Professional Documents
Culture Documents
Table of Contents:
C h a r a c t e r A b i l i t i e s ................................................2
C h a r a c t e r C l a s s e s ..................................................3
N o n w e a p o n P r o f i c i e n c y D e s c r i p t i o n s..................5
P r o f i c i e n c y C h a r t ............................................1 3
E q u i p m e n t D e t a i l s ..............................................1 4
E q u i p m e n t C o s t C h a r t ....................................1 5
M a g i c ....................................................................1 6
A d e p t S p e l l s ......................................................1 7
M y s t i c S p e l l s ......................................................2 0
K i t s f o r H e r o e s ....................................................2 2
LIVING D EATH C h a r a c t e r C r e a t i o n ........................3 4
The material presented here is from the following sources: Masque of the Red Death boxed set by William W.
C o n n o r s , RAVENLOFT b o x e d s e t b y B r u c e N e s m i t h w i t h A n d r i a H a y d a y , " D o n n i n g a N e w M a s q u e " b y W i l l i a m W .
C o n n o r s (D RAGON M a g a z i n e # 2 1 5 ) , " M y s t i c s , M i r a c l e s , a n d M e d i t a t i o n s " b y J a m e s W y a t t (D RAGON M a g a z i n e #
236), "Masque of the Red Death- Victorian Knights: Heroes of Gothic Earth" by Andrew Hauptmann
( P OLYHEDRON M a g a z i n e # 1 2 4 ) , A r c h e o l o g i s t K i t d e v e l o p e d b y P e t e r P a r k e r , A n i m a l B r e e d e r K i t a n d P o l i t i c i a n
K i t d e v e l o p e d b y K e i t h H o f f m a n , C r i m i n a l K i t d e v e l o p e d b y J e f f R i c h a r d s . A d d i t i o n a l c a m p a i g n m a t e r i a l p r ovided by Claire Hoffman. Scanning assistance provided by Victor Long and Mike Davis.
AD&D, RAVENLOFT, DUNGEON MASTER, POLYHEDRON and RPGA are registered trademarks of
TSR, Inc. LIVING DEATH is a trademark of TSR, Inc. Copyright 1999 TSR, Inc, a subsidiary of
Wizards of the Coast, Inc. All rights reserved.
I n t e l l i g e n c e :
Intelligence is the prime
r e q u i s i t e f o r a l l c h a r a cters of the adept class.
Number
of
L a n g u a g e s: N o n w e a p o n
proficiencies are used in
D EATH
the
LIVING
Campaign. Number of
L a n g u a g e s r a t i n g t h e r efore is used as bonus
proficiency slots rather
than actual languages. A
hero is always assumed
to be naturally fluent in
his native language, and
therefore
need
not
spend a proficiency slot
to speak, read or write
that language.
S p e l l L e v e l: T h e a b i lity to learn and cast
Page 2
Soldier
Ability Score Requirement: Strength 9
Prime Requisite: Strength
M e m b e r s o f t h e w a r r i o r c l a s s u s ually thought of as the heroes who
s p e n d n e a r l y e v e r y w a k i n g h o u r t r a i ning for battle. Although such warriors
a r e n o t k n o w n o n G o t h i c E a r t h , p r ofessional soldiers are found on every
continent and in every culture.
S o l d i e r s a r e n e a r l y i d e n t i c a l t o w a rriors, but a few basic differences must
be considered.
A soldier uses Players Handbook
Table 14: Warrior Experience Levels
for determining experience level. A
soldier who has a Strength score of 16
or greater receives a 10% bonus to the
number of experience points that the
DM awards.
Specialty Weapons: Soldiers are
not permitted to specialize in the use
of favored weapons. The degree of
devotion and training required to so
f u l l y m a s t e r a w e a p o n i s n o t c o n s i stent with life on Gothic Earth.
Proficiency Slots: A soldier begins
a c a r e e r w i t h f o u r w e a p o n p r o f i c i e nc i e s a n d t h r e e n o n w e a p o n p r o f i c i e nc i e s . O n e a d d i t i o n a l w e a p o n a n d n o nweapon proficiency slot is gained with
every third experience level attained.
When using a weapon, with which he
is not proficient, a soldier suffers a -2
penalty to the attack roll.
Multiple Attacks: As a soldier
increases in level, he gains the ability
to make multiple attacks per combat
round. This is played in a manner
identical to the ability of fighters in
standard AD&D.
Adept
Ability Score Requirement:
Intelligence 9
Prime Requisite: Intelligence
As mentioned previously, magic is
all but unknown on Gothic Earth. Still,
a few individuals have secretly kept
a l i v e t h e a n c i e n t k n o w l e d g e o f s p e l lcasting and magical lore. While many
frauds might claim knowledge of the
arcane arts, truly talented people are
few and far between. Adepts use
Players Handbook Table 20: Wizard
Living Death Player Guide
Mystic
Ability Score Requirement:
Wisdom 9
Prime Requisite: Wisdom
Members of the mystic class
tend to gain the majority of
their knowledge from systematic
studies of the universe. They are
a hardy folk, nearly as stalwart
as soldiers are. Their study of
the spirit world can make
them distracted at times.
Level
Advancement:
Mystics
use
Players
H a n d b o o k Table 23: Priest
Page 3
Tradesman
Ability Score Requirement: Dexterity 9
Prime Requisite: Dexterity
Tradesman characters make up
t h e m a j o r i t y o f t h e w o r l d ' s p o p u l ation. Corner merchants, laborers, and
all others who make the civilization of
Gothic Earth run smoothly fall into
this class. The class also includes
those few individuals who opt to make
a l i v i n g t h r o u g h t h e p u r s u i t o f c r i m inal activities. Characters with talents
similar to the rogue in the AD&D
game also qualify as tradesmen.
Level Advancement: Tradesmen
u s e Players Handbook Table 25:
Rogue Experience Levels. A tradesman
who has a dexterity score of 16 or
greater receives a 10% bonus to the
Page 4
Alias
Last name only
One missing name
-10
-8
-4
confronting
an
enemy.
Because
Arithmology taps into the magical
energies of the world, any use of this
proficiency requires a Powers Check.
This check is made at the end of the
required calculation time. In most
cases this check has a base of 1% per
hour spent to complete the process. If
the creature is of a magical nature or
a spellcaster then the check is based
on the number of hit dice of the NPC.
If the hero who has Arithmology also
p o s s e s s e s t h e P r o g n o s t i c a t i o n p r o f iciency, Arithmol-ogy may be used
with numerology to divine the future.
A hero who knows both proficiencies
gains a +2 bonus when using
Prognostication.
A s t r o n o m y T h i s p r o f i c i e n c y i n d icates a solid knowledge of the rapidly
growing science of stellar observation.
This skill allows a hero to identify
c e l e s t i a l b o d i e s a n d t o p r e d i c t u p c o ming stellar events such as eclipses and
meteor showers. Characters with this
skill gain a bonus to the Navigation
proficiency, adding a + 1 bonus to a
Navigation check.
A t h l e t i c s This proficiency requires
that the character select a specific
s p o r t o r s k i l l a s t h e b a s i s o f t h e p r o f iciency. The exact benefits of the
selected sport, as well as the ability
score upon which checks will be made,
is up to the Dungeon Master. It should
b e k e p t i n m i n d t h a t m a n y s p o r t s c o nsidered common on modern-day
earth have not yet been invented in
t h e 1 8 9 0 ' s , a n d o t h e r s ( s u c h a s b a s eb a l l ) a r e j u s t s t a r t i n g t o b e c o m e p o p ular on a national scale.
Backstabbing
this
proficiency
replaces the special ability of the same
name. A hero with this skill gains a +4
bonus to all attack rolls made with
surprise against the opponent's rear.
In addition, a backstab inflicts a
greater amount of damage depending
on the heros level, as shown below:
Level Character
1-4
5-8
9-12
13+
Dmg Mult
2x
3x
4x
5x
Climb
W a l l s This proficiency
replaces the thief skill of the same
name. When used successfully, it
allows a character to scale virtually
sheer walls. Heroes with this skill are
able to climb at the same rate as an
AD&D game thief (see Time and
M o v e m e n t i n t h e P l a y e r s H a n d b o o k) .
Whenever a thief character would be
called upon to make a roll against his
Climb Walls ability in an AD&D game,
you now must make a proficiency
check. When making this check, the
DM will need to apply the modifiers
listed in Players Handbook Table 66:
Climbing Modifiers. Since these are
g i v e n a s p e r c e n t a g e s , a q u i c k c o n v e rsion must be made, so that every 5%
bonus or penalty equates to a 1 point
modifier to the proficiency check.
C l o c k w o r k A character with this
p r o f i c i e n c y i s s k i l l e d w i t h s m a l l m e c hanisms similar to those used in clocks
and music boxes. With the right tools,
the character can use this talent to
construct clocks, watches, or similar
timing mechanisms. In a case in which
a t r a p i s f a s h i o n e d f r o m s u c h c o m p onents, the DM may allow a character
with this skill an attempt to disarm it
(possibly with a negative modifier to
success). The initial allocation of one
slot to this skill allows the character to
maintain and repair devices of this
nature. If new devices are to be
designed and built, an additional slot
must be allocated.
C r i m i n o l o g y The study of crime
a n d i t s h i s t o r y c a n b e o f g r e a t i m p o rPage 6
L a n g u a g e , A n c i e n t When a player
selects this proficiency for a hero a
specific language must be chosen.
Languages that qualify as ancient
include ancient Egyptian, Babylonian,
G r e e k , a n d S u m e r i a n . D u e t h e f r equency with which Latin is used on
Gothic Earth, it may be selected as a
modern language. This proficiency
bestows knowledge of
both written
and spoken elements of a language, if
both exist. For example, a proficiency
in Egyptian hieroglyphics does not
a l l o w a c h a r a c t e r t o " s p e a k " h i e r oglyphics. The DM is free to disallow
a n y l a n g u a g e t h a t s e e m s i n a p p r o p r iate.
Language, Modern Like the Ancient
Language proficiency, a character is
required to select a specific language.
This skill allows the character to both
speak and write the selected language.
As noted in the Ancient Language
d e s c r i p t i o n , L a t i n i s c o n s i d e r e d m o dern language on Gothic Earth because
i t i s s o c o m m o n l y u s e d i n c h u r c h s e r vices, medicine, and science, and is
taught almost routinely in grammar
schools. It is not normally used for
conversation and the judge should
decide if an actual proficiency check
is needed for each of the participants.
