Classic EPT Character Creation and Advancement.   Posted by GM.Group: 0
GM
 GM, 6 posts
 All Seeing Eye
Sun 19 Jan 2014
at 21:08
Classic EPT Character Creation
Initial Characters are to be human only.
====================================================
All characters in this part of the world look basically to be of the same racial stock. (In our eyes they look like people from India or South America.) They all have tan skin and brown or black hair. Naturally light colored hair is almost unheard of. The rich and jaded sometimes dye their hair unusual colors. These are mostly followers of the Goddesses Dlamelish or Hrihayal. An albino would be grabbed by one of these temples for special rites and rituals.

Most eyes are brown or black. There are some exceptions and they are treated differently based on the color. For example blue eyes are considered a mark of the Goddess Avanthe. This is normally treated as very bad luck.
Most people are of an average height of just under six feet. There are "barbarians" from the northern country of N'lyss that average over six feet.

A woman may declare herself "Aridani". This gives her equal status as a man however, she loses the classic "Woman's Protection" and must stand on her own abilities.

An Alignment MUST be chosen for a character. Either Stability or Change. Classically this was Stability=Good and Change=Evil however, it is not actually so "Black & White" as can be determined by reading about the Deities.
The level of faith in the Gods or Cohorts of that Alignment can vary and more than one can be venerated.

Psionics [Magic User] and Magic [Priest] are Arcane Backgrounds.
All arcane effects are done by the manipulation of Inter-Planer forces. Magic is the use of rituals and chants to prepare the mind for tapping this power and have specific set effects if performed correctly.
Psionic ability taps this power without requiring special chants or rituals to be preformed.

The average person can be a "Priest" and perform a chant or ritual but without an Arcane Background a Deity has to take a direct hand before anything happens.

A person with the Arcane Background of Psionics can draw power directly and has more flexibility in the achieved effects. This also gives them different abilities. Magic Users can memorize rituals and chants in addition to using their psionic powers.

Magic Users are rare and treated as valuable resources. They are often "collected" by Temples. They are not usually allowed to wander around unattended once discovered. The player that is a Magic User is assumed to have hidden their talents prior to the start of the game.

The Adventurer has a bit of everything and is a master of none.



A list of suggested Personal names has been provided. From it you can get some ideas for naming your character. India (the country) is another good source of names.
The Lineage name will be provided based on the Clan choices and the "hi" appended to indicate recognition of lineage if a native Tsolyani. Otherwise only a personal name and/or nickname will be used.

The Classic version of the game starts characters as a new arrival to "The Big City" from their "Far Away Island".
They are a step above a slave, which are a step above the"Nakome", or Clanless.
Adventures can call upon the local branch of their Clan for basic assistance.
They can even gain acceptance into a new higher Clan through deeds of note.

As society is very social conscious, beginning characters are largely defined by the initial selection of their Profession.
CLAN is the first thing used to judge a character until their Profession is known.
A character should always have an emblem of their Clan visible as otherwise they may be initially mistaken as Clanless.


This message was last edited by the GM at 18:57, Sun 26 July 2015.

GM
 GM, 180 posts
 All Seeing Eye
Sun 26 Jul 2015
at 19:28
410. BASIC TALENTS
411. Strength
               Description    Bonus to Hit/to Damage
         01-40 Weak                     -1/0
         41-60 Average                   0/0
         61-80 Strong                   +1/0
         81-95 Powerful                 +1/+1
         96-00 Superb                   +2/+2

412. Intelligence
         01-20 Stupid                   -1/-1
               Unable to use EYEs and other Tech devices;
               Can't use Spells higher than Group I/Universal.
         21-40 Dumb                      0/-1
               Can't use Spells higher than Group II/Common.
         41-60 Average                   0/0
         61-80 Smart                    +1/0
         81-95 Brilliant                +1/+1
               40% to Spot Secret Doors when passing.
         96-00 Genius                   +2/+2
               60% to Spot Secret Doors when passing;
               40% to Detect Traps.

