Character Generation
On Acdin, the following procedure is used for character generation. This procedure is essentially the same as the standard AD&D procedure, but the flavor of Acdin has been built into it.
Attribute Generation
Select a Race
The default race for the World of Acdin is human. If you wish to play a human character, you may skip this step.
You may make up to three attempts to play a race other than human. To do this select a race from the table below and roll a d20. If the result on the d20 is in the target range, you may play that race. NOTE-- You may only roll for each race once. If you fail the roll, you may not try for that race again.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Racial Abilities
Most races have special abilities, and/or talents that are common among all members of that race. Other abilities may be found only in certain members of a race-- such as those in whom those talents have been especially fostered. Even humans have special abilities to some extent.
NOTE-- Infravision does not exist on Acdin. Night vision is used instead. This vision enables a character to see better in low-light conditions, but not in total darkness.
Wood Elf: Wood Elves come from the larger, more dense forests of Acdin. Most player Wood Elves come from Sunwood in the Kingdom of Acdin. They are renowned archers, wizards, statesmen, and woodsmen.
Description: (See Elves in PHB)
Ability Adjustments: +1 Dexterity, -1 Constitution
Special Abilities:
Additional Special Abilities: Choose THREE
Mountain Dwarf: Mountain Dwarves are hardy folk who live in deep caves and mines in the mountains of northern Acdin.
Description: (See Dwarves in PHB)
Ability Adjustments: +1 Constitution, -1 Charisma
Special Abilities:
Additional Special Abilities: Choose THREE
Hill Dwarf: Hill Dwarves are clever folk who are distantly related to dwarves. They are more mechanically clever, and more inclined to use magic (illusions) than dwarves.
Description: (See Gnomes in PHB)
Ability Adjustments: +1 Intelligence, -1 Wisdom
Special Abilities:
Additional Special Abilities: Choose THREE
Halfling: Halflings are clever folk who are distantly related to humans. They are found living in the Tibbit Hills in the Kingdom of Acdin.
Description: (See Halflings in PHB)
Ability Adjustments: +1 Dexterity, -1 Strength
Special Abilities:
Additional Special Abilities: Choose THREE
Gelfling: Gelflings are a diminutive race of woodland dwellers found in the ravine filled hills near Storm Mountain in the V'Larrian Forest. Though they are seldom seen away from their home, a few brave souls have succumb to their naturally high curiosity about the outside world and gone off adventuring.
Gelflings live in small matriarchal communities that consist of low buildings made from mud and branches. Some structures are actually built in trees, but these are few, and mostly nurseries. Gelflings are skilled artisans, and rely on farming for their strictly vegetarian diets.
They are clever, playful creatures who spend very little time in sadness, or worry. They prefer to chase and frolic in the woods. They are renowned keepers of lore as well. They love to hear news, and they love to write it down. Their natural curiosity, while useful when it comes to their species' survival, is more often a source of trouble, and danger it their short lives.
Gelflings are short lived creatures. They rarely live longer than thirty years; although it has been known to happen that a Gelfling can live up to forty years.
Description: (They are smaller than humans, usually between three and four and a half feet tall. Gelflings are very light creatures and seldom weigh more than sixty pounds.
One important distinction among Gelflings is between the males and females of the species. The females have large dragonfly style wings; the males do not..
Ability Adjustments: -2 Strength, +2 Dexterity
Special Abilities:
Additional Special Abilities: Choose THREE
Half-Elf: Wood Elves and humans have come into such frequent contact, that cross racial breeding has become somewhat commonplace. Most player Half- Elves have an elven parent who comes from Sunwood in the Kingdom of Acdin.
Description: (See Half-Elves in PHB)
Ability Adjustments: None
Special Abilities:
Additional Special Abilities: Choose THREE
Shapeshifter: Shapeshifters are members of any of the humanoid races who have acquired the ability to shift their form into that of an animal. Beyond this ability, they are normal to their race in every other way. This shapeshifting ability is in no way related to the lycanthropy disease.
Description: (See appropriate race in PHB)
Ability Adjustments: None
Special Abilities:
Additional Special Abilities: Choose 2d3
Human: Humans are the norm on Acdin. They are found in most areas of the world..
Description: (See Humans in PHB)
Classes: Any
Ability Adjustments: None
Special Abilities: As Origin (see below)
Additional Special Abilities: Choose d6-4
Equipment, Wealth & Social Status
Adventurers on Acdin have enough to keep them busy without having to worry about the every day mundanities of maintaining themselves in the manner to which they are accustomed. To this end, wealth is monitored based on a character's current Social Status, and level of experience.
