DS Characters

Every Dungeonslayer character can rise to reach a maximum level of 20 and is composed of nine base values (3 attributes plus 6 abilities). The higher an attribute or ability, the better.

ATTRIBUTES & ABILITIES

THE 3 ATTRIBUTES

Every character is described by the three attributes Body, Agility and Mind.

BODY (BOD):

This attribute describes a character’s fitness and his stature.
Abilities: Strength & Toughness

AGILITY (AGI):

Agility is a measure of a character’s athletic capabilities.
Abilities: Reflexes & Dexterity

MIND (MIN):

Describes a character’s intelligence and his ability to influence others.
Abilities: Reason & Aura

THE 6 ABILITIES

The six abilities are arranged in three pairs that are directly related to their corresponding attributes.
Body: Strength & Toughness
Agility: Reflexes & Dexterity
Mind: Reason & Aura

STRENGTH (ST):

Strength reveals how muscular you are and if you are able to strike hard at your opponents.
Attribute: Body

Toughness (TO):

Is your character a tough hunk, who can cope with a lot of damage?
Attribute: Body

REFLEXES (RF)::

Does your character have cat-like reflexes and can he dodge blows?
Attribute: Agility

DEXTERITY (DX)::

A measure of hand-eye-coordination and the precision of ranged attacks.
Attribute: Agility

REASON (RE):

Characters with a high value in RE are clever, have good deductive skills and might become mighty spellcasters
Attribute: Mind

AURA (AU):

A character’s appearence, charisma and a measure of his magical talent.
Attribute: Mind

COMBAT VALUES

Combat values are calculated from your base values and the equipment currently worn. When equipment or your base values change, you have to recalculate the combat values.

HITPOINTS (BOD + TO + 10):

A character’s hitpoints (HP) are a measure of the maximum damage he can sustain before he becomes unconscious.

DEFENSE (BOD + TO + AV):

With Defense you can reduce the amount of damage you suffered. Armor, helmets, shields, etc. raise Defense by their armor value (AV).

MELEE ATTACK (BOD + ST):

Relevant when making close-combat attacks. When wielding a weapon this value is modified by the weapon bonus (WB).

RANGED ATTACK (AGI + DX):

Relevant when making ranged attacks. When wielding a ranged weapon this value is modified by the weapon bonus (WB).

DODGE (AGI + RF - AV):

In addition to their Defense, characters can try to reduce damage by dodging attacks. Armor (excluding light armor made from cloth) reduces the dodge value by its armor value (AV).

SPELLCASTING (MIN + AU - AV):

Spells are cast with this value, which is raised by the casting bonus (CB) of your active spell, but is lowered by the armor value (AV).

TARGETED SPELLS (MIN + DX - AV):

The relevant combat value to cast targeted spells. It is raised by the casting bonus (CB) of your active spell, but is lowered by the armor value (AV).

CHARACTER CREATION

1. CHOOSE RACE

By default every character belongs to one of the three races Elves, Humans and Dwarves.

Please note that the choice of races can be modified by the setting used.

Elves and Dwarves get a couple of racial abilities that should be noted on the character sheet, while Humans get a free talent point (see page 8).

RACE RACIAL ABILITIES
Elf Fleet-footed (Sneak & similar tasks +1), Nightvision, Immortal (don’t age after adulthood and may only killed by force)
Human 1 talent point
Dwarf Darkvision, Longevity (only slow aging after adulthood)

//Example: For our example we choose a dwarven healer, because this race/class-combination covers all aspects of the character creation.

At first we write down Dwarf under race and note the racial abilities Darkvision and Longevity on the character sheet.//

2. CHOOSE CLASS

You have to choose one of the three available classes (Fighter, Scout, Spellcaster).

Spellcasters also have to decide if they wish to play a Black Mage, a Healer or a Wizard. This choice influences what kind of spells they have access to.

//Example: We write our chosen class - healer - onto the character sheet.

Please note that some race/class-combinations may be unavailable in certain settings.//

3. ASSIGN ATTRIBUTE VALUES

You now get 18 points you can distribute onto your three attributes Body, Agility and Mind, taking the following rules into account:

1. EVERY ATTRIBUTE MUST BE ASSIGNED A VALUE FROM 2 TO 10. ONLY EVEN VALUES ARE ALLOWED (NO 3, 5, 7 OR 9)

Example: A spellcaster needs a high value in the Mind attribute, so we put 8 points into that. The remaining points are used to set Body to 4 and Agility to 6.

