THE DRAGONQUEST HOME COMPANION Compiled by Jerry Stratton Copyright (c) 1992 Jerry Stratton Distribute freely, at no cost to the user or profit for yourself. SPELLS 44.0 CELESTIAL MAGIC 44.6 SPECIAL KNOWLEDGE SPELLS Spelljamming (S-14) Range: Self Duration: Concentration/maximum of 1 hour + 1 hour per Rank Exp Multiple: 600 Base Chance: 5% Resist: May not be resisted Effects: The caster links to a vessel of some kind, and turns this vessel into a spelljamming vessel. Any vessel will work. To move the vessel requires 1 Fatigue Point per tonnage/rank per hour. Speed in wildspace is the jammer's Magic Aptitude, millions of miles per hour. Speed can be doubled or trebled with a good roll. Within a larger object's Gravity Plane, the vessel may move Magic Aptitude miles per hour relative to this object. Speed perpendicular to a Gravity Plane is in hundreds of miles per hour. WILDSPACE: Any area that is not included in a Gravity Plane. Any creature flying under it's own power will move at its normal movement rate (in miles per hour) times 100,000 miles per hour. A creature that normally moves at 10 miles per hour will move at 1 million miles per hour. GRAVITY PLANE: Objects have a Gravity Plane that follows their contour. This plane extends in the direction perpendicular to the plane of the object, twice the depth of the object. The correct plane to use is the largest dimension of the object. Spheres (such as the Earth) have a plane extending equally outward. Earth's plane extends twice its diameter, for 7,776,057 feet above the Earth's surface. This is approximately 1,500 miles. Thus, for a spelljammer with a 15 Magic Aptitude to leave Earth's Gravity Plane will take 1 hour: 1,500 miles divided by 1,500 miles per hour. At Magic Aptitude 21, with a doubled speed, it will take 1,500 divided by 4,200, or 21 minutes. It will take the same amount of time to land on the Earth, coming in from wildspace. PSIONICS CHARACTER CREATION PSIONIC THRESHOLDS WILLPOWER THRESHOLD Roll d100 for the character's Willpower Threshold. Modify it according to the following chart. Centaurs: +26 Dryads: +4 Dwarfs: +14 Elves: -5 Giants: +14 Storm: +6 Cloud: +8 Halflings: +6 Men: +0 Merfolk: +14 Nixons: +24 Nymphs: +4 Satyrs: +6 Shapechangers: -2 Sphinx: +4 Sylphs: +6 Unicorns: +14 Life Aspected and Death Aspected characters subtract 5 from their Willpower Threshold. If the Willpower Threshold is less than or equal to the character's Willpower, the character has psionic ability of some sort. The character can decrease the Willpower Threshold by 1 point per 5,000 Experience points (10,000 Experience points the first time). This also takes 1 month of training with an instructor and 50 silver shillings. The Willpower Threshold cannot be reduced to less than 0. PERCEPTION THRESHOLD Roll d100. This is the character's Perception Threshold. Life Aspected and Death Aspected characters subtract 5 from their Perception Threshold. If the Perception Threshold is less than or equal to the character's Perception, the character knows they have psionics (assuming that they do) and have some control over their psionic ability. If the character's Perception Threshold is above the character's Perception, the abilities will only show up during stress. If psionic ability does show up, it costs double Fatigue and lasts for the duration of the stress-causing incident. The game master controls which power manifests itself, and should choose one appropriate to the situation as the character sees it. The difficulty factors are: 1. Near Probable Death 2. Near, Definite Death. 3. Imminent, Definite Death. PSIONIC APTITUDE The character's Psionic Aptitude is Willpower minus Willpower Threshold. If either Willpower or Willpower Threshold changes, so will the character's Psionic Aptitude. The character cannot use experience or training to increase Psionic Aptitude. PSIONIC DEXTERITY The character's Psionic Dexterity is Perception minus Perception Threshold. PSIONIC POWERS The number of powers the character has is limited by the character's Psionic Aptitude. There are currently five known classes of Powers. Players (or the game master) should roll randomly on the chart to see which powers the player has, marking off the aptitude cost for each. Once the aptitude cost total is greater than or equal to the character's Psionic Aptitude, stop rolling. If the character doesn't have enough Psionic Aptitude for the final power, the character cannot use that power. If a character has more than one power in the same class, the lower-cost powers cost half towards the Psionic Aptitude limit. If a character has Telepathy, Push, and Catalyst (all of which are Class A), those Powers will only cost 6+3+2, or 11, towards the Psionic Aptitude limit. If a power is rolled more than once, divide the Experience Cost multiple by the number of times the power was rolled. Or allow the player the option of re-rolling for a different power. POWER PSIONIC APTITUDE COST Class A (Resist with Willpower) Catalyst 6 Domination 6 Push 5 Telepathy 4 Class B (Resist with Physical Strength) Pyrokinesis 6 Telekinesis 4 Class C (Resist with Willpower) Spirit Host 6 Spirit Summoner 8 Spirit Traveller 5 Class D (Resist with Endurance) Healing 8 Self Control 4 Class E (Resist with Magical Aptitude) Sensitive 3 Teleportation 7 Temporal Shift 10 WHAT POWERS DOES A CHARACTER HAVE? Roll on the following table until the character's Psionic Aptitude is exceeded. If Psionic Aptitude is ever increased, the character may roll again to use up the new points, if there are any left over. There is no benefit to not reaching the Psionic Aptitude Limit. True