Classless Skills & Powers An AD&D Variant Ernest Mueller ernestm@mindspring.com February 16, 199 Classless Skills & Powers An AD&D variant Introduction This is a classless character generation method for use with the AD&D Player's and DM's Option rules. It covers the Skills & Powers, Combat & Tactics, Spells & Magic, and High-Level Campaigns rulebooks. It is a supplement for, not a replacement of, those rules. Many details of individual skills, including descriptions and relevant tables, are not reproduced here. Principles This system was designed according to the following principles: 1) Maximize compatibility with both Skills & Powers and the AD&D 2nd edition core rules. 2) Promote in-game character growth. 3) Maintain game balance, internal to this system and vs. AD&D 2nd edition core rules. 4) Generate characters of the standard AD&D 2nd edition types with the system as well as custom ones. Assumptions This system is based on the following assumptions: 1) Ability skill costs are proportional to both the ability's usefulness and how difficult it should be to learn. 2) Classes as they exist in standard AD&D 2nd edition core rules are fairly well balanced with respect to each other. Rationale This system was created to address the following shortcomings of the character creation system in Skills & Powers and the other Player's and DM's Option rules: 1) Unequal point allocation across classes and races for skill customization. 2) Rule incompatibility among the various Player's and DM's Option rulebooks. 3) In-game skill advancement is very slow. Though many skills improve with level (like spells, THAC0, and thief skills), characters grow in other areas very slowly (1 NWP and 1 WP every 3 to 4 levels). First-level characters have 90% of the skills they are ever going to have. 4) First-level characters have become too powerful. The conception of a first-level fighter used to be a 16-year-old novice right out of their first battle. It quickly grew to the point that a L1 warrior could have multiple weapon specializations and other powerful abilities. General Approach: All skills formerly known as "class abilities", “race abilities,” “nonweapon proficiencies” and “weapon proficiencies," which currently all operate under different rules, are all skills or abilities which a character would learn during their lives. This system makes the acquisition of those skills uniform. All the race, class, and weapon/nonweapon proficiencies are combined into one set of skills organized into skill trees. Characters buy all these abilities out of their single pool of character points. There are no longer character classes in this system. Players are free to define their characters as they wish, according to their desired skills and personality. Multi-classing and dual- classing rules are conveniently removed thereby. Levels are retained, but are more loosely tied to individual skills than in standard AD&D. Most kits are no longer necessary, as all their component parts can be purchased individually. There is room in this system for very specific kits - ones that are not just a different collection of standard abilities (like the swashbuckler), but instead include specific abilities with their own rules and drawbacks (like the Limbant ranger). Races exist as usual but are a little more flexible. This system also attempts to reconcile the many and varied skills presented in the various Player’s Option and DM’s Option books. It tries to maintain a high level of compatibility with those books except where the approaches of those sourcebooks clearly differ. Starting characters may find themselves a little weaker at first level using this scheme, but they will grow in skill at a much faster rate. As characters increase in level, they get more character points, which can be used to buy more abilities or to improve current ones. If, as a character develops, they wish to spend more effort learning skills traditionally termed “nonweapon proficiencies” rather than ones traditionally termed “class abilities,” or vice versa, that is a valid decision this system supports. Credits and Legal Notice Credits I’d like to give credit to all those people who contributed to this work. Many people from my gaming group and the rec.games.frp.dnd newsgroup had many helpful ideas on this system’s genesis. I’d especially like to thank the following people: System Design - David Callander Mike Miller Travis Pearce Playtesting - Jason Cox Hal Phillips Tim Dowden Kevin King Mike Wallace Feedback - Lance Dooly Don McKinney Pete Blake Mark Hall Legal Notice This document is Copyright 1999, Ernest Mueller. It is based on a number of works copyrighted by TSR, Inc., and is not meant to challenge any of those copyrights. It is meant as a free supplement to the works already published by TSR, Inc. Ability Score Generation Roll up ability scores as usual using any of the methods in the Skills & Powers handbook (pp.12-21). Use subability scores, or not, as you desire. Since there are no classes, any character may have exceptional strength. Only roll percentile for strength if the primary strength score is 18. Split subability scores can not exceed 18 unless the primary score is itself 18 or better. Optionally, you can provide for character ability growth if using methods V, VI, VII, VIII, IX, or X. You have the player hold back some ability score points that are then applied as the character goes up in level later in play. The exact mechanic differs by generation method, but the DM should target about 9 “growth points” such that the character reaches his or her full potential around name level. Method V (4d6 drop lowest): Roll the first 3d6 and note that score. Then roll the additional d6. If the 4d6 drop lowest score is higher, that number is the character’s eventual potential in that score, but he starts at the 3d6 number. Each time the character levels, the DM allows the player to have one “growth point” to add to any of the character’s ability scores that is below its maximum. If the character has more than 9 points allocated to growth, allow them to add growth points to their 3d6 scores during character generation until they only have 9 growth points left. Method VI (All scores start at 8 and 7d6 points are divided between them): Hold back one d6 of the 7d6 (before rolling) as “growth points” to be allotted at one per level, assigned to any score the player desires (up to racial maximums). Method VII (75 points, divide as you want): Hold back 4-9 (1d6+3) points out of the 75 as “growth points,” assigned one per level to any score as above. Method VIII (24d6, assign as desired): Hold back 2 of the d6 (before rolling) as “growth points,” assigned one per level to any score as above. Method IX (2d6 on the chart for number of points): Hold back 4-9 points, just as in Method VII. Assign one point by level as above. Method X (75 points): Hold back 4-9 points, just as in Method VII. Assign one point by level as above. Note that in Method V the scores that can grow during play are predetermined, but are not in methods VI-X. If you want all these methods to generate predetermined maximum scores, you can have the player pre-assign his growth points to get a set of maximum values just as in Method V. These optional “growth methods” allow characters to begin as young, slightly above average people, and grow into their full power as they advance. This avoids making starting characters into ultra-powerful 16 year olds, while allowing players to customize the character according to their unique experiences and needs as the campaign progresses. Character Points, Skills, and Skill Trees Introduction Character Points A character begins life with 200 character points (CPs). These points are used to purchase all the character’s skills, whether they stem from race, class, weapon/nonweapon proficiency, or any other source. As characters rise in level they are awarded more character points to spend on additional skills as desired. Characters receive 20 character points for each experience level advanced. All new skills gained and advances in current skills are paid for using CPs. CPs also have all the secondary uses detailed in the Skills & Powers rulebook (pp.6-7). Optionally, for those very fond of random generation, you can start out characters with 170+3d20 CP, and as they advance in level they should be awarded a base of 16 CP, plus 1-6 CP based either on random roll or DM assignation for character role-playing. Skills This is the technical term for all the specific abilities at a character’s disposal. In this system, very few skills are obtained for free. Every aspect of a character’s abilities are explicitly bought using CP. Theoretically, all skills are available to all characters, though the CP cost may be prohibitive. Many skills from Skills & Powers are retained intact, with the same point costs, in this system. Some have been changed to balance the system, those changes are noted as they appear. Skill Trees Skills are arranged into skill trees. A skill tree is a collection of related skills. Most trees have an initial cost to “buy into” the tree, and thereafter a character may purchase skills from the tree. Some skills have costs other than CP, such as prerequisite skills or special conditions. Skill trees reflect the benefit of related skills - if you have learned a lot about combat, for example, it is easier to learn more about combat than to learn about flower arrangement. Racial Abilities Racial abilities are skills that can be purchased only at character generation time. These reflect skills that are either inborn or taught from a very early age. Each major PC race has its own racial skill tree. S&P Traits and Disadvantages all fall into the Racial Abilities category as well, though any race may choose Traits and Disadvantages. To buy racial skills, you first choose a racial skill tree. Thereafter you may purchase as many racial abilities from that skill tree as you wish. Mixed races, like half-elves, must choose both skill trees (human and elf, in this case), and they are only allowed to buy skills from the racial trees costing 5 CPs or less, unless the same ability appears in both races’ skill tree and cost 10 CPs or less. Under any circumstance, such mixed-race characters do not have access to racial skills costing more than 10 CP. DMs are free to allow any combinations they wish using these rules that are appropriate to their campaign - half gnome/half dwarves, for example, would use both those racial trees and buy skills at the listed cost. The DM may be required to devise the base description for that new race combination, however. The DM may also create new racial skills that the hybrid race only may buy. Players should target spending no more than 45 points (and usually less) for racial abilities, traits, and disadvantages here - you can spend more, but you will be unable to buy much in the way of other abilities later. The character's ability scores must qualify for a race according to Table 14, S&P p.22 in order to buy into that race tree. Other racial abilities derived from the Complete Handbook series or other sources may be added to these lists. Note that demihumans by default have limited level advancement as described in the core AD&D rules, but also can advance further if