Castle Zagyg: Class Options & Skills For Yggsburgh
Castle Zagyg: Class Options & Skills For Yggsburgh
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1
NOTES ON DUAL-CLASS AND MULTI-CLASSING 4. Multi-classed characters can not combine abilities. For example,
a fighter’s extra attack indicates that the character can make an
It seems reasonable to this author that very able characters be allowed to extra normal attack -- not that he or she can use that extra attack
operate in two distinct and not incompatible classes simultaneously. Thus, to deflect missiles as a monk, make a back attack as a thief, or
a fair number of the non-player characters encountered in this setting inspire as a knight.
have dual class status and it would be unfair not to present the players
with the same options. There are two options when a player decides his 5. Starting gold is determined by rolling for each class individually,
character should have more than one class. The first option is multi- combining the results and dividing that by the number of classes
classing. This allows a character to be made up of more than one class the character has.
when initially created. The second option is dual-classing. Dual-classing
allows a character to acquire another class later on in their career. DUAL-CLASSING
Dual-classing is similar to multi-classing only in that the character has
MULTI-CLASSING several classes. The classes are acquired differently and progression is slightly
different. In dual-classing, the player’s character begins with one class, then
CHOOSING THE CLASSES decides to change careers (so to speak) and add a different class.
1. Any class can combine with any other class, barring alignment ACQUIRING CLASSES
restrictions and as long as the selected classes are not of the same prime
attribute (i.e. wizard/illusionist, fighter/ranger, etc. are prohibited). 1. The character must start with one class.
2. Up to three classes can be chosen for humans and two for demi- 2. The character must progress at least one level in the starting class
humans. before adding an additional class to his character.
3. The classes chosen must correspond to a prime attribute. 3. Barring alignment restrictions, any class can be added. Prime
attributes do not restrict class choice (i.e. one can be a wizard/
4. The Hit Dice for each class are rolled together and then averaged, illusionist, assassin/thief, etc.). A character can have a maximum
rounding up fractions of .5 or more, dropping any below that. of three classes but before adding a new class, the character must
progress at least one level in the previous class.
ADVANCING LEVELS
4. Before adding the class and its abilities, the character must
1. All experience points are divided equally amongst the classes undergo training. Before taking the new class, he or she must earn
chosen for the character. For example, if a fighter/thief were to double the number of experience points required for the new class
receive 250 experience points, 125 is applied to the fighter to reach 2nd level. Only after this number of experience points
class and 125 to the thief class. All fractions are dropped. have been earned does the character acquire those class abilities.
2. A character progresses in one class as soon as he or she acquires Furthermore, the character must be working with another
enough experience points to do so. For example, if a cleric/wizard character or non-player character of the class to be added, and
has 2,252 experience points in both the wizard and cleric class that trainer must be of at least 3rd level.
(they must always be equal), that character advances to 2nd level And finally, while in this period of training, they must obey all
cleric while remaining a 1st level wizard. the restrictions of being dual-classed (see below). In this case, all
3. When advancing a level, use the Hit Die type for the class one abilities and checks associated with the new class are made at -5
advanced in to determine the number of hit points gained. The and no magic can be used.
sum is then divided by the number of character classes. For example, a fighter decides to become a thief. After attaining 2nd
Using the cleric/wizard above, the player rolls a d8 for hit points level as a fighter, the character must gain 2501 experience points
and then divides the result by two, rounding up any fraction of .5 in cross-over training before adding 1st level thief to the character.
or greater and dropping any fractions less. When the character Additionally, this 2501 experience points must be earned while the
acquires 2,602 experience points in each class, a d4 is rolled character is under the tutelage of a 3rd level or greater thief. During
and similarly divided. If a level is lost (drained, etc.), half of the this training period, the character can use thief abilities (such as
average of one HD is lost in the process. pick pockets) but does so at -5 to his or her check.
Once a class achieves 11th level, hit point accumulation is equal 5. Once a level has been attained in the new class, the player may
to standard class advancement, also divided in half. For example, apportion experience points in any manner chosen by the Castle
an 10th/8th thief/fighter advances a level in thief and thus gains +1 Keeper. Thus, level advancement may be uneven.
hit points (as opposed to +2).
