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The Players Guide to

the Living Death Campaign


Compiled by Claire Hoffman

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.

Character Attributes in Living Death


The RPGA LIVING D EATH C a m p a i g n u s e s
the Masque of the Red Death boxed
s e t , t h e RAVENLOFT b o x e d s e t a n d A D & D
2 e d P l a y e r s H a n d b o o k a n d D UNGEON
M A S T E R G u i d e.
S t r e n g t h: T h i s r e m a i n s a m e a s u r e o f
raw physical power and, as such, is
important for determining the ability
t o l i f t h e a v y o b j e c t s a n d i n f l i c t d a mage in close combat. Strength is the
prime requisite for all characters of
the soldier class.
E x c e p t i o n a l S t r e n g t h: O n l y s o ldiers, the Gothic Earth equivalent of
the
warrior
class,
qualify
for
E x c e p t i o n a l S t r e n g t h a n d i t s a s s o c i a ted benefits.
D a m a g e A d j u s t m e n t: T h i s m o d i f ier functions in much the same way as
in standard AD&D rules; it applies to
all damage inflicted with hand-held
weapons. Weapons such as crossbows
and handguns never receive a bonus
or penalty.
B e n d B a r s / L i f t G a t e s: F o r u s e o n
G o t h i c E a r t h , t h i s e n t r y m i g h t b e b e tter described as Feat of Exceptional
Strength. Ability checks should be
used for most tests of physical
Strength. A bend bars/lift gates roll
should be reserved for only the most
heroic of situations.
D e x t e r i t y: D e x t e r i t y m e a s u r e s b o t h
hand/eye coordination and natural
agility. For characters on Gothic Earth,
a w o r l d i n w h i c h h a n d g u n s a r e c o mmon, the Dexterity score also provides
a n i n d i c a t i o n o f g e n e r a l m a r k s m a nship. Dexterity is the prime requisite
for all tradesman characters.
R e a c t i o n A d j u s t m e n t: T h i s r a t i n g
s e r v e s a s a n i n d i c a t i o n o f t h e c h a r a cters quickness of action in a surprise
situation.
Missile Attack Adjustment: This
modifier reflects the accuracy with
which a character can make missile
attacks. It is used with all rolls made
for thrown weapons (such as spears or
knives), missile weapons (such as
bows or crossbows) and firearms
(revolvers and rifles).
D e f e n s i v e A d j u s t m e n t: T h i s r a t i n g
modifies a character's Armor Class
(AC) in the same manner as in the
standard AD&D game. Firearms have
made the wearing of metal armor
obsolete;
a
hero's
Defensive
A d j u s t m e n t i s v i r t u a l l y t h e o n l y p r otection available. It offers protection
only against attacks that can be
dodged. If a character is unaware of a
coming attack and has no opportunity
to dodge, then no adjustment is made
Living Death Player Guide

to the base AC.


C o n s t i t u t i o n: T h e b e s t w a y f o r a
character to avoid death is to be
resistant to injuries and illnesses. The
C o n s t i t u t i o n s c o r e i n d i c a t e s t h i s q u a lity. Constitution is important to all
c h a r a c t e r s , a n d i s n o t a p r i m e r e q u isite for any single class
H i t P o i n t A d j u s t m e n t: O n l y s o ldiers are entitled to a bonus of +3 or
+4 hit points per Hit Die. All other
characters are limited to a maximum
bonus of +2 points per Hit Die.
S y s t e m S h o c k: S y s t e m S h o c k
checks are far less common on Gothic
Earth, except perhaps for those of the
adept class.
R e s u r r e c t i o n S u r v i v a l: A h e r o ' s
initial Constitution score serves as a
maximum limit to the number of
times a character may be resurrected
from
death.
Similarly,
the
R e s u r r e c t i o n S u r v i v a l n u m b e r i n d icates the percentage chance that a
c h a r a c t e r w i l l s u r v i v e s u c h a p h y s i c a lly traumatic experience.
P o i s o n S a v e: I n a d d i t i o n t o t h e
myriad toxins found in nature, the
c h e m i c a l s c i e n c e s o f t h e 1 8 9 0 ' s p r ovide countless poisons unheard of in
previous centuries.
R e g e n e r a t i o n: T h e u s e o f t h i s r a ting is identical to its use in traditional
AD&D games. Damage caused by fire
or acid is almost never healed by
regeneration. This is
especially
important
s i n c e f l a m m a b l e c h e m icals,
explosives,
and
highly caustic chemicals
are common on Gothic
Earth.

spells is a rare and dangerous talent.


O n l y c h a r a c t e r s o f t h e a d e p t a n d m y stic classes are able to cast spells. The
S p e l l L e v e l n u m b e r i n d i c a t e s t h e h i g hest level of spell that can be cast by an
adept.
C h a n c e t o L e a r n S p e l l s: A d e p t s o n
Gothic Earth do not use this rating.
The success or failure of learning a
s p e l l i s d e t e r m i n e d t h r o u g h p r o f i c i e ncy checks.
Maximum Number of Spells per
L e v e l: A d e p t c h a r a c t e r s w i l l s e l d o m
learn enough spells to need to worry
about reaching this limit. Still, adepts
are encouraged to record this number
for later reference.
W i s d o m: W i s d o m i s t h e p r i m e r e q u isite for mystic characters. It is also a
very important factor in resisting
mind effecting spells.
B o n u s S p e l l s: T h i s s t a t i s t i c i s n o t
used for heroes in Masque of the Red
D e a t h campaigns. No native of Gothic
E a r t h w i l l e v e r h a v e e n o u g h u n d e rstanding of magic to earn bonus
spells.
C h a r i s m a: C h a r i s m a i s a m e a s u r e o f
personality and leadership ability. A
high Charisma score is important for
all characters that must deal regularly
with strangers. Charisma is not a
prime requisite for any class.

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
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Character Classes Available


The character classes of the Masque of
t h e R e d D e a t h s e t t i n g a r e v e r y d i f f e rent from those found in the

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

Experience Levels. An adept who has


an Intelligence score of 16 or greater
receives a 10% bonus to the number
of experience points that the DM
awards.
Proficiency Slots; An adept begins
a career with two weapon proficiency
slots and five nonweapon proficiency
slots. An adept gains one additional
weapon proficiency slot with every
fifth experience level. An adept gains
o n e a d d i t i o n a l n o n w e a p o n p r o f iciency slot at every third level. An
adept who uses a weapon with
which he is not proficient suffers a 4 penalty on the attack roll. An
a d e p t m u s t d e v o t e a t l e a s t o n e n o nweapon proficiency slot to the
Spellcraft proficiency.
S p e l l U s e : A d e p t s a r e t h e o n l y c h a racters able to learn wizard spells
o n G o t h i c E a r t h . W h e n f i r s t c r eated, an adept has the ability to
cast only five spells. These spells
are cantrip, detect magic, and
r e a d m a g i c s p e l l s a n d o n e o f f e nsive and one defensive spell
from the list presented below.
T h i s r e p r e s e n t s a n i n c o n c e i va b l e m a s t e r y o f t h e s u p e r n a tural on Gothic Earth. The
number of spells an adept
can cast per day is as in the
P l a y e r s H a n d b o o k. B e c a u s e
of the amount of time the
adept is spending on actual
missions for the White Rose,
she has insufficient time to
research or search for new
spells. Therefore from time
to time the White Rose
sends a spell to the adept.
The actual learning and practice
of the spell, is very perilous. This
subject is discussed in greater
detail later in this manual.

Experience Levels. A mystic who has a


Wisdom score of 16 or greater
receives a 10% bonus to the number
of experience points that the DM
awards.
Proficiency Slots: A mystic begins
with two weapon proficiency slots and

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
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five nonweapon proficiency slots. A


mystic gains one additional weapon
slot with every fifth experience level.
A m y s t i c g a i n s o n e a d d i t i o n a l n o nweapon slot at every third level. A
mystic who uses a weapon with which
h e i s n o t p r o f i c i e n t s u f f e r s a 4 p e n a lty on the attack roll. A mystic must
devote at least one nonweapon slot to
Spiritcraft.
Spell Use: Mystics are the only
characters able to learn "priest" spells
on Gothic Earth. Like adepts, they
have spent many hours in the study of
l o r e t h o u g h t t o b e f o r g o t t e n o r m y t h ical. The magic they have mastered,
w h i l e i n s i g n i f i c a n t i n t e r m s o f s t a ndard AD&D games, represents the
command of powers few mortals
would dream of on Gothic Earth. A
m y s t i c b e g i n s t h e g a m e w i t h t h e a b i l ity to cast bless, detect evil, and purify
food & drink. A Mystic has minor
access to the All sphere when they
start. They must decide if they are
going to study the All sphere for
m a j o r a c c e s s o r s t a r t s t u d y o n a n o t her sphere. Additional information on
mystics and spells can be found in the
chapter on Magic. The number of
spells per day that a Mystic can cast is
t h e s a m e a s i n t h e P l a y e r s H a n d b o o k.
Turning Undead: A mystic's
knowledge and understanding of the

Living Death Player Guide

afterlife enables him to focus energy


and turn undead. In general the rules
for turning undead are as is in the
r u l e s i n t h e R AVENLOFT C a m p a i g n
Setting. A mystic derives this power
not from great faith in a deity, but
from knowledge and experience of
undead. Since this ability comes from
a ritual and not the power of a deity it
t a k e s a f u l l r o u n d t o p e r f o r m t h e r i t ual starting on the initiative round.

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

number of experience points that the


DM awards.
Proficiency Slots: A tradesman
begins a career with three weapon
proficiency slots and six nonweapon
proficiency slots. A tradesman gains
one additional weapon proficiency
slot with every fourth experience
l e v e l . A t r a d e s m a n g a i n s o n e a d d i t i o nal nonweapon proficiency slot at
every third level. A tradesman who
uses a weapon with which he is not
proficient suffers a -3 penalty on the
attack roll.
Specialty Skills: Just as the art of
w e a p o n s p e c i a l i z a t i o n h a s d i s a ppeared in the world of Gothic Earth so
too have the traditional Thieving
Skills of the AD&D game. These skills
are now handled as proficiencies.
C o m p l e t e i n f o r m a t i o n o n p r o f i c i e ncies is presented below.

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Masque of the Red Death


Non- weapon Proficiencies
In general, nonweapon proficiencies
a r e t r e a t e d i n e x a c t l y t h e s a m e m a nner as in the traditional AD&D game.
T h e t a b l e a t t h e e n d o f t h i s g u i d e p r ov i d e s a c o m p l e t e l i s t o f t h e s k i l l s a v a i la b l e t o LIVING D EATH H e r o e s . T h e p r o f iciencies have also been grouped in a
different manner from the AD&D core
rules, in order to better reflect the
world of Gothic Earth and the 1890s.
Note that each character class has
access to two proficiency groups at
the cost listed in the tables. If a player
w i s h e s t o g i v e a c h a r a c t e r a p r o f i c i e nc y o u t s i d e t h o s e g r o u p s , s u c h a p r o f iciency costs one slot more than the
number of slots listed in the table.
Nonweapon
Proficiency
Descriptions: Although many of the
proficiencies set down in the original
AD&D rules are unchanged in Masque
of the Red Death, several need further
explanation or slight modification for
use on Gothic Earth. In addition, new
proficiencies need to be fully defined.
A careful study of the proficiency
t a b l e w i l l a l s o r e v e a l t h a t s o m e p r o f iciencies have been deleted because
they are not used on Gothic Earth.
Proficiency descriptions are provided
for those that are changed from the
Players Handbook and for new ones.
C h e c k t h e c h a r t o n p a g e 3 1 f o r a c o mplete listing of available proficiencies.
A c a d e m i c i a n This skill identifies a
character who is a trained educator
and who is familiar with the scholastic
environment. The Academician skill
c a n b e u s e d a s a g e n e r a l c h e c k w h e never the heroes to obtain information
must use an institution of learning.
Agriculture This proficiency identifies
a hero as a skilled farmer. This skill
also bestows knowledge of growing
cycles, crop pests, harvest techniques,
and the like.
A l c h e m y This proficiency is the
s u p e r n a t u r a l e q u i v a l e n t o f t h e c h e mistry skill. It provides a hero with a
c h a n c e t o i d e n t i f y t h e e f f e c t o f m a g ical potions that may be encountered
in
the
course
of
adventuring.
Whenever such an unknown potion is
found, the hero can spend one turn
(10 minutes) examining the elixir. The
DM then makes a proficiency check. If
the check is successful, the hero learns
the general nature of the potion. As
this is a tournament campaign there,
may be times when the judge will not
Living Death Player Guide

know the exact nature of the liquid (if


it is a unique item). If the check is
failed, the hero is unable to identify
the potion. The DM can simply inform
the player that the attempt failed. If
t h e d i e r o l l i s a n u n m o d i f i e d 2 0 , h o wever, the hero misjudges the potion
and believes it to be something other
than it is. If the potion is hazardous or
e v e n t o x i c , t h i s c a n b e a c r u c i a l b l u nder. The DM must decide whether to
d e s c r i b e t h e m i s j u d g e d p o t i o n i n g e ne r a l t e r m s o r t o i d e n t i f y i t a s a s p e c i fic concoction.
Animal Husbandry This skill indicates
that the character is conversant with
both the training and handling of
domesticated animals. As such, it
combines and replaces the skills of
Animal Handling and Animal Training
i n t h e P l a y e r s H a n d b o o k. T h e D M
should be aware that the knowledge
associated with this skill primarily
regards
domesticated
animals.
Attempts to train mature wild animals
should suffer a -2 penalty per Hit Die
of the creature.
A p p r a i s i n g If an appraisal check is
s u c c e s s f u l , t h e v a l u e o f a n i t e m i s e s t imated within 10% of its actual value
(actual value is determined by the
D M ) . I f t h e r o l l i s f a i l e d , t h e c h a r a cter's estimate is incorrect by 50% of
t h e i t e m ' s a c t u a l v a l u e . O n a n u n m o dified roll of 20, the character is wildly
off in the estimation of the value
( D M ' s d e t e r m i n a t i o n ) . O n a n u n m o d ified roll of 1, the character's estimate
is within 1% of the actual value.
A r c h a e o l o g y T h i s p r o f i c i e n c y i n d icates that a character is familiar not
only with the study of the past, but
also the techniques by which such
information is acquired.
A r t i l l e r y it allows a hero to operate
the artillery of the period, primarily
cannons and Gatling guns. A hero who
devotes one slot to the study of
a r t i l l e r y i s a b l e t o l o a d , c l e a n , a n d o t herwise care for such a weapon, but is
not sufficiently skilled to actually aim
i t w i t h a n y g r e a t s k i l l . W i t h t h e d e v otion of a second slot, he becomes a
fully qualified gunner who may direct
the fire of heavy weapons against
enemy positions.
A r t i s a n This skill is based on the
d e s c r i p t i o n f o r A r t i s t i c A b i l i t y p r e-

sented in the PLAYERS HANDBOOK.


