Updated Ability Rules:
- Strength: weight limits/max press are superseded by the Lift skill in general, but are still
used to determine encumbrance penalties to movement. Bend bars/Lift gates is used
only when an appropriate skill does not exist (I.E. a monster special effect). Open Doors
functions as a Brute Force Disable Device skill available to all without training.
- Dexterity: No changes.
- Intelligence: No changes; Learning Ability is now used to determine if someone gains a
rank in a skill after training.
- Wisdom: Except in most cases, only a natural 20 on a skill check indicates that you have
actually performed well enough to improve it. You gain a +10% modifier to Learning
Ability for that skill the next time you try and pass the course in it.
- Constitution: No changes.
- Charisma: Some uses of charisma are superseded by the new skills, such as the
Reaction Adjustment.
- Comeliness: for each point below 10, a player character suffers -1 Bluff/Diplomacy
penalties when interacting with individuals who would find him unattractive. For each
point above 13, they gain a +1 bonus.
- Honor: (Low Honor grants a -1 penalty to all social interaction skills, and Great Honor
grants a +1 bonus.)
- At the initial stage of character creation, a character can sacrifice 2 ability score points to
gain 1, so long as the ability he wishes to raise is being raised to 15 or below. To raise a
stat to 16 or above, 4 ability score points must be sacrificed instead. Later on, 1 BP may
be spent to raise an ability score by 25 fractional points. However, 2 BP must be spent
for each 25 fractional ability points which would raise the score above 15/00 (with the
convention that 15/00 = 15). For instance, raising a score from 14/75 to 15/00 costs 1
BP, but from 15/00 to 15/25 costs 2 BP. The cost doubles again at 20/00.
Updated Race Rules:
- Dwarves receive the following bonuses when underground: +5 when actively trying to
detect grade/slopes in passageways or new tunnels, +4 when actively trying to detect
sliding/shifting walls/rooms, and +3 when trying to detect stonework traps/pits/deadfalls
or determine approximate depth underground.
- High/Sylvan/Grey elves receive the following bonuses: +4 on Move Silently checks
(individually or with other races that share this ability) for the purpose of surprise (only +2
if a door or screen is being opened), +1 on Noticing secret doors, +2 when Searching for
secret doors or Noticing concealed doors, and +3 when Searching for concealed doors.
Note that the move silently bonus ONLY applies to the final check made to determine
whether a victim is suprised. For instance, if an elf is trying to sneak past a guard, this
talent gives him no bonus. If the elf instead plans to backstab the guard, then he would
receive the bonus.
- Grunge elves receive 1 free rank of Track and a +4 bonus on Notice checks to avoid
surprise, plus the bonuses for other elves listed above.
- Drow receive the same bonuses as the above races, except for the Tracking ability of
Grel.
- Gnomes receive the following bonuses when underground: +5 when actively trying to
detect grade/slopes in passageways or unsafe walls/ceiling/floors, +4 when actively
trying to determine approximate depth underground, and +3 when trying to determine
direction underground.
- Gnome Titans receive all the same bonuses as Gnomes.
- Gnomelings receive the same bonus as Gnomes, and 5 free ranks of Hide In Shadows.
- Half-Elves receive the same bonuses as High elves above, except for the bonus on
Move Silently checks.
- Halflings receive the Move Silently bonus as per High Elves above.
- Half-Orcs receive a +2 bonus on Notice checks to avoid surprise, thanks to their Active
Sense of Smell.
- Pixie-Fairies get a +4 bonus on Move Silently and Hide in Shadows check due to their
very small stature. Note that this bonus only applies to pixie-fairies that are walking or
have the Flutter Soft talent.
Updated Class Rules.
- Barbarians receive the following innate bonuses:
- +5 on Climb checks for trees, natural cliffs, and the like, with an additional +1
bonus for every two levels of experience thereafter.
- +4 to Move Silently/HIS checks for surprising opponents, and +6 in
familiar/natural surroundings. Additionally, barbarians receive a like Notice advantage for
the purpose of avoiding surprise.
- 5 free ranks of Jump.