they have a high Prime Requisite (Table 17, S&P p.23). Demihumans may also spend character points to further buy out of that restriction, giving the ability to ascend to higher levels (but at an XP penalty). Determining which class to use on the level advancement table (Table 16, S&P p.23) will be covered in the “Reconciling Classes” chapter. Race Bundles A player can buy a bundled set of abilities for the “generic” demihuman of a specific type as described in S&P. This forgoes any customization of the character’s abilities. DM Note: You are free to require that players take racial bundles rather than a la carte skills if you do not allow this much variety in demihuman races in your campaign world. Latent Racial Abilities A player may purchase some racial abilities as latent abilities. These abilities initially cost half the CP cost (rounded up), and then later in the character’s life the player may pay the full cost to have the ability “awaken.” For example, a half-elf character purchases latent 60’ infravision for 5 CP, and later in play pays 10 CP for the latent ability to become active. Which abilities may be purchased latently are at the DM’s discretion. Racial Skill Trees Elves For free, elves get their ability score adjustments (Table 15, S&P p.23), long life, pointy ears, and other generic racial distinctives as described in the various rulebooks for their elf subtype (dark elves are black, aquatic elves breathe water, etc.). Table 1: Elven Abilities Skill Cost (CP) Ability Source Bow bonus 5 N/A S&P p.29 Cold resistance 5 N/A S&P p.29 Dagger bonus 5 N/A S&P p.29 Infravision (30’) 5 N/A New Heat resistance 5 N/A S&P p.29 Javelin Bonus 5 N/A S&P p.29 Less Sleep 5 N/A S&P p.29 Secret Doors 5 N/A S&P p.29 Spear Bonus 5 N/A S&P p.30 Sword Bonus 5 N/A S&P p.30 Trident Bonus 5 N/A S&P p.30 Aim bonus 10 N/A S&P p.29 Balance bonus 10 N/A S&P p.29 Companion 10 N/A S&P p.29 Confer water breathing 10 N/A S&P p.29 Infravision (60’) 10 N/A S&P p.29 Magic Identification 10 N/A S&P p.29 Reason Bonus 10 N/A S&P p.29 Resistance 10 N/A S&P p.29 Speak With Plants 10 N/A S&P p.30 Stealth 10 N/A S&P p.30 Unlimited Advancement at 25% XP Penalty 10 N/A New Spell Abilities 15 N/A S&P p.30 Infravision (120’) 15 N/A S&P p.29 Unlimited Advancement at 10% XP Penalty 15 N/A New Elf Bundle Costs: Aquatic Elves: 40 CP (S&P p.27) Dark Elves: 45 CP (S&P p.28) Gray Elves: 45 CP (S&P p.28) High Elves: 40 CP (S&P p.28) Sylvan Elves: 40 CP (S&P p.29) New Elven Abilities: Infravision (30’): Infravision like a normal elf, but only with a 30` range. Unlimited Advancement at 25% XP Penalty: The character can advance to unlimited level, but suffers a 25% penalty to all experience gained. Infravision (120’): Infravision like a normal elf, but extending out to a 120’ range. Unlimited Advancement at 10% XP Penalty: The character can advance to unlimited level, but suffers a 10% penalty to all experience gained. Dwarves Dwarves obtain, for free, racial ability adjustments as per Table 15 in S&P, grumpiness, beards, and the 20% chance of magical item malfunction common to all dwarves. Table 2: Dwarven Abilities Skill Cost (CP) Ability Source Axe Bonus 5 N/A S&P p.25 Brewing 5 N/A S&P p.26 Close to the Earth 5 N/A S&P p.26 Crossbow Bonus 5 N/A S&P p.26 Determine Stability 5 N/A S&P p.26 Determine Age 5 N/A S&P p.26 Detect Poison 5 N/A S&P p.26 Evaluate Gems 5 N/A S&P p.26 Expert Haggler 5 N/A S&P p.26 Illusion Resistant 5 N/A S&P p.26 Infravision (30’) 5 N/A New Mace Bonus 5 N/A S&P p.26 Pick Bonus 5 N/A S&P p.26 Shortsword Bonus 5 N/A S&P p.26 Warhammer Bonus 5 N/A S&P p.26 Better Balance 10 N/A S&P p.25 Health Bonus 10 N/A S&P p.26 Dense Skin 10 N/A S&P p.26 Hit Point Bonus 10 N/A S&P p.26 Improved Stamina 10 N/A S&P p.26 Infravision (60’) 10 N/A S&P p.26 Meld Into Stone 10 N/A S&P p.26 Melee Combat 10 N/A S&P p.26 Mining Detection Abilities 10 N/A S&P p.26 More Muscles 10 N/A S&P p.26 Saving Throw Bonuses 10 N/A S&P p.26 Stealth 10 N/A S&P p.26 Stone Tell 10 N/A S&P p.26 Unlimited Advancement at 25% XP Penalty 10 N/A New Infravision (120’) 15 N/A New Unlimited Advancement at 10% XP Penalty 15 N/A New Dwarf Bundle Costs: Deep Dwarves: 45 CP (S&P p.24) Gray Dwarves: 45 CP (S&P p.25) Hill Dwarves: 40 CP (S&P p.25) Mountain Dwarves: 40 CP (S&P p.25) New Dwarven Abilities: See the New Elven Abilities section for descriptions of the Infravision and Unlimited Advancement skills. Gnomes Gnomes automatically get long lives, big noses, bizarre senses of humor, racial ability adjustments, and the 20% chance of magical item malfunction they all share. Table 3: Gnomish Abilities Skill Cost (CP) Ability Source Dagger Bonus 5 N/A S&P p.31 Dart Bonus 5 N/A S&P p.31 Defensive Bonus 5 N/A S&P p.31 Engineering Bonus 5 N/A S&P p.31 Infravision (30’) 5 N/A New Potion Identification 5 N/A S&P p.32 Saving Throw Bonus 5 N/A S&P p.31 Shortsword Bonus 5 N/A S&P p.31 Sling Bonus 5 N/A S&P p.32 Animal Friendship 10 N/A S&P p.31 Melee Combat Bonus 10 N/A S&P p.31 Forest Movement 10 N/A S&P p.31 Freeze 10 N/A S&P p.31 Hide 10 N/A S&P p.31 Infravision (60’) 10 N/A S&P p.31 Mining Detection Abilities 10 N/A S&P p.31 Reason Bonus 10 N/A S&P p.32 Stealth 10 N/A S&P p.32 Unlimited Advancement at 25% XP Penalty 10 N/A New Infravision (120’) 15 N/A New Unlimited Advancement at 10% XP Penalty 15 N/A New Gnome Bundle Costs: Deep Gnomes: 45 CP (S&P p.30) Forest Gnomes: 45 CP (S&P p.30) Rock Gnomes: 40 CP (S&P p.31) New Gnomish Abilities: See the New Elven Abilities section for descriptions of the Infravision and Unlimited Advancement skills. Halflings Halflings, by default, are short and slightly more long-lived than humans. They get their racial ability score modifications. Table 4: Halfling Abilities Skill Cost (CP) Ability Source Attack Bonus 5 N/A S&P p.33 Detect Evil 5 N/A S&P p.33 Detect Secret Doors 5 N/A S&P p.33 Infravision (30’) 5 N/A New Mining Detection Abilities 5 N/A S&P p.33 Reaction Bonus 5 N/A S&P p.33 Taunt 5 N/A S&P p.34 Aim Bonus 10 N/A S&P p.33 Balance Bonus 10 N/A S&P p.33 Hide 10 N/A S&P p.33 Health Bonus 10 N/A S&P p.33 Infravision (60’) 10 N/A New Saving Throw Bonus 10 N/A S&P p.33 Stealth 10 N/A S&P p.34 Unlimited Advancement at 25% XP Penalty 10 N/A New Unlimited Advancement at 10% XP Penalty 15 N/A New Halfling Bundle Costs: Hairfoot Halflings: 30 CP (S&P p.32) Stout Halflings: 35 CP (S&P p.32) Tallfellow Halflings: 35 CP (S&P p.32) New Halfling Abilities: See the New Elven Abilities section for descriptions of the Infravision and Unlimited Advancement skills. Humans Humans all have unlimited advancement in level. They are also sexier than demihumans (in the author's opinion). Table 5: Human Abilities Skill Cost (CP) Ability Source Attack Bonus 5 N/A S&P p.36 Experience Bonus (5%) 5 N/A S&P p.36 Balance bonus 10 N/A S&P p.36 Experience bonus (10%) 10 N/A S&P p.36 Health bonus 10 N/A S&P p.36 Hit point bonus 10 N/A S&P p.36 Infravision 30’ 10 N/A New Secret doors 10 N/A S&P p.36 Tough hide 10 N/A S&P p.36 Second Sight 15 N/A New Human Bundle Costs: Normal Human: 0 CP DMs are free to create other human bundles for specific people groups in their campaign world (e.g. the Rhennee in Greyhawk). New Human Abilities: See Elven description for the Infravision 30’ skill. Experience Bonus (10%) - like Experience Bonus (5%), but 10%. Second Sight - Some humans are attuned to the faerie realm from birth, and are able to see faeries when they are invisible or shapechanged into other forms. If a human with this ability is in a position to see such a faerie, they receive a WIS check to realize that there are faeries around (if invisible) or know that someone or something is a shapechanged faerie. It does not allow the human to see the faerie clearly or determine the type of faerie. Other 15 point human advantages may be added. Feel free to draw liberally from myth and legend to create a diverse set of human abilities. Other Races Other races may be added as desired. Unless the DM wants to go to the trouble of splitting all the race’s powers up, only bundles are available for purchase. Such bundles should generally be equivalent in cost to other demihuman races. Generally no new demihuman or humanoid race should have a bundle cost of less than 25 CP. Traits and Disadvantages All races may purchase traits or get bonus CP for taking disadvantages. These purchases can only be made at character generation time. More traits and disadvantages can be added - no disadvantage should be worth more than 15 CP, and traits should be balanced in power level (e.g. no +5 to hit with your favorite weapon). Traits Traits are abilities that are either inborn or learned from birth. They are advantages that a character might find useful on many occasions throughout their life. Traits cost CPs just as race abilities do. Table 6: Traits Trait Cost (CP) Ability Source Allure 4 N/A S&P p.104 Alertness 6 N/A S&P p.104 Ambidexterity 4 N/A S&P p.106 Animal Empathy 4 N/A S&P p.106 Artistic Ability 4 N/A S&P p.106 Climate Sense 4 N/A S&P p.106 Double-jointed 4 N/A S&P p.106 Empathy 4 N/A S&P p.106 Fast Healer 6 N/A S&P p.106 Fine Balance 10 N/A C&T p.79 Glibness 4 N/A S&P p.106 Impersonation 5 N/A S&P p.106 Inherent Immunity/Poison 6 N/A S&P p.106 Inherent Immunity/Disease 5 N/A S&P p.107 Inherent Immunity/Cold 4 N/A S&P p.107 Inherent Immunity/Heat 5 N/A S&P p.107 Internal Compass 5 N/A S&P p.107 Iron Will 10 N/A C&T p.79 Keen Eyesight 5 N/A S&P p.107 Keen Hearing 5 N/A S&P p.107 Keen Smell 6 N/A S&P p.107 Keen Taste 4 N/A S&P p.107 Keen Touch 4 N/A S&P p.107 Light Sleeper 5 N/A S&P p.107 Lucky 6 N/A S&P p.108 Music/Singing 5 N/A S&P p.108 Music/Instrument 4 N/A S&P p.108 Obscure Knowledge 4 N/A S&P p.108 Precise Memory 4 N/A S&P p.108 Quickness 10 N/A C&T p.80 Steady Hand 5 N/A C&T p.80 Trouble Sense 10 N/A C&T p.80 Combat & Tactics Trait Notes: In C&T these traits require checks vs. the relevant ability like old-style proficiencies before the trait effect takes place. I have removed this check and simply made sure the character point cost justifies the trait's power. Disadvantages Disadvantages are penalties that a character suffers from. They are permanent hindrances a character must live with, and they gain the character extra character points to spend during character creation. Table 7: Disadvantages Disadvantage CP Bonus (Moderate) CP Bonus (Severe) Source Allergies 3 8 S&P p.109 Bad Tempered 6 S&P p.109 Bruise Easily 8 S&P p.109 Clumsy 4 8 S&P p.109 Colorblind 3 S&P p.109 Compulsive Honesty 8 S&P p.109 Cowardice 8 15 S&P p.109 Deep Sleeper 7 S&P p.110 Fanaticism 8 S&P p.110 Greed 7 S&P p.110 Irritating Personality 6 S&P p.110 Lazy 7 S&P p.110 Powerful Enemy 10 S&P p.110 Phobia: Crowds 4 10 S&P p.110 Phobia: Darkness 5 11 S&P p.110 Phobia: Enclosed Spaces 5 11 S&P p.111 Phobia: Heights 5 10 S&P p.111 Phobia: Magic 8 14 S&P p.111 Phobia: Monster (specific) 4 9 S&P p.111 Phobia: Snakes 5 10 S&P p.111 Phobia: Undead 8 14 S&P p.111 Phobia: Water 6 12 S&P p.111 Tongue-tied 6 S&P p.111 Unlucky 8 S&P p.111 New Disadvantages: Addiction 8 15 Below Disadvantage Notes: I have retained all the traits and disadvantages straight from the various Player's Option books. Unfortunately, many of the disadvantages (cowardice, greed, fanaticism, etc) might be more properly placed in the realm of character role-playing and disadvantages