CHARACTER GENERATION
Roll 3d6 for each ability in order.
Re-roll characters without a positive ability bonus.
3d6 x 20gp of starting gold.
Characters start with maximum HP at first level.
AC is 10+dex+armor.
Characters start play with a shared mule, one weeks worth of iron rations / pc and a ten man tent.
ABILITIES
Strength: +/- to hit chance and damage in melee
Intelligence: +/- to skill points / level (minimum 1)
Wisdom: +/- initiative bonus
Dexterity: +/- to hit with ranged weapons
Constitution: +/- to hit points / level (minimum 1hp/lvl)
Charisma: +/- to reaction rolls and maximum number of hirelings (0 = 1, +1 = 2, +2 = 3, +3 = 5)
SAVING THROWS
Reflex: explosions, traps, breath weapons, disarm attempts
Fortitude: poisons, exhaustion, physical punishment, grapple attempts
Will: mind control, magic, sanity
CHARACTER CLASSES
1. Courtier
Requirements: Cha 9+
Prime requisite: Cha
HD: 1d6
Primary saves: Reflex, Will
Secondary saves: Fortitude
Weapon proficiencies: no shields, no heavy or metal armor, no two handed melee weapons
LVL | XP | HD | BAB | SPECIAL ABILITIES | FORT | REF | WILL |
1 | 0 | 1d6 | +0 | Charm resistance | 15 | 13 | 13 |
2 | 1500 | 2d6 | +0 | 15 | 12 | 12 | |
3 | 3000 | 3d6 | +1 | 1st Combat style | 14 | 12 | 12 |
4 | 6000 | 4d6 | +1 | 14 | 11 | 11 | |
5 | 12000 | 5d6 | +2 | Tumbling attack | 14 | 11 | 11 |
6 | 24000 | 6d6 | +2 | 13 | 10 | 10 |
SKILLS: 2 points / level
Available skills: alchemy, arcane lore, awareness, disguise, first aid, flatter, linguistic ability, navigation, perception, sleight of hand, surgery, stealth, swim
Charm resistance: +4 to saves against charm based effects.
Tumbling attack: +4 to hit when attacking opponents from above.
2. Forestier
Requirements: Con 9+, Wis 9+
Prime requisite: Con
HD: 1d10
Primary saves: Fortitude
Secondary saves: Reflex, Will
Weapon and armor limitations: No metal armor
LVL | XP | HD | BAB | SPECIAL ABILITIES | FORT | REF | WILL |
1 | 0 | 1d10 | +0 | 1st Combat style, Outdoorsman | 13 | 15 | 15 |
2 | 2000 | 2d10 | +1 | 12 | 15 | 15 | |
3 | 4000 | 3d10 | +1 | Animal affinity / Alertness | 12 | 14 | 14 |
4 | 8000 | 4d10 | +2 | 11 | 14 | 14 | |
5 | 16000 | 5d10 | +2 | 2nd Combat style | 11 | 14 | 14 |
6 | 32000 | 6d10 | +3 | 10 | 13 | 13 |
SKILLS: 2 point / level
Available skills: awareness, first aid, natural knowledge, navigation, perception, survival, stealth, swim, tracking, traps
Outdoorsman: +4 to saves against weather based effects.
Alertness: Chance to be surprised -1.
Animal affinity: The ability to calm or befriend normal animals (as per Basic Fantasy).
3. Guerrier
Requirements: Str 9+
Prime requisite: Str
HD: 1d10
Primary saves: Fortitude
Secondary saves: Reflex, Will
Weapon and armor limitations: None
LVL | XP | HD | BAB | SPECIAL ABILITIES | FORT | REF | WILL |
1 | 0 | 1d10 | +0 | 1st Combat style | 13 | 15 | 15 |
2 | 2000 | 2d10 | +1 | 12 | 15 | 15 | |
3 | 4000 | 3d10 | +1 | 2nd Combat style | 12 | 14 | 14 |
4 | 8000 | 4d10 | +2 | 11 | 14 | 14 | |
5 | 16000 | 5d10 | +2 | 3rd Combat style | 11 | 14 | 14 |
6 | 32000 | 6d10 | +3 | 10 | 13 | 13 |
SKILLS: 1 point / level
Available skills: awareness, first aid, perception, swim
4. Marin
Requirements: Str/Dex 9+
Prime requisite: Con/Dex
HD: 1d8
Primary saves: Fortitude, Reflex, Will
Secondary saves: none
Weapon and armor limitations: No heavy armor
LVL | XP | HD | BAB | SPECIAL ABILITIES | FORT | REF | WILL |
1 | 0 | 1d8 | +0 | Tumbling attack, Poison resistance | 13 | 13 | 13 |
2 | 1500 | 2d8 | +0 | 12 | 12 | 12 | |
3 | 3000 | 3d8 | +1 | 1st Combat style | 12 | 12 | 12 |
4 | 6000 | 4d8 | +1 | 11 | 11 | 11 | |
5 | 12000 | 5d8 | +2 | Outdoorsman / Superior balance | 11 | 11 | 11 |
6 | 24000 | 6d8 | +2 | 10 | 10 | 10 |
SKILLS: 2 points / level
Available skills: arcane lore, awareness, first aid, linguistic ability, navigation, perception, sleight of hand, swim
Tumbling attack: +4 to hit when attacking opponents from above.
