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Post by The Perilous Dreamer on Jan 11, 2024 22:14:49 GMT -5
Currently I am offering just the original three Classes: Fighting-Men, Magic-Users, and Clerics. I will be posting some information about each of these. I do use Alignment (but not to beat you over the head with it) Lawful, Neutral, and Chaotic. Fighting-Men and Magic-Users may be of any alignment and Clerics must choose Lawful or Chaotic at the start of play . Please note that Anti-Cleric's are always Chaotic and are EVIL. You are advised to kill them on sight, but that is your decision. I will be posting about each of these below. layer-Character Classes Race Fighting-Men Magic-Users Clerics -------------------------------------------------------------- Humans Yes Yes Yes Elves Yes Yes No Dwarves Yes No No Hobbits Yes No No You will note that the XP tables below have all been revised.
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Post by The Perilous Dreamer on Jan 11, 2024 22:21:42 GMT -5
Fighting-Men: All magical weaponry is usable by fighters, and this in itself is a big advantage. In addition, they gain the advantage of more “hit dice” (the score of which determines how many points of damage can be taken before a character is killed). They can use only a very limited number of magical items of the nonweaponry variety, however, and they can use no spells. Top-level fighters (Knights and above) who build castles are treated as “Barons,” and as such they may invest in their holdings in order to increase their income. (Covered elsewhere) Base income for a Baron is a tax rate of 10 Silver Pieces/inhabitant of the barony/game year plus a share of the crops and labor. Note that fighters below the level of a Lord may build a castle in areas not part of any Land (i.e. under control of a King and the Nobility) Experience Hit | Fighting-Men Level Dice | ---------------------------------------------------+ Veteran 1st 0 1+1 | Warrior 2nd 2,000 2+1 | Swordsman 3rd 4,000 3+1 | Hero*# 4th 8,000 4+1 | Swashbuckler 5th 16,000 5+2 | Myrmidon** 6th 32,000 6+2 | Champion 7th 64,000 8 | Superhero 8th 128,000 9 | Knight 9th 256,000 10 | Baronet 10th 512,000 11 | Baron 11th 1,024,000 12 | Lord 12th 2,048,000 13 | Count 13th 4,096,000 13+3 | ---------------------------------------------------|
*highest level for elves #highes level for hobbits **highest level for dwarves
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Post by The Perilous Dreamer on Jan 11, 2024 22:27:36 GMT -5
Magic-Users - Top level magic-users are perhaps the most powerful characters in the game, but it is a long, hard road to the top, and to begin with they are weak, so survival is often the question, unless fighters protect the low-level magical types until they have worked their way up. The whole plethora of enchanted items lies at the magic-user’s beck and call, save the arms and armor of the fighters (see, however, Elves); Magic-Users may arm themselves with daggers and quarterstaves. Wizards and above may manufacture for their own use (or for sale) such items as potions, scrolls, and just about anything else magical. Costs are commensurate with the value of the item, as is the amount of game time required to enchant it. Wizards and above may build their own towers or strongholds, alone or in tandem with a high level fighter. Examples of costs are: Item Cost | -------------------------------------------------------------------------| Scroll of Spells* 100 Gold Pieces/Spell/Spell Level/Week | Potion of Healing 250 Gold Pieces + 1 week | Potion of Giant Strength 1,000 Gold Pieces + 4 weeks | Enchanting 20 Arrows 1,000 Gold Pieces + 4 weeks | Enchanting Armor to +1 2,000 Gold Pieces + 2 months | Wand of Cold 10,000 Gold Pieces + 6 months | X-Ray Vision Ring 50,000 Gold Pieces + 1 year | -------------------------------------------------------------------------| *a 5th-level spell would require 500 GP and 