GO TO SKILLS
GO TO WEAPON SKILLS CHART
GO TO MAIN SKILLS POINT CHART
This area will include rules for rolling up characters, pre-rolled characters for Glory Road, the rules for skills and character advancement and the older rules for levels. Software for rolling up characters will be made available.
What are Attributes?
Each character is defined by a set of numbers that are our attempt to, however lamely, describe that character's strengths and weaknesses.
Feisting
We use this dice-rolling convention, named for noted GM and player Bruce Fiest, to "stretch" ordinary die rolls out of shape. It creates plenty of excitement as players call out "roll again," knowing that an improbable result has just become likely. We recommend this rule for attribute rolls and for "to hit" and other task rolls but not for damage rolls (except under certain specific circumstances.)
If a maximum is rolled, roll again. (Note: if multiple dice are rolled, all must be maximum.)Add half of the maximum to the new roll. If this total EXCEEDS the maximum, use the new total. Otherwise use the maximum. If a maximum is rolled AGAIN, roll a third time. Now, add the maximum for the normal role to this new role. If that total exceeds 1.5 times the maximum, use it. Otherwise, use 1.5 times the max. This is an open-ended system.
If a minimum is rolled, it is possible to Feist downward, also.
Examples of Feisting
Iris rolls a 20 on her attack roll with a D20. Since this is a maximum, she re-rolls. She rolls a six. Since she is familiar with the system, she knows that six plus ten is NOT better than the 20 she originally rolled. If she didn't, she would add the six to ten and find out. In any case, she does not gain by Feisting so the 20 stands.
Ernesto drinks a potion to help heal his wounds. This is represented by an eight-sided die roll. He rolls a 1. This is a minimum roll. He rolls again, a two. SUBTRACTING four (half of eight) from two, we get minus two. The potion heals minus two hit points from Ernesto. That is, it damages him for two hit points. Bad potion!!
Kelly is rolling a Human Male character. She is rolling for size which is two four-sided dice plus thirteen. She rolls 2D4 and comes up with eight, the maximum. She rolls again and gets six. Six and four add up to ten which is more than the usual maximum of eight. Kelly's character will be very large.
What is the Standard Attribute Bonus. The SAB is a way of applying an attribute to a situation.
00-02=SAB minus 3
03-05=SAB minus 2
06-08=SAB minus 1
09-13=SAB-0
14-16=SAB+1
17-19=SAB+2
20-22=SAB+3
23-25=SAB+4-and so on.
The way they are rolled
Size: SZ is determined by a random roll of two four-sided dice, to which is added a constant for species and gender. The common Player-Character species have the following constants:
Size Constants
Species |
Male |
Female |
Human |
13 |
10 |
Hobbit |
02 |
01 |
Dwarf |
10 |
07 |
Elf |
05 |
04 |
Goblin |
03 |
05 |
Hobgoblin |
09 |
12 |
Constitution: CON. is determined by a random roll of two six-sided dice, to which is added a constant for species and gender. The common Player-Character species have the following constants:
Constitution Constants
Species |
Male |
Female |
Human |
08 |
09 |
Hobbit |
10 |
10 |
Dwarf |
11 |
11 |
Elf |
08 |
08 |
Goblin |
08 |
08 |
Hobgoblin |
10 |
10 |
Intelligence: IQ is determined by a random roll of two eight-sided dice, to which is added a constant for species and gender. The common Player-Character species have the following constants:
Intelligence Constants
Species |
Male |
Female |
Human |
04 |
04 |
Hobbit |
03 |
03 |
Dwarf |
04 |
04 |
Elf |
05 |
05 |
Goblin |
03 |
05 |
Hobgoblin |
02 |
03 |
Dexterity: DEX. is determined by a random roll of two eight-sided dice, to which is added a constant for species and gender. The common Player-Character species have the following constants:
Dexterity Constants
Species |
Male |
Female |
Human |
04 |
04 |
Hobbit |
07 |
07 |
Dwarf |
05 |
05 |
Elf |
06 |
06 |
Goblin |
06 |
06 |
Hobgoblin |
05 |
05 |
Strength: STR is determined by rolling two eight-sided dice and adding four. This total is then averaged with Size. Finally, the Standard Attribute Bonus for CON is applied. In other words:
STR=(2D8+4+SZ)/2+SAB for CON.
