THE FIGHTER
Level 1: 0 - 1,999 XP
Level 2: 2,000 - 3,999 XP
Level 3: 4,000 - 7,999 XP
Level 4: 8,000 - 15,999 XP
Level 5: 16,000 - 31,999 XP
Level 6: 32,000 - 63,999 XP
Level 7: 64,000 - 127,999 XP
Level 8: 128,000 - 255,999 XP
Level 9: 256,000 - 511,999 XP
Level 10: 512,000+ XP
HIT DICE: 3
* 4th level => +1 HD
* 7th level => +1 HD
* 10th level => +1 HD
SAVING THROWS
* Good: fear, death
* Normal: poison, traps
* Poor: magic
Engage MULTIPLE ENEMIES in close combat; max # = level
THE SKULK
Level 1: 0 - 1,499 XP
Level 2: 1,500 - 2,999 XP
Level 3: 3,000 - 5,999 XP
Level 4: 6,000 - 11,999 XP
Level 5: 12,000 - 23,999 XP
Level 6: 24,000 - 47,999 XP
Level 7: 48,000 - 95,999 XP
Level 8: 96,000 - 191,999 XP
Level 9: 192,000 - 383,999 XP
Level 10: 384,000+ XP
HIT DICE: 2
SAVING THROWS
* Good: traps
* Normal: death, poison
* Poor: fear, magic
DETECT MONSTERS +1
MOVE SILENTLY
* X/12 to avoid detection
* X = level - Encumbrance penalty
* DEX 6+ => +1
BACKSTAB +1d6 damage
* 5th level => +2d6
* 10th level => +3d6
THE MAGICIAN
Level 1: 0 - 2,499 XP
Level 2: 2,500 - 4,999 XP
Level 3: 5,000 - 9,999 XP
Level 4: 10,000 - 19,999 XP
Level 5: 20,000 - 39,999 XP
Level 6: 40,000 - 79,999 XP
Level 7: 80,000 - 159,999 XP
Level 8: 160,000 - 319,999 XP
Level 9: 320,000 - 639,999 XP
Level 10: 640,000+ XP
HIT DICE: 1
SAVING THROWS
* Good: magic
* Normal: fear, poison
* Poor: death, traps
Spells must be bound to your mind through RITUAL MEDITATION of mystic formulas recorded in your GRIMOIRE OF BLACK MAGIC.
SPELL LIMIT = level + INT
Each day => save vs. magic or 1d6 Madness per uncast spell
WHERE DID YOUR GRIMOIRE COME FROM?
1: You killed another magician in his sleep and stole his grimoire.
2: You were the apprentice of a madman who shared his forbidden
knowledge with you.
3: After a particularly devastating bender, you awoke to find
yourself a fully vested member of a sorcerous cult.
4: You were imprisoned by a wizard; after secretly observing your
captor for years, you learned his art and made your escape.
5: After a harrowing tutelage in an underground school of magic,
you ran away with a stolen grimoire.
6: In the throes of fever-madness, otherworldy beings spoke to you;
you awoke to find the grimoire in your possession.
YOUR GRIMOIRE IS...
1: a massive codex, bound in stitched (human?) skin
2: a deck of obscenely illustrated tarot cards
3: a gnarled, rune-carved staff, holding a bound demon within
4: an ancient transistor radio, tuned to a secret frequency
5: tattooed across your body in geometric patterns
6: a bundle of dinosaur-hide scrolls in bronze tubes
7: woven through your hair/beard in beads, braids, and knots
8: blasphemous litanies etched onto heavy iron plates
9: displayed holographically from a Weighted Companion Cube
10: a collection of skulls inscribed with kabbalistic symbols
11: revealed in the notes sounded on a magic harp
12: an animal familiar that whispers its spells into your ear
1: crow 4: snake
2: rat 5: toad
3: snail 6: unidentifiable insect
SPELLS CONTAINED WITHIN YOUR GRIMOIRE
1: The Black Binding
2: The Brand of Colorless Flame
3: Conjuration of the Eldritch Lightning
4: Domination of the Ensorcelled Heart
5: The Ecstatic Far-Seeing Delirium
6: The Fifth Psalm of Dissolution
7: The Hymn to Azathoth
8: Invocation of the Stolen Visage
9: Laquatus's Second Hypnotic Spell
10: The Manifold Effigies of Being
11: The Pallid Necromantic Command
12: The Twelve Quantum-Locking Syllables
THE ELF
Level 1: 0 - 2,999 XP
Level 2: 3,000 - 5,999 XP
Level 3: 6,000 - 11,999 XP
Level 4: 12,000 - 23,999 XP
Level 5: 24,000 - 47,999 XP
Level 6: 48,000 - 95,999 XP
Level 7: 96,000 - 191,999 XP
Level 8: 192,000 - 383,999 XP
Level 9: 384,000 - 767,999 XP
Level 10: 768,000+ XP
HIT DICE: 2
SAVING THROWS
* Good: fear, magic
* Normal: traps
* Poor: death, poison
ALIGNMENT: Neutral or Chaotic only
GLAMOUR = level + CHA
* spend 1 Glamour => +1d6 to 1 saving throw
* replenish 1 Glamour by "eating" enchanted monsters and items
* when Glamour = 0, you cannot cast spells, and all see you for
the pitiful, inhuman creature you are
ELFIN MAGIC
There is a spell in your heart; cut it out and you'll see.
* caster level = Glamour
* mortal victim/witness may "disbelieve" (save vs. magic)
=> lose 1 Glamour
1: The Blighting Eye of Ill Intent
2: The Charm of Resplendent Beauty
3: The Circle of Protection Against All Evil
4: A Fairy Lullaby
5: The Hilarious Blinding Curse
6: Invocation of the Stolen Visage
7: The Twelve Quantum-Locking Syllables
8: The Whispering Lilt of Feathers
FEAR OF IRON
* cannot hold or touch iron objects
* cannot cross thresholds warded with iron
* touch of iron breaks your spells
When you gain a level, you vanish from reality until your next foray into the Underworld, undergoing an ELDRITCH TRANSFORMATION.
SOME ELVES...
1: have never known another elf.
2: become intoxicated after eating sugar.
3: are neither male nor female.
4: appear as a gnarled old crone with bright, youthful eyes.
5: have the tail of a cow, which they hide under clothing.
6: show signs of mental disability and psychopathic disregard for
others.
7: are forever-young children with dark, ancient eyes.
8: have too many fingers.
9: are painfully beautiful, yet disturbingly ugly at the same time.
10: appear perfectly human when viewed directly, but from the corner
of the eye...
11: have no idea they're not like everyone else.
12: have the head of a beast.
1: buzzard 5: swine
2: donkey 6: whatever; it's just a mask,
3: goat but you will FREAK OUT if
4: rooster anyone tries to take it off