GURPS Dragonlance

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This conversion was originally done for a hypothetical War of the Lance campaign that never occured. Therefore, it focuses on things available in that era.

Setting Conversion

Cultural Familiarities

There are a number of different cultures on Ansalon, each with their own customs and expectations. The different cultural familiarities available are as follows: Gnome, Kender, Dwarf, Gully Dwarf, Silvanesti, Qualinesti, Silvanesti, Kangonesti, Sea Elf, Estwilde, Neraka, Bloodsea Isles, Nomadic Human, Khur, Minotaur, Balifor,Ogre Races, Plains of Dust, Icewall, Nordmaar, Ergoth, Solamnia, Abanasia, Irda.

Languages

There are more languages on Ansalon than can be easily counted, but the most common languages are as follows: Common, Draconic, Dwarven, Silvanesti, Qualinesti, Dargi, Kangonesti, Abanasian, Ergot, Ice Folk, Solamnic, Khur, Nerakese, Nordmaarian, Goblin, Kothian, Ogre, Gnomish, Irda, Kenderspeak, Gullytalk, Sylvan.

It is worth noting that the four elven languages (Silvanesti, Qualinesti, Dargi, Kangonesti) default to each other at Accented level. The Ergothian languages (Common, Abanasian, Ergot, Ice Folk, Solamnic) default to each other at Broken. The three Istarian languages default to each other at Broken (Khur, Nerakese, Nordmaarian).

Ansalon Currency

Once upon a time before the Cataclysm, the economy of Ansalon was based on the value of gold and the Gold Piece was the standard unit. However, after the Cataclysm, gold became worthless, as it was of little practical value and the Steel Piece became the basic unit of currency, as it could in a pinch be melted down and used.

The following coins are found on Ansalon and convert to GURPS “$” as follows:

  • Copper Piece = $1
  • Gold Piece = $2.5
  • Silver Piece = $5
  • Iron Piece = $50
  • Bronze Piece = $50
  • Steel Piece = $100
  • Platinum Piece = $500

Magic: High Sorcery

The only currently functioning source of magic on Krynn is High Sorcery (prepared arcane magic). This magic is granted by Krynn's three moons and wizards may learn to channel the magic of a particular moon in order to cast spells. This magic is regulated by the careful oversight of the Wizards of High Sorcery.

This type of magic functions differently from the default GURPS magic system and consequently is modeled differently. Thankfully, GURPS includes a variety of modifiers that allow for a fairly close modeling of the system. High Sorcery is modeled with the Magery advantage and Extra FP. Instead of being cast with normal FP, High Sorcery is cast from an Extra FP pool of points that we'll call Spell Points. This pool has the following modifiers: Only for Spellcasting (-10%) and Limited Use 1/day (-40%). This brings the cost of Spell Points to 1.5 (rounded to 2). In addition, Magery has the Hyperdivided Magery, 1-hour (-40%) modifier, the Moon Connection modifier (+5%) and the 23 College Magery modifer (-5%), which allows wizards to use all colleges, except Healing. All this brings the cost of Magery to 6 points/level. A character can purchase up to 3 levels of Magery and a number of Spell Points equal to 10 times her her Magery level + 1. We will refer to Magery with all the multipliers as High Sorcery.

What all these modifiers mean is that wizards have a separate pool of points for spells. Once a day (after a good night's sleep) a wizard can take an hour to memorize spells (allocate all his spell points to the list of spells she has memorized). He can only memorize spells that he knows and he needs his spellbook. Once the memorized spell is cast, she does not regain that memorization until the next day after she sleeps. Spells are maintained from her normal pool of FP.

Theoretically anyone can get trained to use High Sorcery. Any character may take the Magery advantage, if they have the Magical Training Unusual Background. The Wizards of High Sorcery don't regulate spells that do not require Magery 1 or higher somewhere in their prerequisite chain. Spells, however, that require Magery 1, the Wizards of High Sorcery consider dangerous magic and will attempt to force casters of these spells to either take the Test of High Sorcery or be considered a renegade.

Learning New Spells

New spells must be found and copied into a spell book before they can be learned. Many lesser spells are commonly available for purchase on scrolls and can then be learned. These include any spell that does not require Magery 1 or higher in its prerequisite chain. At the Tower of High Sorcery any spell that does not require Magery 2 or higher is also available for sale. Spells that require Magery 2 or 3 are only available when found in ancient spell books left deep in ruined cities, as the reward for a substantial favor performed for prominent archmage or through some other similar means.

Magic: Devotion

With the return of the gods comes a new type of magic: Devotion. Some stronger believers in the gods follow the holy teachings of their patron deity, often as part of that deity's clergy, and consequently are gifted by their deity with miraculous powers. To gain these powers, the believer must pray for an hour once a day at a time of day set in the deity's teachings. Furthermore, the character must live the teachings of the deity. During this hour of prayer, the character sets what spells she has prayed for.

Mechanically, this is represented as Power Investiture (Hyperdivided Magery, 1-hour, -40%) with the prerequisite of Disciples of Faith (Patron deity). The list of spells granted by each deity and the Disciples of Faith requirements are listed in sections on those deities below. The Power Investiture with modifiers we will call Devotion. It costs 6 points/level and he Disciples of Faith costs from -5 to -15 points/level, depending on the deity followed.