should be more like reversed traits (Vulnerable to poison: -1 to saves vs. poison gets you some bonus CPs, for example). I leave this to DM discretion. New Disadvantages: Addiction: The character is addicted to some substance, most likely a drug of some sort. If the character does not partake frequently (at least 2 times a day) he or she is ill and suffers -4 to all rolls for the duration. If the character goes without the substance for an entire week, he or she must make a system shock roll or lose 1d4 points permanently off a DM-chosen ability score. For 8 CPs, the substance is common and relatively inexpensive (the cost of a day's lodging). For 15 CPs, the substance is rare, possible exotic or magical, and expensive. Character Skills In this section, the player purchases all of the character’s other abilities. The skill trees in this section are broken up into major categories reflecting common groupings of skills. At this point, characters receive bonus CP equal to three times their Bonus Proficiencies for Intelligence in CP. CP Costs: Characters must select, and pay the initial CP cost for, a primary skill tree. All skills in this tree are thereafter purchased at the listed CP cost. All skills bought from other (secondary) skill trees are doubled in cost. The initial cost must be paid for all skill trees the character uses, including the primary tree (this initial cost is not doubled for secondary trees). A character may buy more than one primary skill tree. The second primary skill tree has a doubled initial cost. The third costs triple, and so on. The Required and General skill trees are exceptions to this rule - they have no initial costs and skills purchased from them are always at the listed cost. Prime Requisites: Many skills are labeled with prime requisites. If a character has a 16 or better in that ability score, the skill costs 1 CP less than the listed amount (after any cost doubling for skills from secondary trees). This does not affect skill tree initial costs. If there are multiple prime requisites (e.g. STR/STA and WIS/WIL) for a skill, the 1 CP reduction in cost only applies once per skill, even if the character has 16 or better in all listed requisite ability scores. "N/A" means that no prime requisite applies to that skill. Some skills are labeled “Intermediate” or “Advanced,” and denoted by one (*) or two (**) asterisks following the skill name. Intermediate skills may only be purchased during character generation if they lie in one of the character’s primary skill trees. Advanced skills may not be bought at character generation time, only later in the character’s adventuring career. Skill Trees Listed under each skill tree are the class abilities or proficiencies from the Player's and DM's Option series which fall within the tree. Each skill tree is labeled with its initial cost. The skills are grouped into skill trees according to logical relations between the skills. Some skills are listed in multiple trees because they logically belong in two different categories. The skill tree descriptions indicate knowledge or abilities that should be available to a character for having paid the tree's initial cost. Improving Skills: In these optional skill trees, many skills have an Initial Value, which is the chance on d20 of succeeding with the skill. This initial value is modified by ability scores as per Table 44, S&P p.89. Spending additional character points can increase this skill rating. One CP can raise the rating of any skill that has a current rating below 10 by one point. Two CPs can raise the rating of any skill that has a current rating from 10 to 14 by one, and three CPs can raise the rating of any skill that has a current rating of 15 to 19 by one. Skills can even be improved above 20, for a cost of four CPs per point of improvement. A natural 20 always fails on a skill check, but a skill higher than 20 can be used to offset penalties in difficult circumstances. These improvement costs are not doubled for skills in secondary skill trees. So, for example, a character who wants to have a rating of 21 in Cooking (a fantastic chef!) must raise the skill from its initial value of 7, costing a total of 3+10+15+4 = 32 CPs. This level of skill would be truly world-class! Time to Learn Skills: It takes time to learn skills, even for characters with character points to burn. Learning or improving a skill takes one week per CP the skill or skill improvement costs. This can be time spent “on the job” as long as the skill is being used or learned at the same time. So if our chef from the example above wanted to learn to be a master chef while out adventuring, as long as he cooked every day, it would take 32 weeks to reach his world-class level. If the character was not able to cook continuously, and was forced to eat iron rations often by the hardships of the adventuring life, the DM is justified in doubling the amount of time required to learn the skill. Similarly, if the character is cooking full time while being instructed by a master chef, the DM may be justified in up to halving the time commitment. Default Skill Use: A character can attempt to use skills he or she does not have, as long as those skills lie in a skill tree the character has bought. The character can only use these skills for simple tasks, with results well below what a proficient character could achieve. For example, a default Armorer roll could enable a character to perform a temporary emergency repair of their armor, but would not allow them to create a new suit of armor. If the skill is in one of the character's secondary skill trees, the character can roll against the skill's Initial Rating at a penalty of -4. If it is in a primary skill tree, the penalty drops to -2. A default roll may only be attempted on skills with listed initial values and no prerequisites (unless the character meets the prerequisite). Required Skill Tree - No initial cost All characters must purchase one and only one item from each category in the Required Skill Tree. Items from the Required Skill Tree may not be purchased or upgraded later in a character's life. Table 8: Required Skills Category 10 CP 20 CP 30 CP 40 CP 50 CP Experience Table Wizard Warrior Priest Rogue THAC0 Table Wizard (1/3) Rogue (1/2) Priest (2/3) Warrior (1/1) Hit Dice Wizard (d4) Rogue (d6) Priest (d8) Warrior (d10) Superman (d12) 20 CP 25 CP 30 CP 35 CP 40 CP Saving Throws Rogue Priest Warrior Wizard Best of all Characters may buy better saving throws at two CPs per point of improvement for a save versus a single specific type of attack - for example, vs. Paralyzation or vs. Charm spells, or five CPs for a point of improvement for an overall save category (e.g. Paralyzation, Poison, and Death Magic). Characters can buy additional hit points at the rate of one per every five CP. Here are example costs for “standard” AD&D class combinations from the Required Skill Tree: Standard Warrior cost: 130 CP Standard Wizard cost: 65 CP Standard Priest cost: 115 CP Standard Rogue cost: 100 CP Melee Combat Skill Tree - Initial cost 10 Buying into the melee combat group gives a character basic knowledge of fighting with melee weapons. Characters do not have to buy this tree in order to be able to fight at all - but their combat options will be much more limited. The melee weapon nonproficiency penalty for characters buying into this tree is -2 (it is -4 for all others), and allows a character to receive the fighter hit point bonus for high CON. Table 9 - Melee Combat Skills Skill Cost (CP) Initial Value Ability Notes Source Melee Weapon proficiency 10 - STR/MUS This cost, like all these costs, is per weapon. S&P p.114 Tight group proficiency 20 - N/A S&P p.113 Broad group proficiency 30 - N/A S&P p.113 Shield proficiency 10 - N/A S&P p.115 Armor proficiency 5 - STR/MUS S&P p.115 Weapon of Choice* 5 - STR/MUS Prerequisite: Proficiency S&P p.118 Weapon Expertise* 10 - STR/MUS Prerequisite: Proficiency S&P p.118 Weapon Specialization** 10 - STR/MUS Prerequisites: Weapon of Choice, Expertise C&T p.74 Weapon Mastery** 25 - N/A Prerequisite: Specialization and see below C&T p.75 Weapon High Mastery** 30 - N/A Prerequisite: Mastery, Level 5+ C&T p.75 Weapon Grand Mastery ** 35 - N/A Prerequisite: High Mastery, Level 9+ C&T p.76 Multiple Attacks** 30 - N/A See below New Special Move Bonus 5 - N/A See below New Style Specialization* 10 - N/A S&P p.116-7 Heroic Fray 6 - N/A C&T p.55 Blind-fighting 15 - WIS/INT, DEX/BAL S&P p.96 Ambush 10 INT/REA C&T p.78 Camouflage 10 INT/KNO C&T p.79 Dirty Fighting 10 INT/KNO C&T p.79 Adaptation 10 9 INT/REA Prerequisite: Level 10+ HLC p.145 All-Around Attack 10 - N/A Prerequisite: Level 10+ HLC p.145 Bravery 10 4 WIS/WIL Prerequisite: Level 10+ HLC p.145 Captivate 10 4 CHA/APP Prerequisite: Level 15+, Bravery HLC p.145 Death Blow 20 - N/A Prerequisite: Level 15+ HLC p.145 Frighten/Challenge 10 4 CHA/LDR Prerequisite: Level 10+, Bravery HLC p.145 Hardiness 20 4 CON/FIT Prerequisite: Level 15+, Bravery HLC p.145 Inner Focus 10 4 WIS/WIL Prerequisite: Level 10+ HLC p.145 Signature Item 20 10 WIS/INT Prerequisite: Level 10+ HLC p.145 Signature Mount 10 9 WIS/INT Prerequisite: Level 10+ HLC p.145 Sense Danger 20 6 WIS/INT Prerequisite: Level 15+ HLC p.145 Weapon Mastery Note: The different levels of weapon mastery are described in Combat & Tactics pp.75-76. The character must solicit a master in the weapon to receive training from, and such training is time-consuming and expensive. Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with 1 attack/round, but may purchase their way up the multiple attacks table for 30 CPs per rank. For example, 30 CPs gets you 3 attacks every 2 rounds, another 30 gets 2 attacks per round, and so on. Specialists use the Specialist Attacks Per Round table (C&T p.75) at the same rank when attacking with their specialist weapons. Special Move Bonus: This gets a character a +1 'to hit' with one of the special attack options listed on pages 42-49 in Combat & Tactics (Block, Disarm, Sap, etc). Unarmed Combat Skill Tree - Initial cost 5 Buying into the Unarmed Combat tree allows a character to be proficient in all forms of brawling combat (pummeling, wrestling, and overbearing). Other characters are only familiar with these styles, per C&T pp.82-94. Buying into this tree also allows a character to benefit from the fighter hit point bonus for high CON. Table 10 - Unarmed Combat Skills Skill Cost (CP) Initial Value Ability Notes Source Pummeling Expertise 10 - STR/MUS C&T p.85 Pummeling Specialization* 15 - STR/MUS C&T p.85 Pummeling Mastery** 20 - STR/MUS Prerequisite: Pummeling Specialization C&T p.85 Pummeling High Mastery** 25 - N/A Prerequisite: Pummeling Mastery, Level 5+ C&T p.85 Pummeling Grand Mastery** 30 - N/A Prerequisite: Pummeling High Mastery, Level 9+ C&T p.85 Wrestling Expertise 10 - STR/MUS C&T p.89 Wrestling Specialization* 15 - STR/MUS C&T p.89 Wrestling Mastery** 20 - STR/MUS Prerequisite: Wrestling Specialization C&T p.90 Wrestling High Mastery** 25 - N/A Prerequisite: Wrestling Mastery, Level 5+ C&T p.90 Pummeling Grand Mastery** 30 - N/A Prerequisite: Wrestling High Mastery, Level 9+ C&T p.90 Martial Arts Proficiency 15 - N/A See below C&T p.95 Martial Arts Specialization* 25 - N/A Prerequisite: Martial Arts Proficiency C&T p.96 Martial Arts Mastery** 25 - N/A Prerequisite: Martial Arts Specialization C&T p.96 Martial Arts High Mastery** 30 - N/A Prerequisite: Martial Arts Mastery, Level 5+ C&T p.96 Martial Arts Grand Mastery** 35 - N/A Prerequisite: Martial Arts High Mastery, Level 9+ C&T p.96 Flying Kick 10 5 STR/MUS Prerequisite: Martial Arts Proficiency C&T p.98 Backward Kick 10 - N/A Prerequisite: Martial Arts Proficiency C&T p.98 Spring 10 7 DEX/BAL Prerequisite: Martial Arts Proficiency C&T p.98 Crushing Blow 10 - N/A Prerequisite: Martial Arts Proficiency C&T p.98 Instant Stand 10 9 DEX/BAL Prerequisite: Martial Arts Proficiency C&T p.98 Missile Deflection 10 - N/A Prerequisite: Martial Arts Proficiency C&T p.98 Martial Arts Weapon Proficiency 10 - N/A Prerequisite: Martial Arts Proficiency New Pummeling Weapon Proficiency 10 - N/A New Wrestling Weapon Proficiency 10 - N/A New Multiple Attacks** 30 - N/A See below New Unarmed Combat Mastery Note: The various levels of unarmed combat proficiency and mastery are described in Combat & Tactics pp.82-99. Martial Arts Note: Martial arts must be learned from a skilled martial arts instructor, a rarity in most lands. Such training is long and rigorous. See Combat & Tactics pp.95-98 for more on martial arts. Weapon Proficiency Note: Martial arts weapons are those designated as being usable as martial arts weapons in Skills & Powers p.114. Pummeling weapons are any weapons used to enhance pummeling combat, like cesti. Wrestling weapons are weapons specifically designed to cause damage while wrestling, such as spiked armor (there aren't many of these). Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with 1 attack/round, but may purchase their way up the multiple attacks table for 30 CPs per rank. For example, 30 CPs gets you 3 attacks every 2 rounds, another 30 gets 2 attacks per round, and so on. Specialists use the Specialist Attacks Per Round table (C&T p.75) at the same rank when using combat forms they are specialized in. Missile Combat Skill Tree - Initial cost 15 Buying into the Missile Combat tree gives a character familiarity with a wide variety of missile weapons. Such characters have a nonproficiency penalty of -2 with all missile weapons (other characters have -4). Table 11 - Missile Combat Skills Skill Cost (CP) Initial Value Ability Notes Source Missile Weapon Proficiency 10 - DEX/AIM S&P p.114 Tight Group Proficiency 20 - N/A S&P p.114 Broad Group Proficiency 30 - N/A S&P p.114 Missile Weapon Specialization* 25 - DEX/AIM Prerequisite: Proficiency C&T p.75 Missile Weapon Mastery** 25 - N/A Prerequisite: Specialization C&T p.75 Missile Weapon High Mastery** 30 - N/A Prerequisite: Mastery, Level 5+ C&T p.75 Missile Weapon Grand Mastery** 35 - N/A Prerequisite: High Mastery, Level 9+ C&T p.76 Missile Style Specialization* 10 - N/A Missile, Thrown, or Horse Archer style S&P p.117 Trick Shot Specialization* 10 - DEX/AIM +1 to hit on called shots New Multiple Attacks** 30 - N/A See below New Weapon Mastery Note: The different levels of weapon mastery are described in Combat & Tactics pp.75-76. The character must solicit a master in the weapon to receive training from, and such training is time-consuming and expensive. Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with the usual rate of fire of their missile weapon, but may purchase their way up the Specialist Attacks Per Round table (C&T p.75) for 30 CP per rank. Stealth Skill Tree - Initial cost 12 Purchasing this skill tree gives a character some knowledge of stealth and intrusion - being sneaky, conning folks, paying close attention and noticing that which others miss, and other general skullduggery. All characters have certain base chances to perform some stealth skills in a limited fashion, particularly climbing walls and hearing noises. Normal characters 'climb walls' chance, however, is usable only in natural surroundings or on very rough walls. Purchasing the Stealth skill tree does not raise the chance of success with those skills but does make them usable in all circumstances. Table 12 - Stealth Skills Skill Cost (CP) Initial Value Ability Notes Source Pick Pockets 10 See below DEX/AIM As Thief Skill S&P p.52 Open Locks 10 See below DEX/AIM As Thief Skill S&P p.52 Find/Remove Traps 10 See below DEX/AIM As Thief Skill S&P p.52 Move Silently 10 See below DEX/BAL As Thief Skill S&P p.52 Hide in Shadows 10 See below DEX/BAL As Thief Skill S&P p.52 Detect Noise 5 See below DEX/AIM As Thief Skill S&P p.52 Climb Walls 5 See below DEX/BAL As Thief Skill S&P p.52 Read Languages 10 See below INT/KNO As Thief Skill S&P p.52 Detect Magic 10 See below INT/KNO As Thief Skill S&P p.52 Detect Illusion 10 See below INT/REA As Thief Skill S&P p.52 Bribe 5 See below CHA/APP As Thief Skill S&P p.52 Tunneling 10 See below DEX/AIM As Thief Skill S&P p.53 Escape Bonds 10 See below DEX/AIM As Thief Skill S&P p.52 Thieves' Cant 5 - INT/KNO As Thief Skill S&P p.52 Weapon Proficiency (Thief) 10 - N/A See Below New Backstab 10 - N/A As Thief Skill, See below S&P p.52 Disguise 4 5 WIS/INT, CHA/LDR S&P p.98 Forgery 3 5 DEX/AIM, WIS/WIL S&P p.98 Gaming 2 5 WIS/INT, INT/KNO S&P p.99 Reading Lips 3 7 INT/KNO, WIS/INT S&P p.102 Ventriloquism 4 5 INT/KNO, CHA/LDR S&P p.104 Adaptation 20 10 INT/REA Prerequisite: Level 11+ HLC p.171 Classify Traps 20 4 INT/KNO Prerequisite: Level 11+ HLC p.171 Evasion 10 - N/A Prerequisite: Level 16+ HLC p.173 Fall/Jump 10 11 DEX/BAL Prerequisite: Level 11+ HLC p.173 Featherfoot 10 - N/A Prerequisite: Level 11+ HLC p.173 Improvised Attack 20 - N/A Prerequisite: Level 16+ HLC p.174 Inner Focus 10 5 WIS/WIL Prerequisite: Level 11+ HLC p.175 Nondetection 20 4 WIS/WIL Prerequisite: Level 16+ HLC p.176 Sense Danger 20 6 INT/REA Prerequisite: Level 16+ HLC p.176 Shadow Flight 10 - N/A Prerequisite: Level 21+, Shadow Travel HLC p.177 Shadow Travel 10 - N/A Prerequisite: Level 16+ HLC p.177 Thief Skill Notes: All thief skills begin at their usual base chance (Table 27, S&P p.53) including race and DEX adjustments (Tables 28 and 29, S&P p.53). Additional points may be bought to add to them at the rate of 5 percentile points per 2 CP. 50 points (20 CP) maximum may be spent at the beginning by any character, 75 points maximum (30 CP) if this is the character’s primary skill tree. Weapon Proficiency Notes: This is proficiency in any small, stealthy weapon that can be concealed or is useful from surprise - for example, weapons of size S with a speed factor of Fast(4) or less. Backstab Notes: Backstab damage begins at x2. Characters can buy higher backstab damage multipliers per Table 24, S&P p.52 for 30 CP per rank. Wizardry Skill Tree - Initial cost 20 This skill tree gives a character knowledge of the ways of magical theory. The character can scribe spells into spell books, and memorize spells as his casting level allows. This tree allows a wizard to cast spells according to the traditional spell-slot method of casting as described in the core AD&D 2nd edition rulebooks. New methods of gaining spells or spell-like abilities should be given their own skill trees unless they are clearly based on one of the existing spheres. Magicians who use ley lines to tap into magical energy for spells, for example, would require an entirely separate skill tree for that area of magic. Wizard Spells: Wizard spells may not be cast in any armor, unless the character specifically purchases the ability to do so. Wizard spells must be learned and scribed into a spellbook to be memorized by the character according to the standard AD&D rules. Wizards must specifically buy access to any school of magic they wish to cast. Table 13 - Wizard Spell School Access Costs Spell Ability Cost (CP) Notes Source Cantrips 5+ See Below New Universal School Access 5 New Lesser School Access (Spells levels 1-4) 15 Prerequisite: Universal School Access New Greater School Access (Spells levels 5-9) 5 Prerequisite: Lesser School Access New Cantrip Notes: The character can cast one cantrip per spell rank per day. Universal School Access Notes: The character can learn and cast spells from the Universal School of Magic (SP&M p.14). Lesser School Access Notes: The character can learn and cast spells of levels 1-4 from the selected school. This can be one of the traditional schools of philosophy (e.g. Alteration) or one of the schools of effect or thaumaturgy (e.g. Shadow, Song) - see Spells & Magic p.14 for explanations of these schools. Greater School Access Notes: The character can learn and cast spells of levels 5-9 from the selected school, as above. Spell Rank: In this system, characters do NOT automatically get more spells as they increase in level. Each rank on the wizard spell progression table (Table 37, S&P p.60) costs 5 CP. Caster level is equal to the character's rank on the spell table, NOT the character's actual level. Characters' spell rank can not exceed their level by more than 2. If you are using a spell point system (Channeling, Warlock/Witchcraft, Preserving/Defiling, Alienism) from Spells & Magic, then instead of the fixed spells per level on Table 14 below, use the corresponding rows in Table 17, SP&M p.78, ignoring the parenthesized values. Optionally you can set up these various spellcasting methods as their own separate skill trees. Table 14 - Wizard Spell Rank Spells Per Level: Rank 1 2 3 4 5 6 7 Cost (CP) Prerequisite 1 1 - - - - - - 5 2* 2 - - - - - - 5 Rank 1 3** 2 1 - - - - - 5 Rank 2 4 3 2 - - - - - 5 Rank 3, Level 2+ 5 3 3 1 - - - - 5 Rank 4, Level 3+ etc… Wizard Powers and Skills: Wizards have access to a number of different mystical powers, and routinely develop certain skills as part of their training and practice. Many of these enhance spellcasting ability in one or more schools. "Specialist" mages are simply wizards who have purchased such skills concentrating on a single school. Table 14 - Wizard Skills Skill Cost (CP) Initial Value Ability Notes Source Weapon Proficiency (Wizard) 10 - STR/MUS See below New Use of wizard magic items 10 - INT/REA See below New Signature Spell 7/10/13 - INT/REA SP&M p.57 Armored Mage 10/20/30 - N/A SP&M p.24 Automatic Spell Acquisition 2/5 - INT/REA SP&M p.24 Bonus Spells 10/15 - INT/REA SP&M p.24 Casting Time Reduction 2/5 - INT/REA SP&M p.24 Detect Magic 10 - WIS/INT SP&M p.24 Dispel 10/15 - INT/REA SP&M p.25 Enhanced Casting Level 10 - INT/REA SP&M p.25 Extended Spell Duration 10/15 - INT/REA SP&M p.25 Immunity 10+ - WIS/WIL SP&M p.25 Learning Bonus 5/7+ - INT/REA SP&M p.25 No Components 10/20 - N/A SP&M p.25 Persistent Spell Effect 15+5/lvl - N/A SP&M p.25 Range Increase 5/7+ - INT/REA SP&M p.25 Read Magic 5 - INT/REA SP&M p.25 Research Bonus 5/10 - INT/REA SP&M p.25 School Knowledge 5/8 - INT/REA SP&M p.25 Arcanology 4 5 INT/KNO SP&M p.52 Concentration 5 6 WIS/WIL SP&M p.53 Prestidigitation 3 7 DEX/AIM SP&M p.54 Reading/Writing 2 8 INT/KNO S&P p.102 Research 3 6 INT/REA SP&M p.54 Spellcraft 3 7 INT/REA S&P p.103 Tactics of Magic 3 6 INT/REA SP&M p.57 Thaumaturgy 3 5 INT/REA SP&M p.57 Mental Focus 10 4 WIS/WIL Prerequisite: Level 12+ HLC p.157 Signature Item 20 10 WIS/INT Prerequisite: Level 12+ HLC p.157 Spell Sculpting 10 8 INT/KNO Prerequisite: Level 12+ HLC p.158 Weapon Proficiency Note: This allows the character a proficiency in the Dagger, Staff, Dart, Knife, or Sling. Use of Magic Items Note: This allows