4. ASSIGN ABILITY VALUES

The abilities are assigned by dividing the corresponding attribute by two and allocating the result between its two abilities. It is possible to put all points into one ability while the value of the other stays 0.

Example: Body 4 allows us to put 2 points into Strength and Toughness, Agility 6 gives us 3 points to be distributed among Reflexes and Dexterity and Mind 8 allows us to allocate 4 points to Reason and Aura.

Body 4 Agility 6 Mind 8
Strength 0 Reflexes 1 Reason 2
Toughness 2 Dexterity 2 Aura 2

5. RACE & CLASS BONUSES

Every character gets additional ability points for free according to his race and class:

RACE RACE BONUS
Elf Reflexes, Dexterity or Aura +1
Human one ability of your choice +1
Dwarf Strength, Toughness or Dexterity +1
CLASS CLASS BONUS
Fighter Strength or Toughness +1
Scout Reflexes or Dexterity +1
Spellcaster Reason or Aura +1

//Example: Our dwarven spellcaster chooses to improve Toughness and Aura by one:

Body 4 Agility 6 Mind 8
Strength 0 Reflexes 1 Reason 2
Toughness 3 Dexterity 2 Aura 3

6. INITIAL SPELL

Spellcasters have access to one level one spell from the spell list. Available spells are listed on page 12.

Example: Our dwarven healer decides to learn “Healing Hands”, which is a H1 spell, available to first level healers.

7. EQUIPMENT

Every character begins the game with simple clothes, flint and tinder, a waterskin, a blanket and a backpack or satchel.

He also gets 10 gold pieces, that he can spend on further equipment. A list of available items can be found on page 13.

Example: We write down the starting equipment in the equipment section of the character sheet and buy an axe (WB+1) for 6 gold pieces, spending the remaining 4 gold on leather armor (AV+1).

8. COMBAT VALUES

The formulas used to calculate the various combat values always use the current abilities of a character.

The combat values will have to be recalculated when the abilities or the equipment change.

COMBAT VALUES FORMULAS

Hitpoints = BOD + TO + 10
Defense = BOD + TO + AV
Melee Attack = BOD + ST + WB
Ranged Attack = AGI + DX + WB
Dodge = AGI + RF – AV
Spellcasting = MIN + AU + CB
Targeted Spells = MIN + DX + CB

Example: Using the current abilities and equipment we determine our combat values:
Hitpoints 17, Defense 8, Melee Attack 5, Ranged Attack 8, Dodge 6, Spellcasting 12 and Targeted Spells 10.

9. SPEED

Your character’s movement speed is equal to half his Agility +1 (Speed = AGI/2 +1) and tells us how many meters your character may move during a combat round.

Example: With an Agility of 6 our dwarf may move up to 4 (6/2 +1) meters per round.

10. FINISHING TOUCHES

Finally we write down that the character’s level is 1 and that he has no experience or learning points.

Then we have to decide on a name and gender for our character.

If you wish you can also flesh out your character’s background with the GM’s discretion of course.

Where did he grow up? What are his beliefs and what are his ideals? Is he a loyal retainer or does his fealty change in any given situation?

The last questions in particular can be decided during gameplay, so your character is now ready for action!

EXPERIENCE

THE EXPERIENCE LADDER

When a character’s experience points (XP) reach a certain threshold he reaches the next level.

The current maximum level is 20.

When a character levels up he is granted 2 learning points and 1 talent point. Spellcasters also get access to new spells.

LEVEL XP LEVEL XP
1 0 11 2.700
2 50 12 3.500
3 100 13 4.300
4 200 14 5.300
5 300 15 6.300
6 500 16 7.600
7 700 17 8.900
8 1.100 18 10.500
9 1.500 19 12.100
10 2.100 20 14000

Example: The elvish scout Jherrant (Level 4 with 289 XP) receives 48 XP for completing his last adventure. His new XP total is 337 XP which means that Jherrant has reached 5th level.

LEARNING POINTS

You can use the 2 learning points you get when levelling up to raise abilities and hit points.

The costs are different for each class.

Sometimes it will be necessary to save your points for the next level to be able to purchase the raise you want:

CLASS ST TO RF DX RE AU HP
Fighter 2 2 3 3 3 3 1*
Scout 3 3 2 2 3 3 1*
Spellc. 3 3 3 3 2 2 1*

*: For every learning point spent on hit points fighters get +3 HP, scouts get +2 HP and spellcasters get +1 HP.

