LotFP - Rules & Magic (Full) - 36-70
LotFP - Rules & Magic (Full) - 36-70
LotFP - Rules & Magic (Full) - 36-70
RPQOPS
The following treasures do count for XP purposes:
Disease
Hazards Characters exploring in godforsaken ruins, ancient
tombs, and trackless wilderness can become
exposed to all sorts of plagues and illnesses. Natu-
Ability Score Loss ral, chronic illnesses will not normally be a part of
Loss of ability scores only affects the character so the game as far as player characters are concerned.
much as their modifiers and bonuses will change. A That said, the Referee is free to introduce an NPC
character dropping from Strength 13 to Strength 12 stricken by cancer or some other illness.
will no longer have any Strength modifier, for exam- Diseases are individual in nature, but all have the
ple. This is most striking with Constitution, as any following characteristics: incubation period, infec-
change in Constitution modifier is applied immedi- tion time, interval, and effect.
ately to both current and maximum Hit Points. When exposed to a disease, the Referee will make
A character who falls to zero in any ability score a save versus Poison on behalf of the character. If
dies. the save is failed, then the character has contracted
the disease. The incubation period describes the
Aging length of time before the character is affected, and
Characters who grow old will lose their faculties at that point the character must make another save,
and eventually die. The chart below gives the start- and then another save at every interval point for
ing age that characters must make a saving throw the duration of the infection time, or else suffer the
versus Paralyzation, at what ages there are penalties effect for each failed save. Each save after the disease
to the modifier, and how often the saving throw is contracted is made with a –2 penalty if the charac-
must be made. A failed saving throw means that ter is not at rest for the duration of the infection.
one randomly determined ability score will perma- For example, the Green River Fever has an incu-
nently decrease by one point. bation period of one week, an interval of four hours,
36 Rules & Magic
an infection time of three days, and the effect of starvation recover at twice the usual rate with rest
lowering Intelligence. So beginning one week after and proper nourishment.
a character has been infected, that character must
make a saving throw versus Poison every four hours Sleep Deprivation
for three days (a total of 18 saving throws), or lose a A character must sleep at least four hours per twen-
point of Intelligence for each failed save. ty-four hour period in order to function properly. If
this is not the case, the character suffers a –1 pen-
Drugs & Alcohol alty to all rolls (10% penalty for 1d00% rolls) until
Drugs are treated much as poison would be, but the the situation is corrected. If the character continues
effects of a failed saving throw (no save if intention- on further without taking adequate sleep, there is a
ally using drugs) are usually much less severe than cumulative –1/10% penalty for each additional day
death. The Referee will determine the effects of spe- that passes without proper rest being taken.
cific drugs in his campaign.
Alcohol is far more pernicious, as it is quite
common for most everyone to use it to excess, as
beer and wine are often safer to drink than plain
water. Teetotalers will be extremely rare. Drunk
Healing
characters are –2 to Dexterity and all saving Damaged characters who have at least half of their
throws. Hit Points remaining recover 1 hp after a peaceful
night’s rest. Taking a watch shift does not prevent
Falling this recovery unless something happens during the
Characters suffer 1d6 points of damage per 10' that shift. Damaged characters who have at least half
they fall, up to a maximum of 20d6 for a 200' fall. of their Hit Points remaining can also recover an
additional 1d3 hp by resting a full day. To count
Poison as a full day of “rest,” a character cannot engage in
There are a variety of ways that a character can any strenuous activity, including, but not limited to
become poisoned. When exposed to poison, the traveling, fighting, researching, running, searching,
character must make a saving throw against Poison hunting, or foraging, and the character must have
or suffer the effects. Typical effects of a poison are adequate food and water. Basically, the character
instant death, falling into a deep slumber, the loss can do no more than converse and walk around his
of Hit Points, or perhaps the reduction in one or immediate area.
more ability scores. Only all-or-nothing effects are Characters who have less than half of their Hit
considered to be poison. Poisons that cause gradual Points remaining are in worse shape. They recover
or incremental effects are considered to be drugs for nothing from a night’s rest, and recover only 1 hp by
rules purposes. resting a full day.
