LUNE CHARACTER GENERATION
AND HOUSE RULES
© 1995 G Adamson
Players may apply the following modifiers for race to their characters:
Humans: No modifiers
Elves: Constitution -1, either Intelligence or Dexterity +1
Dwarves: Constitution +1, either Dexterity or Charisma -1
Halflings: Strength -1, either Dexterity or Constitution +1
Ghelflings: Intelligence +1, Dexterity +1, Constitution -1, Strength -1
Half-elves: If desired, Dexterity +1 and Constitution -1
Shapelings: No modifiers.
Racial Maximum Abilities
|* Humans can achieve a Str of 19 in exceptional circumstances.
Note that these are natural maxima. They can be exceeded by certain types of
magic, or deity-level powers.
There are no gender-based ability maxima.
Magic and Armour
Each spell-casting character suffers a chance of spell failure if wearing any sort of armour. This chance is:
Note that casters of clerical spells do not have these restrictions. These restrictions apply only to casters of mage-type spells.
Magic on Lune is the manipulation of energy. Only about 2 10% of Lune's population
have actually seen magic as cast by a mage (as opposed to a cleric). Magic items and
spells are not generally for sale because of the time and materials involved in their
creation. Guilds are the major controllers of magic, and they are few in number. They are
independent, but do hold ties with each other.
There are two types of learning institutions for magic: academies, and universities.
Academies: Valorn: The Mages Academy of Valorn can teach magic up to 3rd level spells, and have a bent toward combat spells.
Tainrearg: The College of Magic in Istari can teach magic up to 3rd level spells.
Niflheim: The Academy of the Arts in Niflheim can teach magic up to 4th level spells.
Allemaren: The Mages' College of Allemaren can teach spells up to 3rd level.
Universities: Faerieland: The University of Magic in Frost City can teach magic up to 7th level spells, and is the most advanced place of learning on Lune.
Mereth: The Mereth University can teach magic up to 5th level spells, but only accepts
women citizens of Mereth.
The Mages' Trial
There is a convention called the Mages' Trial. Generally, mages can learn spells up to
2nd level informally, but to use 3rd level spells requires rigorous training, and the
candidate must pass the Trial before being permitted to advance.
Training takes 3 to 4 times longer at a college than adventuring, because of the lack
of practical experience, so many mages are inclined to travel. Advancement to the use of
2nd level spells requires the student to develop and demonstrate a 1st level spell.
Fields of Magic
A mage may become a specialist in a single field of magic. These loosely-defined fields are:
Divination: This field includes all manner of divination spells. Specialists are known as Diviners.
Enchantment: Enchantment spells. Specialists are known as Enchanters.
Illusion: Illusions. Specialists are known as Illusionists.
Necromancy: Spells dealing with death, mainly. Specialists are termed Necromancers.
Summoning: Summoning and conjuration spells. Specialists are known as Summoners, or Warlocks.
Fire: Spells dealing with the element of fire. Specialists are called Pyromancers.
Water: Spells dealing with the element of water. Specialists are called Hydromancers.
Air: Spells dealing with the element of air. Specialists are called Windmages.
Earth: Spells dealing with the element of earth. Specialists are called Geomancers.
Being a specialist has the following benefits:
The specialist suffers the following penalty:
STRENGTH: Muscle and Stamina
|Score||Attack modifier||Damage modifier||Maximum press
(% of body weight)
|Open Doors||Bend bars & Lift gates (%)||Weight Allowance
(% of body weight)
|The two components of Strength are Muscle and Stamina.
Muscle reflects the character's sheer muscle power, while Stamina reflects the efficiency
of the character's muscles, and how long they can be used before tiring. Stamina
affects the character's weight allowance, and any rolls vs sprinting and fatigue.
Attack modifier: This is the modifier applied to any attack rolls made by the character when using a melee weapon (except for non-rigid weapons like the net or whip), hurled missile (spear, rock, chair etc.), or specially made weapon (e.g. a custom-made composite longbow). It reflects the brute force used to penetrate an opponent's defences, like parries, blocks, armour, and skin.
Damage modifier: This is the modifier applied to any damage rolls when such an attack hits, reflecting the greater damaging power of the character's attack.
Maximum press: This shows the maximum weight a character can lift over his head for a short period of time, expressed as a percentage of the character's body weight (e.g. a character with a Muscle score of 14 and a weight of 200 pounds can briefly lift 110%, or 220 pounds over his head).
Open doors: This is the chance on 1d20 a character has of opening a heavy or stuck door. Repeated attempts can be made. The number in parentheses is the chance the character has of opening a locked, barred, or magically held door. Only one attempt may be made on such a door; subsequent attempts fail.