6. When advancing a level, use the Hit Die type for the class one
4. The total character level of a multi-class character equals the level of the advanced in to determine the number hit points gained. Using the
highest class plus half the levels of the remaining classes. So a 4th/4th fighter/thief above, the player rolls a d6 for hit points when adding
level thief/fighter is a 6th level character for purposes of saving throws. the new class (thief).
7. The total character level is the sum of all the class levels. So a 4th/
RESTRICTIONS
4th level thief/fighter is an 8th level character.
1. Multi-classed characters use the best “to hit” bonus of their
When the 11th character level is gained, hit point accumulation
classes.
changes. At this point, hit point accumulation is equal to the
2. Multi-classed characters use the least restrictive weapons list for advancement of the character’s classes at 10th level and beyond.
their classes. For example, a 5th/ 5th thief/fighter advances a level in thief and
3. Multi-classed characters use the most restrictive armor list of thus gains +2 hit points. If and when that character gains a level
their classes. of fighter, he or she gains +4 hit points.
2
To take a modern example, would it be reasonable for someone lacking
the training in corporate tax law to correctly fill out the requisite tax
forms for a small corporation, much less a large one? For example, the
Suborning skill includes the ability to bribe. Consider two characters,
Aldous and Bensley, attempting to bribe a local magistrate. Aldous has
the Suborning skill and Bensley does not. Bribery is a charisma based skill.
RESTRICTIONS So both would make a charisma check to determine if they successfully
bribe the officer of the law. Because Aldous has the Suborning skill, he
1. Dual-classed characters use the best “to hit” bonus of their classes.
is allowed to add a bonus to his charisma check. This roll, however, is
2. Dual-classed characters use the least restrictive weapons list for their modified by difficulty and other considerations the Castle Keeper may
classes. deem appropriate.
3. Dual-classed characters use the most restrictive armor list of their The following section describes what secondary skills are, how to acquire
classes. them, apply them in the game, and how to adjust rolls. Castle Keepers are
encouraged to expand upon these skill sets to suit the campaign.
4. Dual-classed characters can not combine abilities. For example, a
fighter’s extra attack indicates that the character can make an extra WHAT ARE SECONDARY SKILLS?
normal attack — not that he or she can use that extra attack to
Secondary Skills are really bundles of skills, abilities and capabilities that
deflect missiles as a monk, make a back attack as a thief, or inspire reflect or incorporate certain sets of social skills, intellectual abilities or
as a knight. physical capacities. For example, Bullying affects a character’s ability to
grapple, intimidate, punch, and threaten opponents. As this example
SECONDARY SKILLS shows, secondary skills are broad sets of abilities that can be structured
under one category. By possessing a secondary skill, a character or non-
This section pertains to the acquisition and application of secondary skills
player character is better able to perform such abilities than those who do
for characters. Secondary skills are bundles of related abilities that can
not possess them.
be possessed by non-player characters and/or player characters. These
“skill bundles” represent a character’s ability to perform actions within
ACQUIRING SECONDARY SKILLS
the ability description with an expertise greater than those without the
ability. Secondary abilities are acquired by an expenditure of experience points
(XP). The XP expended can not be used for class level advancement.
When applying this system the Castle Keeper should note the following:
The XP cost for skills depends upon the type and level of the skill. Also,
characters attempting to perform actions covered by a secondary skill
skills can be improved upon. The first acquisition of an ability means the
that they do not possess can not perform as well as characters (or non-
character has a Level One secondary skill. The second acquisition indicates
player characters) that do possess these skills. This allows secondary skills
the character has a Level Two skill. These levels can increase as high as the
to have some meaning in the game.
character desires, or as the Castle Keeper chooses to limit. Each skill level
acquisition is considered separate for advancement purposes.
3
There are three classifications of abilities as pertains to cost: GENERAL SECONDARY SKILL DESCRIPTIONS
SKILL, PRIME SKILL and NON–PRIME SKILL.