Fire Frost Cloud Stone Power Human Dwarf Faerie Elf Giant Giant Giant Giant Halfling Orc Goblin Karian Catalyst 1 -- -- -- -- -- 1 -- -- -- -- 1 Domination 2 1 -- -- -- 1-3 -- 1-2 -- -- -- 2 Push 3 -- 1-2 1-2 -- 4-6 2 -- -- -- 1 3 Telepathy 4 -- 3 3-4 1-4 -- 3-4 -- -- -- 2 4 Pyrokinesis 5 2-3 4 5 5-10 7-10 -- -- 1-4 1-6 3-4 -- Telekinesis 6 4-5 5 6 -- -- 5 3-4 5-7 7-10 5-6 5 Spirit Host 7 -- -- -- -- -- -- -- -- -- -- -- Spirit Summoner 8 -- -- 7 -- -- -- -- -- -- -- -- Spirit Traveler 9 -- -- 8 -- -- -- -- -- -- -- -- Healing -- 6-7 6 -- -- -- -- 5-7 8 -- 7 6 Self-Control -- 8-9 7 9 -- -- 6-7 -- 9-10 -- 8 7 Sensitive 10 -- 8 -- -- -- 8-9 8-9 -- -- 9 8 Teleportation -- 10 9 10 -- -- -- 10 -- -- 10 9 Temporal Shift -- -- 10 -- -- -- 10 -- -- -- -- 10 Shapechangers use the Human table. There are no Shapechangers among the Kari. USING POWERS Each Power has a certain number of Effects that may or may not be used. In the Tactical Display, the AP cost to Prepare a Psionic Power is the number of Effects to be used. The AP cost to Loose a Psionic Power is 2. These must be performed on succeeding Pulses. In the Adventure Sequence, a Psionic Power takes one minute to perform. The Fatigue Cost to use a Power is the unmodified Psionic Aptitude Cost, per round (Tactical Display) or per minute (Adventure Sequence). The Fatigue cost is paid at the time the Power is used, and at the beginning of each round thereafter. Some Powers can be resisted Passively. Some can be resisted Actively, and some can be resisted in either way. Resistance is always per individual. Even Actively resisting, one individual's success does not help any other targets. If the target rolls less than or equal to their characteristic score, Resistance is successful. When Actively resisting, add Willpower to the Passive Resistance score. An Actively resisting character can do nothing else. It costs 2 Action Points to Actively resist a Psionic Power. If the target thinks the Psionic is a Mage, and attempts to Actively resist Magic, this almost works -- add half Willpower to the Passive Resistance score. Inanimate objects will not generally resist. Add the character's Psionic Dexterity to the Base Chance for the Power. Backfire occurs if the roll is 30 or more greater than the modified Base Chance. In the Adventure Sequence, Backfire occurs on a 40 or more failure. Special Effects: Special Effects occur if the player rolls 15% or less than the required Chance. If between 1 and 5%, there is a bonus of 4 Ranks to the use. If between 6 and 15%, the bonus is 2 Ranks. TRAINING If the character is not currently Psionically Active, Experience Point costs are doubled. If the character is not currently Psionically Aware, the Experience Point costs are increased by 50%. These are cumulative: if both conditions are met, costs are trebled. Characters cannot decrease their Willpower Threshold below the penalty for their Race. They cannot decrease their Perception Threshold below zero. The Perception Threshold costs 3,000 Experience Points to reduce by 1 point. Training in Powers requires a number of Experience Points equal to the Experience Multiplier times the Rank to be gained. It requires a number of weeks of study equal to the Rank to be gained, and payment equal to the Experience Point cost divided by 10, in silver shillings. A character can train in up to two Powers at a time, and can train without a teacher (thus bypassing the silver cost) according to standard Dragonquest rules. STRESS Psionically Active characters under stress may uncontrollably manifest their Power. The chance of this happening is the Base Chance of the appropriate power (determined by the gamesmaster), plus Psionic Aptitude, multiplied by a number from 1 to 3: 1 for near death, 2 for near imminent death (about to lose grip over a 500 foot canyon), and 3 for near definite death (at the gallows). EFFECTS Each Power has a certain number of possible Effects. The character must divide Rank up between those Effects. A character with Rank 6 in Telekinesis could put 2 Ranks into Mass, 3 Ranks into Range, and 1 Rank into Move (for 4 pounds, 8 hexes Range, and 2 hexes of movement). Characters can use more than one power at a time. The Base Chance is reduced by 10 for every other power currently being maintained. The following Effects are Universal. Each Power has them: Reduce Resistance: Each point of Rank applied here reduces the target's resistance by 3. Fatigue Cost: Each point of Rank applied here reduces the Fatigue cost to use the power by 1. If Fatigue Cost is reduced to zero, this is really 1 Fatigue point per 2 rounds. At -1, it is 1 Fatigue point per 4 rounds, at -2 it is 1 Fatigue point per 8 rounds, etc. In the Adventure Sequence, replace 'rounds' with 'minutes.' Some Effects have an Experience Cost multiplier. Characters with the Power cannot automatically use these effects. They must train before being able to use them. The cost in Experience, Time, and Cost is the base cost for the Power, times the given multiplier. To learn the Move effect of Telekinesis, a character will have to pay 250 Experience. To learn the Force Emotion effect of Empathy will require 600 Experience. POWERS TELEKINESIS Experience Multiplier: 250 Resistance: Passive Effect Rank Experience Cost Base Chance (40) +3 0 Range (1 Hex) x2 0 Mass (1 lb) x2 0 Move (1 Hex) x2 1x Damage: D-10 plus Mass Rank times Move Rank; BC=18. See table 87.1 for Experience Costs (TK damage). Use Fire combat modifiers table. Damage (D-6) +1 2x Number of Targets (1) x2 0 PYROKINESIS Experience Multiplier: 300 Resistance: Passive Effect Rank Experience Cost Base