413. Constitution*
         01-20 Weakling
               -1 to hit every second consecutive round;
               -1 damage every fourth consecutive round;
               30% chance of being revivified;
               40% chance a Healing Spell or EYE won't work.
         21-40 Puny
               -1 to hit every third consecutive round;
               40% chance of being revivified;
               20% chance a Healing Spell or EYE won't work.
         41-60 Average
               50% chance of being revivified;
               20% chance a Healing Spell or EYE won't work.
         61-80 Healthy                 (+1 hits)
               60% chance of being revivified.
         81-95 Very Healthy            (+2 hits)
               60% chance of being revivified.
         96-00 Robust                  (+3 hits)
               90% chance of being revivified;
               +1 to effect of Healing Spell or EYE.


414. Psychic Ability
         01-20 Non-Psychic
               +1 to Roll for Saving against Spells and Eyes.
         21-40 Barely Psychic
         41-60 Average
         61-80 Somewhat Psychic
               +5% to chance of Spells working.
         81-95 Quite Psychic
               +10% to chance of Spells working.
         96-00 Highly Psychic
               +15% to chance of Spells working.

415. Dexterity
         01-20 All Thumbs               -1/-1
               20% chance to hit wrong target.
         21-40 Clumsy                   -1/0
               10% chance to hit wrong target.
         41-60 Average
         61-80 Clever                   +1/0
         81-95 Dexterous                +1/+1
         96-00 Agile                    +2/+1

Guile*
         01-20 Gullible                 -2/0
               60% chance of revealing secrets at wrong time.
         21-40 Naive                    -1/0
               40% chance of revealing secrets at wrong time.
         41-60 Average                   0/0
         61-80 Sharp                    +1/0
         81-95 Cunning                  +1/+1
               10% chance to detect unseen danger.
         96-00 Devilish                 +2/+1
               20% chance to detect unseen danger.

416. Comeliness
     01-10 Hideous
           Ugly enough to frighten your own mother.
     11-20 Ugly
     21-50 Average
     51-70 Good looking
     71-80 Very good looking
     81-90 Handsome/Beautiful
     91-95 Very Handsome/Beautiful
           Turns heads and/or attracts offers of union.
     96-00 Wildly Handsome/Gloriously Lovely
           Must avoid being stolen by slavers or being carried off by
           religious groups for orgies.


=====================================================================
420. ORIGINAL SKILLS

01-35  Choose one skill from Group 1
36-60  Choose one from Group 1 and one from group 2
61-80  Choose one skill from each of the three Groups
81-90  Choose two skills from Groups 1 & 2 and one from Group 3
91-95  Choose three from Group 1, and two from Groups 2 & 3
96-00  Choose four from Group 1 and three from the other two Groups
_____________________________________________________________________

Group 1: PlebeianGroup 2: SkilledGroup 3: Noble
BakerAnimal-trainerAlchemist
BarberBird-trainerArtist-sculptor
BootmakerFletcherAssassin-spy-tracker
BricklayerHunterAstronomer-navigator
ButcherJeweler-goldsmithAuthor
CarpenterMountaineerBotanist
Carpet-makerSailorCourtesan/Don Juan
CookScribe-accountantDancer
DyerShip-builderEngineer-architect
FarmerShip-CaptainGeologist
FishermanSlaverInterpreter
Glass-blowerSmith-armorerMathematician
GrocerSwimmer-diverMusician
MasonWheelwrightOrator
Merchant Physician
Miner Poet
Paper-ink maker Scholar
Perfumer  
Potter  
Rope & Net maker  
Sail maker  
Tailor  
Tanner  
Weaver  
Wine-maker  