A character at zero or fewer Hit Points will wake
Starvation up after 1d6 hours. The character will not be able to
A character must eat at least one full meal a day and carry any equipment or stand up, but can communi-
drink water every day or suffer ill effects. cate and crawl at a movement rate of 10'.
For every 24 hours that a character goes with- If the character rests the entire day in a comfort-
out food, the character must make a save versus able bed in a clean room, then an additional 1 hp is
Poison or one Constitution point is lost. For every recovered.
24 hours that a character goes without water, his Characters who have suffered temporary abil-
Constitution drops by half unless he makes a save ity score loss recover at a rate of one point (for all
versus Poison. After three such failed saves against affected ability scores) per day of rest. All affected
Poison due to a lack of water, the character will be ability scores regain an additional point at the end
dead. Constitution losses due to dehydration or of a full week of rest.
Adventuring: The Rules of the Game 37
Characters can make no recovery if resting in a
dungeon or similarly hostile environment.
Healing restores Hit Points and ability scores
only to their normal maximum, never more.
Languages
Most Characters are assumed to begin play being
fully fluent in their native tongue, and are literate as
well if they have an Intelligence of 7 or greater. Elves
and Dwarfs will know the local human tongue in
addition to the tongue of their particular clan (Hal-
flings use the local human language).
When a character comes into contact with
another language, his chances of knowing the lan- are unable to surprise opponents, because the light
guage is 1 in 6, with the character’s Intelligence gives them away ahead of time.
modifier applying. If a character has a Languages The Referee’s judgment will determine how far
skill at a greater level than 1 in 6, use that as the base characters can see in other situations.
chance instead.
There is a –1 penalty if the language is not local to
the culture (Spanish, French, Swedish, English, and
German would be part of the same “cultural group”
to use a real-world example). The penalty is –2 if the
Mapping
language is considered to be exotic (English versus Mapping a structure or underground complex
Japanese, for example, or the tongue of a different requires one character in the party to have paper
race to use a more common game situation), and –3 and ink and two free hands. The Referee is only
if it is an ancient, dead language. obligated to give verbal descriptions of the area,
A character gets one attempt to know any partic- and if asked by a player how his map compares to
ular language. If that one attempt fails, the character the real map, the Referee is only obligated to point
simply does not know the language. out very obvious errors.
Magical languages cannot be known using this If the player characters are moving at “explora-
method. tion” speed, then the Referee should give exact
dimensions of hallways and areas—taking such
measurements is one reason why the party’s prog-
* Chain and Plate armor add to the number of for encumbrance purposes. All weapons count as
Encumbrance points but do not get recorded with separate items. Very small single items do not count
the rest of the usual equipment for encumbrance for encumbrance purposes. Oversized items are
purposes. counted separately.
** Multiple small items of the same type (spikes, *** Oversized items include great and other two-
arrows, etc.) count as one item for this purpose. handed weapons, any item that requires two hands
Worn clothing, armor, and jewelry do not count to carry or is as tall as the carrying character.
For every Human or Dwarf riding the animal +5 Points (plus rider’s Encumbrance Points)
Elf riding the animal +4 Points (plus rider’s Encumbrance Points)
Halfling riding the animal +3 Points (plus rider’s Encumbrance Points)
Animal is wearing leather barding +1 Point
chain barding +2 Points
plate barding +3 Points
Animal is pulling a vehicle –10 Points against vehicle load per axle
Per 5 items that the animal is carrying +1 Point
A Teamster has packed the animal’s load –5 Points
Mules subtract five points from their encumbrance Characters can choose to perform a forced march,
load, but move at half the listed speeds. Ponies traveling 12 hours per day. If this is done, add an
move at the listed speeds, but automatically start additional 50% to the distance traveled. Each day
with 6 points of Encumbrance. of forced march performed after the first inflicts
All per-day travel distances include periodic 1d6 damage on the characters, and also inflicts this
rests. Characters apply their Constitution modifier damage on animals from the first day. An animal
to their per-day travel distance on foot. that suffers 5 or 6 points of damage in this manner
The movement rates shown on the table above dies at the end of a day’s journey.
