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- ---
- LEVELING UP
- ---
- Characters start the game at 0th level. This is before they really define their
- role as adventurers and gain a Class. There are 12 levels in Treasure Trek,
- and to level up, you need money. Gaining gold and treasure benefits everyone
- at a 1:1 ratio of Gold Value and Experience Points [EXP], with a cumulative
- multiplier gained from killing monsters as written in their descriptions.
- You can, however, only level up once a session. Any leftover gold value gained
- during a session is counted into the next level progression, but just stops
- short of actually giving you the level if it would complete it.
- LEVEL 00 - 0 EXP
- LEVEL 01 - 750 EXP
- LEVEL 02 - 1,500 EXP
- LEVEL 03 - 3,000 EXP
- LEVEL 04 - 6,000 EXP
- LEVEL 05 - 12,000 EXP
- LEVEL 06 - 25,000 EXP
- LEVEL 07 - 50,000 EXP
- LEVEL 08 - 100,000 EXP
- LEVEL 09 - 200,000 EXP
- LEVEL 10 - 300,000 EXP
- LEVEL 11 - 400,000 EXP
- LEVEL 12 - 500,000 EXP
- ---
- CLASSES
- ---
- There are four classes in Treasure Trek. When you reach 1st level, you may
- choose to enter into one of them, and pursue its progression until your
- character dies or reaches their final level.
- The four classes are: CLERIC, FIGHTER, SCHOLAR, THIEF.
- - [CLERIC]
- Health Bonus: +3 HP per level
- [MOD: FATE SAVE+] You add +5% to the Base Odds of saves vs. deathly
- effects. This Mod increases by 5% every odd-numbered level after 1st.
- [TRAIT: TURN UNDEAD] With a holy wave, you can cast away the undead.
- Roll GUILE vs. a group of undead, converting the strongest undead's HD
- into a percentage [3 HD = 15%] to be subtracted from the Base Odds.
- You choose the target; if you successfully make the roll, the Undead
- must spend its turns after moving as far away from you as possible
- until all have retreated or combat ends.
- [TRAIT: ALIGNMENT PARAGON] As a creature in tune with your alignment,
- you may speak its language. This language [named after your alignment]
- cannot be understood by those outside of it, nor spoken by those not
- in tune with the spiritual world. You also must adhere to one of the
- following rulesets, lest you anger the god you worship.
- LAWFUL: You must not use reversed spells unless in dire circumstances.
- You must not carry bladed or piercing weapons, nor use them in battle.
- CHAOTIC: You must use reversed spells whenever possible, unless it is
- to aid your fellow chaotic beings. You cannot use a shield in battle.
- NEUTRAL: You must use spells only for self-benefit whenever possible.
- Avoid charity or barbarity - do not cast spells to hurt/harm others.
- AT 2ND LEVEL ->
- [TRAIT: HOLY CASTER] You gain access to powerful magic from the
- Divine spell list. See MAGIC for rules and what spells you have
- access to. You can also read and use scrolls for your magic type.
- AT 6TH LEVEL ->
- [TRAIT: DESTROY UNDEAD]
- With a successful Turn Undead, you can instantly annihilate any
- undead with an amount of HD equal to half your character level,
- affecting the weakest undead nearby, first.
- AT 12TH LEVEL ->
- [TRAIT: BEHOLD THE MIRACLE]
- Once per day, you can beckon your god for a miracle of your
- choice, such as the revival of several party members or the
- smiting of a mighty undead. On a failure, you may try again,
- but the second failure will have an adverse effect upon you as
- punishment decided by the Referee.
- - [FIGHTER]
- Health Bonus: +4 HP per level
- [MOD: BRAWN SAVE+] You add +5% to the Base Odds of saves vs. paralysis
- or poison. This Mod increases by 5% every odd-numbered level after 1st.
- [TRAIT: MARTIAL MIGHT] You can use two-handed melee weapons and are
- not Encumbered by wearing Plate Mail.
- [TRAIT: CRITICAL HITS] On a natural result of 1, you can deal x2
- damage to an enemy, doubling both the bonus and the rolled result.
- AT 6TH LEVEL ->
- [TRAIT: DOUBLE ATTACK] You can now make two attacks as part
- of the same action, changing target between them.
- AT 12TH LEVEL ->
- [TRAIT: COMBAT MASTERY] You can make three attacks as part
- of the same action, and gain critical hits on 2's as well.
- - [SCHOLAR]
- Health Bonus: +1 HP per level
- [MOD: CLOUT SAVE+] You add +5% to the Base Odds of saves vs. spells.
- This Mod increases by 5% every odd-numbered level after 1st.
- [TRAIT: MAGIC-USER] You have access to powerful magic from the Arcane
- spell list. See MAGIC for rules and what spells you have access to.
- You can also read and use scrolls for your magic type.
- [TRAIT: LINGUIST] You can attempt to read non-magical languages
- at 40% Base Odds with your Clout's bonus. On a failure, you can't
- try again with the same text until you reach another level.
- AT 6TH LEVEL ->
- [TRAIT: FREESPELL] Out of combat, you can attempt to use
- magic to solve problems, such as "repair this bridge" or
- "return this polymorphed man to normal". The Base Odds
- of success are always 20% + your Clout's bonus. On a failure,
- further attempts to use magic on the target must be done
- with a listed spell until you reach another level.