Use the following table to determine a character's initial Social Status. Note the D20 roll in the Wealth box on the character's Record Portfolio for later use.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Wealth & Possessions
Using the Wealth number during play is much like a proficiency check. If a character wishes to perform a wealth-type action that is somewhat beyond his normal means, make a Wealth check with a D20. If the result is equal to, or less than the character's wealth number, he may perform the action.
NOTE- Wealth Actions are totally at the DM's discretion, and the DM may apply any modifiers that he feels are appropriate.
Example:A player with a wealth number of 6 wishes to buy an exceptional quality horse. This is beyond the means of someone with a wealth of 6, so the DM disallows the action entirely. If the player had a wealth number of 12, the DM might make the character roll for it. If he rolls a 12 or less on a D20, he buys the horse. If a character with a wealth number of 17 tries the action, the DM may not even require a roll at all, because someone of that level probably has enough money on him to buy a horse.
All characters are assumed to have any equipment that is appropriate to their class, and its day-to-day functioning. The quality and extravagance of these items is dependent on Social Status and level, but not a lot of emphasis is placed on what exactly a character has beyond this:
"Is it logical, and reasonable to think that a character of this class, level, and Social Status would posses such an item?"
Choose a Class
Certain races have limited choices for a character class. The following chart indicates which races may choose which class character. Level limits due to race are never used on Acdin. All normal AD&D rules apply unless otherwise noted.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|||
|
|
|
||||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|||
|
|
|
|
|
||||
|
|
|
|
|
||||
|
|
|
|
|
|
|
||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|||
|
|
|
|
|
|
|
||
|
|
|
|
|
||||
|
|
|
|
|
||||
|
|
|
||||||
|
|
|
Class Proficiencies
Characters gain proficiencies based on their class. Non-weapon proficiencies may be spent on acquiring, and improving any Non-Weapon Proficiencies (NWPs) from the Non-Weapon Proficiency Tables appropriate to the character's class.
Initial Proficiency Slots
|
Proficiencies |
Proficiencies |
||||||
|
|
|
|
|
|
|
||
|
Warrior
|
|
|
|
|
|
||
|
Wizard
|
|
|
|
|
|
||
|
Priest
|
|
|
|
|
|
||
|
Rogue
|
|
|
|
|
|
||
* Characters also gain a number of bonus NWPs equal to the bonus number of languages from the Intelligence attribute.
Weapon Proficiency Groups
On Acdin, Weapon Proficiencies are purchased in groups, rather than on a per weapon basis as in normal AD&D. Thus, a character proficient in single handed swords, knows all basic single handed swords. The Weapon Proficiency groups are as follows.
Damage
Combat Proficiency
Proficiencies affect combat on Acdin as well. In general, the more a person has studied a weapon form (ie, invested additional weapon proficiency slots in the same weapon form), the better he is with weapons of that category. The following rules apply
The following chart summarizes the benefits gained from additional slots spent on weapon forms.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Slots: Number of slots invested in the weapon form.
Proficiency: The title that describes the level of proficiency a character has attained.
To-Hit: The number that a character's d20 is modified by on a to-hit roll.
Dmg: The number that a character adds to his damage roll.
# Attk: This modifies the number of attacks a character receives during a combat round.
KO: This is the number that an unarmed combatant uses to modify the D4 roll on a knock-out check.
AC mod: The Armor Class bonus received when fighting with this weapon form in melee. This simulates how training affects defense as well as offense.
