Additions to the Multiclass system These additions upgrade the Multiclass system to version 1.1 (Beta). I haven't yet been able to recieve feedback from the Usenet, any suggestions from the newsgroups or e-mail sent to me will be considered and the good ones will be included in multiclass version 1.2 (Beta) New skills Unclassified skill Acrobatics - This skill lets you perform leaps, rolls and sommersaults. It can be used in combat Classes that get Acrobatics: Thief (perhaps Warrior) Etiquette - Formal etiquette, you know how upper-class people are supposed to behave, speak and act. Classes that get etiquette: Merchant (perhaps Bard) Bard skills ----------- Inspire - See the Priest skill of the same name. The Bard uses a slightly different method, but achieves the same result. Performance - You can work on a stage, in front of an audience. You appear relaxed and confident, and can control the onlookers. This skill can't do anything in itself, it can only be used in conjunction with other skills. Sleight of hand - The Bard should also have acces to this skill Priest skills/spells -------------------- **************** Inspire - you can inspire followers of you religion to great deeds. A Viking gode (priest) could get a crowd of Vikings to berserk, greatly increasing their fierceness and motivation. The method of inspiration varies a little from religion to religion, the effect varies more. Omens - You can interpret omens, interpret dreams and made a good guess at what your god wants you to know. Visions - Your god sometimes sends you visions. This is a 100% passive skill, you can't ever use it, but if the god (i.e. the GM) wants to tell you something (maybe you're not following the laws of your religion) the GM can only give you a vision if he can roll below your Visions skill with 3d6. thought: give Bard the Inspire skill? Of course a Bard would use slightly other methods, but he'd achieve the same effect... Psionics -------- **************** Far sense - You can sense what is going on far away. The normal use of this skill provides either visual or aural information. To get both, you recieve a -1 penalty to your skill rating. To get olfactory (taste & smell) or tactile (but what would you want with that, except to read braille?) information, you get an automatic -1 penalty. For each sense added in, there's a further -1 skill rating penalty (to get hearing, vision, smell there's a total penalty of -2) Merchant -------- Law - You are familiar with the law, how a trial proceeds. You can spot technical faults and use these to delay the proces. You can find loopholes (if there are any. US law has many more technicalities and loopholes than Danish law, and the laws in a fantasy setting may have very few loopholes) Thief ----- Acrobatics - This skill lets you perform leaps, rolls and sommersaults. It can be used in combat Law - You are familiar with the law, how a trial proceeds. You can spot technical faults and use these to delay the proces. You can find loopholes (if there are any. US law has many more technicalities and loopholes than Danish law, and the laws in a fantasy setting may have very few loopholes) Running - Usefull if you have to get away from the city guards. This skill combines sprinting with advanced dodging techniques (i.e. you can also dodge blows from "helpful law-abiding citizens" and run around corners/dodge obstacles. Definitely not Carl Lewis-style straight-line sprinting. Streetwise - you're familiar with the laws of the underworld, you can figure out the local power politics in the street gangs and criminal societies. Warrior ------- **************** Blind fighting - Each point put into Blind Fighting lets you ignore one point of penalty to your combat skills due to darkness or other vision impairments. Feints - You can fool your enemy into lowering his guard, and then launch an unexpected attack. Maneuvers - One-man tactics. You can maneuver your enemy a disadvantageous position. Use of this skill takes time, typically a dozen combat rounds before you've gained a distinct advantage (if you don't care about subtleness, half a dozen rounds might be enough, but onlookers or your enemy might accuse you of cowardice) Two weapons - If you fight with two weapons, you recieve a -3 penalty to your primary hand, and a -5 penalty to your secondary hand (right hand is usually primary, and left hand is secondary). Each point put into this skill negates 1 point of penalty to each hand, the 4th point negates the last two points of penalty to your secondary hand. ------------------------------------------------------------------ Using two weapons in combat First of all, you must have skill with both weapons. If you use a broadsword in both hands, you need only the Broadsword skill, of course, but if you use a Broadsword in your primary hand and a hand axe in your secondary hand, you need to use both skills (i.e. no sane person would use different weapons in each hand. The only exception is if the weapons are similair but of different wieght, i.e. light katana and heavy katana) 2 Heavy weapons This is impossible if your Stat is lower than Good (but PC's have Good as the default value) points in Two | Penalty