the character to use any magic items only usable by wizards - staves, wands, etc. All characters with the Wizardry skill tree can use wizard scrolls. Wizard Limitations: Wizards may suffer certain limitations in their casting abilities. These restrictions are worth bonus CP. Table 15 - Wizard Limitations Limitation Bonus (CP) Notes Source Awkward Casting Method 5 SP&M p.26 Taboo 2 SP&M p.26 Difficult Memorization 5 SP&M p.26 Environmental Condition 5+ SP&M p.26 Hazardous Spells 10 SP&M p.26 Learning Penalty 5/8 SP&M p.26 Reduced Spell Knowledge 7 SP&M p.26 Reduced Spell Progression 5 SP&M p.26 Supernatural Constraint 5+ SP&M p.26 Talisman 8 SP&M p.27 Holy Orders Skill Tree - Initial cost 10 If a character buys into this tree, it assumes he or she has a special relationship with one or more deities or powers. The character is familiar with his religion and deity, and has more faith and devotion than the average worshipper. Characters purchasing Holy Orders receive bonus spells for high WIS/INT - but only if able to cast those spells, as below. To obtain Holy Orders for a particular deity, the character must meet any alignment, race, sex, or other restrictions of the faith in question. This tree assumes the traditional granting of priest spells by a patron deity - different methods of gaining spells or spell-like abilities should be given their own skill trees. Casters who get their magical abilities as gifts from spirits, for example, merit a separate tree - see the "Shamanism" skill tree, based on the Shaman class from Spells & Magic, below. The holy orders skill tree is a somewhat special case. Almost any skill could conceivably be a divinely granted power. Usually, characters will not be free to purchase any power from this tree at will, but instead purchase special bundles of powers and hindrances specific to their deity and their specific order following that deity. Deities only grant specific powers relevant to their portfolio, and often require specific actions or restrictions of their followers. Besides the deity's spell selection, DMs are encouraged to come up with a bundle of selected powers and vows that best suit the deity in question. Use Faiths & Avatars and Powers & Pantheons as guides for specialty priesthoods or other holy orders (such as paladins). To show the holy orders tree in action, we will use two examples. The first is the Holy Healing Priesthood of Tungsten, God of Health and Fitness. The second is the Brotherhood of the Knights of the Holy Hospital of Tungsten. Both orders follow the same deity, but the first is a noncombatant priesthood specializing in healing and the second is an order of paladins prizing physical fitness above all. Cleric Spells: All clerical spells may be cast in any armor. Characters are free to purchase or not purchase any of the spell spheres their deity grants. Greater sphere access (levels 4-7) always carries the prerequisite of lesser sphere access (levels 1-3) in the same sphere, hence the reversed CP costs from the table on S&P p.57. Table 16 - Holy Order Spell Sphere Access Costs Sphere Minor Major Sphere Minor Major All 5 3 Healing 10 5 Animal 10 5 Law 8 5 Astral 5 3 Necromantic 10 5 Chaos 8 5 Numbers 10 5 Charm 10 5 Plant 10 5 Combat 10 5 Protection 10 5 Creation 10 5 Summoning 10 5 Divination 10 5 Sun 5 3 Elemental 20 8 Thought 10 5 Air 5 2 Time 10 5 Earth 8 3 Travelers 5 3 Fire 8 3 War 5 3 Water 5 2 Wards 10 5 Guardian 5 3 Weather 10 5 Spell Rank: In this system, characters do NOT automatically get more spells as they increase in level. Each rank on the priest spell progression table (Table 34, S&P p.56) costs 5 CP. Caster level is equal to the character's rank on the spell table, NOT the character's actual level. Characters' spell rank can not exceed their level by more than 2. If you are using a spell point system (Channeling, Ritual Prayer, Conditional Magic, Druidical Magic) from Spells & Magic, then instead of the fixed spells per level on Table 17 below, use the corresponding rows in Table 26, SP&M p.92. Optionally you can set up these alternate spellcasting methods as their own separate skill trees. Table 17 - Holy Order Spell Rank Spells Per Level: Rank 1 2 3 4 5 6 7 Cost (CP) Prerequisite 1 1 - - - - - - 5 2* 2 - - - - - - 5 Rank 1 3** 2 1 - - - - - 5 Rank 2 4 3 2 - - - - - 5 Rank 3, Level 2+ 5 3 3 1 - - - - 5 Rank 4, Level 3+ etc… Holy Order Granted Powers: This list contains some sample powers that a deity might grant directly to his or her followers. Some priesthood somewhere might grant almost any conceivable skill or power. It is up to the DM to decide the CP cost of any specific powers a deity may grant. As a general rule, powers duplicating at most a first-level spell usable a limited number of times in a given time period should be lesser granted powers. Powers granting first-level spells continually or second-level spells usable a limited number of times in a given time period should be greater granted powers, and powers granting heftier magics should be major granted powers (or beyond). Many of the granted powers from Faiths & Avatars will come with such high costs. Spell-like granted powers can also use the formula for CP costs given on p.39 of Spells & Magic. Note that unlike Skills & Powers, you cannot reduce CP costs by deferring powers to a higher level - you can just wait to buy them until then. Table 18 - Lesser Granted Powers Power Cost (CP) Source Casting Time Reduction 5 SP&M p.38 Cold Resistance 5 SP&M p.38 Expert Healer 5 SP&M p.39 Electrical/Lightning Resistance 5 SP&M p.39 Fire/Heat Resistance 5 SP&M p.39 Pass Without Trace 5 SP&M p.39 Purify Water 5 SP&M p.39 Resist Energy Drain 5 SP&M p.39 Table 19 - Greater Granted Powers Power Cost (CP) Source Animal Empathy 10 SP&M p.38 Detect Evil 10 SP&M p.39 Detect Undead 10 SP&M p.39 Immunity to Charm 10 SP&M p.39 Immunity to Disease 10 SP&M p.39 Lay On Hands 10 SP&M p.39 Spell Duration Increase (one sphere) 10 SP&M p.39 Turn Undead 10 SP&M p.40 Table 20 - Major Granted Powers Power Cost (CP) Source Immunity to Magic (per school) 15 SP&M p.39 Know Alignment 15 SP&M p.39 Shapechange 20 SP&M p.39 Spell Duration Increase (all spheres) 20 SP&M p.39 Table 21 - Holy Order Skills Skill Cost (CP) Initial Value Ability Notes Source Weapon Proficiency (Cleric) 10 - STR/MUS See below New Healing 4 5 WIS/INT, CHA/LDR S&P p.90 Religion 2 6 WIS/INT S&P p.90 Alms 3 8 CHA/APP SP&M p.59 Ceremony 2 7 WIS/INT SP&M p.59 Use of clerical magic items 10 - WIS/INT New Use of holy weapons 10 - WIS/INT See below New Divine Strength 10 4 WIS/WIL Prerequisite: Level 10+, Eminence HLC p.145 Divine Voice 10 4 CHA/LDR Prerequisite: Level 15+, Eminence HLC p.145 Divine Will 10 4 WIS/WIL Prerequisite: Level 10+ HLC p.145 Detect Deception 10 6 WIS/INT Prerequisite: Level 15+, Eminence HLC p.145 Eminence 10 6 CHA/LDR Prerequisite: Level 10+ HLC p.145 Invincibility 20 4 WIS/WIL Prerequisite: Level 21+, Eminence HLC p.145 Loan 10 4 WIS/INT Prerequisite: Level 15+ HLC p.145 Smite 20 - N/A Prerequisite: Level 15+, Eminence HLC p.145 Spell Talisman 10 4 INT/KNO Prerequisite: Level 12+ HLC p.167 Special Enemy 10 - N/A As Ranger Skill S&P p.51 Faith-Related Proficiency Variable Variable Variable See Below New Weapon Proficiency Notes: This is proficiency in one of the deity's signature weapons only - the trident for followers of Trithereon, for example, or the hammer for the followers of Thor. Many deities have no signature weapon. Holy Weapons Notes: This is the ability to use a paladin's holy sword or similar device to its fullest extent. Faith-Related Proficiency Notes: Some faiths make intensive use of certain everyday skills. Certain faiths may allow characters to purchase skills from other skill trees at the usual skill cost without paying the initial cost for the other skill tree. For example, priests of a god of scribes might be able to purchase the bookbinding proficiency for its usual skill cost without having to pay the cost for its skill tree. Vows/Restrictions: Holy orders may have various restrictions or vows required of their members to participate in their religion. These restrictions are worth bonus CP. Vows should be chosen by the DM, like powers, and placed into holy order "bundles." Table 22 - Holy Order Limitations Restriction Bonus (CP) Notes Source Armor Restriction 5+ SP&M p.40 Awkward Casting Method 5 SP&M p.40 Taboo 2 See below SP&M p.40 Ceremony/Observance 5 See below SP&M p.40 Difficult Spell Acquisition 5 SP&M p.40 Hazardous Spells 10 SP&M p.41 Limited Spell Selection 5 SP&M p.41 Slower Casting Times 5 SP&M p.41 Talisman/Symbol 8 SP&M p.41 Vow/Requirement 5 See below New Taboo Notes: Taboos are minor codes of behavior or conduct that the character must follow, like saying a long prayer every time the character crosses a bridge or being required to eat facing west. Ceremony Notes: Ceremonies are rituals that must be performed daily, or else loss of spells or other problems may result. Examples are a nightly atonement, or daily sacrifice, or other event. Vow Notes: A vow is a serious behavioral limitation required of the devout follower. Vows of poverty, chastity, and obedience are all examples. A priest could be compelled to never deliberately harm anyone, or to give help and healing to anyone in need. Holy Order Example 1: The Holy Healers of Tungsten, God of Health and Fitness. This order of followers of Tungsten values healing and health above all else. Their followers may not be evil or chaotic in alignment. Tungsten grants lesser access to the spheres of Guardian, Summoning, Combat, and Creation. He grants greater access to the All, Healing, Necromantic, and Protection spheres. Healers of Tungsten are allowed to take the Healing and Herbalism faith-related proficiencies at their listed cost, and in fact are required to as part of their training. The order also has the following granted powers available later in life, obtained by paying the CP cost at a later date: ? Analysis (identify a disease or poison) for 10 CP ? Detect Undead for 10 CP ? Heal spell once per day for 20 CP Holy Healers tend to spend lots of character points on the Tungsten spell spheres as well. The order's bundle of powers and restrictions is as follows: Power CP Cost Immunity to Poison 10 Immunity to Disease 10 Lay On Hands 10 Use of clerical magic items 10 Turn Undead 10 Expert Healer 5 Healing 4 Herbalism 3 Taboo: Cannot Eat Red Meat -2 Taboo: Cannot Drink Alcohol -2 Taboo: Must shave face and head -2 Vow: Nonviolence -5 Vow: Must heal any in need -5 Restriction: Cannot wear armor -15 Total Bundle Cost 28 Holy Order Example 2: The Brotherhood of the Knights of the Hospital of Tungsten. These warrior-knights of Tungsten are required to take the Endurance proficiency, as they value physical fitness above all. They have access to all the spell spheres Tungsten can grant, but will have less character points to spend on them after getting more fighter-oriented abilities as well. Their spellcasting is not per se inferior or delayed to higher levels than the priests' - it is all a matter of where and when they choose to spend their character points. The Knights have the option of gaining the "Immunity to Poison" and "Turn Undead" powers their Healer brethren have for 10 CPs apiece at a later date. They can also later take a vow of