Non-Weapon Proficiency Groups
General
|
|
|
|
|
Animal Handling
|
|
|
|
Artistic Ability
|
|
|
|
Blacksmithing
|
|
|
|
Brewing
|
|
|
|
Carpentry
|
|
|
|
Cooking
|
|
|
|
Dancing
|
|
|
|
Danger Sense, by environment
|
|
|
|
Decrease Attribute
|
|
|
|
Decrease Social Status one level
|
|
|
|
Direction Sense
|
|
|
|
Etiquette
|
|
|
|
Gaming / Gambling
|
|
|
|
Heightened Senses (for Perception rolls)
|
|
|
|
Heraldry
|
|
|
|
Increase attribute (not above 18)
|
|
|
|
Increased Movement (+1)
|
|
|
|
Increase prime requisite (not above 18)
|
|
|
|
Increase Social Status one level
|
|
|
|
Languages, Modern
|
|
|
|
Leatherworking
|
|
|
|
Local History
|
|
|
|
Miner / Stonemason
|
|
|
|
Pottery
|
|
|
|
Riding, Airborne
|
|
|
|
Riding, Land-based
|
|
|
|
Rope Use
|
|
|
|
Seamanship
|
|
|
|
Seamstress / Taylor / Cobbler / Weaver
|
|
|
|
Singing / Speaking
|
|
|
|
Weather Sense
|
|
|
Fighter, Ranger, Paladin, Druid, Bard
|
|
|
|
|
Ambidextrous (as ranger)
|
|
|
|
Animal Lore
|
|
|
|
Armorer
|
|
|
|
Blind-fighting
|
|
|
|
Bowyer / Fletcher
|
|
|
|
Charioteering
|
|
|
|
Dead-Eye, Melee (Crit hit on 19-20)
|
|
|
|
Dead-Eye, Missile (Crit hit on 19-20)
|
|
|
|
Detect Noise (Ranger as thief)
|
|
|
|
Endurance
|
|
|
|
Hunting
|
|
|
|
Leadership (-1 per 50 men)
|
|
|
|
Limited Armor/Weapons Use(specify)
|
|
|
|
Mountaineering
|
|
|
|
Move Silently
|
|
|
|
Navigation
|
|
|
|
Resist Charm (Paladin Only +2SAVE)
|
|
|
|
Resist Poison (Ranger & Paladin +2 SAVE)
|
|
|
|
Running
|
|
|
|
Set Snares
|
|
|
|
Siege Craft
|
|
|
|
Stealth in Woods (Ranger)
|
|
|
|
Survival
|
|
|
|
Tracking
|
|
|
|
Tumbling
|
|
|
|
Weapon Master (acquire as normal fighter)
|
|
|
|
Weaponsmithng
|
|
|
Mage, Specialist, Bard, Ranger
|
|
|
|
|
Ancient History
|
|
|
|
Astrology
|
|
|
|
Cantrip(as spell level=times per day)
|
|
|
|
Detect Magic, (as spell, once per day)
|
|
|
|
Engineering
|
|
|
|
Focus for spells, non-obvious object
|
|
|
|
Focus for spells, obvious object
|
|
|
|
Gem Cutting
|
|
|
|
Herbalism
|
|
|
|
Languages, Ancient
|
|
|
|
Metal Immunity (includes armor)
|
|
|
|
More Specialist Opposition
|
|
|
|
Navigation
|
|
|
|
No Component Use Specialist School
|
|
|
|
Read Magic (once per day)
|
|
|
|
Religion
|
|
|
|
Resist Charm, Sleep (+2 SAVE)
|
|
|
|
Spellcraft
|
|
|
|
Spell Casting, Wizard
|
|
|
|
Weapon Master (acquire as normal fighter)
|
|
|
Priest, Cleric, Druid, Paladin
|
|
|
|
|
Ancient History
|
|
|
|
Astrology
|
|
|
|
Detect Evil (not druid, as spell)
|
|
|
|
Engineering
|
|
|
|
Expert Healer(+2 all damage healed)
|
|
|
|
Healing
|
|
|
|
Herbalism
|
|
|
|
Languages, Ancient
|
|
|
|
Musical Instrument
|
|
|
|
Navigation
|
|
|
|
Purify Water (as spell once per day)
|
|
|
|
Religion
|
|
|
|
Resist Charm (+2SAVE)
|
|
|
|
Resist Cold OR Fire(druid only, +2 SAVE)
|
|
|
|
Spellcraft
|
|
|
|
Spell Casting, Priest
|
|
|
|
Weapon Master (acquire as normal fighter)
|
|
|
Thief, Bard
|
|
|
|
|
Ancient History
|
|
|
|
Appraising
|
|
|
|
Blind-fighting
|
|
|
|
Detect Magic (as spell, once per day)
|
|
|
|
Disguise
|
|
|
|
Escape Bonds (thief only)
|
|
|
|
Forgery
|
|
|
|
Gem Cutting
|
|
|
|
Juggling
|
|
|
|
Jumping
|
|
|
|
Musical Instrument
|
|
|
|
Reading Lips
|
|
|
|
Resist Charm (Bard +2SAVE)
|
|
|
|
Set Snares
|
|
|
|
Tightrope Walking
|
|
|
|
Tumbling
|
|
|
|
Ventriloquism
|
|
|
|
Weapon Master (acquire as normal fighter)
|
|
|
Spells & Magic
In normal AD&D, when a spellcaster wants to cast a spell, she must have pre-memorized the spell in advance, but all spells automatically take effect to make up for this cumbersome restriction. Spell casting on Acdin does not work like it does in AD&D however. The following details how magic on Acdin works.