Agility: AGI is determined by rolling two eight-sided dice and adding four. This total is then averaged with DEX. Finally, the Standard Attribute Bonus for SZ. is subtracted and the SAB for STR. is added. In other words:
AGI=(2D8+4+DEX.)/2+SAB for STR.-SAB for SZ.
Intuition: ITU is determined by rolling two eight-sided dice and adding four. This total is then averaged with IQ. Finally, the Standard Attribute Bonus for DEX is applied. In other words:
ITU=(2D8+4+IQ)/2+SAB for DEX.
Stability: STA is determined by rolling two eight-sided dice and adding four plus the SAB for IQ and the SAB for Con.
STA= 2D8 + 4 + SAB for IQ plus SAB for CON.
Charisma: CHA is determined by rolling two eight-sided dice and adding four plus the SAB for IQ and the SAB for DEX.
CHA= 2D8 + 4 + SAB for IQ plus SAB for DEX.
Talent: TAL is determined by rolling two eight-sided dice and adding four plus the SAB for IQ and the SAB for Con.
TAL= 2D8 + 4 + SAB for IQ plus SAB for CON.
Top of the Page to ya'
OK, WHAT DO THESE NUMBERS MEAN:
SIZE: Size is an attribute with mixed consequences. Big characters TEND to be stronger, as you can see for the formula for strength. They are thus able to lift more weight, do more damage with their weapons and wear heavier armor. Big characters also have, in general, more hit points. On the other hand, big characters are also bigger targets (higher Target Classes), can't hide as well or get into tight places as easily. All things being equal, whatever size you are will seem to be a disadvantage.
Height and weight equivalents for the sizes are not given. They can be left to the imagination of the characters. Bruce has a very good method of determining body type, height and weight based on Size, Strenght and Con. We use it in my campaign when the player of the character wishes to. I may put that on here. While it would be out of character and rather silly for a PC to ask another "what is your strength?" or "what level are you?" Size IS visible and those who see a character should be told the character's size.
Constitution: Constitution is an attribute that is extremely positive. While the character is being created, Con. helps in giving the Character strength. Constitution directly impacts the number of hit points a character has. Finally, Con. is the basis for the saving roll for a badly injured character to avoid dying and also for the saving rolls against various poisons.
Intelligence: Here in what we CALL the real world, this attribute is difficult to define. It is also difficult to define in gaming. It would be great if everyone had a real "handle" in intelligence for roleplaying purposes. In the game system, minimums for intelligence are set for becoming a magician and the pace of learning both in mundane and arkane matters, depends on intelligence. It is more difficult to set limits on problem-solving for characters of low intelligence and, in the end, this has to be largely left up to the roleplaying skills of the player.
Dexterity: Dex is the ability to move the limbs, especially the hands, quickly and accurately. It influences the attribute Agility and has a direct impact on weapon handling and many other skills.
Strength: STR. is physical power. While different characters with the same strength score might differ slightly in the amount of muscle power in the legs versus the amount in the arms, we find it easier to ignore such distinctions. STR. is obviously useful in doing damage with a weapon, lifting objects, wearing armor and other important tasks. It is derived from Size, influenced by Con and a random roll.
Agility: Ag is the ability to move the body with balance and accuracy. It is derived from Dex and influenced by a random roll and by Size (negatively) and Str.
Intuition: Inu is the ability to think quickly, on ones feet, as it were. It derives from Intelligence and a random roll. It is used for various skills and directly for weapon handling. It is the base for the save versus the effects of Demons.
Stability: Stability is the ability to handle difficult situations and keeping ones head. It derives from IQ and is influenced by Con. It is used for a few saves, especially versus the effects of the undead, and also morale roles for NPCs.
Charisma: Charisma is the ability to influence other sapient beings and the Gods. It is vitally important for priests and useful for other characters and for roleplaying purpose.
Talent: Talent is the ability to gather manna from the universe without the aid of a God or other Higher Power. It is vital for magicians and some others who use spells to a lesser extent. It is not at all relevant to others.
