8-18/24 6-36Ferran 4-7/8 18-29/35* 4-7/8 8-18/24 8-18/24 10-20/26* 6-12/14 6-36Gnomekin 6-10/12 12-20/26* 8-14/18 8-18/24 8-18/24 8-18/24 8-18/24 6-36Gnorl 4-8/10 12-20/26* 4-8/10 8-18/24 8-18/24 8-18/24 8-18/24 6-36Jaka 8-18/20 8-20/26* 8-18/20 8-18/24 8-18/24 8-20/26* 8-18/24 3-18Jhangaran 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 6-36Sindaran 8-16/20 8-18/24 8-16/20 16-24/30 8-18/24 8-18/24 8-18/24 6-36Sunra 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 6-36Thrall 16-20/26* 8-18/24 16-20/26* 6-10/12 8-18/24 8-18/24 8-18/24 4-24Vajra 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 8-18/24 6-36

Character Classes

All the normal character classes are available in the Talislanta campaign.

Magic in Talislanta

Talislantan magic falls into several types. Many of the types of magic are treated as Clerical magic, though there might not be as direct a line to the deity as in other systems. The Magic Guide will describe most of the details of magic. The most common practitioners of each type of magic are indicated. Many types of magic are restricted to certain races. Those which allow other races are marked with a (*). Those forms of Clerical magic which involve direct worship are indicated by a ($). Those which are somewhat indirect are marked with a (!). Those for which worship is very distant are not marked.

Aberon ($, Rasmirin)This is a Clerical order.

Alchemy (*)Talislantan Alchemy is standard.

Aqus ($, Sunra, Sun-Ra-San)Worship of Aqus is a Clerical magic.

Borean ($, Mirin)Mirin priests worship Borean and get Clerical magic.

Botanomancy (Aeriad - Green)Green Aeriads are Botanomancers. This unusual form of magic is treated as Clerical magic. It is mostly a non-spell casting magic, with long processes of tending and altering plants.

CartomancyCartomancy is normally just a divination skill, however, some Cartomancers seem to be able to use the cards to more directly affect outcomes. Research at the Lyceum Arcanum suggests these Cartomancers are accessing Fortuna, or at least a very similar higher power. A Cartomancer may choose to be a White, Grey, or even Black witch. These clerics may treat their INT as if it was four points higher, with a maximum of 20, for the purposes of computing spell points, casting success (SR), and memorization, however, they must always utilize their Zodar decks in spell casting. These clerics will usually also learn Sleight of Hand in order to be able to manipulate their Zodar deck in one hand. The GM may assign extra casting penalties if circumstances warrant (such as windy days).

CryptomancyCryptomancy is a magical form that is based on tracing symbols. Cryptomancers learn spells the same way magicians do. Cryptomancers spell casting is more visible than normal magic, and does require freedom of the hands. On the other hand, Cryptomancers have made great study of how to make their magic less visible. The secrecy level of Cryptomantic magic is twice that of normal magic. Cryptomantic magic items use symbols engraved and filled with rare metals and such instead of gems. A Cryptomancer may attempt to identify the spell being cast by another Cryptomancer by rolling AML + INTadj against the level of the spell, with any modifiers the GM wishes to include. Poor angle would be a significant penalty for example, and the attempt will be -1 for each 3 full hexes of distance between the two Cryptomancers. A Cryptomancer may need to make an alertness roll to notice the spell casting. Cryptomancers use a different writing for their spell books.

Crystalomancy (!, Gnomekin)Crystalomancy is a Clerical type of magic.

Elemental Magic (Aeromancy, Aquamancy, Geomancy, Pyromancy)Practitioners of these forms of magic are magicians that specialize in one element. These characters gain the spells of their chosen element one level earlier (see the appropriate Clerical Associations for the list of the spells appropriate to each element). In exchange, they get the spells of all the other elements one level later. Other than the difference in use of the elemental spells, these characters are standard magicians. Another limitation is that they may not summon or bind demons other than those of their chosen element.

Mysticism (!, Ariane, Mandalan, *)This is a Clerical magic.

Natural MagicThis is a form of Clerical magic.

Necromancy (Rajan, *)This is another Clerical order.

Orthodoxy (Aamanians, *)This is a Clerical order. Note that it is extremely disapproving of any other form of worship or magic and is thus not terribly appropriate for PCs.