When this proficiency is selected, the
player must choose a specific form of
artistic expression for the hero. Art
f o r m s m i g h t i n c l u d e p a i n t i n g , d r a wing, sculpting, needlecraft, poetry
writing, or other media of the player's
choice. The artisan proficiency might
a l s o b e c o m b i n e d w i t h a n o t h e r p r o f ic i e n c y , s u c h a s p h o t o g r a p h y o r w e a ving, to indicate that the character is
not merely competent in such a field,
but is so skilled as to create works of
art.
A r i t h m o l o g y This is the practice of
f i n d - i n g t h e n u m e r i c a l v a l u e s o f l e tters, words, and names, and using
those values in magical equations to
discover truths about the subject.
Names, even assumed names, carry
power, and knowing the values of
these names grants power over the
named individual. In game terms,
using Arithmology to find the value of
a subject's name (real or given) gives
the subject a -2 penalty on all saving
throws against the spell-caster's
m a g i c . I f t h e t r u e n a m e o f a n o u t e rp l a n e s c r e a t u r e i s k n o w n a n d c a l c u l a ted,
this
penalty
becomes
-4.
Arithmology has two requirements
aside from knowledge of the craft:
m a t e - r i a l s a n d t i m e . M a t e r i a l s a r e e a si l y a c q u i r e d : p a p e r a n d w r i t i n g u t e nsils, and perhaps a book of tables and
an abacus. The time factor can be
more prohib-itive. When using the
Arithmology pro-ficiency, the player
must add the numerological value of
the subject's name (where A= 1, B=2,
etc.). The sum of the letters is the total
number of rounds the calculation will
take.
For instance, BENJAMIN HARRISON (U.S. President from 1889-1893)
has a numerical value of 170. This
translates to 2 hours, 50 min-utes for
proficiency use.
Only part of a name, or an alias, provides appropriate negative modifiers
to the proficiency check:

Alias
Last name only
One missing name

-10
-8
-4

In any event, its user must be free


from
distractions,
making
A r i t h m o l o g y i m p o s s i b l e t o u s e i n c o mbat. Practition-ers should discover
necessary names and equations before
Page 5

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

All of the normal considerations and


r e s t r i c t i o n s l a i d d o w n i n t h e Players
Handbook apply to characters using
backstabbing attacks on Gothic Earth.
B i o l o g y Biology involves the study of
all living things, including humans. A
character with the biology skill will
have a general knowledge of plants
and creatures and the interactions
between them. Such a character will
have a working knowledge of the
Living Death Player Guide

human body, and may be able to


diagnose simple common diseases. A
character with the Biology proficiency
g a i n s a + 1 b o n u s t o a t t e m p t s t o r e nder first aid (as determined by the
DM).
B o t a n y Characters with this skill
have extensive knowledge of plant
a n a t o m y , v a r i e t i e s , b y p r o d u c t s , p r o pagation, hybridization, and diseases. A
character that has an understanding
of botany may attempt a proficiency
check to identify any species of plant
encountered.
This proficiency also provides a +
1 b o n u s t o a n y a t t e m p t b y t h e c h a r a cter to create a poison (see Toxicology)
that is derived from a plant.
C h e m i s t r y A c h a r a c t e r w i t h a p r o f iciency in chemistry is able to identify
and create chemical compounds. This
includes the ability to run tests that
w i l l i d e n t i f y t h e c o m p o s i t i o n o f a s u bstance, so that a blood spot might be
identified as something other than
dark red paint. In addition, chemical
c o m p o u n d s s u c h a s e x p l o s i v e s o r p o isons can be manufactured (assuming
t h a t t h e c h a r a c t e r h a s s u f f i c i e n t m a t erials, lab equipment, and time to
work). The initial purchase of this skill
a l l o w s a c h a r a c t e r t o p e r f o r m c h e m ical analysis of existing compounds
a n d m i x c h e m i c a l s a c c o r d i n g t o p r edetermined formulae if the character
hopes to successfully concoct new
compounds; an additional slot must
b e a l l o c a t e d . O n e s l o t s h o u l d b e c o nsider the equivalent of a BA two an MA
and three a Doctorate.

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

tance to an adventurer on Gothic


Earth. At a crime scene, a character
with this talent will generally be able
to notice clues that others may miss
(if such clues exist, of course). Such a
character may also have an advantage
in working with local law enforcement
agencies.
D e m o l i t i o n Heroes skilled with the
use of dynamite and similar explosive
devices can use them to collapse
bridges, houses, and other structures.
Whenever a hero attempts to set an
explosive charge, a proficiency check
m u s t b e m a d e t o a v o i d m i s h a p . A n o nproficient character using explosives
must make an Intelligence check with
a -4 modifier to perform the same
feat. If a check fails, the number of
p o i n t s b y w h i c h i t w a s m i s s e d i n d icates the severity of the mishap, as
determined by the DM. If the check
fails by only 1 or 2 points, the charge
may simply fail to detonate. A roll
t h a t f a i l s b y 3 o r 4 p o i n t s m i g h t i n d icate unforeseen collateral damage; a
roll that fails by 5 points or more
might indicate a premature explosion
t h a t i n j u r e s o r k i l l s t h e c h a r a c t e r s e tting the charge. Only a hero with this
proficiency can place a charge for
maximum effect. To reflect that,
whenever a damage die for a set
charge comes up six it is added to the
damage total and then rerolled for
additional damage. Thrown sticks of
dynamite do not get this bonus.
D e t e c t N o i s e This proficiency is
used in place of the thief skill of the
same name. The DM should apply
appropriate modifiers for such things
as
background
noise,
physical
obstructions and similar conditions.
E l e c t r i c i t y T h e w o n d e r s o f e l e c t r i c ity are sweeping through the world of
Gothic Earth. Hardly a day goes by
that a new use is not found for this
recently harnessed power source.
W i t h t h i s s k i l l , a c h a r a c t e r c a n u n d e rstand and design various machines
that depend upon electricity for their
operation. The initial purchase of this
s k i l l a l l o w s t h e c h a r a c t e r t o u n d e rstand and repair such machines. If the
character wishes to design and build
electrical devices, an additional slot
must be allocated to the skill.
E n g i n e e r i n g A character with this
s k i l l i s a s s u m e d t o b e a b l e t o u n d e rstand, design, and build complex
machines using the most modern
advances of 1890's science. For the
most part, steam engines or similar
mechanisms such as water wheels or
windmills will power these devices.
The initial purchase of this skill allows
a character to maintain and repair
Living Death Player Guide

complex mechanisrns. If the character


i s t o u n d e r t a k e d e s i g n a n d c o n s t r u ction tasks, an additional slot must be
allocated. Persons wishing to be
s k i l l e d i n t h e m a n u f a c t u r e a n d o p e r ation of electrical machines will need to
purchase the Electricity proficiency.
E q u e s t r i a n This skill replaces the
Land-based Riding proficiency. Unless
otherwise stated by a player at the
time the slot is allocated, the
Equestrian proficiency includes only
horses, camels, and similar animals. A
player who wishes a character to be
proficient in the riding of pachyderms
or other unusual mounts may do so
by defining the skill and allocating an
additional slot to it when initially
acquire the proficiency.
Find and Remove Traps Like the other
skills
normally
associated
with
thieves, the ability to find and remove
traps is treated as a proficiency in
Masque of the Red Death rules. It is
otherwise adjudicated just as its
AD&D game counterpart.
F o r b i d d e n L o r e Like the History
proficiency, this skill indicates a
knowledge of events long past. While
the former proficiency is intended to
show that a character is familiar with
written, documented facts, those who
carry the Forbidden Lore proficiency
a r e a s s u m e d t o h a v e s t u d i e d t h e s i n i ster and macabre secrets that mankind
h a s c h o s e n t o f o r g e t . W h i l e a c h a r a cter with the History skill might well
know a great deal about Vlad Tepes
and his terrible rule in eastern
Europe, only someone versed in
Forbidden Lore would know that this
vile individual transformed into the
m a s t e r v a m p i r e , D r a c u l a . I n i t i a l s e l e ction of this skill indicates a general
f a m i l i a r i t y w i t h t h i n g s f o u l a n d s i n i ster. Additional slots can be allocated
to make the character an expert in
some field. Or the initial slot could
(like the History proficiency) be for
knowledge of some field or area of the
w o r l d . F o r e x a m p l e , t h e n o t e d m e t aphysician Van Helsing is well versed
in battling the supernatural evils of
Gothic Earth, but is especially devoted
t o ( a n d k n o w l e d g e a b l e a b o u t ) v a mpires. Heroes with the Forbidden Lore
p r o f i c i e n c y h a v e a g r e a t e r u n d e rstanding of the dark and macabre side
of the universe. As such, they make all
fear and horror checks with a +2
bonus. If the check is directly related
to some area in which the character is
an expert, that bonus increases to +4.
G e o l o g y A c h a r a c t e r t h a t i s p r o f icient in Geology has a good working
knowledge of the processes by which
the features of the earth's surface are
formed and has a good recognition of

various rocks and minerals. Such a


character may be able to estimate the
r e l a t i v e s a f e t y o f t r a v e l i n a s u b t e rranean environment or determine the
likely source of a rock or soil sample
( p r o v i d e d t h a t t h e s a m p l e i s s i g n i f icantly uncommon). This proficiency
i n c l u d e s a w o r k i n g k n o w l e d g e o f m i neralogy and topography. A character
who has both this skill and the Mining
proficiency gains a +2 bonus to any
checks in which the two areas overlap.
G u n s m i t h i n g H e r o e s w i t h t h i s p r o f iciency are able to clean, maintain, and
repair such weapons with great skill. A
second slot allocated to this skill
w o u l d a l l o w a c h a r a c t e r t o m a n u f a cture a firearm, but such ability would
b e r a r e . T h e a v a i l a b i l i t y o f m a s s - p r oduced firearms makes such ability
somewhat useless. Perhaps the most
valuable aspect of the Gunsmithing
proficiency, other than gun repair, is
that it gives its owner the ability to
manufacture ammunition (if materials
are available) and to arm weapons
with special loads (silver bullets, for
example). The making of silver bullets
is detailed in the equipment section of
this guide. The initial purchase of this
skill enables a character to repair and
maintain firearms, as well as reload
spent cartridges and fashion special
types of ammunition.
H e a l i n g This proficiency reflects a
familiarity with first aid, natural
remedies, and the like. As such, it
functions as in the AD&D game rules.
Players who wish to have characters
skilled in the more modern medicine
of the day should consider the
Medicine proficiency.
H e r a l d r y While this skill functions
in a manner similar to its use in AD&D
games, players and DMs should
understand that it reflects the modern
flags of the world, military insignia,
and various icons of the 1890's.
H i d e i n S h a d o w s This skill replaces
the thief skill of the same name. It is
used in the same circumstances as the
thief skill, replacing the percentage
roll with a proficiency check.
H i e r a r c h y C o n t a c t Heroes who are
members of an organized religion,
which have an established church
hierarchy
may
have
access
to
resources unavailable to other heroes.
This
proficiency
reflects
such
resources and indicates that the hero
knows how to work within his or her
hierarchy to get information and
other supplies an adventuring group
may need. This proficiency maybe
used to gather information about a
specific place, person or object. In this
Page 7

aspect this proficiency works much


like consulting a sage, as described in
t h e D UNGEON M A S T E R G u i d e. N o p r o f iciency check is rolled by the hero
instead a normal success roll is
required for the sage. Monetary
resources are not required to obtain
information but access to a modern
means of communication such as a
telegraph or mail system is necessary.
The system used to communicate the
request will effect the length of time it
takes to receive an answer. This is up
to the DMs discretion as is the scope
of information available.
However, the other aspect of this
proficiency does require a check. If
the hero wants access to consecrated
or otherwise special items that maybe
helpful in fighting the supernatural,
h e y m u s t m a k e a s u c c e s s f u l p r o f i c i e ncy check. Such items may include holy
water or wafers or other such items.
The availability is up to the DM. It is
a campaign requirement that the hero
b e a t l e a s t f o u r t h l e v e l t o g e t a n y b e nefit when using this proficiency.
H i s t o r y This skill is similar to the
ancient history proficiency in the
P l a y e r s H a n d b o o k. W h e n t h e p r o f iciency is chosen, the player must
s e l e c t a s p e c i f i c a r e a o r p e r i o d o f h i story to be the characters area of
expertise. For example, the history of
winemaking in Europe might be an
appropriate choice; the history of
Europe would not be appropriate; the
history of a single vineyard in the
B u r g u n d y r e g i o n w o u l d a l s o b e i n a ppropriate. It is important to make a
distinction between this skill and the
Forbidden Lore proficiency.
J e w e l e r This skill replaces the Gem
Cutting proficiency described in the
Players Handbook and is expanded to
include the fashioning of jewelry from
precious metals and other valuable
substances; it otherwise functions as
described in the Players Handbook
J o u r n a l i s m T h i s s k i l l r e f l e c t s a t a lent for writing and a familiarity with
the business of publishing. It might
i n d i c a t e o n e o f a n u m b e r o f o c c u p ations. A character employed as a
writer or editor by a newspaper or
magazine; a character working as a
freelance writer or photographer; or a
character who writes fictional stories
or novels. Attempts by a character to
sell written work will be governed by
p r o f i c i e n c y c h e c k s a n d t h e D M ' s e s t imate of the quality and interest of the
work. In any case, an unmodified roll
of 1 indicates that critics hail a work
as masterful, while an unmodified roll
of 20 indicates that a work will be
scorned and ridiculed.

Living Death Player Guide

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

Rapid Fire, the character receives the


b o n u s t o a t t a c k r o l l s , b u t n o t t o d a mage rolls. If engaged in Panic Fire, no
bonus to the attack or damage roll is
allowed.
M a s o n r y A c h a r a c t e r w i t h t h i s p r o f ic i e n c y i s s k i l l e d i n a l l m a n n e r s o f c o nstruction involving stone, brick,
c e m e n t , a n d s i m i l a r b u i l d i n g m a t e r ials. This proficiency is similar to the
Stonemasonry proficiency in the
P l a y e r s H a n d b o o k.
M e d i c i n e A c h a r a c t e r w i t h t h i s p r of i c i e n c y i s a p h y s i c i a n w h o h a s a t t e n ded a medical school or has studied
closely and for many years under a
skilled physician. Such characters are
well versed in the scientific healing
methods of the 1890's. Physicians are
a b l e t o t e n d t h e w o u n d e d , a s a r e c h a ra c t e r s w i t h t h e H e a l i n g s k i l l . A s u cc e s s f u l p r o f i c i e n c y c h e c k b y a p h y s ician, however, restores ld4 hit points.
I n a d d i t i o n a p h y s i c i a n i s a b l e t o r e nder first aid to any character once
every 12 hours rather than once per
day. Heroes placed under the care of a
physician heal more rapidly than
those not cared for by a doctor. Such
characters recover 1 hit point per day
if engaging in normal activity; 2 hit
p o i n t s p e r d a y o f n o n - s t r e n u o u s a c t i vity; 3 hit points per day of complete
rest; and 4 points per day if placed in
a hospital or similar medical facility. A
p h y s i c i a n a t t e m p t i n g t o h e l p a p o isoned hero grants the hero a +2 bonus
to saving throws versus poison
(regardless of how the poison entered
the system). If the physician has
access to a reasonably equipped store
of medical supplies (such as a ship's
infirmary or doctor's office), this
modifier increases to +3. If care is
given in a hospital or similar facility,
the bonus increases to +4. Physicians
a r e a b l e t o d i a g n o s e a n d t r e a t d i se a s e s . T r e a t m e n t d o e s n o t a l w a y s i n d icate an immediate cure (or any cure).
I t m a y c o n s t i t u t e t h e e a s i n g o f s y m ptoms through herbs, drugs, poultices,
or other therapy. Treatment may
shorten the duration of an illness
d e p e n d i n g o n t h e s e v e r i t y o f t h e d i se a s e . T o a d m i n i s t e r s u c c e s s f u l t r e a tm e n t , t h e p h y s i c i a n m u s t m a k e a p r oficienccy check. If the physician ha
access to reasonable medical supplies,
this check is made with a +2 bonus. If
care is given in a hospital or similar
facility, the bonus increases to +4.
Note that the average physician has
no knowledge of magically created or
transmitted diseases. For treatment of
such ailments, characters must seek
out an individual with both the
Healing and Herbalism proficiencies.
N o t e a l s o t h a t t h e M e d i c i n e p r o f i c i e ncy is rarely combined with either of
Page 8

those skills. Some magically created or


transmitted disease requires the
knowledge of a mystic to cure.
M e d i t a t i o n M o s t r e l i g i o u s p r o f e ss i o n a l s a r e t r a i n e d i n v a r i o u s p r a ct i c e s o f s p i r i t u a l d i s c i p l i n e a n d m e d itation. In addition to the effects of
t h e s e p r a c t i c e s o n t h e s o u l o f t h e m e ditator, they have concrete physical
a n d m e n t a l e f f e c t s a s w e l l . B y s p e n ding time in meditation and prayer
(and making a successful proficiency
check) the hero can temporarily boost
one mental ability score-Intelligence,
Wisdom, or Charisma-by +2. The
effect lasts one-third the time spent in
m e d i t a t i o n . M e d i t a t i o n r e q u i r e s f r e edom from disturbances and does not
eliminate the need for food, drink or
sleep. Only one ability can be boosted
at a time.
M e s m e r i s m The powers of the mind
are only beginning to be understood
i n t h e 1 8 9 0 ' s . T h e m y s t e r i e s o f h y pn o s i s a r e s t i l l b e y o n d t h e c o m p r e h e nsion of science. A character with this
skill is able to place a willing subject
i n t o a t r a n c e . T h i s e n a b l e s t h e m e smerist to explore the inner reaches of
t h e m i n d w i t h c a r e f u l l y p h r a s e d q u e stions. Unwilling characters or those
who are unaware of the attempt are
impossible to entrance. An individual
may be mesmerized only once per
day. Establishing the trance requires
1d4 minutes. During this time, the
mesmerist and subject must be in a
q u i e t p l a c e w i t h n o o b v i o u s d i s t r a ctions. The mesmerist must supply
some object upon which the subject
can focus his concentration, such as a
b u r n i n g c a n d l e , g l e a m i n g r i n g , o r p o lished pocket watch. The combination
of the focused attention and the
soothing words of the mesmerist lull
the subject into a sleeplike trance.
O n c e t h e s u b j e c t h a s b e e n m e s m e rized, the character can begin to ask
questions. With each question asked,
the hero must succeed a proficiency
check. A cumulative -1 penalty is
applied to all questions after the first.
Failure indicates that the trance has
f a l t e r e d a n d t h e s u b j e c t h a s a w a kened. The questions asked must be
fairly simple and straightforward. It is
impossible for the mesmerized subject
to lie or deceive the character in any
way, although the emotions or beliefs
of the subject may taint the answers
given. A mesmerized hero has almost
total recall, so this skill is useful for
recovering information that may have
been lost to the conscious mind. For
example, a subject who witnessed a
werewolf attack in the foggy alleys of
London might well have been so
shocked and horrified by the sight
that he blocked out nearly all memory
Living Death Player Guide