As stated, characters with Devotion must pray for their spells at a set hour every day. Mechanically this is represented as a pool of Extra FP (Spell Points) that the character allocates the Spell Points to different spells that she knows, that is: Extra FP (Only for Spellcasting, -10%; Limited Use 1/day, -40%). These cost 2 points/level. This entire process is subject to the deity's approval, for if the deity feels that the character hasn't been living up to her Disciples of Faith, the deity may refuse to grant the spells when prayed for, or to gift the character with new spells.

Deities

The different deities of Krynn grant their followers access to a number of miraculous spells through Devotion (Power Investiture). The different sets of spells they grant are divided up into “spheres.” Each deity grants a number of these spheres. The spheres the different deities grant are listed below, along with the requirements for the Disciples of Faith to follow the deity and a brief description of the deity.

Chislev

Chislev is nature incarnate and the divine power of instinct. The animals and plants of Krynn revere Chislev, who is said to be their mother. Chislev is patron to many druids and rangers. Chislev extends her divinity to the world of Krynn, feeling all that is done to it. Her moods change with the seasons, and her fury is directed at those who abuse the wild, especially in unnatural ways. Chislev has few clerics (who mainly live in farming communities), instead being served mainly by hermit-like, forest-dwelling druids. Chislev and Zivilyn love each other profoundly. Chislev despises Zeboim, and is allied with Habbakuk. She also opposes Shinare, goddess of industry. She despises Morgion's cultists.

Disciples of Faith: Protect and guard the natural balance of your chosen domain; or if a traveler, always offer assistance in the protection of the domains of your fellow faithful of Chislev. Respect nature and seek the natural balance in all things. Pray every day at dawn. -10 points.

Spheres Granted: Animal, Healing, Plants, Weather.

Gilean

Gilean is the chief deity of the gods of Neutrality and the divine power of knowledge. He was given the Tobril by the High God. Gilean is an observer, appearing passionless and uncaring. Gilean's constellation is poised between good and evil, and he is mediator between the two. Gilean is the primary proponent of free will. Gilean was called from the Beyond by the High God, from out of Time, raising him to godly stature as companion and brother to Paladine and Takhisis. One myth surrounding his legend states that a mortal scribe would be taken out of time to become Gilean, which some surmise to be Astinus of Palanthas. Gilean has only one child, the goddess Lunitari who sprang fully formed from him. The other neutral gods are those that he gathered to him from the Beyond, who aid in the order of Creation. Gilean's clerics act as scribes, librarians, and historians. No cleric of Gilean may ever destroy a book, no matter the contents.

Disciples of Faith: Seek balance in all things. Always act to preserve and further knowledge. Pray by lamplight every morning when you awake. -5 points.

Spheres Granted: Astral, Creation, Divination, Protection.

Lunitari

Lunitari is the god of neutral magic, and is sponsor to the Order of the Red Robes. She is known to be a trickster by creating illusions to confuse people to amuse and entertain herself. For a vivacious young woman, she seeks total balance in the world of magic between her two cousins. Lunitari is the daughter of Gilean, which it is said that she was born fully formed from his thoughts. She has no bothers or sisters, but two ambitious cousins in Solinari and Nuitari.

Disciples of Faith: Instead take Code of Honor (Wizard's).

Spheres Granted: None; Only grants arcane magic.

Reorx

Reorx is the divine power of creation. He is the supreme god of dwarves, and holds sway over gnomes as well. Kender see him as a grandfather figure. Reorx is patron to smiths and craftsmen from all races. Reorx works with Shinare to spur dwarven economies. With his forging hammer and the direction of the High God, Reorx forged the world, the stars, and the souls of mortals into existence from the essence of Chaos. Later, Reorx crafted the Graygem, which trapped the essence of Chaos. Reorx hates and fears Chaos, referring to him as the "Father of All and of Nothing".

Disciples of Faith: One a year at minimum you must forge an object of at least fine quality. During your lifetime you must also forge your single greatest masterpiece, an item of unsurpassed merit (of at least very fine quality). Pray every evening after your creator's toil. -5 points.

Spheres Granted: Combat, Creation, Elemental, Stellar.

Shinare

Shinare is the divine power of interaction, and goddess of wealth, industry, and commerce. She governs negotiations, contracts, enterprise and partnerships. Shinare was called from the Beyond to serve Gilean. She is companion to Sirrion, though their relationship has been volatile and problematic. She is also friendly towards Reorx, Kiri-Jolith, and Majere. She opposes Hiddukel, who serves as god of ill-gotten wealth and bad business deals.

Disciples of Faith: Pray daily at the close of business each day. Tithe a significant portion of your income to then church. Be available to merchants, nobles and other patrons to bless business contracts and partnerships. -10 points.

Spheres Granted: Charm, Creation, Protection, Stellar.

Sirrion

Sirrion is the god of alchemy, creativity, passion, and transformation. He is master of flames, and sculpts the fire of the soul into beautiful forms. He was brought from the Beyond by Gilean, and is said to provide the fire for Reorx's worldforge and the spark of divinity within all life. Artists, alchemists, and lovers are his followers. His clerics must tend to an ever-burning flame in his home or a temple of Sirrion. They also act as firefighters, and are knowledgeable in the use of fire to clean out the old and make way for the new. Sirrion is said to have formed his mate, Shinare, from wondrous metals. The two are close, though their relationship is characterized by fiery debate.

Disciples of Faith: Always keep an ever-burning flame in your home or temple. If you are traveling, tend to the communal flames of a smithy, tavern or other public place instead. Pray every morning when you first stoke the flames. Tend to fires as both inspiration and part of the cycle of rebirth. -5 points.

