RULES

LEVEL TITLES All classes have titles that are gained as they level.

The following titles are listed below for classes currently in play.


Cleric
1: Acolyte
2: Deacon
3: Chaplain
4: Pastor
5: Rector
6: Vicar
7: Abbot
8: Bishop
9: Prelate
10: Exarch
11: Saint, Local
12: Archbishop
13: Metropolitan
14: Patriarch
15: Saint, Minor
16: Cardinal
17: Apostle
18: Pontiff
19: Saint, Major
20: Pope

Fighting Man
1: Greenhorn
2: Veteran
3: Grognard
4: Knight-Errant
5: Sergeant
6: Sergeant Major
7: Lieutenant
8: Knight Bachelor
9: Lord
10: Captain
11: Knight Banneret
12: Baron
13: Major
14: Viscount
15: Lieutenant Colonel
16: Earl
17: Colonel
18: Duke
19: General
20: King
 
Hobbit
1: Snerg
2: Beggar
3: Hairfoot
4: Halfling
5: Sidekick
6: Hobbit
7: Deputy
8: Sheriff
9: Clan Chief
10: Lord Mayor
 
Thief
1: Lurcher
2: Footpad
3: Cutpurse
4: Graverobber
5: Bandit
6: Cat Burglar
7: Raider
8: Guildsman
9: Thief
10: Reaver
11: Marauder
12: Bandit Chief
13: Cracksman
14: Master Thief
15: Villain
16: Guildmaster
17: Plunderer
18: Mastermind
19: Prince of Thieves
20: Kingpin of Crime
 
Witch
1: Aspirant
2: Initiate
3: Handmaiden
4: Sister
5: Elder Sister
6: Priestess
7: Mistress
8: Enchantress
9: Witch
10: Sorceress
11: Oracle
12: Night-Witch
13: Magistrix
14: Mistress of the Dark
15: Perfect Priestess
16: Countess of Chaos
17: High Priestess
18: Wicked Witch
19: Bride of Satan
20: Witch-Queen



MEN & MORALE (adapted from rules by Istvan Boldog-Bernad and Sandor Gebei)


  • PCs may keep a number of Retainers based on their CHA score. There are roughly two categories of Retainers: Hirelings and Henchmen.

  • Hirelings are 0-lvl noncombatants and men-at-arms who do not accumulate xp during adventures. Henchmen, on the other hand, earn a ½ share of xp while working for the PC and can be played in lieu of one’s main character when indisposed (during training, research, imprisonment, etc) or deceased, earning a full share of xp while operating independently.

  • Retainer availability will depend on settlement size: a small village wouldn’t support many men for hire, while there are always never-do-wells on the lookout for a little extra in a metropolis.

  • High mortality or mistreatment can deplete the local recruit pool, or force the company to deal with unscrupulous elements.

  • Placing advertisements or paying minstrels to sing about the company’s exploits can attract extra manpower (1d6x50 gp for new check).

  • Morale (ML) for Hirelings depends on two factors. The baseline value follows the employer’s Charisma, which shall be modified by a random 2d6 roll for +/– 2.

  • Morale checks must be rolled on the following conditions: first casualty, casualties over ½ starting forces, overwhelming odds, massive destructive effect, or any time the retainer is ordered to do something very risky on behalf of the characters.

  • Roll morale on a 2d6. If the result is below the ML rating, the subject holds ground. If the result is above ML, the subject retreats, flees in panic, or goes on the defensive. In either case, subtract one point from the subject’s ML rating. NPCs with failed morale will suggest to terminate the expedition and retreat to safety, and will not take any further risks.

  • Morale always goes down, and very rarely up (only a major victory or a great boon can help). When ML reaches 3, the retainer leaves the company forever.

  • Morale for Henchmen is a more complicated affair, and will be addressed at a later date.

 

UPKEEP AND TRAINING (a merciful simplification of EGG's training rules in AD&D)


* PCs must maintain a life of excess to justify the dangers they are exposed to. The cost is 25 gp/wk per level, and can be spent on anything of no practical value. Failure to pay upkeep lowers morale, resulting in a -1 to attacks and saves until conditions improve.


* PCs level up by training, requiring access to a higher-level character of the same class, who will expect either payment or favors in exchange, as well as weeks of study. During this time they cannot go adventuring or will have to repeat the week except on an INT roll vs 4d6 if gone for no more than 2 days.


* Typical Training Costs:


Level 2: 2 wks, 400 gp

Level 3: 3 wks, 900 gp

Level 4: 4 wks, 1600 gp

L5: 5 wks, 2500 gp*

L6: 6 wks, 3600 gp

L7: 7 wks, 4900 gp

L8: 8 wks, 6400 gp

L9: 9 wks, 8100 gp

L10: 10 wks, 10,000 gp

L11: 11 wks, 12,100 gp

L12: 12 wks, 14,400 gp


* Starting at level 5, characters can choose to self-train, which doubles the time required but reduces training cost by half.



WITCHES & WIZARDS


• Magic-Users are comprised of at least two types: WITCHES and WIZARDS. 

• Witches form covens on moonlit nights in the wild places beyond the gaze of Men, where they might frolic nakedly and pay homage to the forces of CHAOS (or, in the case of those rare WHITE WITCHES, the HEAVENLY HOST).

• Witches were initially taught their craft by the UNSEELIE, otherworldly elfin ladies who stalk the night, whispering forbidden secrets to those who would listen and cavorting with the wild spirits of the WODE.

• As the ELFS faded from the REALM OF MAN, the tradition was passed down generationally, but Man was forbidden to learn the secrets of witchery, just as Woman was denied the LAWFUL PRIESTHOOD.

• That is until MATH THE MAD MAN managed to espy on the MIDNIGHT MASS, and learned the Witches' secrets forthwith. From him, the master-apprentice tradition of WIZARDRY has slowly developed, though barely tolerated by the various covens that dot the landscape.

• In the FOREST GORNATE, outside of OLDE TOWYN, the SIDEREAL SISTERHOOD holds regular masses, led by ELVIRA, MISTRESS OF THE DARK. PC Witches can turn to the Sisterhood for fellowship and training.

• Upon gaining a new level, Magic-Users have a chance gain 1 spell of each level they have access to through personal insights. These spells may be determined randomly, which guarantees success, or they may chose spells from the list provided in Labyrinth Lord but must roll on their Chance to Learn Spell, determined by Intelligence (see next point). Otherwise, spells must be taught or transcribed from a scroll or spellbook.

• The number of spells that a Magic-User may know, as well as their max spell level and chance to learn a new spell when transcribing from a spellbook, is determined by Intelligence. Please consult with the DM for these numbers. 

• Magic-Users may additionally research unique spells of their own devising, which do not count towards the maximum number of spells per level, though it is an expensive and time-consuming process and few in this LEADEN AGE are capable of such feats.

• At 9th level, Magic-Users may create scrolls and potions, while at 11th level they can create other magic items, though--as with spell invention--the process is obscure today and requires a significant investment in time and resources.


Sword Duels, Chris Kutalik-style

Jousting, by Mike D

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