Rules for making a supercharacter
Switched up to our current system, kits are back just Wish has been eliminated from spell list (still available from items/creatures just can’t be free cast), and Enhance was dropped to a limit of 18.
I thought our last campaign start worked out well, player characters were powerful enough to breeze through most monsters with ease (typical thac0 is 9 with at least +4 to hit meaning the typical low to mid level monster is only missed on a 1, characters also tend to have very low AC so they aren’t hit often, though it hurts when they are hit as they have 8-14 hit points and usually end up taking double damage since the monsters need a critical to hit them). Characters also have the option of taking a wide range of abilities in exchange for slower advancement.
The points are only used when first developing a character and never come up again. Each character begins with 100 points (enough for straight 18 attributes and 10 remaining for perks).
Attributes: all 6 attributes begin at 3, the points can be used on a 1 for 1 basis to increase these to 18 maximum (costs 15 points to get an 18).
Money: 1 point can be traded for 100 GP in starting money and equipment (no limit and can buy magic items at the standard costs if enough money is taken). 1 GP is 10 Credits/EB so 1 point is $1,000 (25 points for a used light freighter).
Spells: Wizards may have 1 spell in a book per point, these spells can be up to 6th level (player doesn’t need to pay for book, if more than 50 levels of spells are taken they get a second book to hold the excess spells).
Kits: A character may unlock a kit for 1 point, a character must have the class the kit goes to unlocked (see below) and only 1 kit may be used from each of the main class categories (Warriors, Rogues, Wizards, Priests, Psionic) As a note since the weapon restrictions come up a lot Mystic from Al’Quadim (p-70 using pdf) allows getting around the cleric weapon restriction.
Wild Psionic: A character may take a wild psionic power for a point (any required powers come with the wild ability as if it were rolled – see psionic handbook).
Contacts: A character can know someone who does a particular thing, generally this is an expert in a field of study or merchant who specializes in a good a character expects to be buying or selling in game. Contacts who deal in merchandise will buy/sell at 50% the list costs.
Class unlocks do not cost points, but if unlocks are taken for a class other than one the player actually is advancing in they must pay an experience penalty to advance.
The Class Unlocks possible are
1: Warrior: Fighter
2: Warrior: Ranger
3: Warrior: Paladin
4: Rogue: Thief
5: Rogue: Bard
6: Wizard: Mage
7: Wizard: Specialist (by school, element, or wild)
8: Priest: Cleric
9: Priest: Specialty (druid is a specialty form)
Players begin at 1st level but can choose to unlock as many 12th level class ability sets as desired/qualified for (XP penalties only, no AP cost), but must meet attribute and racial requirements. A human could potentially unlock all 10 as long as the specialty priest type chosen could be lawful good aligned.
When a class unlock is chosen the character gets all the abilities a 12th level member of the class would have (THAC0, attack routine, saving throws, caster level, thief skills, backstab, granted powers, weapon proficiencies, non-weapon proficiencies) with the exception of hit points and number of spells per day. An unlock allows 1 spell per day which comes from usable spells if of that type in your real class (1 bonus spell if priest or cleric, but not 1 each just the 1 and it counts against bonus spells if actually a priest), no need for a cast check (can wear armor as wizard, just not while casting spells).
The Penalty for unlocks depends on whether it is for the characters real class (no penalty) or for a class the character isn’t currently pursuing (50%). So a character who is a fighter and only unlocked the fighter abilities would take no penalties, but the same fighter who decided to get some Thief, Ranger, and Cleric powers would take a 150% experience penalty (x2.5 cost to advance).
Multiclass characters add the XP of all their classes together before applying the penalty and all classes level up together (A Fighter, Mage, Thief would need 5,750 XP to reach 2nd level, but would level up all 3 classes together).
No rolls are made during character creation, hit points are maximum, if strength is 18 and the fighter/ranger/paladin unlock is taken Strength becomes 18 (100) without needing a roll. Hit points are maximum for actual class(es) taken, but if fighter/ranger/paladin was unlocked even if not the chosen path the extra hit points for a constitution of 17 or 18 are available (round is still down so the F/M/T combo gets 7 hit points before constitution modifier).