are figured based on an 8 hour day of travel on open
road. The terrain type will alter the rate somewhat,
as shown on this table:
Terrain Adjustment
Searching
Jungle, Mountains, Swamp × ⅓ Many items and features of interest are hidden from
Desert, Forest, Hills × ½ open view, with secret doors or compartments
Clear, Plains, Trail × ⅔ being the classic example. To find these things,
Road × 1 characters must search for them. Under normal
conditions, searching takes one turn per character
Bad weather also affects travel: per 10' of area searched. Hidden items or features
have a base 1 in 6 chance of being found per turn of
Conditions Adjustment searching. The Referee can create hidden elements
High Winds or Precipitation × ½ that are more difficult (or easier) to detect at his dis-
Storm Conditions × ⅓ cretion. If a character’s Search skill is greater than
40 Rules & Magic
1 in 6, use that as the base chance to find something encumbered have a likelihood of drowning, though
during a search. this is at the Referee’s discretion. Heavily encum-
Note that finding a secret door does not auto- bered characters, wearing plate mail armor and/or
matically grant a character an understanding of carrying a large proportion of treasure, probably
how it works. The Referee may require additional have a chance of 90% or more of drowning. Charac-
rolls or other actions to be taken before the door ters carrying less treasure or wearing lighter armor
can be opened. may have as little as a 10% chance of drowning.
Water Conditions 4
5
6–8
–½ all movement Unfavorable
–¼ all movement Slightly Unfavorable
None Normal
When traveling on rivers, the listed distances vari- 9 +¼ all movement Slightly Favorable
ous vessels can travel in a day can be modified if the 10 +½ all movement Favorable
current is particularly fast or if the vessel is moving 11 × 2 all movement* Greatly Favorable
upstream. Adjust the average miles traveled each 12 × 3 all movement** Fierce Wind
day up or down by 1d8+4 miles, as appropriate.
The Referee might invoke other penalties, depend- * All ships have a 10% probability of taking on water
ing on what hardships a vessel encounters on a river. (20% for galleys), which will incur a penalty of –½
Shallow water, waterfalls, twisting waters, rapids, or to movement instead and inflict 3d6 SHPs worth of
sandbars all might impact on a ship’s travel times. damage on the ship.
There are many possible conditions at sea that ** The ship will travel in a random direction deter-
might impact the average travel times listed for mined at the Referee’s discretion, as discussed
each vessel. The Referee should check water condi- previously. Galleys will sink 80% of the time. All
tions at the start of each day by rolling 2d6. A result ships take 5d6 SHPs worth of damage.
of 12 indicates strong winds and storms while a 2
means that the day is completely devoid of wind
and a ship that is incapable of rowing cannot move
for the entire day. Any vessel with sails can attempt
to move with the wind to avoid damage from
Crew
strong winds. However, this may not carry the ship If there are fewer crew members on board than
in the direction of preferred travel. The direction the minimum listed, a ship cannot be operated at
will be chosen by the Referee. The vessel travels at normal levels of efficiency.
the average speed × 3. If the ship encounters land If there is less than a full crew, but more than
during this travel, it has a 25% chance of finding three-quarters of the full crew, a ship’s speed is
a safe place to take refuge along the shore. Other- reduced by 25% or the ship takes 1d6 SHP in
wise, the ship is driven onto the shore and breaks damage that day.
up because either it collides with the harbor wall If there is less than three-quarters crew, but
or its hull is ripped open on the rocks in shallow more than one-half of the full crew, a ship’s speed
waters. In these windy, stormy conditions a galley is reduced by 50% and the ship takes 1d6 SHP in
(defined for these purposes as any ship with a damage that day.
rowing speed listed) has an 80% chance of being If there is less than one-half crew, but more than
overrun with water and sinking. If it is near shore one-quarter of the full crew, a ship’s speed is reduced
when the storm hits, a galley can find a safe harbor by 75% and the ship takes 1d6 SHP in damage that
100% of the time if the shore has clear terrain. day.
