Hit Points and Spirit Points
Hit Points and Spirit Points are mandatory stats. The Game Master may optionally allow for determination of hand dominance and sexual orientation. Additionally, the Game Master may allow characters to have a Bane or Boon.
Character Class | Hit Points Per Level |
Barbarian | 1d12 |
Cavalier | 1d12 |
Gunslinger | 1d10 |
Investigator | 1d6+1 |
Jack of All Trades | 1d6+1 |
Mathematician | 1d6 |
Necromancer | 1d6 |
Paladin | 1d10 |
Priest | 1d8 |
Protector | 1d10+1 |
Ranger | 1d10 |
Shaman | 1d8+1 |
Speaker For the Dead | 1d6+1 |
Thief | 1d6+1 |
Warrior | 1d12+1 |
Wishsinger | 1d6 |
Unless there is a very compelling reason to do otherwise, Game Master shall have all characters to start first level at maximum hit points. Additionally, split-class characters always get the full hit die for their secondary classes when that class increases in level. Constructs acquire one Structural Point per level instead of hit points. When characters lose hit points due to Death Magic, those hit points return when the character goes up in level.
Character Class | Spirit Points (Based on Faith score) | ||||||||||||||||
1 to 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | |
Barbarian | 1 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
Cavalier | 1 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
Gunslinger | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Investigator | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Jack of All Trades | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Mathematician | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Necromancer | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Paladin | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Priest | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
Protector | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Ranger | 2 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 15 |
Shaman | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
Speaker For then Dead | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Thief | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Warrior | 1 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
Wishsinger | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
At first level, the Faith attribute score is added to the quantity from the table as shown below. Thus, calculating a 3rd level Paladin of Faith 15 would yield SP=15+6+6+6. = 33 Spiritual Points.
Changes in Faith do no retroactively change the character's spiritual point total. In other words, should the aforementioned Paladin increase his Faith by a point in-between levels, he would not increase his spiritual points at the higher Faith value. Only successive levels are affected by changes in the Faith attribute.
Empathy | |||||
Percentile Roll (d100) | |||||
Race | 01 to 50 | 51 to 74 | 75 to 90 | 91 to 99 | 100 |
Changeling | 20 | 30 | 40 | 50 | 50 + Faith |
Dwarf | 5 | 10 | 15 | 20 | 20 + Faith |
Elf | 10 | 15 | 20 | 25 | 25 + Faith |
Fey | 10 | 15 | 20 | 25 | 25 + Faith |
Human | 10 | 15 | 20 | 30 | 30 + Faith |
Werite | 10 | 15 | 20 | 30 | 30 + Faith |
Construct* | 10 | 15 | 20 | 30 | 30 + Faith |
Undead** | 5 | 10 | 15 | 20 | 20 + Faith |
* Construct empathy usually only works with other Constructs | |||||
** The Game Master may substitute this data set in favor of the pre-conversion race. |
Some important things to know about empathy:
With respect to intimate partnerships in which empathy is mismatched (i.e. one person is more powerful than the other), there exists a significant risk of the weaker esper gradually losing his/her personality in favor of the more powerful partner. This risk begins at a 10-point difference and is significant at a 20-point difference. It is generally considered to be wholly unethical to have an intimate relationship with someone 30 points lower than the more powerful partner.
The Game Master may rule that exceptionally powerful espers can create illusions in the minds of their targets.
Empathy and Empathic Resistance are usually the same value. However, it is theoretically possible to have a higher empathic resistance than base empathy. The reverse is never true.
The Game Master may rule that an Undead esper has more difficulty reading the living than the dead. This does not affect game mechanics, but the Game Master may add a role-playing aspect wherein the Undead character expresses fatigue or additional concentration.
Race | Left Hand | Right Hand |
Changeling | 1d20 | 1d4 |
Dwarf | 1d6 | 1d20 |
Elf | 1d8 | 1d20 |
Fey | 1d20 | 1d20 |
Human | 1d4 | 1d20 |
Werite | 1d4 | 1d20 |
Race | Same-Sex | Bisexual | Opposite-Sex |
Changeling | 1 to 2 | 3 to 4 | 5 to 99 |
Dwarf | 1 to 4 | 5 to 9 | 10 to 99 |
Elf | 1 to 8 | 9 to 20 | 21 to 99 |
Fey | 1 to 2 | 3 to 97 | 98 to 99 |
Human | 1 to 5 | 6 to 10 | 11 to 99 |
Werite | 1 to 5 | 6 to 10 | 11 to 99 |
Banes and Boons
While some people seem to be born lucky, some seem to be losers from the start. This optional table can be used to determine some predefined attributes, birth defects, and special blessings. It should be known that it is difficult to have a bane or a boon. To determine this, roll a 1d20 (20-sided die). A 1 indicates a bane (a bad thing), while a 20 indicates a boon (a good thing. This table aside describes the banes and boons a character might have.
d20 | Bane | Boon |
1 | Poor hearing: -25% to Hear Noise/ Listen; -3 to sound-related perception checks. | Good health: +20% to disease resistance. Immune to poison ivy & common cold. |
2 | Speech impediment: -1 to speech related checks. | Keen eye: +1 to one vision- related check per day. |
3 | Missing / rotten teeth. -4 to Comeliness. | Good at gambling: +3 to all gambling rolls. |
4 | Bad luck: GM can undo one character roll per day. | Good luck: Character can retake one failed roll per day. |
5 | Clumsy: Maximum DEX is 8. | Hulk: Minimum Strength is 15. |
6 | Nearsighted: Character has -2 to hit and -1 to damage for all missile attacks. | Fleet Feet: Extra 3// to base movement. |
7 | Horse Enmity: All riding animals will hate the character. | Internal Compass: +4 to any checks against being lost. |
8 | Cleft Palette: Max Comeliness is 8. | Tough Skin: +2 to base armor class. |
9 | Cowardly followers: Character never attracts henchmen or followers w/ moral > 8. | Mastermind: Can operate at +4 INT or WIS for one turn each day. |
10 | Fatigue: Character needs one extra hour of sleep per night. | Low Metabolism: Character needs only ½ normal food quantities. |
11 | Directionless: Will get lost easily (roll Panic check to resist) | Fearless: May retake one failed save vs. fear related once per day. |
12 | Loveless: -8 to CHR when dealing w/ opposite sex (or same sex if LGBT). | Strong Mind: +10% to empathic resistance (or, alternatively, +5% to Empathy) |
13 | Broke: Start game 2d4 GP in debt. | Educated: Already knows read/write. |
14 | Bad First Impression: -4 to all Initial Reaction rolls. | Sentinel: Character needs only half normal sleep. |
15 | Thin Blood: Takes extra point of damage from impaling/cutting wounds. | Iron Jaw: Immune to boxer’s “KO.” Sys Shock save +1. |
16 | Albino: Allergic to sunlight; -4 to light-based saving throws. | Heat Thrive: Can take 120° temp indefinitely; 150° @ 1 rn/Endurance point. |
17 | Eating Disorder: Character gains 4d6 lb. per level unless the character exercises for one hour each day. | Open Mind: +10% to base empathic rating. |
18 | Power Fizzle: 25% chance per use innate power will fail to invoke unless the character meditates for half an hour each day. | Natural Climber: +25% to Climb Walls and Walk Tightrope. |
19 | Poor Health: -1 to all hit point acquisition rolls. | Quick Recovery: Heals an extra point each day |
20 | Roll twice | Roll twice |
Things to Consider
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