HiveWorld

 

 

Rules for Characters.

Attributes: Strength, Robustness*, Resistance, Stamina, Agility, Speed, Manual Dexterity, Size

Base normal human attribute scores are 10.

Character Creation:

When creating a new character, a player can add 6 points to any attributes. Every point added to a primary race attribute is doubled until the attribute reaches a score of 18, then points are incremental.

Up to 6 points can be deducted from a secondary racial attributes (the secondary racial attribute score can not be reduced below 3). The subtracted points do not double when added to primary racial attributes. Points may be added to secondary racial attributes.

Attributes can be increased to a maximum value of 24.

After all points have been distributed, a total of 1-3 points are randomly subtracted or added (50% chance) to a secondary racial attribute, i.e.

    1. Roll a d3 to determine the number of random points.
    2. Roll to determine whether each point is added or subtracted from an attribute.
    3. Roll to determine which secondary racial attribute is debited or credited.

For any non Touched character, choose seven racial skills from the list. Remember to credit or debit any skills that might be affected by a racial attribute score.

Determine beginning skills from the Skills Table. At 1st level, a character gets to allocate 35 points among his/her Racial Skills.

Races:

Bulls

Description: Big, strong, powerful, tending to be clumsy.
Attributes

Str.

Robust

Resistance*

Stamina

Agility

Speed

MD

Size

Initial Score

14

12

12

12

7

7

8

14

Random Affects (d5) . .

1

2

3

4

5

.

Primary attributes: Strength, Robustness, Size
*Resistance
is a derived attribute computed from the average of Robust and Stamina.
Skills: see character sheet.

Miners

Description: Short, stocky, strong, durable, extremely disease and poison resistant, good at making things, vision is like a cat's (night sight).
Attributes

Str.

Robust

Resistance*

Stamina

Agility

Speed

MD

Size

Initial Score

12

14

13

12

10

8

8

5

Random Affects (d4) . . . .

1

2

3

4

Primary attributes: Strength, Robustness, Resistance, Stamina
*Resistance is a derived attribute computed from the average of Robust and Stamina.
Skills: see character sheet.

Terriers

Description: Slight, fast, agile, good at tracking and hunting.
Attributes

Str.

Robust

Resistance*

Stamina

Agility

Speed

MD

Size

Initial Score

8

8

10

12

14

12

10

8

Random Affects (d4)

1

2

3

. . . .

4

Primary attributes: Stamina, Agility, Speed, Manual Dexterity
*Resistance is a derived attribute computed from the average of Robust and Stamina.
Skills: see character sheet.

Touched

Description: Standard humans who have ultramundane abilities.
Attributes

Str.

Robust

Resistance*

Stamina

Agility

Speed

MD

Size

WellSpring

Initial Score

10

10

10

10

10

10

10

10

10

Random Affects (d8)

1

2

3

4

5

6

7

8

.

Primary attributes: Wellspring
*Resistance is a derived attribute computed from the average of Robust and Stamina.
Skills: see character sheet.

Attributes

Strength:  Physical Strength. Lifting, pushing, etc. The formula for computing lift is as follows:

10 lbs per point of strength for characters with up to strength 8,
12 lbs per point of strength for characters with strengths in the 9-12 range,
14 pound per point of strength for characters with strengths from 13 to 18, and
18 pounds per point of strength for characters with strengths greater than 18.

Thus, an 8 Strength character could lift 80 lbs, a 12 Strength character 144lbs, an 18 Strength character 252 lbs and a 24 Strength character 432lbs. This represents extended lifting or carrying. Short term exertions may exceed this figures by up to 50%. Ideal or inhospitable conditions may increase or decrease lifting amounts above or below the stated ranges.

Adds to hit and damage for hand held attacks.

Robust: Physical ability to take punishment. It gives bonuses to hit points. Also determines blood loss.

*Resist: Resistance to disease and poisons. Derived from the average of Robust and Stamina.

Stamina: Equivalent of D&D Fitness. Adds to evasion points with Agility and Speed.

Agility: Ability to dodge and duck. Adds to AC, climbing.

Speed: How fast you run, climb, swim. Run is 9 feet/melee/point.

MD: Hand-eye coordination. Slight of hand, thieving type skills, juggling, hand thrown objects (Slings, Atlatl, bolo, throwing knifes, throwing spears, shuriken.). Adds to hand to hand combat, like D&D.

Size: How tall a character is. Use Dwarf D&D tables for Miners, a special table for Bulls, elf table for Terriers. Adds to damage, due to larger weapons, and adds to resistance to ingested or blade venom. Small size for Miners does not subtract from any ability except initiative. Also adds to hit points. Improves or diminishes Run and Jump.

Wellspring:

The attribute that powers Touches.
Every time a Touch is used 1-3 drawn from the Wellspring.
They recover every dawn.
If a Touched one goes negative in Wellspring, they are unable to use a Touch for 2-4 days.
No Touch can cause directly more than 1d4 points of damage.
Any Touch that does direct harm to an opponent doubles the number of points required to use.

Character submits 3 ideas for Touch. DM approval of one. With parameters.

Examples: fire, water, air, vapor, plant, earth, wood, sight, hearing, smelling, mechanical, smooth/charm, light, energy, feeling, substance, animal, form, healing, nudge, harmony, sound, pain/pleasure (stimulate centers or affect peripheral neuron reception–deaden pain, too.), influence animal.

Touch:

A basic rule of thumb is that a physical Touch cannot exert more total force than a person could typically exercise with their physical musculature. This is a useful framework for kinetic touches (meaning that someone with a telekinetic ability could probably lift themselves but only move about as fast as that person could walk carrying a similar load). Touches such as fire or earth are less readily circumscribed this way, but the general principle of magnitude applies to these touch effects.

NOTE: A Touch can cause critical damage. The likelihood of this potentiality is the Touched present Wellspring as a percent of 100.

Run: This ability is computed by adding Speed to a height modifier.

Height Modifier

Height

Run Mod

> 7 feet

+1

5-7 feet

0

4-5 feet

-1

< 4'

-2

 

Base Hit Points: 5. Don’t increase unless attributes increase.
Base Evasion Points: 1d6. Does not increase unless attributes increase. Contributing attribute benefits are additive, not averaged.
Level advancement: everyone requires Magic User experience points to advance in level.

Benefits of level advancement:

    Odd levels:  1 attribute point.
    Even levels: 2 attribute points.

Attack Tables:

Bulls & Miners attack on Fighter Table.

Terriers attack on Thief Table.

Touched attack on Mage Table.

Experience points for combat:

Bull & Miners –like fighter;
Terriers–like thieves;
Touched–like mage;
Points for skills use are 25pts, including Touches.