Top of the Page to ya'
SKILLS ACQUISISTION
There is already a system of experience points and levels for this game. However, many players feel that they would have more scope to create and play interesting characters with a skills system. There have been several sessions of play using what I would call an ‘Alpha’ version of such a system. I have tried to refine what we have learned from those sessions and use them for this ‘Beta’ version of a skills system. If things go well, an official release will follow.
Initial Skills
A character will have a number of points to create his or her character. There will also be a background, agreed upon with the GM, that will serve as a guide to what skills can be selected. Just as skills gained during the course of play must be “roleplaying justified,’ initial skills must be ‘background justified.’ Numerous examples could be given but I will confine myself to a few. A young man raised in a knightly family would probably be discouraged from becoming a magician. An exception might be made, depending on the game world designed by the GM and the reasoning put forward by the player. No exception could be made for such a character wanting to become a hired sword and still keep his or her noble status. Nor would such a character develop a preference for missile weapons over the noble tools of a knight, not without attracting ridicule and possibly challanges galore. The son of a blacksmith cannot choose to learn courtly graces, there would be no one to teach him. No interesting idea should be rejected lightly but the character’s background should be influential. At this stage, it is not too late to change the agreed background to accomadate an intersting idea.
In an ordinary campaign, one starting at that mythical “first level,” a Player Character would have 15 skill points with an additional point per bonus point for IQ. Your GM may choose to subtract a point per negative bonus point for IQ; I do that but I realize that it may be a bit harsh. Five of the character’s points MUST be used for skills other than Combat Skills or Arcane Skills. With certain backgrounds, your GM would be justified in requiring you to use MORE than five points in this manner. During the course of play, Skill Points will be added for doing things that, in your GM’s opinion, might increase your skills. Your GM may ‘earmark’ some of those points so that you can only use them in the area where they were earned. General Skill Points may be awarded as well. The player may apply Skill Points at the end of any gaming session but some benefits would require that the character have time to study or at least rest.
Improving Attributes
It is possible to change some attributes for the better. In all cases, either background justification or roleplaying justification plus an investment of Skill Points would be required. For the most part, this process is easier before the character enters an adventuring life since time is one of the essential elements.
Strength:
Strength can be improved in many ways but it is reasonably easy only up to a point. That point is reached when Strength equals Size plus Twenty over Two, Plus the Standard Attribute bonus for Constitution. That is called the Theoretical Maximum. In other words:
TMax(Strength)= (siz+20)/2 plus SABCon.
Up to that point, strength training requires two points for the first increment and progresses on the second column on the chart. Going beyond Tmax requires five points for the first increment and progresses on the fifth column on the chart.
Justification: Strength training must take up some of the time and effort that would be needed to learn other skills. It combines ill with fighting on horseback and worse with a life of luxury. Even normal combat training is a poor way to train for strength specifically. Strength training at the normal cost would be allowed for a character who was actively training with a bow that cost him or her any penalty to use, any other weapon that cost a penalty of three points or more or the habitual wearing of armor that had a high penalty, on foot, or any craft, such as blacksmithing, that clearly produces very strong users. Normal farm labor or military training, while quite healthy and vigorous, does NOT produce large increases in ones strength. A player whose character was only working as a common laborer or ordinary soldier could argue for the first increment but none after that. Justification for training beyond the Tmax would be hard to do and would require a lifestyle that had almost no other goal than increased strength, including excellent nutrition and health care. At each increment above the Tmax, the character would have to make a saving roll against Con. Failure the first time would mean that the goal of improving strength had not been met. If the character makes a second attempt to train that point and fails another save, he or she would suffer a severe health setback, precluding any further strength training and endangering any career plans.
Agility:
Agility can be improved in many ways but it is easy only up to a point. That point is reached when Agility equals Dexterity plus Twenty over Two, Plus the Standard Attribute bonus for Strenght, Minus the Standard Attribute Bonus for Size. That is called the Theoretical Maximum. In other words:
TMax(Agility)= (Dex+20)/2 plus SABCon.-SABsiz.
