Sunday, December 22, 2013

OSERIP : An Old School mashup. 4C System FASERIP meets OSRIC.

OSERIP : An Old School mashup. 4C System FASERIP meets OSRIC.


Version 0.2, December 22, 2013 - Blue Tyson

Download OSERIP
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Unless otherwise stated go by the 4C System rules for mechanics and OSRIC for race and class qualifications, levels, spells gained, spell definitions, monster abilities, etc.


ATTRIBUTES



There are six, as you would expect:


Operate
Strength
Endurance
Reason
Intuition
Popularity



Attribute Generation:



OSRIC
OSERIP
Random Standard
Random Easy
3
Feeble (1)
01

4
Feeble (2)
02

5
Poor (3)
03-04
01
6
Poor (3)
05-09
02-03
7
Poor (4)
10-15
04-05
8
Poor (4)
16-24
06-10
9
Typical (5)
25-36
11-17
10
Typical (6)
37-50
18-26
11
Typical (7)
51-63
27-37
12
Good (8)
64-72
38-49
13
Good (9)
73-84
50-62
14
Good (10)
85-90
63-74
15
Good (12)
91-95
75-83
16
Good (14)
96-97
84-89
17
Good (15)
98-99
91-95
18
Excellent (16)
100
99-00
18 (01-10)
Excellent (17)
Roll d100
Roll d100
18 (11-20)
Excellent (17)


18 (21-30)
Excellent (18)


18 (31-40)
Excellent (18)


18 (41-50)
Excellent (19)


18 (51-60)
Excellent (20)


18 (61-70)
Excellent (21)


18 (71-80)
Excellent (22)


18 (81-90)
Excellent (23)


18 (91-95)
Excellent (24)


18 (96-99)
Excellent (25)


18 (00)
Remarkable (26)








































UNIVERSAL TABLE



W = Fail, G = Minor Success, Y = Success, R = Major Success
05 = a roll up to 05 e.g. 01-05, 10 is 06-10, etc.



RK
05
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
00
0
W
W
W
W
W
W
W
W
W
W
W
W
W
G
G
G
G
G
G
R
Fb
W
W
W
W
W
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
R
Pr
W
W
W
W
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
R
Ty
W
W
W
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
R
Gd
W
W
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
R
Ex
W
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
R
Rm
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
R
In
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
R
R
Am
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
R
R
Mn
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
R
R
R
Un
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
X
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
Y
W
G
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
Z
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
R
C1
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
R
C3
W
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
R
R
C5
W
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
R
R
R
oo
W
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
R
R
R
R

05
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
00





RANK RANGES




RANK
RANGE
Shift 0
0
Feeble
1-2
Poor
3-4
Typical
5-7
Good
8-15
Excellent
16-25
Remarkable
26-36
Incredible
37-46
Amazing
47-62
Monstrous
63-87
Unearthly
88-125
Shift X
126-175
Shift Y
176-350
Shift Z
351-999
Class 1000
1000-2999
Class 3000
3000-4999
Class 5000
5000+
oo
Infinite









RACE SELECTION



Row Shift raises to the lowest number in the next Rank or reduces to highest number in next lowest Rank.  Choose a class as per OSRIC.


Dwarf


+1 Row Shift to Endurance
+1 Row Shift when fighting Goblin Races
+End/2 Row Shifts against Magic/Poison saves
+4 Row Shifts on an automatic Dodge/Evade roll against Giant Races
Amazing talent to detect slopes/construction
Remarkable talent to detect shifting buildings
Good talent to detect stone traps/depth underground
Infravision


Gnome


+End/2 Row Shifts against Magic/Poison saves
+1 Row Shift when fighting Kobolds/Goblins
+4 Row Shifts on an automatic Dodge/Evade roll against Giant Races
Monstrous talent to detect slopes
Incredible talent to detect unsafe buildings
Remarkable talent to detect depth underground
Good talent to detect North when underground
Infravision


Elf


+1 Row Shift to Operate, -1 Row Shift to Endurance
Shift X immunity to sleep and charm
+1 Row Shift with bow, longsword or short sword
Infravision
Shift 0 talent to detect secret doors
Good talent to detect concealed doors
Remarkable talent to surprise


Half-Elf


Remarkable immunity to sleep and charm
Shift 0 talent to detect secret doors
Good talent to detect concealed doors


Halfling


+1 Row Shift to Operate, -1 Row Shift to Strength
+Endurance/2 Row Shifts vs magic and poison
+3 Row Shifts with a bow or sling


Half-Orc


+1 Row Shift to Strength, Endurance, -2 Row Shifts to Popularity
Infravision


HIT POINTS



Beginning Hit Points = Operate + Strength + Endurance + Fighting (see below)


So a 1st Level Fighter with Typical (7) Operate + Good (10) Strength + Good(8) Endurance has 7+10+8 + 10 from Fighter = 35


EXPERIENCE POINTS



Beginning Experience Points = Reason + Intuition + Popularity.


