Use of Alternate Experience - Type I
Increasing attribute
totals instead of increasing levels. When a character gains
the
amount of experience needed to rise to the next level (ex. 3rd to
4th), he or
she may trade in half of the experience points needed
to go up one level, and
instead increase his prime attribute by
one point, or any other attribute by
half a point. Attribute
totals may be increased up to 20, but not above. Once
past the
18th mark, prime attributes increase at only half-point levels, and
other attribute totals at quarter-point levels.
Use of
Alternate Experience - Type II
This is for characters who wish to
be more capable and varied. A PC may choose as
many of these
options as he or she wishes, as long as he or she subtracts the
percentage (listed to the left of the ability) from his or her
experience points
at the end of each adventure. The abilities
must be chosen when the PC is first
begun. If, at anytime, the
character does not subtract this percentage, he or she
loses,
permanently, the special ability. Nothing, not even a wish, can alter
the loss.
Cost Magical Abilities
-10% One certain first
level clerical spell (a) (*).
-10% One certain first level
druidical spell (a) (*).
-10% One certain first level magic-user
spell (b).
-10% One certain first level illusionist spell (c).
-05% Infravision as gnome (6“).
-10% Turn undead as
first level cleric (a).
-10% Immunity to all forms of disease.
-10% Ability to use clerical items (a) (*).
-10% Ability to
use fighter items.
-10% Ability to use magic-user items (b).
-10% Ability to use thief items (d).
-10% Ability to use any
one specific magic item (a,b,d). (Must be stated each
adventure,
which magic item will be used)
Cost Non-Magical
Abilities
-05% Identification of plant life, animal type &
pure water, 3rd level druid.
-10% Bind wounds as first
level cleric (a).
-05% Track as ranger of equal level.
-10%
Extra attack per round (only one per PC).
-05% All thief skills
as first level thief (d).
-05% Pick Pockets as thief same level
(d).
-05% Open Locks as thief same level (d).
-05%
Find/Remove Traps as thief same level (d).
-05% Move Silently and
Hide in Shadows as thief same level (d).
-05% Hear Noise as thief
same level (d).
-05% Climb Walls as thief same level (d).
-10%
Read Languages as thief same level (d).
-15% Backstab as thief ½
level, rounded down.
-25% Open hand damage as monk same level (or
martial arts style (if western PC)).
-10% Movement as monk of
equal level.
-10% Falling ability as fourth level monk.
-10%
Illegal use of weapon (or an extra proficiency slot).
-10%
Surprising and being surprised as ranger.
-10% Knowledge of extra
language, i.e. thieves cant or druidic.
(*) The character
must have a god listed on his or her character sheet.
(a) Minimum
wisdom of 12 required.
(b) Minimum intelligence of 10 required.
(c) Minimum intelligence of 15 and dexterity of 16 required.
(d)
Minimum dexterity of 9 required.
Additional Non-Magical
Abilities added by Lily House:
-10% Extra healing action per
round. (Only one per PC).
-15% Fire into melee per an archer
ranger.
-15% Chance to roll on the Birthright Chart per the
Oriental Adventures Book.
-20% Armor Class as a kensai of same
level.