Poison resistance: +4 to saves against poison based effects.
Outdoorsman: +4 to saves against weather based effects.
Superior balance: +4 to saves in situations requiring stability.
5. Ministre
Requirements: Wis 9+
Prime requisite: Wis
HD: 1d6
Primary saves: Will
Secondary saves: Fortitude, Reflex
Weapon and armor limitations: Can only use bruising (B) weapons
LVL | XP | HD | BAB | SPECIAL ABILITIES | FORT | REF | WILL |
1 | 0 | 1d6 | +0 | Turn undead | 15 | 15 | 13 |
2 | 1500 | 2d6 | +0 | Divine spells 1st level (1xlvl1) | 15 | 15 | 12 |
3 | 3000 | 3d6 | +1 | (2xlvl1) | 14 | 14 | 12 |
4 | 6000 | 4d6 | +1 | Divine spells 2nd level (1xlvl2, 2xlvl1) | 14 | 14 | 11 |
5 | 12000 | 5d6 | +1 | (2xlvl2, 2xlvl1) | 14 | 14 | 11 |
6 | 24000 | 6d6 | +2 | Divine spells 3rd level (1xlvl3, 2xlvl2, 2xlvl1) | 13 | 13 | 10 |
SKILLS: 2 points / level
Available skills: arcane lore, first aid, linguistic ability, perception, surgery, swim
A Ministre is a priest of the Christian God. They can turn the undead, as per the table below. The amount of undead turned is 2d6 of HD. In an encounter, a Ministre can continue turning undead until they fail. T stands for an automatic turn, while D stands for the destruction of the turned undead.
LVL | HD1 | HD2 | HD3 | HD4 | HD5 | HD6 | HD7 | HD8 | HD9 |
1 | 10+ | 15+ | 20+ | – | – | – | – | – | – |
2 | 5+ | 10+ | 15+ | 20+ | – | – | – | – | – |
3 | T | 5+ | 10+ | 15+ | 20+ | – | – | – | – |
4 | T | T | 5+ | 10+ | 15+ | 20+ | – | – | – |
5 | D | T | T | 5+ | 10+ | 15+ | 20+ | – | – |
6 | D | D | T | T | 5+ | 10+ | 15+ | 20+ | – |
Starting on the second leve, the Ministre has a specific amount of spells that they can cast per day. They need to ask their God for the spells they want to cast by meditating at the start of the day. The amount of spells is shown in the table above.
d6 | Christian spells LVL1 | Christian spells LVL2 | Christian spells LVL3 |
1 | Cure Light Wounds* | Bless* | Continual Light* |
2 | Detect Evil | Find traps | Cure Blindness |
3 | Detect Magic | Hold person* | Cure Disease* |
4 | Light* | Know alignment* | Remove Curse* |
5 | Protection from Evil | Resist Fire | Speak with the Dead |
6 | Remove Fear* | Silence, 15′ radius | Striking |
6. Occultiste
Requirements: Int 9+
Prime requisite: Int
HD: 1d4
Primary saves: Will
Secondary saves: Fortitude, Reflex
Weapon and armor limitations: No shields, no armor, no two handed melee weapons
LVL | XP | HD | BAB | SPECIAL ABILITIES | FORT | REF | WILL |
1 | 0 | 1d4 | +0 | Arcane spells 1st level (1xlvl1) | 15 | 15 | 13 |
2 | 2500 | 2d4 | +0 | (2xlvl1) | 15 | 15 | 12 |
3 | 5000 | 3d4 | +1 | Arcane spells 2nd level (1xlvl2, 2xlvl1) | 14 | 14 | 12 |
4 | 10000 | 4d4 | +1 | (2xlvl2, 2xlvl1) | 14 | 14 | 11 |
5 | 20000 | 5d4 | +1 | Arcane spells 3rd level (1xlvl3, 2xlvl2, 2xlvl1) | 14 | 14 | 11 |
6 | 40000 | 6d4 | +2 | (2xlvl3, 2xlvl2, 2xlvl1) | 13 | 13 | 10 |
SKILLS: 2 points / level
Available skills: alchemy, arcane lore, first aid, linguistic ability, navigation, perception, surgery, survival, swim
Occultistes are arcane magic users. In order to advance in levels, an Occultiste needs to be initiated, either by another Occultiste, or by a spiritual entity. If the Occultiste was initiated by a Spirit being (such as a Demon, or Fairy), they must have located and performed a summoning Ritual that attracted the attention of the initiating entity. This master or entity will go on to provide the Occultiste with spells as they rise in levels.