So a 1st Level Magic-User with Good (11) Reason + Typical (5) Intuition + Typical (6) Popularity begins with 11 + 5 + 6 = 22.


Experience Points may be spent as per Fortune/Karma is the mashup wrinkle, here. To gain a level, you must spend them completely, reducing your total by the number required as per OSRIC.  Start off a little tougher but luck’s a temptation so getting further may be harder.  Award Experience Points as per OSRIC.





FIGHTER RANK



BASIC:  For each level gained add to Fighter rank :
Fighter Classes: 10 Points
Cleric Classes: 8 Points
Thief Classes: 8 Points
Magic-User Classes: 4 Points


Then Look Up the Rank Range table above to see which row you use for rolling.



Advanced: The Rank listed in the table is your Row for combat rolls based on your best class.


Level
Fighter
Cleric
Thief
Magic-User
1
Fb (2)
Fb (1)
Fb (1)
Sh (0)
2
Pr (4)
Fb (2)
Fb (2)
Fb (1)
3
Ty (6)
Pr (4)
Fb (2)
Fb (1)
4
Gd (10)
Ty (6)
Pr (3)
Fb (2)
5
Ex (20)
Gd (9)
Pr (4)
Pr (3)
6
Rm (30)
Gd (14)
Ty (5)
Pr (4)
7
In (40)
Ex (18)
Gd (9)
Ty (5)
8
Am (50)
Ex (20)
Gd (13)
Ty (6)
9
Mn (75)
Rm (28)
Ex (17)
Ty (7)
10
Un (100)
In (38)
Ex (20)
Gd (8)
11
Un (105) +1 RS
Am (48)
Rm (27)
Gd (10)
12
Un (110) +2 RS
Am (55)
Rm (34)
Gd (12)
13
Un (115) +3 RS
Mn (65)
In (37)
Gd (14)
14
Un (120) +4 RS
Mn (75)
In (42)
Ex (16)
15
Un (125) +5 RS
Un (90)
Am (46)
Ex (20)
16
SX (130) +5 RS
Un (93) + 1 RS
Am (50)
Rm (26)
17
SX (135) +6 RS
Un (96) + 1 RS
Mn (63)
Rm (30)
18
SX (140) +7 RS
Un (98) + 1 RS
Mn (75)
Rm (33)
19
SX (145) +8 RS
Un (100) + 2 RS
Un (88)
In (36)
20
SX (150) +9 RS
+3 HP
Un (93)
In (40)
21
+5 HP
+3 HP
+2 HP
Am (46)
22+
+5 HP
+3 HP
+2 HP
+1 HP





WEAPONRY



In keeping with the static effect nature of 4CS, weapons do their max dice number in damage.  


1d2 = 2 points
1d3 = 3 points
1d4 = 4 points
1d4+1 = 5 points
1d6 = 6 points
1d6+1 = 7 points
2d4 = 8 points
1d8 = 8 points
1d8+1 = 9 points
2d4+1 = 9 points
1d10 = 10 points
1d12 = 12 points
2d6 = 12 points
2d8 = 16 points
3d6 = 18 points
etc.


Unless otherwise stated it should be assumed that attack results use the Edged/Slashing column for results unless specifically going for flat of the blade/axe head type non-lethal options.


Non-proficiency penalties and usage as per OSRIC, each -1 is -1 Row Shift.


ABILITY ADJUSTMENTS



HTH To Hit Adjustment for Strength: Excellent +1, Excellent (20) +2, Remarkable +3
HTH Damage Adjust for Strength: Good (14) +1, Excellent +2, Excellent (18) +3, Excellent (22) +4, Excellent (24) + 5, Remarkable +6
Because you are more 4CS heroic, forcing doors needs a G Strength Roll and bending bars or lifting Gates needs a Yellow Strength Roll.


Missile/Surprise Adjustment for Operate: Good (14) +1, Good (15) +2, Excellent +3,
AC Adjustment for Operate: Good(13) -1, Good (14) -2, Good (15) -3, Excellent -4,


Endurance Adjustment to Fighter Rank Number per level: Good (14) +1, Good (15) +2, Excellent +3.  Double this for Fighter Classes.
Surviving Resurrection and System Shock is a oo Row roll.  For every rank under Excellent there is a five Row Shift penalty.