L a w Heroes with this skill have a good
u n d e r s t a n d i n g o f t h e l e g a l c o u r t s y stem and related subjects. If a hero
wishes to spend an extra slot on this
proficiency they are then considered
to have been admitted to the bar and
may practice law. They must denote
w h a t c o u n t r y ( o r s t a t e ) t h e y a r e p r a cticing in, as the court systems vary
from country to country. Extra slots
expended in this do not increase the
heros chance of success when making
a proficiency check. A player selecting
this skill may decide that they have
studied a specific type of law. If such
is a case then they receive a +2 bonus
to proficiency checks within his area
of expertise but suffers a 2 on all
other law proficiency checks.
M a r k s m a n s h i p This skill indicates
that the character has devoted a great
deal of time and effort to the mastery
of a specific firearm. A firearm must
b e s e l e c t e d w h e n t h e s k i l l i s p u rchased. A marksman may be skilled
w i t h m o r e t h a n o n e w e a p o n i f a p r o f iciency slot is allocated for each
weapon. At first level, heroes can only
devote a maximum of 2 slots to any
one weapon. Additional slots maybe
added later as they are obtained
through level advancement. Every slot
(including the first) expended on this
proficiency gives the character a + 1
bonus to attack and damage rolls
when using the selected weapon for
Aimed Fire. If the character employs
Page 1 0
Read
L a n g u a g e s This ability
applies to nonmagical languages that
originated on Earth. The proficiency
functions as the thief skill of the same
name. Heroes with this proficiency are
u n a b l e t o r e a d d e a d o r a n c i e n t l a nguages such as Babylonian, languages
with magical powers, and obscure
shorthands and arcane script.
R e l i g i o n , A n c i e n t This proficiency
p r o v i d e s a h e r o w i t h a g e n e r a l u n d e rstanding of ancient religions that are
no longer practiced openly on Gothic
Earth. Additional slots can be devoted
to this proficiency to make a character
an expert on the tenets and beliefs of
a specific lost religion.
This skill tends to provide
macabre and unusual information
a b o u t " t h e d e a d g o d s " a n d s i m i l a r s i nister-sounding concerns. Some small
crossover exists with the Modern
Religion proficiency.
R e l i g i o n , M o d e r n T h i s s k i l l i s s i milar to the Religion proficiency in the
P l a y e r s H a n d b o o k. I t g r a n t s a c h a r a cter a general familiarity with religions
currently practiced on Gothic Earth.
Additional slots may be allocated to
allow a character to be an expert in
the tenets and history of a specific
faith. A small amount of crossover
e x i s t s w i t h t h e A n c i e n t R e l i g i o n p r o f iciency.
S a v o i r - F a i r e A character with this
skill has the ability to smoothly and
quickly adapt to any situation in any
type of company. A male character
suddenly confronted by a pack of
angry thugs might make a Savoir-faire
check to strike up a conversation and
pass as one of their own. A female
character in the same situation may
b e a b l e t o c h a r m h e r w a y o u t o f d a nger. Conversely, such characters can
exhibit all the grace and nobility
shown in the great courts of Europe,
perhaps garnering the finest tables in
restaurants or the best suites in
hotels. In addition to any effects
called for by role-playing and DMs
j u d g m e n t i n s p e c i f i c s i t u a t i o n s , a s u ccessful Savoir-faire roll applies a +2
bonus to the Reaction Adjustment and
Loyalty Base modifiers as determined
by a character's Charisma. A character
with the Savoir-faire proficiency is
able to blend into a setting and learn
customs by observing the natives. The
DM may impose a penalty of l, 2, or 3
points to the die roll in cases of
unusual or obscure customs in foreign
lands.
S e a m a n s h i p This skill is unchanged
f r o m t h e d e s c r i p t i o n i n t h e Players
H a n d b o o k. I t r e f l e c t s a k n o w l e d g e o f
and
familiarity
with
the
more
Living Death Player Guide
the
the
Page 1 2
Proficiency Listing
General
Artisan
Athletics
Cooking*
Dancing*
Etiquette*
History
Language, Modern
Musician
Singing*
Savoir-faire
Special Interest
Swimming*
Slots
1
1
1
1
1
1
1
1
1
1
1or2
1
Ability
Wis
?
Int
Dex
Cha
Int
Int
Dex
Cha
Cha
?
Str
Mod
0
0
0
0
0
0
0
-1
0
0
0
0
Military
Artillery
Blind Fighting*
Demolition
Endurance*
Heraldry
Marksmanship
Pugilism
Quick Draw
Slots
1
2
2
2
1
1
1
1
Ability
Int
N/A
Int
Con
Int
N/A
N/A
N/A
Mod
0
N/A
-2
0
0
N/A
N/A
N/A
Con
Int
-6
0
Slots
1
2
2
2
2
2
2
2
2
2
1
2
2
2
1
2
Ability
Wis
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Wis
Int
Wis
Wis
Int
Mod
0
0
0
0
0
0
0
-2
0
0
-2
0
0
0
0
0
Rogue
Slots
Appraising
1
Backstabbing
2
Climb Walls
2
Detect Noise
2
Disguise*
1
Find/Remove Traps
2
Forgery*
1
Gaming*
1
Hide in Shadows
2
Move Silently
2
Open Locks
2
Pick Pockets
2
Read Languages
2
Read Lips*
2
Set Snares*
1
Tightrope Walking* 1
Toxicology
2
Tumbling*
1
Ventriloquism*
1
Ability
Int
N/A
Dex
Int
Cha
Dex
Dex
Cha
Dex
Dex
Dex
Dex
Int
Int
Dex
Dex
Int
Dex
Int
Mod
0
N/A
-2
-2
-1
-2
-1
-1
-2
-2
-2
-2
-2
-2
-1
0
-2
0
-2
Running*
Survival*
Educational
Academician
Archaeology
Astronomy
Biology
Botany
Chemistry
Criminology
Electricity
Engineering
Geology
Law
Medicine
Physics
Psychology
Religion, Modern
Zoology
1
2
Professional
Agriculture
Blacksmith*
Brewing*
Carpentry*
Clockwork
Cobbling*
Gunsmithing
Healing
Jeweler
Journalism
Masonry
Mining*
Photography
Pottery*
Seamanship
Tailor
Tanning
Taxidermy
Thespian
Weaving*
Slots
1
1
1
1
1
1
1
1
2
1
1
2
1
1
1
1
1
1
1
1
Ability
Int
Str
Int
Str
Dex
Dex
Int
Wis
Dex
Int
Str
Wis
Dex
Dex
Dex
Dex
Int
Dex
Cha
Int
Mod
0
0
0
0
0
0
0
0
-2
0
-2
-3
0
-2
+1
-1
0
-2
0
-1
Arcane
Slot
Alchemy
1
Arithmology
2
Forbidden Lore
2
Hierarchy Contact
2
Language, Ancient
1
Meditation
1
Mesmerism
2
Movement Meditation 1
Presence
2
Prognostication
2
Psychometry
2
Religion, Ancient
1
Sixth Sense
2
Spellcraft
1
Spiritcraft
1
Ability
Int
Int
Int
Cha
Int
Wis
Cha
Wis
Cha
Int
Wis
Wis
Int
Int
Wis
Mod
-1
-2
-1
-2
0
-1
0
-2
0
0
-2
0
-2
-2
-2
Wilderness
Animal Husbandry
Equestrian
Fire Building*
Fishing*
Herbalism*
Hunting*
Mountaineering*
Navigation
Rope Use*
Survival*
Teamster
Tracking*
A b i l i t y Mod
Wis
-1
Dex
+2
Wis
-1
Wis
-1
Int
-2
Wis
-1
N/A
N/A
Int
-2
Dex
0
Int
0
Dex
+1
Wis
0
Slots
1
1
1
1
2
1
1
1
1
2
1
2
Class
Adept
Mystic
Soldier
Tradesman
Available Categories
General and Arcane
General and Arcane
General and Military
General and Professional
Page 1 3
Dynamite Chart
# of sticks
1
2-3
4-7
8-15
16+
Gunpowder
# of Kegs
1
2-3
4-7
8-15
16+
Nitroglycerine
# of vials
1
2-3
4-7
8-15
16+
Blast radius
5 feet
10 feet
15 feet
20 feet
25 feet
Damage
1d6
2d6
3d6
4d6
5d6
Blast radius
5 feet
15 feet
20 feet
25 feet
30 feet
Damage
1d6
3d6
4d6
5d6
6d6
Blast radius
5 feet
10 feet
15 feet
20 feet
25 feet
Damage
1d6
2d6
3d5
4d6
5d6
Silver Bullets *
The Gunsmith Proficiency does allow
for the making of special ammunition.
However silver melts at a much higher
temperature than lead does. You need
a c c e s s t o s o m e t h i n g s i m i l a r t o a b l o wtorch (or forced air furnace) to melt
enough silver to make the bullets. You
also need special equipment to make
silver bullets. The following list is the
cost per bullet for the raw material
(silver) if your hero is making silver
b u l l e t s : d e r r i n g e r - 1 0 c e n t s , n a v y p i stol-30 cents, army pistol-50 cents,
r i f l e - 6 0 c e n t s . T h e r e i s a l s o t h e a d d itional cost of the equipment needed.
A blowtorch and vise will cost you
$20; a small forced air furnace will
c o s t y o u $ 6 5 . S i l v e r b u l l e t s a r e a v a i lable in small quantities from some of
the larger suppliers of ammunition.
They see it as a novelty item and do
not keep large amounts on hand
( 1 d 1 0 o f a n y o n e t y p e w i l l b e a v a i lable once per adventure if there is a
company in the area). Eley Bros. LTD.,
of London, Birmingham, Glasgow, and
L i e g e ( B e l g i u m ) a r e o n e s u c h c o m p an y . T h e c o s t p e r b u l l e t f r o m s u c h c o mpanies is: derringer-15 cents; navy
pistol-40 cents; army pistol-55 cents
and rifle-75 cents.
S i l v e r B u l l e t s a n d D a m a g e.
Silver bullets will do -1per d6 used
when figuring damage.
Firearms Chart
Firearm
Carbine
Carbine rep.
Pistol, army
Pistol, navy
Derringer
Rifle
Rifle, rep.
Scattergun
Shotgun
ROF
1/1
4/1
6/1
6/1
1/1
1/1
4/1
2/1
2/1
Rds.