5 weeks Research by magical types can be done at any level of experience, but the level of magic involved dictates the possibility of success, as well as the amount of money necessary to invest. Assume that a Magic-User can use a 4th-level spell (explained later), therefore he could develop a new spell provided it was equal to or less than 4th level. All this will be explained fully in the section dealing with SPELLS. Experience Hit | Spells Per Level by Spell Level Magic-Users Level Dice | 1 2 3 4 5 6 7 8 9 ---------------------------------------------------+------------------------------------- Medium 1st 0 1 | 2 - - - - - - - - Seer 2nd 1,500 1+1 | 3 1 - - - - - - - Conjurer 3rd 3,000 2 | 4 2 - - - - - - - Theurgist 4th 10,000 2+1 | 4 2 1 - - - - - - Thaumaturgist 5th 20,000 3 | 4 3 2 - - - - - - Magician 6th 40,000 3+1 | 5 3 2 1 - - - - - Enchanter 7th 80,000 4 | 5 4 3 2 - - - - - Warlock* 8th 150,000 5 | 5 4 4 3 - - - - - Sorcerer 9th 300,000 6+1 | 5 4 4 4 1 - - - - Necromancer 10th 600,000 7 | 6 5 4 4 2 1 - - - Wizard 11th 1,200,000 8+1 | 6 5 4 4 3 2 1 - - Arch-Mage 12th 2,400,000 8+2 | 7 5 5 4 3 2 2 1 Grand-Mage 13th 4,800,000 8+3 | 8 6 5 4 4 3 3 2 1 ---------------------------------------------------|--------------------------------------
*highest level for elves
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Post by The Perilous Dreamer on Jan 11, 2024 22:33:50 GMT -5
Clerics - Clerics gain some of the advantages from both of the other two classes(Fighting-Men and Magic-Users) in that they have the use of magic armor and all non-edged magic weapons (no arrows!), plus they have numbers of their own spells. They are able to cast clerical spells while wearing both mundane and magical armor. In addition, they are able to use more of the magical items than are the Fighting-Men. When Clerics reach the top level (Patriarch) they may opt to build their own stronghold (or ally with a Lawful fighter), and when doing so receive help from “above.” Thus, if they spend 100,000 Gold Pieces in castle construction, they may build a fortress of double that cost. Finally, “faithful” men will come to such a castle, being fanatically loyal, and they will serve at no cost. There will be from 10–60 heavy cavalry, 10–60 horsed crossbowmen (“Turcopole”-type), and 30–180 heavy foot. Note that Clerics are either “Law” or “Chaos,” and there is a sharp distinction between them. If a Patriarch receiving the above benefits changes sides, all the benefits will immediately be removed! Clerics with castles of their own will have control of a territory similar to the “Barony” Experience Hit | Spells Per Level by Spell Level Clerics Level Dice | 1 2 3 4 5 6 7 ---------------------------------------------------+--------------------------------- Acolyte 1st 0 1+1 | 1 - - - - - - Adept 2nd 2,000 2+1 | 2 1 - - - - - Village Priest 3rd 4,000 3+1 | 2 2 - - - - - Vicar 4th 8,000 4+1 | 2 2 1 - - - - Curate 5th 16,000 5+2 | 3 2 1 - - - - Bishop 6th 32,000 6+2 | 3 2 2 1 - - - Lama 7th 64,000 8 | 3 2 2 2 1 - - Patriarch 8th 128,000 9 | 3 2 2 2 2 - - Patriarch 9th 256,000 10 | 3 3 2 2 2 - - Patriarch 10th 512,000 11 | 3 3 3 3 2 1 - Patriarch 11th 1,024,000 12 | 4 4 4 3 3 2 - Patriarch 12th 2,048,000 13 | 4 4 4 4 3 2 1 Patriarch 13th 4,096,000 13+3 | 5 5 5 4 4 3 2 ---------------------------------------------------|---------------------------------
Note: Lawful Clerics who commit Neutral acts will have to do penance, those who commit Chaotic acts must complete a quest or become Anti-Clerics (i.e. become an NPC).
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Post by arjen on Jan 27, 2024 17:41:01 GMT -5
Can Elves still alternate between FM and MU and if so, how does that work at 1st level. Can I buy my 1st level elf MU a bow and can they use it?
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Post by The Perilous Dreamer on Jan 27, 2024 19:25:50 GMT -5
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