Mechanics

CHARACTER CREATION
A player will choose a race
Roll for ability scores using the rules for said race
Record to-hit and saving throws for said race
Start at max hp for lvl 1 and roll for mp (see below)
Choose to either:
1. start at Fighting lvl 1
2. start at Magic lvl 1
3. start at Specialism lvl 1

CHARACTER ADVANCEMENT
Upon leveling, a player will roll for hp, mp (see below), adjust saving throws appropriately and have the option to either;
1. advance Fighting level
2. advance Magic level
3. advance Specialism level

FIGHTING LEVEL

  • Level 1 - choose an advanced fighting technique or weapon specialization
  • Levels 2-5 - add +1 to attack bonus
  • Level 6 - choose another advanced fighting technique or weapon specialization
  • Levels 7-10 - add +1 to attack bonus
  • Level 11 - choose another advanced fighting technique or weapon specialization
  • Levels 12-15 - add +1 to attack bonus

There are many advanced fighting techniques to be found in Tiat and as such all cannot be listed here but some include Dual Wielding, Improvised Weaponry, Pressure Points, Close Combat or Shield Specialization. Weapon specializations add a +1 To-Hit bonus for whatever weapon type you choose ie bow, spear, sword, ax etc.

MAGIC LEVEL
For each level of magic achieved, a character can learn spells of that level. For instance, characters with a Magic level of 1 can only learn and cast level 1 magic and characters with a Magic level of 6 can learn and cast magic spells of up to the 6th level.

SPECIALISM LEVEL
For each specialism level a character can divvy out 2 skill points.

MAGIC SYSTEM
MP or Magic Points are used to cast spells. Spells cost 2 x spell level MP each to cast. So level one spells cost 2 mp to cast, level two spells cost 4 mp, level three spells cost 6 mp and so on.

Dwarves and White Apes start with 1d3 mp and gain 1d3 each level up to 3rd level then add +1 for each additional level
Humans, Half-apes, Elves and Miece start with 1d4 mp and gain 1d4 each level up to 5th level then add +1 for each additional level
Darrin and Leyscarred start with 1d6 mp and gain 1d4 each level up to 7th level then add +1 for each additional level
Constructs have no mp

A character can only have as many spells prepared as half of their WIS (rounded down) but can have as many spells as their spellbook can hold. A character will memorize their spells at the beginning of the day and will be able to use these spells as much as their mp will allow.

One may overcast, that is to say cast a spell that will drive their mp past the 0 mark, but the spell takes twice as long to cast and any mp cost past the 0 mark comes out of the character's hit points.

A character may also cast a spell they do not have memorized out of their spellbook but it takes 15 minutes times the spell level of uninterrupted time to prepare (not counting the actual casting time) and it does not get added to your memorized spell list for that day.

Spellbooks define how many spells a character may retain. They range from the small and cheap utility spellbook to the costly giant eldritch tome.

CRITICAL HITS AND MISSES
Critical Hit
When a character rolls a critical hit on their to-hit roll, one extra die of damage at full strength is added to the initial damage. For instance, a weapon that would normally do 1d4 points of damage will do 1d4+4 as well as a weapon that normally does 2d6 worth of damage will do 2d6+6 and so on.

Critical Miss
When a character rolls a critical miss on their to-hit roll, they must roll 2d6 and consult this table

Result

  • 2-6 - Character falls prone and misses their next turn
  • 7-9 - Character falls prone, missing their next turn as well as damaging themselves 1d4 points
  • 10-11 - Character falls prone, missing their next turn as well as damaging their closest party member 1d4 points
  • 12 - Character falls prone, missing their next turn as well as damaging themselves and all other party members 1d4

DEATH AND DYING
Upon reaching 0 hp, a character is knocked out and cannot make any actions until brought back to at least 1 hp. A character dies at the negative of the level 1 max hp.