Chance (30) +3 0 Range (1 Hex) x2 0 Mass (1 lb) x2 0 Damage (D-5) +1 1x Things near the target take damage as well: -1 to rolled damage per foot from target. Number of Targets (1) x2 0 TELEPATHY Experience Multiplier: 200 Resistance: Active Effect Rank Experience Cost Base Chance (50) +3 0 Range (1 Hex) x2 1x Damage (D-10) +1 5x Talking costs 2 Ranks -- 3x EMPATHY Experience Multiplier: 150 Resistance: Active Effect Rank Experience Cost Base Chance (60) +3 0 Range (1 Hex) x2 1x Showing costs 1 Rank -- 2x Force Emotion (costs 2 Ranks, half Base Chance, is Passively resisted also) -- 4x Duration (1 round) x2 4x PUSH Experience Multiplier: 350 Resistance: Passive Effect Rank Experience Cost Base Chance (25) +3 0 Range (1 Hex) x2 1x Number of Targets (1) x2 0 Duration (1 second) x2 0 Senses (1 sense) +1 0 SENSITIVE Experience Multiplier: 250 Resistance: None Effect Rank Experience Cost Base Chance (30) +3 0 Range (1 Hex) x2 1x Future (1 round) x2 4x Past (1 minute) x2 2x Combat Sense (+2) +2 5x Adds 2 to chances to strike, subtracts 2 from opponents' chances to strike. Clairvoyance -- 1x Range (1 Hex) x2 0 Area (1 Hex) x2 0 SPIRIT TRAVELLER Experience Multiplier: 300 Resistance: Passive, Active Effect Rank Experience Cost Base Chance (20) +3 0 Range (1 Hex) x2 3x Number of Targets (1) x2 3x Second Sight (1 Hex) x2 1x Movement (1 Hex) x2 0 In the Adventure Sequence, 1 Hex of movement is 1 mile per hour. Inhabit Other Body +3 2x Base Chance: 5 plus Willpower minus target's Willpower. CATALYSM Experience Multiplier: 500 Resistance: Passive, Active Effect Rank Experience Cost Base Chance (30) +3 0 Range (1 Hex) x2 1x Number of Targets (1) x2 0 Transfer Rate (10%) +10% 0 If target is sleeping, half the transfer efficiency. Unconscious targets cannot be used. Inhibit Psionics (0) -1 3x Inhibits all Ranks by Rank; if less than 0, the target can't use that power. Increase Resistance (0) +3 1x Also as a shield of Defense Rank against Psionic damage. Damage Psionic(D-5) +1 2x This does damage to Willpower, not Endurance. Base Chance is 50. See table 87.1 for Experience Costs. It uses the Psionic Backfire table for Grievous Injuries. Modify the Base Chance by the target's Willpower minus 15. This is only effective against target's who are Psionically Active. SPIRIT HOST Experience Multiplier: 300 Resistance: Passive, Active Effect Rank Experience Cost Base Chance (35) +3 0 This assumes that there's a spirit to contact. Range (1 Hex) x2 0 This is the range to the spirit's physical location. Number of Spirits (1) x2 0 Control (0) +3 0 Host must roll vs. Willpower times 3 each round to retain control and be able to force answers. If failed, the host becomes dormant for Loss minutes. When pushing the spirit out, the spirit rolls vs. Willpower times 2 each round, until unsuccessful (if the spirit wants to stay). Number of Hosts (1) x2 7x This allows using a different person as the spirit's host. Range (1 Hex) x2 7x This is the range to the external host. SPIRIT SUMMONER Experience Multiplier: 500 Resistance: Passive, Active Effect Rank Experience Cost Base Chance (35) +3 0 Range (1 Hex) x2 0 This is the range to the spirit's physical location. Control (0) +3 0 Host must roll vs. Willpower times 3 each round to retain control and be able to force answers. If failed, the spirit is free. When dispelling the spirit, the spirit rolls vs. Willpower times 2 each round, until unsuccessful (if the spirit wants to go free). Number of Spirits (1) x2 0 DOMINATION Experience Multiplier: 400 Resitance: Passive, Active Effect Rank Experience Cost Base Chance (30) +3 0 Range (1 Hex) x2 1x Number of Targets (1) x2 0 Level of Control (0) +2 2x The character has absolute control over subjects whose Willpower is less than the Level of Control. Finesse of Control (0) +1 2x The subject may use skills at Rank up to the Finesse of Control. Duration (1 round) x2 5x HEALING Experience Multiplier: 400 Resistance: Passive, Active Effect Rank Experience Cost Base Chance (40) +3 0 Range (1 foot) x2 5x Number of Targets (1) x2 0 Healing (D-3) +1 0 Resurrection (D-5) +1 7x This 'heals' wounds that have killed, but don't bring the target up above 1 point of Endurance. If the resurrection is unsuccessful (doesn't Heal enough to bring the target to 1 Endurance), it has no effect. Restoration (D-4) +1 4x This 'heals' limbs that have been rendered useless. If the restoration is not successful, it does nothing. Healing, Resurrection, and Restoration can only be done once per wound. If tried more than once, only damage rolls better than the original are counted, and only for the difference. TELEPORTATION Experience Multiplier: 350 Resistance: Passive, Active Effect Rank Experience Cost Base Chance (25) +3 0 Number of Targets (1) x2 2x Range (1 Hex) x2 3x This is the range to the target. Mass (1 lb) x2 0 This is the mass of the target. Distance (1 Hex) x2 0 Added Mass (1 lb) x2 1x This is mass that the character is carrying. Duration (1 second) x2 4x This is the amount of time the character or target takes to reach the destination. TEMPORAL SHIFT Experience Multiplier: 600 Resistance: Passive, Active Effect Rank Experience Cost Base Chance (5%) +3 0 Number of Targets (1) x2 6x Range (1 Hex) x2 5x Mass (1 lb) x2 0 Duration (1 round) x2 2x The default is 1 minute in the Adventure Sequence. Go Forward (1 round) x2 8x Go Back (1 minute) x2 0 Added Mass (1 lb) x2 1x Time View -- 4x This allows the character to see through time without travelling through time, alleviating the need to use Mass. The Fatigue Cost must be paid every round/minute the character (or the target) is to remain in the wrong time (unless the Effect of Duration is used). SELF CONTROL Experience Multiplier: 200 Resistance: None Effect Rank Experience Cost Base Chance (60%) +3 0 Inc Phys Char (1) +1 0 (Strength, Endurance) Heal Wound (1 point) +1 0 Inc Motive Char (1) +1 2x (Agility, Manual Dexterity) Inc Action Points (1) +1/2 3x Inc Poison Save (3) +3 1x Inc Disease Save (3) +3 1x Increase Fatigue (2) +2 1x Slow (1/2) x1/2 2x This slows the character's metabolism by the chosen rate. PSIONIC COMBAT All Psionically Active characters can engage in combat. Only Psionically Aware characters can initiate combat. PSIONIC ATTACK: See table 87.7 for the Experience Cost. It has a Base Chance of 35, and a damage of D-4. Damage is increased by 1 for every 3 points of Psionic Aptitude greater than 15, and decreased by 1 for every 3 points of Psionic Aptitude less than 15. The Base Chance is increased by 1 for every point of Psionic Aptitude above 15, and decreased by 1 for every point of Psionic Aptitude less than 15. PSIONIC DEXTERITY (if positive; if negative, it doesn't affect combat) can be used to increase the Base Chance to Attack, or to decrease a specific opponent's Base Chance. The points can be allocated as desired. Damage is reduced by 1 for every Doubling beyond 1 Hex from the attacker's body that the target's body is. The Base Chance is reduced by 1 for every Hex beyond the character the target is. Damage is subtracted from Fatigue first, then Willpower. A character cannot lose both Fatigue and Willpower from a single attack. Stuns occur if a character takes more than one third (round down) Willpower points, from either Fatigue or Willpower. The character is allowed a save vs. three times Psionic Dexterity if only Fatigue is lost from a Stun attack. While Stunned, a character can only Pass (2 AP) until a save vs. three times Psionic Dexterity is successful. Low Attack Rolls: If the roll is between 1 and 5% of the modified Chance, the target takes a Grievous Injury: Roll damage, lose this from both Willpower and Endurance, and roll on the Psionic Backfire Table. If the roll is between 6% and 15% of the modified chance, the target loses the Damage roll from Willpower. POSSIBLE PSIONIC COMBAT ACTIONS A character within a Psionic Melee cannot do anything physical without first Withdrawing from the Melee. In order to engage in Psionic Melee, one character must Contact another. Any number of characters can be engaged in the same Psionic Melee. (Q)ONTACT: This costs 4 Action Points. If the target is unwilling to be drawn into Psionic Melee, the target must save vs. Willpower times 3. The person initiating Contact is automatically Shifted to this individual, and this individual is automatically Shifted to the Contacter. If the individual successfully resists being drawn into combat, the Contacter must execute a Shift to return to any previous combatant, although that combatant will not have lost contact with the Contacter. Contacting adds 10 to the chance to be hit this Pulse. (S)HIFT: This costs 1 Action Point. It allows the character to psionically attack a different target next pulse. It does not allow the target to automatically attack back. The target must still execute a Shift if a return attack is desired. (A)SSAIL: This costs 3 Action Points. The character psionically attacks the chosen opponent. (E)VADE: This costs 2 Action Points. The character reduces all chances to hit him or her by 10, and by 4 per Rank with Psionic Combat. (B)OB: This costs 2 Action Points. The character reduces all chances to hit him or her by 10, and by 3 per Rank with Telepathy. (W)ITHDRAW: This costs 3 Action Points. The character attempts to withdraw from the Psionic Melee. Roll d10. Add the total of all friendly Psionic Dexterities and Psionic Aptitudes, and subtract the total of all hostile Psionic Dexterities and Psionic Aptitudes. If the result is 10 or more, the character successfully withdraws. During the Withdrawal, the character is at +10 to be hit. An unconscious character automatically Withdraws during that Pulse, and is subject to the +10 to be hit. Withdrawal, however, is automatic. (X)ASS: This costs 1 Action Point. The character does nothing. PSIONIC MELEE MODIFIERS Target is currently implementing Action B or E: -10 Target is currently implementing Action W: +10 Target is Stunned: +20 Attacker has zero Fatigue Points remaining: -10 Target has zero Fatigue Points remaing: +10 Each Rank Attacker has achieved with Psionic Combat: +3 Each Rank target has with Psionic Combat (Using Action E): -4 Each Rank target has achieved with Telepathy (Using Action B): -3 Target is currently implementing Action Q: +10 WILLPOWER RECUPERATION If a being expends and/or loses no more than one-half Fatigue Points (round down) for two consecutive days, one Willpower Point is regained at the end of the second day. Otherwise, one Willpower Point is regained at the end of the third day. If a being is given ministrations from a qualified physician, one day less is required to regain Willpower Points. PSIONIC ABILITIES SENSES Senses do not backfire. Add half the character's Psionic Dexterity to the base chance (round down). The first time a character trains a Psionic Sense, there is an additional Experience Cost of 1,000 Experience Points. Once this has been paid for one Sense, it doesn't need to be paid for any Sense. Senses can only be Actively resisted, with Willpower. When sensing psionically active individuals, add their Psionic Aptitude to the sense's Base Chance. AUTOMATIC SENSES All psionic characters have the chance to detect when another psionic character has come within a certain