of the event. Under the


i n f l u e n c e o f a s k i l l e d m e smerist, the subject could be
made to recall many of the
specifics of the scene, which
h e w a s u n a b l e t o r e c a l l c o nsciously.
Movement Meditation
Certain mystical traditions
in Gothic Earth, particularly
(but not exclusively) in the
East, emphasize physical
discipline and exercise as a
means of spiritual growth.
This is identical to the
Meditation
proficiency
described
previously,
except that one physical
ability-Strength, Dexterity,
or
Constitution-can
be
i m p r o v e d b y + 1 f o r a p e r iod equal to half the time
spent in meditation. The
same requirements for the
meditation must be met.
M o v e S i l e n t l y T h i s p r o f iciency is used in the same
circumstances as the thief
skill of the same name. The
percentage roll normally
used for the thief skill is
replaced with a proficiency
check.
M u s i c i a n This proficiency
functions as described in
t h e P l a y e r s H a n d b o o k. T h e
player must select a musical
instrument proficiency is
chosen. The proficiency
may be taken more than
once to gain proficiency in
multiple instruments.
N a v i g a t i o n This skill is
similar to the description in
the
Players
H a n d b o o k.
Navigation is much more
exact on Gothic Earth than
i t i s i n m o s t f a n t a s y c a mp a i g n w o r l d s . A s k i l l e d n a vigator with the proper
equipment (maps, sextant
and a compass, at the very least) can
find his way across any stretch of land
or sea with relative ease.
Open Locks This proficiency is used in
the same circumstances as the thief
s k i l l o f t h e s a m e n a m e . T h e p e r c e n tage roll normally used for the thief
skill is replaced with a proficiency
check.
The
modifiers
normally
applied to the roll for available tools,
lock Construction and the like are
applied to this proficiency as well.
Every 5% bonus or penalty to the thief
s k i l l c h e c k i n d i c a t e s a l - p o i n t a d j u s tment to the proficiency roll.

P h o t o g r a p h y A character with this


proficiency is skilled in the use and
r e p a i r o f c a m e r a e q u i p m e n t . I n a d d itions this talent allows a character to
develop photographic plates and
print pictures if the proper equipment
is available. If combined with the
Artisan proficiency, the character can
p r o d u c e p h o t o g r a p h s t h a t a r e c o n s i de r e d a r t i s t i c r a t h e r t h a n m e r e l y c o mpetent. The 1890's are a time in which
t h e w o n d e r o f p h o t o g r a p h y i s s p r e a ding rapidly through the world.
Stereoscopes are considered stylish
n o v e l t i e s a n d h a v e e n a m o r e d t h e m i dd l e c l a s s . G e o r g e E a s t m a n h a s r e c e n tPage 9

ly invented the Kodak camera that


uses film instead of glass plates
(1888), but such cameras are not yet
commonly available.
P h y s i c s A character with this skill is
familiar with the forces of nature and
the physical laws and structure of the
universe. Physics in the 1890's was
radically different from the physics of
o u r m o d e r n E a r t h . C o n c e p t s o f q u a ntum mechanics, molecular bonding
and even electrons were unknown.
This proficiency includes knowledge
of forces and motion, gravity, heat,
light magnetism, and properties of
m a t t e r a n d e n e r g y . T h e P h y s i c s p r o f iciency provides a good understanding
of electricity and may provide a +2
bonus on attempts to use the
Electricity or Engineering talent if the
DM deems this appropriate. Like other
proficiencies dealing with the science
additional slots indicate the level of
learning and the ability to postulate
new theories.
P i c k P o c k e t s This proficiency is
used in the same circumstances as the
t h i e f s k i l l o f t h e s a m e n a m e . T h e p e rcentage roll normally used for the
t h i e f s k i l l i s r e p l a c e d w i t h a p r o f i c i e ncy check. The chance that a victim
notices a failed attempt is applied 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.
P r e s e n c e Some heroes have such
spiritual power that their auras are
a l m o s t t a n g i b l e , e s p e c i a l l y t o s u p e rn a t u r a l c r e a t u r e s . O n a s u c c e s s f u l p r oficiency check the hero can shift the
reaction of a supernatural creature by
one level towards the low end of the
chart-so that a hostile result becomes
threatening, a threatening result
becomes cautious and a cautious
result becomes friendly or flight. If
the proficiency check is failed by
rolling an unmodified 20, then the
reaction shift is moved one level
towards the high end of the chart.
P r o g n o s t i c a t i o n With this skill, a
character is able to catch fleeting
g l i m p s e s o f t h e f u t u r e . W h e n t h i s p r oficiency is selected, the player must
s e l e c t a m e t h o d b y w h i c h t h e c h a r a cter attempts to read the future.
Possible techniques include astrology,
palm reading, tealeaf reading, and
numerology. This proficiency acts in
the same manner as the Astrology skill
d e f i n e d i n t h e P l a y e r s H a n d b o o k. F o r
t h e m o s t p a r t , i n d i v i d u a l s w h o p r a ctice prognostication on Gothic Earth
a r e f r a u d s o r f o o l s . T h e y l e a r n n o t hi n g f r o m t h e i r e f f o r t s a n d k n o w n o t hing of the true magic associated with
fortune telling. Heroes who take this
proficiency are assumed to have an
understanding of the true mystical
Living Death Player Guide

nature of their craft, however and can


use this talent to accurately predict
the future (although to a limited
degree). Because this ability taps the
m a g i c a l e n e r g i e s o f t h e w o r l d e n e rgies long ago fouled by the arrival of
t h e R e d d e a t h a n y u s e o f t h i s p r o f iciency requires a powers check. The
chance of failing a powers check is
b a s e d o n t h e n a t u r e o f t h e i n f o r m ation sought by the prognosticator. If
the character seeks only trivial or
vague knowledge (for example, "Shall
I be lucky at cards this month?") then
the check has only a 1% chance of
f a i l u r e . A n a t t e m p t t o g l e a n m o r e s p ecific information (for example, "Will
o u r b a t t l e a g a i n s t t h e v a m p i r e b e s u cc e s s f u l ? " ) c a r r i e s a 2 % c h a n c e o f f a i lure More precise questions, if the DM
allows them to be asked, can result in
more difficult checks. Note that this
check must be made each time the
proficiency is attempted, regardless of
whether it is successful. Also, the DM
m a y i n c r e a s e t h e d i f f i c u l t y o f t h e p o wers check if the information sought is
to be used for an evil or malicious
intent.
P s y c h o l o g y The modern sciences
that study the human mind are still in
their infancy in 1890. Sigmund Freud,
t h e f a t h e r o f m o d e r n p s y c h i a t r i c p r a ct i c e s , i s l a b o r i n g i n V i e n n a , p e r f o r ming the research that will eventually
change the way humans think about
mental health. The majority of Freud's
important early research will not be
published for at least five years. Not
u n t i l 1 9 0 5 d o e s t h e s c i e n t i f i c c o m m unity begin to take his work seriously.

The acquisition of a Psychology


proficiency indicates that a character
is trained in the care and handling of
persons suffering from varying types
of mental illness. This includes the
effects of failed horror or madness
checks. This proficiency has no effect
o n f a i l e d f e a r c h e c k s . M o r e i n f o r m ation on the use of this proficiency is
found in Appendix III: Adventuring on
Gothic Earth in the Guide to Gothic
Earth rulebook.
P s y c h o m e t r y A person with this
proficiency has a limited psychic gift
that enables the individual to detect
the faint impressions attached to
items involved in traumatic events.
For instance, if a psychornetrist were
to attempt a proficiency check on a
knife that was suspected as a murder
weapon, a successful check might
reveal great pain and terror linked to
t h e w e a p o n . I f t h e o b j e c t h a d n o t r a umatic event associated with its, or if
the roll failed, the character would
s e n s e n o t h i n g . I f t h e r o l l i s a n u n m o dified 1, the character will relive the
traumatic experience as if he had been
present at the event. In a severe case,
this could result in a fear or horror
check or even a System Shock roll to
avoid death or coma. In order to use
this skill, the character must hold the
object in question and spend one
complete round concentrating on it.
P u g i l i s m H e r o e s w i t h t h i s p r o f i c i e nc y a r e h i g h l y s k i l l e d i n u n a r m e d c o mb a t . M o r e t h a n o n e s l o t m a y b e d e v o ted to the proficiency, and every slot
dedicated provides a + 1 bonus to the
character's attack roll when punching,
wrestling, or overbearing. This is in
addition to all other modifiers.
Q u i c k D r a w A hero with this skill is
able to quickly prepare and aim a
weapon in combat. A specific weapon
t y p e m u s t b e c h o s e n w h e n t h e p r o f iciency is chosen. Thus, a character
may have a Quick Draw proficiency
with a handgun, but the proficiency
does not apply to knives or clubs.
More than one slot may be devoted to
t h e p r o f i c i e n c y , a n d e v e r y s l o t d e d icated provides a l-point bonus to the
initiative roll when the character
reaches for the chosen weapon. Since
the modifier applies only to a single
character, that character will need to
roll initiative separately from the rest
of his party if group initiative is used.
This proficiency is most beneficial
(and logical) when weapon speeds are
used when determining initiative.
Replacing the weapon in its holster
during combat negates any benefit
from this proficiency in the next
round.

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

advanced types of ships employed in


the 1890s.
S i x t h S e n s e A character with this
p r o f i c i e n c y i s s e n s i t i v e t o t h e p r e sence of the supernatural in its many
manifestations. If such a character
spends one round clearing his mind
and making himself receptive to the
ambient energies of the area, he can
sense the presence of spell use and
undead or supernatural creatures.
(The DM must determine whether a
creature falls into this category.) The
sensation is only a tingling awareness
that supernatural energies are near,
and gives no clue as to the nature of
the energies or exact location, but it
m a y p r o v i d e a c h a r a c t e r w i t h s u f f ic i e n t w a r n i n g t o t a k e s p e c i a l p r e c a utions. When the hero (in a conscious
attempt to see if such energies are in
the area) invokes this sense they are
reaching out into the web and thus a
powers check is called for. It is a base
1% powers check. The DM can up this
percentage at their discretion.
S p e c i a l I n t e r e s t This skill can be
d e f i n e d b y t h e D M a n d p l a y e r t o s i mulate any of the wide range of talents
available to characters in the 1890's.
For example a player might wish to
have a hero who is a skilled bicyclist
or an expert at growing roses. In
either cases the DM could require that
the player allocate a Special Interest
proficiency slot to account for the
desired talent. When this skill is
selected, the DM must assign a related
ability score; for example, dexterity
w o u l d a p p l y t o t h e b i c y c l i s t . T h i s p r oficiency is intended primarily for
activities that might serve as casual
hobbies or interests. Such areas are
typically those that a character can
learn without spending extended time
in a classroom or under the tutelage
of a recognized masters if the judge
feels that the skill is complicated, he
may ask that a character allocate two
slots to it. If a character wishes to
m a k e a p r o f e s s i o n o f a n a c t i v i t y t y p ic a l l y t h o u g h t o f a s a h o b b y , f o r e x a mple, serving as a stamp or coin dealer
instead of simply a collector, or as a
wine steward instead of a connoisseur,
extra slots may be required as deemed
by the judge. If there is any question
on how a particular special interest
works or the number of slots, it should
take it should be forwarded to the
campaign coordinator.
S p e l l c r a f t While this talent closely
resembles the description in the
P l a y e r s H a n d b o o k, i t m u s t b e r e f i n e d
f o r u s e o n G o t h i c E a r t h . A s i n s t a ndard AD&D rules, the first slot spent
on Spellcraft indicates a general
k n o w l e d g e o f m a g i c a l l o r e a n d s p e l l-

casting. Additional proficiency slots


can be applied to indicate expertise
with a specific school of magic. A
c h a r a c t e r g a i n s a + 2 b o n u s w h e n m a king checks that involve one of the
schools in which he is an expert. Note
that Spellcraft recognizes only the
magic associated with adepts (or
AD&D game wizards). Characters
wishing to be familiar with the magic
of mystics should refer to the
Spiritcraft proficiency.
S p i r i t c r a f t This skill operates in the
s a m e m a n n e r a s t h e S p e l l c r a f t p r o f iciency. Instead of applying to wizard
and adept spells, it applies to mystic
spells. Heroes wishing familiarity with
the spells cast by adepts should refer
to the Spellcraft proficiency. Spells
cast by mystics operate differently on
Gothic Earth than do priest spells in
standard AD&D rules. In order to cast
mystic spells, a character must be
familiar with appropriate mystical
procedures and lore. Selection of one
s l o t o f t h e S p i r i t c r a f t p r o f i c i e n c y i n d icates a general familiarity with the
n a t u r e o f m y s t i c i s m a n d t h e p r o c edures by which spells are cast.
Additional slots can be devoted to
g i v e a h e r o e x p e r t i s e i n t h e l o r e a s s ociated with one specific sphere of
magic. Many modifiers may be
applied to Spiritcraft checks. A mystic
character with minor access to the
sphere involved in a check gains a + 1
bonus to the roll. A character with
expertise in the sphere involved in the
check gains a +2 bonus to the roll. A
mystic character with major access to
the sphere involved in the check gains
a +3 bonus to the roll. A hero who is
an expert in the sphere in question
and also has minor access to that
sphere gains a +3 bonus to checks
against that sphere. If a character is
an expert in and has major access to a
sphere, a +4 bonus is applied to
checks against that sphere.
T a i l o r This skill replaces the
Seamstress/Tailor proficiency in the
P l a y e r s H a n d b o o k a n d i n c l u d e s c o mpetence with all the modern sewing
techniques and devices of the 1890's.
T a n n i n g This skill replaces
Leatherworking proficiency in
Players Handbook

the
the

T a x i d e r m y A hero who chooses this


s k i l l i s a b l e t o d i s m e m b e r a n d s u ccessfully reconstruct the carcasses of
animals for display purposes. Such a
character may be employed by a
museum or may work independently,
p o s s i b l y a s a h o b b y . W h e n t h i s p r o f ic i e n c y i s c h o s e n , t h e p l a y e r m u s t d e signate the skill to apply to mammals,
birds, or reptiles and amphibians. If
Page 1 1

a d d i t i o n a l s l o t s a r e a l l o c a t e d a n a d d itional category of animal may be


selected.
T e a m s t e r A c h a r a c t e r w i t h t h i s p r of i c i e n c y i s a b l e t o s k i l l f u l l y d r i v e w a gons, carts, and similar animal drawn
c o n v e y a n c e s . I n g e n e r a l , n o p r o f i c i e ncy check is required for this activity
unless an unusual situation arises,
s u c h a s b a d w e a t h e r o r f r i g h t e n e d a n imals. In such cases, the DM may
assign bonuses or penalties to the roll
as appropriate
T h e s p i a n H e r o e s w i t h t h i s p r o f i c i e nc y a r e s k i l l e d p e r f o r m e r s w i t h e x p e r ience on the stage. A skilled Thespian
is able to adopt the mannerisms and
s p e e c h p a t t e r n s o f t h o s e s h e i s i m p e rsonating with great efficacy. A hero
who successful combines this skill
with the Disguise skill can withstand
the closest scrutiny by critics and
audiences. This skill may also be used
in unison with Dancing or Singing to
reflect backgrounds in specific types
of theater or opera.

