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 = 10 Cyberpunk eb or Stawars Credit so 25 points would get a used ship).
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. A contact can be set on any world/plane/city desire and will buy/sell selected good at 50% of list cost (or half used cost if applicable – so a character with a contact could potentially swing a used ship for 13 points).
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. Cyberpunk is the world norm 1 GP is 10 cyberpunk EB and while not local tech Star Wars gear still works in the setting; 1 GP = 10 Star Wars credit, for other worlds the DM should be consulted). If plane traveling characters should be aware some tech, especially electronics fail on other worlds.
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/$1,000 per week (a Fighter/Mage/Thief advancing to 2nd level will have 6 total levels so 6 weeks of training and 600 GP/$6,000).
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/$1,000 per week rate. So learning Weapon smith (3 slots) would be 3 weeks and cost 300 GP/$3,000, improving it by 1 slot later would take 1 more week and another 100 GP/$1,000.
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: 20 (up to 3 for INT, 3 for CON, and 6 for WIS can be added – as 1st too be limited like spell use) – normal amount for wild (act+4 maint)
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.
Magic Research and Creation
To research a new spell a character needs a spell library with a value equal to the spell level squared in thousands of gold pieces (individual books are 100 GP each and weigh 5 lb, so each 1,000 GP of library value is 50 lb worth of books – a library capable of researching 9th level spells is 81,000 GP, 810 books in all, and weighs 4,050 lb or just over 2 tons).
I’m going to streamline spell research a little and go with spell level in weeks base, cost is 100 GP per week if recreating an existing spell, 250 GP per week if making a variation of an existing spell of the same level, 500 GP per week if making a higher or lower level variation of an existing spell, and 1,000 GP per week if making a completely new spell (or trying to convert a priest spell).
Success is the same as the chance to learn a spell, if the roll fails the character can continue working on the spell gaining a new roll each week until they succeed or give up.
Those wishing to make potions need a laboratory the cost of the laboratory is 10 GP times the XP value of the most potent potion that can be created using the lab (if you want to make a 500 XP potion you need a 5,000 GP laboratory). The equipment has a combined weight of 1 pound per 10 GP of value (so the 5,000 GP lab has 500 pounds of equipment – not counting tables and other furnishings). The maintenance cost used in the DMG is waved and assumed to be covered in the materials used in brewing the potions (1 GP per XP of the potion being made).
Once a proper lab is established the character can try to make potions. Formulae can be purchased (10 times XP value of potion in GP) or researched, must have appropriate lab and a library worth just as much (library has 1 book per 100 GP of value each weighs 5 lb, a potion research library is not the same as a spell research library so must be bought separately).
Time to make a potion is 1 day per 100 XP or fraction, if researching a potion that time is in weeks instead of days. Chance of success for either is 70% base, add 1/2 the caster’s level rounded down, and subtract the number of days/weeks needed to make the potion (a potion of healing is 200 XP, 2 days and -2% or base of 68% plus 1/2 the caster level – so a 12th level caster would be at 76% total). A failed research roll means starting over, a failed brewing roll make a potion of delusion or poison (alchemy roll can determine the mixture is no good).
Improving the odds requires buying more exotic ingredients and taking extra time, every extra day/week adds 100 GP/1,000 GP to the cost and increases the odds of success by 5% to a maximum of 99%
Scribing a scroll requires 100 GP in materials per level of the spell and takes 1 day per level of the spell to complete. Base chance of success is 80% plus character level, minus spell level. Add 10% if character is a specialist and scroll is their specialty school. Characters may also add another 5% per extra 100 GP spent on materials and extra day spent on the process, but never better than 99%. If a scroll scribing is failed it results in a cursed scroll. A cursed scroll can’t be determined without reading it, but a remove curse cast on a cursed scroll turns it to dust without setting off the effect.