=====================================================================
430. SPECIFIC PROFESSIONAL SKILLS

01-20  Choose any 2 skills from the first 3
21-50  Choose any 3 skills form the first 4
51-80  Choose any 4 skills form the first 5
81-95  Choose any 5 skills from the first 6
96-00  Choose any 5 skills from the first 7
_____________________________________________________________________
Warriors:Priests:Magic User:*Adventurer:
SpearmanKnow 2 modern LanguagesControl of SelfSpearman
Mace/Flail userKnow 2 ancient LanguagesIllusionistKnows 2 Modern Languages
AxemanCan produce LightClairaudienceControl of Self
SwordsmanDetect Evil/goodClairvoyanceMace/Flail User
SlingerCure Light WoundsTelekinesisKnows 2 Ancient Languages
Bola-slingerESPAstrologerIllusionist
CrossbowmanTelepathyMediumAxeman
BowmanProtection from Evil/GoodNature ControlCan Produce Light
Broadsword & DaggermanControl PersonControl PersonClairaudience
SapperRemove CurseNecromancerDetect Good/Evil
Catapult-artillerymanRevivifyControl Underworld CreaturesClairvoyance
Strategist   
---------------------------------------------------------------------
Modern Languages: Ancient Languages: 
TsolyaniMilumanayaniClassical TsolyaniEngsvanyali
SalarvyaniPechaniAncient SalarvyaniLlyani
Mu'ugalavyaniGhatoniThe Tongue of the Priests of Ksarul 
Livyani Mihalli 
Yan Koryani N'lyssa (Dragon Lord Tongue) 
Saa Allaqiyani Tsaqw (Ancient Yan Koryani) 
=====================================================================
Warriors:
Can use any Weapon.
Can use any Armour.
Does full damage with physical weapons.
Cannot normally be taught "Magic".
Can use most "Magic"/Tech Items

Priests:
Can Only use Blunt weapons.
Can use any Armour.
Does reduced damage with physical weapons. (one level less)
Can be taught "Magic"
Can use most "Magic"/Tech Items

Magic User:
Can only use dagger or smaller sized weapons.
Can only wear Leather or less Armour.  (AC 7)
Does reduced damage with physical weapons. (two level less)
Can be taught "Magic"
Can use most "Magic"/Tech Items

*Adventurer:
Can use any Weapon.
Can use any Armour.
Does reduced damage with physical weapons. (one level less)
Can be taught "Magic"
    Must learn 6 Group I spells before Group II can be learned.
    Must learn 8 Group II spells before Group III can be learned.
Can use most "Magic"/Tech Items

=====================================================================
Hit Dice (D6) + any Bonus
--------------------------------------------------
LvlWarriorPriestMagic UserAdventurer*
11+1111
221+31+21+3
332+122+1
44+13+333+3
55+14+13+34+1
66+2545
77+1656
88+276+17
99+38+17+18+1
1010+49+18+19+1

=====================================================================
Saving Throws by Profession (roll equal or above target number on D20)

ProfessionPoisonSpellsPara/HypnEyes
W 1 - 312161315
M/P 1 - 413151414
W 4 - 610141213
M/P 5 - 711121312
W 7 - 908111011
M/P 8 - 1009091110
W 10 & Up07100910
M/P 11 & Up08071007

W = Warrior
M = Magic User
P = Priest & Adventurer*

*Indicates a Variant from The Dragon Magazine #31.

This message was last edited by the GM at 14:15, Sat 05 Sept 2015.

GM
 GM, 306 posts
 All Seeing Eye
Fri 4 Sep 2015
at 01:04
417&421 Increase of Talents and Original Skills
417. Increases in Basic Talents
As a character achieves a new level of experience they may roll percentile dice to see whether they can improve one of their basic talent categories.
If they roll 81-99 on the percentile dice, they can add 5 points to one of their basic talents.
If they roll 100 on the dice, they can add 10 points.
The determination of which basic talent is increased is random:
roll a 6-sided die
1 = Strength
2 = Intelligence
3 = Constitution
4 = Psychic Ability
5 = Dexterity
6 = Comeliness
If the player already has 100 points in the category, the roll is simply ignored.
They may not roll again at that time.

421. Acquisition of Original Skills
As players achieve a new experience level, they may add further original skills from the three groups listed in the preceding Section.
In order to do this, the player must roll over 50 on the percentile dice.
Skills are chosen as follows :
Upon attaining Level II+ one from Group I
Upon attaining Level III+ one from Group II
Upon attaining Level IV+ one from Group III
Upon attaining Level V+ one from Group I and one from Group II
Upon attaining Level VI+ another from Group II
Upon attaining Level VII+ another from Group III
Upon attaining Level VIII+ another from any Group
Upon attaining Level IX+ another from any Group Etc.

430. Specific Professional Skills
Progression to a higher experience level permits the player to add one skill in his profession, with the least advanced skill being chosen first.