Spheres Granted: Combat, Protection, Healing, Summoning.

Zivilyn

Zivilyn is deity of wisdom, enlightenment, and insight. His realm is awareness, balance, and understanding. His branches reach into every time and place in the River of Time, into the past and into the future. He exists in all times and places simultaneously, and is wisest of the gods. Zivilyn was called from the Beyond by the High God to serve as counselor to Gilean, to give insight to his mate Chislev's instinct, and to bear witness to the world and share this divine experience with mortals. Zivilyn opposes the consuming hatred by deities such as Sargonnas and Takhisis, and the martial ambition of Kiri-Jolith, but calls no god his enemy.

Disciples of Faith: Pray after your evening meal and follow the prayer with an hour's meditation on time and the events of the recent past. Exhibit wisdom and foresight in all things. -5 points.

Spheres Granted: Astral, Divination, Necromancy.

Branchala

Branchala is one of the gods of Good, and is representative of inspiration. Also called the Bard King, Branchala is patron to bards, performers, minstrels, and so forth. He is revered highly by elves and kender.

Disciples of Faith: Sing your prayers with the dawn each morning. Invest some of your time each day into writing a lasting work of song or dance. Promote mirth within your community. Defend the weak. -5 points.

Spheres Granted: Plants, Stellar, Weather.

Habbakuk

Habbakuk is the divine power of persistence. He is lord of the beasts, and patron of hunters, rangers, druids, sailors, and the natural cycle of life and death. He opposes undeath and aberrations of magic. Habbakuk is patron to the Knights of the Crown, representing the virtue of loyalty. Since the War of Souls, Habbakuk has stepped back in his relationship with the Knights of Solamnia, feeling that the knighthood would benefit from having a single patron deity. Though he has taken this lesser role, he is still revered by the knighthood. Habbakuk is the twin brother to Kiri-Jolith and son of Paladine and Mishakal. He is closest to Branchala, works well with Chislev, and opposes Zeboim.

Disciples of Faith: Pray at noon each day. Respect nature and protect all innocent life. Four times in your life you must undergo a spiritual journey deep into the wilderness, one journey in each season. Be available to bless livestock and new births. -10 points.

Spheres Granted: Animal, Elemental, Plants, Weather.

Kiri-Jolith

Kiri-Jolith represents the divine power of unity. He is patron to warriors and soldiers who work with their companions to fight evil and combat injustice. He is representative of the virtues of courage and honor. In essence, he is the god of holy warfare. Kiri-Jolith is the patron deity to the Knights of the Sword. He is also patron to the Minotaurs, who revere him as "Emperor". Though he opposes Sargonnas, he also respects him as well. Kiri-Jolith is the twin brother to Habbakuk, brother to Solinari, and son of Paladine and Mishakal.

Disciples of Faith: Defend the weak. Stand up for justice in all that you do. Fight evil wherever it may lurk. Never hide your religious affiliation. Be ready to perform the “Benediction of Courage” before a battle, wherein you spill your own blood on the battlefield to bless the battle. Always be available to fight for a cause that is just and good. -15 points.

Spheres Granted: Astral, Combat, Protection, Healing.

Majere

Majere represents the divine power of discipline, seeking to improve the soul through hard work, practice, and austerity. He works more as a mentor than a savior, teaching mortals to look within themselves for enlightenment. Majere was called from the Beyond by the High God to serve as counselor to Paladine and the other gods of Good.

Disciples of Faith: Have no more worldly possessions than what you can carry. Fast regularly. Be celibate. At least once a week self-flagellate yourself for your sins. Take no life, except in defense of the innocent. Pray daily at nightfall. -15 points.

Spheres Granted: Astral, Charm, Divination, Summoning.

Mishakal

Mishakal is goddess of healing and restoration, both in body and in the spirits of mortals. She is also patron of motherhood, and seeks to restore those things that were lost. She is also goddess of compassion and love. Mishakal is wife and consort to Paladine, and mother of Kiri-Jolith, Habbakuk, and Solinari. Mishakal is most opposed to Chemosh, who destroys life, and Morgion, who corrupts it. She opposes Takhisis above all.

Disciples of Faith: You must honer any request for healing, even a request from an enemy. However, you may ask for any reasonable compensation you wish for your services. Be available to aid in births and naming ceremonies. Pray each day when the sun has reached its zenith. -10 points.

Spheres Granted: Astral, Charm, Creation, Divination, Healing, Stellar.

Paladine

Paladine represents the divine power of majesty, and is patron deity to the gods of Good. He supports the soul's drive to strive for greatness, and is representative of leadership. He is also representative of the ideal of redemption, striving to bring those who have fallen to darkness back into the light. Paladine was one of the first gods summoned by the High God from the Beyond. Paladine is patron of the Knights of the Rose. He is also the highest deity of the elves, who refer to him as E'li. Paladins especially flock to his cause. Paladine is husband to Mishakal, and father of Kiri-Jolith, Habbakuk, and Solinari. He is advised by Majere. Paladine is opposed to all the gods of Evil, but especially to Takhisis.

Disciples of Faith: Pray three times daily, at morning, noon and dusk. Stand up for what is right. Respect the wise and ethical. Champion the cause of good. -5 points.

Spheres Granted: Astral, Charm, Healing, Protection, Stellar.

Solinari

Solinari is the god of good magic, and is sponsor to the Order of the White Robes. Once the divine power of vigilance, he has since removed himself from the heavens to be closer to the mortal realm. Solinari is the son of Paladine and Mishakal, and brother to Kiri-Jolith and Habbakuk. He regularly interacts with Lunitari and Nuitari.