1
12
6
6
1
1
15
2
2
Range S/M/L
10/25/30
10/25/30
6/15/25
6/15/20
1/-/12/30/40
12/30/40
1/2/3
1/4/10
Size
M
M
S
S
S
M
M
M
M
Speed
7
4
3
3
2
8
5
4
5
Dmg.
2d6-1
2d6+1
2d6+1
2d6-1
1d6
3d6-1
3d6+1
3d6-2
3d6
Page 1 4
Firearms
We use a very simplified list of
firearms, but even that is too lengthy
for the space we have available in this
guide. The chart above supplies the
basic information on the available
weapons. Please note that on any
damage die roll of 6 it is added and
rerolled.
The speed factor if loaded and
ready for all rifles and carbines is 2,
for all pistols it is 1.
Aimed fire: One shot only with +4
penalty becomes 8.
Blind Fire: (repeating rifle or pistol)
Firing a gun blindly in an area in
order to make your enemies take
cover can only be done by a hero with
a fully loaded weapon. Enemies are
only hit with an unmodified 20 and
the hero is assumed to empty his
weapon and must spend the next
round reloading. Full movement is
allowed.
Cost
$.30
$1.25
$2.25
$3.00
$1.50
$1.25
$.50
$1.00
$4.00
$7.50
$1.00
$1.00
$1.25
$1.75
$4.00
$2.50
$11.00
$1.75
$1.00
$4.00
$.75
$1.00
$3.50
$2.50
$12.00
$5.00
$9.00
$2.00
Cost
$2.50
$1.50
$1.00
$.10
$.05
$.25
Cost
$12.50
$15.00
$30.00
$3.00
$5.00
$25.00
$12.50
$2.50
$30.00
Cost
$10.00
$1.50
$.30
$20.00
$30.00
$40.00
$22.50
Cost
$.10
$2.00
$4.00
$2.00
$10.00
$1.00
$1.50
$.50
$2.50
$.75
$.40
$3.00
$.10
$3.00
$8.00
$4.00
$1.50
$3.00
$1.00
$.50
$25.00
$45.00
$.75
$9.00
$1.25
$3.50
$.05
$.30
$1.00
$1.00
$.50
$.30
$2.00
$.30
$.25
$4.00
$1.00
$1.75
$1.00
$.05
$1.15
$.25
$18.00
$1.25
$4.50
$.10
$.25
$2.50
$1.00
$.01
$1.00
$5.00
$.75
$2.00
$.75
$.03
$2.75
$7.00
$1.00
$.50
$2.00
$1.50
$12.50
$1.50
$2.50
Typewriter
Violin
Wallet
Watch, pocket
Watch, chain
Watch, fob
Whistle, police
Zither
$25.00
$6.00
$.50
$2.50
$6.00
$.75
$.75
$3.00
Firearms
Carbine, breech loading
Carbine, lever action
Pistol, army
Pistol, navy
Pistol, derringer
Rifle, breech loading
Rifle, lever action
Scattergun (sawed-off shutgun)
Shotgun
Cost
$3.50
$12.50
$3.50
$2.50
$5.00
$5.00
$15.00
$2.50
$3.00
Ammunition
Pistol, army (box of 25 rnds.)
Pistol, Derringer (box of 25 rnds.)
Pistol, navy (box of 25 rnds)
Rifle (box of 25 rnds.)
Shotgun (box of 25 rnds.)
Cost
$.25
$.20
$.25
$.30
$.35
Explosives
Dynamite (per stick)
Gunpowder (per keg)
Nitroglycerine (per vial)
Gunpowder Fuse (50 feet)
Detonator, Plunger
Wire (50 foot coil)
Cost
$1.50
$2.50
$2.00
$5.00
$10.00
$2.50
Melee Weapons
Baton
Blackjack/sap
Brass Knuckles
Club
Cutlass
Dagger (Hunting Knife)
Hand axe
Knife, pocket
Machete
Rapier/Foil
Sabre
Sword Cane
Whip
Cost
$.75
$.25
$1.50
Free
$12.00
$2.00
$1.00
$.75
$2.50
$15.00
$17.00
$25.00
$.25
Leather goods
Cost
Saddle, plain (western)
$6.50
Saddle, fancy (western)
$9. to $35.
Rifle cover, waterproof with sling strap $ 7 . 5 0
Shoulder holster, navy pistol
$.60
Shoulder holster, army pistol
$.85
Pistol holster with belt, army
$.95
Pistol, holster with belt, navy
$.70
Combine cartridge & money belt
$.80
Gun Case
$6.50
Page 1 5
General
Guidelines
Although its use threatens great peril,
i t c a n c r e a t e r e s u l t s t h a t s c i e n c e c a nnot begin to explain. Magic is not allpowerful. It has limitations, and no
creature, not even the Red Death
itself, can bend it toward every
desired result.
P l a n a r T r a v e l: U n l i k e t h e l a n d s
of Ravenloft, seated in the Demiplane
of Dread, Gothic Earth spins through
the prime material plane. Since the
day that the Red Death entered this
world, travel from Gothic Earth to
other planes of existence has been all
b u t i m p o s s i b l e . W h i l e c e r t a i n c r e atures can travel to Gothic Earth
from these nether regions, they
i n v a r i a b l y f i n d t h e m s e l v e s p e r m anently trapped. No spell that allows
creatures to travel to another plane
of existence functions on Gothic
Earth. The only exception to these
inaccessible planes is the Border
Ethereal, which may be reached by
use of certain spells. Heroes on the
Border Ethereal cannot pass beyond
that realm, however, and may exit
only to Gothic Earth.
D i v i n a t i o n: L i k e t h e e v i l p e rmeating the domains of Ravenloft,
the radiant energy of the Red Death
completely prevents the use of
spells for detection of good or evil.
L a w a n d c h a o s c a n b e s e n s e d m a g ically.
P o w e r s C h e c k s: A s m a n y
wise adepts have observed, the
magic of this world is arrayed like a
great spider web. At the heart of
t h i s w e b , w a i t i n g t o s t r i k e l i k e a r a vLiving Death Player Guide
Page 1 6
Wizardry
Wizardry
refers
to
the
magic
employed by adepts. It is fueled by
t h e c a s t e r ' s o w n l i f e f o r c e a n d d i r e c ted by the strength of his will and the
force of his intellect. When an adept
casts a spell, he is commanding the
universe to change in some way, and
f u e l i n g t h i s r e a c t i o n w i t h a s m a l l f r a gment of his own life. This process
obviously poses a risk to the life of the
spellcaster. With each spell cast, the
adept becomes gradually consumed
by the magic he has mastered. In the
end, he may have great supernatural
powers, but will be physically weak
and decrepit. This aspect of adept
magic is especially important when a
character attempts to learn a new
s p e l l . A t s u c h a t i m e , w h i l e t h e c h a ra c t e r a t t e m p t s t o h a r n e s s t h e m i g h t ie s t o f m a g i c a l e n e r g i e s a n d k n o w ledge, he is at the greatest risk. Thus,
any time a character attempts to learn
a new spell, a System Shock roll must
be made. If the roll fails, the adept
loses
1
point
of
Strength
or
Constitution. The player can select
which attribute to reduce or can roll
randomly to decide.
S c h o o l s o f W i z a r d r y: A l l t h e
wizard spells in Masque of the Red
Death are divided into nine schools as
in the AD&D 2ED rules.
I n i t i a l S p e l l s: A d e p t s m u s t
maintain spellbooks. When a hero is
first created, this book will contain
only a few spells. All adept characters
begin the game with the cantrip,
detect magic, and read magic spells. In
addition, a character is assumed to
know two other spells, for a total of
five. One spell must be a defensive
enchantment, while the other may be
an offensive one. The players may
select the spells their hero knows.
Offensive Spells
Burning hands
Charm person
Chill touch
Shocking grasp
Sleep
Spook
Defensive Spells
Alarm
Armor
Detect undead
Hold portal
Protection from evil
Shield
Sound Equivalent
Whispering voice
Quiet conversation
Hushed conversation
Average conversation
L o u d c o n v e r s a t i o n o r a r g ument
Shouting
Screaming
Gunfire
Railroad engine
Dragon roaring
Sound becomes painful
Sound
causes
temporary
hearing loss
Sound can cause deafness
e n e m y a s d e s c r i b e d i n t h e Players
H a n d b o o k unless the spell is cast on a
victim's helm or hat. Once an item has
been illuminated, the spell effect
remains on the object regardless of
where it is moved.
D e t e c t e v i l functions as described
in the RSC. The target gets a saving
throw and you can only detect if the
subject is chaotic, neutral or lawful,
never good or evil.
E S P functions as described in the RSC.
Undead of "low" intelligence or better
can project their thoughts and ESP
can detect those thoughts. A creature
that is caught unaware or by surprise
can not project their thoughts.
F l a m i n g s p h e r e does not exist on
Gothic Earth.
F o o l ' s g o l d functions as described
i n t h e P l a y e r s H a n d b o o k. T h e e l i m ination of gold coins as a standard
f o r m o f c u r r e n c y m a y r e d u c e i t s u s efulness.
F o r g e t affects only one target when
cast on Gothic Earth. However, this
reduction is balanced by an increase
in duration. When this spell is cast,
the target must succeed a save vs.
spell or forget all that has happened
for a number of turns equal to the
level of the caster.
Page 1 9
Sepia
snake
s i g i l, i n s t e a d o f
engulfing a victim in a shimmering
amber aura, causes the victim to save
vs. poison with a -4 penalty or fall into
a coma as per a feign death spell. The
victim remains in this state for 1d4
days + 1 day per level of the caster or
until the effect is dispelled.
V a m p i r i c t o u c h as in the RSC, for
e v e r y d i e o f d a m a g e i n f l i c t e d t h e v i ctim loses 1 hit point permanently.
Only a restoration can restore lost hit
points.
C l a i r a u d i e n c e functions as in the
R S C , e x c e p t t h a t n o p h y s i c a l m a n i f e station occurs.
Clairvoyance
functions
as
described in the RSC, except that no
physical manifestation occurs.
Hold
in the
throw
bonus
u n d e a d operates as described
RSC. All Undead get a saving
and self willed Undead get a +2
to their save.
C o n t a c t O t h e r P l a n e functions as
d e s c r i b e d i n t h e P l a y e r s H a n d b o o k.
The only modification is that the
chance of insanity listed in the
Players Handbook is doubled when
the spell is cast here.