range. The Base Chance of detecting is 20%, plus 3% per Rank. The Range to check is 4 Hexes, plus 4 Hexes per Rank. The Experience Multiplier with Automatic Psionic Detection is 150. On 1-5%, the character knows the direction of the detected psionic: North, Northeast, East, Southeast, South, Southwest, West, or Northwest. On 6-15%, the character knows the direction to the closest of North, South, East, or West. The chance is rolled for whenever a psionic or a latent psionic enters the Range. LEARNED SENSES These are senses that any Psionically Active character can learn. There require that the character use 4 Action Points, and cost 1 Fatigue Point per round/minute, unless otherwise specified. LOCATE MIND Experience Multiplier: 300 Base Chance: 30%, +3%/Rank Radius: 100 Hexes, +100 Hexes/Rank This allows the user to detect, locate, and track a known mind if that mind is within the specified radius. The character knows the direction and approximate distance. DETECT PSIONIC Experience Multiplier: 200 Base Chance: 50%, +3%/Rank Radius: 1 Hex, +1 Hex/Rank This allows the user to detect whether or not there is a psionic in the specified area. Once detected, the psionic can be tracked with Locate Mind. The character will recognize the detected psionic(s) if they have met before. If the character is checking a specific target, there is a bonus of 15 to the Base Chance. 6-15%: Divide the psionic's Psionic Aptitude by 10, and round. This is the approximate power level of the psionic, and the character knows this. 1-5%: The character knows which Classes of powers the psionic has. MENTAL INJURIES AND BACKFIRE None of these are treated as Curses, even results from table 30.1. Results from 21 to 82 are Psychological. Results from 83 to 100 are Physical. On Table 30.1, results from 61 to 72 are Psychological, from 73 to 95 are Physical, and from 96-100 are Psychological. All Physical results, except for Brain Death can be healed by healers with the Rank 7 ability Repair Organs, or Psionic Healing with the Heal Internal Damage effect. Brain Death can be cured by a Healer with the Rank 10 ability Regenerate Vital Organs or Psionic Healing with the Resurrection Effect. Healers must also use the Rank 7 ability, Resurrection, in order to call the body's spirit back. Psychological injuries might be able to be cured by some form of magic as yet unknown. Otherwise, the character must roll vs. Willpower each month. On a successful roll, the injury heals itself. The character is also allowed a Willpower roll for previous injuries everytime a new injury is gained. Roll for each injury. 01-20 Backfire Table 30.1 21-27 Phobia: Become deathly afraid of something to do with this event. Whenever meeting the target of your phobia, you need to save vs. Willpower, with a difficulty factor of 1 to 5, depending on how much of what you're afraid of is there. If you fail, your only desire is to run away, the quickest way possible. 28-34 Hysteria: Gain 'glove hysteria' in a way this event could cause. Glove hysteria means that one part of your body refuses to work, and may even be locked in a specific position. 35-44 Fugue States: Your mind has decided it doesn't like you, and leaves you in a bewildered state for long periods of time. Whenever you're in stress, save vs. Willpower, with a difficulty factor of 1 to 4, depending on the amount of stress. If you fail, your mind blanks out, and you wander aimlessly, without desire or purpose, for a number of hours equal to the amount you missed, squared. 45-54 Depression: You don't care about a damn thing. Life, who needs it? Fortunately, you also just don't have the energy or initiative to actively try to kill yourself. When you gain the depression, make a save vs. Willpower. If you fail, the depression is on you immediately. Otherwise, it appears when you next wake up. 55-64 Mania: Hey! Life is just fuckin' wonderful. So much to do, and so little time to do it. Better hurry up if you want to get everything done. Be loud, be active, and don't waste time sleeping when you could be doing something else. Ignore your body when it tells you to sleep. It's just a slackard anyway. You are always doing at least medium exercise, you never sleep more than 6 hours a night, you never just relax or nap, and even sleeping requires a Willpower check at a random difficulty factor of 1 to 5 every three hours. 65-69 Obsessive-Compulsive: Choose some action that you commonly perform in a situation like this. Then, because you are so worried about bad luck/germs/pixies/whatever, create a continually growing ritual which must precede that action. Example: You know, there could be bugs in your armor. Better look through it before you put it on; it'll only take a minute or so. After a couple of times, though, you realize there could be bugs hiding in the links, as well -- better check them thoroughly before putting your armor on; only takes 5-10 minutes or so. Of course, soon, you realize that while checking the links, bugs could have crawled into a part of your armor you've already checked; better go over the armor twice before putting it on.... Welcome to the asylum, brother. 70-73 Reaction Formation: Take something you like, that has to do with this situation. It's wrong. Bad. Evil. Slowly become more and more fanatically against this thing or action. Preach about it. Never do it, at least when anyone's watching. Take steps to make sure that you never have a chance to do it. Make sure no one else can, either. 