Disciples of Faith: Instead take Code of Honor (Wizard's).

Spheres Granted: None; Only grants arcane magic.

Chemosh

Chemosh is the master of the undead and is representative of fatalism. Chemosh hates life, thinking it a gift wasted on mortals. He festers within the hearts of mortals, trying to get them to give up the shell of mortality and move on to the next stage in the soul's journey. Chemosh tempts mortals with the promise of "immortality." In reality, he is condemning them to an eternity of undeath as his slaves. This is Chemosh's way of mocking life. Chemosh was brought from the Beyond during the time of creation to serve Takhisis. He alone is given the right to sit at the Hall of Soul's Journeying to witness the passing of the dead. Chemosh opposes Mishakal, who stands as a champion of life.

Disciples of Faith: Respect death and the undead. Pray daily at midnight, preferably with suitable candles and skulls. Stress fatalism and all things. Show people the grim fate that awaits at the end of life. -5 points.

Spheres Granted: Astral, Combat, Necromancy.

Hiddukel

Hiddukel is the deity of exploitation and ill-gotten wealth and deals. He is patron to dishonest merchants, businessmen and thieves. It is said that he is the only god who can barter with Takhisis and come out ahead. Hiddukel continuously seeks to make bargains in exchange for the souls of mortals. Hiddukel was called from the Beyond by Takhisis. He is a coward at heart, and gets along well with the other gods of Evil, as he always diverts attentions elsewhere if any of them suspect his duplicity. He is despised by Reorx for tricking him into creating the Greygem.

Disciples of Faith: Pray every morning at dawn. Keep a list of all the people you have corrupted; this must be presented in your prayers once a year and Hiddukel must be happy with your progress. -5 points.

Spheres Granted: Divination, Protection, Summoning.

Morgion

Morgion is the god of decay in all its forms, including such things as plague and pestilence, rust, and madness. He wishes to see all things wither away into decadence, and for mortals to suffer as much as possible prior to going on to the next stage of their soul's journey. Morgion lives in the Bronze Tower on the edge of the Abyss, where he carries out his plots. He rarely allies with the other gods of Evil, and stands in opposition to all the gods of Good, especially Mishakal.

Disciples of Faith: Sow the seeds of poison and disease throughout the land. Pray during the darkest hour of each night. Do not miss an opportunity to bring disease to the mases. -5 points.

Spheres Granted: Astral, Healing, Plants.

Nuitari

Nuitari is the god of evil arcane magic and is represented by the black moon. He is patron to the Black Robed Wizards of High Sorcery. He works with Solinari and Lunitari to further the cause of magic, though his methods differ from theirs. He works through dark means in order to accumulate power, and quickly. Nuitari is the son of Takhisis and Sargonnas and is the twin brother of Zeboim. He was once the divine power of ambition prior to the time that he removed himself from the heavens in order to be closer to the world. He has come to odds with Chemosh in the past, as both have some domain over the realm of necromancy. The differentiation is that Nuitari is patron to necromancer wizards while Chemosh is patron to the undead and cleric necromancers.

Disciples of Faith: Instead take Code of Honor (Wizard's).

Spheres Granted: None; Only grants arcane spells.

Sargonnas

Sargonnas is the god of wrath, vengeance, and retribution. He is a god without compassion or mercy. Though he works in the hearts of all mortals, his favored children are the minotaurs. Minotaurs refer to him as Sargas, who represents power gained through brute strength and held with honor. Sargonnas appears to minotaurs as a gigantic minotaur with either char-black fur or blood-red fur. Sargonnas was summoned from the Beyond by Takhisis to be her consort. The two have had a rocky relationship through the eons, which ended with the War of Souls. Sargonnas also has a rough relationship with his children, Zeboim and Nuitari. Sargonnas hates the gods of Good, save for Kiri-Jolith, who he grudgingly respects.

Disciples of Faith: Do not suffer being slighted. Always seek righteous vengeance upon those who have wronged you. Pray in the evening every day and after every vengeful slaughter. Show no compassion or mercy. Strive to rid yourself of weakness. Before important battles, cut your palm and have your allies drink your blood, such that Sargonnas might bless the battle. -15 points.

Spheres Granted: Astral, Charm, Combat, Healing, Summoning.

Takhisis

Takhisis is sister to Gilean and Paladine, and is the goddess of control and Evil. Takhisis, along with Paladine, was called from the Beyond to be custodians of the world. She is the head of the Evil gods, consort to Sargonnas, and mother to Zeboim and Nuitari. Takhisis is responsible for the corruption of the Chromatic Dragons, and appears in one form as a dragon with heads of blue, black, white, red, and green. During the Third Dragon War, Takhisis attempted to conquer Ansalon. She was defeated when a Knight of the Crown named Huma thrust a dragonlance into the heart of one of her aspects. Huma exacted a promise from her, sworn "by the High God, to leave Krynn and never enter it again.

Disciples of Faith: Pray during the darkest hour of the night, wounding yourself and praying to Takhisis on how her gifts might help her conquer Krynn. Seek to use desire and lust as tools to manipulate people to your whim; forsake love as a weakness. Sometime in your life you must sacrifice a person you love to the greater glory of Takhisis. -5 points.

Spheres Granted: Astral, Protection, Protection, Summoning.