D i s m i s s a l c a n n o t f o r c e a n e x t r a p l anar creature off Gothic Earth. Thus,
the spell functions as described in the
RSC. The creature can save vs. spell to
avoid. If they fail or they wish to leave
the immediate area there is a 50%
chance that they will be teleported to
random spot on Gothic Earth.
The following spells function as
d e s c r i b e d i n t h e RAVENLOFT C a m p a i g n
S e t t i n g : a n i m a t e d e a d, m a g i c j a r,
c o n j u r e e l e m e n t al .
The following spells do not exist on
Gothic Earth: B i g b y ' s i n t e r p o s i n g
hand, Leomund's lamentable
belaborment, Leomund's secret
chest, monster summoning III,
Mordenkainens
faithful
h o u n d.
Mordenkainen's lucubration,
T e n s e r ' s t r a n s f o r m a t i o n.
Mysticism
Mysticism is the branch of magic used
by mystic characters. When such a
hero casts a spell, he draws upon
a n c i e n t l o r e a n d l o n g f o r g o t t e n c o mmands to force the unseen spirits of
the world to obey his bidding. As
such, a mystic expends none of his
own life force to manifest spell effects.
Mystics do tend to become less
a n d l e s s c o n n e c t e d t o w h a t w e p e rceive as the material world. As the
Page 2 0
e v i l detects
only
law
or
the
Know
a l i g n m e n t reveals only
chaos, law, or neutrality. It does not
enable the mystic to detect good or
evil.
The following spells do not exist on
G o t h i c E a r t h : f l a m e b l a d e , s p i r it u a l h a m m e r , w y v e r n w a t c h.
functions
Sixth-Level Spells
A n i m a l s u m m o n i n g I I I has the
same limitation as animal summoning
I.
B l a d e b a r r i e r does not exist on
Gothic Earth.
C o m m u n e functions as described in
t h e P l a y e r s H a n d b o o k, n o t a s i n t h e
RSC. This magic places the hero in
c o n t a c t w i t h s o m e r a n d o m e x t r a p l anar spirit, not a specific divinity.
P l a n e s h i f t does not allow travel off
Gothic Earth.
A n i m a l s u m m o n i n g I I operates in
t h e s a m e m a n n e r a s a n i m a l s u m m o ni n g I.
as
C o n t i n u a l l i g h t functions as the
adept spell of the same name
Find
the
path
described in the RSC.
functions
as
C a l l w o o d l a n d b e i n g s does not
exist on Gothic Earth.
Page 2 1
Soldier Kits
Cavalryman
Cowboy
Class: Soldier
Ability Req.: Dex 12, Int 12;
Prime Req.: Strength
Hit Die: d10
Attack as: Soldier
Save as: Soldier
Advance as: Soldier
Exc Strength? No
Spell Ability? No
E x c C onstitution? Yes
Starting Cash: 3d6
Proficiencies:
Weapon
Slots:
4;
Additional Slot: 3; Nonproficiency
Penalty: -2; Nonweapon Slots: 3;
Additional
Slot:
3.
Available
Categories: General, Military. Bonus
Proficiency:
Equestrian.
Recommended Proficiency: Animal
Husbandry
Description: The cavalryman is a
mounted soldier, skilled in riding and
f i g h t i n g f r o m h o r s e b a c k . T h e a v a i lability of reliable firearms has made
these warriors less important in 19th
century conflict. The vulnerability of
cavalry units was demonstrated in the
American Civil War, but has not yet
been fully accepted by traditionally
conservative military minds of the
1890's. Many of Gothic Earth's cavalry
units are strictly ceremonial with their
members being more devoted to
pomp and circumstance than actual
military action.
Roleplaying: The cavalryman is
proud and noble. To him, nothing in
life is more important than his service
and dedication. Players who choose
the cavalryman kit should consider
playing their characters as smug and
regal.
Special Benefits: All cavalrymen
are assumed to be skilled horsemen.
As such they receive the Equestrian
Living Death Player Guide
Class: S o l d i e r
Ability Req.: Con 13
Prime Req.: Strength
Hit Dice: d10
Attack As: Soldier
Save As: Soldier
Advance As: Soldier
Exc Strength? No
Spell Ability? No
Exc Con st i t u t i o n ? Y e s
Starting Cash: 3d6
Proficiencies:
Weapon
Slots:
4;
Additional Slot 3; Nonproficiency
Penalty: -2; Nonweapon Slots:
3;
Additional
Slot:
3.
Available
Categories:
General,
Military,
Wilderness.
Bonus
Proficiency:
Equestrian.
Recommended
Proficiencies: Animal Handling, Rope
Use, Survival, Tracking
Description: Cowboys are known
by many names throughout the world;
o n t h e r a n c h t h e y a r e c a l l e d w r a nglers, in Mexico vaqueros, in South
America gauchos-but all are easily
identified by their working clothes
and
equipment.
Standard
dress
includes tight denim trousers and
chaps, high leather boots, a kerchief
or bandanna, and a broad- brimmed
hat or sombrero. A cowboy's most
important asset is his horse, which is
h i s o n l y r e l i a b l e f o r m o f t r a n s p o r t ation on the range. A horse is so highly
valued that a cowboy who is low on
water will give it to his horse instead
o f d r i n k i n g i t h i m s e l f . S t a n d a r d e q u i pment includes a lasso (called a lar-iat
in the Southwest United States), knife,
and army revolver. Rifles are not used
as frequently by cowboys because
they are bulkier and less practical
than revolvers. The glamour and fame
cowboys once enjoyed has mostly
Explorer/Scout
Class: Soldier
Ability Req.: Con 12, Int 10, Wis 10
Prime Req.: Strength
Hit Die: d10
Attack as: Soldier
Save as: Soldier
Advance as: Soldier
Exc Strength? Yes
Spell Ability? No
Ex c Co n st i t u t i o n ? Y e s
Starting Cash: 2d6
Proficiencies:
Weapon
Slots:
4;
Additional Slot: 3; Nonproficiency
Penalty: -2; Nonweapon Slots: 3;
Additional
Slot:3.
Available
Categories:
General,
Wilderness.
Bonus
Proficiency:
Survival.
Recommended Proficiencies: Hunting,
Navigation
Description: The waning years of
t h e 1 9 t h c e n t u r y a r e a t i m e o f e x p l oPage 2 2
Sailor
Class: Soldier
Ability Req.: Dex 12, Con 12
Prime Req.: Strength
Hit Die: d10
Attack as: Solider
Save as: Soldier
Advance as: Soldier
Exc Strength? Yes
Spell Ability?
No
Exc Constitution? No
Starting Cash: 3d6
Proficiencies:
Weapon
Slots:
4;
Additional Slot: 3; Nonproficiency
Penalty:-2;
Nonweapon
Slots:3;
Additional
Slot:
3.
Available
Categories: General, Military. Bonus
Proficiency:
Seamanship.
Recommended
Proficiencies:
Climbing, Navigation, Swimming
Description: The great fleets of
the world are a major force in the late
19th century. The United States and
the great nations of Europe maintain
large navies to protect their interests
at home and abroad. The backbones
of these armadas are the iron men
who crew these majestic ships.
Living Death Player Guide
Tradesman Kits
Archaeologist
Class: Tradesman
Ability Req.: Int. 14, Con. 12
Prime Req.: Dexterity
Hit Die: D 8
Attack As: Tradesman
Animal Breeder
Class: Tradesman
Ability Req.: Str 10, Wis 11
Prime Req.: Wisdom
Hit Dice: d6
Attack as: Tradesman
Advance as: Tradesman
Exc. Strength: No
Spell Ability: No
Exc. Constitution: Yes
Starting Cash: 4d6
Proficiencies:
Weapon Slots: 3
Additional Slot: 4 Nonproficiency
Penalty: -3 Nonweapon Slots: 6
Additional
Slot:
3.
Available
Categories:
General, Wilderness
Bonus
Proficiencies:
Animal
Husbandry.
Recommended
Proficiencies: Zoology (2 slot cost),
Equestrian,
Rope
Use,
Biology,
Tanning
Description: Animal breeders can
be found in any part of Gothic Earth
in any culture. Most of them take a
business like approach, carefully
recording bloodlines, and breeding
animals to improve the favorable
traits. Animal breeders will specialize
in a particular species: horse, cattle,
sheep, dogs, goats, chickens, pigs,
m i n k s , f a l c o n s , e t c . F o r e a c h a d d i t i o nal proficiency slot they devote to
Animal Husbandry, they can add
another species to their skills, but
most breeders are devoted to one
species.
The different between the
a n i m a l b r e e d e r a n d t h e r a n c h e r ( c o wboy settled down) kit is the animal
breeder is focusing more on quality
than quantity while the rancher is
t y p i c a l l y p u r s u i n g q u a n t i t y o v e r q u a lity. Animal breeders raising animal
f o r p e l t s m a y a l s o d o t h e i r o w n t a nLiving Death Player Guide
ning.
Roleplaying: Animal breeders
t e n d t o b e m e t h o d i c a l i n t h e i r b r e e ding research and record keeping.
They are typically enthusiastic about
their profession and conversant with
the latest theories and research such
as the natural selection research of
British scientist, Charles Darwin.
(Note the term genetics does not yet
exist in the 1890s, for although it was
based upon the work of the Austrian
monk, Gregor Mendel, published in
1866; it is not rediscovered until
1900.)
The breeders might discuss
the relative virtues of mass, pedigree,
family or progeny selection methods
of breeding and decisions about inbreeding and out-breeding.
Many
animal breeders will show their best
animals in contests for prize money.
S u c h c o n t e s t s a l s o s e r v e a s a n a d v e rtising venue.
Horse breeders may
race thoroughbreds or quarter horses.
Special Benefits: Animal breeders
have an extensive knowledge about
care, handling, and attributes for the
species in which they specialize. They
can discern the general health of the
animal from its appearance and may
be able to guess the identity of likely
breeders if in their part of the world.
Breeders will be able to control and
usually calm excited animals of their
s e l e c t e d s p e c i e s i f t h e y m a k e a p r o f iciency check (+2 bonus). They can
a l w a y s r e c o g n i z e t h e t r a c k s , f u r , f e a t hers, etc. of the species they raise.