Shamanism (!, Danelek, Drukh)Shamanism is a form of Clerical magic. There is also a black magic form of Shamanism practiced by some peoples (including the Drukh).

Spellweaving (Sawilla)Sawilla Spellweaving is a Clerical magic.

Talismancy (Marukan)

Terra ($, Vajra)Vajra priests worship Terra and gain Clerical magic.

Thaumaturgy

Witchcraft ($, Dhuna, Gnorl, Sarista, *)Witchcraft is actually a Clerical magic, with worship of Fortuna. There are three branches, White, Grey, and Black. Player characters should not take Black Witchcraft. Gnorl witches practice a form of Grey Witchcraft known as Rhabdomancy. Note that Rhabdomancers do not directly or indirectly worship Fortuna, but otherwise the magic is the same except they also may use Rhabdomantic Divination. Rhabdomancers probably get their powers directly from interaction with spirits.

Unlike most clerical orders that give 8th level clerics a special magical ability based on a primary association, 8th level witches are able to lead a coven. Covens may pool their Spell Points and Manna Points in rituals. These rituals are capable to accomplishing things beyond the normal bounds of spells.

Wizardry (Cymrilian, Djaffir, Farad, Kasmiran, Pharesian, Tanasian, Thaecian, Zandir, *)This is the most normal type of magic. Wizards are treated as Cold Iron Active Magic users.

Clerical Spell Associations

The following table indicates the Strong, Normal, and Weak associations for the various Talislantan magic types which use the Clerical magic system. The primary association is listed in ALL CAPITALS.

Magic Type Strong Normal Weak Association PointsAberon DEATH

SpiritDisorder

Power NeutralManPure

21

Aqus WATER (water) NeutralBeastMovementHarmonySpirit

Pure 21

Borean WATER (cold)White

StasisBeast

Pure 22

Botanomancy PLANTFertility

Pure (detect only) 21*

Crystalomancy EARTHNeutral

NightPureMovement

WaterFire

21

Mysticism DISCRETIONSpirit

PlantPure (detect only)NeutralMind Over Body

Beast 21

Natural Magic ONE ELEMENTBeastPlant

NeutralPure (detect only)

The other 3 elements 22

Necromancy BLACKSpirit

PowerPure

21

Orthodoxy(priests)

WHITETruth

ManHarmony

Pure 22

Orthodoxy(warrior priests)

WHITE Man TruthHarmonyPure

16

Shamanism SPIRITBeast

FertilityPowerNeutralPure (detect only)

DiscretionMovement

21

Shamanism(black)

SPIRITBeast

FertilityBlackPure (detect only)

DiscretionMovement

21

Spell Weaving AIRHarmonyNeutral

Water EarthFirePure

21

Terra EARTHNeutral

NightPowerPure

IllusionMovement

21

Witchcraft - Black MoonDiscretion

SpiritBlackFertility

Choice of one elementPure

21

Witchcraft - Grey MoonDiscretion

SpiritNeutralFertilityChoice of one element

Choice of one element (not the opposite of the normal strength choice)Pure

21

Witchcraft - White MoonDiscretion

SpiritWhiteFertility

Choice of one elementPure

21

Languages

The languages of Talislanta are: Common Talislantan, High Talislantan, Archaen, Bodorian, Chanan, Elder Tongue, Nomadic, Northron, Phaedran, Quan, Ahazu, Mud People, Sylvan, Sauran, Gryph, Green Men, Rajanin, Sarisa, Sea Nomad, Primitive Sign, Arcane Sign, Monad Sign, Thaecian, and Xambrian.

Archaen is the Talislan Mage Tongue and is known by all mages.

The Talislanta rulebooks should be consulted for appropriate languages. High Talislantan would be used most by educated characters including most Cymrilians.

Skills

General Notes

Specific Skills

CartomancyThis skill is a divination skill for using Zodar decks. There seems to be some reality to the divination, but it is also arguable. The GM may choose to give divinations some meaning, but failures of meaning can also be easily explained away. Mostly, readings should be treated as possibilities, and GMs may choose to fudge results to encourage the outcome suggested by the reading. See Cartomancy under magic for a description of how some Cartomancers are able to actually use their Zodar decks to cast spells.