Zeboim

Zeboim is goddess of the seas, storms, and strife. Her moods change with the storm, being calm one minute and in a violent rage the next. Zeboim is perhaps the most unpredictable of all the gods. Zeboim is twin to Nuitari, and the daughter of Takhisis and Sargonnas. Of all the gods, she detests Habbakuk the most. She feels that she should have sole domain over the sea, where he has dominion over sea creatures.

Disciples of Faith: Pray each dawn, accompanied if possible by a ritual swim. Always make sure all sailor offer the necessary sacrifices to Zeboim during a voyage. Respect the power of the sea and rejoice in storms. Protect the balance of the sea's nature. -10 points.

Spheres Granted: Animal, Elemental, Weather.

Materials

Iron & Bronze: Most cheap weapons and armor crafted on Ansalon after the cataclysm are either Iron or Bronze, as steel is expensive. Bronze and Iron weapons have the normal properties found on B275. Bronze weapons and armor are ½ the listed price, while Iron weapons and armor are the standard listed price.

Steel: After the cataclysm, steel became the basis of currency and thus, it is expensive. Steel has the normal properties for it listed on B275, but costs twice the standard listed price.

Silver: Silver is soft and not very good for weapons, but nevertheless, it is made into weapons occasionally, as certain creatures have a weakness for silver. It follows the rules for silver on B275 and costs three times the standard listed price.

Dragonmetal: A special magical metal that is not available until later in the campaign, Dragonmetal is both durable and light. Halve the weight of any weapon or armor made with it. In addition, weapons made of Dragonmetal automatically gain the +2 very fine quality and armor made from Dragonmetal has a DR of 1 higher than armor of that variety normally has. Weapons of lesser quality (such as steel, iron and bronze) are treated as being of cheap quality when struck by a Dragonmetal weapon (B274). Dragonmetal costs 30 times the standard listed price for such items.

Star Metal: A blue ore found occasionally in meteorites, Star Metal is a substance of unsurpassed hardness. Items created from it have the usual weight, but weapons made of Star Metal automatically gain the +1 fine quality and armor made from Star Metal has a DR of two times higher than armor of that variety normally has. Weapons of lesser quality (from any other material) are treated as being of cheap quality when struck by a Star Metal weapon (B274). Finally, some creatures are more affected when struck by Star Metal weapons than they are by normal weapons. Star Metal costs 30 times the standard listed price for such items.

Ironwood: This is a rare magical wood that is as hard as iron. Found in Abanasia and Qualinesti, the crafting of Ironwood if a secret kept closely by the local guilds. Ironwood has all the properties of Iron (B275), but is not against the Druid's Code of Honor to wear. Items made from Ironwood cost three times the standard listed price.

Cold Iron: This is a special alchemically-treated version of iron that is crafted because it is the bane of certain creatures. Otherwise, it is identical to Iron (B275) and costs three times the standard list price.

Mundane Equipment

There are a few exceptions between the mundane equipment available on Ansalon and the equipment available at TL3 in the Basic Set. They are as follows:

No Katana, No Nunchaku, No Kusari, No Naginata, No Shuriken: These weapons are unknown on Ansalon and therefore, are not available. Calvary Saber, Rapier, Saber, Smallsword, Cutlass: Despite being listed as TL4, these weapons are available on Ansalon and are treated as TL3 in terms of cost.

Black Power: This is normally TL5 and on Ansalon it is available only to gnomes in gnomish settlements. Even then, it is highly experimental, costs 4 times the listed price and suffers a malfunction (B407) on a roll to use it of 12 or more.

Character Building

Restricted & Forbidden Skills

Most skills are are allowed to be purchased if properly trained. However, a few skills are unknown on Ansalon and therefore cannot be purchased. These skills include any skill dealing with modern day science, computers, electronics, firearms and any skill that requires Trained by a Master. In addition, the Enthrallment skills, Judo and Karate are unknown. Note: Some skills listed here are also listed in class descriptions. Such skills are only available if you qualify for the class that lists them.

New Traits

The following new advantages, disadvantages and modifiers are available:

Code of Honor B127

The following codes of honor are commonly found on Krynn.

Druid's: Respect and guard the beauty of nature. Wear no metal armor and use no metal shields. -5 points.

Minotaur: Minotaurs are raised from youth to give them a rigid black-and-white view of the world. The right to rule belongs to the strong. Servitude is the duty of the weak. Do not tell a lie to your superior. Relative strength is to be decided in honorable warfare. Minotaurs are superior to the other races. It is the right of the minotaurs to rule over the lesser races. -10 points.

Solamnic: The Solamnic code of honor is to follow the Oath and Measure. The Oath states simply, “My honor is my life.” The measure, on the other hand, is an extensive multi-volume set of laws laid down by the knighthood. Among the laws in the Measure are: “Loyalty to other Solamnic Knights.” “Unquestioned obedience to the Knighthood.” “Loyalty to one's family, the cause of good and those monarchs in good standing with the knighthood.” “Champion the defenseless.” “Compassion for those less fortunate.” “Championing the cause of good, even if it means certain death.” Knights of Solamnia are expected to swear the Oath and Measure before acceptance into the Knighthood and are expected to live by these ideals. -15 points.

Wizard's: Those who undergo the Test of High Sorcery and join the Order are required to swear an oath to serve magic above all things. Wizards are to recognize that the Towers of High Sorcery are neutral grounds and are not to bring violence against another Wizard of High Sorcery within those grounds. Last but not least, a Wizard of High Sorcery swears to never wield a weapon other than a staff or dagger, or wear armor. -15 points.