A skill may also be learned in the game itself.
A payment of 1,000 gold Kaitars is made to the clan-chief of the relevant guild for a Group I skill, and it takes two months of game time to learn it.
A Group II skill costs 5,000 Kaitars, plus four months of game time.
A Group III skill requires a payment of 10,000 Kaitars, plus six months of game time.

This message was last edited by the GM at 17:11, Tue 11 Oct 2016.

GM
 GM, 307 posts
 All Seeing Eye
Fri 4 Sep 2015
at 01:19
500. BONUS SPELLS
Whenever a priest or magic user attains a new level of experience, he or she rolls percentile dice to see whether an extra spell or spells has been learned.
A person rolls only ONCE for this privilege, immediately after the end of an adventure in which a new level has been reached, and once chosen, bonus spell(s) cannot be changed or substituted.

LEVEL OF EXPERIENCE
AND PERCENTILE DICE SCORE NEEDED:
 2345678910up
ONE SPELL OF GROUP I807060504030201050
ONE SPELL OF GROUP II9080706050403020105
ONE GROUP I AND ONE GROUP II-908070605040302010
ONE GROUP III--9080706050403020
ONE GROUP II AND ONE GROUP III---90807060504030

Example:
At Level 5 rolling 90 or above allows One Group II and One Group II (or any of the lower choices).

This message was last edited by the GM at 01:55, Mon 07 Sept 2015.

GM
 GM, 308 posts
 All Seeing Eye
Fri 4 Sep 2015
at 01:25
600. EXPERIENCE LEVELS AND EXPERIENCE POINTS
Experience points are obtained in only two ways:
(a) acquiring treasure (gold - or other items which can be exchanged for gold Kaitars), or
(b) slaying hostile beings.
No points are granted for casting spells or other types of activity.

One experience point is gained for every gold Kaitar obtained (with the exception of money won on bets).

Experience points for the slaying of hostile beings are given strictly on the basis of the latter's hit dice.

All plus and minus pips are ignored when calculating a being's hit dice; thus a creature with 4+3 hit dice is worth just 4 dice: 200 points.

Beings slain by "Eyes" (ancient technological devices) are worth less to the player, since the "Eye" did the real work of killing the being.
Half credit is thus given for this type of victory: e.g . an 8-dice creature is worth only 4 dice (200 points).

It is important to note that no player character (or nonplayer character) can rise more than one experience level per adventure.
One may rise to within one point of two levels on an adventure, but any experience points in excess of this are simply ignored.
GM
 GM, 309 posts
 All Seeing Eye
Fri 4 Sep 2015
at 01:28
610. EXPERIENCE POINT BONUSES
Any warrior with a strength of 81-95 adds 5 percent to his acquired experience points.
Any warrior with a strength of 96-100 adds 10 percent.

Any priest with an intelligence of 81-95 adds 5 percent, and a priest with an intelligence of 96-100 adds 10 percent.

Any magic user with a psychic ability of 81-95 adds 5 percent, and any magic user with a psychic ability of 96-100 adds 10 percent.

Any character with a constitution of 96-100 adds 5 percent to acquired experience points.

*** Adventurer
http://home.earthlink.net/~dja...DragonMagazine31.pdf
GM
 GM, 310 posts
 All Seeing Eye
Fri 4 Sep 2015
at 01:31
620. REDUCED EXPERIENCE POINTS
Experience points obtained from an adventure are reduced for characters at advanced levels, since it is proportionately more difficult for powerful characters to deserve experience points than for more vulnerable lower level characters.
Reductions are as follows:
Levels I-III100 percent
Levels IV-V50 percent
Levels VI-VII25 percent
Levels VI I I-IX10 percent

GM
 GM, 311 posts
 All Seeing Eye
Fri 4 Sep 2015
at 01:50
630 . LEVELS OF EXPERIENCE
LEVEL / TSOLYANI NAME / TRANSLATION / POINTS NEEDED
FIGHTING MEN
IChangadeshaSoldier1-2000
IIKuruthuniHeavy Infantry2001-4000
IIIKasiCaptain4001-8000
IVMolkarCommander8001-16000
VDritlanCohort Commander16001-32000
VIKerduGeneral32001-64000
VIIHehelluCount64001-120000
VIIIPachuLord120001-240000
IXMringuGreat Noble240001+