S p e c i a l H i n d r a n c e s : T h e s e i n d i v i duals tend to be very focused towards
their animals and suffer a penalty of 2 to charisma checks in dealing with
t h e g e n e r a l p u b l i c w h o i s n o t p a r t i c ularly interested in those animals. They
a l s o s u f f e r a - 2 p e n a l t y o n a n y k n o w ledge checks on topics that do not
involve animals.
Athlete
Class: Tradesman
Ability Requirements: Str 14, Dex 14,
Con 14
Prime Requisite: Dexterity
Hit Die: d6
Attack as: Tradesman
Save as: Tradesman
Advance as: Tradesman
Exc. Strength? No
Spell Ability? Yes
Exc. Constitution? Yes
Starting Cash: 3d6
Proficiencies:
Weapon
Slots:3;
Additional Slot: 4; Nonproficiency
Penalty:-3; Nonweapon Slots: 6;
Additional
Slot:
3.
Available
Categories: General, Military, or
Wilderness.
Bonus
Proficiency:
Athletics. Recommended Proficiencies:
Endurance
Description: Athletes run the
gamut of Gothic Earth's social classes.
Some,
like
baseball's
Christy
M a t h e w s o n o r H o n u s W a g n e r , a r e s i mple, unassuming folk at heart. Others,
like tennis's Lottie Dod or Joshua Pim,
are more sophisticated members of
the upper class. The nature of a given
s p o r t d i c t a t e s t h e d r e s s a n d m a n n e risms of its athletes.
Roleplaying: Athletes are fierce
competitors. They feel a constant
need to push themselves farther than
ever before each time they begin play.
While there are those allow their fame
(such as it is) to go to their head, most
pursue their chosen career simply out
of a love for the game they play.
Special Benefits: Just as different
sports attract different individuals as
a t h l e t e s a n d a p p e a l t o d i f f e r e n t c l a s ses of spectators, so too do they impart
upon their participants' unique skills
and talents.
B a s e b a l l I f t h e p l a y e r i s a p i t c her, he receives a +2
bonus to his Attack and
Damage
rolls
when
employing
thrown
weapons. Players best
known for 'their batting
gain a +2 bonus to
Attack and Damage rolls
with
Medium-sized
blunt weapons.
Soccer
Few
sports
are
as
demanding as this one.
A t h l e t e s w h o p l a y s o ccer receive both the
Endurance and Running
skills as free bonus
proficiencies.
Tennis Quick
reflexes
and
agility dominate this
sport. To reflect this,
tennis
players
are
required
to
have
a
Dexterity score of at
least 16.
Hockey Whether the traditional
game of field hockey or
its recently introduced
winter cousin, this game
demands much from its
players. Goaltenders are
rugged folk who gain a
+1 hit point bonus to
every Hit Die they roll.
Other players must be
quick and agile, giving
them a + 1 bonus to
Initiative rolls
Special Hindrances: At the start of
each game session, all athletes must
make an Athletics proficiency check.
Failure indicates that the athlete has
some minor, nagging injury received
Page 2 4
Dandy
Class: Tradesman
Ability Req.: Cha 14
Prime Req.: Dexterity
Hit Die: d4
Attack as: Adept
Save as: Tradesman
Advance as: Tradesman
Exc Strength? No
Spell Ability? No
Exc Constitution? No
Starting Cash: 6d6
Proficiencies:
Weapon
Slots:
3;
Additional Slot: 4 Nonproficiency
Penalty:
-3;
Nonweapon
Slots;
6;Additional
Slot:
3.
Available
Categories:
General, Professional
or Rogue (choose one). Bonus
Proficiency: Etiquette. Recommended
Proficiencies: Dancing, Gaming
Description: The upper crust of
s o c i e t y h a s m o r e t h a n i t s s h a r e o f p e ople who have no experience with
everyday life in the real world. These
Detective
Class: Tradesman
Ability Req.: Int 14
Prime Req.: Dexterity
Hit Die: d6
Attack as: Tradesman
Save as: Tradesman
Advance as: Tradesman
Exc Strength? No
Spell Ability? No
Exc Constitution? No
Starting Cash: 2d6
Proficiencies: Weapon Slots:3;
Additional Slot: 4; Nonproficiency
Penalty: -3; Nonweapon Slots: 6;
Additional Slot: 3. Available
Categories: General, Educational
or Rogue (pick one). Bonus
Proficiency:
Criminology.
Recommended
Proficiencies:
Chemistry,
Marksmanship,
Pugilism, Quick Draw
Description: The detective kit
represents all manner of law
enforcement agents, from the
constable strolling the foggy
b a n k s o f t h e T h a m e s t o t h e s h e riff on the dusty streets of Dodge
Living Death Player Guide
Journalist
Class: Tradesman
Ability Req.: Int 12, Wis 12
Prime Req.: Dexterity
Hit Die: d6
Attack as: Tradesman
Save as: Tradesman
Advance as: Tradesman
Exc Strength? No
Spell Ability? No
Exc Constitution? No
Starting Cash:4d6
Proficiencies:
Weapon
Slots:
3;Additional Slot:3; Nonproficiency
Penalty: -3; Nonweapon Slots: 6;
Additional
Slot:
3.
Available
Categories: General, Professional.
Bonus
Proficiency:
Journalism.
Recommended
Proficiencies:
Academician, Photography
Description: The popular press is
Page 2 5
Parson
Class: Tradesman
Ability Req.: Wis 12, Cha 12
Prime Req.: Charisma
Hit Die: d6
Attack as: Adept
Save as: Tradesman
Advance as: Tradesman
Exc Strength? No
Spell Ability? No
Exc Constitution? No
Starting Cash: 2 d 6
Proficiencies
Weapon
Slots:
2;
Additional Slot: 4; Nonproficiency
Penalty: -5; Nonweapon Slots: 6;
Additional
Slot:
3.
Available
Categories: General, Professional or
Educational
(pick
one).
Bonus
Proficiency: Religion. Recommended
Proficiency:
History
Description: in this context, the
term parson is used to refer to any
Living Death Player Guide
Physician
Class: Tradesman
Ability Req.: Dex 14,Int 14
Prime Req.: Dexterity
Hit Die: d6
Attack as: Tradesman
Save as: Tradesman
Advance as: Tradesman
Exc Strength? No
Spell Ability? No
Exc Constitution? No
Starting Cash: 4d6
Proficiencies:
Weapon
Slots:
3;
Additional Slot: 4 Nonproficiency
Penalty: -3 Nonweapon Slots: 6;
Additional
Slot:
3.
Available
Categories:
General,
Educational.
Bonus
Proficiency:
Medicine.
Recommended
Proficiencies:
Chemistry, Biology, Zoology, Botany
Description: Healers have a long
and notorious history in the world.
W o r k i n g w i t h t h e m o s t c u r r e n t s c i e ntific methods and the highest of
ideals, healers seek to bring comfort
and health to the suffering and dying.
In a general sense, the physician is a
s p o k e s m a n f o r t h e s c i e n t i f i c r e v o l ution of the late 19th century. He is a
familiar figure, trusted and beloved,
who must do his best to remain in
touch with the latest news from the
medical community.
Roleplaying: Most physicians have
sworn an oath to ease the pains of
m a n a t e v e r y o p p o r t u n i t y , a n d f u rther, to cause no harm to a patient.
Players of physician characters should
keep this in mind as the character's
constant motivation. This is especially
Page 2 6
Laborer
Class: Tradesman
Ability Reqs.: Str 12,Con 12
Prime Req.: Dexterity
Hit Die: d6
Attack as: Tradesman
Save as: Tradesman
Advance as: Tradesman
Exc Strength? No
Spell Ability? No
E x c C onstitution? Yes
Starting Cash: 3d6
Proficiencies:
Weapon
Slots:
3
Additional Slot: 4 ; Nonproficiency
Penalty:-3
Nonweapon
Slots:
6
Additional
Slot:
3.
Available
Categories: General, Professional.
Bonus
Proficiency:
Endurance;
Recommended Proficiency: None.
Description: The laborer is the
common individual of the world.
Whether he works the land as a
f a r m e r , h a m m e r s i r o n i n t o h o r s eshoes, or lays the bricks that build
cities, he is strong of will and body. A
determined worker, he is proud of his
craft and strives to see that his efforts
are unequaled.
Roleplaying: The rest of society
often overlooks the laborer. Far too
often, his humble contributions go
Living Death Player Guide
Scholar
Class: Tradesman
Ability Req.: Int 14
Prime Req.: Intelligence
Hit Die: d4
Attack as: Tradesman
Save as: Tradesman
Advance as: Tradesman
Exc Strength? No; Spell Ability? No
Exc Constitution? No
Starting Cash: 3 d 6
Proficiencies:
Weapon
Slots:
3;
Additional Slot: 4; Nonproficiency
Penalty: -3; Nonweapon Slots: 6;
Additional
Slot:
3.
Available
Categories:
General,
Educational.
Bonus
Proficiency:
Academician.
Recommended Proficiencies: History,
Modern Language
D e s c r i p t i o n : T h e s c h o l a r i s a n a c ademic who has devoted his life to the
pursuit of knowledge and education.
As a rule, such characters are almost
a l w a y s a f f i l i a t e d w i t h a c o l l e g e , m u s eum, or similar institution devoted to
research and learning.
Roleplaying: Scholars tend to be
bookish individuals who prefer the
comforts of the lab and library to the
rigors of field research. Other bold
souls may be suited to go into the
world and discover things; the scholar
p r e f e r s t o r e m a i n i n h i s s t u d y t o c a t alog and analyze the findings when
they return. Of course, from time to
time, even these folk are forced to
l e a v e t h e i r c o m f o r t s b e h i n d t o e x a mine something firsthand.
Special Benefits: Scholars are
Politician
Class: Tradesman
Ability Req.: Cha 14
Prime Req.: Charisma
Hit Dice: d6
Attack as: Tradesman
Advance as: Tradesman
Exc. Strength: No
Spell Ability: No
Exc. Constitution: No
Starting Cash: 5d6
Proficiencies:
Weapon
Slots:
2;
Additional Slot: 4; Nonproficiency
Penalty: -3; Nonweapon Slots: 6;
Additional
Slot:
3.
Available
Categories:
General, Educational.