In general any gear list from AD&D 2E can be used, 1st edition and basic had some differences in prices so should be checked with DM. Characters coming from other worlds can convert their gold to local currency (generally 1 GP is 10 cyberpunk EB or 10 Star Wars credit, other world the DM should be consulted but in general characters won’t be getting much fancy gear).
Using the unlock system as presented left the problem a thief would get nothing for advancing as a thief (other than hit points if a single class, but they had the 2nd lowest hit point advancement). While they did have the lowest XP cost to go up that seemed unfair so I’m going with split thief skills. The Thief will get the unlocks as per the DMG (PP: 95%, OL: 77%, F/RT: 75%, MS: 94%, HinS: 77%, HN: 35%, CW: 99%, RL: 60%), but they will get a secondary listing as the PHB from 1st level (PP: 15%, OL: 10%, F/RT: 5%, MS: 10%, HinS: 5%, HN: 15%, CW: 60%, RL: 0%) with the 60 discretionary (max 30 in 1 skill) at 1st level and 30 discretionary (max 15 in 1 skill) per level after 1st. When the actual skill exceeds the unlock then that skill is used, otherwise they can use the unlock (this is especially potent for Hear Noise and Read Languages which have low percentages). Other modifiers like race, armor, and dexterity apply to both sets of numbers.
Open Locks applies to electronic locks as well as cracking passcodes (hacking)
Find/Remove traps includes alarms as well as modern traps and anti-hacking programs or tracing systems to locate hackers.
Read Languages covers deciphering codes and encrypted files
Backstab can be used for sniper attacks, but requires a full round and that the target isn’t otherwise engaged in combat (target must be unaware of attack, but not necessarily facing away), backstab can also be applied to helpless opponents (classic execution style) even when combat is going on.
Instead of splitting XP across the classes I’m going to add the XP cost of the classes together, add the modifier and then when that much XP is attained all the classes for that character are ready to advance.
These numbers show a base, then the cost is increased by 50% extra for each class unlock that isn’t among the character’s classes (F/M/T with 2 extra unlocks – like Cleric and Illusionist, would have a 100% increase so 2nd level would be 11,500 and 3rd level would be 23,000).
When enough XP is gained the character must train for 1 week per level to be achieved at a cost of 100 GP per week (a Fighter/Mage/Thief advancing to 2nd level will have 6 total levels so 6 weeks of training and 600 GP).
A character not ready to advance in level who wants a new proficiency (or to improve an existing one) can also train taking 1 week per slot at the same 100 GP per week rate. So learning Weapon smith (3 slots) would be 3 weeks and cost 300 GP, improving it by 1 slot later would take 1 more week and another 100 GP.
Base Class Unlocks
The 4 base classes form the foundation for the subclasses so this just lists the base class in each category plus psionic since it doesn’t have another base;
18/100 Strength as long as base is 18
Con bonus for higher constitution (17 or higher gives more HP per level)
THAC0: 9 (due to 12th level)
Attacks: 3/2 (2/1 for specialists)
Weapon Proficiencies: 8 slots (4 @ 1st and 1/3 for 12)
Non-weapon Proficiencies: 7 slots (3 @ 1st and 1/3 for 12)
Followers: Cannot be taken until a sufficient stronghold is built
Saves; PPDM-7, RSW-9, PP-8, BW-8, Sp-10
Cast 1 spell per day up to 6th level (if an actual wizard this comes from actual spell slots)
Create Potions and Scrolls (must have enchant an item to make other items)
THAC0: 16 (due to 12th level)
Weapon Proficiencies: 3 slots (1 @ 1st and 1/6 for 12)
Non-weapon Proficiencies: 8 slots (4 @ 1st and 1/3 for 12)
Saves; PPDM-11, RSW-7, PP-9, BW-11, Sp-8
Cast 1 spell up to 6th level and second spell up to highest bonus slot if any (comes from available if actually a priest)