Reason points over 8 give you the ability to learn an additional language each.


An Intuition of Good gives you +1 Row Shift on Mental Saving Throws. Excellent is +2.
A Popularity of Good gives you +2 Row Shifts to Reactions and Loyalty. Excellent is +4.


OSERIP is going for a slightly more heroic flavour, so there are no penalties listed.  If you would like a quick and dirty way to make things tougher, give a -1 Penalty for a Poor Rank and a -2 for a Feeble rank in the areas given above.



ARMOUR



To go with the old-fashioned OSRIC flavour, armour gives Row Shift penalties to attack rolls.
So as per the OSRIC Effect on AC, Banded/Split is a 6 Row Shift penalty, Leather is a 2 Row Shift penalty, Plate is a 7 Row Shift penalty, etc.  A Shield is a 1 Row Shift penalty.


HIT DICE



Give a monster 8 Hit Points per hit die listed.  If 1d4 e.g a Kobold, give them 4 Hit Points.  If 1 -1 then 7.  If 1+1 then 9.  7+7 is 63. Etc.  Attacks of the usual fighting variety do damage as per the weapons rules. 3d8 is 24 points of damage, 5d6 is 30, etc.



SAVING THROWS



Physical Saving Throws require a Y Endurance roll.  Breath Weapons, Poison, Paralysis, Death, etc.


Magic Saving Throws requires a Y Reason roll if of Magic-User origin or Y Intuition roll if of Clerical origin.  Wands, Spells, Polymorph, etc.


The roll gets two Row Shifts for every four levels the character has, rounded up. Level 1-4 is +2, Level 5-8 is +4, etc.

THIEF POWERS



Add the thief’s level as a Row Shift to all of the below


G Rolls required


Climb Walls - Amazing, (Halfling, Gnome - Excellent), (Dwarf - Remarkable), (Elf - Incredible), (Half-Orc, Human - Monstrous)


Y Rolls Required


Find Traps - Typical, (Elf, Half-Orc - Good), (Dwarf - Remarkable),
Hide In Shadows - Poor, (Half-Elf - Typical), (Elf - Good), (Halfling - Excellent)
Move Quietly - Poor, (Dwarf - Feeble), (Elf - Typical), (Halfling - Excellent)
Open Locks - Good, (Elf- Typical), (Half-Orc, Human - Excellent), (Gnome - Remarkable), (Dwarf - Incredible)
Pick Pockets - Excellent, (Half-Orc - Good), (Elf, Halfling - Remarkable), (Half-Elf - Incredible)


R Rolls Required


Hear Noise - Remarkable, (Elf, Gnome, Halfling, Half-Orc - Incredible)
Read Languages - Excellent, (Half-Orc - Typical), (Dwarf, Halfling - Good), (Elf - Incredible)


Ability Adjustments


Add these Row Shifts for for Find Traps, Hide in Shadows, Move Quietly, Open Locks and Pick Pockets
Operate - Remarkable +3 RS, Excellent +2 RS, Typical -2 RS




MOVEMENT



Movement rates in 4C are based on Endurance. To make conversion simple, a Sector is 60 feet.
Endurance of Feeble: 1 Sector, Poor-Excellent 2 Sectors, Remarkable 3 Sectors
Small race characters (halfling, gnome, dwarf, etc.) calculate movement as if their Endurance were three ranks lower.



MONSTER FIGHTING RANK




Monster Hit Dice
Fighting Rank
Up to 1-1
Shift 0
1-1
Feeble
1
Poor
1+1 to 2
Typical
2+1 to 3
Good
3+1 to 4
Excellent
4+1 to 5
Remarkable
5+1 to 6
Incredible
6+1 to 7
Amazing
7+1 to 8
Monstrous
8+1 to 9
Unearthly
etc.
+1 Row Shift








CLERIC POWERS



Turning Undead


A cleric requires a G roll on the Typical column.  For each Undead Type > 1 -3 Row Shifts.  For each cleric level over 1  +3 Row Shifts.
Advanced idea: if the Cleric has is 5 levels or greater than the Undead Type a Y Roll or better dusts the evil thing.



GETTING OSRIC AND 4C SYSTEM



4C System



OSRIC




Notes


So there is your basic christmas idea, early draft.  More to do, add in Paladins, Illusionists, etc.