complete obedience to their order for 5 bonus CPs. The order's members also usually purchase lots of skills from the Melee Combat tree. They usually buy fewer spells, or at least defer purchasing them until later in life. The order's bundles of powers and restrictions is as follows: Power CP Cost Detect Evil 10 Immunity to Disease 10 Use of holy weapons 10 Lay On Hands 10 Expert Healer 5 Ceremony: Long Morning Exercise -5 Taboo: Must shave face and head -2 Vow: Must heal any in need -5 Vow: Poverty -5 Total Bundle Cost 28 Shamanism Skill Tree - Initial cost 10 A shaman is a character that gains magical powers by communing with the spirits, as described in Spells & Magic pp.34-38. The shaman purchases spell ranks on Table 5, SP&M p.36 just as Wizards and those in Holy Orders purchase spell ranks. Table 23 - Shaman Skills Skill Cost (CP) Initial Value Ability Notes Source Spirit Powers 10 - WIS/INT Per Class of Spirit SP&M p.40 Spirits Per Level: Rank Minor Spirit Major Spirit Great Spirit Cost (CP) Prerequisite 1 1 - - 5 2* 1 - - 5 Rank 1 3** 2 - - 5 Rank 2 4 2 - - 5 Rank 3, Level 2+ 5 2 1 - 5 Rank 4, Level 3+ etc… Athletics Skill Tree - Initial cost 5 Athletic skills are useful in all sorts of physical endeavors - running, jumping, throwing, and other such exertions. A character paying the initial cost for this tree knows about the common sports of their culture and is familiar with their rules and practice. Table 24 - Athletics Skills Skill Cost (CP) Initial Value Ability Notes Source Endurance 2 3 N/A S&P p.98 Jumping 2 8 STR/MUS, DEX/BAL S&P p.100 Running 2 5 STR/STA, CON/FIT S&P p.102 Swimming 2 9 STR/STA S&P p.103 Throwing 2 8 DEX/AIM, STR/MUS S&P p.103 Tightrope Walking 3 5 DEX/BAL S&P p.104 Tumbling 3 7 DEX/BAL, STR/MUS S&P p.104 Warcraft Skill Tree - Initial cost 10 Warcraft is the skill of conducting large-scale battle. A character skilled in warcraft is familiar with basic battle tactics of their day and age. They also are familiar with the needs of a large army (supply chain, discipline, etc.). Table 25 - Warcraft Skills Skill Cost (CP) Initial Value Ability Notes Source Artillerist 5 6 CHA/LDR C&T p.177 Building 5 6 N/A As Warrior Ability S&P p.47 Charioteering 4 5 DEX/BAL, WIS/WIL S&P p.96 Cryptography 3 6 INT/REA, WIS/INT S&P p.97 Engineering 4 5 INT/REA, WIS/INT S&P p.47 Leadership (Organization) 5 5 CHA/LDR As Warrior Ability S&P p.47 Leadership (Morale) 4 5 CHA/LDR C&T p.80 Supervisor 5 6 INT/REA, WIS/INT As Warrior Ability S&P p.48 War Machines 5 6 INT/REA, WIS/INT As Warrior Ability S&P p.48 Wilderness Craft Skill Tree - Initial Cost 7 Wilderness craft encompasses all the skills useful for life in the great outdoors. Some wilderness craft skills are similar to Stealth tree skills (Climbing, Hide in Natural Surroundings, etc.), but are only usable in natural surroundings of a type familiar to the character. These skills' chances of success are handled like the similar Stealth Tree skills rather than the somewhat bizarre algorithms in the skill descriptions in Skills & Powers pp.50-51 (especially Table 22). Table 26 - Wilderness Craft Skills Skill Cost (CP) Initial Value Ability Notes Source Animal Empathy 10 - WIS/INT As Ranger Skill S&P p.50 Animal Lore 3 7 INT/KNO, WIS/INT S&P p.95 Climbing 10 See below DEX/BAL As Ranger Skill S&P p.50 Find/Remove Wilderness Traps 10 See below DEX/AIM As Ranger Skill S&P p.50 Fire-building 2 8 WIS/INT, INT/REA S&P p.98 Fishing 3 6 WIS/INT, INT/KNO S&P p.98 Herbalism 3 6 INT/KNO, WIS/INT S&P p.99 Hide in Natural Surroundings 5 See below N/A As Ranger Skill S&P p.50 Hunting 2 7 WIS/INT S&P p.100 Mountaineering 4 7 STR/STA, WIS/WIL S&P p.101 Move Silently 5 See below N/A As Ranger Skill S&P p.50 Orienteering 3 7 INT/KNO, WIS/INT S&P p.101 Pass Without Trace 10 - N/A As Ranger Skill S&P p.51 Set Snares 4 8 DEX/AIM, WIS/INT S&P p.102 Sneak Attack 10 - N/A As Ranger Skill S&P p.50 Speak With Animals 10 - N/A As Ranger Skill S&P p.51 Survival 3 6 INT/KNO, WIS/WIL Per terrain type S&P p.103 Tracking 5 7 WIS/INT S&P p.104 Weather Knowledge 2 7 WIS/INT S&P p.104 Ranger Skill Notes: All thief-like ranger skills (Climbing, Find/Remove Traps, Move Silently, Hide in Natural Surroundings, Sneak Attack) begin at the base chance for the corresponding thief skill (Table 27, S&P p.53) including race and DEX adjustments (Tables 28 and 29, S&P p.53). Additional points may be bought to add to them at the rate of 5 percentile points per 2 CP. 50 points (20 CP) maximum may be spent at the beginning by any character, 75 points maximum (30 CP) if this is the character’s primary skill tree. Arts & Entertainment Skill Tree - Initial cost 5 Skills in the arts and entertainment are used to entertain people, from a brief diversion such as a song to creating a lasting work of art such as a painting. Some of the more advanced skills have an almost supernatural effect on the entertainer's audience and have nearly magical effects of various sorts. Characters investing in this skill tree have a basic knowledge of the various art forms and their general practice. Table 27 - Arts & Entertainment Skills Skill Cost (CP) Initial Value Ability Notes Source Alter Moods 5 - CHA/LDR As the Bard skill S&P p.54 Charm Resistance 5 - CHA/LDR As the Bard skill S&P p.55 Counter Effects 10 - CHA/LDR As the Bard skill S&P p.55 Dancing 2 6 DEX/BAL, CHA/APP S&P p.97 Etiquette 2 8 CHA/APP, WIS/INT S&P p.98 Juggling 3 7 DEX/AIM S&P p.100 Musical Instrument 2 7 CHA/LDR S&P p.101 Painting 2 7 DEX/AIM, WIS/INT S&P p.101 Rally Friends 5 - CHA/LDR As the Bard skill S&P p.55 Reading/Writing 2 8 INT/KNO S&P p.102 Sculpting 2 5 DEX/AIM, WIS/INT S&P p.102 Singing 2 5 CHA/LDR S&P p.103 Sound Resistance 5 - CHA/LDR As the Bard skill S&P p.55 Social Skill Tree - Initial cost 5 These social skills are useful when dealing with people, on an individual basis or in a large organization - a government, law enforcement organization, major church, large guild, or the like. They enable a character to get along with people and facilitate their management. Characters with social skills are familiar with their society's rules and institutions. Table 28 - Social Skills Skill Cost (CP) Initial Value Ability Notes Source Administration 3 9 INT/REA SP&M p.59 Bureaucracy 5 8 INT/KNO SP&M p.60 Diplomacy 3 6 CHA/APP SP&M p.60 Etiquette 2 8 CHA/APP, WIS/INT S&P p.98 Heraldry 2 8 INT/KNO S&P p.99 Investigation 4 6 INT/REA SP&M p.60 Law 3 7 INT/REA SP&M p.61 Oratory 3 7 CHA/APP SP&M p.61 Persuasion 3 5 CHA/APP SP&M p.61 Reading/Writing 2 8 INT/KNO S&P p.102 Sagecraft Skill Tree - Initial cost 10 These skills are the in-depth knowledge belonging to sages and other of great knowledge. Buying the Sagecraft skill tree assumes that a character has had some sort of exposure to higher learning. All these skills must be learned by knowledgeable instruction, substantial book study, or decades of research. Sages understand the basics of research and higher reasoning. Table 29 - Sagecraft Skills Skill Cost (CP) Initial Value Ability Notes Source Alchemy 5 6 INT/REA SP&M p.51 Anatomy 4 5 INT/KNO SP&M p.52 Ancient History 3 6 WIS/INT, INT/KNO S&P p.95 Ancient Languages 4 5 INT/KNO Per Language S&P p.95 Arcanology 4 5 INT/KNO SP&M p.52 Astronomy 2 7 INT/KNO S&P p.96 Cryptography 3 6 INT/REA, WIS/INT S&P p.97 History 10 special As Bard Skill S&P p.55 Local History 2 8 INT/KNO, CHA/APP S&P p.101 Reading/Writing 2 8 INT/KNO S&P p.102 Sage Knowledge 4 5 INT/KNO SP&M p.54 Occult Studies Skill Tree - Initial cost 7 Many religions teach these skills, and they can also be found amongst diviners, occultists, and witches across the land. They consist of various forms of divination and lore about the supernatural. Students of the occult are familiar with common superstitions, supernatural creatures, and divination techniques. Table 30 - Occult Studies Skills Skill Cost (CP) Initial Value Ability Notes Source Astrology 3 5 WIS/INT, INT/KNO S&P p.95 Dowsing 3 5 WIS/INT SP&M p.52 Herbalism 3 6 INT/KNO, WIS/INT S&P p.99 Hypnotism 4 6 CHA/LDR SP&M p.53 Omen Reading 3 5 WIS/INT SP&M p.52 Undead Lore 3 6 INT/KNO SP&M p.61 Sailing Skill Tree - Initial cost 4 This skill tree encompasses all the skills that are required for operating a boat, from a small canoe to a large sailing ship. Sailors are familiar with the general layout and purpose of all ships that they have seen before. Table 31 - Sailing Skills Skill Cost (CP) Initial Value Ability Notes Source Boat Piloting 2 6 STR/MUS, INT/REA S&P p.96 Deep Diving 2 5 DEX/BAL, CON/HEA S&P p.98 Navigation 3 6 INT/KNO, WIS/INT S&P p.101 Rope Use 2 8 DEX/AIM, WIS/INT S&P p.102 Seamanship 3 8 WIS/INT, DEX/BAL S&P p.102 Swimming 2 9 STR/STA S&P p.103 Weather Knowledge 2 7 WIS/INT S&P p.104 Tradesman Skill Tree - Initial cost 3 Tradesmen are the foundation of society. Farmers, carpenters, and other semi-skilled workers gain their skills from this tree. A character with tradesman skills is familiar with working with their hands and doing good, hard, honest work. Table 32 - Tradesman Skills Skill Cost (CP) Initial Value Ability Notes Source Agriculture 3 7 INT/KNO S&P p.94 Animal Handling 3 7 WIS/WIL S&P p.95 Brewing 3 8 INT/KNO S&P p.96 Carpentry 3 7 STR/STA, INT/KNO S&P p.96 Cobbling 3 7 DEX/AIM, INT/KNO S&P p.97 Cooking 3 7 INT/REA S&P p.97 Endurance 2 3 N/A S&P p.98 Leather Working 3 7 INT/KNO, DEX/AIM S&P p.101 Pottery 3 7 DEX/AIM S&P p.102 Stonemasonry 4 5 STR/STA, WIS/INT S&P p.103 Tailoring 3 7 DEX/AIM, INT/REA S&P p.103 Weaving 3 6 INT/REA, DEX/AIM S&P p.104 Craftsman Skill Tree - Initial cost 5 Craftsmen are highly skilled workers of various sorts. These are individuals you come to when you need an item of value created or repaired. Craftsmen are all acquainted with the various crafts and know generally what is involved with their use. Table 33 - Craftsman Skills Skill Cost (CP) Initial Value Ability Notes Source Appraising 2 8 INT/REA, WIS/INT S&P p.95 Animal Training 4 5 WIS/WIL, CHA/LDR S&P p.95 Armorer 5 5 INT/KNO, STR/MUS S&P p.95 Blacksmithing 4 6 STR/MUS, INT/KNO S&P p.96 Bookbinding 3 8 INT/KNO SP&M p.52 Bowyer/Fletcher 5 6 INT/KNO, DEX/AIM S&P p.96 Gem Cutting 3 6 DEX/AIM S&P p.99 Glassblowing 2 7 DEX/AIM SP&M p.53 Mining 5 5 WIS/INT, STR/STA S&P p.101 Papermaking 2 8 INT/KNO SP&M p.54 Scribe 2 7 DEX/AIM SP&M p.57 Weaponsmithing 5 5 INT/KNO, DEX/AIM S&P p.104 General Skill Tree - Initial cost 0 General skills are either so common as to merit no special grouping (like horseback riding), or are so specialized as to not fit in any other skill trees (like mental resistance). Table 34 - General Skills Skill Cost (CP) Initial Value Ability Notes Source Mental Resistance 6 5 WIS/WIL SP&M p.53 Modern Languages 2 9 INT/KNO S&P p.101 Observation 6 7 INT/REA SP&M p.61 Riding, Airborne 8 5 WIS/WIL, DEX/BAL S&P p.102 Riding, Land 2 8 WIS/WIL, DEX/BAL S&P p.102 Other optional skill trees (like a Psionics skill tree) may be added at any time, as it becomes appropriate in the campaign. Note that rules for followers are not detailed in this system. If a character grows in power and through gameplay recruits some troops or minons, then he or she can have followers. They are not a skill to be purchased with character points. Standard Character Generation Example This method can be used to create characters mimicking the “standard” classes from the AD&D 2nd edition PHB. Of course, you are encouraged to create custom characters, but here you can see how to make basic characters using this system. 