Otherwise, a galley will find a safe harbor on a roll If there is less than one-quarter of the full crew,
of 1 or 2 on 1d6. Note that if the roll indicates no then the ship cannot be controlled. It drifts as
wind for the day, ships that can move by rowing can decided by the Referee and the ship takes 1d6 SHP
move their normal rowing speed for the day. Sailing in damage that day.
Encounters at Sea
Monsters can surprise a ship, but because mon-
sters native to the water cannot generally be seen,
or “sneaked up on,” a ship can never surprise a
monster. When the Referee rolls for a random
encounter, the distance between the monster and
the ship is 4d6 × 10 yards.
Waterborne Chases
When two waterborne vessels, or a ship and a mon-
ster, encounter one another, one party may choose
to flee. The distance between each of the groups
is determined as per a normal encounter. Success
depends entirely on luck and the difference between
the speeds of the pursued and the pursuer.
If the fleeing party is faster than the pursuer, the
base chance of escape is 80%. The base chance is
50% if both parties have the same movement rate,
but decreases by 10% for every 30' movement that
the escapee is slower than the pursuer (to a mini-
mum of 10%). If the fleeing party is successful, the
pursuing group cannot try to catch up with the flee-
ing party for 24 hours, and then only if a random
encounter roll indicates an encounter. If the pur-
sued monster or ship fails its roll to flee, the pursuer
will gain on the fleeing party at a rate of 10 yards per
round if the pursuer is slower than the other party
or if the pursuer’s speed is no greater than 30' more
than the fleeing party. If the pursuer’s speed is more
than 30' faster than the fleeing party, the pursuer
will gain on the fleeing party at a rate equal to the
pursuer’s speed per round.
Waterborne Combat
Time and movement functions in the same way in
water combat as it does in other encounters. How-
ever, one of the major differences to note is that
attacks and damage can be directed at waterborne
vessels in addition to characters and monsters.
RPQOPQOPS
Retainers
Monthly Space Requirements
Retainer Daily Wage Wage Live-In Wage (in feet square) Share
Accountant 5% of amount handled 10'+20' –
Alchemist – 250 sp 187 sp 15' –
Animal Handler 14 sp 140 sp 105 sp 10' –
Armorer – 50 sp 37 sp 10' –
Butler – 150 sp 112.5 sp 10' –
Coachman 6 sp 60 sp 45 sp 10' –
Craftsman – 100 sp 75 sp 10'+ 20' –
Guard 8.4 sp 84 sp 63 sp 10' –
Guide 14 sp – – – ¹∕₁₀
Henchman – – – 10' ½
Laborer 5.6 sp 56 sp 42 sp 10' –
Linkboy 4.2 sp 42 sp 31.5 sp 10' –
Mercenary, Archer – 125 sp 93.75 sp 5' ¹∕₅
Mercenary, Cavalry – 200 sp 150 sp 5' ¹∕₅
Mercenary, Infantry – 100 sp 75 sp 5' ¹∕₅
Mercenary, Polearm – 150 sp 112.5 sp 10' ¹∕₅
Physician 28 sp 280 sp 210 sp 20' –
Sailor – – 63 sp – ¹∕₅
Sailor, Captain – – 250 sp – 1
Sailor, Navigator – – 100 sp – ½
Sailor, Oarsman – – 30 sp – ¹∕₅
Scholar – 100 sp 75 sp 10' –
Servant 5.6 sp 56 sp 42 sp 10' –
Slave (1 sp) – – 5' –
Slave Master – 70 sp 52.5 sp 10' –
Spy – 200 sp – – –
Teamster 10 sp 100 sp 75 sp 10' –
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48 Rules & Magic
An adventuring party is often more than just the sum receive shares is due a death benefit payable to his
of the player characters. A support network of NPCs family (or the local magistrate should no family be
is often necessary to really allow an expedition into known) equal to one hundred times his daily wage
the unknown to reach its full potential. Once the (or twelve times their monthly wage if no daily wage
expedition reaches its destination, who is going to is given). The family of the retainer who would nor-
excavate the area around the Pharaoh’s tomb so that mally receive shares can expect a death benefit equal
the entrance can be discovered? Afterwards, who is to half of the usual share that the retainer would
going to carry all that treasure back? Are the pack normally receive. In either case, the death benefit
animals efficiently utilized? Who is guarding the received is paid out in silver rather than Experience
camp? And what is to be done with all that treasure Points. Should a retainer die in service, there is a
after it has been recovered? Surely the player charac- 50% chance that the recently deceased retainer has a
ters are not a traveling gold caravan? Where do the family that will try to collect the death benefit.
player characters live? Surely not in a hovel if they
have become successful treasure seekers. If so, who Details of each type of retainer are found below.
looks after their household when they are away?