Up to that point, agility training requires tw0 points for the first increment and progresses on the second column on the chart. Going beyond Tmax requires five points for the first increment and progresses on the fifth column on the chart. Justification: Agility training must take up some of the time and effort that would be needed to learn other skills. It combines ill with fighting on horseback and worse with habitually wearing the maximum armor for ones strength. Agility training at a normal cost would be available for someone who took up some of the acrobatic skills among the general athletic skills. A soldier or other combatant who used little or no armor and did not generally fight in formation could also do agility training at normal cost. Justification for training beyond the Tmax would be hard to do and would require a lifestyle that had almost no other goal than increased agility. A career acrobat might justify such training, a soldier or other fighting man could not easily do so.
Other attributes could also be trained and the Tmax, etc could be worked out but these are the only two that anyone has seriously attempted so far.
GENERAL SKILLS:
These ‘life skills’ are almost unavoidable and are listed first because players have a habit of creating characters with awesome magical and/or combat skills and having no room for these skills. Depending on the background of the character, some of these skills are mandatory.
Luck: Luck is the basis of the saving throws that are permitted to somehow avoid some unpleasant or dangerous consequence. The first increment of Luck is free for any Player Character or important NPC. The second increment is bought as the second increment of the first column on the chart. Subsequent increments follow that column.
Awareness : The awareness skill is the basis for a task roll that is extremely important for any Player Character. The first increment of Awareness is free for any Player Character or important NPC. The second increment is bought as the second increment of the first column on the chart. Subsequent increments follow that column.
Environment Awareness: No, this has nothing to do with saving the snail darter. It is the ability ot find ones way about in a particular environment and to notice things that are particular to that environment. It can never exceed the character’s basic Awareness and costs a point for the first increment and progresses on the first column on the chart. It adds two percent per increment for the first five increments and one percent per increment thereafter for Awareness rolls that are taken in the appropriate environment and under the appropriate conditions, GM’s ruling.
Languages: Ones first language is free. Improving ones power of expression, etc could be worked out with ones GM. Other languages are treated as skills. They are on the first column in the chart, if learned before adulthood. One increment is enough for knowing the general drift of a conversation and being able to ask directions, etc. Two increments equal relative fluency and three increments mean that one speaks like a native-born speaker. A character who enters play with a language at any increment can learn the subsequent increment(s) at the childhood bargain price, if the language is constantly practiced all along. As an adult, learning a language from scratch is a skill on the third column of the chart. Also, learning a language requires time and some contact with the language.
Literacy: Literacy in a language requires knowing the language at least to the second increment of relative fluency. Once that is reached, literacy is a one point skill that increments on the first column on the chart. The first increment is enough for simple tasks like reading a menu or the order for an execution. The second increment would suffice for reading a newspaper, if there were any around, or reading a fairly simple book. Also, the second increment would be needed for any writing to speak of, beyond a very simple note. A third increment would give one a bit of polish on ones writing. No number of increments could confer literary talent. Literacy in a second language that uses the same alphabet is a bit easier. Work out the “discount” with your GM. Learning a new alphabet is a one or two point skill, depending on the degree of difficulty. Behavior: This is the ability to act properly in a specific social setting. A charactrer would have the ability to behave properly in his or her own environment for free. However, a specialized or foreign environment would require learning it as a skill. The cost and benefits of such learning would vary so much that the individual GM would have to structure them for his/her campaign. As an example, a person of the Knightly class in one campaing that I have run would have the skill in his home manor or the ones of his family’s equals for free. The ability to interact at court, which is a good deal more complex, would require only a one point investment, to come across as a crude but well-meaning sort, with further increments costing the amounts on the first column of the chart. Proper behavior among Elves would cost two and follow the second column. On the other hand, Elves couldn’t care less about how a human knight behaves. If he keeps his hands to himself and his sword in the sheath, they figure he is doing pretty well.
Athletic Skills: These skills include things that everyone does such as running and jumping, climbing, riding and piloting rocket ships. Well, not the rocket ships but you get the general idea. For a lot of ordinary actions, you need no skills and no dice need be rolled. For those who claim extraordinary skills, most of these are two point skills on column number two. A few are one point skills on column number one. A few could be three point skills on the third column. Consult your GM. Either background justification or roleplaying justification will usually be sought.