1. Generic Warrior After rolling the warrior's ability scores, we choose race - in this case we’ll assume a human with no special abilities. In these examples we won't take into account any Prime Requisite cost reductions or bonus CP for INT. Then, we buy the Required Tree skills for a warrior. Buying into the Melee Combat primary tree and getting four weapon proficiencies is standard for a fighter. Then, some "nonweapon proficiencies" - the warrior buys the Athletics skill tree as a second primary tree, and then purchases Endurance, Running, Throwing, and Swimming. The fighter spends his last points on the Riding skill from the General skill tree. Skill CP Cost Warrior THAC0 40 Warrior Saving Throws 30 Warrior XP Table 20 Warrior Hit Dice 40 Melee Combat Tree Initial Cost 10 Weapon Proficiencies (4) 40 Athletics Tree Initial Cost 10 Endurance 2 Swimming 2 Running 2 Throwing 2 Riding (Land-based) 2 Total Cost 200 2. Generic Wizard Again, we roll up scores and assume a standard human. We purchase the Wizard entries from the Required Tree and pay the initial cost for the Wizardry tree. We get a weapon proficiency with the staff, and then can only afford spell school access to the universal school and 5 others. We purchase the first rank of spellcasting power, and then the Sagecraft secondary tree and two sage proficiencies (Astronomy and Reading/Writing, which cost double since they're from a secondary tree) which leaves us two points we use to improve our Astronomy rating. Skill CP Cost Wizard THAC0 10 Wizard Saving Throws 35 Wizard XP Table 10 Wizard Hit Dice 10 Wizardry Tree Initial Cost 20 Weapon Proficiency (Wizard) 10 Universal School Access 5 Lesser School Access (5) 75 Spellcasting Rank 1 5 Sagecraft Tree Initial Cost 10 Astronomy +2 6 Reading/Writing 4 Total Cost 200 3. Generic Rogue We roll scores, choose a human, and buy the Required Tree abilities for the standard rogue. We buy the base level of all 7 normal thief skills and pay the Stealth primary tree initial cost. Then we buy 50 percentile points to spread around on those skills. We spend our last points on Disguise and Gaming from the Stealth tree, and how to speak Orcish. Our rogue is proficient in no weapons, and does not know how to backstab. Skill CP Cost Rogue THAC0 20 Rogue Saving Throws 20 Rogue XP Table 40 Rogue Hit Dice 20 Stealth Tree Initial Cost 12 7 Thief Skills 60 50 Discretionary Thief Skill Points 20 Disguise 4 Gaming 2 Modern Language 2 Total Cost 200 4. Generic Cleric We roll up another human, and purchase the usual Priest Required Tree items and the Holy Orders primary tree (10 CP). The deity we choose allows our character 8 spheres for lesser access, we choose 5 of them. This deity allows the use of blunt weapons - we choose the mace. After buying the first spell rank, we decide our character's secular calling is to be a painter, and so buy the Arts & Entertainment secondary tree and Painting skill. We keep a single point back for use later in the game. Skill CP Cost Priest THAC0 30 Priest Saving Throws 25 Priest XP Table 30 Priest Hit Dice 30 Holy Orders Initial Cost 10 Spell Spheres (5) 50 Spellcasting Rank 1 5 Weapon Proficiency (Cleric) 10 Arts & Entertainment Initial Cost 5 Painting 4 1 leftover point 1 Total Cost 200 As you can see, 200 character points don't go a long way in this system. These characters are starting with a little less in the way of abilities than they would under core AD&D 2nd Edition rules, with some skimping on weapon and nonweapon proficiencies. Standard Character Advancement To stay on the “generic” track, as the characters progress they each spend 5 CP per level on spell rank advancement, thief skill improvement, or investing in multiple attacks. The other 15 CP is used to grow their skill sets. At fifth level, each character has grown a lot, having earned another 80 CP to spend on improvement - the fighter is specialized in his weapon, has a style specialization, and a couple more weapon and nonweapon proficiencies. The wizard has a specialty school, can use scrolls and other magic items, and is at the 6th level of casting power. The priest is at the 5th level of casting ability, but can now turn undead, has a lesser granted power, and another nonweapon proficiency. The rogue has boosted his skills considerably, adding a weapon proficiency and Backstab, and has obtained other skills like Disguise and Escaping Bonds. They’re not supermen yet, but are all specialized in what they do. At tenth level, they’ve received another 100 CP and all have many other skills - the mage and cleric had to spend some of those points on getting greater sphere access, but still have plenty more to spend on other abilities. The fighter’s goals of weapon mastery are expensive, but in reach, and the rogue is branching out into all sorts of exotic skills Custom Character Generation Example The last section was an exercise in generating characters similar to the standard AD&D classes. The benefit of this system, of course, is that you can make a character that can do a wide variety of things that cross traditional “class” boundaries. For example, let us take the example of a character that aspires to be a powerful warrior, born of sturdy barbarian stock. Yet he makes his living more often by stealth and theft than not, much as Conan the Barbarian and Fafhrd, the erstwhile companion to the Grey Mouser in Fritz Leiber’s Lankhmar tales. We will assume that we rolled up high Strength (18/76) and Dexterity (16) befitting such a character, such that STR and DEX based skills will cost 1 CP less because of the character’s high Prime Requisites. He only has an 8 Intelligence, so will only get 3 extra CPs (three times his Bonus Proficiencies for Intelligence). So we start with 203 CPs. First, we decide that the character should be human (0 CP) and possess a savage alertness form his wild heritage (Alertness trait, 6 CP). Then, we buy from the required skill tree - we want a super warrior, with warrior THAC0 (40 CP) and saves (30 CP), and d12 hit dice (50 CP). We take a worse XP table (Wizard, 10 CP) to make up the points - 130 CP total from the required tree. We have already spent 136 CP, and have 67 CP remaining to build our character. Since we know we’ll be taking a lot of skills from both Melee Combat and Stealth, we pay 12 CP to get the Stealth tree as a primary, and 20 CP (twice the normal buy-in cost) to get Melee Combat as another primary tree. That leaves us with 35 CP to buy skills. Not much at this point - we get Move Silently (9 CP, 10 -1 for a high DEX), Climb Walls (4 CP), and proficiency in the broadsword (9 CP). We don’t like how close we’re getting to our limit, so decide to go back and take a couple disadvantages - a mild Phobia: Crowds (4 CP) and a mild Phobia: Magic (8 CP) to reflect his outdoor, primitive upbringing. So we now have 25 CP left to spend around. We spend 4 CP on Detect Noise and another 8 on 20 discretionary thief skill points to spread around, leaving us 12 CP. Our character needs to be able to ride a horse (2 CP), and we buy into the Wilderness Craft tree for 5 CP. We don’t really have enough points left to buy many specific skills from that tree, but we may want to later, and it fits his background. Note that we could have taken Wilderness Craft as our other primary tree rather than Stealth, and then bought the Wilderness versions of the various thief skills. However, we decide that he probably learned the thieving part of his skills in civilization (and we want him to be able to function well in cities while thieving, now and in the future) so we chose this combination of skills. The remaining 5 CP can be saved for later - but we spend it on raising his Riding rating on the grounds that his people were fierce mounted warriors. His initial Riding rating was 8, +3 for his 16 DEX = 11. It costs us 4 points to raise the rating 2 points (because it's between 10 and 15, see the "Improving Skills" section) - so we are almost out of CP after getting his Riding rating to 13. At the end, the character has one CP left we save for use during play as an emergency reroll (cf. S&P p.7). So, at first level we have a beefy warrior with only one weapon skill, and three thief skills. Not bad, but not a world-shaking character (yet). As time progresses, our character (we’ll name him Aethelred after the Saxon king) spends some time as a mounted guardsman and occasional thief in a port city. He reaches 4th level in a couple years, and is becoming more battle-seasoned from his combat against humanoid and bandit incursions in the hills. Over this time, he has gained 60 CP. Although he has progressed a little more slowly than would otherwise be expected due to his XP progression table, those d12 Hit Dice have brought him through his experiences intact. Aethelred has added 50 points to his thieving skills (20 CP) and has both expanded his skill in weapons from the broadsword to the tight group of medium swords (10 CP incremental cost) and has specialized in his trusty broadsword (22 CP total, weapon of choice + expertise + specialization). Long weeks spent in those hills have also taught him the art of surviving in that climate (Survival, 6 CP). His Initial Rating in Survival (6) is not good because of his low INT and WIS, so we spend the last two points to make it 8. Over the next year, he tires of the constant fighting of guard duty and takes a job as a private bodyguard in the city - this also affords him an opportunity to hone his thieving abilities further. He manages to minimize his trouble with crowds by working largely at night. He reaches 7th level (another 60 points), and spends 30 CP on the next rank of multiple attacks and 6 on another 15 thieving points. He is now pretty good about sneaking around the city, and when he gets caught, his broadsword is a formidable ally, with his Strength and specialization (he’s getting 2 attacks a round at a THACO of 11 and a +6 damage bonus). He has also purchased Backstab for 10 CP and Hide in Shadows for 9 CP - those guards never hear him coming, and double damage drops them like flies. He also buys into the Craftsman tree for 5 CP, mainly so he can perform quick fixes on his weapons and armor when the need arises. Well, this sort of behavior eventually gets Aethelred in trouble with the law, and he ends up fleeing town on a ship headed to sea. He discovers he’s taken refuge with a group of pirates, and joins up for a life of freebooting and fun on the high seas. In a couple years Aethelred is 10th level (another 60 CP) - a dreaded scourge of the seas, he has learned the arts of seamanship (Sailing tree for 4 CP, Seamanship for 5 CP, and Navigation for 5 CP). He has honed his fighting skills to a razor’s edge - another 30 CP gets him to the top rung of the multiple attack chart. He buys Rope Use for 4 CP and develops a keen eye for the value of treasure (Appraisal, 3 CP). He also takes a new weapon proficiency (9 CP) in the belaying pin (they come in handy when boarding ships). About this time he and his crew make the mistake of overtaking and trying to board a vessel carrying an archmage to a meeting in the East. Paralyzed by his fear of the resulting