D20 Proficiency Check Modifiers
|
|
Per additional Spell Casting Proficiency slot |
|
|
Per four levels of caster |
|
|
Altering the casting time (see DM) |
|
|
From opposition school |
|
|
From school of specialization |
|
|
Other modifiers as applied by the DM based on the situation. |
|
|
Exceeds Spells per Day limitations (this effect is compounded for each spell over limit) |
|
|
Exceeds caster's maximum spell level (counts as highest level spell for Spells per Day cost) |
|
|
Newly researched spell |
Proficiency Check Results
A natural 1 results in an automatic success with any of the increment bonuses listed below, AND the spell does not count towards the caster's Spells per Day limits.
If the modified D20 roll is between one, and the caster's Spell Casting Proficiency skill number, the spell succeeds. For each increment of 5 that the proficiency roll succeeds, add +1 to the caster's level for spell effects.
If the Check fails by 6 or more, OR a natural 20 results:Lose a number of hit points equal to the amount the roll fails by & roll effect from Backfire Table!
|
|
|
|
|
Spell fizzles spectacularly |
|
|
Spell Reversal |
|
|
Temporary affliction |
|
|
Cursed: insomnia & nightmares |
|
|
Cursed: arthritic wasting |
|
|
Cursed: creeping senility |
|
|
Cursed: total amnesia |
This system allows characters to cast spells beyond schools, spheres, Spells per Day limits, and even their experience levels, but, there is an element of risk in this system. A Backfire possibility has been added to make a spell caster think twice about pushing herself too far beyond her capabilities.
Combat on Acdin
On Acdin, combat takes place as in normal AD&D with only a few modifications.
Heroic Action
Players are rewarded with die roll bonuses AND instant experience for describing, and carrying-out heroic actions when it is appropriate. This makes the game more colorful and interesting.
Hit Points
On Acdin, characters receive their maximum amount of hit points for their first two levels of experience. This includes figuring any constitution bonuses. Thus a second level fighter with a constitution of 17 would have 26 hit points (13 points from each first, and second levels). Beginning at third level, all characters roll their hit points normally. Acdin is a rough place, and players need any help they can get to begin with.
Actions in a Round
Prepare or recover a dropped weapon, use a magical item once, drink a potion, light a torch, drive a spike, open a lock, bind wounds prepare a spell, cast a prepared spell, or attack
Unarmed Combat
Tumbling Proficiency in Combat
Note:only ONE tumbling attack may be made per round
AC/Protection Bonuses
|
|
|
|
|
|||
|
|
|
|
|
|||
|
|
|
|
|
|||
|
|
|
|
|
|||
|
|
|
|
|
|||
|
|
|
|
|
|||
|
|
|
|
|
|||
|
|
|
|
|
|||
|
|
|
|
|
|||
|
|
|
|
|
|||
|
|
|
|
|
|||
AC modifier: This number describes how much ability an armor has to deflect, glance, or otherwise prevent a blow from ever landing. Subtract this number from the wearer's Armor Class number.
Protection: This is the amount of hit points that the armor ablates, or absorbs each time the wearer takes damage. A character wearing chaimail has two points subtracted from his Armor Class, AND has two points of damage subtracted from any damage dealt to him. NOTE:damage is never reduced below one point.
Critical Hits
An unmodified roll of 20 causes a critical hit. A SAVE vs Death means double damage, otherwise triple damage AND Critical Wound.
|
|
|
|
|
Knocked off feet |
|
|
Disfigured |
|
|
Limb broken |
|
|
Shoulder Broken |
|
|
Hip / Groin trauma |
|
|
Internal abdominal damage |
|
|
Chest Trauma-- smashed ribs |
|
|
Massive head trauma |
|
|
Limb severed |
|
|
Sucking chest wound-- Painful Death in D4 minutes! |
|
|
Head lopped off-- Instant Death! |
AD&D and everything associated with it are the sole property of WotC / TSR. The materials on this page are for fun only. No profit is being made by anyone on these materials. If this is a problem for you, e-mail Perry W. Rogers at rogers@iex.net.