Single use/charged items or ammunition
The character must have Enchant and Item (unless a priest), to make a magic item they need a formula (just like potions) and an Enchanting workshop/forge (price and weight can be calculated as a potion lab based on the value of the item to be created, weapons, rings, miscellaneous items, wands, rods, staves, and armor all require their own facilities and libraries if the research is to be done also).
Time to research an item is 1 week per 100 XP of item value, time to make item is 1 day per 100 XP of item value. Cost to research is 10 GP per XP of value, cost to make is XP value in GP.
Base chance of success is 60% plus caster level minus 1 per 100 XP of item value. Improved materials and more time can increase chance of success just like potions (1 day/week and 100/1,000 GP per 5% bonus to 99% max). Failed roll results in a cursed item (can use remove curse to disenchant the cursed item revealing it as cursed before use).
Permanent items are similar but take an extra -10% to base success and have a 5% chance of causing the enchanter to lose 1 point of constitution (if a wizard must have access to permanency in book/scroll, a priest can attempt as long as it is a priest oriented item).
Magic Item Creation Examples
Potion of Healing: Laboratory – 2,000 GP, Library – 2,000 GP, Research – 2,000 GP and 2 weeks 68% plus 1/2 level, Potion – 200 GP and 2 days 68% plus 1/2 level
Scroll of Fireball: Materials – 300 GP, time 3 days, success 77% plus level
Necklace of Missiles (1 × 5D plus 2 × 3D = 1100 xp): Workshop cost 11,000 GP, Library cost 11,000 GP, research cost 11,000 GP – 11 weeks – 49% plus level chance of success, creation cost 1,100 GP – 11 days – 49% plus level chance of success.
A batch of arrows (24 at plus 1) would require a weapon forge 5,000 GP, and a plus 1 arrow formula most likely needing a library 5,000 GP and the research 5,000 GP and 5 weeks, 55% plus caster level success then they could be made for 500 GP per batch taking 5 days and having the same 55% plus level chance of success (library and forge would work for other magic weapons, a batch of darts or sling stones are both 12 and have the same cost).
If making weapons and armor are a granted power no research needs to be done, but the materials and proper workspace are still needed (use this time as it is shorter than the granted power times).
Use double number of D6 as max damage, use closest dice: 2d6 = 1d4, 3d6 = 1d6, 4d6 = 1d8, 5d6 = 1d10, 6d6 = 1d12. Count D10 (cyberpunk) as 2d6 each or 4 per d10. Star Wars Speeder scale is is same as d10 = 1d6 speeder is 4 so 1D is 1d4, 2D is 1d8, and 3D is 1d12. Walker scale damage is as listed: 6D Walker does 6d6 to D&D characters. Starship weapons do double listed damage: 4D = 8d6. Speeder Scale are -2 to hit, walker -5, and Starfighter -10.
3 shot burst is +1 hit
5 shot burst is +1 hit/damage
10 shot burst is +2 hit/damage
Spray attack is 1 ft wide per 2 bullets used (goes out to short range) all in area take 1 bullet of damage (can save for ½ if acting normal, automatically take ½ and save for none if taking cover but give up any attacks that round). Multiple characters can work together to increase a spray area (if more than 1 person is working together to provide cover fire they can get the effect even without full auto weapons as long as 4 or more shots are used).
Treat all guns as bows for RoF and specialization (this weakens guns a great deal, but does give the holding a gun on someone a real threat since a free shot is allowed before initiative).
Droid skills 1D = 7, increase on pip for pip so 2D = 10, 3D = 13, 4D = 16, 5D = 19. For combat skills treat number of dice as fighter level (3D is Thac0 18, 7D is Thac0 14 and 3/2 attack rate in melee, 13D is thac0 8 and 2/1 attack rate in melee).
Can use similar for troop confidence if 0 levels not desire (5D stormtrooper would be 5th level, thac0 16, and probably 30 hp making them much harder to stop than a generic 4 hp thac0 20 soldier).