The following is a list of secondary skills available for use in the Castle
GENERAL SKILL: These abilities are open to all. Zagyg campaign. We encourage the Castle Keeper and players to expand
upon this list as necessary, modify it, or even split the secondary skills up
PRIME SKILL: These abilities are prime-specific and more easily learned by into more discrete units.
a character with that primary attribute.
AMBUSH
NON-PRIME SKILL: This refers to the acquisition of skills that are prime- (dexterity and wisdom; prime = dexterity )
specific but of which the character does not have a primary attribute.
This ability allows for concealment (objects or person), hiding (in general)
Each Skill classification has a base cost in experience points. Thereafter, and trap construction. The concealment and hiding work in the same
the XP cost is cumulative as follows: manner as a thief’s hide ability. The traps work in the same manner as a
ranger’s traps ability. This skill also confers a +2 to all surprise checks. If
ABILITY CLASSIFICATION COST IN EXPERIENCE POINTS a thief takes this ability, they add an additional +2 to their hide, open lock
and traps abilities.. If a ranger takes this ability, they gain an additional
3,000 + 3,000 per level added or new
PRIME SKILL +2 to all traps checks.
ability added.
5,000 + 5,000 per level added or new As a prime ability, for NPCs only, this secondary skill confers a Thief class
GENERAL
ability added. level of 3-6.
8,000 + 8,000 per level added or new ANIMAL TRAINING & HANDLING
NON-PRIME SKILL
ability added.
(charisma — general)
4
BULLYING DETECTION
(strength and charisma; prime = strength) (intelligence: general)
This skill set references one’s ability to grapple, intimidate, punch, and This skill set refers to the capacity to mentally note facts, including the
threaten opponents. power of observation and ratiocination. This ability includes detecting,
examining, investigation, observing, searching, and watching, as well as
This ability references all grappling, overbearing and pummeling researching and tracking down information. This is an ability similar to
attacks by giving the attacker a +2 “to hit” bonus per level of the that possessed by sleuths of private and public sort.
skill. Furthermore, intimidation and threats can be used as non-violent
methods of forcing an opponent to bend to one’s will. The character or ESCAPE ABILITY
non-player character acted upon (threatened or intimidated) must make (dexterity: prime)
a charisma saving throw to be unaffected. This saving throw is adjusted
by -2 per ability level of the one initiating the act. If the saving throw is This ability allows for distraction, diversion, evasion, and sprinting
not successful, the affected person will essentially do as requested, refuse during combat. Possession of this skill set confers a +2 to armor class if a
to fight or back down from a demand. successful dexterity attribute check is made. This modifier is in addition
to all other modifiers that normally apply. This skill can not be used in
As a prime ability, for NPCs only, this secondary skill confers a Fighter conjunction with any other action, with the following exceptions: dodge,
class level of 1-4. disengaging from combat, evade and the monk’s deflect missiles ability.
One can not make an attack or cast spells in the round this is used nor use
BUSINESS
any other class ability. Further, if disengaging from combat, a successful
(intelligence and wisdom; prime = intelligence) dexterity check indicates that a hasty withdrawal can be made without
incurring the armor class penalty or the free swing from an opponent.
This ability relates to one’s performance in accounting, banking,
commerce, finance, investing, and trading. It assures literacy and As a prime ability, for NPCs only, this secondary skill confers a Thief class
numeracy. As a practical matter, this ability allows a character to partake level of 3-6.