74-76 Split Personality: You develop D5 extra personalities. If you know magic, each other personality has a 25% chance of also knowing magic. Each other personality does have psionics, but since each one might have a different Perception, it might not be aware. Each personality has only a 25% chance of knowing each skill you know. Experience gained by each personality is not shared. Skills that one personality learns are not learned by the others. Every time you wake up, save vs. Willpower times 2. If successful, you're normal. If unsuccessful, determine which personalty comes up, randomly. In stress, personality may change as well -- make a save vs. current Willpower, with a difficulty factor of 1 to 4. If unsuccessful, roll the new personality randomly (not including the old personality, but including the normal personality if that wasn't the old one). 77-80 Change Personality: You develop a completely new personality, discarding the old one. The new personality has a 50% chance of having the same magic college; 50% chance, each, for having each skill. If this personality is ever cured, all Experience gained by it is lost, as well as any skills it learned or increased. 81-82 Catatonia: Your mind withdraws completely from the world, and your body slowly curls into a fetal position. Make a save vs. Willpower. If successful, this happens when you next wake up (er, don't wake up). Otherwise, it happens now. 83 Megalomania: The party's going to hell in a handbasket. And you're the best person to fix that. Once you've got control of the party, this country could use a fix-up as well. Hell, why not the world? 84-86 Manic-Depressive: You have states of Mania and Depression (see those results) which last D10 days each, separated by a certain number of hours of normality -- save vs. Willpower; if you fail, you go immediately into the opposite state; otherwise, you have a number of hours equal to the amount you made the save by, squared, of normality. Stress may also trigger the change, but in this case, you go immediately into the next state (manic or depressed). Save vs. Willpower, with a difficulty factor of 1 to 4. 87-89 Schizophrenia: You cannot maintain a coherent line of thought, or distinguish fantasy from reality. You hear voices, talk to people who aren't there, and are a shoe-in for political office. 90-93 Narcolepsy: From now on, whenever you're in stress, save vs. Willpower, with a difficulty factor of 1 to 4, or fall asleep. 94-96 Epilepsy: From now on, whenever you're in stress, save vs. Willpower, with a difficulty factor of 1 to 4, or go into an epileptic fit. This lasts a number of seconds equal to the amount you missed the save by. Save vs. the amount missed by, or you swallow your tongue, and choke on it -- lose 1 FP per round. 97 Left Brain Dead: You lose control of the right half of your body, and all reasoning skills. Magic Aptitude and Perception are halved. It costs double Experience to train in these two skills. All skills lower than Rank 6 are decreased by half. 98-99 Right Brain Dead: You lose control of the left half of your body, and your artistic skills. Willpower and Perception are halved. It costs double Experience to train in this two skills. All skills greater than Rank 5 are modified to (5+Rank)/2. 100 Brain Death: The body remains alive for d100 hours. HOUSE RULES HIGHLAND 5.7 AGE OF CHARACTERS Human: 15+d10 Halfling: 14+d5 Dwarf: 20+d10 Shapechanger: 14+d5 Giant: 20+2d10 Elf: 40+2d10 5.8 LUCK Luck is found from the maximum characteristic number from the character's Group (see 5.2) and adding d5. The player can modify any of the character's rolls by taking points from Luck. Luck is replenished after every game session. Players can modify opponents' and gamesmaster rolls by taking 2 points from Luck for every point needed. Only player characters have Luck. Different Races have different Lucks: Race Luck Modifier Dwarf: -3 Elf: +3 Giant: -3 Goblin: +3 Halfling: +6 Human: 0 Orc: 6 Shape-Changer: 0 5.9 INITIAL LANGUAGES Players should roll 4d5 and add 3 for the number of points to use for allocating Rank in Speaking, and in Reading/Writing. Characters should have an 8 (or 7, if the minimum was rolled) in Speaking their native tongue (Anglish for most humans). The remainder can be allocated as desired. 5.10 PSIONICS THRESHOLDS Roll d100 each for the Willpower Threshold and the Perception Threshold. If the Willpower Threshold is less than or equal to the character's Willpower, the character is Psionically Active. If the Perception Threshold is less than or equal to the character's Perception, the character is Psionically Aware (has control). The character's Psionic Aptitude is Willpower minus Willpower Threshold. Psionic Dexterity is Perception minus Perception Threshold. Players can determine the Psionic Thresholds before determining their Primary Characteristics, if they so desire. 6.1 A player may freely choose the gender of their character. Female characters reduce Physical Strength by 1 and increase Fatigue by 2. 6.3 In Highland, the chance of choosing the various races is as follows: Dwarf: 25 Elf: 30 Giant: 06 Halfling: 25 Human: 100 Orc: 10 Shape-Changer: 04 Goblin: 15 The Experience Point Multiplier for Goblins is 1.1. 6.5 Elven lifespan is unknown to non-Elves and many young Elves in Highland: none have ever died of old age. It is approximately 3,000 years. 