Living Death Player Guide

T o x i c o l o g y Toxicology is the science


of poisons, their effects and handling.
The character with Toxicology has a
chance to identify common poisons,
know how they are administered and
basic understanding of their effect.
S h e k n o w s h o w t o h a n d l e m o s t p o isons without endangering herself.
Knowledge of Chemistry also permits
the identification of new poisons, as
well as the making of poisons.
Medicine and Toxicology are needed
in order to create new poisons that
mimic a specific natural disease and
to identify the formula for antidotes.
The knowledge of Botany gives a
bonus (+1) when creating a poison
derived from plants while Biology
gives a bonus (+1) when animal
venom is used. Biology can also give a
bonus (+1) if an attempt is being
made to produce a specific effect (for
example, paralyzation) from a poison.
As with other sciences a supply of
materials and laboratory equipment is
required for making new poisons,
antidotes or antitoxins. The making of
antitoxins requires both Toxicology
and Biology. The check for making an

antitoxin is Intelligence -2 (no bonus


for additional proficiencies) and they
can only do so in a laboratory. The
first successful use of an antitoxin was
in 1894 against diphtheria.
Z o o l o g y A character with this skill
has a working knowledge of the
known animals and their habits. This
skill does not permit a character to
train wild animals, but it can be used
with the Animal Husbandry skill to
e l i m i n a t e t h e p e n a l t y n o r m a l l y a s s o c ia t e d w i t h s u c h a t t e m p t s . T h i s p r o f iciency might allow a character to tend
a m i n o r i n j u r y o r r e c o g n i z e a n a i lment in an animal, but it does not
confer the ability to perform surgery
or
diagnose
complex
diseases.
Multiple slots may be devoted to
Zoology to improve this ability if the
player and DM so choose.

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

Living Death Player Guide

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

* These skills are unchanged from the PHB.

Class
Adept
Mystic
Soldier
Tradesman

Available Categories
General and Arcane
General and Arcane
General and Military
General and Professional

Page 1 3

Masque of the Red Death


Equipment Details
Explosives
T h r e e t y p e s o f e x p l o s i v e s a r e c o mm o n l y a v a i l a b l e : d y n a m i t e , g u n p o wd e r a n d n i t r o g l y c e r i n e . A l l h a v e s p ecific uses, advantages, and hazards.
Only a character with the Demolition
proficiency should attempt to handle
e x p l o s i v e s , e s p e c i a l l y i n a c r i s i s s i t u ation. Unlike firearms, explosives have
a blast radius that can potentially
injure or kill several people. To reflect
this, each of the three explosives is
rated for damage and blast radius.
Anyone caught within the blast radius
a t t h e t i m e o f d e t o n a t i o n s u f f e r s d a mage. Victims are allowed a saving
throw vs. breath weapon to suffer
only half damage.
D y n a m i t e: T h i s i s t h e b e s t a l l around explosive for Gothic Earth
a d v e n t u r e r s . I t i s f a i r l y s t a b l e , m e a ning that it is not easily detonated by
accident; it delivers a good kick when
e x p l o d e d ; a n d i t i s f a i r l y e a s y t o c o nceal and transport. In combat a hero is
allowed to light and throw one stick of
d y n a m i t e p e r r o u n d , u s i n g t h e s t a ndard rules for grenade-like weapons
i n C h a p t e r 9 o f t h e P l a y e r s H a n d b o o k.
G u n p o w d e r: W h e n u s e d f o r
demolition, gunpowder is employed
in five-pound wooden kegs. It is more
cumbersome and less efficient than
dynamite, but is somewhat cheaper.
Gunpowder is too bulky to be used in
combat unless special preparations
have been taken in advance.

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

Living Death Player Guide

N i t r o g l y c e r i n e: W h i l e n i t r oglycerine is an efficient explosive, it is


so dangerous that few adventurers
w i l l u s e i t e x c e p t i n d e s p e r a t e s i t u ations. Vials of nitroglycerine may be
used as grenades in combat, but this
presents nearly as much danger to the
user as to the victim. Nitroglycerine is
susceptible to exploding in extreme
temperatures or when jostled.
F u s e s: A n e x p l o s i v e d e v i c e i s g e nerally detonated with a blasting cap
connected to a lighted fuse. Other
m e c h a n i s m s , b o t h m u n d a n e a n d m a gical, can be used to set off explosions.
The most common of these is a
p l u n g e r d e t o n a t o r ( a d e s c r i p t i o n f o ll o w s ) . S u c c e s s f u l u s e o f a f u s e o r d e t onator requires a proficiency check
when the device is set. If the roll is
successful, the charge explodes as
expected. In less than ideal conditions
penalties or additional rolls may be
required.
Fuse: This is a length of flammable
cord that is wired to a blasting cap.
When the cord burns down to the cap,
t h e c a p i g n i t e s a n d s e t s o f f a n e x p l os i v e d e v i c e . I t i s b y f a r t h e m o s t c o mmon method of triggering demolition
charges because it is safe to transport
and fairly reliable to use. Because
s u c h f u s e s b u r n u n e v e n l y a n d a t d i ffering rates, precision timing of an
explosion is not possible. As a general
rule, a one-yard length of fuse burns
i n o n e r o u n d ( o n e m i n u t e ) . A d e v i at i o n o f p l u s o r m i n u s 1 0 % i s c o n s i dered average. A careful demolitionist
will plan for this variance.
P l u n g e r D e t o n a t o r: W h e n p r ecision timing is required, this type of
detonator is a must. When a charge is
p l a c e d , a l e n g t h o f w i r e i s l a i d t o c o nnect the charge to the plunger. The
demolitionist can then choose the

precise time of the explosion, depress


the plunger on the detonator, and
send an electrical charge down the
wire to set off the explosives. When
purchased, a detonator of this type
includes 50 feet of wire. Additional
cable is available to allow detonation
from greater distances.

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

bonus to hit-no movement during


round.
R a p i d F i r e : ( r e p e a t i n g r i f l e s & p i st o l s ) T h r e e s h o t s ( 2 o n t h e h e r o s i n itiative & one end of round) up to half
normal movement during round can
be taken-no penalty to the to hit roll.
Panic Fire: In desperate situations, a
hero can repeatedly pull the trigger
and fill the air with lead. When this
option is taken the hero can fire a
total of 6 rounds, but there is a 4 to
all attach rolls and loses all bonuses
for high dexterity. If the hero moves
more than _ his normal rate the attack

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.

Equipment Cost List


Clothing
Belt, leather
Blouse
Bonnet
Boots, Riding
Boots, soft
Boots, rubber
Cap
Cape, Opera
Dress, Common
Dress, womans fancy
Gloves, kid
Hat, Bowler
Hat, Deerstalker
Hat, Ten Gallon
Hat, Silk Tophat
Overalls
Overcoat
Pants
Petticoat
Raincoat (oil slicker)
Shirt
Shoes
Skirt, dress
Skirt, walking
Suit, ladies dress
Suit, mens business
Suit, mens dress
Union suit, wool
Services
Oceanliner (per 100 miles)
Railroad (per 50 miles)
Riverboat (per 50 miles)
Horsedrawn cab (per mile)
Telegram (per word)
Telegram, international
Tools & Kits
Blacksmiths kit
Carpentry kit
Watchmakers tools
Cobblers tools
Gunsmiths kit
Photographic kit
Physicians bag
Sewing kit
Thespian kit (wig &makeup)
Transportation, equip.
Bicycle
Bicycle tire
Tire pump, foot
Boat, folding canvass
Buggy, open
Buggy, covered
Sleigh, open
General Equipment
Alcohol (fuel)
Backpack
Banjo
Baseball mitt
Binoculars

Living Death Player Guide

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

Book, cloth cover


Book, leather cover
Book, paper cover
Bugle
Burner, Bunsen
Button hook
Cabinet bag
Calling cards, 50
Camera, box
Camera, folding
Camera, stereo
Clock, alarm
Club bag
Compass, magnetic
Graphaphone cylinder
Graphaphone, player only
Graphaphone, recorder
Goggles
Guitar
Handbag
Handcuffs, double lock
Handkerchief
Harmonica
Hourglass
House paint, gallon
Ink, 1 ounce bottle
Inkstand
Lantern
Lightbulb
Lunchbox
Magic Lantern
Magic Lantern slides (10)
Magnifying glass
Marbles (50)
Matches (25/box)
Match box, silver
Measuring tape (5 feet)
Microscope
Monocle
Music box
Notebook, pocket
Notebook, tablet
Opera glasses
Pen, writing
Pencil
Photographic plate
Pipe, Meerschaum
Pocketbook
Scale, counter
Scissors
Soap, bar
Spectacles
Spyglass
Stepladder, 5 feet
Stereoscope
Suitcase
Tambourine
Telescope
Tripod, wooden
Trunk

$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

Magic on Gothic Earth


Thousands of years ago, the ancient
Egyptians unwittingly allowed an
unspeakable evil into the world. It was
neither their intention to tarnish the
magic they sought to perfect nor to
deliver an evil force unto mankind. It
was not their intent, but it was the
consequence of their actions. A being,
a l r e a d y b a n i s h e d f r o m t h e n e t h e rrealms it called home for its acts of
unspeakable darkness, found itself
trapped somewhere between life and
death. When ancient priests of Egypt
attempted to sunder the barriers
between those realms, the diabolical
c r e a t u r e s l i p p e d t h r o u g h t h e t e m p orary rift and into Gothic Earth and so
the Red Death entered Gothic Earth.

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

enous spider crouches the Red Death.


Any use of magical energies sends
minute vibrations through the web
that can be sensed by this mysterious
presence. The casting of any spell,
especially one used for evil or selfish
results, has a chance of drawing the
attention of the Red death. The more
magic an individual uses, the greater
the chances of becoming an evil pawn
under the malignant hand of the
Great Evil itself. The DM may choose
to increase the percentage used for
the power check of adepts and mystics
who work with magic frequently.
Necromancy
and
the
U n d e a d: A s p e c t s o f m a g i c t h a t d e a l
with the undead and their sinister
powers have been enhanced by the
arrival of the Red Death. All such
spells carry something of an evil twist,
even if used for beneficial purposes,
and require the caster to make an
especially risky powers check when
using them.
T h e E n e m y ' s L a i r: i n t h e l a n d s
of Ravenloft, no magic used by heroes
can ever equal the specific powers of a
domain lord. Gothic Earth, however, is
not divided into domains and does
not have lords. However, the most
powerful of the planet's supernatural
creatures have established lairs where
t h e i r p o w e r s a r e a s s u m e d t o b e m a x imized.
V i s u a l E f f e c t s: M a n y o f t h e
spells listed in the Players Handbook
have pronounced visual elements
associated with their casting such as
Color Spray. On Gothic Earth, the
visual elements of these spells are

either muted or eliminated entirely.


Details for individual spells follow in
the spell descriptions.
Casting
a
Spell
and
P r o f i c i e n c y C h e c k s: M a g i c u s e d o n
Gothic Earth is by no means the "exact
science" that it is in many other AD&D
game worlds. Heroes are required to
make Spellcraft checks (for adepts) or
Spiritcraft checks (for mystics) each
time a spell is attempted. This check
suffers a -1 penalty for each level of
the spell, so that a 4th-level spell is
cast with a -4 modifier. A hero who
h a s a l l o c a t e d a n a d d i t i o n a l p r o f i c i e ncy slot to the magical school or sphere
from which the spell is drawn suffers
no penalty for the spell level. In most
cases, if the check fails, the spell
failsno effect, desired or otherwise,
takes place. An unknown element of
the casting was performed incorrectly,
and the adept or mystic has simply
w a s t e d t h e e f f o r t . H o w e v e r , i f t h e c a s ter's roll is an unmodified 20, however,
a tragic mistake takes place. A spell
effect is created, but the result is not
w h a t t h e c a s t e r i n t e n d e d . T h e g u i d elines that follow can be used to
a p p r o x i m a t e t h e n a t u r e o f t h e c a l a m ity. If the spell was an attack spell, it
boomerangs onto the caster's party.
The DM selects the new target of the
spell or rolls randomly to determine
it. If the spell was of a defensive
nature, its powers are reversed so as
to make the caster more vulnerable to
attacks by enemies. For example, a
miscast Armor spell can result in an
AC of 14! All other spells have their
effects perverted in some manner as

Page 1 6

determined by the Dungeon Master.


Powers
Checks
for
S p e l l c a s t e r s: I n t h e d r e a d d o m a i n s
of Ravenloft, all spells require the
caster to make powers checks. This is
especially true of magic from the
Necromancy school and Necromantic
s p h e r e , o r a n y m a g i c u s e d f o r a n o b v iously evil purpose. On Gothic Earth,
no one casts a spell without alerting
the Red Death to his presence to some
degree. In most cases, that malevolent
e n t i t y w i l l n o t r e s p o n d t o t h e v i b r ations within its web. Still, the danger
associated with magic is ever present
and must be considered each time
that a spell is cast. The casting of any
spell requires a powers check with a
percentage chance of failure equal to
the level of the spell. If a spell is cast
for an evil or sinister purpose, or the
spell is from the Necromancy school
or the Necromantic sphere, this
chance is doubled. A failed powers
check indicates that the caster has
drawn the attention of the Red Death.
As this is a tournament campaign
these are dealt with differently than in
a n o r m a l RAVENLOFT c a m p a i g n . I f a
spellcaster fails two power checks
while casting spells or using arcane
proficiencies they must refrain from
using any arcane ability or spell. The
use of such an ability insures their
corruption by the Red Death and the
White Rose will no longer call upon
them to aid in the cause of good.
Those who refrain from using any of
t h o s e s k i l l s d u r i n g t h e r e s t o f t h e t o u rnament will have the taint removed
(with the aid of friends or the society)
and will remain an active member.
This applies only to failed powers
check involving spellcasting. This also
assumes that the spell was not of evil
intent.
C a s t i n g T i m e s: T h e d e p l e t e d
and twisted magical energies of Gothic
E a r t h a r e h a r d e r t o t a p t h a n t h e e n e rgies in other AD&D game worlds. In
order to access these powers, an adept
or mystic must spend a great deal of
time performing arcane rituals and
speaking mystical phrases. To reflect
this, all casting times listed for spells
are increased. Spells in the AD&D
game reflect casting time in one of two
ways, as a modifier to the initiative
round, or as a specific number of
game rounds or turns. Casting times
that indicate a modifier to the caster's
initiative round are converted directly
to rounds under Masque of the Red
Death rules. Thus, a burning hands
spell takes a full minute ( 1 round) to
cast, while a f u m b l e spell (casting time
of 4) requires four minutes to weave.
In a like manner spells listed as taking
one or more rounds (minutes) to cast
are adjusted to take a number of turns
to cast. Spells that list a casting time in
Living Death Player Guide

turns are converted into hours on


Gothic Earth. Finally, a few spells (find
familiar, for example) with casting
time in hours, require in Gothic Earth
a similar number of days to cast. In
u n i q u e c a s e s , s i m i l a r i n c r e a s e s i n c a s ting time are mandated. A spell with a
casting time listed in days would take
one or more weeks to cast. In cases in
which a spell requires more than one
day to cast, a character is assumed to
be allowed a few brief breaks for food,
drink, and other natural needs
Anything other than these minimal
distractions, however, results in spell
failure.
R e v e r s i b l e S p e l l s: M a n y s p e l l s
in the AD&D game can be reversed to
produce opposite effects. In standard
campaigns, knowledge of one version
of the spell automatically confers
knowledge of the reverse. In M a s q u e
o f t h e R e d D e a t h, h o w e v e r , t h i s i s n o t
t h e c a s e . T h e r e v e r s e o f a s p e l l i s c o nsidered to be a separate unique spell,
not a simple reversal.
M a g i c a l I t e m s: U n l i k e m o s t
campaign worlds of the AD&D game,
G o t h i c E a r t h i s n o t l i t t e r e d w i t h m a g ical items. Magical items while not
i m p o s s i b l e t o o b t a i n , a r e a p p r o p r i a t ely rare. Permanent magical items will
only be available from first run events
and in most cases there will only be
one. Occasionally, items will be made
available that have a temporary (one
use) effect. When these appear they
will not be unique items and will still
b e a v a i l a b l e t o p l a y e r s o f t h o s e m o dules after the first run of the event. On
Gothic Earth, there is no such thing as
a dagger + 1, that is, a generic dagger
of unknown origin that provides a
combat bonus. Such weapons exist;
however, no two such weapons are
alike. Each has its own history and
special characteristics. As a sample,
consider a weapon of oriental design.
I t m i g h t b e k n o w n a s f i r e o f t h e m o r ning sun; some research might reveal
that it is said to have belonged to the
f i r s t E m p e r o r o f J a p a n . A l s o , t h e d a gger might confer a +2 bonus if used
within the borders of ancient Japan
o r i n t h e h a n d s o f a J a p a n e s e c h a r a cter.
T h e T a i n t e d W e b: J u s t a s
spells have been corrupted by the
presence of the Red Death, so too
have magical items been tarnished.
A n y w e a p o n , e v e n t h e d a g g e r p r e s e n te d i n t h e l a s t p a r a g r a p h , c a r r i e s a l i ngering curse. This might be as simple
as forcing the weapon's owner to wake
abruptly at sunrise every morning.
For more powerful weapons or items,
t h e c o n s e q u e n c e s c o u l d b e c o n s i d e rably worse.