Bend bars/Lift gates: This is the chance on 1d100 a character has of bending iron bars, lifting a portcullis, or performing a similar feat. Only one attempt of each type may be made.
Weight allowance: This is the weight, expressed as a percentage of the character's body weight, that the character can carry without being encumbered, or carry for any reasonably long distance. A character with Stamina of 11 and a body weight of 200 pounds could thus carry 60 pounds without being encumbered.
DEXTERITY: Aim and Balance
|Missile attack modifier||Pick Pockets (%)||Open Locks
|Find & Remove Traps (%)||Reaction adjustment||Defensive Modifier||Move Silently (%)||Hide in Shadows (%)||Climb Walls
|The two components of Dexterity are Aim and Balance.
Aim represents hand-eye co-ordination and manual acuity, while Balance represents reflexes
and overall agility.
Aim affects a character's chance of hitting targets with thrown objects, and
any action that requires hand-eye co-ordination or manual dexterity. Balance
affects the character's chance of dodging, balancing, or succeeding in any action that
requires overall co-ordination and agility.
Missile attack modifier: This is the modifier applied to any attack rolls made by the character when using a missile weapon. If the character is using a hurled weapon, he may gain a modifier only from Dexterity or Strength, not both.
Reaction adjustment: This modifier is applied to a character's d10 surprise roll. Higher values mean a character is less likely to be surprised.
Defensive modifier: This modifier applies to a character's armour class, and to saving throws vs attacks that can be dodged, like Lightning Bolt or certain ray attacks.
Pick Pockets, Open Locks, Find & Remove Traps, Move Silently, Hide in Shadows, and Climb Walls: Adjustments here apply to characters with these thief skills. These figures also represent the chance of these skills being performed by a character without the skill, but who has seen the skill successfully performed (e.g. a character with an Aim score of 17 has a 10% chance of opening a lock provided he has seen it done before).
CONSTITUTION: Fitness and Health
|Score||Hit Point Adjustment||Regeneration||Physiological Shock (%)||System Shock (%)||Poison Save|
|20||+5 (+2)||1/6 turns||99||99||1/6 turns|
|21||+5 (+2)||1/5 turns||99||99||1/5 turns|
|22||+6 (+2)||1/4 turns||99||99||1/4 turns|
|23||+6 (+2)||1/3 turns||99||99||1/3 turns|
|24||+7 (+2)||½ turns||99||99||½ turns|
|25||+8 (+2)||1/1 turn||99||99||1/1 turn|
|The two components of Constitution are Fitness and Health.
Fitness reflects a character's overall physical condition and ability to endure
punishment, while Health is a measurement of the character's ability to resist diseases
and suchlike hardships.
Hit point adjustment: This modifier is applied to the character's hit points every time he advances to a new level. No roll can be modified below 1 with the modifier, however.
Regeneration: A character with a very high Fitness score can actually heal faster, and the Regeneration column shows what rate the character heals at. This regeneration is simply fast healing -- it does not allow the character to heal damage that would not heal by normal rest, such as severed limbs.
Physiological shock: This is the percentage chance the character has of surviving sudden and drastic physiological shock, such as losing all his hit points in a single blow. If resurrection is permitted in the campaign, this is also the chance of being successfully resurrected with a Resurrection or Raise Dead spell.
System shock: This is the percentage chance a character has surviving magical effects that age or drastically alter his body, such as petrification, polymorphing, or magical ageing.
Poison save: This modifier is used on saving throws against poison, reflecting the body's ability to fight toxic substances.
INTELLIGENCE: Knowledge and Reason
|Bonus skills||Max # of languages||Learn Spell (%)||Max Spell Level||Illusion Immunity|
|The two components of Intelligence are Knowledge and Reason.
Knowledge shows the character's general level of education and experience, and memory,
while Reason measures the character's capability to reason and think logically.
Bonus skills: This is the number of bonus skill slots that the character receives. These are added to the character's initial number of skill slots.
Max # of languages: This is the maximum number of languages a character can know. Thus a character with a Knowledge score of 11 can speak a maximum number of two languages, including Common.
Learn spell: The is the percentage chance a wizard has of learning to cast a particular spell. The attempt may only be made once per experience level.
Max spell level: This shows the maximum level of spells that may be cast by a wizard. Thus a wizard with a Reason score of 15 cannot learn to cast 8th or 9th level spells.
Illusion immunity: A character is immune to illusions of the listed level or lower because of his superior ability to find logical flaws in the illusion. Thus a character or NPC with a Reason score of 21 is immune to 1st, 2nd and 3rd level illusion or phantasm spells.