Divine Curse B132

The following variants of Divine Curses are found in Dragonlance.

Curse of the Magi: Every time a High Sorcery spell is cast, the wizard uses up a little more of his life energy. He loses 1 FP in addition to the Spell Pool points spent in the casting of the spell. -5 points.

Magery B66

The following modifier to the Magery advantage is used in Krynn's High Sorcery.

Moon Connection: The source of your magic comes from one of the moons, and consequently it waxes and waves with the cycles of the moon. If your moon is in high sanction, you get +2 to all spell-casting rolls, -2 if your moon is in low sanction. If your moon is aligned with another moon, you get a +2 bonus to spell-casting rolls, increasing to +4 is all three moons are aligned. This modifier is worth +5%.

Magic Missile

Regular (Lightness & Darkness College)

An array of force projectiles fly from your fingertips. You may fire a number of projectiles up to three times your Magery level, only one projectile for those who only have Magery 0. Projectiles may be targeted at different foes. Use the distance of the farthest away targeted foe for the purposes of range penalties to casting. Each projectile does 1 cr damage; no resistance or defense roll can be made to defend against this spell, except magical Blocking spells or spells (such as Shield) that magically allow you to take an active defense.

Cost: 1 per projectile.

Item: Wand or Staff. Usable only by mages. Energy cost to create: 400.

Rank B29

Different positions have different names for different ranks on Ansalon. Here are the ranks for some of the various organizations.

Crown Knight Ranks
Rank	Title   
0	Squire of Crown	   
1	Knight of Crown	   
2	Shield Knight	   
3	Scepter Knight	   
4	Shield of Crown	   
5	Lord of Crown	   
6	Lord Warrior	   
7	High Warrior	 
Sword Knight Ranks
Rank	Title	   
0	Novice of Swords	   
1	Knight of Swords	   
2	Blade Knight	   
3	Knight Clerist	   
4	Abbot of Swords	   
5	Master of Swords	   
6	Lord of Swords	   
7	High Clerist	 
Rose Knight Ranks
Rank	Title   
0	Novice of Roses	   
1	Knight of Tears	   
2	Knight of Mind	   
3	Knight of Heart	   
4	Keeper of Roses	   
5	Archknight	   
6	Lord of Roses	   
7	Lord of Justice	   
8	High Justice	 
Holy Order of the Stars Ranks
Rank	Title	   
0	Deacon	   
1	Priest	   
2	Bishop	   
3	Archbishop	   
4	Cardinal	   
5	High Priest	  
Wizards of High Sorcery Ranks
Rank	Title	   
0	8th Order	   
1	7th Order	   
2	6th Order	   
3	5th Order	   
4	4th Order	   
5	3rd Order/Trimorte*	   
6	2nd Order/Brother of Darkness*	   
7	1st Order/Blackmage*	   
8	Master	 
* These alternate titles are used by the Black Robes.

Talent B89-91

For racial talents, only members of that race may purchase the talent. Only 3 levels of any individual talent may be purchased.

Dwarven Craftsman: Architecture, Armory, Merchant, Metallurgy, Smith. Reaction Bonus: Those who appreciate your craftsmanship. 5 points/level.

Gully Dwarf Survivor: Escape, Scrounging, Stealth, Survival, Urban Survival. Reaction Bonus: Those who appreciate survival capability. 5 points/level.

Kender Handler: Filch, Lockpicking, Pickpocket, Public Speaking, Sleight of Hand. Reaction Bonus: Other Kender. 5 points/level.

Gnomish Craftsman: Armoury, Engineer, Expert Skill, Explosives, Machinist, Mathematics, Mechanic, Physics, Scrounging, Weird Science. Reaction Bonus: Inventors and Engineers. 10 points/level.

Unusual Background B96

There could be many Unusual Backgrounds on Ansalon, but here are the common ones.

Magical Training: It takes a lot of time and dedication to pursue the magical arts. Not everyone has this patience. Those who manage to enroll in magical school and, who furthermore, continue to pursue this course, are rare indeed. Despite this, however, sticking to it pays off in the end, with access to magical power. 5 points.

Racial Templates

The following racial templates are available for the different races of Krynn. No racial templates beyond these are available for this campaign, with the exception of half-breeds. If you wish to play a half-breed (like a half-elf) then speak to the GM and he will arrange a template that is something of a conjunction of both parent races. Note: These racial templates assume that the Divorced Will and Perception House Rule is in effect for their attribute costs and bonuses.

Mountain or Hill Dwarf 23 points

Attributes: HT +1 [10].

Secondary Characteristic Modifiers: Move -1 [-5].

Advantages: Infravision [10]; Magic Resistance (Improved) 1 [5]; Resistant to Poison (+3) [5]; Extended Lifespan 1 [2]; Dwarven Craftsman 1 [5].

Disadvantages: Choose one of Bad Temper (15) [-5], Odious Personal Habits (Insults non-dwarf craftsmanship) [-5] or Stubbornness [-5]; Intolerance (Hill or Mountain Dwarves) [-5].

Racially Learned Skills: Two-Handed Axe/Mace (A) DX-1 [1].

Notes: The intolerance mentioned above is directed towards the dwarf sub-race of which the character is not a member. Dwarven Craftsman is a talent described in the talent section.

Dark Dwarf 5 points

Attributes: HT +1 [10].

Secondary Characteristic Modifiers: Move -1 [-5].