//Example: Jherrant receives 2 additional learning points which he could use to raise Reflexes or Dexterity by 1 point. But he wants to raise his Toughness instead (which would indirectly raise his hit points and Defense) which costs scouts 3 learning points.

So he has to wait until he has reached 6th level to spend 3 of his 4 learning points to raise Toughness by 1.

He then uses his remaining point to raise his hit points by 2.//

LEARNING NEW SPELLS

When a spellcaster reaches a higher level, he can learn new spells. This doesn’t cost any learning points.

Instead the spell must already be in possession of the character.

If not he must try to find new spells during adventuring (or purchase them in a library for example). For each new level, a spellcaster can learn new spells until the sum of the spells’ levels is equal to the character’s new level.

Example: The black mage Miroslav reaches 4th level. He can now a learn four 1st level spells, two 2nd level spells, one spell of 1st level and 3rd level each or a single 4th level spell.

TALENTS

Starting at 2nd level, characters receive a talent point (exceptions are human characters who get a free talent point at character creation).

Talent points are the only way characters can obtain talents.

Example: As Jherrant finally reaches 6th level, he chooses a new talent which he pays with his recently gained talent point.

PREREQUISITES

Please note that some talents cost more than one talent point (players will have to save points to acquire expensive talents later) and there are certain prerequisites that can be different from class to class.

E.g. a talent with the prerequisite “Fighter 6” can only be learned by fighters with level 6 or higher.

If a class isn’t mentioned in the list of prerequisites, it cannot learn the talent.

Example: Jherrant chooses the talent Hunter (for one talent point), which scouts can learn from 2nd level on.

TALENT RANK

All talents can be obtained several times, thus they are presented with ranks ranging from I to V (e.g. Blademaster I-III can be learned three times). The effects of each talent are cumulative.

//Example: Since Jherrant has already bought the Hunter talent when he reached 4th level, he now acquires Hunter II.

The check bonus granted by the Hunter talent rises from +1 to +2 and Jherrant can now hunt enough food for 2 persons without much hassle.//

TALENT DESCRIPTIONS

ACROBAT I-V 1 TALENT POINT

Fighter 3, Scout 1, Spellcaster 3The character is a trained climber and gymnast.

For checks where acrobatic aptitude makes a difference, the character gets a bonus of +1.

ARMOR TRAINING I-V 2 TALENT POINTS

Fighter 4, Scout 8

The character is trained in the use of heavy armor.

That allows him to reduce the speed penalty of his armor by 0.5m per rank.

BLADEMASTER I-III 2 TALENT POINTS

Fighter 4, Scout 8, Spellcaster 8

The character is a formidable melee fighter. His Melee Attack gets a +1 bonus.

BRUTAL STRIKE I-III 2 TALENT POINTS

Fighter 4, Scout 8

The character is allowed to add his Body attribute to his Melee Attack value for one round once per battle per rank in this talent.

COOLDOWN I-V 2 TALENT POINTS

Spellcaster 4

This talent reduces the cooldown time of any spell by one to the minimum of 0.

CRAFT I-V 1 TALENT POINT

Fighter 1, Scout 1, Spellcaster 1

The character is trained in a craft (+1).

DEADLY SHOT I-III 2 TALENT POINTS

Scout 4

The character is allowed to add his Agility attribute to his Ranged Attack value for one round once per battle per rank in this talent.

EDUCATION I-V 1 TALENT POINT

Fighter 1, Scout 1, Spellcaster 1

The character is quite educated and can use his vast knowledge to his advantage.

He gets a +1 bonus on all knowledge or puzzle solving checks.

FAMILIAR I-III 1 TALENT POINT

Scout 9, Spellcaster 5

Per rank of this talent the character acquires one animal companion.

These may be large or medium animals for Scouts (like hawk, dog, horse, wolf etc.) or small animals for spellcasters (like cat, frog, raven).

The loyal animals follow simple commands like “Sit!” or “Attack!” and have their Reason attribute increased by 1.

Please note that no intelligent conversation is possible and they cannot be trained to serve as forward observers or spies.

FAST I-V 2 TALENT POINTS

Fighter 6, Scout 2, Spellcaster 4

The character is a fast runner. His Speed is increased by 0.5m per rank of this talent.

FAST REFLEXES I-III 2 TALENT POINTS

Fighter 2, Scout 2, Spellcaster 2

The character has exceptionally fast reflexes. He gets a +2 bonus on combat initiative.

FIREMAGE I-III 2 TALENT POINTS

Black Mage 2, Healer 10, Wizard 4

The spellcaster is trained in the use of fire magic.