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

M a g i c a l S t u d i e s: A s t h i s i s a t o u rnament campaign, some adjustment


has been made to how adepts acquire
new spells. Because of the amount of
time spent working for the White Rose
the time an adept has to research and
learn new spells is limited. Because of
this the White Rose sends the adept
(at the end of most adventures) a new
spell to learn. Occasionally, the adept
m a y f i n d a s p e l l b o o k w h i l e o n a m i ssion. Some of these books are tainted
Page 1 7

so strongly by the Red Death that


keeping them for any length of time
c a n c o r r u p t t h e a d e p t , s o s o m e c a ution is called for.
L e a r n i n g a n E x i s t i n g S p e l l:
For a hero to learn a spell discovered
i n a s p e l l b o o k , t h r e e s t e p s a r e n e c e ssary:
A proficiency check must be
made for the hero to determine
the spell's level and school.
The PC must copy the spell into
his own spellbook, then roll a
proficiency check to determine
whether the spell was copied
correctly.
I f t h e s p e l l w a s c o p i e d s u c c e s sfully, the hero may attempt to
c a s t t h e s p e l l ; a l l n o r m a l p r o f iciency checks apply.
Note that this procedure is different
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. W h i l e r e a d m a g i c a l l o w s
you to learn the ritual involved in
casting the spell found, it does not tell
the adept exactly what the spell does.
The steps to learning a new spell
are detailed below
D e t e r m i n e l e v e l a n d s c h o o l . T o d e t e rmine the nature of a spell, a Spellcraft
proficiency check must be made by
the character.
If the roll fails, the hero has no
idea what the spell will do when cast.
No subsequent roll may be made to
learn the nature of the spell until the
character has advanced one level.
Failing the proficiency check does not
prevent the adept from attempting to
copy the spell into his spellbook and
then cast it, but casting a spell whose
results are unknown can be incredibly
dangerous. An adept who copies a
spell following a failed proficiency
c h e c k s u f f e r s a p e n a l t y t o t h e p r o f iciency roll for copying the spell. This
is detailed in the next section.
If the roll is successful the caster
learns the level of the spell and the
school to which it belongs. No amount
of research or study will reveal the
exact effects of the spell. Only when a
c h a r a c t e r c a s t s t h e s p e l l w i l l t h e p r ecise nature of its magic be revealed.
Obviously, this can be hazardous.
Spells given to the hero by the
W h i t e R o s e w i l l i n c l u d e t h i s i n f o r m ation so this step need not be done for
those spells. The hero will also be
informed of what the expected effect
of the spell should be.
C o p y t h e S p e ll : O n c e a h e r o h a s
attempted to understand the newly
discovered spell, she may record it in
her spellbook. The translation of the
formula into a format that is usable by
the character is not difficult in game
terms, but it represents a great deal of
time and effort on the part of the
Living Death Player Guide

character. As such it is generally not


attempted during the course of an
adventure. For this reason spells are
not tradable between adepts.
In order to record a new spell in
the spellbook, the hero must carefully
copy its casting instructions. This
t a k e s o n e d a y ( 1 6 h o u r s ) o f u n i n t e rrupted work per level of the spell. At
the end of that time, the player makes
a proficiency check to determine
w h e t h e r t h e f o r m u l a w a s c o p i e d a c c urately.
A hero who failed the initial roll to
evaluate the spell suffers a penalty to
the proficiency check for copying it.
The penalty is equal to the level of the
spell. Thus, an adept who copies a
5th-level spell after tailing the initial
proficiency roll suffers a -5 penalty to
the roll that is made after the formula
has been copied.
If the proficiency check to copy
the spell fails the enchantment is
beyond the character's current ability.
T h e h e r o m a y t r y a g a i n a f t e r a d v a n cing to the next experience level.
C a s t t h e s p e l l: I f t h e r o l l s u cceeds, the adept has copied the spell
correctly and may attempt to use it at
any time, following the instructions
for spellcasting in this rulebook.
Following is a list of spells from
t h e Players Handbook a n d t h e
changes in their effects when cast on
Gothic Earth.

First Level Spells


A l a r m produces no audible alarm.
When the warded area is violated, the
adept who cast the spell is instantly
aware of an intruder. In all other
regards, the spell 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.
A u d i b l e g l a m e r The volume of
noise produced by this spell is limited
o n G o t h i c E a r t h . T h e c a s t e r c a n p r oduce only 10 decibels (dBs) of sound
per level. Sounds above 120 decibels
are painful to the human ear.
E x a m p l e s a t s o u n d s a n d t h e i r a p p r o ximate decibel levels follow
DBs
10
20
30
40
50
60
70
80
90
100
120
140
200

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

B u r n i n g h a n d s causes the caster's


hands to become very hot, but does
not allow the caster to send forth a
sheet of flames. Damage caused by the
s p e l l i s 1 d 3 + 2 p e r l e v e l , b u t t h e v i ctim must be touched to suffer injury.
An attack roll may be required to
d e t e r m i n e w h e t h e r t h e c a s t e r s u c c e s sfully touches the victim.
C h i l l t o u c h functions as described
i n t h e R AVENLOFT C a m p a i g n S e t t i n g
(RCS). A victim of the touch who fails
a saving throw vs. spell suffers 2d4
points of damage and loses 1 point of
both Strength and Constitution if the
save is successful, the target suffers
1d4 points of damage and loses 1
point of Strength. Lost ability score
points return at the rate of 1 per hour.
C o l o r S p r a y functions as described
i n t h e P l a y e r s H a n d b o o k, w i t h o n e
important difference that affects only
o n l o o k e r s . O n l y t h e a d e p t a n d h i s v i ct i m s a c t u a l l y s e e t h e f a n o f v i v i d c o lo r s p r o d u c e d b y t h i s s p e l l . T o e v e r yone else, no effect is visible.
Detect
U n d e a d functions
as
d e s c r i b e d i n t h e R S C . U n d e a d c r e atures can make a saving throw vs. this
s p e l l a n d i f f o u r o r m o r e s i m i l a r c r e atures are grouped close together they
make a single roll with a 2 penalty
for each creature present. Otherwise it
a c t s a s p e r P l a y e r s H a n d b o o k.
E n l a r g e functions as described in the
P l a y e r s H a n d b o o k, w i t h o n e e x c e ption. On Gothic Earth, all targets of the
spell must make System Shock checks
w h e n i t i s c a s t . T h o s e w h o f a i l d i e d u ring the transformation. A second
System Shock check is made at the
end of the spell's duration. Those who
f a i l d i e i n t h e r e v e r s i o n t o t h e i r o r i g inal form.
F e a t h e r f a l l affects only a single
man-sized creature (the caster or a
designated target) and any objects
carried by that individual (up to the
maximum capacity of the spell). If
that limit is exceeded, the spell fails.
F i n d f a m i l i a r functions on Gothic
E a r t h 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, n o t a s d e s c r i b e d i n t h e
RSC. Familiars are always nonmagical
c r e a t u r e s o f n o g r e a t e r t h a n s e m i i n t e lligent status, and are indigenous to
the area in which the summoning
spell was cast.
Gaze
r e f l e c t i o n 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,
but its physical manifestation is
a l t e r e d . I n s t e a d o f p r o d u c i n g a m i rror-like plate interposed between the
Page 1 8

c a s t e r a n d h i s e n e m i e s , t h i s s p e l l c a u se s t h e a d e p t ' s e y e s t o b e c o m e g l e a mi n g s i l v e r o r b s t h a t a p p e a r t o b e p e rfect reflectors. This change does not


affect the adept's vision.
H y p n o t i s m affects only one target
w h e n c a s t o n G o t h i c E a r t h . I f t h e c a s ter has the Mesmerism proficiency, the
victim must apply a-4 penalty to his
s a v i n g t h r o w i n a d d i t i o n t o t h e m o d if i e r s d e s c r i b e d i n t h e Players
H a n d b o o k.
L i g h t must be cast on a physical
object and is unable to affect living
matter on Gothic Earth. The target of
the spell must be a solid; it cannot be
cast on air or a pool of water. Because
of these limitations, the spell cannot
be used to blind an enemy as
described in the Players Handbook
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.
M a g i c m i s s i l e does not exist on
Gothic Earth.
M o u n t does not conjure a mount for
the caster to ride. However, when a
suitable animal is present, the spell
may be cast upon it with the effects
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.
At the end of the spell's duration, the

Living Death Player Guide

animal reverts to its original state,


although the spell may be cast again
to continue the effects.
P h a n t a s m a l f o r c 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,
but the image created may not be
larger than man-sized. Any physical
contact with the phantasm causes it to
vanish, as does any disruption of the
adept's concentration.
S h i e l d provides Armor Class 4 versus
firearms.
T e n s e r ' s f l o a t i n g d i s c does not
exist on Gothic Earth.
U n s e e n s e r v a n t; t h e d u r a t i o n i s
reduced to 1 round per level, but is
otherwise unchanged.

Second Level Spells


Alter
s e l f allows the caster to
assume the external appearance of
any man-sized creature. However, it
does not grant the adept any special
powers (flight, for instance) which the
imitated creature might possess.
C o n t i n u a l l i g h t must be cast on a
physical object and is unable to affect
l i v i n g m a t t e r o n G o t h i c E a r t h . T h e t a rget of the spell must be a solid object;
it cannot be cast on air or a pool of
water. Because of these limitations,
the spell cannot be used to blind an

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

K n o w a l i g n m e n t can detect lawful


or chaotic tendencies, but not good or
evil when cast on Gothic Earth.
Levitate when cast on Gothic Earth the
subject of this spell can rise into the
air to a maximum height in feet equal
t o t w i c e t h e l e v e l o f t h e a d e p t . I t o t herwise functions as described in the
P l a y e r s H a n d b o o k.
M a g i c m o u t h h a s n o p h y s i c a l m a n ifestation on Gothic Earth. The words
spoken by the magic mouth seem to
come from nowhere.
M i r r o r i m a g e creates only a single
duplicate image.

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.

Fourth Level Spells

R a y o f e n f e e b l e m e n t h a s n o v i s ible element when cast.

E n e r v a t i o n as in the RSC, each level


drained from the victim also drains
one hit point permanently. Only a
restoration can restore lost hit points.

S h a t t e r creates sounds that are so


high pitched that normal men cannot
hear them. Some animals, however,
might be alerted by the sound of this
spell.

R e m o v e c u r s e as in the RSC, the


duration of this spell is limited rather
than permanent. The duration of the
r e l i e f i s o n e t u r n p e r l e v e l o f t h e c a s ter.

S p e c t r a l h a n d lasts twice as long


(as in RSC) and the caster must make
a power check at twice the spell level.

The following spells do not exist on


Gothic Earth. L e o m u n d ' s s e c u r e
s h e l t e r, m o n s t e r s u m m o n i n g I I.

Third Level Spells

Fifth Level Spells

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.

F i r e b a l l is less effective here. When


cast the explosion fills only a 10-foot
cube per level of the caster.
L e o m u n d ' s t i n y h u t does not exist
on Gothic Earth.
L i g h t n i n g b o l t is similar to the
s p e l l d e s c r i b e d i n t h e Players
H a n d b o o k, s o m e m i n o r c h a n g e s m u s t
be noted for Gothic Earth. The source
of the bolt must always be the caster's
outstretched hand; it cannot originate
at a distance. In addition, lightning
bolts cast here do not ricochet when
they strike a solid surface.
M o n s t e r s u m m o n i n g I and its
higher level counterparts do not exist
on Gothic Earth.
P r o t e c t i o n f r o m n o r m a l m i ss i l e s provides complete protection
from normal gunfire, just as it does
for arrows and other missiles.

Living Death Player Guide

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.

Sixth Level Spells


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 : d e a t h s p e l l , r e i n c a r n at i o n , t r u e s e e i n g.
The following spells do not exist on
Gothic Earth: B i g b y ' s
forceful
hand, monster summoning IV,

Mordenkainen's lucubration,
T e n s e r ' s t r a n s f o r m a t i o n.

Seventh Level Spells


B a n i s h m e n t cannot be used to drive
a creature off Gothic Earth. Otherwise,
it functions as described in the RSC.
Targeted creatures get a +4 bonus to
their save and if they fail they are
teleported to some location on Gothic
Earth.
D e l a y e d b l a s t f i r e b a l l, like its
lesser counterpart is less effective.
When cast the explosion of the fireball
fills only a 10-foot cube per level of
the caster.
The following spells do not exist on
Gothic Earth: B i g b y ' s g r a s p i n g
h a n d , D r a w m i j ' s i n s t a n t s u mmons, monster summoning V,
Mordenkainen's
magnificent
mansion,
Mordenkainen's
s w o r d.
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
Setting: c o n t r o l u n d e a d , f i n g e r
of death, limited wish, shadow
w a l k , t e l e p o r t w i t h o u t e r r o r.

Eighth Level Spells


The following spells do not exist on
Gothic Earth: B i g b y s c l e n c h e d
fist, monster summoning VI,
Otiluke's telekinetic sphere,
Otto's
irresistible
dance,
S e r t e n ' s s p e l l i m m u n i t y.

Ninth Level Spells


S u c c o r, a s d e s c r i b e d i n t h e R S C , c a nnot be used to escape from Gothic
Earth.
The following spells do not exist on
Gothic Earth: a s t r a l s p e l l , B i g b y ' s
c r u s h i n g h a n d , m o n s t e r s u mmoning VII, Mordenkainens
d i s j u n c t i o n.
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 : e n e r g y d r a i n , g a t e , w i s h.

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

realm of the spiritworld becomes


more and more real to a mystic, that
hero's attention tends to be drawn
away from the world, making him
slow to react to sudden threats and
changes in the environment. To
reflect this, a mystic hero suffers a
penalty equal to his level every time
he rolls for initiative. Thus, a 5th-level
m y s t i c a p p l i e s a + 5 p e n a l t y t o a l l i n itiative rolls.
S p h e r e s o f M a g i c: T h e s p e l l s o f
Gothic Earth's mystics, like the spells
o f p r i e s t s i n R AVENLOFT a n d o t h e r
AD&D campaigns, are grouped into
spheres. Because mystics are devoted
to the study of the transcendental
world in general and not to any single
s u p e r n a t u r a l b e i n g , t h e y a r e n o t l i m i ted to access to a specific set of
spheres.
I n i t i a l S p h e r e s: M y s t i c c h a r a cters do not keep spellbooks. They
depend upon rituals and ceremonies
to create magical effects. All mystic
characters begin the game with minor
access to the All sphere.
A c c e s s i n g N e w S p h e r e s: A
m y s t i c s p e n d s m o s t o f h i s t i m e s t u d ying mystical lore and the unseen
realm of the spirits. When a hero is
created, the player must select one
sphere as the heros sphere of
research. This may be a sphere to
which the character has no access, or
it may be a sphere to which he has
access.
If the hero continues study in a
sphere to which he has minor access,
the hero gains major access to that
s p h e r e w h e n h e r e a c h e s t h e n e x t e x p erience
level.
If
the
character
r e s e a r c h e d a n e w s p h e r e , t h e c h a r a cter gains minor access to that sphere
at the next experience level.
This procedure is followed every
time a character gains a new level. The
p l a y e r m u s t d e c i d e w h e t h e r t h e m y stic will research a new sphere in order
to gain minor access to it, or whether
the hero will research a sphere to
which he has minor access, in order to
gain major access.
B r e a k i n g o f f S t u d i e s: I f a m y stic discontinues study of a specific
sphere, he can never study that
sphere further. Thus, if a character
opts not to pursue study of the All
sphere while advancing from 1st to
2nd level and chooses instead to gain
minor access to another sphere, he
can never attempt to study the All
sphere further. He will never gain
major access to the All sphere.
Following is a list of priest spells
from the Players Handbook a l o n g
with instructions in how they are
modified.