These support characters are called Retainers. Accountant
Households are largely disorganized affairs. Any
The basic types of retainers and their basic stats are household with five or more retainers that does not
listed in the table on the previous page. include an accountant increases its running costs
by 1d20% in any particular month as money slips
¶¶ The Daily Wage is the cost of hiring one person through the cracks.
of that type for a single day. The Monthly Wage is
the cost of hiring a worker long-term, although the Alchemist
worker retains his own residence and is expected An alchemist reduces the amount of laboratory
to work no more than one third of any particular time needed for any magical research by 1d6 days
day. If no long-term contract is worked out, or the per project. The alchemist must be present for the
length of employment is unknown at the start, then entire project, and paid by the month.
the Daily Wage must be paid, even if the length of
employment lasts longer than a single month. Animal Handler
¶¶ The Monthly Live-In Wage is for those retainers While it is assumed that an odd animal here and
who live on their employers’ property and have there can be taken care of by its owner, having large
room and board included in their wages. numbers of animals on a property without anyone
¶¶ The Space Requirements detail how much living to see to their proper management creates a chaos
space the retainer requires for living space on the of its own. Any property which has at least five ani-
property. If there is a “+” number, the second mals (meant for hauling, work, or riding) needs an
number is the work space that they require in Animal Handler, and one Handler is required for
addition to their living space. each twenty such animals.
RPQOPQOPS
50 Rules & Magic
hired group of one hundred or more mercenaries messages, and generally make life convenient and
must have a captain (paid ten times as much as an comfortable for the master of the house. Guests of
individual soldier). importance will feel that they are in a home of ill-
Mercenaries are always 0 level, with sergeants breeding if they are not greeted, and waited upon,
being 1st level Fighters. Captains will be from 1st by a servant. There should be one servant per five
to 3rd level Fighters. rooms on the property and one servant per ten indi-
viduals living on the premises.
Physician
A character under the care of a physician in com- Slave
fortable, safe surroundings (not in a dungeon or in Slaves are intelligent beings who are owned by
the wilderness) recovers double the usual number others. Many societies frown upon (to various
of Hit Points as listed under Healing. degrees, some quite severely) the owning of slaves
that are the same race/religion/ethnicity as the pre-
Sailor dominant population, but look back to real world
Sailors, it will come as no surprise, man ships of history and one can find a great many examples of
the sea. They can handle every duty on board, from slavery in practice. The role and extent of slavery in
scrubbing the decks to repelling pirates. For every the campaign world is determined by the Referee.
ten sailors, there must be a mate to organize them A slave costs 50 sp, or 20 sp if purchased as a
or the sailors’ Morale drops by one. child. A slave will cost more if he has a specialized
Sailors are assumed to live on their ship. skill.
A slave counts as half a person in a property’s
Sailor, Captain food budget since they are often fed leftover or sub-
A ship full of sailors is not going to respect a land- standard fare, even when otherwise treated well.
lubber, no matter how competent (or rich) he is.
A proper sea captain is necessary to organize and Slave Master
command a ship’s crew, else the crew’s Morale Even well-treated slaves are still slaves and not will-
drops by one. ing workers. For every ten slaves, a slave master is
needed to oversee them.