He gets a +1 to all checks related to fire-based spells.

HERO’S LUCK I-III 2 TALENT POINTS

Fighter 10, Scout 10, Spellcaster 10

Luck really shines upon this character. He can reroll one check per rank every 24 hours.

HUNTER I-IV 1 TALENT POINT

Fighter 5, Scout 1, Spellcaster 9

The character is at home in the wilderness and this grants him a +1 bonus on all checks related to reading tracks, hunting game or orientation.

In addition to that, this talent allows the character to find enough food for one person per rank per day in the wilderness by hunting game or collecting berries.

LUCKY DEVIL I-III 2 TALENT POINTS

Fighter 2, Scout 2, Spellcaster 2

The character is a such a lucky devil that he can ignore one critical failure per rank every 24 hours.

MARKSMAN I-III 2 TALENT POINTS

Fighter 8, Scout 4, Spellcaster 8

The character is trained in ranged combat which grants him a +1 bonus on Ranged Attacks and Targeted Spells.

PARRY I-V 2 TALENT POINTS

Fighter 2, Scout 6, Spellcaster 10

The character has learned to parry his enemies’ blows. His Defense is raised by +1 per rank.

PERCEPTION I-V 1 TALENT POINT

Fighter 1, Scout 1, Spellcaster 1

The perceptive character gets +1 on all perceptional checks.

PROTECTOR I-III 2 TALENT POINTS

Black Mage 10, Healer 2, Wizard 6

The spellcaster is trained in the use of healing and protective magic. He gets a +1 bonus on all healing and protective spells.

RAVAGER I-III 2 TALENT POINTS

Spellcaster 6

The character is trained to use his spells to cause devastating damage. He gets a +1 bonus on all spells that are primarily used to cause damage and destruction.

REGENERATION I-V 1 TALENT POINT

Fighter 1, Scout 1, Spellcaster 1

When a character has died and lost some points in Body in the process, this talent allows him to regenerate 1 point of Body.

Of course it’s not possible to raise the Body attribute above the original value.

RELEARNING I-V 1 TALENT POINT

Spellcaster 1

The spellcaster is allowed to unlearn spells with a total spell level equal to his current level and replace them with new spells of the same spell level total.

SCOUNDREL I-V 1 TALENT POINT

Fighter 1, Scout 1, Spellcaster 1

The character gets a +1 bonus on all social interactions where he has to bluff, barter or debate.

SLAYERSTRIKE I-III 2 TALENT POINTS

Fighter 2, Scout 6, Spellcaster 10

During melee combat the character targets his enemies’ most vulnerable spots reducing their Defense by 1.

SPELLCHANGER I-V 2 TALENT POINTS

Spellcaster 2

The spellcaster has learned to concentrate on changing his active spells, which grants him a +1 bonus on any spell change checks.

SPELLFORCE I-III 2 TALENT POINTS

Spellcaster 4

The character is allowed to raise his Targeted Spells or Spellcasting value by his Mind attribute for one round once per battle per rank in this talent.

STEADFAST I-III 2 TALENT POINTS

Fighter 2, Scout 4, Spellcaster 10

The character can sustain more damage before falling unconscious than his fellow man.

Per rank he can suffer 3 point of additional damage before being knocked out.

A character with Steadfast III gets knocked out when his hitpoints reach -9 instead of the usual 0, provided that he hasn’t died first.

STEALTH I-V 1 TALENT POINT

Fighter 9, Scout 1, Spellcaster 5

The character is a sneaky fellow and is good at avoiding being seen.

He gets a +1 bonus on any stealth checks.

TAKE COVER! I-III 2 TALENT POINTS

Fighter 8, Scout 6, Spellcaster 10

The character is good at dodging blows. Per rank of this talent he receives a +1 bonus to all dodge checks.

THIEVERY I-V 1 TALENT POINT

Fighter 9, Scout 1, Spellcaster 7

The character is granted a +1 bonus on any checks made to find or disarm traps, pick pockets or pick locks.

TOUGH-AS-NAILS I-V 2 TALENT POINTS

Fighter 2, Scout 2, Spellcaster 2

The character is used to withstanding a lot of damage. He gets +2 HP per rank.

WEAPON MASTERY I-V 2 TALENT POINTS

Fighter 6, Scout 10

Per rank the character can attain mastery of one type of weapon (e.g. longswords).

He is granted a +1 bonus on attacks with that weapon and his enemies’ Defense is reduced by 1.

It’s not possible to choose the same weapon mastery twice.