WISDOM: Intuition and Willpower
|Score||Bonus Spells||Spell Failure (%)||Mental Save||Spell Immunity|
|13||1 x 1st||0||0|
|14||1 x 1st||0||+1|
|15||1 x 2nd||0||+1|
|16||1 x 2nd||0||+2|
|17||1 x 3rd||0||+3|
|18||1 x 4th||0||+4|
|19||1 x 1st & 1 x 4th||0||+4||Cause Fear, Charm Person or Mammal, Command, Friends, Hypnotism|
|1 x 2nd & 1 x 4th||0||+5||Forget, Hold Person, Ray of Enfeeblement, Scare|
|1 x 3rd & 1 x 5th||0||+5||Fear|
|1 x 4th & 1 x 5th||0||+6||Charm Monster, Confusion, Emotion, Fumble, Suggestion|
|2 x 5th||0||+6||Chaos, Feeblemind, Hold Monster, Magic Jar, Quest|
|2 x 6th||0||+7||Geas, Mass Suggestion, Rods of Rulership|
|1 x 6th & 1 x 7th||0||+8||Antipathy/Sympathy, Death Spell, Mass Charm|
|The two components of Wisdom are Intuition and Willpower.
Intuition reflects a character's awareness of his surroundings, grasp of situations, and
awareness of other people and their motivations, while Willpower measures a character's
strength of will and his commitment.
Bonus spells: This is the number of bonus spells a priest character receives. The number of bonus spells is cumulative (thus a priest with an Intuition of 15 receives two 1st level spells and one 2nd level spell). A priest cannot cast spells higher than his level allows (so the priest with 15 Intuition can't cast the bonus 2nd level spell at 1st level).
Spell failure: This is the percentage chance that a priest's spell will fail when cast.
Mental save: This modifier applies to any character's saving throws vs mind-affecting spells, such as Charm Person, Fear, Suggestion etc.
Spell Immunity: The character is immune to the listed spells. The listing is cumulative, so a character with a Willpower of 20 is immune to the spells listed for 20 as well as 19 Willpower.
CHARISMA: Appearance and Leadership
|Score||Reaction Modifier||Loyalty Modifier||Number of Henchmen|
|The two components of Charisma are Appearance and Leadership.
Appearance is the physical attractiveness, presence and poise of the character, while
Leadership reflects forcefulness of personality and leadership attributes.
Reaction modifier: This modifier is applied to the reaction roll made when the character meets with NPCs and intelligent creatures for the first time.
Loyalty modifier: This modifier is applied to the loyalty scores of the character's henchmen.
Number of henchmen: This is the maximum number of permanent allies and retainers a character can attract. It does not cover hirelings, mercenaries, or other servitors.
PERCEPTION: Observation and Alertness
|Score||Find Secret Doors||Find Concealed Doors||Find Traps||Surprise modifier|
|The two components of Perception are Observation and Alertness.
Observation measures a character's powers of observation, while Alertness measures his
ability to be aware of anything out of the ordinary. Observation is typically used when
the character is actively looking for something, while Alertness is used to see if the
character can detect something unusual when not actively looking (hearing noises when
asleep, for example).
Find secret doors: This is the character's base chance of finding a secret door when looking for one. Elves receive an automatic +2 bonus to this roll.
Find concealed doors: This is the character's chance of finding a concealed door when looking for one. Elves receive an automatic +2 bonus to this roll.
Find traps: This is the modifier a character with the Find & Remove Traps skill receives to his Find Traps (but not the Remove Traps) roll.
Surprise modifier: This modifier is applied to a character's d10 surprise roll. Higher values mean a character is less likely to be surprised. This modifier is applied in addition to any modifiers for Dexterity/Balance.