Advantages: Acute Hearing 1 [2]; Infravision (Accessibility, Not in Light Levels Lighter Than -3: -10%) [9]; Magic Resistance (Improved) 1 [5]; Resistant to Poison (+3) [5]; Extended Lifespan 1 [2].

Disadvantages: Choose -10 points of Bad Temper* [varies], Bully* [varies], Callous [-5], Sadism* [varies], Odious Personal Habits (Insults everyone) [-10], Appearance [varies] or Stubbornness [-5]; Intolerance (Non-Dark Dwarves) [-10]; Reputation (Evil, Everyone but Dark Dwarves) -3 [-10].

Features: Native Light Level -3 [0].

Racially Learned Skills: Stealth (A) DX-1 [1]; Two-Handed Axe/Mace (A) DX-1 [1].

Notes: A Dark Dwarf's “native” light level is at -3, she suffers a -1 penalty from the light difference for every level lighter than her native level. Dwarven Craftsman is a talent in the talent section.

Gully Dwarf -19 points

Attributes: DX +1 [20]; IQ -2 [-40]; HT +1 [10].

Secondary Characteristic Modifiers: SM -1 [0]; Move -1 [-5].

Advantages: Hard to Kill 2 [4]; Resistant to Poison (+8) [10]; Resistant to Disease (+8) [5]; Extended Lifespan 1 [2]; Gully Dwarf Survivor 1 [5], Pitiable [5].

Disadvantages: Cowardice (12) [-10]; Odious Personal Habits (Lives in filth) [-10]; Social Stigma (Vermin) [-15].

Notes: Gully Dwarf Survivor is a talent described in the talent section.

 Social Stigma (Vermin) found on page F133.

Ogre 16 points

Attributes: ST +5 [45]; DX -1 [-20]; IQ -2 [-40]; HT +2 [20].

Secondary Characteristic Modifiers: SM +1 [0]; Move +1 [5]; HP +4 [8].

Advantages: Damage Resistance (Tough skin) 2 [6]; Infravision [10].

Disadvantages: Choose -10 points from the following: Berserk* [varies], Bloodlust* [varies], Bad Temper* [varies], Bully* [varies], Callous [-5], Sadism* [varies], Odious Personal Habits (Eats people) [-10], Social Stigma (Minority Group) [-10] or Intolerance (Total) [-10]; Appearance (Ugly) [-8]

Kangonesti 27 points

Attributes: DX +1 [20]; IQ -1 [-20].

Secondary Characteristic Modifiers: Per +1 [5].

Advantages: Infravision [10]; Outdoorsman 1 [10]; Extended Lifespan 5 [10]; Resistant (Sleep Effects) [5].

Disadvantages: Social Stigma (Barbarian) [-10]; Intolerance (“Civilized” Peoples) [-5].

Racially Learned Skills: Bow (A) DX-1 [1]; Broadsword (A) DX-1 [1].

Notes: The Outdoorsman talent is found on page B91. Social Stigma (Barbarian) is found on page BS186.

Qualinesti 29 points

Attributes: DX +1 [20]; HT -1 [-10].

Advantages: Infravision [10]; Extended Lifespan 5 [10]; Resistant (Sleep Effects) [5].

Disadvantages: Intolerance (Non-Elves) [-10].

Racially Learned Skills: Bow (A) DX-1 [1]; Broadsword (A) DX-1 [1]; Body Language (A) Per-1 [1]; Diplomacy (H) IQ-2 [1].

Silvanesti 53 points

Attributes: DX +1 [20]; IQ +1 [20]; HT -1 [-10].

Secondary Characteristic Modifiers: Per +1 [5].

Advantages: Infravision [10]; Extended Lifespan 5 [10]; Resistant (Sleep Effects) [5].

Disadvantages: Intolerance (Non-Silvanesti) [-10].

Racially Learned Skills: Bow (A) DX-1 [1]; Broadsword (A) DX-1 [1]; Thaumatology (VH) IQ-3 [1].

Dargonesti 66 points

Attributes: ST +1 [10]; DX +1 [20].

Advantages: Infravision [10]; Extended Lifespan 5 [10]; Resistant (Sleep Effects) [5]; Amphibious [10]; Doesn't Breathe (Gills) [10]; Pressure Support 1 [5]; Speak Underwater [5]; Alternate Form (Porpoise; Limited Use 3/day -20%) [12]; Obscure 3 (Vision; Defensive, +50%; Limited Use 1/day, -40%) [7].

Disadvantages: Intolerance (Non-Elves) [-10]; Dependency (Water Submersion) [-30].

Racially Learned Skills: Spear (A) DX-1 [1]; Net (A) DX-1 [1].

Porpoise Form 20 points

Attributes: ST +4 (Size, -10%; No Fine Manipulators -40%) [20]; DX +2 (No Fine Manipulators, -40%) [12]; HT +1 [10].

Secondary Characteristic Modifiers: SM +1 [0].

Advantages: Amphibious [10]; Breath-Holding 2 [4]; Injury Tolerance (No Neck) [5]; Nictitating Membrane 1 [1]; Night Vision 3 [3]; Pressure Support 1 [5].

Disadvantages: Ichthyoid Meta-Trait (Includes Aquatic, No Fine Manipulators) [-50].

Dimernesti 59 points

Attributes: DX +1 [20]; IQ +1 [20].

Secondary Characteristic Modifiers: Will -1 [-5]; Per -1 [-5].