First Level Spells


Detect

e v i l detects

only

Living Death Player Guide

law

or

chaos on Gothic Earth.


F a e r i e f i r e affects up to one mansized object per level of the caster.
L i g h t functions as the 1st level adept
spell of the same name.
S h i l l e l a g h c a n b e c a s t o n a n y b l u d geoning object.

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

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
Setting: m a g i c f o n t , q u e s t , r a i s e
d e a d , t r u e s e e i n g.

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.

Third Level Spells


Animate
dead
described in the RSC.

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.

Second Level Spells


C h a r m p e r s o n functions as
adept spell of the same name.

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

Fourth Level Spells


A b j u r e functions as described in the
RSC. It cannot send a creature to
another plane; the fiend is teleported
to a randomly determined point on
Gothic Earth.
A n i m a l s s u m m o n i n g I - t h e a n imals summoned do not magically
appear. Rather, they journey to the
caster through their normal means of
locomotion.

Find
the
path
described in the RSC.

functions

as

Seventh Level Spells


F i r e s t o r m functions as described in
t h e P l a y e r s H a n d b o o k w i t h t h e f o llowing exception: the area of effect is
reduced to one 5-foot cube per level
of the caster.
The following spells do not exist on
Gothic Earth: a s t r a l s p e l l , c h a r i o t
o f s u s t a r r e.

C a l l w o o d l a n d b e i n g s does not
exist 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 : g a t e , h o l y w o r d , r e i n c a rn a t i o n , r e s t o r a t i o n , r e s u r r e ct i o n , s u c c o r.

Fifth Level Spells

Tome of Magic spells are not available


in LD.

A i r w a l k when cast on Gothic Earth,


this spell cannot affect any creature
larger than man-size.

Page 2 1

Living Death Kits


The use of kits is not mandatory, but
it is recommended and no experience
penalty is incurred by using one. The
player should consider if certain kits
are appropriate to both sexes. For
s o m e k i t s , s u c h a s d e t e c t i v e o r j o u rnalist, this is hardly an issue. For kits
s u c h a s s a i l o r , t h e p l a y e r s h o u l d c o nsider whether the kit is appropriate to
a female character. The 1890's were
an age of discrimination between the
sexes. The campaign and the judges
will, in general, treat the heroes in a
historically accurate fashion.

Soldier Kits

proficiency without devoting a slot to


it. Additional slots may be used to
i m p r o v e t h i s s k i l l f o l l o w i n g t h e n o rmal rules. A cavalryman s familiarity
with mounted combat gives him a +2
bonus to all melee attack rolls made
against an unmounted opponent.
S p e c i a l H i n d r a n c e s : A c a v a l r yman's training emphasizes agility over
brute strength. As such, characters of
t h i s k i t a r e n o t e n t i t l e d t o h a v e e x c e ptional Strength as other soldiers do. In
a d d i t i o n , a t l e a s t o n e o f t h e c a v a l r yman's weapon proficiency slots must
be allocated to the saber. A second
slot must be devoted to army
revolver. These are the traditional
weapons of the cavalry and all such
characters are expected to be familiar
with their use.

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

faded into memory and the stuff of


o l d s t o r i e s a n d d i m e n o v e l s . M o s t c o wboys are now ranchers, and the rest
have found new roads to travel, and
new adventures to seek.
Roleplaying: The cowboy's life is
hard and lonely, leaving little time for
fun or socializing. As a result, cowboys
tend to be direct in their dealings with
other folk, and don't care much for
"city slickers" who can't hold their
own. Some cowboys find hobbies to
pass the time, such as playing cards,
singing, or even composing poetry.
Many are sim-ply bored most of the
time they are out on the range.
Special Benefits: Cowboys lead a
h a r s h l i f e , w h e r e t h e f i r s t r u l e o f s u rvival is "learn fast or get out' " Anyone
who can't learn the ropes quickly and
do their own work is not invited back
for another cattle run. Because of this
baptism of fire, cowboys pick up the
skills they need very easily. Thus,
c o w b o y s c a n b u y n o n w e a p o n p r o f ic i e n c i e s f r o m t h r e e d i f f e r e n t p r o f iciency groups at the listed cost:
General, Military, and Wilderness.
Special Hindrances: Like the
e x p l o r e r / s c o u t , t h e c o w b o y s p e n d s l i tt l e t i m e s o c i a l i z i n g o r e v e n s e e i n g a n yone other than his fellow cowboys.
This gives the character a -4 reaction
adjust-ment when dealing with nonc o w b o y s ( l o y a l t y m o d i f i e r s a r e u n a ffected). Because they are so vital to his
w o r k , t h e c o w b o y m u s t b u y p r o f i c i e ncy with the following three weapons at
first
level:
army
revolver,
hunting/bowie knife, and lasso. The
last weapon proficiency slot may be
spent on any weapon the cow-boy
desires.

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

ration and adventure. Large sections


of Africa, Australia, and the Americas
are savage and untamed, the polar
regions are all but unexplored, and
the mysterious Orient holds unlimited
wonders for individuals brave enough
to seek them out.
Roleplaying: Explorers take many
a p p e a r a n c e s a n d r o l e s . S o m e a r e p r ofessional scouts who serve as guides
for hire. Others pursue their own
explorations, seeking the fame and
prestige of being the first human to
set foot in a remote, dangerous place.
Despite any differences, however, all
characters built with this kit have a
love of the wilderness and the sense of
wonder that comes with the discovery
of nature's hidden secrets. Explorers
are self-reliant. They do not seek the
company of others, but recognize the
necessity of companions at times.
Special Benefits: All explorers
r e c e i v e t h e S u r v i v a l p r o f i c i e n c y a u t omatically; however, each character
must select a climate and terrain as
the focus of the specialization, such as
A f r i c a n j u n g l e , N o r t h A m e r i c a n b a dlands, or arctic tundra. These heroes
h a v e t h e a b i l i t y t o r e c o g n i z e p o i s o nous plants or tainted water simply by
making a Wisdom check.
Special Hindrances: Explorers are
r u g g e d f o l k w h o h a v e g r o w n a c c u stomed to the rigors of the wilderness.
They tend to regard city dwellers as
soft and pampered. As such, they tend
to be uncomfortable in social settings.
T o r e f l e c t t h i s , a l l s u c h c h a r a c t e r s s u ffer a -4 penalty to Charisma checks or
similar rolls when dealing with socalled "civilized" folk.

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

R o l e p l a y i n g : T h e s a i l o r i s a m u l t italented individual. In addition to his


knowledge of the seaman's trade, he
m u s t b e a r u g g e d a n d h a r d y i n d i v i dual. At any moment, he may face an
a t t a c k b y a n e n e m y c r a f t o r b e c o nf r o n t e d w i t h t h e s a v a g e f u r y o f a h u rricane. Whether he serves aboard a
majestic windjammer or a rugged
ironclad, few folk in the world are as
robust the sailor.
Special Benefits: The sailor is
assumed to be a skilled seaman, and
r e c e i v e s t h a t p r o f i c i e n c y w i t h o u t a l l ocating a slot to it. Additional slots may
be devoted to improve this skill.
I n a d d i t i o n , t h e s a i l o r i s a c c u stomed to the rolling and pitching of a
ship. These "sea legs" give a bonus of
+2 to any Dexterity check or saving
throw that requires agility when on a
ship.
Special Hindrances: A sailor must
allocate one weapon proficiency slot
to the navy pistol and one nonweapon
proficiency slot to the Rope Use skill.
Sailors lack the physical training
that other characters of the soldier
class possess. As such, they are limited
to a maximum of +2 hit points per Hit
Die, regardless of Constitution score.

Tradesman Kits
Archaeologist
Class: Tradesman
Ability Req.: Int. 14, Con. 12
Prime Req.: Dexterity
Hit Die: D 8
Attack As: Tradesman

Save As: Tradesman


Advance As: Tradesman
Exc. Strength: No
Exc. Constitution: No
Spell Ability: No
Starting Cash: 3d6
Proficiencies:
Weapon
Slots:
3;
Additional Slots: 4; Non Proficiency
Penalty: -3; Non-Weapon Slots: 6;
Additional
Slots:
3.
Available
Categories:
Wilderness
and
(Educational, Arcane or Rogue) (pick
one). Bonus Proficiencies: Archeology.
Required
Proficiencies:
Ancient
Language
(any
one
language).
Recommended
Proficiencies:
Navigation, Survival, Ancient Religion,
and Appraising
Description: He probably calls
h i m s e l f a n a r c h a e o l o g i s t , o r a n a c q u i rer of rare antiquities, but some others
use quite different names, names like
grave robber, tomb raider, and ghoul.
He may or may not have a degree, but
regardless, he is more at home in a
ruined temple or an ancient tomb
t h a n a c l a s s r o o m . H e i s a n a d v e n t u rer devoted more to the search for and
p r e s e r v a t i o n o f a n t i q u i t i e s a n d m y steries of the past.
R o l e p l a y i n g : W h e t h e r h e i s m o t ivated by excitement, the quest for
k n o w l e d g e , m a t e r i a l g a i n , o r a c o m b ination of the three, he is a true and
classic gothic adventurer, constantly
seeking new antiquities to uncover.
His original training (or talent) may
equally have been engineering or
ancient religion, but his focus soon
centered on archaeology.
Special Benefits: The archaeologist
g a i n s t h e b o n u s p r o f i c i e n c y o f a r c h a eology. In addition, his study of all
things antique allows him to purchase

of the Ancient Language proficiencies


at base cost. Most of this breed of
archeologists is very capable in the
outdoors.
Due to the rigorous and
dangerous nature of his work, he
gains a D8 hit die, instead of the D6 of
his fellow tradesmen.
S p e c i a l H i n d r a n c e s : T h e a r c h e o logist is a man of knowledge and
action. He has little time or patience
for the rules and regulations of
Victorian society (-2 to Etiquette and
S a v o i r - f a i r e ) o r t h o s e c o m m o n e v e r yd a y t h i n g s m a n y t a k e s o m u c h i n t e rest in (hence the lack of General in the
Available Categories).
Ancient Languages come easier to
him than modern ones. In addition,
he is so often obsessed with the quest
for knowledge that he is sometimes
blind to all else. If he uses
Psychometry, Prognostication or Sixth
Sense to further his knowledge his
power check has a base of 2% and
g o e s u p b y 1 % e v e r y t h r e e l e v e l s ( s i milar to proficiencies it is 2% at first, 3%
at 3rd, 4% at 6th).

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

during a recent game. The exact


n a t u r e o f t h e i n j u r y i s u p t o t h e p l a yer (subject to the judge's approval.) As
a general rule, an injured character
suffers a -2 penalty to all saving
throws made during the game. If the
roll was an unmodified 20, however,
the injury is more severe. In this case,
the penalty is a -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

pampered folk have spent their days


in the lap of luxury, never knowing
work, want, or suffering. All too often,
t h e y a r e l i t t l e m o r e t h a n s p o i l e d c h i ldren with bottomless bank accounts
and unending narcissistic desires.
Roleplaying: Characters of this kit
a r e b e s t p o r t r a y e d a s v a i n a n d p e rhaps foppish. They will devote their
energies to enjoying themselves and
experiencing the many pleasures that
the world has to offer. Serious work,
especially of a physical nature, should
b e a v o i d e d a t a l l c o s t s . T h e s e c h a r a cters might be portrayed as harmless
eccentrics parasitic leeches, or socially
worthless sloths.
Special Benefits: The dandy is
a s s u m e d t o c o m e f r o m a w e a l t h y f a mily, and as such, to draw a regular
income from a trust fund or similar
source. See section on wealth for exact
amount on hand. In addition, the DM
should remember that the dandy's
f a m i l y i s a l m o s t c e r t a i n l y w e l l c o nnected and respected. Once per
m o n t h , t h e d a n d y c a n u s e t h i s i n f l uence to acquire some favor or exert
some influence in official matters. The
DM should carefully consider the
request and, if it seems reasonable
allow the player to make a Charisma
check. A successful check indicates
that the favor will be granted.
Special Hindrances: Because of the
pampered lifestyle that the dandy
leads, he uses 4-sided Hit Dice
i n s t e a d o f t h e 6 - s i d e d d i c e n o rm a l l y a l l o w e d t o t r a d e s m a n c h a racters. In addition, the dandy is
not a skilled combatant, and
therefore attacks as an adept .

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

C i t y . T h i s k i t s e r v e s o f f i c i a l p o l i c e o f f ic e r s a s w e l l a s t h e i r u n o f f i c i a l c o u nterparts, like the much-renowned


Sherlock Holmes. In short, any person
whose central occupation is tracking
criminals may fall into the detective
kit.
Roleplaying: The actions of a
detective are dictated by the desire to
e n d t h e c a r e e r s o f c r i m i n a l s a n d l a wbreakers. Some detectives are intense
and dedicated, perhaps seeking
vengeance for a wrong committed in
the past. Others pursue criminals as
an intellectual matter, matching their
wits against those of their enemies.
Still others maintain a vigilante
approach.
Special Benefits: The detective
character is intimately familiar with
t h e c r i m i n a l m i n d a n d t h e r e f o r e a u t omatically begins the game with the
Criminology skill.
Heroes based on this kit are
assumed to have close ties to local law
enforcement agencies. As such, they
will have some level of access to police
f i l e s a n d s i m i l a r s o u r c e s o f i n f o r m ation. Once per month, the player may
make a Charisma check to obtain
some special favor from the police.
The DM may limit the specifics of this
contact. The DM may also require the
d e t e c t i v e t o p a y b a c k s u c h f a v o r s , p o ssibly at inopportune times.
Special Hindrances: An affiliation
with the police can limit a character's
ability to take actions that are against
the law, even in the pursuit of great
e v i l . T o r e f l e c t t h i s , a l l d e t e c t i v e c h a ra c t e r s m u s t c h o o s e a l a w f u l a l i g nment.
In addition, as a character's fame
grows, he is likely to become known to
the criminal element. As time goes by,
he will gain more and more enemies,
including some of great power. Thus,
any successful detective will have a
price on his head.

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

a rapidly blooming industry in the


1890's. Every major city has at least
one newspaper; monthly magazines
bring stories of global events to an
e a g e r p u b l i c ; a n d t h e w o r k s o f p o p ular novelists are purchased as quickly
as they can be printed. The world's
authors whether they be newspaper
reporters, fiction writers or poets,
document all that happens on Gothic
Earth.
Roleplaying: Journalist characters
are constantly on the watch for events
that can be documented and reported.
M o s t r e c o g n i z e t h e i r p l a c e a s h i s t o r ians, recording every incident so that
others can vicariously expand their
knowledge and experience. A good
journalist is dogged and relentless in
the quest for a story. A journalist
might be motivated by a desire for
personal fame, the noble belief that he
i s s e r v i n g h i s f e l l o w m a n , o r t h e s i mple joy of revealing that which others
would prefer to keep secret.
Special Benefits: The journalist
has a diverse network of contacts that
can supply information on a great
variety of topics. To reflect this, the
player should select a city to serve as
home
base
for
the
Character
Whenever the character conducts
research in his home base, he receives
a +2 bonus to all related ability or
proficiency checks.
Special Hindrances: The journalist
is subject to the whims and desires of
his employer. Even a freelance writer
must have a market in which to sell
his work if he is to earn a living. After
all, the most interesting news stories
will come out of the most dangerous
places. Newspapers will buy stories
about breaking news, most publishers
will not accept incomplete stories.
Journalists are expected to learn every
detail of a story.

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

devoutly religious man or woman.


