Castles & Crusades Castle Zagyg Class Options & Skills for Yggsburgh, Podreczniki RPG, Castles & Crusades
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Castle Zagyg
Class Options & Skills for Yggsburgh
by
Gary Gygax
Gary Gygax
Cover Art by Peter “20 Dollar” Bradley
Cover Design & Layout, Interior Art, Logos and Logo Designs by
Peter “20 Dollar” Bradley and Davis Chenault
Production managed by Team Troll
Davis Chenault, Stephen Chenault, Peter Bradley
For more information on Castles & Crusades and related products or
to Join the Castles & Crusades Society, please contact us at,
Troll Lord Games PO Box 251171, Little Rock, AR 72225
On the web at www.trolllord.com or email at troll@trolllord.com or
www.castlesandcrusades.com
©2006 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a Registered Trademark (pending) of Troll Lord Games. All Rights Reserved.
C&C, Castle Keeper, SIEGE engine,Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are Trademarks of
Troll Lord Games. All Rights Reserved. Text is copyright Trigee Enterprises Company 2006. All Rights Reserved. Castle Zagyg, the Castle Zagyg logo and
Yggsburgh are Trademarks of Trigee Enterprises Company. All Rights Reserved.
1
Restrictions
1. Multi–classed characters take the best to hit bonus of their
respective classes.
2. Multi–classed characters use the least restrictive weapons
list for their classes.
3. Multi–classed characters use the most restrictive armor list
of their classes.
4. Multi–classed characters can not combine abilities. For
example, a fighter’s extra attack means that the character
can make an extra normal attack and not use that extra
attack to deflect missiles, make a back attack or inspire.
5. Starting gold is determined by rolling for each class
individually, combining the results and dividing that by the
number of classes the character has.
NOTES ON DUAL-CLASS AND
MULTI-CLASSING
It seems reasonable to this author that very able characters be able
to operate in two distinct and not incompatible classes at the same
time. Thus, a fair number of the non-player characters encountered
in this setting have dual class status and it would be unfair not to
present the players with the same options. There are two options
when a player decides his character should have more than one
class. The first option is multi-classing. This allows a character to be
made up of more than one class when initially created. The second
option is dual classing. Dual-classing allows a character to acquire
another class later on in their career.
MULTI-CLASSING
DUAL–CLASSING
Choosing the Classes
1. Any class can combine with any other class barring
alignment restrictions.
2. Up to three classes can be chosen for humans and two for
demi-humans.
3. The classes chosen must correspond to a prime attribute.
4. The HP/ dice for each class are rolled together and then
averaged, rounding up fractions of .5 or more, dropping any
below that.
Dual–classing is similar to multi–classing only in that the character
has several classes. The classes are acquired differently and
progression is slightly different. In dual classing, the player’s character
begins with one class and decides to change careers (so to speak) and
add on a different class.
Acquiring Classes
1. The character must start with one class.
2. The character must progress at least one level in the starting
class before adding an additional class to his character.
3. Barring alignment restrictions, any class can be added. Prime
attributes do not restrict class choice. A character can have a
maximum of three classes but before adding another class, the
character must progress at least one level in the most recently
added class.
4. Before adding the class and its abilities, the character must
undergo training. Before taking the new class, he must earn
double the number of experience points required for the
new class to reach 2
nd
level.
Only after this number of experience points have been
earned does the character acquire those class abilities.
Furthermore, the character must be working with another
character or non–player character of the class to be added
and they must be at least 3
rd
level.
And finally, while in this period of training, they must obey
all the restriction of being dual classed (see below). In this
case, all abilities and checks associated with the new class
are made at -5 and no magic can be used.
For example, a fighter decides to become a thief. After
attaining 2
nd
level as a fighter, the player decides to add
the thief class to the character. He then must gain 3000
experience points in cross-over training before adding
1
st
level thief to his character. Additionally, this 3000
experience points must be earned while the character is
Advancing Levels
1. All experience points are divided up equally amongst the
classes chosen for the character. For example, if a fighter/
thief were to receive 250 experience points, 125 is applied
to the fighter class and 125 to the thief class. All fractions
are dropped.
2. Once a character acquires enough experience points to
progress in one class, they do so. For example, a cleric/
wizard has 2,252 experience points in both the wizard and
cleric class (they must always be equal), that character
advances to 2
nd
level cleric while remaining a 1
st
level
wizard.
3. When advancing a level, use the Hit Dice type for the
class one advanced in to determine the number hit points
gained. Using the cleric/ wizard above, the player rolls
a d8 for hit points. When the character acquires 2,602
experience points, a d4 is used for hit points.
4. The character level is the accumulated levels of all the
classes. So a 4
th
/ 4
th
level thief/ fighter has 8 character levels.
At the point the 11
th
character level is gained, hit point
accumulation changes. At this point, hit point accumulation
is equal to the advancement of the character’ classes at 10
th
level and beyond. For example, a 5
th
/ 5
th
fighter/ thief gains
a level of thief so gains +2 hit points, when that character
gains a level of fighter, they gain +4 hit points.
2
3 .
under the tutelage of a 3
rd
level or greater thief. During this
training period, the character can use thief abilities (such
as pick pockets) but does so at –5 to his check.
5. Once a level has been attained in the new class, the
character can apportion experience points in any manner
chosen. Thus, level advancement can be uneven.