Advantages: Infravision [10]; Extended Lifespan 5 [10]; Resistant (Sleep Effects) [5]; Amphibious [10]; Doesn't Breathe (Gills) [10]; Pressure Support 1 [5]; Speak Underwater [5]; Alternate Form (Otter; Limited Use 3/day -20%) [12].

Disadvantages: Intolerance (Non-Elves) [-10]; Dependency (Water Submersion) [-30].

Racially Learned Skills: Spear (A) DX-1 [1]; Net (A) DX-1 [1].

Otter Form 10 points

Attributes: ST -6 (No Fine Manipulators, -40%) [-36]; DX +3 (No Fine Manipulators, -40%) [36]; IQ +1 [20]; HT +1 [10].

Secondary Characteristic Modifiers: SM -3 [0].

Advantages: Amphibious [10]; Breath-Holding 2 [4]; Claws (Sharp) [5]; Nictitating Membrane 1 [1]; Night Vision 3 [3]; Teeth (Sharp) [1].

Perks: Fur.

Disadvantages: Cannot Speak [-15]; No Fine Manipulators [-30].

Kender 22 points

Attributes: ST -1 [-10]; DX +1 [20].

Secondary Characteristic Modifiers: SM -1 [0]; Will -1 [-5]; Per -1 [-5]; Move -1 [-5].

Advantages: Acute Vision 3 [6]; Extended Lifespan 1 [2]; Luck 2 [30]; Kender Handler 1 [5]; Rapier Wit (Limited Use 3/day, -20%) [4]; Legal Immunity (Kender) [5]; Unfazeable [15].

Disadvantages: Choose -15 points from the following: Absent-Mindedness [-15], Chummy [-5], Curious* [-5], Impulsiveness* [-10], Short Attention Span* [-10] or Xenophilia* [-10]; Kleptomania (12) [-15]; Reputation (Kender, Everyone but other Kender) -3 [-10].

Notes: Kender Handler is a talent found later in this document. A kender's legal immunity applies to small petty theft when they have returned the stolen items, usually it gets them locked up for the night and released outside the city walls the next day without further charges.

Gnome 44 or 39 points

Attributes: ST -1 [-10]; DX +1 [20]; IQ +1 [20].

Secondary Characteristic Modifiers: SM -1 [0]; Will +1 [5]; Per -1 [-5]; Move -1 [-5].

Advantages: Acute Taste/Smell 3 [6]; Extended Lifespan 1 [2]; Versatile [5]; Gnomish Craftsman 1 [10]; High TL +2 (TL3+2) [10].

Disadvantages: Vow (Life Quest) [-10]; Odious Personal Habits (Talks Too Fast) [-5]; Choose one from Curious* [-5], Clueless [-10] or Oblivious [-5].

Racially Learned Skills: Alchemy (VH) IQ-3 [1].

Notes: Gnomish Craftsman is a talent found later in this document.

Goblin -2 points

Attributes: ST -1 [-10]; DX +1 [20].

Secondary Characteristic Modifiers: SM -1 [0].

Advantages: Infravision [10].

Disadvantages: Appearance (Unattractive) [-4]; Social Stigma (Minority Group) [-10]; Intolerance (Total) [-10].

Racially Learned Skills: Stealth (A) DX+0 [2].

Hobgoblin 18 points

Attributes: DX +1 [20]; HT +1 [10].

Advantages: Infravision [10].

Disadvantages: Appearance (Unattractive) [-4]; Social Stigma (Minority Group) [-10]; Intolerance (Total) [-10].

Racially Learned Skills: Stealth (A) DX+0 [2].

Bugbear 27 points

Attributes: ST +1 [10]; DX +1 [20]; HT +1 [10].

Secondary Characteristic Modifiers: HP +3 [6].

Advantages: Infravision [10]; Damage Resistance (Tough skin) 1 [3].

Disadvantages: Appearance (Unattractive) [-4]; Social Stigma (Minority Group) [-10]; Intolerance (Total) [-10].

Racially Learned Skills: Stealth (A) DX+0 [2].

Minotaur 6 points

Attributes: ST +2 [20]; DX -1 [-20]; IQ -1 [-20].

Advantages: Damage Resistance (Tough skin) 1 [3]; Damage Resistance 2 (Partial, Skull only, -70%) [3]; Striker (Impaling; Limited Arc, Front, -40%; Long +1, +100%) [13]; Acute Taste/Smell 3 [6]; Extended Lifespan 1 [2]; Discriminatory Smell [15].

Perks: Fur.

Disadvantages: Code of Honor (Minotaur) [-10]; Intolerance (Non-Minotaur) [-10].

Racially Learned Skills: Intimidation (A) Will-1 [1]; Knot-Tying (E) DX+0 [1]; Swimming (E) HT+0 [1].

Notes: Code of Honor (Minotaur) is described later in this document. A minotaur's Strikers are his horns.

Irda 71 points

Attributes: IQ +1 [20]; HT -1 [-10].

Advantages: Charisma 1 [5]; Nightvision 5 [5]; Appearance (Beautiful; Impressive, +0%) [12]; Detect (Magic; Limited Use 1/day, -40%; Magic, -10%) [5]; Morph (Limited Use 3/day, -20%; Retains Shape, -20%; Mass Conservation, -20%) [40].

Disadvantages: Lecherousness (6; Accessibility, Only during the Valin, the Time of Mating, -80%) [-6].

Notes: The Valin is the Irda mating season, wherein Irda are compelled to mate with the first person who looks into her eyes.

Creatures & Races

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