PRIESTS
IKengyelAcolyte1-2000
IIShartoPriest2001-4000
IIISu'umelTemple Priest4001-8000
IVNjashteTemple Commandant8001-16000
VQusunchuHigh Priest16001-32000
VIHrugashPrelate32001-64000
VIIMriylnBishop64001-120000
VIIITsemelCardinal120001-240000
IXTiritlenHoly Adept240001+

MAGIC USERS
IShatunMagician1-2000
IINyelmeIllusionist2001-4000
IIIRusalaSeer4001-8000
IVBalashWarlock8001-16000
VDurunEnchanter16001-32000
VIChagunSorcerer32001-64000
VIITselinalWizard64001-110000
VIIIHneshtuNecromancer110001-200000
IXBadraguMaster Magician200001+

*** Adventurer
http://home.earthlink.net/~dja...DragonMagazine31.pdf
Kumahl
 player, 160 posts
Fri 4 Sep 2015
at 02:38
421. Acquisition of Original Skills
In reply to GM (msg # 3):

In regards to learning skills, Adventures would be required at Level II to learn a Level I skill because they had not met the 6 skill mastery requirement to start learning Level II, correct?
GM
 GM, 312 posts
 All Seeing Eye
Fri 4 Sep 2015
at 11:38
421. Acquisition of Original Skills
Correct
Obviously if in game they are doing the skill there could be an exception.
GM
 GM, 313 posts
 All Seeing Eye
Fri 4 Sep 2015
at 17:22
421. Acquisition of Original Skills
Upon reaching experience level III, a player character may travel freely within the Empire without unintentionally insulting anyone or drawing unwanted attention.

When he or she attains level VI, Imperial citizenship is granted, and the character may then act as a Tsolyani and recruit new players for adventures or expeditions.
He or she may sponsor champions in the Hirilakte arenas, and he or she has the right to hold military or civil rank in the Imperial government.

Nonhumans, however, are only rarely granted citizenship
Kumahl
 player, 174 posts
Sun 6 Sep 2015
at 22:10
Re: 500. BONUS SPELLS
GM:
Whenever a priest or magic user attains a new level of experience, he or she rolls percentile dice to see whether an extra spell or spells has been learned.
A person rolls only ONCE for this privilege, immediately after the end of an adventure in which a new level has been reached, and once chosen, a bonus spell cannot be changed or substituted.

LEVEL OF EXPERIENCE AND PERCENTILE
DICE SCORE NEEDED :
 2345678910up
ONE SPELL OF GROUP I807060504030201050
ONE SPELL OF GROUP II9080706050403020105
ONE GROUP I AND ONE GROUP II-908070605040302010
ONE GROUP III--9080706050403020
ONE GROUP II AND ONE GROUP III---90807060504030


Which one do I roll on? How does one decide which level spells to look in?
GM
 GM, 322 posts
 Past Future
Mon 7 Sep 2015
at 01:38
500. BONUS SPELLS List
SpellRangeFrequencyTurnsGod Associated
Production of Lighttouch1/day10 
Detect Evil/Good10'1/day2 
Cure Light Woundstouch1/day- 
ESP20'3/day2 
Telepathy240'3/day1 
Protection from Evil/Gooduser1/day3 
Cure Serious Woundstouch1/day- 
Remove Cursetouch1/day- 
Revivifytouch1/week/day- 
Control of Self-2/day- 
Illusion-1/day3 
Clairaudience20'3/day2 
Clairvoyance20'3/day2 
Telekinesis10/lvl2/day1/level 
Astrology--- 
*Medium-3/day-Belkhanu
*Nature Control50'1/day3Avanthe
*Necromancy30'1/day6Hruu,Sarku
*Control Underworld Creatures30'1/day6Ksarul,Sarku,Thumis

        GROUP I
SpellRangeFrequencyTurnsGod Associated
Calm50'1/day-Avanthe,Belkhanu,Hnalla
Create Food and Drink10'1/day-Avanthe
Creatures30'1/week/days3 
Curse/Bless20'1/day3 
Disbelieve and Dispel10'1/day- 
Dispel Evil/Good20'1/day3 
Door Control10'1/day3Vimuhla
Fear/Terrorization20'1/day3Karakan
Heal Minor Woundstouch1/day-Avanthe
Levitate-1/day2 
Light10'1/day5Hnalla
Locate Gold and Gems10'1/day2 
Locate Objects200'1/day5 
Madness30'1/day-Belkhanu,Hnalla,Hruu,Sarku
Plague30'1/day-Avanthe,Dlamelish,Sarku
Protection from Evil/Gooduser1/day2 
Shadows30'1/day3 
Seeing Other Planes10'+1/day2Belkhanu,Hnalla,Hruu, Ksarul,Sarku,Thumis