Crafts: These skills are almost always things that an adventurer would rather have NOT spent the points for. However, if it is in his or her background, the points have to be paid. Major crafts, like smithing, cost between two and four points for the first increment. Two or more increments would have to be paid to be more than an apprentice. Minor crafts, like fletching, cost one points and progress on the first column. An archer with one increment could feather his or her own arrows perfectly well although he or she couldn’t crank out arrows quickly enough to make a good living at it, nor could he make specialized arrows.
Many more General skills will be added as construction continues.
ARCANE SKILLS
These are the skills that give one supernatural abilities.
Becoming a Magician : To become a magician is to learn an entire SET of skills that are not sold separately. They require at least two years to learn and cost Eight Skill Points. Literacy, with two increments of progress, comes free with becoming a mage. A mage progresses by the use of spells under pressure to succeed. This does not mean that all progress is due to the use of spells in combat but it DOES mean that spell use must be a large part of your life activities in order to progress in the field. The column on the chart marked Magician is used. Making a new “level” of magical skills causes an instant gain in power and skill. It also gives the POTENTIAL to learn a number of new spells. However, the time and research must still be used to learn the spells.
Becoming a Priest : A priest dedicates him or herself to a god, goddess or some other entity and recieves power and the ability to do miracles. There may be whole campaigns where this career does not exist. Becoming a priest costs six Skill Points and makes one a First Level priest as per the book. Proggress is gained by devoition to your source of power. While this may superficially resemble the Magician’s path, the priest advances by furthering the interests of his or her deity. Promotion must be Okd by the deity as played by the GM. On the other hand, a priest’s miracles appear immediately upon promotion, no time is needed to learn them.
Becoming a HalfMage: A halfmage has a very limited kind of magic that he or she can do. It also takes less training as it is used for only a specialized purpose. The character Otto in a recent campaign was a halfmage. He could not project spells beyond his own body but he used them to become an immensely powerful fighting man with many atvantages. His school was aware that what it was using was the same sort of thing that magicians did but they did not publicize it and many thought of them as sort of a school of martial artists. There could be other kinds of halfmage as your GM decides. Even being a halfmage costs five skill points initially, this could vary depending on the nature and scope of the limitations imposed by your GM. Elves are “natural” halfmages unless they choose to take up the study of magic formally. An Elf will get the first increment of being a halfmage for free, the rest following the chart. The spells that they use as a natural halfmage are the ones one would expect Elves to have.
Having a Talent: A Talent is a magical ability that has not been learned or nurtured but has come upon the individual, often without his or her wishing it, as if by an act of nature. A Talent will have a great deal less control over his or her ability than a mage or a half-mage. Talent is neither as flexible nor as useful as becoming a magician or even a halfmage but it can get the wielder out of a tough spot or into great trouble. Talent users, and HalfMages, are usually quite capable of becoming magicians if they get the more complete training. If they are capable of it, they will often find themselves being recruited for the more general training. The Talent column on the chart is not restrictive. The GM can charge more than the chart amounts for a powerful Talent and often less for a very minor one or one with unpleasant consequences or side effects. One example of a Talent would be the ability to become a berserker in combat. Perhaps a later stage of this one would be the ability to assume the actual form of a large and fierce bear. No one has lived long enough as a berserker to find out WHAT the next form is.
Reading Scrolls: This is really a mundane skill based on Dexterity and Intuition. To use it, one must be literate. One increment of this skill costs one points and it progresses on column one of the chart.
Combat Skills
These skills are needed for most advanturers. I would LIKE to run a nice peaceful world where every adventure was simply a lovely puzzle but no one would play. To tell the truth, I wouldn’t like to run it either; I lied.
Weapon Use: The use of a weapon has an initial cost but progresses thereafter on a column on the chart that may not reflect the initial cost. The initial cost gives an add of one but increments are bought starting with the first one in the column.
Top of the Page to ya'
Weapon--Initial Cost--Column of Chart
Axes-------1--------First
Clubs------1--------First
Flails-----3--------Second
Knives-----1--------Second
Maces------1--------First
Picks------2--------Second
Spears-----1--------First
Staffs-----3--------Second
Broadswds--2--------First
Sabers-----2--------Second
Rapiers----2--------Second
Throwing---3--------Second
Atl-Atl----2--------First
Blowgun----2--------First
Bows-------3--------Second
Crossbows--1--------First
Slings-----2--------First
StaffSling-3--------First
Use of a Shield: A shield is treated as a two point weapon. It protects the user in the same manner descrbed in the book.