In their native lands, they receive the following bonuses. After about one month in a new
terrain type, the barbarian gains those benefits for that area as well:
- +5 Survival
- If the barbarian makes a successful medicine check, he can improve recovery
as detailed in the PHB.
- Tracking bonus as per Rangers.
Finally, barbarians can choose TWO of the following bonuses:
- 5 free ranks of Handle Animal
- 5 free ranks of Ride
- 5 free ranks of Run
- 5 free ranks of Craft [primitive]
- Cavaliers receive the following bonuses:
- 5 free ranks of Ride[land-based]. They receive an additional + 5 bonus to any Ride
checks to avoid damage related to falling from their mount, and an additional +1 bonus
to all Ride checks for each experience level beyond the first (note this is not a rank, but a
bonus).
- Knights Errant receive the following bonuses:
- 1 free rank of: Ride [land-based], Craft [armor repair], Profession [gambler], Diplomacy,
and Craft [weapon] and Endurance [see PHB, page 323-24]
- the Blind Fighting talent for free.
- Monks receive the following bonuses:
- 2 free ranks of Notice, and an additional +1 every three levels thereafter. Additionally,
they get +1 Notice every odd-numbered level beyond the first (3,5, etc.) for the purpose
of avoiding surprise.
- 2 free ranks of Search, and an additional rank every odd-numbered level beyond the
first
- 3 free ranks of Move Silently, and an additional rank every level beyond 1st.
- 2 free ranks of Hide In Shadows, and an additional rank every level beyond 1st.
- 5 free ranks of Climb, and an additional rank every three levels thereafter.
- Rangers receive the following bonuses:
- 3 free ranks of Track, and an additional rank for every three full levels of experience.
- +2 bonus to Hide in Shadows, and an additional rank every level beyond 1st. Note that
the bonus is halved (rounded down) when not in natural surroundings.
- +3 bonus to Move Silently, and an additional rank every level beyond 1st. Note that the
bonus is halved (rounded down) when not in natural surroundings.
- Thieves receive the following bonuses:
- 25 free building points to allocate between the following skills at 1st level: Sleight of
Hand, Disable Device, Search, Move Silently, Hide in Shadows, Notice, Climb, and the
thief-specific Read Languages. With each level, they receive 7 additional BP to allocate
between the skills.
- Assassins receive the following bonuses:
- 5 free ranks of Disguise and Knowledge [poison] at L1
- Beginning at level 3, they receive the same thieving abilities as a 1st level thief, and
continue progression in the same fashion thereafter.
- Bards receive the following bonuses:
- 15 free BP to allocate between the following skills at 1st level: Climb, Notice, Pick
Pockets, Read Languages, Gather Information, and Profession [con artist]. They receive
4 additional BP to allocate between these skills with each new level.
Updated Quirks and Flaws Rules:
- Characters decide on a character class group prior to rolling for their quirks & flaws.
- A re-roll on any table now costs 3 BP.
Updated Skill Rules.
- Most skills are superseded by True20 skills. Exceptions and changes are noted below .
Purchasing a +1 bonus to a skill costs (listed HM BP) building points. Exceeding 5 skill
ranks doubles the cost.
- Skill rank cannot exceed CL+ 6.
- Armor/Shield Repair is superseded by Craft [armor repair] and works as follows.
Repairing 1 hp to a damaged shield/suit of armor in 5 hours is a base DC 20 skill check.
Add +5 DC for each additional hit point and hour reduction; the player declares prior to
rolling how much and how quickly he wants to repair the armor. A simple failure indicates
the parts are used up and no armor was repaired. For each increment of 5 by which the
character fails, parts are used and the armor takes a point of damage. Certain kinds of
armor are easier to repair than others- consult page 49 of the CGSF and apply the
modifer from Basic Armor Repair. Repairing a shield is a flat 8 DC easier.
- Medicine: this skill supersedes the First Aid and Healing Skills. It is a base DC 15
Medicine check to cauterize a wound/improve the healing rate. Each +5 DC doubles the
normal rate of healing (i.e. 1 hp/24 hours becomes 1 hp/12 hours, and so on).