The Occultiste knows how to read arcane and magical writing, and to cast spells. Occultistes start play with knowledge of two first level spells, which are determined randomly. The spells they can cast need to be in their active repertoire. The repertoire can include a number of spells up to the number and level of spells listed for their level, increased by their intelligence ability bonus. Spell effects are as per the Cyclopedia.
The Occultiste uses arcane magic that drains the body and soul. In order to cast a spell, the Occultiste needs to drain one of their abilities by the same amount as the level of the spell. These drained ability points recover 1 point/level/day. The Occultiste needs to decide which (only one) ability to recover at the start of the day.
d12 | Occultist spells LVL1 | Occultist spells LVL2 | Occultist spells LVL3 |
1 | Charm Person | Continual Light* | Clairvoyance |
2 | Detect Magic | Detect Evil | Create Air |
3 | Floating Disc | Detect Invisible | Darkvision |
4 | Hold Portal | ESP* | Dispel Magic |
5 | Light* | Invisibility | Fireball |
6 | Magic Missile | Knock | Fly |
7 | Magic Mouth | Levitate | Haste* |
8 | Protection from Evil | Locate Object | Hold Person* |
9 | Read Languages | Mirror Image | Invisibility 10′ Radius |
10 | Shield | Phantasmal Force | Lightning Bolt |
11 | Sleep | Web | Protection from Normal Missiles |
12 | Ventriloquism | Wizard Lock | Water Breathing |
7. Paladin
Requirements: Wis/Cha/Str 9+
Prime requisite: Wis/Str
HD: 1d8
Primary saves: Fortitude, Will
Secondary saves: Reflex
Weapon and armor limitations: None
LVL | XP | HD | BAB | SPECIAL ABILITIES | FORT | REF | WILL |
1 | 0 | 1d8 | +0 | Smite evil (1/day), Resistance to fear | 13 | 15 | 13 |
2 | 2500 | 2d8 | +1 | 12 | 15 | 12 | |
3 | 5000 | 3d8 | +1 | 1st Combat style | 12 | 14 | 12 |
4 | 10000 | 4d8 | +2 | 11 | 14 | 11 | |
5 | 20000 | 5d8 | +2 | Turn undead / Smite evil (2/day) | 11 | 14 | 11 |
6 | 40000 | 6d8 | +3 | 10 | 13 | 10 |
SKILLS: 1 point / level
Available skills: awareness, first aid, perception, swim
Smite evil: +4 to hit and double damage once or twice per day against an evil creature.
Resistance to fear: +4 to saving throws against fear effects.
Turn undead: Can turn undead as a Ministre four levels lower than the paladin.
8. Vagabond
Requirements: Dex 9+
Prime requisite: Dex
HD: 1d6
Primary saves: Reflex
Secondary saves: Fortitude, Will
Weapon and armor limitations: No shields, no heavy or metal armor, no two handed melee weapons
LVL | XP | HD | BAB | SPECIAL ABILITIES | FORT | REF | WILL |
1 | 0 | 1d6 | +0 | Sneak attack (+1d6), Appraise | 15 | 13 | 15 |
2 | 1250 | 2d6 | +0 | 15 | 12 | 15 | |
3 | 2500 | 3d6 | +1 | 1st Combat style | 14 | 12 | 14 |
4 | 5000 | 4d6 | +1 | 14 | 11 | 14 | |
5 | 10000 | 5d6 | +2 | Sneak attack (+2d6) / Alertness | 14 | 11 | 14 |
6 | 20000 | 6d6 | +2 | 13 | 10 | 13 |
SKILLS: 2 points / level
Available skills: awareness, disguise, first aid, lockpicking, perception, sleight of hand, stealth, swim, traps
Sneak attack: 1d6 (or 2d6) additional damage when performing a stealthy melee attack with a one handed bladed weapon.
Appraise: A Vagabond always knows the value of mundane treasures found.
Alertness: Chance to be surprised -1.