to | Penalty to Weapons skill | prim.hand | sec.hand ---------------+------------+----------- 0 | -3 | -5 1 | -2 | -4 2 | -1 | -3 3 | -0 | -2 4 | -0 | -0 ---------------+------------+----------- 1 Heavy & 1 Light weapon (it is impossible to fight with two weapons if your Stat is lower than Normal) points in Two | Penalty to | Penalty to Weapons skill | prim.hand | sec.hand ---------------+------------+----------- 0 | -2 | -3 1 | -2 (PD) | -3 (PD) 2 | -1 | -2 3 | -0 | -1 4 | -0 | -0 ---------------+------------+----------- If you fight with the Heavy & Light weapon combination, you get 1 point of Passive Defense when you have put 1 point into the Two Weapons skill. Passive Defense means that anyone attacking you with a meelee weapon must subtract 1 from their combat skill rating. Darkness penalties Light-phobias light-haters -----------------------+-----+----------------+--------------+ Daylight | 0 | -5 | -3 | Lantern | -1 | -3 | -1 | Torch | -2 | -2 | 0 | Dim torchlight | -3 | -1 | 0 | Dusk | -4 | 0 | 0 | Almost night | -5 | 0 | 0 | night | -6 | 0 | 0 | midnight | -7 | 0 | 0 | Near complete darkness | -8 | 0 | 0 | Complete darkness | -9 | 0 | 0 | -----------------------+-----+----------------+--------------+ The effects of the Stat on magic /----------------------------------------------------------------\ | Rating Point cost damage Hitpoint Spell point | |Stat (PC) bonus bonus* bonus ** | +----------------------------------------------------------------+ |Lousy 8 - -1 -3 can't use magic | |Normal 10 - +0 -1 -1 to spellcast | | base cost is 2 | |Good 12 0 +1(N) use normal rules | |Great 14 2 +2 +1 1 Extra SP | |Heroic 16 4 +3 +3 2 Extra SP | \----------------------------------------------------------------/ no changes has been made except in "spell point bonus" If your Stat is Lousy, you're too stupid to use magic at all. Nobody will waste any time trying to teach you anything. If you should manage to learn, you would be extremely dangerous to yourself and your surroundings. The details are left to the GM, but should include a -3 to all spellcasting attempts, doubled cost of the Extra Power skill (eact extra power power costs 2 character points). Another good idea is to halve the number of spell points and double the base cost of casting a spell (when a person wants to cast a spell normally, he must spend at least 1 SP, and he can spend further SP's in increments of 1, to achieve a greater effect and/or to make casting the spell easier). If your stat is Lousy, your base cost is 2 SP, but when you want more power or an easier casting, you pay normal 1 Spell Point increments. If your stat is only Normal (for some reason, like if you're an ordinary NPC) then you still have the normal amount of spell points, but all attempts to use magic will be at a -1 penalty. Also, the base cost of casting a spell is 2 Spell Points, not 1 (this halves the number of "weak" or "low-power" spells that you can cast per [insert any time period] but if you use high-powered magic or spend lots of SP to ensure a succesfull casting, the difference will be smaller) Ordinary people simply aren't able to cast proper magic. If your Stat is Good, you follow the normal rules. If your Stat is Great, you recieve a number of extra SP equal to half your Base SP (for a Primary Psionicist, that would be 10 SP, for a Tertiary Priest, it would be 3 SP). The number of extra SP you recieve is basically the same number you get if you take one more level of the "Extra Power" skill. If your stat is Heroic, you recieve a number of extra SP equal to your Base SP (this is the total increase, if you spend 6 Character Points to increase your Stat from Good to Heroic, you only recieves the equivalent of 2 levels of "Extra Power", not 3 levels) Misbehaving Priests... Well, if they continually displease their God, take away their SP or prevent them from regaining any SP for the next 24 hours. If they've been really naughty, do both at the same time. Remember that different religions have different views. Different GM's also interpret things differently. One GM might interpret the Christian religion very strictly (so that killing anybody, no matter how much he or she deserves it, is a Sin which warrants a penalty to the Priest magic abilities of the Sinner). Another GM will judge that slaying an enemy in combat might sometimes be necesarry, and that it is justified if it satisfies some "the greatest good for the greatest number" philosophy. Ask your GM before creating a Priest character. If he doesn't tell you anything before Character Creation, expect him to be somewhere on he middle-ground between strictness and lenience. If made-up religions are used, the GM should write up summaries of the most important Commandments. Some religions will have a lot of "Do Not" requirements (Judaism, Christianity). Other religions will have very few of these negative requirements, and instead have positive requirements (true believers are required to fight infidelts, spread the Truth, or defend fellow believers). All religions will have a mix of these two types of requirements. Those that are heavy on positive requirements and light on negatives will probably be more fun to play.