        GROUP II
SpellRangeFrequencyTurnsGod Associated
Charm Creature/Domination120'1/day3Sarku,Avanthe
Cold20'1/day-Hruu
Creatures30'1/-/week/days3 
Cure Diseasetouch1/day-Thumis
Dispel Magic120'1/day2Hnalla
Extra-Vision120'1/day3Hnalla
The Hands of Kra the Mighty120'1/day1Avanthe,Belkhanu,Dlamelish,Sarku
Heal Serious Woundstouch1/day-Avanthe
Invisibilityuser1/day3 
Neutralise Poisontouch1/day-Avanthe
Paralysis30'1/day-Avanthe,Ksarul,Hruu,Sarku
Petrefaction30'1/day-Sarku
Sleep/Soporiferousness100'1/day-Hnalla
Slow/Haste30'1/day3Dlamelish
Transmution120'1/day12Hruu
The Vapor of Death100'/1001/day10Ksarul,Hruu,Sarku,Vimuhla
Withering60'1/day-Ksarul,Hruu,Sarku,Avanthe
Zoomorphy30'1/day- 

        GROUP III
SpellRangeFrequencyTurnsGod Associated
Apparitions240'1/day6Hruu
Change Self or Others30'/10'1/day-Dlamelish
Control Terrain20'1/day6Avanthe
Creature30'1/-/week/days3 
The Demon30'1/-/week/days6 
Doomkill240'1/day-Karakan,Vimuhla,Hnalla
Enchanted Armor and Weaponstouch1/day-Karakan,VimuhlaSarku,
The Energy Bolt120'1/day-Karakan,Vimuhla
Flytouch1/day3Belkhanu
The Gray Handtouch1/day-Wuru
The Infernal Barrieruser1/day3Hnalla
Invulnerabilityuser1/day2Vimuhla
Mind-bar120'1/day12 
Quest30'1/day- 
Raise Dead10'1/day2Belkhanu
Reincarnation10'1/day-Belkhanu
Research--- 
Sending of Evil240'1/day- 
Shield of Defense20'1/day- 
The Silver Halo of Soul Stealing30'1/day-Belkhanu,Hruu
Teleportation360'1/day-Hnalla
Walls~1/day3Vimuhla
Weather Control240'1/day6Avanthe
Wish~1/week~ 

This message was last edited by the GM at 12:31, Wed 09 Sept 2015.

GM
 GM, 323 posts
 Past Future
Mon 7 Sep 2015
at 01:43
Re: 500. BONUS SPELLS
In reply to Kumahl (msg # 15):

At Experience Level 2 you roll a D100 and if you get 80 to 89 you can pick a Group I BONUS Spell.
If you get a 90 to 100 you can pick a Group I BONUS Spell OR a Group II BONUS Spell.
Kumahl
 player, 175 posts
Mon 7 Sep 2015
at 01:48
Re: 500. BONUS SPELLS
In reply to GM (msg # 17):

All right that makes sense. Guess my brains wasn't deciphering very well. Hope RNG can be generous.

We roll for additional hit die or just add the 3 plus CON Bonus for additional HP?
GM
 GM, 325 posts
 Past Future
Mon 7 Sep 2015
at 01:57
Re: 500. BONUS SPELLS
In reply to Kumahl (msg # 18):

Roll and add 3, keep higher.
GM
 GM, 464 posts
 Past Future
Fri 20 Nov 2015
at 13:12
730. DAMAGE DICE (Rolled)
ATTACKER'S    HIT DICE DEFENDER CAN TAKE:
LEVEL__11+12-34-56-78-910-1112-up
I 11111111
II 11111111
III 11111111
IV 21111111
V 22111111
VI 32211111
VII 33221111
VIII 43322111
IX 44332211
X 54433221