SKILLS
All skills start at 0/6 chance of success. The chance of success is modified by the amount skill points invested in the skill and the relevant ability bonus. Ability bonuses are not taken into account before the skill is ”opened” by attributing the first skill point to the skill. Skill success is never automatic, rather the skill progression is 5/6 → 7/8 → 9/10 → 11/12 → 19/20.
Some skills require consumable items (e.g. lockpicks, bandages, surgeon’s kits) to be used effectively. Using these skills without the relevant item inqurs a -1 penalty to the skill.
All character classes start out with Climb and Search 1/6 (+ability bonus).
SKILL | Ability | Courtier | Forestier | Guerrier | Marin | Ministre | Occultiste | Paladin | Vagabond | Description |
Alchemy | INT | X | X | The ability to identify potions and make them. | ||||||
Arcane lore | INT | X | X | X | X | The ability to identify magic items, spells and other arcane effects. | ||||
Awareness | WIS | X | X | X | X | X | X | The ability to avoid surprise even if the party is suprised. | ||
Climb | STR | X | X | X | X | X | X | X | X | The ability to climb trees, cliff surfaces etc. In some situations rope and other climbing equipment is required and/or inqurs a bonus. |
Disguise | CHA | X | X | The ability to pass as someone else (c.f. Assassin (OSE)) | ||||||
First Aid | WIS | X | X | X | X | X | X | X | X | The ability to heal 1d3 HP within one turn after combat. Requires consumable bandages. |
Flatter | CHA | X | The ability to charm another person to act as you want (as per charm person spell). | |||||||
Linguistic ability | INT | X | X | X | X | The chance to know and/or learn a language. | ||||
Lockpicking | DEX | X | The ability to pick locks. Lockpicking requires consumable lockpicks. | |||||||
Natural knowledge | INT | X | X | X | The ability to identify plants and creatures, as well as to discern their effects. | |||||
Navigation | INT | X | X | X | X | The ability to avoid getting lost. | ||||
Perception | WIS | X | X | X | X | X | X | X | X | The ability to spot things and hear noices. |
Search | WIS | X | X | X | X | X | X | X | X | The ability to find hidden or missing things. |
Sleight of Hand | DEX | X | X | X | The ability to pick pockets. | |||||
Surgery | INT | X | X | X | The ability to try to heal 1d6 HP once per day. Requires consumable surgeon’s kit. | |||||
Survival | WIS | X | X | The ability to hunt food and to find and make shelter. | ||||||
Stealth | DEX | X | X | X | The ability to hide and move silently. | |||||
Swim | STR | X | X | X | X | X | X | X | X | The ability to move in water without drowning. |
Tracking | WIS | X | The ability to track creatures by the traces they leave. | |||||||
Traps | DEX | X | X | The ability to set and disarm traps. |
COMBAT STYLES
Spanish style: The character gains +1 to AC / point deployed. This special bonus only applies in melee combat and requires that the character is fighting without a shield and equipped with two light melee weapons.
Italian style: The character strikes first in melee combat, regardless of initiative. This special bonus only applies in melee combat and requires that the character is fighting without a shield and equipped with two light melee weapons.
Weapon specialization: The character gets +1 damage and to-hit with an individual weapon type. Can be taken multiple times for weapon type.
Cleave: The character can make an additional strike each time they kill or down an enemy. The new target must be adjacent. The character may make a maximum number of cleave attacks per round equal to their level.
Increased critical: The character gains the ability to make critical hits on a to-hit roll of 19-20.
Two weapon fighting: Attack with two light weapons, only one of which can be a rapier. Both attacks are at -2 to-hit.
SPECIAL ATTACKS
Grapple: roll to-hit (-4 to hit), target makes fortitude saving throw or is grappled. Grappled creatures cannot move, can only use small weapons, cannot cast spells, but can spend their round trying to break free with a new fortitude roll.
Disarm: roll to-hit (-4 to hit), target makes reflex saving throw or drops their weapon.
Trip: roll to-hit (-4 to hit), target makes reflex saving throw or falls prone.
Push/pull: roll to-hit (-4 to hit), target makes reflex saving throw or moves one square closer/further.
DEATH AND DYING
Characters become unconscious at 0 hp and are dying at negative hp. Dying characters can be healed normally, but must make a Fort save when they reach 0 hp. The save is made at -1 for each day that the character has been at negative hp, at +2 if the character reaches 0 hp within 1 turn and +1 if it reaches 0 hp within 1 hour. If the save succeeds, the characters can start acting. If it fails, the character loses as many points from a random ability as the margin of failure on the Fort save. Characters that reach -10 hp are dead.
Characters heal 1hp/lvl when resting for a night at a comfortable spot. A full day’s rest at a home base grants 2hp/lvl.