Parrying: When a weapon is habitually used with a shield or an off-hand weapon available for defense, it is assumed that the wielder has no parrying skill with that weapon. Otherwise, the use of a weapon to parry is part of the weapon skill. A parry roll can be used against a foe when one is facing that foe and is concentrating on meeting his or her attacks. When there are additional foes involved or under other circumstances, a parry might be allowed at a pentalty. The parry roll is modified by the difference in the SPEED of the two weapons, the faster weapon having the advantage. A shield or off-hand weapon can parry two frontal attacks per round, the second at minus three. A combatant with only a single weapon MAY be allowed ONE free parry by the GM. All other weapon blocking is in your TC. A character who goes “all defense” with no attack in the round, may parry all attacks against her or him, the second one at minus three, the third at minus four, the fourth at minus five and so on.
Combat Maneuver: Combat maneuver is an immensely important skill. It redues TC one per increment and is also the basis for BCMs. It costs one point for the first increment but then follows the second column on the chart.
Acrobatic Dodge: Acrobatic Dodge can never be trained to exceed ones Combat Maneuver skill unless it can be “tied to” some kind of agility-based athletic skill. It costs only one point and follows the first column on the chart but it requires strong background justification. It combines ill with fighting on horseback and worse with habitually wearing the maximum armor for ones strength. It is not much use to those who habitually engage in missile fire. It combines easily with Agility training or other acrobatic arts.
Flinching and Shrugging: This skill cannot be trained to exceed ones Combat Manuever skill. It is the minor movements that can throw off an attack at the last second and cause it to miss. Since it does not commit as much of your mental and physical resources to defense as does acrobatic dodge, it does not forego an attack. A F&S roll can be used against a foe when one is facing that foe and is concentrating on meeting his or her attacks. When there are additional foes involved or under other circumstances, a roll might be allowed at a penalty. The F&S roll is modified by whatever current circumstances warrent, DM’s decision. One F&S parry per round MAY be allowed by the GM. All other Ducking and dodging is in your TC. A character who goes “all defense” with no attack in the round, may flinch and shrug against all attacks against her or him, the second at minus one, the third at minus three, the fourth at minus five and so on. It should always be better to use Acrobatic Dodge when going “all defense” but some people wouldn’t have that skill. F&S is a one point skill and follows the first column. Background justification for F&S is going to be awfully easy. Nearly anyone who engages in melee will use it.
Top of the Page to ya'
The Main Chart This chart shows the cost of each increment, NOT the total needed to reach it.
1st-2nd-3rd-4th-5th-6th-7th
1---1---2---4---8---12--18
2---2---4---8---16--24--36
3---3---6---12--24--36--54
4---4---8---16--32--48--68
5---5---10--20--40--60--90
For subsequent increments, the cost is one and one half times the previous increment.
The Arcane Chart This chart shows the cost of each increment, NOT the total needed to reach it
Mage
8---8---16--32--32--64
Priest
6---6---12--24--24--48
HalfMage
5---5---10--20--20--40
Talent
3---3---6---12--12--24
For subsequent increments, the cost is one and one half times the previous increment.
Top of the Page to ya'
CAREERS AND LEVELS
There is, for this game, an older method of character advancement. It is still in use in my longest running campaign which is temporarily suspended and in the several other GloryRoad campaigns that I know about. In the Ice River Valley campaign, I use it for minor NPCs. It seems easier to whip up a fourth level fighter than to set up skills for a foe who will likely only be around for one session, live or die. Ghu KNOWS what Jack is using in the Monday night campaign. He doesn't seem to have a system except we will NEVER get to improve. When Carlos runs GR, he uses a skills system, pretty much the one published here, for both PCs and NPCs.
It is pretty clear that characters developed using the Skills System can co-exist with characters developed using careers and levels.
Eventually, I might put the levels and careers system on the site but I have no intention of doing so at this time.
Top of the Page to ya'
|