Can make holy water, magic items, scrolls, and potions
Turn Undead = Skeleton or 1 HD: D*/ Zombie: D*/ Ghoul or 2 HD: D*/ Shadow or 3-4 HD: D*/ Wight or 5 HD: D/ Ghast: D/ Wraith or 6 HD: T/ Mummy or 7 HD: T/ Spectre or 8 HD: 4/ Vampire or 9 HD: 7/ Ghost or 10 HD: 10/ Lich or 11 or more HD: 13/ Special: 16
THAC0: 12 (due to 12th level)
Weapon Proficiencies: 5 slots (2 @ 1st and 1/4 for 12)
Non-weapon Proficiencies: 8 slots (4 @ 1st and 1/3 for 12)
Followers: require a stronghold to be built
Stronghold: If a stronghold is to act as a church the church will pay 1/2 the cost
Saves; PPDM-6, RSW-10, PP-9, BW-12, Sp-11
THAC0: 14 (due to 12th level)
Backstab: x4 damage
Thief Skills = PP: 95%, OL: 77%, F/RT: 75%, MS: 94%, HinS: 77%, HN: 35%, CW: 99%, RL: 60%
Weapon Proficiencies: 5 slots (2 @ 1st and 1/4 for 12)
Non-weapon Proficiencies: 6 slots (3 @ 1st and 1/4 for 12)
Followers: 24 Can be taken, consult thief charts (player may choose any type but all are 1st level – can still be multiclass)
Saves; PPDM-11, RSW-10, PP-10, BW-14, Sp-11
PSP: 130 (up to 3 for INT, 3 for CON, and 39 for WIS can be added – as 12th)
Disciplines: 4, Sciences: 6, Devotions: 17, Defenses: 5
Weapon Proficiencies: 4
Non-weapon Proficiencies: 7
Followers: May take 1/2 Charisma in 1st level psionics (may get more by building stronghold)
Saves; PPDM-11, RSW-11, PP-8, BW-13, Sp-12
Those requiring strongholds won’t be able to attract followers until they settle on a world and build a stronghold, for those not requiring a stronghold the player may choose whatever type they want up to the maximum amount allowed but all will be 0 or 1st level. Followers must be paid monthly at a rate of 100 GP per level (just level even if multiclass) while 0 level followers only need to be paid 1 GP/month.
Followers advance when the player attains a new odd level (3rd, 5th, 7th, 9th, etc).
Henchmen are more advanced followers, they aren’t available until 3rd level and remain 2 levels below the character they are tied to. Henchmen can be any race or class available in the campaign and may have some exceptional attributes (premade characters for low level adventures and Rogues gallery both provide a good selection of ready to go henchmen).
Reading/Writing is free for all characters, you can read and write any language you can speak. Class divisions/penalties for proficiencies are ignored (characters are very cosmopolitan). New proficiencies listed below.
Explosives (INT 0, 1 slot) – covers setting/mixing. The disarming requires the thief skill Find/Remove Traps but the proficiency gives a 5% bonus to the removing portion if an explosive.
Mechanic (INT 0, 1 slot) – covers fixing anything mechanical but not electronics (other than the most basic in a mechanical device).
Electronics (WIS 0, 1 slot) – covers fixing electronic devices; must also have healing to work on cybernetics. Bypassing electronic locks and alarms is done with thief skills, but this proficiency gives a 5% bonus to open lock or the remove portion of find/remove traps as long as the device is electronic.
Drive (DEX 0, 1 slot) – operating ground vehicles such as cars and trucks
Cycle Riding (Dex, 1 slot) – operating motorcycles, mopeds, bicycles, and other operator balanced vehicles (unicycles and hoverboards).
Pilot (DEX 0, 2 slots) – operating any sort of aircraft from prop planes and fighter jets to dirigibles and helicopters.
Programming (INT 0, 1 slot) – anyone can use a computer, this is making new programs. Doesn’t allow hacking but would give a 5% bonus to thief skills used against computers.
Healing covers modern medicine (need electronics also to work on cybernetics), boating and seamanship remain the same but apply to modern ships as well, all crafting skills include the modern versions (weapon smith includes guns). Herbalism and Alchemy cover modern pharmaceuticals and chemistry as well. Proficiencies don’t cover bypassing locks and alarms, that remains under the thief skills.