Whether such a character is a
Christian or Jew, a Moslem or
Buddhist his devotion to the church is
unshakable. While such characters
lack the spellcasting ability associated
with the AD&D game's priest class,
they can do much to raise the morale
of any adventuring party. Parsons are
among the greatest enemies of the Red
D e a t h s f o r t h e y f e e l a d e e p c o m p u lsion to rid the world of its dark and
sinister agents.
Roleplaying: Parsons range from
soft spoken, fatherly gentlemen to
a d a m a n t b e l i e v e r s g r i p p e d w i t h a m i ssionary fervor. In any case, they are
assumed to be knowledgeable about
their faith and the teachings of their
church. The parson is just as quick to
p r a y f o r d i v i n e f a v o r b e f o r e u n d e r t a king a hazardous task as he is to offer
thanks for its successful completion.
Special Benefits: While parsons on
G o t h i c E a r t h l a c k t h e s p e l l c a s t i n g a b i lity of their counterparts in other game
w o r l d s , t h e i r f a i t h d o e s n o t g o u n r ewarded. The parson's devotion gives
him the willpower to resist spells such
as charm person and other spells that
attack the mind. Because of this, the
character's
Magical
Defense
Adjustment (as determined by his
Wisdom score) gains a +2 bonus. Thus
a parson with a Wisdom score of 16
g a i n s a + 4 b o n u s a g a i n s t m i n d - a f f e c ting spells.
S p e c i a l H i n d r a n c e s : T h e s e c h a r a cters devote much of their time and
energy to the study of their faith and
in silent prayer. Further, they are
peacemakers who will do everything
in their power to avoid violence. As
such, parsons make attacks as adept

characters and are allowed a limited


number of weapon proficiency slots.

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

important in combat. The physician is


a h e a l e r , n o t a k i l l e r , a n d w i l l b e r e l u ctant to use force where cleverness and
logic will suffice. He will not hesitate
to take measures to protect his allies
f r o m h a r m , a n d w i l l t e n d t h e w o u n ded (even injured enemiesof a nonsupernatural nature, at least) as soon
as gunplay is over.
S p e c i a l B e n e f i t s : T h e s p e c i f i c b e nefits of healing under the care of a
hero with the Medicine proficiency
a r e d e s c r i b e d i n t h e p r o f i c i e n c y s e ction. In addition, there is the cost in
supplies. The general cost of medical
supplies for an injured person is $1
per point of damage healed. If the
hero is in an urban environment and
place in a hospital or other medical
facility the cost is $10 per point of
d a m a g e h e a l e d . A l s o , p h y s i c i a n c h a racters may write prescriptions. They
generally have access to medicines
and chemicals not normally available
to adventuring parties, including type
O and P poisons. The DM determines
which chemicals may or may not be
available.
Special Hindrances: The physician
character operates under a strict code
of conduct. He must give aid to all that
need it, regardless of personal risk. A
physician who ignores this duty may
b e i n v e s t i g a t e d b y a g o v e r n i n g m e dical body and stripped of the license
to practice medicine. Such characters
l o s e a l l a c c e s s t o p r e s c r i p t i o n m e d icines, and are unable to place patients
in hospitals or similar facilities.

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

u n r e c o g n i z e d , d e s p i t e t h e i r i m p o rtance to the operation and growth of


any city or village. The same is often
true in an adventuring party. For the
good-hearted, hard-working laborer,
however, the lack of attention means
l i t t l e . H i s r e w a r d i s t h e t e s t o f h i s m e ttle against a task and the ability to
complete it. No satisfaction is greater
than the sense of accomplishment.
S p e c i a l B e n e f i t s : T h e g r e a t s t a m in a a n d d e d i c a t i o n o f t h e l a b o r e r e n t itle him to bonus hit points based on
Constitution according to rules for the
soldier class (up to +4 bonus).
Laborers are entitled to a +2 bonus on
all saving throws based on physical
stamina. This applies to all saves vs.
paralyzation, poison, or death magic,
a n d t h o s e v s . p e t r i f i c a t i o n a n d p o l ymorph.
Special Hindrances: The laborer
does not enjoy the same educational
o p p o r t u n i t i e s a s m a n y o t h e r c h a r a cters. As such, he is prohibited from
selecting
proficiencies
in
the
Educational or Arcane categories. This
applies to both the initial creation of
the character and the acquisition of
a d d i t i o n a l p r o f i c i e n c y s l o t s a s h e p r ogresses in levels.

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

skilled researchers and are experts in


t h e u s e o f l i b r a r i e s , a r c h i v e s , a n d h i storical records. They can quickly
assemble coherent lists of relative
i n f o r m a t i o n f r o m a l a r g e a n d s e e mingly chaotic assortment of reports,
accounts, and papers. Because of this,
a scholar who has access to a wells t o c k e d l i b r a r y o r s i m i l a r p o o l o f r e ference material gains a +4 bonus on
any proficiency checks that might
benefit from its use. The DM must
make the final decision to whether the
r e f e r e n c e w o r k s a v a i l a b l e a r e a p p r opriate to the task at hand.
Special Hindrances: The scholar
tends to be focused almost exclusively
on mental pursuits. As such. these
characters are not as robust as other
tradesmen are. This is reflected by
their use of 4-sided Hit C)ice (as
opposed to the 6-sided Hit Dice used
by other tradesmen)

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

An evening with someone like this


tends to be only slightly less annoying
t h a n a n u n a n e s t h e t i z e d s u r g i c a l p r ocedure.
At the other end of the spectrum,
one will encounter great actors who
are quite happy to unfurl a list of
their accomplishments. While there
can be no doubt as to the talent of
these people, some do tend to be full
of themselves. Finally, somewhere in
the middle of the two, one will run
across talented theater folk who are in
the midst of building their careers and
reputations.
Special Benefits: The ability to
assume roles and impersonate others
is part and parcel of the Thespian's
career. The training and experience
that these people have had in their
l i v e s a l l o w s t h e m u s e a n u m b e r o f p r oficiencies with better than average
ability. Whenever a Thespian must
make a Proficiency Check on his
Dancing,
Singing,
Disguise,
or
Ventriloquism checks, he receives a
+2 bonus. This bonus also might apply
to various Special Interest skills
( O r a t i o n , f o r e x a m p l e ) , a t t h e d i s c r etion of the Dungeon Master.
Special Hindrances: Actors have a
natural flair for the dramatic that,
although essential to their success in
the theater, cannot help but spill over
into the other aspects of their lives. In
game terms, this results in a natural I initiative penalty that is applied
whenever such a roll is made. The
time lost by this handicap is assumed
to be filled with banter, posturing,
and similar dramatic elements.

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

C i t y , t o t h e h i g h - l i f e / h i g h - s o c i e t y p r ofessional jewel thief of Paris. This kit


c a n s e r v e a n y p e r s o n w h o l i v e s o u tside the law, making their living by
using their skills to profit off of their
fellow man. This kit is the antithesis
of the detective kit.
Roleplaying: Some criminals are
driven to their crimes by the desire
for wealth; others do it just for the
t h r i l l o f t h e d a n g e r i n v o l v e d i n b r e a king the law. Others feel that they have
no choice but to turn to a life of crime
because
their
background
and
upbringing did not give them the
c h a n c e f o r s u c c e s s t h a t o t h e r s i n s o c iety may have had. All criminals feel
that members of the law enforcement
community are the "enemy". All
heroes with this kit must be of good
alignment. Thus all criminals should
be of the type that have some sense of
morals and honor (even if somewhat
t w i s t e d t o s u i t t h e i r o w n e n d s ) , p e rhaps only stealing from those who can
afford to lose it (the Robin Hood
approach), or only taking what they
b e l i e v e t h e y r i g h t f u l l y d e s e r v e ( j u s t ified in their own minds of course).
The characters background and
method of criminal activities should
account for the conflict between his
good alignment and pattern of illegal
a c t i v i t i e s ( i t i s g e n e r a l l y n o t c o n s i dered "good" by most societies to harm
or steal from others).
Special Benefits: All criminals
have an area of expertise that they use
to pursue their crimes. As such, a
c r i m i n a l g e t s o n e f r e e b o n u s p r o f iciency listed above depending on
what type of criminal they are.
Criminals may have contacts in the
c r i m i n a l u n d e r w o r l d , i n h i s " h o m et o w n " . O n c e p e r a d v e n t u r e t h e c r i m in a l m a y a t t e m p t t o g a t h e r i n f o r m ation on a specific subject dealing with
current local events from his contacts
in the underworld, however this only
is of use in his town . Because of the
paranoid nature of the criminals

world if he attempts this in an area in


w h i c h h e i s n o t k n o w n ( b u t s t i l l w i t hi n t h e s a m e c o u n t r y ) t h e r e i s a p e rcentage chance that he will turn up
w i t h a k n i f e i n h i s b a c k . T h i s p e r c e n tage starts at 80% and decreases 5%
per level never to go below 30%. This
attempt takes 2d6 hours of hitting the
streets and gathering information and
r e q u i r e s a c h a r i s m a c h e c k . I f s u c c e s sful, the criminal gains some useful
information on the subject that would
be known to the criminal population
of the area.
The specifics of this
i n f o r m a t i o n a r e f u l l y u p t o t h e d i s c r etion of the DM.
Special Hindrances: All criminals
have a reputation and members of the
law-enforcement community (subject
to DM's discretion) may suspect their
criminal activities. As such, they may
o c c a s i o n a l l y b e h o u n d e d b y l a w o f f icers watching their movements, or
questioning them about recent crimes
they are investigating. They are also
not likely to get any cooperation from
law officers who suspect their illegal
activities.
Criminals must take
extreme care to cover up their illegal
activities and not leave incriminating
evidence that could convict them of
their crimes.
Should a criminal be
blatant about criminal activities, they
could be arrested, convicted, and
incarcerated for extended periods of
time. In addition, due to their blatant
d i s r e s p e c t f o r t h e l a w , c r i m i n a l s c a nnot be of any lawful alignment. They
a l s o m u s t m a k e p o w e r s c h e c k s f o r i l l egal activity. Power's checks are made
at double the normal percentage
chance for that act.

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

an upper-class background, they have


r e c e i v e d a g r e a t d e a l o f f o r m a l t r a i ni n g t h a t i m p a r t s u p o n t h e m a p r o f e ssional and distinguished air. Many
s u c h i n d i v i d u a l s a r e p r o n e t o e c c e ntricities and affectations, Any player
running a scientist should specify an
unusual characteristic that sets his
character apart from others.
R o l e - p l a y i n g : G o t h i c E a r t h ' s s c i e nt i s t s a r e o f t e n c o n s i d e r e d t o b e i n t r overted and cold. To be sure, most
would rather be hard at work in their
laboratories than enjoying a night on
t h e t o w n . T h e l a t t e r c r i t i c i s m , h o w e ver, is often untrue. Most scientists
pursue their work with the dream of
making everyone's life better. Of
c o u r s e , t h e r e a r e t h o s e w h o s e e s c ience as nothing more than a means to
acquire personal power. Some even
dream of a day when they can harness
untold powers and use them to bring
the rest of the world to its knees.
Special Benefits: Each scientist
selects an area of expertise from the
proficiencies of the Educational
group. This is considered a bonus skill
and no slots need be allocated for it.
Additional slots can (and probably
should) be expended to increase the
character's chances of success when
using the skill. Scientists are as at
home in their laboratories as a sailor
is on his ship or a cavalryman is in his
s a d d l e . B e c a u s e o f t h i s , t h e s e c h a r a cters receive a +2 bonus on any
Educational proficiency checks made
when in a well-equipped laboratory.
In order to qualify for this bonus, the
laboratory in use must have been
designed for research similar in
nature to the area being explored. A

botanist gains no benefit from


researching a problem in an optics
laboratory. All scientists are assumed
t o b e g i n p l a y w i t h a c c e s s t o a l a b o r atory sufficient to meet their research
needs. This facility is not theirs to do
w i t h a s t h e y p l e a s e , h o w e v e r , a n d p r esumably is part of a school, museum,
o r s i m i l a r i n s t i t u t i o n . I f a p l a y e r w i s hes to outfit a private laboratory for his
character, the cost to do so is assumed
to be $1,000 per level of the scientist.
As the character advances to each new
level, an addition $1,000 must be
expended to keep the facility stocked
and up to date.
Special hindrances: Not only are
s c i e n t i s t s a t h o m e i n t h e i r l a b o r a t ories, they also are very dependent
upon them. Because of this, checks
made for Educational proficiencies
suffer a -2 penalty if they are not
made in a well-equipped laboratory of
the appropriate type.

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

Recommended Proficiencies: savoirfaire,


Modern
Languages,
Any
Professional
Description: The well-groomed
b u t - l e r , t h e a t t e n t i v e m a i d , t h e u n iformed coachman, the matronly ladyin-waiting, the obedient foreign
manservant all of these images and
more come to mind when one thinks
of those dedicated souls who find
employment as personal servants to
society's well-to-do elite. Whatever
their official title or function, they all
share the same pur-pose, to see to the
needs and comforts of their employer
and his family.
Roleplaying: Cultured, genteel,
prim and proper, all of these describe
t h e i d e a l s e r v a n t . M a n n e r s a n d p r o t ocol are the highest of virtues, prompt
and quality service the loftiest of
goals. The needs of the employer (and
his guests) are of the highest import,
and the ser-vant will see to those
needs, even if the employer himself
does not recognize them! This kit
works best when another hero is the
servant's employer. Any character of
noble or wealthy breeding would do,
though the ideal PC companion would
be a hero with the dandy kit.
Special Benefits: A good servant
a t t e m p t s t o m a i n t a i n a c a l m a n d p r o per demeanor no matter what happens
a r o u n d h i m . T h e u n f l a p p a b l e c h a r a cter gains a +2 bonus on all saving
throws against fear effects, whether
magical or non-magical in nature.
This bonus nat-urally applies to all
Fear Checks.
S p e c i a l H i n d r a n c e s : A n u n f o r t un a t e s i d e e f f e c t o f t h e s e r v a n t ' s a t t itude is a natural aversion to objects,
people, and situations that might be
considered improper, rude, or vulgar.
This gives the servant a -2 penalty on
all Horror Checks.

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

Gothic Earth for many centuries, tiny


clusters of individuals still exist to
study the secrets of this forbidden art.
The exact number of these societies is
unknown, but certainly not more than
a dozen can exist. The qabalist is a
member of such a society. In most
c a s e s , t h e q a b a l i s t k n o w s a l m o s t n o t hing about his order. He knows a few
important details: how to contact his
superior; the meeting place of his
group or cell; and the purported goals
of the organization. The only thing he
c a n b e c e r t a i n o f i s t h a t h i s o r g a n i z ation has enemies (who will gladly kill
him) and that he must act on any
instructions given by his superiors.
R o l e p l a y i n g : T h e q a b a l i s t ' s m e mbership in a dark and secret order
requires a great deal of care on the
part of the player. The character must
always guard what he says and does.
Outsiders can not be allowed to learn
anything about the society, its goals,
o r i t s a c t i o n s . A q a b a l i s t n e v e r i n t r oduces himself as such; to others. As
this is a tournament campaign based
on membership in the Society of the
White Rose the qabalist is considered
to be a member of that society,
because of their knowledge they
maybe more secretive than others and
less trusting.
Special Benefits: Normally in the
Masque of the Red Death rules the
q a b a l i s t h a s r e a d y a c c e s s t o i n f o r m at i o n a b o u t m a g i c a l p o w e r a n d t h e h i s-

Living Death Player Guide

t o r y o f s p e l l c a s t i n g . A s s u c h , t h i s c h a racter is able to research two spells at


one time. Note: There is no workable
way for heroes to gain this benefit in a
tournament
campaign.
Therefore
instead the hero gains a +2 in
Forbidden Lore checks (if they have
that proficiency) regarding general
knowledge of other qabals.
Special Hindrances: The aura of
darkness and magic that hangs about
a qabalist is noticeable, at least on a
subconscious level. To reflect this, the
character's Reaction Adjustment and
Loyalty Base ratings (as determined
by his Charisma score) are always
treated as negative numbers. Thus, a
qabalist with Charisma 16 has a
Reaction Adjustment of -5 and a
Loyalty Base of A. As the Charisma
score increases beyond l4, the qabalist
seems more and more "unusual" to
those he meets. Animals tend to be
skittish around Qabalists with high
Charisma scores, and reaction checks
may be necessary depending on the
circumstance.