- Ride. A character without Ride cannot use a mount of any kind. The Ride skill normally
assumes familiarity with normal land-based animals; take Ride [Aquatic] or Ride [Aerial]
for other critters. The GM's should impose hefty penalties on characters using exotic
mounts (for them).
- Languages. By default, characters know their regional dialect (Elvish, Dwarvish,
Barcenoran, whatever) plus common. Simply pay 1 BP to know a language besides
these two, limiting yourself to the appropriate menu of options if you're a demihuman.
- Reading/Writing is now a proficiency. HM characters are not literate by default, but can
pay 1 BP to be so. Purchasing this proficiency allows the character to be literate in every
language they can speak. Characters who need to read to cast spells (i.e. most
magic-using types) obviously need to buy this skill.
- Stealth: Divided into Move Silently and Hide in Shadows. A check is normally made
against DC 15 + observer's Notice, but modifiers apply. For instance, trying to Hide in
Shadows in broad daylight right in front of somebody's eyes would probably be base DC
30.
- Certain classes receive additional free BPs or skill ranks. This is a WIP - we'll figure
things out as we go.
- Combat Skills: Succeeding on most combat skills is a base DC 20 check. You can forfeit
an attack to gain a +5 bonus on the combat skill next round, and other circumstantial
modifiers may apply.
Updated Combat Rules.
- Moving Faster. A DC 20 Chase check allows a character to move at a multiple of their
movement rate during the next 10 segments, and each fatigue factor spent gives a +5
bonus to this roll. Failure indicates that the character expends the fatigue factors without
moving any faster, and a failure by 5 or more means the character trips and cannot act
again until the following round.
Example:
The human cleric Barnabas has a movement rate of 12. Acting on segment 2, he
decides he wants to reach a gully 200 feet away and dive in by the end of the round. Normally
he could only cover (10-2)*12=96 feet in that time, so he needs to go a bit faster. With a DC 20
Chase check, he could go 96*2=192 feet, not quite enough! With a DC 21 Chase check, he
could move at 2.2 times his normal movement rate per segment, covering 96*2.2 = 211.2 feet,
so this is what he needs. Barnabas decides to burn 3 fatigue factors to get the bonus he needs
to pull this off. Unfortunately, the +15 bonus added to his base +0 Chase is only +15, so he still
needs a 6 or higher to succeed. On a nat 1, he falls flat on his face and must wait until his
initiative next round to start moving again.
- Moving and Attacking. A character can move after attacking, but for each 1/10 of their
movement rate moved after an attack that goes past segment 10, they receive a +1
penalty to the initiative of their next attack.
Example:
Karnak the magic-user is facing down a party of goblins. He decides to cast a Sleep
spell but doesn’t have the components readied, so he adds a d4 roll (in this case a 3) to the
1-segment casting time. Fortunately nothing disturbs him by segment 4, so the spell goes off
and most of the goblins take a nap. At this point Karnak decides to reposition himself to a (safer)
position at the rear of the party, some 100 feet away. His base movement rate is only 12, and
with 6 segments left in the round he could only cover 72 feet. Karnak could either make a Chase
check to go faster, or accept a 3 segment penalty (72+12*3=108 feet) to his next attack. He opts
for the latter, meaning that he starts for the new position on segment 4 of the current round, is
12 feet closer on segment 5, and reaches the position on segment 3 of the next round. Once
there, he begins casting Magic Missile, which will go off on segment 4 since it has a 1-segment
casting time (plus the 3-segment penalty means it goes off on segment 4). Of course, Karnak
will have to hope nothing intercepts him…
- Fleeing Combat. A character engaged in melee combat against one or more others must
make an opposed Acrobatics check against each in order to begin fleeing. Failure
indicates that the character has broken off the attack but suffers an Attack of Opportunity
from his opponent as he flees. Failure by 5 or more indicates that the character has not
only failed to break off the attack, but also suffers an Attack of Opportunity on his
cowardly hide (with full penalties to AC from the rear attack).
- Intercepting a Fleeing Opponent. If another character overtakes a fleeing character, the
fleeing character is once again considered engaged with the other character and must
make another successful Acrobatics check to escape. The character from which another
flees cannot begin giving chase until the following segment.