- AT 12TH LEVEL ->
- [TRAIT: ARTIFICER] You can create magic items infused with
- a spell or effect agreed to by the Referee. You must choose
- an item of Fine or Masterful quality and imbue it with an
- effect or spell requiring materials of GP equal to 1000x
- the magic effect's level. This has a 25% chance of working,
- but the Odds can be doubled by spending twice as much on
- the materials. Doing so requires a month of downtime.
- On a failure, the materials are wasted.
- - [THIEF]
- Health Bonus: +2 HP per level
- [MOD: GUILE SAVE+] You add +5 to the Base Odds of saves vs. AOE
- attacks and hazards. This Mod increases by +5% every odd-numbered
- level after 1st.
- [TRAIT: THIEF SKILLS] You have a wide array of skills that you
- can invest in. These skills give you a bonus to Base Odds of
- their relevant checks. Every level, you can increase one of them
- by an additional 5%. These skills also benefit from your GUILE bonus.
- - SNEAKING [+10%]
- - LOCKPICKING [+10%]
- - TRAP DISARMING [+10%]
- - WALL SCALING [+10%]
- - PICKPOCKETING [+10%]
- - CODEBREAKING [+10%]
- [TRAIT: BACKSTAB] When catching an unaware enemy by surprise, you
- have 20% on the to-hit roll, and deal 2x as much damage.
- AT 6TH LEVEL ->
- [TRAIT: ANTICIPATION] Once a day, you have a second chance.
- Through a keen and vivid imagination, you can do what seems
- like defying destiny. Roll a Fate save after taking damage.
- On a success, you can "roll back time" to the moment before
- the ill effect or attack you suffered happened, and avoid it.
- AT 12TH LEVEL ->
- [TRAIT: SCROLL USER] You can use arcane scrolls with a flat
- 75% rate of success. The scroll's spell level must be no
- more than half your level for you to be able to cast it.
- On a failure, the scroll explodes and deals 4d4 damage to you.
- ---
- MAGIC
- ---
- There are two kinds of magic in the game - Arcane and Divine, cast by Scholars
- and Clerics respectively. When casting spells, you must obey the following rules
- regardless of your Class.
- - When a spell is cast, its knowledge is erased from your
- mind and must be memorized again.
- - You must be able to speak and move your hands to cast.
- If bound and gagged, you are magically silenced.
- - You must have line of sight with a target, whether it's
- an area, monster, character or object. Some spells do not
- require line of sight as said by their descriptions.
- -SPELL LEVELS-
- SCHOLARS
- Spells Memorizable
- _SL1_SL2_SL3_SL4_SL5_SL6_SL7
- 01| 1 _ - _ - _ - _ - _ - _ -
- 02| 2 _ - _ - _ - _ - _ - _ -
- 03| 3 _ 1 _ - _ - _ - _ - _ -
- 04| 3 _ 2 _ - _ - _ - _ - _ -
- 05| 4 _ 2 _ 1 _ - _ - _ - _ -
- 06| 4 _ 3 _ 2 _ - _ - _ - _ -
- 07| 4 _ 3 _ 2 _ 1 _ - _ - _ -
- 08| 4 _ 3 _ 3 _ 2 _ - _ - _ -
- 09| 4 _ 3 _ 3 _ 2 _ 1 _ - _ -
- 10| 4 _ 3 _ 3 _ 2 _ 2 _ 1 _ -
- 11| 4 _ 3 _ 3 _ 2 _ 2 _ 1 _ -
- 12| 4 _ 3 _ 3 _ 2 _ 2 _ 2 _ 1
- ==============================
- CLERICS
- Spells Memorizable
- _SL1_SL2_SL3_SL4_SL5_SL6_SL7
- 01| - _ - _ - _ - _ - _ - _ -
- 02| 1 _ - _ - _ - _ - _ - _ -
- 03| 2 _ 1 _ - _ - _ - _ - _ -
- 04| 3 _ 2 _ - _ - _ - _ - _ -
- 05| 4 _ 2 _ 1 _ - _ - _ - _ -
- 06| 4 _ 3 _ 2 _ - _ - _ - _ -
- 07| 4 _ 3 _ 2 _ 1 _ - _ - _ -
- 08| 4 _ 3 _ 3 _ 2 _ - _ - _ -
- 09| 4 _ 3 _ 3 _ 2 _ 1 _ - _ -
- 10| 4 _ 3 _ 3 _ 2 _ 2 _ 1 _ -
- 11| 4 _ 3 _ 3 _ 2 _ 2 _ 1 _ -
- 12| 4 _ 3 _ 3 _ 2 _ 2 _ 2 _ 1
- ==============================
- -MEMORIZING SPELLS-
- When learning a new spell, Scholars require a full night's sleep to be able to
- memorize it and write it into their spellbooks. You can memorize all spells
- you're capable of casting from after an hour of studying your spellbook.
- If you wish to use a spell in its reversed form, you must write it down
- seperately in your currently memorized spell list.
- Clerics do not need to memorize their spells, as they're gained from prayer
- over an hour, and can choose to reverse a spell before they cast it.
- -MISC. CASTING RULES-
- - Some spells specify their targets and what they can affect.
- For those that don't, the referee decides.
- - Concentration spells are broken by being attacked or
- taking other actions not defined by the spell.
- - Multiple spells can't be used to increase the same ability,
- but may be combined with similar magic item effects.
- -DIVINE DIFFERENCES-
- Characters like clerics are bound by their alignment in behavior. If they act
- out of alignment when using divine magic, they may suffer penalties based on
- severity of the transgression, such as needing to donate treasure to their
- deity or suffer the loss of their attack bonus at the referee's choice.
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