in and understand various business dealings, understand the complexities
of taxing and licensing, and make better business deals for it. It also allows ESOTERIC ABILITY
for the decipherment of contracts and an understanding of bookkeeping. (intelligence: prime)
Castle Keepers must use their best judgement in the use and application This skill set references a character’s knowledge of ancient history, arcana,
of this ability due to its broad range. However, in general this allows for artifacts, fables, lost lore, mysteries, occult and relics. It assures full literacy
a character to have greater knowledge of business practices. As such, and numeracy. This skill gives one a range of knowledge in fields of study that
any character with this ability should be able to note when they are others are not likely to know. It allows the character to make an intelligence
being offered a bad business deal, poor exchange rates, and they have an check to determine whether they know (or at least know where to go to
understanding of the complexities of tax laws -- to name a few. learn) about a particular subject or issue related to the above mentioned
subjects. It also increases the character’s chances of locating items of interest
When a character is presented with a situation in which a better business
in antique shops, books in libraries, or other related activities. In cases in
deal can be made, or that business laws might be broken, they should
which a character may know of or about a subject, and specific knowledge is
be allowed to make either an intelligence check or wisdom check
called for, an intelligence check should suffice to determine if the character
(depending on the circumstance) to determine if they know how to
knows it. As with all skills, the Castle Keeper needs to use his or her best
better execute their actions. Further, when making transactions or trying
judgement on when and how to apply this skill.
to “hoodwink” others in business dealings, the recipient of the character’s
action should make a saving throw at -2 per skill level to determine if the As a prime ability, for NPCs only, this secondary skill confers a Magic-
acting character’s proposals are accepted. In the latter case this could User class level of 1-4.
occur when one is trying to exchange gems or jewelry or other items at
inflated or deflated prices. FORGERY ABILITY
CONSTRUCTION (dexterity: prime)
(intelligence and strength — general) This ability affects a character’s ability to copy, counterfeit, draw duplicates
and fake documents. This skill set is fairly restricted to acts of forgery,
This ability refers to the capacity to build, do carpentry, engineering, whether deeds of ownership, heraldic symbols, coinage, papers of heritage
build fortifications, masonry, mechanics. It assures basic literacy and full and even antique paperwork. When used, the character must make a
numeracy. successful dexterity check to adequately create a forged item. A failure
indicates another attempt must be made (that is, if the character is even
This ability allows the character to perform and understand the nature
cognizant of the apparent failure!). For those on the receiving end of the
of basic construction. It allows the character to design, build and oversee
forged item, they must make an intelligence check at -2 per level of the
construction projects, spot shoddy work and make basic repairs to
forger’s secondary skill. If the check is successful, they note the forgery.
buildings or fortifications. The Castle Keeper must use his or her best
judgement in the use and application of this ability. For example, if a As a prime ability, for NPCs only, this secondary skill confers a Thief class
character were looking over the designs for a castle, house, or other level of 2-5.
structure, they might be able to note (with an intelligence check)
whether or not the plans have a flaw. The character may be working on MILITARY LEADERSHIP
a project and well know how to assemble appropriate scaffolding, or, in
another case, know how to build a complex doorway. (charisma and intelligence; prime = charisma)
5
management, organization, planning, strategy and tactics in warfare. It It is up to the Castle Keeper to allow more specific knowledge for more
also affects the capacity to organize or circumvent problems that might focused fields -- a Knowledge Specialist in Taxidermy will know a little
result from the management of an army. This skill allows for the efficient bit about mammals (as well as most other animals), but a Knowledge
planning and orchestration of the movement of large bodies of troops. For Specialist in Mammals will know a lot about them and very little about
example, efficient logistics chains are more easily managed and supplies preserving their hides.
are made more available if one possesses this skill. Castle Keepers must
use their best judgement in the practical application of this skill, as it will NAUTICAL ABILITY
generally only come into play when the movement of large armies occurs. (dexterity, constitution, intelligence: general)
However, should a character be responsible for the provision of a party, it
is likely that the possessor of this skill may note a deficiency. The Castle This skill set affords the possessor superior knowledge of boating, ship
Keeper should inform the player of this, providing a successful wisdom command, diving, fishing (deep and fresh water), navigating, sailing,
check is made. Further, if a knight has this ability, his inspire ability is and swimming. It references a broad range of nautical skills. Should the
treated as two levels greater than the class level. situation ever arise in which knowledge of the sea, river or lake come to
be needed, the character with this skill should minimally have an idea
As a prime ability, for NPCs only, this secondary skill confers a Fighter or answers to concerns or issues. Characters with this skill can swim
class level of 2-5. better than others, navigate by the stars or sun, fish and supply food as a
ranger, maneuver boats, and sail many a sea-going craft. All checks used
JUDGMENT ABILITY that relate to this skill receive a +2 to the roll. Examples might include
(intelligence and wisdom; prime = wisdom) intelligence checks for navigating, constitution checks for deep sea diving,
and dexterity checks for maintaining control of a rudder during a storm.