Bonus Proficiencies: Etiquette, Savoirfaire. Recommended Proficiencies:
History, Modern Languages, one of
the Educational proficiencies
Description:
During the 1890s,
politicians increasing come from the
professional class rather than upper
class of society. Many politicians are
"self-made" men who had a first
career as physician, lawyer, scholar,
soldier, diplomat, banker, publisher,
or parson. Also, during the 1890s, the
consideration of politics as a "science"
was just coming into vogue. While in
some parts of the world, politics is still
s e e n a s a p u b l i c s e r v i c e o f h i g h c a l ling; in the United States, the image of
the politician is suffering from various
public scandals. Regardless of private
o p i n i o n s , p o l i t i c i a n s a r e u s u a l l y t r e a ted as honored leaders and become the
center of attention.
All politicians
have high people skills (charisma) and
are extroverts. Some politicians will be
well-read on political theory around
the world and able to discuss various
proponents and political systems of
the day (Karl Marx and Friedrich
Engels - communism; socialism - Karl
Kautsky, Rosa Luxemburg, and Eduard
Bernstein;
populism - The Grange
Page 2 7
movement;
conservatism - Edmund
Burke; anarchism - Pierre Joseph
Proudhon; absolutism; democracy;
and so forth).
Roleplaying:
A politician will
enjoy being the center of attention
(unless it is unfavorable) and play up
to the crowds. Some politicians may
have a serious demeanor and will stick
to logic while others go for emotions.
The role of politician is a center of
power and status symbol in a society
( a l t h o u g h m e a n i n g l e s s i n t h e w i l d e rness or where no law holds).
The
politician will tend to call for law
e n f o r c e m e n t o v e r p h y s i c a l l y d e f e n ding himself.
Special Benefits: The politician
tends to get good reception from both
government and business leadership
in any community, assuming he can
communicate with them. Treat as a +2
reaction. He will be more likely to
obtain favors and exert influence
w i t h i n t h e s e o f f i c i a l s a n d b u s i n e s smen. (Judges are not included unless
the politician is able to appoint
judges.)
Special Hindrances: Politicians
must be careful not to ever damage
their image in public. If they bring
d i s g r a c e u p o n t h e i r o f f i c e , t h e i r r e p utation will cause a -4 reaction from the
public and no favors will be obtained
from officials or business leaders.
Thespian
Class: Tradesman
Ability Requirements: Cha: 14
Prime Requisite: Charisma
Hit Die : d 6
Attack as: Tradesman
Save as: Tradesman
Advance as: Tradesman
Exc. Strength? No
Spell Ability? No
Exc. Constittition? No
Starting Cash: ld6
Proficiencies:
Weapon
Slots:
3;
Additional Slot: 4 Nonproficiency
Penalty 3 Nonweapon Slots 6
Additional Slot 3. Available Categories
General. Bonus Proficiency: Thespian.
Recommended Proficiencies: Singing,
Dancing, Disguise, Perfect memory
auditory
Description: An actor lives and
dies by his reviews and his popularity.
Those who are well known get top
billing, higher pay, and better roles.
Because of this, less well known actors
tend to be flamboyant people. They
often dress very conspicuously and
a c t i n a p o m p o u s o r o t h e r w i s e s i n g ular fashion, Once an actor attains fame
and for-tune, he will often assume
more elegant trappings. Role-playing
many of Gothic Earth's least talented
thespians skill gladly spend hours
telling anyone who will listen just how
famous they are destined to become.
Living Death Player Guide
Criminal Kit
Class: Tradesman
Ability Requisite: Dex 12
Prime Requisite: Dexterity
Hit Die: d6
Attack as: Tradesman
Save as: Tradesman
Advance as: Tradesman
Exc. Strength: No
Spell Ability: No
Exc. Constitution: No
Starting Cash: 3d6
Proficiencies:
Weapon
Slots:
3
Additional Slot: 4; Nonproficiency
Pen:
-3;
Nonweapon
Slots:
6;
Additional
Slot:
3.
Available
Categories: General, Rogue. Bonus
P r o f i c i e n c y : c h o o s e o n e o f t h e f o l l o wing: Forgery (Counterfeiter) or Open
Locks (Burglar) or Pick Pockets (PickPocket) or Appraising (Fence) or
Savoir-fair (Con man). Recommended
Proficiencies: Appraising, Savoir-faire,
Pick Locks, Find/Remove Traps
D e s c r i p t i o n : T h e c r i m i n a l k i t r e presents all manner of people who
m a k e t h e i r l i v i n g t h r o u g h i l l e g a l a c t i vi t i e s , f r o m t h e l o w - l i f e m u g g e r s k u l king in the dark alleys of New York
Scientist
Class: Tradesman
Ability Requirements: Int 14
Prime Requisite: Intelligence
Hit Die d 6
Attack as: Tradesman
Save as: Tradesman
Advance as: Tradesman
Exc. Strength? No
Spell Ability? No
Exc. Constitution? No
Starting Cash: 4d6
Proficiencies:
Weapon
Slots
3;
Additional Slot: 4; Nonproficiency
Penalty -3; Nonweapon Slots: 6;
Additional
Slot
3.
Available
Categories:
General,
Educational.
Bonus Proficiency: Any Educational.
Recommended
Proficiencies:
Academician
Description: The exact nature of a
scientist's work often dictates his garb
a n d e q u i p m e n t . S t i l l , a f e w g e n e r a l ities can be noted that cross the lines
of specialty that divides the world's
scientists. For the most part, these folk
are neat and orderly in their habits
and dress. If they do not come from
Living Death Player Guide
Servant
Class: T r a d e s m a n
Ability Req.: Cha 12
Prime Req.: Dexterity
Hit Dice: d6
Attack As: Tradesman
Save As: Tradesman
Advance As: Tradesman
Exc Strength? No
Spell Ability? No
Exc Constitution? No
Starting Cash: 3d6
Proficiencies:
Weapon
Slots:
3;
Additional Slot: 4; Nonproficiency
Penalty: -3; Nonweapon Slots: 6;
Additional
Slot:
3.
Available
Categories: General, Professional.
Bonus
Proficiency:
Etiquette.
Page 2 9
Adept Kits
Proficiency:
Pick
Pockets.
Recommended Proficiency: None
Description: Gothic Earth is filled
with stage magicians, prestidigitators
and illusionists For the most part,
these people know nothing of the Red
Death or art of magic. Every now and
then, however, a charlatan stumbles
upon the truth. If that unfortunate
soul survives the discovery of real
magic, he quickly learns a new respect
for the supernatural and gradually
begins to master the hidden energies
that he has tapped.
Roleplaying: Unlike other types of
adept character, the charlatan is still
learning the nature of his powers.
More often than not, these characters
a r e h a u n t e d b y a d o u b t i n t h e i r a b i l ities or eaten a belief that they are
somehow tainted by them. It is not
u n u s u a l f o r c h a r l a t a n s t o b e c o m e c o nsumed by the Red Death before they
perfect their magical abilities.
Special Bonuses: The charlatan is
a skilled stage magician and an expert
in sleight of hand. As such, he begins
t h e g a m e w i t h t h e f l i c k P o c k e t s p r o f iciency.
The natural manual dexterity of the
charlatan gives him an advantage in
l e a r n i n g s p e l l s t h a t h a v e s o m a t i c c o mponents. Whenever the character tries
to learn such a spell, he gains a +10%
bonus to his proficiency roll to learn
the spell.
Special Hindrances: Magic is
extraordinarily dangerous for the
charlatan. He is not yet sure of the
limits of his powers and does not fully
understand the repercussions of his
actions. Whenever a charlatan casts a
spell, he must make a Constitution
check. If the check fails, the character
is temporarily drained by the spell,
l e a v i n g h i m t o o w e a k t o a c t a n d b o rdering on unconsciousness on each
subsequent round, the charlatan may
make another check. Failure indicates
that the exhaustion continues for
another round. A successful check
means that the character is able to
resume normal activity.
Charlatan
Metaphysician
Class: Adept
Ability Req.: Dex 14
Prime Req.: Intelligence
Hit Die: d4
Attack as: Adept
Save as: Adept
Advance as: Adept
Exc Strength? No
S p e l l A bility? As Adept
Exc Constitution? No
Starting Cash: 2d6
Proficiencies:
Weapon
Slots:
2;
Additional Slot: 5; Nonproficiency
Penalty: -4; Nonweapon Slots: 5;
Additional
Slot:
3.
Available
Categories: General, Arcane. Bonus
Living Death Player Guide
Class: Adept
Ability Req.: Wis 14
Prime Req.: Intelligence
Hit Die: d4
Attack as: Adept
Save as: Adept
Advance as: Adept
Exc Strength? No
Spell Abi l i t y ? A s A d e p t
Exc Constitution? No
Starting Cash: 2d6
Proficiencies:
Weapon
Slots:
2;
Additional Slot: 5; Nonproficiency
Penalty: -4; Nonweapon Slots: 5;
Additional
Slot:
3.
Available
Categories: General, Arcane. Bonus
Proficiency:
Academician.
Recommended
Proficiencies:
Forbidden Lore, History, Ancient
Language, Ancient Religion
Description: The metaphysician is
an expert in the occult. He views the
practice of magic and the study of all
that is supernatural as an scientific
endeavor. His hope is that application
of scientific method to the macabre
w i l l r e s u l t i n a c o m p l e t e u n d e r s t a n di n g o f t h a t w h i c h s e e m s t o d e f y e x p l anation.
Roleplaying: in all dealings with
the supernatural, the metaphysician
remains cool and calm. He tries to
e x a m i n e e v e r y e n c o u n t e r w i t h t h e d i spassionate eye of the scientist. To his
mind, no mystery is so dark and no
creature is so fantastic that it cannot
be mastered through application of
the
scientific
method.
Observe,
hypothesize, and test; that is the
motto of the metaphysician.
S p e c i a l B e n e f i t s : T h e m e t a p h y s ician is well versed in the theory and
practice of magic. His knowledge of
the supernatural is practical and well
reasoned. This methodical approach
to spellcasting permits the character
to memorize additional spells; each
day, he can memorize one additional
spell of each level that he can cast.
Thus, a 5th-level metaphysician can
cast five 1st level three 2nd level, and
two 3rd level spells per day.
Special Hindrances: With all his
efforts toward analytical thought, the
metaphysician has a difficult time
accepting that which he cannot
explain. The powers of the Red Death,
so far beyond those of mortal man,
defy explanation in his mind. Because
o f t h i s , t h e m e t a p h y s i c i a n i s u n u s u a lly vulnerable to mind-affecting magic.
This is reflected in a -2 penalty to his
M a g i c a l D e f e n s e A d j u s t m e n t ( a s d i ctated by his Wisdom score).