Example:
Bump the fighter is engaged with an orc, and they act on segments 8 and 5 respectively.
On segment 5, the orc lands a crit on Bump, who decides on his own action that he’d best get
movin’. Bump takes a swing (misses), and then promptly turns tail and flees like the coward he
is. Fortunately for him, he makes the Acrobatics check to escape and begins fleeing. Bump
makes a DC 20 chase check, so he’s 24 feet away from the orc by the end of segment 9.
Unfortunately for him the orc then starts giving chase. Seeing his pace, the orc spends some
fatigue factors and gets a 25 on his chase check, moving at 36 feet per segment. Thus, the orc
and Bump will again be engaged on segment 1 of the next round (at which point Bump and the
orc have covered 3*24=2*36=72 feet). On 10, the two re-roll initiative with a +1 penalty, and
Bump gets a 3 while the orc gets a 6. Bump decides to try escaping, and again beats the orc’s
Acrobatics check. He can still go at twice his movement rate for 7 segments, since he only
moved 3 segments from the last Chase check. Alternatively, he can roll again and hope for
better.
Holding Attacks. An attack may be held for any period of time, but a character does not re-roll
intiative until his held attack has been made.
Example: Bump the fighter goes on 3, and his orcish opponent goes on 8. They are 100 feet
apart, and Bump stands his ground waiting for the orc to come to him. On segment 8 the orc
starts moving at a lesiurely pace; he needs [(100)÷12)]=9 segments to get there, and so arrives
on segment 7 of the following round, at which point each gets off their attack. After this, Bump
and the orc re-roll initiative for the following round.
Grappling: a grapple attack is made against (opponent's AC - 2). Note that a non-proficiency
penalty in grappling also applies. The DC to break free is equal to the opponent's strength stat,
as per True20 House Rules. A creature can use one of its attacks to try breaking free if this
initial attempt is unsuccessful. Your bonus is the better of Escape Artist and (Strength - 10).
Once grappled, the following effects may be applied to a victim:
- Lift: Make a Lift check to lift your victim. If successful, you move your opponent with you.
You may drop your victim or use them as a weapon at any point. Dropping does your 1+
strength bonus in damage + falling damage (always at least 3 pt) in crushing damage
and ends the Grapple, leaving the victim Prone. Consult CGSF for damage from using a
creature as a weapon. A final climb check to avoid falling damage is permitted. Lifting
100 lbs is a DC 15 Lift check.
- Throw: Make a Throw check to throw your victim; each degree of success past 1ft adds
1 point to the damage. (Throwing 50 lbs 5 feet is a DC 15 Throw check). Final damage is
(1+ strength damage bonus + throw damage + relevant falling damage, always at least 3
pt). Throwing someone into another victim causes additional damage - see CGSF.
- Crush: You apply 1+ your damage bonus due to strength in crushing damage to the
victim (always at least 1 point). He can still attack, but may not move and suffers a -2
penalty to AC in addition to losing any dexterity/shield bonuses.
- Pin: Your victim may take no action besides attempt to break out. They lose any AC
bonuses from Shield/Dex, and suffer an additional -4 AC penalty in addition.
- Break: You force your victim to release another character from their own Grapple.
Disarm: You must hit the victim's AC - 4. Missing by 5 or more means your opponent gets a free
attack off on you. If successful, roll damage normally; the victim must make a strength check
against DC 15 + amount of damage to retain control of their weapon. The weapon lands in a
random direction x feet away from them, where x is the amount by which they failed to hold on
to their weapon. If you wish to grap the opponent's weapon, you must hit their AC - 8 and make
a DC 15 Dex check (10 if currently unarmed) once they fail to hold on.
Trip: As an attack, roll to-hit against opponent's AC - 2. If you hit, the victim must make an
Acrobatics check against your Dexterity or Trip, falling prone and suffering AC penalties until he
gets up again. If he fails by 5 or more, he drops ant held items.
Note that certain monsters have special Grappling attacks provided for in the rules, in which
case we use those instead.
Index of Useful Pages:
THACO: Page 97/95 (PDF/GMG)