Welcome to The Game Rules

The following information is the basic rules for the game, edited and updated: June 8, 2004

Character Generation
Step One:
Determine the world type that you come from by rolling percentile, use chart below to determine your home.

     % Rolled                World Description
0 – 20% War with Ancient Ranged and Melee Weaponry
21 – 40% Desert with no ranged technology (No metal)
41 – 60% Earth world with modern or advanced technology
41 – 50% - Modern              51 – 60% - Energy
61 – 80% One of the four worlds of Power
61 – 65% - Chaos                 66 – 70% - Tagon
71 – 75% - Amber                76 – 80% - Serma
81 – 100% Chaotic changing world (see below for tech level)
81 – 85% - No Tech           86 – 90% - Ancient
91 – 95% - Modern            96 – 100% - Future

Step Two:
Determine the bloodline that you come from rolling percentile. If you already rolled into one of the four worlds of Power, then this percentile will determine your placement in line for the throne on that world. All born out of the four worlds are considered illegitimate and are not in line for the throne.
% Rolled     Bloodline  Placement
0 – 20% Chaos Diplomat
21 – 40% Amber Military Leader
41 – 60% Tagon Prince
61 – 80% Serma Crown Prince
81 – 100% None/No Powers King or Ruler
Step Three:
Determine your age and starting place/money on hand. Pick an age between twelve and twenty-two or roll 1d8+11 (for young), or 1d12+10 (for older). Anyone eighteen or older rolls 1d20 on the following chart.

1 to 5 House (mortgage) 6 to 10 College/Military/Training
11 to 15 Home with Parents 16 to 20 Renting/Apartment

Money is determined by wisdom score multiplied by 1d4

Step Four:
Determine your stats, saving throws, number of attacks, and initiative. Roll 4d6 and drop the lowest die for dexterity, strength, constitution, intelligence, and charisma. Re-roll anything below an eight total. Your magic and hit points are effected by your constitution (recommended to be your highest roll). The worlds range from friendly to hostile places, so it is recommended that the next highest stat rolls be placed in your Strength and Dexterity.
Saving Throws:
Base is character level. Ability modifier is stat bonus
Attacks:
Base is character level divided by 2 and rounded down. Ability modifier is the related stat bonus. For example, level 2 character with Dex. at +2 and Str. at +1 would have melee +2 (Str +1 plus level 2/2) and ranged +3 (Dex +2 plus level 2/2). All characters gain the ability to attack more than once a round as their level increases. Every 5th level adds one attack. At level 2 you have one attack, and at level 5 you have two, and at level ten you have 3, ect…
Initiative:
Base is character level divided by 2, rounded down. Bonus is Dexterity stat bonus. For example, level 2 character with Dex. at +2 would have Init +3 (Dex +2 plus level 2/2).
Mana:
Base is constitution score plus 1d6 per level until immersed in one of the four powers, once immersed, mana is only increased by immersing in another source of power. Mana is regenerated at 1d4 +Con bonus per hour. Each power source you are attuned to gives you 25 mana. Will check against the power source will determine what happens during the characters attempt to attune themselves. Exceeding the will check causes the character to traverse without problem. Matching causes character to loose all mana, and then the power source begins to absorb the character at 2d6 hit points per melee round. Rolling under the power source’s will check will cause one of two things:
1) If they are of the bloodline, character is pushed away from the power source.
2) If they are not of the bloodline, character is absorbed into the power source.
Magic use:
“Magic” is the will of each of the four powers of balance. Each power allows it’s will to be carried by those of specific bloodlines. The will is converted into “mana”, and can be expended by the character to have their will carried out. Anything that the character wishes to have occur will be attempted by the mana they expend. Effect spells last for ten minutes, or until effect of spell is exhausted. If someone wishes to make a spell permanent, the spell will automatically pull half of mana cost for spell every ten minutes to keep the spell running. For all permanent changes, roll percentile against spell failing based on difficulty (example: altering a live being is harder than altering an object). Some worlds are unable to use magic, and some are unable to use technology. Percentile will be rolled when item is used. Magic percentile is 81-90% for complete failure, 67-80% for spell miscast, and 0-66% for success. See the chart for basic usage and mana costs.
Hit Points, injury, and death:
Base hit points is 24 +1d6 per level, plus Con bonus when you pass first level. Characters will loose hit points when events occur that would do them physical harm (example: Black Mage casts death bolt). Characters loose consciousness at zero hit points and then rolls a constitution check. A failed roll bleeds 2d4, a successful roll stabalizes. If a character looses half their hit points at one time, they must make a fortitude check. Failed roll will cause character to loose consciousness, otherwise, they will automatically be able to keep going until they reach zero hit points. Death will occur when the hit points are negative equal to the character’s constitution score. A dead character is unable to be brought back to life, though the Pattern, Tris, Kajiah, or Logrus do have the ability to create the character restored at the last point that they had contact with the powers. A character brought back in this way does not remember anything they have done since last attuning themselves, and the power restoring them may revoke and end their existance at any time. Roll percentage below 16% to have character restored. When a character goes unconscious and has mana left, a character will roll on a reflex save to see if the mana is used to automatically attempt to heal them.
Spell failure:
If character is attuned to any power source, then the percentage of failure is based completely on the equipment they carry. If not, then they will have a base fail rate of 65%, plus any equipment they are carrying.
Equipment:
Check the equipment chart, a list of weapons and damage that a starting character can have. Game Master has the option of limiting player’s choices based on the world they come from, or what they request to have. Crossbow arrows are lost when shot, bow arrows have 16% chance of being broken. (Roll above 84 on percentile)
Leveling Characters
See points in Advanced D&D players guide for experience points needed for each level. When you level, you will change the following:
Add 1d6 to your hit points
Add 1d6 to your mana if you have not immersed in a power source
Add base to your initiative (level/2 rounded down)
Every 3rd level gives you two points that you can add to any of your 6 stats, ensuring that no stat goes above 18 in score, or you can place these points in any misc mod slot.
Increase your saving throw base to equal your level
Change your attack base to your level/2 rounded down
Every 5th level gives you one more attack (2 hits on your initiative turn)
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