Qabalist
Class: Adept
Ability Req: Cha 14
Prime Req: Intelligence
Hit Die: d4
Attack as: Adept
Save as: Adept
Advance as: Adept
Exc Strength? No
Spell Ability? As Adept
Exc Constitution? No
Starting Cash: 2d6
Proficiencies:
Weapon
Slots:
2
Additional Slot: 5; Nonproficiency
Penalty: -4; Nonweapon Slots: 5;
Additional
Slot:
3.
Available
Categories General, Arcane. Bonus
Proficiency:
Forbidden
Lore.
Recommended Proficiencies: History,
Ancient Language, Ancient Religion
Description: Although the formal
practice of magic has been dead on
Page 3 0
Gnostic
Class: Adept
Ability Req: Wis 14
Prime Req: Intelligence
Hit Dice: d4
Attack As: Adept
Save As: Adept
Advance As: Adept
Exc Strength? No
Spell Ability? As Adept
Exc Constitution? No
Starting Cash: 2d6
Proficiencies
Weapon
Slots:
2
Additional Slot: 3; Nonproficiency
Penalty: -4; Nonweapon Slots: 5;
Additional
Slot:
3.
Available
Categories: General, Arcane. Bonus
Proficiency: Religion. Recommended
Proficiencies:
Forbidden
Lore,
Academician,
Ancient
Religion,
History, Prognostication, Arithmology
Description: The gnostic is an
adept who derives his knowledge of
wizardry from holy books and texts of
h i s r e l i - g i o n . B y f i n d i n g h i d d e n m e ssages and deciphering codes found
between the lines of prayers and holy
scriptures, the gnostic uncovers a
potent source of magic. Whether the
gnostic finds con-nections between
himself and a true divinity cannot be
p r o v e n b y e v e n t h e m o s t n o t e d m e t aphysicians, but to the gnostic the
spells he receives is proof enough of
the power of his faith. The practice of
gnosticism is a quest for divine truths
and revelations about the spiritual
connections between divin-ity, the
universe, and mankind. Note that the
g n o s t i c i s m c a n b e a p p l i e d t o a n y r e l igion with a written text, so any holy
book could each be used as a source
for gnostic study with similar results.
T h e p a r t i c u l a r r e l i g i o n d o e s n o t m a tter, only the adept's faith in it.
Page 3 1
Mystic
Dilettante
Class: Mystic
Ability Req: Cha 12
Prime Req: Wisdom
Hit Dice: d8
Attack A s: My st i c
Save As: Mystic
Advance As: Soldier
Exc Strength? No
Spell Ability? As Mystic
Exc Constitution? No
Starting Cash: 6d6
Proficiencies
Weapon
Slots:
2;
Additional Slot: 5; Nonproficiency
Penalty:-4; Nonweapon Slots: 5;
Additional
Slot:
3.
Available
Categories: General, Arcane. Bonus
Proficiency:
Savoir-Faire.
Recommended Proficiencies: Religion,
Ancient Religion, Forbidden Lore
Description: When the spiritualist
movement spread through Gothic
Earth in the late 1800s, a few wealthy,
upper crust curiosity-seekers turned
this idle fascination into a full-fledged
lifestyle.
Unlike most, these
amateur dabblers
into
magic
occasionally found something more
t h a n a f a k e f o r t u n e t e l l i n g . T h e y d i scovered the powers of mysticism and
t h e s p i r i t w o r l d . T h e s e w e l l - t o - d o d a bblers, called
dilettantes, achieved
what takes most mystics a lifetime to
learn.
Roleplaying: Dilettantes are thrill
seekers who look for new sensations
a n d e x p e r i e n c e s t h r o u g h m a g i c a l r i t uals and events. They visit any place or
e v e n t t h a t p r o c l a i m s i t s e l f t o b e m a g ical in nature, including pagan rituals,
seances, for-tune-readings, haunted
s i t e s , a n d a n y t h i n g e l s e p o s s i b l y r e l a ted to the spiritworld and mysticism.
While their approach is eclectic,
u n p r o f e s s i o n a l , a n d h a p h a z a r d , d i l e ttantes sometimes manage to find true
magic amidst the fakery and stage
magic, and to enjoy the expe-rience
regardless of its authenticity.
Special Benefits: Used to dealing
with strange and unusual people, the
dilettante gains Savoir-Faire as a
bonus
nonweapon
proficiency.
Exposure to a broad base of mystic
practices has its advantages. Every
other experience level starting with
1st, a dilettante can choose to
research two spheres instead of one.
W h e n r e a c h i n g t h e n e x t l e v e l o f e x p erience, the dilet-tante gains access to
both spheres. The hero can study for
minor or major access in either or
both studied spheres, but cannot gain
major access to a sphere unless minor
access was gained in the previous
experience level. A dilettante cannot
focus studies to gain both minor and
Medium
Class: M y s t i c
Ability Req.: Cha 12
Prime Req.: Wisdom
Hit Die: d8
Attack as: Mystic
Save as: Mystic
Advance as: Mystic
Exc Strength? No
Spell Ability? As Mystic
Exc Constitution? No
Starting Cash: 2d6
Proficiencies:
Weapon
Slots:
2;
Additional Slot:: 5; Nonproficiency
Penalty: -4; Nonweapon Slots: 5;
Additional
Slot:
3.
Available
Categories: General, Arcane. Bonus
Proficiency:
Prognostication.
Recommended Proficiency: None
Description: The medium is rather
an unfortunate soul. This individual
rnay have no desire to possess or
employ magical powers, but is blessed
(or cursed) with them regardless.
While other mystics might spend
y e a r s m a s t e r i n g t h e i r c r a f t , t h e m e d ium's powers develop spontaneously.
R o l e p l a y i n g : T h e m e d i u m i s a t o rt u r e d s o u l , f o r t h e b u r d e n o f h i s p o we r s i s g r e a t . I n s o m e c a s e s , t h e m e d ium has accepted his lot in life and
uses his powers willingly. Others are
reluctant to use their magic out of fear
that they are tapping into something
beyond their control. In either case,
the medium takes the practice of
magic as a very serious responsibility.
Special Benefits: Because of his
n a t u r a l r e c e p t i o n f o r m a g i c , t h e m e d ium is able to cast additional spells.
Each day, he may cast one additional
spell per level available to him. Thus
a 3rd level mystic can cast three 1st
level and two 2nd 1evel spells per
day.
Special Hindrances: The primary
sign of a medium's gift is the ability
for divination. For that reason, the
medium must expend proficiency
slots
to
purchase
either
the
P s y c h o m e t r y o r S i x t h S e n s e p r o f i c i e ncy. In addition, the medium's first
s t u d i e s ( a f t e r a b a n d o n i n g o r c o m p l e ting study of the All sphere) must be
the Divination sphere. The medium
can begin to study other spheres only
Page 3 2
Exorcist
Class: Mystic
Ability Req.: Wis 15, Con 12
Prime Requisite: Wisdom
Hit Die: d8
Attack as: Mystic
Save as: Mystic
Advance as: Mystic
Exc. Strength? No
Spell Ability? Yes
Exc. Constitution? No
Starting Cash: 2d4
Proficiencies:
Weapon
Slots:
2;
Additional Slot: 5; Nonproficiency
Penalty: 4; Nonweapon Proficiencies:
5 Additional slots: 3. Available
Categories: General, Arcane. Bonus
Proficiency: Religion. Recommended
Proficiencies: Forbidden Lore, Sixth
Sense
D e s c r i p t i o n : E x o r c i s t s a r e r e l igious specialists who are trained and
empowered to banish evil spirits.
Unlike most religious figures on
G o t h i c E a r t h , e x o r c i s t s d o h a v e s p i r itual powers (mystic spells) to help
them in their spiritual warfare
against evil. Through elaborate rites
the exorcist hopes to drive away the
s p i r i t u a l f o r c e s o f t h e R e d D e a t h , p r eventing them from causing harm to
the bodies and souls of humanity.
Specific creatures that exorcists are
particularly effective in combating
i n c l u d e g h o s t s , h a u n t s , o d e m s , c a rrionettes, ghostlights, even fiends, as
well as other monsters capable of
d o m i n a t i n g o r p o s s e s s i n g t h e i r v i ct i m s . T h e y a l s o h a v e h e i g h t e n e d p o wers against all forms of undead.
Roleplaying: Exorcists are serious
about their work and very devoted to
their religion. Not all of them are
dour and grim, but most are.
Generally, exorcists have completed
many years of training to learn their
skills and perfect their devotion. Most
exorcists should be at least middleaged.
Special Benefits: Exorcists turn
undead as if they were 1 level higher
than their actual level. Since Exorcists
derive their mystical powers from a
source of good, they are less likely to
attract the attention of the Red Death
with their spellcasting. In most cases,
the chance of failing a powers check
is half what it would normally be (
i.e., one-half the spell's level, round
up) or, in the case of a spell from the
Necromantic sphere, the spell's level.
The exception to this rule is described
under special hindrances, below.
Special Hindrances: The next
sphere learned by an exorcist after
mastering or abandoning the sphere
of All must be Protection. Exorcists
must be Lawful Good. As mentioned
Living Death Player Guide
Spiritualist
Class: Mystic
Ability Req.: Int 14
Prime Req.: Wisdom
Hit Die: d8
Attack as: Mystic
Save as: Mystic
Advance as: Mystic
Exc Strength? N o
Spell Ability? As Mystic
Exc Constitution? No; Starting Cash:
2d6
Proficiencies:
Weapon
Slots:
2;
Additional Slot: 5; Nonproficiency
Penalty: -4; Nonweapon Slots: 5;
Additional
Slot:
-4.
Available
Categories: General, Arcane. Bonus
Proficiency:
Academician.
Recommended
Proficiencies:
Forbidden Lore, History, Ancient
Language, Ancient Religion
Description: The spiritualist is a
s c i e n t i s t d e v o t e d t o t h e s t u d y o f m y stical powers. Like the metaphysician,
he applies scientific method to every
endeavor. To the spiritualist, magic is
simply a field of science that has yet
to be explored.
Roleplaying:
The
spiritualist
tends to be arrogant. His vision of the
spirit world makes him feel superior
to the blindness of the common man.
Those scientists who do not recognize
the supernatural as a valid area for
research he considers to be ignorant
fools.