|SOCIAL CLASS||BIRTH||BIRTH TYPE|
|d%||Social Class||d%||Birth||d%||Birth type|
|01-10||Lower Lower Class||01-20||Only child||01-95||Single birth|
|11-20||Middle Lower Class||21-40||1st child||96-99||Twin|
|21-30||Upper Lower Class||41-60||2nd child||00||Triplet|
|31-45||Lower Middle Class||61-70||3rd child|
|46-70||Middle Middle Class||71-80||4th child||LEGITIMACY|
|71-85||Upper Middle Class||81-90||5th child||d%||Legitimacy|
|86-95||Lower Upper Class||91-95||6th child||01-80||Legitimate|
|96-99||Middle Upper Class||96-00||7th child or later||81-00||Illegitimate|
|00||Upper Upper Class|
SOCIAL CLASS AND BIRTH MODIFIERS
|Racial modifiers||Human||Elf or Ghelfling||Half-elf||Dwarf||Halfling||Shapeling||Half-orc|
|Weapon proficiency slots can be spent on:|
|Proficiency in any one weapon||1||-||-||-||Allows weapon to be used without penalty; not required for basic pummelling (this is considered already known).|
|Specialisation in any weapon (except bows)||1||W||+1||+2||Increases attack rate; requires proficiency in the relevant weapon.|
|Specialisation in bow or crossbow||2||W||+1||+2||Gives point blank range (bow: 6-60', crossbow: 6-30') with +1TH bonus and pre-initiative shot if ready; requires proficiency in the weapon.|
|Double specialisation in any weapon||1||W||+1||-||Requires specialisation in the relevant weapon.|
|Triple specialisation in any weapon||1||W||-||-||Increases attack rate; requires double specialisation in the relevant weapon.|
|Tight group proficiency||2||W||-||-||Gives proficiency in all weapons in tight group.|
|Broad group proficiency||3||W||-||-||Gives proficiency in all weapons in broad group.|
|Specialisation in shield use||1||W||+1||-||Gives a -1 bonus to AC when using any shield. Also allows shield to be used against 1 extra attacker per round. TH bonus is on buckler/shield attacks only.|
|Ambidexterity||1||-||-||Reduces penalty for two-weapon use by 2.|
|Specialisation in pummelling||1||W||+1||+2||Works with pummelling, kicking, and wrestling. Not used with any martial arts skills.|
|Specialisation in single-weapon style||1||W||-||-||Gives AC bonus of 1 when not using a shield or another weapon.|
|Double specialisation in single-weapon style||1||W||-||-||Gives total AC bonus of 2 when not using a shield or another weapon; requires specialisation in single weapon style.|
|Specialisation in two-hander style||1||W||-||-||Gives initiative bonus of 1; +1 on damage if used with suitable 1-handed weapon.|
|Specialisation in weapon & shield style||1||W||-||-||Gives one extra attack per round: a shield punch or parry.|
|Double specialisation in weapon & shield style||1||W||-||-||Reduces off-hand penalty for shield punch by 2.|
|Specialisation in two-weapon style||1||W||-||-||Reduces off-hand penalty by 2, allows use of same-size weapons.|
|Weapon skill||See weapon skills table|
|Martial arts skill||Special - see Martial Arts tables|
|Weapon proficiency slots can be spent on the following skills:|
|Fastdraw||1||-||-||-||Reduces drawing/sheathing time by 1 segment. Cost is per specific weapon -- this skill can be taken multiple times, for each weapon desired.|
|Hurl melee weapon||1||-||-||-||Allow a character to hurl a weapon normally used only in melee combat. Gives a TH penalty of -2; damage is ½ normal. Weapon must be relatively suitable.|
|Fall||1||-||-||-||Enables a character to roll with a fall so as to reduce damage by 1 per die of damage, and giving carried items a +2 bonus on saves. Falls of up to 15' may be made without damage.|
|Instant stand||1||-||-||-||Allows a character to regain his feet immediately, whether prone or off-balance. He loses any further movement/attacks during the round, but is at no further penalty. May only be performed in non-bulky armour.|
|Speed||1||W||-||-||Doubles character's attack rate and movement for 2 4 rounds, after which he can fight for 1-4 rounds normally, and then must rest for 2-8 rounds, moving at half his movement rate, attacking at half normal rate, not able to use spells or offensive psionics. Speed may only be used once per day.|
|Riposte||1||W||-||-||On a successful parry, the character may make an additional attack with normal to hit and damage rolls.|
|Evasion||1||-||-||-||Allows the character to attempt to avoid all melee attacks directed at him in any round in which he has the initiative. Requires non-bulky armour. The evasion chance is 20% plus 2% per point of Dex, plus 2% per level. Normal armour class still applies if the evasion does not succeed.|
|Ironskin||1||-||-||-||By physical training and toughening, the character improves his AC by one, providing he is not wearing any armour. This may not be combined with the Flowing body skill.|
|Flowing body||1||-||-||-||By training in advanced evasive tactics, the character improves his AC by one, providing he is not wearing any armour. This may not be combined with the Ironskin skill.|
|Dex fighter||0||W||-||-||A warrior may learn to use his dexterity to be the prime determining factor in whether he hits an opponent or not. Thus he may use his Dexterity "Missile Attack Modifier" on his attack roll with certain melee weapons instead of using his Strength attack bonus. The weapons with which this attack may be used are fencing weapons (rapier, sabre, etc) and other similarly light weapons. Weapons like the longsword can be used in this way, but at only half the applicable bonus (rounding up). This skill must be chosen at some point by the warrior, and after choosing it, he may not gain any Strength attack bonuses with the relevant weapons.|
|Resist Unconsciousness||1||-||-||-||When a character with this skill reaches 0 hit points (but no lower than -9), he may function for 2 segments per level before blacking out.|