6. When advancing a level, use the Hit Dice type for the
class one advanced in to determine the number hit points
gained. Using the fighter/ thief above, the player rolls a d6
for hit points when adding their new class.
7. The character level is the accumulated levels of all the
classes. So a 4
th
/ 4
th
level thief/ fighter has 8 character levels.
At the point the 11
th
character level is gained, hit point
accumulation changes. At this point, hit point accumulation
is equal to the advancement of the character’ classes at 10
th
level and beyond. For example, a 5
th
/ 5
th
fighter/ thief gains
a level of thief so gains +2 hit points, when that character
gains a level of fighter, they gain +4 hit points.
Dual–classed characters use the most restrictive armor list of
their classes.
4. Dual–classed characters can not combine abilities. For
example, a fighter’s extra attack means that the character can
make an extra normal attack and not use that extra attack to
deflect missiles, make a back attack or inspire.
SECONDARY SKILLS
This section pertains to the acquisition and application of
secondary skills for characters. Secondary skills are bundles of
related skill sets that can be possessed by non-player characters
and/ or characters. These skill bundles represent a person’s ability
to perform actions within the ability description with an expertise
greater than those without. It is important to note that, when
applying this system, the Castle Keeper must be aware that those
attempting to perform actions that are covered by a secondary
ability or class ability which they do not possess can not perform
them as well as other characters or non-player characters. This
allows the secondary abilities to have some meaning in the game.
To take a modern example, would it be reasonable for someone
lacking the training in corporate tax law to correctly fill out the
requisite tax forms for a small corporation, much less a large one?
For example, the suborning skill includes the ability to bribe.
Consider two characters, Aldous and Bensley, attempting to bribe
Restrictions
1. Dual–classed characters take the best to hit bonus of their
classes.
2. Dual–classed characters use the least restrictive weapons list
for their classes.
3
a local magistrate. Aldous has the suborning skill and Bensley
does not. Bribery is a charisma based skill. So both would make a
charisma check to determine if they successfully bribe the officer
of the law. Because Aldous has the suborning skill, he is allowed
to add a bonus to his charisma check. This roll is modified by
difficulty and other considerations the Castle Keeper may deem
appropriate. The following section describes what secondary skills
are in general, how to acquire them, apply secondary skills in the
game, adjust rolls, a description of the secondary skills and advice
on expanding the list of secondary skills.
a level one skill. The second acquisition of that skill indicates the
character has a level two ability. These levels can increase as high
as the character desires. Each skill level acquisition is considered
separate for advancement purposes.
There are three classifications of abilities as pertains to cost:
G
eneral Skill
,
Prime Skill
and
Non–Prime Skill
.
GENERAL SKILL
:
These abilities are open to all.
PRIME SKILL
:
This ability is prime specific and more easily
learned by a character with that prime.
NON–PRIME SKILL
:
This refers to the acquisition of skills that
are prime specific but which the character does not have a prime.
WHAT ARE SECONDARY SKILLS
Secondary Skills are really bundles of skills, abilities and
capabilities that reflect or incorporate certain sets of social skills,
intellectual abilities or physical capacities. For example, bullying
affects a character’s ability to grapple, intimidate, punch, and
threaten opponents. As this example shows, secondary skills are
a broad set of abilities that can be structured under one category.
These are abilities or capacities a character has and, by possessing
them, better able to perform them than those who do not possess
them.
Each Skill has a base cost in experience points. The acquisition
of thin that skill costs that amount. Thereafter cost is the base
multiplied by the level one is attaining. For example, acquiring a
level three prime skill costs 9,000 experience points. One can only
go up a level one at time. One can not buy three levels in one fell
swoop. Skill levels can only be gained after at least one class level
is attained. For example, a 3
rd
level character can purchase a skill
but can not purchase another skill or skill level until 4th level in
the class is attained.
In some cases, an NPC character only, will aquire a randomly
determined low level of class ability.
ACQUIRING SECONDARY SKILLS
Secondary abilities are acquired by an expenditure of experience
points. A character must expend experience points to gain these
abilities. The experience points expended can not be used for class
level advancement. The cost in experience points for skills depends
upon the type and level of the skill. Also, skills can be improved
upon. The first acquisition of an ability means the character has
Ability Classification
Cost in Experience Points
Prime Skill
3,000
General
5,000
Non-Prime Skill
8,000
For example, a character acquires one prime specific skill at a cost
of 3,000 experience points at 3rd level. The second such skill level
then costs 3,000 x 2, for a 6,000 total, and if a third such skill level
is acquired it will cost 9,000 experience points total; for 3 levels of
the skill.
USING SECONDARY SKILLS
The use of secondary skills in a game will take a creative Castle
Keeper. While some of the skills are straightforward, others
are not or involve such general concepts as to make specific
explanation on when and how to apply them in their myriad
forms, meaningless. That said, some explanation must be give.
First, to resolve an issue that involves any of the skills mentioned
above does not require a skill check. Often times success is
guaranteed or the Castle Keeper knows what the outcome would
be. In other cases the Castle Keeper might want to propel the story
along some interesting path and allow for it success. Only in those
cases in which a chance of failure looms large should a skill check
be made. Or, that is, those involving combat. Once it is decided
that a chance of failure is possible, then a check must be made.
To make the check, the character acting (such as doing research)
simply rolls an appropriate attribute check and add +2 per
4
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