Use rationalized hit dice progression. Also, characters have two different pools of HP.
- All characters start out with just Blood. If a character has a Constitution score of 14+, they gain an additional point of Blood every level. If their score is 18, they gain 2 points every level.
- Once a character reaches 6 points of Blood, their HD rolls for maximum HP go towards Guts.
Characters usually take damage to Guts first. If they are reduced to less than 0 Blood, they die. Blood heals at a rate of 1 point per day of rest. Guts heals at a rate of d6 points per 10 minutes of rest. Critical hits and sneak attacks deal damage to Blood, and monsters have Blood and Guts for HP as well. Largely based on this.
You can only start as a human, chosen from one of the following tribes. You can gain access to new tribes and species if you form a neutral or better relationship with one of their settlements or towns.
- Goth: you have a +2 bonus to your Magic saving throw
- Norge: you are untroubled by natural cold and take half damage from magical cold
- Saracen: You know an extra language and can pick from the expanded language list, regardless of your Intelligence score.
- Tatar: you have a 3 in 6 chance of being able to repair or sabotage machinery, robots, or golems. If you are a Thief, your chances of success increase with your other skills.
LANGUAGES
If your Intelligence is 10-, you speak two of the following. If it is 12-, you speak 3. If it is 14+, you speak 4.
- Gothic
- Norsk
- Saraceni
- Tatar
Anyone with 15+ Intelligence can pick from the following list as well:
- Elegaic, the language of the undead
- Twill, the language of elves and birds
- Numen, the language of gods and spirits
- Cipher, the language of golems and robots
We are using this system, but you can carry an extra container if your Strength is 14+ and two extra containers if your Strength is 18.
CLERICS
Clerics must choose a religion. Clerics can learn a number of Cleric miracles equal to their level. They can cast each miracle as much as they want, but when they do so, they must make a reaction roll (roll 2d6) to determine if the Heavenly/Nether forces upon which they are calling approve of their intervention. Low rolls might require favors or sacrifices. To learn a miracle, a Cleric must memorize a particular sutra, scripture, sermon, or liturgy, which they recite upon casting. Clerics start with one random miracle; if they roll a reversible miracle, they must pick one. Lawful Clerics still Turn Undead, while Chaotic Clerics Command Undead.
- Liturgy of Kingly Protection/The House of Four Demons: lets you cast Protection From Evil/Good
- Heaven’s Feast Sutra/The Famine Gift Sutra: lets you cast Purify/Putrefy Food and Drink
- The First Words/The Litany of Night: lets you cast Light/Darkness
- Rite of the Scales of Justice: lets you cast Detect Magic at will
- The Parable of the Shore/The Way of All Flesh: lets you cast Cure/Cause Light Wounds
- The Miracle of Tongues: lets you cast Speak with Beasts
FIGHTERS
Fighters work as written in Delving Deeper.
MAGIC USERS
Magicians can learn any number of Magic-user spells. They can cast each of them once, and can regain expended spells by getting a full night’s sleep. All spells require a particular object to cast; more powerful spells require rarer and more cumbersome components. Magicians start with 2 random spells and their components. When you learn a spell, such as from a scroll or a book, you find out what it requires as a component.
- A cloth doll: lets you cast Animate Golem, which functions the same as Invoke Elemental, except that the golem has HD equal to your level.
- A sack of crow feathers: Let you cast Fly. Insinuate themselves into your flesh while you are under the effects of the spell.
- A human rib, sharpened at one end: lets you cast Magic Missile.
- A silver bell, inscribed with a closed eye: lets you cast Sleep.
- A stained disc of bronze: lets you cast Darkness, the reversed version of Light.
- A book bound in red thread: lets you cast Charm Person.
- A giant spider carapace: lets you cast Web.
- A large ivory earhorn: lets you cast Sixth Sense.
- A cloak of human hair: lets you cast Invisibility.
- A giant horse skull, wired through with gold: lets you cast Fear
- A mummified fish with pearls for eyes: kissing the fish lets you cast Water Breathing
- A tin breastplate inscribed with a pentacle: lets you cast Shield
- A long-stemmed ebony pipe: lets you cast Phantasm
- A great brass horn: lets you cast Dispel Magic
- A flute carved from a human thighbone: lets you cast Hold Person
- A snake tattoo on the side of forefinger and thumb: lets you cast Read Magic at will
- A tattoo of an open eye on your palm: lets you cast Detect Magic at will
- An arm-sized iron nail: lets you cast Witch Lock
- A giant silver skeleton key: Lets you cast Knock
- An dead sapling studded with lead spikes: lets you cast Plant Growth
THIEVES
Thieves can use any magic item or piece of equipment. They have a 3 in 6 chance of succeeding at the following. Their chances increase by to 4 in 6 at level 3 and 5 in 6 at level 6. At level 9, they roll twice and take the higher result whenever they make a skill check.
- Climb
- Disarm Traps
- Hide
- Listen
- Pick Lock
- Search
- Sleight of Hand
NEW CLASSES AND MULTICLASSINGYou can gain access to new classes by coming across them in your adventures. By default gain levels in other classes, but in the course of the game, you can find ways to bypass this–werewolves, for example, split their experience between their current class and their Fighter-equivalent wolf shape.