6.6 Giants have Physical Strength and Endurance modified as follows: Giant Strength Endurance Cloud Add 17 Add 23 Fire Add 8 Add 13 Frost Add 17 Add 18 Stone Add 6 Add 5 6.10 A Goblin is a short (3 to 4 feet tall) humanoid with large eyes, pointed ears, and skin ranging from brown to pallid grey. Goblins are nocturnal (a penalty of 5 to all Base Chances in the light), and are feared and hunted by normal humanoid society. Special Abilities: A Goblin possesses infravision, which allows seeing solid red shapes where living beings are located in the dark. Range of vision is 60 feet. A Goblin adds 10% to any activity requiring stealth. A Goblin takes one-half the Experience Points to progress ranks as a thief. Characteristic Modifier Physical Strength -1 Manual Dexterity +2 Agility +1 Endurance -2 Fatigue +1 Magical Aptitude -2 Average Life Span: 67 to 100 Earth Years. 8.6 BEGINNING SKILLS A character can choose to take 1,000 Experience Points worth of skills for 100 points only once ever. This can be done at the beginning of the character's existence, or following any adventure. 13.1 A character may Move through up to size contiguous hexes forward at a cost of 1 Action Point to enter each hex. A Human can thus move up to 6 hexes, a Halfling 3, and an Elf 5. See the section on Armor (17.8), for a description of sizes. 13.2 A character may Shift into up to Size/3 (round up) contiguous hexes by expending 3 Action Points to enter each hex. 16.3 CLOSE COMBAT MODIFIERS TABLE Rank of Attacker +1 to Base Chance Rank of Target if -1 to Base Chance target is using action E 16.7 A Disarm only occurs if the target makes a successful strike check. This is never a Grievious Injury. If the d10 roll is 11 or higher, the target can choose whether to disarm or riposte. 17.6 STUNNING If a character takes more than one-third Endurance to Fatigue, he or she is stunned only if a save vs. 3 times Manual Dexterity is failed. Even if the character is not stunned, a save must be made to see if the character drops any prepared weapons (See 19.7) 17.8 In close combat, armor protection values are divided by 2, and rounded down. The size of a Goblin is 4. Stone Giants are size 10, Frost Giants size 18, Fire Giants size 12, and Cloud Giants size 18. 19.3 Weapon Classes: Class A: Thrusting/slashing weapons. Class B: Large swinging/slicing weapons. Class C: Smashing weapons. Class D: Unclassifiable weapons. 23. INFECTION If the wound is cleaned immediately, the chance of infection drops by 5%. If alcohol is applied immediately, the chance drops another 5%, and if the wound is then securely and expertly bound, the chance drops 5%. 25.1 List of non-affiliated spells. 24 MAGIC GENERAL KNOWLEDGE SPELLS Own General Knowledge Counterspell: 100 Own Special Knowledge Counterspell: 200 GENERAL KNOWLEDGE RITUALS Preparation Ritual: No Rank Ritual Purification: 200 SPECIAL KNOWLEDGE SPELLS General Knowledge Counterspells: 100x? Special Knowledge Counterspells: 200x? Major Curse: 750 Geas: 250 SPECIAL KNOWLEDGE RITUALS Investment Ritual: 300 Ward: 400 Remove Curse: 500 Permanent Investment: 2,000 Permanency: 1,500 26.1 LEARNING MAGIC Learning a Spell College is like learning skill. The Experience Cost is 1,000, and it takes 8 weeks of game time to learn (see 48.1). A character can only take one College as a skill. These parts of section 48 apply to Magical Colleges: 48.1, 48.2, 48.6. For that 1,000 Experience and training time, characters have the Talents associated with their school, the Preparation Ritual, the Ritual Purification method, and the two Counterspells associated with their school. They also know spell G-1. They must still learn the remaining General Knowledge spells and General Knowledge Rituals. It costs half the Experience Multiplier to learn these spells/rituals at Rank 0, and they must be learned in order. The character cannot learn any Special Knowledge spells until all General Knowledge spells are known, and cannot learn any Special Knowledge rituals until all General Knowledge rituals are known. A character joining a College at the start of the game, as their 1000 point Skill, but who doesn't have 100 Experience to spend, still gains those Talents, Spells, and Rituals, but the listed Base Chance is halved until the character pays the remaining Experience Points. 31.3 Learning Counterspells of other colleges is now part of the new 34.5, except, of course, for Namers, who have all General Knowledge Counterspells as part of their General Knowledge, and all Special Knowledge Counterspells as part of their Special Knowledge. 32.3 The Action Point cost to Prepare an invested item is 2. The Action Point cost to Loose a spell from an invested item is 3. 34.5 A character may learn spells from a different college, but at higher cost and a lowered base chance. Such spells always count for two spells for purposes of Magical Aptitude maximums. Branch Experience Time Monetary BC Same x1.2 x1.2 x1.2 -5 Neutral x1.4 x1.4 x1.4 -10 Opposed x2 x2 x2 -25 Not Affiliated x1.5 x2 x3 -15 For this purpose only, the Preparation Ritual has an 'Experience Multiplier' of 100. Glamour, Cantrip, and Trance each cost 1 slot of Magical Aptitude, and non-affiliated characters must know at least one of them (either Preparation Ritual, Glamour, Cantrip, or Trance). They have an Experience Multiplier of 75. 34.6 A character may not enter any College of Magic unless he or she has the Magical Aptitude listed here. Characters need at least this Magical Aptitude in order to become a member of the college. This will not change even if the college increases or decreases the number of spells it teaches as General Knowledge. THE THAUMATURGIES Ensorcelments & Enchantments 17 Sorceries of the Mind 12 Illusions 10 Naming Incantations 16 THE ELEMENTALS Air Magics 14 Water Magics 19 Fire Magics 13 Earth Magics 16 Celestial Magics Star Mages 14 Dark Mages 15 Shadow Weavers 14 THE ENTITIES Black Magics 19 Necromantic Conjurations 16 Greater Summonings 10 36.4 College of Ensorcelments and Enchantments Spell G-7, Spell of Mass Charming. Duration is Concentration, with no maximum. 