magical display, Aethelred is left clutching a fragment of his ship, which was burned to the waterline by three or four well-placed 15d6 fireballs. He makes landfall and swears revenge on the archmage. Over the next couple years he quests to find out the identity, location, and powers of the wizard in question, and makes his way across the continent in a series of adventures. He makes a living as a warlord, a caravan guard, a bandit - then meets up with a group of adventurers also questing against the wizard in question. The group of adventurers defeats a dragon in its lair, hoping to use its hoard as both a lure for the mage (whom they’ve learned is greedy to a fault) and for its powerful magic to use against the mage. Though Aethelred does not like magic much, he sees the reasonableness of this course of action - he leaves the funkier magic to his teammates, only taking a magical shield for himself. As the party prepares to confront the archmage, Aethelred is 12th level. He takes shield proficiency (10 CP) and Weapon and Shield style specialization (10 CP), dropping his AC considerably. He brings his skills of stealth to their fruition with 25 points worth of thief discretionary skills (10 CP), and takes the Ambush skill (10 CP) in expectation of their trap. Should Aethelred survive this encounter, he will move on into the realms of legendary heroes - as he continues he can master his weapon, perfect his thief skills, and begin learning powerful skills from the High-Level Campaigns rulebook. He may well determine that the reins of rulership are his destiny, beginning with the land he will liberate from the archmage’s dictatorship and thence wherever his warband will venture. Aethelred is not as skilled in warcraft as he would be if he had concentrated solely on combat. He’s not near the thief that a 12th level dedicated thief would be either. But he is very good at both, and as his situation in life changed he was able to quickly adapt and learn the skills that suited the needs of his harsh life. Reconciling Classes So, you’ve decided to use this system for you next Skills & Powers campaign. Then you start thinking about all those spells and magic items and obscure rules that specify characters’ classes in their description somewhere. Don’t lose heart - here are some conversion rules. Levels are the same as levels ever were - so if a spell or item or ability affects a character, use their overall level to calculate its effects. Some level-related abilities, like spell casting level, are handled explicitly by these rules. If a character has a primary tree of Combat (Melee, Missile, or Unarmed), treat them as a warrior. If their primary tree is Holiness, treat them as a priest. Stealth is for rogues and Wizardry is for wizards (Psionics, for psionicists…). For the purpose of maximum classes for demihumans, you may want to collapse relevant classes (Druid into Priest, Bard into Rogue) and take the more generous of the two limits. If a character has another tree as their primary (e.g. Joe the Sailor) then count them as none, or make a DM fiat to whichever class the character most resembles. You should be asking yourself, however, do these class-specific effects make any sense? What is the spell, effect, or rule trying to get at? If the intent is, for example, that spellcasters are resistant to a specific spell, treat anyone with spellcasting ability as resistant. Use common sense, and be generous but fair in your interpretation. Appendix A - Classless NPCs NPC Generation Character points can also be used to generate non-player characters easily. Leveled NPCs can and should be built under this system just as PCs are, using a base of 200 CPs. This number of character points, however, is a reflection of the fact that player characters (and leveled NPCs) are somehow special - quicker to learn, blessed by the gods, and "larger than life." Most everyday people do not have that wide a variety of abilities. Here are some rules for generating "level 0" NPCs with a wide range of different skills. First, it's easier to use the Monstrous Manual statistics for level 0 humans and demihumans than to go to the trouble of assigning them Required Tree skills. If you wanted to go to that trouble, a standard L0 human has Rogue hit dice (20 CP), Warrior saves (30 CP), Rogue THAC0 (20 CP), and the Priest XP table (30 CP), for a 100 CP base cost plus racial bundle. Since races with higher racial bundle costs are usually much longer-lived than humans, it's convenient to simply give them the default racial bundles ignoring the additional cost, assuming that the demihumans are getting some CP bonuses for being around for centuries. So now you start out with an unskilled L0 human or demihuman. Due to the vagaries of intelligence, chance, and situation, some L0 people are more skilled than others are. Here are the common levels of skill found in NPCs. All NPCs also get bonus CP for Intelligence just as PCs do. Note that most skilled NPCs will spend a number of these points on improving their skills' Initial Ratings - no one is going to make a good living as a farmer with the base Agriculture rating of 7, for example. Laborer - 0 CP A common, untrained laborer has no skills except what their Intelligence gets them - usually enough for a low level of Agriculture or Endurance (for all that heavy lifting). Only a society's real drudge workers fit into this category. Tradesman - 10 CP A tradesman is the "standard" level 0 human. They have a little training in their area of expertise, usually something out of the Tradesman skill tree (e.g. Agriculture, Stonemasonry). Specialized tradesmen would have another primary skill tree (e.g. Sailing for sailors, Wilderness Craft for hunters). The vast bulk of the populace is made up of this level of NPC. Craftsman - 20 CP A craftsman is a little more trained than most NPCs. They fill the role of providing specialty services to others, usually something out of the Craftsman skill tree (and something out of the Stealth tree for crooked ones). Merchants, government officials, church administrators, and others who have received some amount of actual job training also fall into this category. Professional - 30 CP Professionals are those NPCs with a good amount of training required for their work. Professional soldiers fit into this category (not levies or the average barely trained soldier), as do thieves' guild members, common priests, and other generally prominent local NPCs. Master - 40 CP Masters are usually skilled enough that their name is known across a given municipality. Masters of an art or craft, renowned soldiers (usually officers), entrepreneurs, ship's captains, local leaders, and others with a high degree of skill qualify as masters. Sage - 50 CP A sage has a great deal of knowledge in their subjects of choice, as much as is usually found of normal people. This category obviously includes the traditional sage, who has spent their life studying certain subjects, but also includes those with world-class knowledge in other areas - an Olympic athlete, a military general, or a head of state. Higher levels of NPC skill are possible, but usually only in leveled NPCs. NPC Advancement Leveled NPCs advance as they gain experience, using the same rules that PCs do. There is no set formula for this advancement - assume that NPCs who are as active as your PCs gain experience at approximately the same rate as the PCs. More sedentary NPCs will gain at a lesser rate, and perhaps never progress past low- to mid- levels in their entire lives. Even Level 0 NPCs, however, should be expected to advance somewhat in their skills over time. This advancement is slow, but will provide a realistic level of improvement for level 0 NPCs that PCs interact with over long periods of time. Level 0 NPCs should gain 1 CP every 1-2 years. This is only an average - some will learn more quickly, especially younger NPCs, and should gain a couple CP a year. Some will learn more slowly and improve little if at all ("I was here at this inn a decade ago, and your cooking still stinks!"). Training, local events, and even interaction with PCs can do much to accelerate this rate. Remember that this kind of skill progression should not rival that which actual leveled PCs or NPCs experience. Appendix B - Level 0 PCs Some players and DMs enjoy beginning their characters even earlier in life, before they have gained the considerable battery of skills that form a first-level player character. It can give players additional depth and reasoning behind their selected skill set, creating a more realistic and enjoyable character. Here is a set of optional rules for level 0 PCs using the classless character point system. Zero-level PCs begin with 100 character points, plus the CP bonus for high Intelligence. From this number they should purchase their Racial Abilities and Required tree abilities. They can start low in the Required tree (40 CP minimum), because they can improve those skills before they reach first level, after which they are fixed for life according to the rules for the Required skill tree. Any leftover CP can be used to purchase other skills from early childhood, or saved for use during level 0 play. Players should purchase all the skills they will want from the Racial Abilities section at this time, as they will not be able to revisit that section later. At this point the character also gets their bonus CP for high Intelligence. The PC then begins play with these skills. The player should roll hit points according to the level of Hit Die they purchased with their 100 CP. Play proceeds as normal - the DM simply takes care to scale the adventures such that a level 0 character can succeed. The Level 0 PC needs a total of 1000 XP to reach first level. For each 10 XP they gain, they earn a character point. Thus, after gaining the entire 1000 XP and reaching first level, they will be a normal 200 CP character (they began the process with 100 CP, remember). During this period, the character can purchase skills from skill trees as usual. Additionally, they can upgrade their Required Tree skill purchases by simply paying the differential costs involved - for example, going from Rogue Hit Dice (20 CP) to Priest Hit Dice (30 CP) should cost 10 CP. Reroll hit points if the character's Hit Dice improve (the character should never lose hit points, however). Remember that skills take time to learn - about a week per character point of dedicated training, according to the rules. Depending on how much of the character's skill improvement is self-achieved and how much is due to expert instruction, the Level 0 phase of the PC's career should take at least 1-2 years, even longer if they are slow at gaining XP or goof off instead of training. When the character reaches first level, they should get the usual 20 CP award for gaining a level. This means that PCs played up from level 0 will start with 20 CP above what ordinary first- level characters would, fair recompense for the additional work done and experience gained. In all other ways, the characters grown from level 0 are identical to ordinary leveled characters in all respects, with the only exception being the increased sense of understanding and ownership the player has of their character after the experience 1