Special Benefits: While he may
appear to be a boastful fraud, the
spiritualist is every bit the expert that
he claims. As such, any spell cast by
s u c h a c h a r a c t e r i s e s p e c i a l l y e f f e ctive. The great amount of time that he
spends studying his spells imposes a
penalty of -2 on any saving throws
made versus his magic.
S p e c i a l H i n d r a n c e s : T h e s p i r i t u a li s t ' s m e t h o d s m a k e h i m a p e r f e c t i o nist. He takes his time when casting a
spell and devotes every thought to
making sure it is cast exactly right.
The result of this dedication is that
spells cast by a spiritualist take 50%
longer to cast than those employed
by other mystics. When this rule
comes into play, the DM should
round fractions up.
Shaman
Class: Mystic
Ability Req.: Con 12
Prime Req: Wisdom
Hit Die: d8
Attack as: Mystic
Save as: Mystic
Advance as: Mystic
Exc Strength? No
Spell Ability? As Mystic
E x c C o n st i t u t i o n ? Y e s
Starting Cash: 2d6
Proficiencies:
Weapon
Slots:
2;
Additional Slot: 5;
Nonproficiency
Penalty:
-4;
Nonweapon Slots: 5;
Additional
Slot: 3. Available Categories: General,
Wilderness.
Bonus
Proficiency:
Survival. Recommended Proficiencies:
Any wilderness
D e s c r i p t i o n : T h e s h a m a n i s a r e presentative of a so-called primitive
people. The typical citizen of the
1890's, in branding the shaman as
primitive, has no idea that the
shaman's affinity for nature and the
wild is a far greater talent than the
supposedly civilized people of Gothic
Earth could ever guess. This affinity
f o r w i l d t h i n g s a n d t h e v i b r a n t e n e rgies of life give the shaman his power.
Roleplaying: Whether a native
American, an Australian aborigine, or
an African tribesman, the shaman is a
force not to be underestimated. His
outlook on life is not tainted by the
creature comforts common to the
inhabitants of Europe and the United
S t a t e s . I n d e e d , h e l o o k s a t t h e s e p e ople with pity, for they have broken
their ties with nature. To live like
they do would certainly kill him, for
theirs is a discordant culture.
Special Benefits: The shaman's
ties to nature are strong enough to be
sensed by man and animal alike. A
c o m f o r t i n g a u r a p e r m e a t e s t h i s c h a racter that strikes a chord in even the
most hardened city dweller. As such,
a
shaman's
normal
Reaction
Adjustment and Loyalty Base (as
determined by his Charisma) are
given a bonus of +2.
I n a d d i t i o n , t h e s h a m a n i s e n t itled to make reaction checks even
w h e n e n c o u n t e r i n g c r e a t u r e s o f a n imal or semi Intelligence.
Special Hindrances: The shaman
does not fully understand the socalled civilized people of Gothic
Earth. As such, he is unable to learn
any of the Educational proficiencies.
The proficiencies in the Arcane group
a r e n o t c o n s i d e r e d a v a i l a b l e c a t egories (he must allocate extra slots to
l e a r n t h e m ) a n d t h u s a r e m o r e d i f f ic u l t t o a c q u i r e , b u t h e m u s t s t i l l p u rchase the Spiritcraft proficiency.
Page 3 3
2. Choose an Alignment
LIVING D EATH P C s h a v e m a x i m u m h i t p o i n t s a t
f i r s t l e v e l . A t e a c h a d d i t i o n a l l e v e l , LIVING
D EATH P C s g a i n h i t p o i n t s b a s e d o n t h e i r
base hit die type:
Class
Soldier
Mystic
Tradesman
Adept
HD Type
d10
d8
d6
d4
HPS/ Level
7
5
4
2
4. Select Proficiencies
5. Select Equipment
LIVING D EATH P C s b e g i n p l a y w i t h t h e
maximum possible money described
for their class in the Masque of the
Red Death rules. You may use this
money to purchase any equipment
from the Masque of the Red Death
rule book. The beginning of some
adventures, however, may preclude
the use of unconcealed weapons or
explosives.
Knacks
H e r o e s i n t h e LIVING D EATH s e t t i n g a r e
a l r e a d y m u c h m o r e s k i l l e d t h a n o r d in a r y p e o p l e . B u t s i n c e t h e s e c h a r a cters, as the elite forces of good who
oppose the Red Death, often brush up
against the peculiar and supernatural,
they often acquire unusual and even
strange talents than are typical of
M a s q u e o f t h e R e d D e a t h p l a y e r c h a ra c t e r s . H e r e a r e s o m e s p e c i a l p r o f ic i e n c i e s s o m e m o r e l i k e s p e c i a l p o werswhich heroes in the Living Death
campaign may use.
Despite the name, these knacks
operate exactly as proficiencies.
Heroes may acquire them just as they
do ordinary proficiencies. Success or
f a i l u r e o f a k n a c k i s b a s e d o n a p r o f iciency check. Note that a natural roll
of 20 always causes a knack to fail,
sometimes with undesirable results. In
many cases, the knack descriptions
appear in general terms (i.e., a hero
with keen sensehearing has the best
possible human hearing). The exact
limits of these knacks will appear in
the appropriate individual encounters
o f LIVING D E A T H t o u r n a m e n t s . F o r
example, in one encounter an author
Page 3 4
Knacks
Proficiency/
# of Relevant Check
Knack
Slots
Ability Modifier
Ambidexterity
2
n/a
n/a
Animal Affinity 3
Wis
-2
Calculator
2
Int
-3
Connoisseur
2
Wis
-2
Estimator
2
Wis
-3
Feign Death
3
Con
-1
Keen Sense
2
Con
-2
Light Sleeper
3
Wis
0
Mimicry, Voice 3
Wis
-2
Mimicry, Sounds 2
Wis
0
Perfect Memory,
Auditory
2
Int
-1
Visual
3
Int
-2
Perfect Pitch
2
Wis
0
Speed Reading
2
Int
-1
-2
Uncanny Sense 3
Co n
L i g h t S l e e p e r: H e r o e s w i t h t h i s
knack are wakened by the slightest
disturbance nearby. Whenever an
a s s a i l a n t s n e a k s u p u p o n a l i g h t s l e e per, the sleeper may make a knack
check. Success indicates that the hero
wakes instantly and is completely
aware of his surroundings without the
usual grogginess and disorientation.
F a i l u r e m e a n s t h a t t h e h e r o h a s n o rmal chances to wake (if any are given
in the scenario); failure on a natural
2 0 m e a n s t h a t t h e h e r o c a n b e a w a kened only by loud sounds or shaking.
M i m i c r y , S o u n d s: T h i s k n a c k l e t s
the hero imitate non-articulated
sounds such as the call of a bird, the
click of a pistol cocking, or the sound
of tearing paper. In the case of known
animals or sounds the hero has heard
before, a successful proficiency check
i n d i c a t e s t h a t t h e s o u n d i s i n d i s t i nguishable from the original. If the
h e r o w i s h e s , h e c a n i m i t a t e t h e p a r t i cularly
annoying
bark
of
Mrs.
Whimsleys English terrier or the
familiar cough of James, her butler.
Failure of means that the mimicry is
unconvincing.
Mimicry,
V o i c e:
Much
more
refined than sound mimicry, voice
mimicry allows the hero to imitate
exactly the voice of another person.
T h e h e r o m u s t h a v e h a d t h e o p p o r t unity to hear the voice of the one he
wishes to imitate. If the voice has been
heard only once for no more than a
few minutes, the proficiency check is
made at a -6 penalty. If the hero has
heard the voice he wishes to imitate
for at least an hour, the roll is made at
a -4 penalty. If the hero is at least
casually acquainted with his intended
s u b j e c t a n d h a s h e a r d t h e v o i c e s e v e ral times for hours at a time, the roll is
P e r f e c t P i t c h: T h o s e w i t h t h i s k n a c k
can identify any single note played or
sung with perfect accuracy. If the hero
also has the singing proficiency, he
can duplicate any particular note at
will. Furthermore, if the hero makes a
successful proficiency check at a -4
p e n a l t y , h e c a n p r o d u c e a n o t e c a p able of shattering thin glass within a
20 range.
U n c a n n y S e n s e: T h i s k n a c k i s l i k e
keen sense, but a hero with uncanny
sense exceeds even the highest human
levels in his chosen sense. A hero with
uncanny hearing has the auditory
sensitivity of a dog, able to detect
sounds even outside the normal
human range; one with acute touch
could feel and even make out the faint
impressions left on a sheet of paper
left under one on which a note was
written.
P e r f e c t M e m o r y: H e r o e s m a y g a i n
t h i s k n a c k i n o n e o f t w o a r e a s : a u d i t ory or visual memory. Those wishing to
have both knacks must acquire them
separately. A successful roll with this
p r o f i c i e n c y a l l o w s t h e h e r o t o r e m e mber any key bit of information the
player may have forgotten. For
instance, a player whose detective
hero has perfect auditory memory
may ask the DM whether the voice he
heard from behind a curtain seemed
familiar, or whether he had heard the
music playing in the hotel lobby
before.
In cases in which the hero may
h a v e s u b c o n s c i o u s l y o b s e r v e d s o m et h i n g b u t t h e p l a y e r d i d n o t s p e c i f ically state so (i.e., the hero visited a
h o u s e , b u t t h e p l a y e r d i d n t s p e c i f i c a lly state he was looking at the address),
the DM may allow a proficiency check
at a 10 penalty.
S p e e d R e a d i n g: A h e r o w i t h t h i s
talent can read and comprehend any
language he already understands ten
times as quickly as normal. A book
that would normally take four hours
to read would take the speed reader
only 24 minutes. While the hero with
this knack retains what he has read
Wealth Chart
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
1d6
1.4
1.75
2.10
2.45
2.80
3.15
3.50
3.85
4.20
4.55
4.90
5.25
5.60
5.95
6.30
2d6
5.60
7.00
8.40
9.80
11.20
12.60
14.00
15.40
16.80
18.20
19.60
21.00
22.40
23.80
25.20
3d6
12.60
15.75
18.90
22.05
25.20
28.35
31.50
34.65
37.80
40.95
44.10
47.25
50.40
53.55
56.70
4d6
28.00
33.60
39.20
44.80
50.40
56.00
61.60
67.20
72.80
78.40
84.00
89.60
95.20
100.80
100.80
6d6
63.00
75.60
88.20
100.80
113.40
126.00
138.60
151.20
163.80
176.40
189.00
201.60
214.20
226.80
226.80
Page 3 6