This ability allows for the detecting of deception, evaluating worth,
learning, logic, sophistry, and assures literacy and numeracy. Judgement As a prime ability, for NPCs only, this secondary skill confers a Fighter
covers a wide range of capacities. It can be used to detect lies another class level of 3-6.
is telling, to interpret the meaning of another’s words as well as intent,
desires and related emotions. Should a check be necessary, the person SUBORNING ABILITY
possessing this skill must make wisdom check at +2 per level of this (charisma and intelligence; prime = charisma)
skill to detect a lie, the accuracy of another statement, intent, etc.
Further, judgement allows for the assessment of the accuracy of another’s This skill set relates to blackmail, bribery, convincing, diplomacy,
statements. This is done by making an intelligence check at +2 per level ingratiation, influence and lying. This is a social skill that allows the
of ability. This is, of course, presuming the character possessing the skill character to more effectively carry out any of the above actions as
can even know the accuracy of that statement. For example, should a he or she knows the specialized languages, body motions, traditions
non-player character make a false claim about a kingdom which the and cultures of those he or she is dealing with. For example, bribing a
character knows nothing of, there is little chance he would know the city official is a delicate task and requires not a small amount of tact.
statement was false. However, the character could make a wisdom check Blackmail may require some specific piece of intelligence -- or knowledge
to determine if the non-player character were dissimulating. of how to acquire that information with which the character intends to
bribe. In all cases the possessor of this skill is allowed to make a charisma
As a prime ability, for NPCs only, this secondary skill confers a Cleric class or intelligence (as appropriate and determined by the Castle Keeper) to
level of 2-5. determine if one is successful at performing it. A failed check indicates
the attempt at bribery failed or diplomacy failed. The character receives a
KNOWLEDGE SPECIALIST +2 for each level of skill they possess.
(intelligence: prime)
As a prime ability, for NPCs only, this secondary skill confers a Thief class
The Knowledge Specialist has delved deeply into one topic and knows a level of 3-6.
lot about that topic through either study and/or experience. Knowledge
Specialists can be used as sages or professors in the topic that they SUNGKINESE MEDICINE
specialize in. When researching a question concerning their area of (wisdom: prime)
specialty, a Knowledge Specialist may make an intelligence check to
know the answer to a question or know where to look for the answer. This ability references the character’s knowledge of Sungkinese Medicine,
an ancient art of the Far East that involves the application of herbs,
The areas of specialization that can be used include: tonics, meditation, acupressure, acupuncture, and energy flow breathing
exercises. With the proper materials (herbs, tonics, acupuncture needles,
• ARCHITECTURE (and construction) fire cups, etc.), proper environment (peaceful, comfortable), and one
hour of treatment administered and exercise regimen supervised, the
• ENGINEERING (all forms)
practitioner of Sungkinese Medicine may make a wisdom check at +2
• FAUNA (including biology) per level of the skill. If successful, the result is a calming and balancing
of the body, mind and soul providing the recipient with a +2 constitution
• FLORA (including botany) bonus for 24 hours. Failure indicates no such bonus. This technique may
be used but once per week on a single subject.
• HISTORY (local, regional, world, cultural & social)
Note that one possessing this skill must have studied under someone that
• HISTORY (intelligent races, human & non-human) is expert (level 3) in Sungkinese Medicine; or have been to the Far East
where it is practiced, spent no less than three years there, and has thus
• LITERATURE learned the basics of the skill.
• THEOLOGY
6
SWINDLING ABILITY Thespianism, they are allowed a +6 to their roll. Also, this roll is adjusted
by any appropriate attribute modifiers. It is important to note that the roll
(charisma and intelligence; prime = charisma)
is not adjusted by the character’s class level.