36.5 COLLEGE OF ENSORCELMENTS AND ENCHANTMENTS Ritual Q-1, Ritual of Enchantment. Effect is a penalty or bonus of Rank. 39.4 COLLEGE OF NAMING INCANTATIONS. All General Knowledge Counterspells are part of the General Knowledge spells of this college. All Special Knowledge Counterspells are part of the Special Knowledge spells of this college (except for the Special Knowledge Counterspell vs. Naming Incantations, which is a General Knowledge spell). They do count against the number of spells and rituals the namer may know. Since there are 12 Colleges of Magic, the character knows 12 General Knowledge Counterspells plus the Naming Special Knowledge Counterspell, and, of course, the Preparation Ritual and the Ritual of Purification, and their own Ritual of Dissipation. 55 HEALERS Since there are no healers in Highland anyway, the following really doesn't matter. 55.7 A healer must have the majority of the victim's body: body parts are not restored. The body can be no more than D+Rank hours dead. If not enough of the body is there, a revenant may be created on a successful resurrection. Such will only occur after a period of time, and will probably seek out the healer for revenge. 55.8 A healer can regenerate every portion of a living being's body. 60.1 Rangers acquire a 'bump' at North, of increasing accuracy as they increase Rank. 64 REACTIONS TO ENOUNTERS 64.1 The humanoid and civilized races have the following modifiers to Reaction, when they meet in human-dominated or adventurous surroundings. Dwarf Elf Giant Halfling Orc Goblin Dwarf +20 -10 -5 -5 -15 -5 Elf -5 +10 -15 +5 -20 -10 Giant -10 -15 +5 -15 -5 -5 Halfling 0 +10 0 +10 -15 -5 Orc -20 -20 -10 -15 +2 -10 Goblin -5 -15 0 -10 -10 +3 79 All references to the Adventurers' Guild should be changed to Common Sense. 81.1 The value of coins in Highland is different than listed, as are the costs for items. Talk to the game master first. However, those costs and conversions are correct for starting characters. 84.6 RITUAL OF PERMANENCY Time to Learn: 5 weeks. Money to Buy: 20,000 sp Experience Multiplier: 1,500 This ritual extends the duration of any spell with a duration other than concentration, 0, or immediate, to infinite. The spell will remain in effect until Dissipated by a Namer, although individuals under a Counterspell may be temporarily protected. The Base Chance of Dissipation is reduced by 6% per Rank of the Ritual of Permanency. To perform the ritual, the wizard must endow the spell with 1 point of Endurance and 1 point of Magical Aptitude. These points are lost to the caster, and can only be regained through Experience. The Base Chance for the ritual is 1, plus 1 per Rank, plus 1 for every 4 hours the wizard takes to perform the ritual, up to 24 hours (for +6). Upon completing the ritual, the spell must be cast. If the spell is unsuccessful, the caster cannot passively resist backfire if there is any. The caster must also start the ritual over (although if the ritual was successful, the item is 'empty' and can have any spell placed in it). If the ritual is unsuccessful, the wizard only loses Endurance and Magical Aptitude if ritual backfires, in which case, loss is automatic, and the item cannot be enchanted ever. The performer of the Ritual and the caster of the spell need not be the same person, but they must be of the same College. The spell may be cast at any time following the Ritual. The permanency of General Knowledge spells will require the mixing of uncommon, but not rare, ingredients, requiring either adventure, or Ritual Rank times Spell Rank times Ordinal Number times 100 Silver Shillings . The permanency of Special Knowledge spells will require the mixing of rare ingredients, requiring either adventure or Ritual Rank times Spell Rank times Ordinal Number times 1,000 Silver Shillings. 84.7 PERMANENT INVESTMENT RITUAL Time to Learn: 6 weeks Money to Buy: 30,000 sp Experience Multiplier: 2,000 This ritual places an infinite number of charges in an item (similar to the investment ritual). This costs 1 point of Endurance and 2 points of Magical Aptitude, if the ritual is successful or it backfires. If the ritual backfires, the item is unable to ever be enchanted. The base chance is 0, plus 1 per Rank, plus 1 per 4 hours (up to 24 hours, or +6). If the ritual backfires, treat it as if the spell being invested backfired, with no passive resistance. The base chance of the invested spell is as if the caster were casting, at the time of the investment. The investment can be dispelled with the Namers' Dissipation Ritual, but the Dissipation Base Chance is reduced by 6 for each Rank of this Ritual. This ritual requires ingredients like the Ritual of Permanency. This spell is otherwise like the Ritual of Investment, as far as who can use the item, Action Point Costs, etc. (see 32.3) 85.4 UPKEEP COST In Highland, Life-Style costs are as follows: Life-Style Expenses per Week Subsistence 1/4 sp Moderate 1 sp Comfortable 2 sp Expensive 10 sp Extravagant 100 sp and up. 87.1 If a character has used a skill or ability successfully in an adventuring situation, time and cost are multiplied by .8. 87.7 EXPERIENCE POINT COST CHART SPECIAL FIGHTING SKILLS RANK: 0 1 2 3 4 5 6 7 8 9 10 Unarmed: 30 30 60 120 250 500 1,200 2,500 5,000 9,000 12,000 PSIONICS Psionic Attack: 600 300 600 900 1,200 2,000 2,500 3,000 4,500 8,000 10,000 TK Damage: 60 30 60 120 240 480 1,000 2,000 4,000 8,000 10,000 Damage Psionics: 100 50 80 100 200 400 800 1,600 4,000 8,000 10,000 Joining a Magical College: 1,000 Experience Points.