Sailor, Navigator
Every vessel that leaves sight of land requires a Navi- Spy
gator on board, or else it has an increased chance of Well-to-do households and powerful families need
getting lost. to know what is happening in the private halls of
others like them—even if just to be made aware of
Sailor, Oarsman hostile intentions. Just the same, every household
If a vessel an oared ship and not a sailing ship, oars- of influence will be targeted by others hoping to get
men can instead be employed. Other than their pay, information about it and its master. As his cover, a
oarsmen are essentially the same as sailors. spy will perform the tasks of a regular retainer, but is
paid an extra sum to snoop around a bit and report
Scholar all relevant information back to his employer. A spy
A scholar reduces the amount of laboratory time is always a long-term employee.
needed for any magical research by 1d4 weeks per
project. The scholar must be present for the entire Teamster
project, and paid by the month. A teamster is an expert at efficiently packing animals
and preparing them to haul cargo (or pull carts and
Servant wagons) over long distances. Teamsters alleviate
Every proper household requires servants to answer some of a pack animal’s encumbrance and lessen the
the door, bring the tea, cook meals, tidy up, run chance of vehicles breaking down while traveling.
Retainers 51
Property Taxes
A landowning character must pay 1d4+3% of the
Owning property is a great way for characters to property’s value per year in taxes, adding another
both spend, and invest, their wealth. The prices 1d10% if there is not an accountant on staff.
given for property in the Equipment section are
averages; the Referee is of course free to create
custom price lists for different locations and con-
ditions. At the very least, a place to store excess
treasure will be needed, as well as people to
Investment
guard it and run things while the character is off Another method of using (and hopefully growing!)
adventuring. wealth is investment. Merchant houses importing
Owning property also gives a character a stake in and exporting goods, explorers looking for spon-
local politics and will lead to many NPCs becoming sors for their latest expeditions, craftsmen looking
involved in the character’s life. for capital to open their own shop in town—all of
Note that for the purpose of these rules being a these give a character opportunity to invest and earn
landowner does not imply rulership over anything a profit from his accumulated wealth.
other than the household staff. The complexities These rules will be handled abstractly, unless
of being a political power are beyond the scope of the Referee wants to be specific. The player merely
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54 Rules & Magic
specifies how much the character wishes to invest minimum number is rolled, roll again, and subtract
and what level of risk the investment involves. It is that number from the return (without a modifier),
assumed that even if a character owns a business, he and keep rolling and subtracting as long as the mini-
will not be involved in the day-to-day operations, mum number is rolled.
since the character is an adventurer! A character can only freely withdraw his invest-
ment at the time of the yearly return. Otherwise,
Yearly Return there is a penalty of –1d6+4% on his investment.
A stable investment will grow by 1d8–4% a year. A All figures include taxes due on the investment.
risky investment will grow by 1d20–10% a year. A
wild investment will grow by 1d100%–50% a year. Bankrupt!
Add +1d10% if the character making the invest- There is a chance that an investment will simply go
ment has an accountant on his staff. bust during any given year, and the character will
If the final growth is a positive number, the char- lose every last copper he has made in that invest-
acter will receive that much money in cash, to be ment. The chances are:
kept, spent, or re-invested as the character wishes. If
the final growth is a negative number, the character Investment Type Chance of Bankruptcy
receives no money and the value of the investment Stable 5%
decreases. Risky 10%
These yearly return amounts “explode,” either Wild 25%
positively or negatively. If the maximum number on
the die is rolled, roll again, adding the new number
(without the modifier), and keep rolling and adding
as long as the maximum number is rolled. If the
Example 1
A character has 50,000 sp invested in a Risky
venture. On the yearly roll, he rolls a 20, mean-
ing a 10% gain (alas, he has no accountant).
Because he rolled a 20, he rolls again, and gets
a 3. He adds this 3 to the original 10, totaling
a 13% gain. At the end of the year, his invest-
ment returns him 6,500 sp!
Example 2
The same character has 10,000 sp invested in a
Stable venture. On the yearly roll, he rolls a 1,
meaning a 3% loss (again, he has no accoun-
tant, the fool!). Because he rolled a 1, he rolls
again, and gets a 7. He subtracts that 7 from
the original –3, for a total loss of 10%. The
character makes no money that year and his
investment loses 1,000 sp in value.
Encounters
Encounters are any situation where the player options available for an encounter. Attack? Parley?
characters meet other characters or creatures in Run? Sneak around? All, and more, are possible
uncertain circumstances. There is no limit to the actions and outcomes…
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56 Rules & Magic