This skill set refers to the capacity to cheat, deceive, fix (as in contests),
In some instances the use of a skill causes another to make a saving
fraud, gamble, odds (establishing) and promote events (thus assuring
throw. In such cases the affected being (character, monster, etc.) makes a
numeracy). This skill allows the character to perform many tasks related
saving throw. The saving throw is modified by a -2 for each level of skill
to swindling others out of their money, from cheating at cards, running
possessed by the acting character. This roll is further adjusted by any
pyramid schemes, fixing wrestling matches, and running the odds on
attribute modifiers. When a saving throw is called for, the defender’s level
dice games. Whenever a character employs this skill they receive a +2
or hit dice, as the case may be, do affect the roll.
to their checks per level of experience in the skill. For example, should
a character with this skill attempt to cheat at cards, they make an Further, there are always circumstances that require some modification
intelligence check, and if they succeed, they have succeeded in cheating beyond those mentioned above. Unusual circumstances, the weather, and
the opposing players. Of course, using the Judgement skill, another pure chance can come into play and affect the chances of success. Also,
character can attempt to discover this deception by making a successful the difficulty of the situation can adjust the roll. The following is offered
intelligence or wisdom check. as a guideline for deciding such modifications.
THESPIANISM
(charisma: general) MOST RUDIMENTARY -8
VERY EASY, SIMPLE -6
This ability refers to acting, disguise (makeup), impersonation, mimicry,
OFTEN DONE, ROUTINE -4
orating, performing, reciting, singing (assures literacy). This ability
indicates a character’s capacity to carry off performance acts to entertain USUAL / KNOWN -2
a crowd or, at its most unusual circumstance, impersonate another. The NORMAL DEMAND 0
ability works as the illusionist’s disguise ability. It can also be used to
SOMEWHAT UNUSUAL APPLICATION +1
entertain people. To determine the effectiveness of the performance, the
character makes a charisma check at +2 per skill level, and if successful, COMPLEX /COMPLICATED +3
the audience receives the acting well; if not, boo’s and rotten tomatoes DEMANDING / DIFFICULT +5
may follow. This check is adjusted by an audience (or an individual VERY DEMANDING +7
member’s) expectations and knowledge. Should an illusionist or an
assassin select this ability, he or she will receive an additional +2 to all EXTREMELY DIFFICULT +9
disguise checks per level of this skill. NEARLY IMPOSSIBLE +11
The use of secondary skills in a game will take a creative Castle Keeper. 3. One-half normal XPs for each adversarial creature (monster)
While some of the skills are straightforward, others are not; or they duped, captured, or driven away.
involve such general concepts as to make specific explanation on when
and how to apply them in their myriad forms, meaningless. That said, 4. For all fighter-type characters (fighters, rangers, barbarians,
some explanation must be given. knights, paladins), meaningful use of a weapon against an
adversary: 10 XPs per character level of the fighter per battle.
First, to resolve an issue that involves a secondary skill does not
necessarily require a skill check. Oftentimes success is guaranteed, or 5. For spell-caster characters, successful and meaningful use of a
the Castle Keeper knows what the outcome would or should be. In spell: 100 XPs per spell level, 25 per 0-level casting.
other cases the Castle Keeper might want to propel the story along some
interesting path and allow for its success. Only in those cases in which a 6. For ranger characters, successful and meaningful use of a listed
chance of failure looms large should a skill check be required. Or, that is, function: 20 XPs per character level of the ranger.
those involving combat. Once the Castle Keeper decides that a chance of
7. For thief (or assassin) characters, successful and meaningful use of
failure is possible, then a check must be made.
a listed function: 20 XPs per character level of the thief.
To make the check, the character acting (such as doing research)
8. For monetary value of treasure gained, thieves get 1 XP for every
simply rolls an appropriate attribute check and adds +2 per skill
5 sp found and all others get 1 XP for every 1 gp found.
level of experience. So if a character has 3 levels of skill experience in