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

Roleplaying: The gnostic is a


devout follower of his particular religion, and can even become a vested
par-son of his sect. His work is to seek
holiness and goodness in all things.
Most gnostics firmly believe in the
i n h e r e n t g o o d n e s s o f t h e h u m a n s p i rit, and in the eventual triumph of
good over evil. These gnostics strive to
help others realize their spiritual
p o t e n t i a l , e v e n i f t h e y f o l l o w a d i f f e rent religion or sect.
Special Benefits: The power of the
gnostic's faith allows him to cast
s p e l l s w i t h g r e a t e r p o t e n c y . A l l s p e l lcasting effects are resolved as if the
caster were
one level higher than
his actual level. Thus a 2nd-level
g n o s t i c c a s t s h i s s p e l l s w i t h t h e e f f e ctiveness of a 3rd-level adept. This
ability does not grant the extra spells
available to a higher-level adept, only
the enhanced effects for spells cast.
Thus a 1st level adept still starts play
with only one memorized spell per
day, but can cast that spell with the
potency of a 2nd-level adept.
Special
Hindrances:
Gnostics
require an original, untranslated copy
of their chosen scripture to acquire
spells,
w r i t t e n i n t h e o r i g i n a l l a nguage of that
t e x t . A t r a n s l a t e d v e rs i o n w i l l n o t c o n t a i n t h e h i d d e n s p e l lcraft secrets. It is assumed that an
o r i g i n a l , u n t r a n s l a t e d w o r k i s a v a i lable for a starting heros 1st-level
spells. Additional com-mentaries must
be sought out every time he becomes
eligible to cast a new spell level (2nd,
3rd, etc.). Other gnos-tics will usually
make the location of the required
texts available in return for a service
o r h o l y p i l g r i m a g e o f s o m e s o r t , u s ually involving some form of sacrifice,
fasting, and prayer. There are also
t i m e a n d m o n e t a r y c o s t s f o r t h e t r a vel and equipment necessary to Find
these addi-tional religious texts. The
details are left to the DM, but an
amount not less than $500 and one
m o n t h p e r s p e l l l e v e l i s r e c o m m e n ded. Because the gnostic derives his
knowledge of magic from the writings
of his own religion, spells derived
from other sources, including those of
other religions, are more difficult to
learn. The gnostic suffers a -2 penalty
to all Spell-craft checks made to learn
such spells (other uses of the
Spellcraft proficiency do not incur the
-2 penalty). This penalty does not
apply to spells acquired when gaining
a new experience level, which are
assumed to be researched from the
gnostic's own holy books, only to
spells acquired from other sources
while adventuring. It is the DM's prerogative to decide whether a spell
found during an adventure is from a
religious source, and if so from which
religion.
Living Death Player Guide

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

major access to the same sphere in


one level. For example, a dilettante
cannot use this benefit to gain both
m i n o r a n d m a j o r a c c e s s f o r t h e h e a ling sphere in one level. He could gain
minor access in one experience level,
and then major access the follow-ing
level.
Special Hindrances: Because of
their sporadic and informal studies,
dilet-tantes take longer than the norm
to achieve new experience levels. They
advance using the soldier's experience
table rather than the mystic's.

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

after he has acquired major access to


the Divination sphere.

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

above, Exorcists are not as susceptible


a s m o s t c h a r a c t e r s t o t h e e v i l i n f l ue n c e o f t h e R e d D e a t h i n t h e i r s p e l lcasting. However, if an Exorcist does
betray his or her faith by using a spell
f o r e v i l p u r p o s e s , t h e c h a n c e o f f a i ling the powers check is twice what it
would normally be double the spell's
level, or quadruple the level of a
Necromantic spell. Similarly, if an
Exorcist is ever required to make a
powers check because of an evil act
such as the use of torture or the
killing of an innocent.

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

Living Death Campaign


Character Creation Guidelines
T h e f o l l o w i n g a r e g u i d e l i n e s f o r i n it i a l l y c r e a t i n g y o u r o w n LIVING D EATH
characterand for enhancing that
character when you play in official
tournaments and gain experience
points and other benefits. You are
responsible for keeping a copy of your
character and a list of all the items,
wealth, and experience points he or
she earns during tournament play.
You must be able to provide a
Treasure Certificate to prove that
your character has earned any special
treasure appearing on your character
sheet.
All LIVING D EATH c h a r a c t e r s m u s t f i t
t h e A D & D 2 n d E d i t i o n r u l e s a s m o d ified by the Masque of the Red Death
c a m p a i g n e x p a n s i o n f o r t h e R AVENLOFT
g a m e r u l e s , a s w e l l a s t h e s p e c i a l c a mpaign rules in this Player Pack. Follow
t h e s e s t e p s t o c r e a t e y o u r o w n LIVING
D EATH c h a r a c t e r :

1. Select a Class and Kit

All LIVING D EATH c h a r a c t e r s m u s t b e


human, but all of the classes and kits
in the Masque of the Red Death b o x e d
set are available for play. (Additional
k i t s w i l l b e c o m e a v a i l a b l e a s t h e c a mp a i g n p r o g r e s s e s . ) D u a l - c l a s s e d c h a ra c t e r s a r e p e r m i t t e d , b u t LIVING D EATH
characters may change classes only
once, after which they may not
change again nor earn experience in
the former class.

2. Choose an Alignment

I n G o t h i c E a r t h , a c h a r a c t e r s a l i g nment is more important than in other


LIVING Settings. All LIVING D EATH PCs
must be of Good alignment, but they
may be Lawful, Neutral, or Chaotic.
A n y LIVING D EATH P C w h o s e a l i g n m e n t
shifts to Neutral suffers penalties until
she returns to a Good alignment.

Hit Point Advancement

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

Hit points for high Constitution scores are


added to these base figures. For example, a
soldier (warrior class) with a 17 Constitution
gains 10 hps per level beyond first.

Living Death Player Guide

Characters whose alignment shifts to


evil are immediately and permanently
considered NPCs and may no longer
b e p l a y e d i n LIVING D EATH t o u r n aments. Guidelines for adjudicating
alignment shifts appear in the judges
guidelines, as well as in adventures.
This alignment restriction does
not mean that you cannot play a
tough or edgy character. All heroes
i n t h e LIVING D EATH s e t t i n g a r e m o t i v a ted by good reasons to oppose the evil
of the Red Death and all its minions.

3. Assign Ability Scores

You have 72 points to divide among


your
characters
Strength,
Intelligence,
Wisdom,
Dexterity,
Constitution, and Charisma scores.
Scores may range from 318, but no
two scores may be the same. Thus, PCs
may have only one Ability Score of 18.
Characters begin at first level and
must meet the minimum statistic
scores for their classes and kits.

4. Select Proficiencies

Note that when using the optional


proficiencies rule, PCs do not acquire
languages beyond their one native
t o n g u e e x c e p t b y s p e n d i n g p r o f i c i e ncy slots. All proficiencies listed in the
Masque of the Red Death boxed set
a r e a v a i l a b l e f o r u s e . A d d i t i o n a l p r o f iciencies will be made available as the
campaign progresses, in some cases
a l l o w i n g c h a r a c t e r s t o g a i n m o r e p r oficiencies than they normally would
be allowed.

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.

6. Describe the Character

S i n c e p r o b l e m s o l v i n g a n d r o l e - p l a ying are even more important in the


LIVING D EATH c a m p a i g n t h a n i n o t h e r s ,
y o u r c h a r a c t e r s h o u l d h a v e a d i s t i n ct i v e p e r s o n a l i t y , a m e m o r a b l e a p p e a rance, and an interesting history.
B e f o r e y o u r LIVING D EATH c h a r a c t e r i s
d o n e , c o m p l e t e t h e p h y s i c a l d e s c r i pt i o n , p e r s o n a l i t y , a n d b a c k g r o u n d s e ctions of the character sheet. These

descriptions can be as sparse or as


e l a b o r a t e a s y o u l i k e , b u t a l l b a c kgrounds should include two elements:

At some time in your characters


past, she has had an encounter with
the supernatural. The experience
could be as subtle as a night spent
locked in a presumably haunted
house, or as extreme as a personal
encounter with a werewolf. Regardless
of the nature of the encounter, it
i n s t i l l e d a l a s t i n g f e a r o f a n d o p p o s ition to evil and the supernatual.
( I r o n i c a l l y , m a n y L i v i n g D e a t h c h a r a ct e r s w i l l t h e m s e l v e s p o s s e s s k n o w ledge of the mystic arts or borderline
supernatural abilities known as
knacks.)

Sometime after your characters


unusual encounter, she received a
cryptic message inviting her to join a
secretive group, a qabal established to
o p p o s e e v i l i n a l l i t s f o r m s , b u t e s p ecially those supernatural phenomena
which seem to be occuring with more
frequency as the turn of the century
approaches. While your character
learned nothing more about the
group, she knows that their sign is the
white rose, and that when they need
his help, she shall be contacted again.

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

may write for the DM, Heroes with


keen sensehearing may detect the
sound of breathing from the closed
wardrobe.
Since they are unusual and often
powerful, knacks cost more slots than
other proficiencies. Furthermore, a
LIVING D EATH h e r o m a y b e g i n t h e g a m e
with only one knack. The hero may
gain additional knacks only when he
a c q u i r e s a n e w n o n w e a p o n p r o f i c i e ncy slot by advancing in level. For
example, a soldier (warrior) character
may begin at first level with one
knack. Thereafter, he may not gain
another knack until reaching third
level; even then, he must have saved
one proficiency slot in order to gain a
knack that costs two slots, or have
saved two to gain one that costs three.
A p l a y e r m a y r e s e r v e a s m a n y p r o f iciency slots as desired.
A m b i d e x t e r i t y: T h i s k n a c k d o e s n o t
allow a hero to fight with a weapon in
each hand without penalty (it does
reduce the penalty by 2, for a-0 /-2
penalty). Rather, it allows a hero to
use either hand as his lead hand.
F o r i n s t a n c e , a n a m b i d e x t r o u s c h a r a cter with only one hand free could use
it at no penalty to throw a coat button
though his the bars of his prison cell.
L i k e w i s e , a w a r r i o r f e n c i n g l e f t - h a n de d c o u l d c h a n g e h a n d s w i t h o u t p e n a lty; but should he choose to fight with
a weapon in each hand, he must still
designate one as the lead hand.
A n i m a l A f f i n i t y: S i m i l a r t o t h e
rangers ability to modify the reaction
of animals, this knack allows the hero
to modify the reaction of a particular
category of animal (dogs, wolves,
domestic cats, great cats, horses,
birds, etc.). A successful proficiency
check requires the animal to make a
saving throw vs. rods. Failure of the
saving throw means that the hero can
move the animals reaction up to two
categories (from hostile to cautious,
or from cautious to friendly). Even if
the saving throw fails, as long as the
h e r o s r o l l f o r a n i m a l a f f i n i t y w a s s u ccessful, the animal in question will
prefer to attack others before the
hero.
Failure of the proficiency check
m e a n s t h a t t h e a n i m a l s r e a c t i o n s i mply does not change, though a natural
r o l l o f 2 0 a c t u a l l y w o r s e n s t h e a n im a l s r e a c t i o n t o t h e h e r o b y t w o c a tegories.
C a l c u l a t o r: H e r o e s w i t h t h i s k n a c k
are able to calculate arithmetic values
with lightning speed. Those with this
t a l e n t c a n b a l a n c e l o n g t a b l e s o f c a lculations in their heads in one-tenth
the time it would take an ordinary
person. Failure of the proficiency
Living Death Player Guide

check indicates that the calculation is


dramatically incorrect, but the hero
realizes he has become muddled. If
the check fails on a natural 20, the
hero is quite certain that he is correct,
even though he is absolutely wrong.
C o n n o i s s e u r: H e r o e s w i t h t h i s
knack are excellent judges of painting,
cuisine, winemaking, or brewing. Note
t h a t t h i s i s n o t s i m p l y a s p e c i a l i n t e rests proficiency; rather than simply
conveying knowledge of the subject,
this knack gives the hero an exquisite
appreciation for the art of his field. If
the hero has both a special interest in
a field and is also a connoisseur of it,
then either proficiency check is made
at a +2 bonus.
On a successful proficiency check,
the hero may not only identify the
peculiar qualities of the work (i.e.,
naming the vineyard and year of a
wine), but may also make fine value
judgments and commentary about the
work. This knack is especially useful
in determining the difference between
an original or authentic work and an
imitation.
When first taken, this knack must
be limited to a particular category:
cuisine of a nation, wine, beer,
liquors, painting, sculpture, music,
and so forth. Furthermore, the hero
m a y s p e c i a l i z e i n a p a r t i c u l a r s u b c a t egory of the chosen category, be it
Tuscan cuisine (rather than just
Italian),
Belgian
brewing,
16th
C e n t u r y s c u l p t u r e , e t c . I n h i s s p e c i a lized category, the hero gains a +2
bonus to the proficiency check.
Failure of a connoisseur proficiency
check means that the hero has failed
to grasp some important qualities of
the work; failure on a natural roll of
2 0 m e a n s t h a t t h e h e r o m a k e s a b l i n dingly
bad
judgmentpotentially
embarrassing if other connoisseurs of
the same field are present.
E s t i m a t o r: T h o s e w i t h t h i s k n a c k
can make quick and accurate guesses
about a chosen value. When a hero
first this talent, it must be for only
one of those three values: numbers,
weights, or distances. It is possible for
a hero to take this knack a second
time in a different value.
Numbers estimators may guess
the number of books on a shelf or the
number of pedestrians on a busy
street. Weight estimators often work
at sideshows but can also guess the
weights of much larger objects than
human beings. Distance estimators
are valued as scouts in the military.
On a successful proficiency check,
estimators can guess values within
10% (roll 1d10) of the actual value
after 14 rounds of observation.
Failure means that the estimator is

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

uncertain and realizes it; failure on a


natural roll of 20 means that the hero
is 2080% inaccurate but is sure that
he is correct.
F e i g n D e a t h: A s u c c e s s f u l u s e o f t h i s
knack places the hero in the same
cataleptic state created by the thirdlevel wizard spell of the same name.
The hero can maintain the feign death
condition for up to one hour plus one
turn per point under his knack score
he rolled on the check. For example, a
character with a Constitution of 13
(and thus a knack score of 12) rolls a
9 on his check. He may feign death for
one hour and three (12_9=3) turns.
Failure of the proficiency check
indicates that the hero cannot achieve
the cataleptic state and is merely
playing dead. A successful Charisma
check allows the ruse to convince a
casual viewer, but failure means that
the hero inadvertently gives away
some tell-tale sign of life (breathing,
movement of the eyelids, etc.). On a
natural roll of 20, the hero not only
fails to feign death but also makes
some clear sign that he lives (a sneeze,
for instance).
K e e n S e n s e: H e r o e s w i t h t h i s k n a c k
m u s t c h o o s e o n e o f t h e f i v e b a s i c s e n ses to enhance: sight, hearing, smell,
taste, or touch. This knack gives the
h e r o t h e h i g h e s t p o s s i b l e h u m a n p e rception with the chosen sense. A hero
with keen sensesight can see as far
a n d a s c l e a r l y a s t h e b e s t s h a r p s h o o ter; one with keen sensetaste can
detect the most subtle trace of poison
in his dinner, as long as a human
could do so.
Failure of this knack indicates
t h a t t h e h e r o s s e n s e s o p e r a t e n o b e tter than human average, not that the
hero becomes desensitized or gains
false information. Heroes who begin
the game with this knack may later
upgrade it to uncanny sense by
assigning an additional proficiency
slot to it.
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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

made at only a -2 penalty. Only if the


hero is very familiar with his subject
(acquainted for months) does the roll
suffer no penalty.

just as well as anyone who had read it


at the normal rate, this talent does not
convey any special understanding or
retention of the material read.

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

Living Death Player Guide

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

Wealth in the Living Death


Campaign
In order to account for the fact that
the heroes do have a "day job" of
some sort, we developed the wealth
chart. Starting money remains the
same; you start with maximum for
your class or kit and spend what you
wish on equipment. Whatever is left
over goes in the "Cached" column
under "Wealth" on your character
sheet. This money is assumed to be in
a bank or under your mattress.
At the start of each tournament,
you will receive a set amount of cash.
This cash represents the amount of
disposable income available to you.
The amount is based on your class or
kit and adjusted by the average of
your Wisdom and Charisma (rounded
up).
Y o u r c a c h e d f u n d s a r e o n l y a v a i lable if you are able to go to your local
bank or you can telegraph for funds
while away from home (i.e., you are
somewhere that has both a telegraph
and a bank), or at the beginning of a
tournament.
At the end of the adventure any
leftover funds may be added to
cached wealth or simply spent. This
a l l o w s h e r o e s t o s a v e m o n e y f o r a s p ecial purpose or unexpected expense.
To read the chart, check your
class/kit description, find the starting
money column and note how many d6
are listed there. The number of d6
tells you which column to use on the
chart. Then, add your Wisdom and
Charisma scores together and divide
by two. Round up any fractions. Find
this number on the left-hand side of
the chart. Read across that line until
you get to the correct column your
character will receive this amount of
money at the start of each adventure.
For example, if you were a soldier
(3d6) whose average of wisdom and
charisma is 12, you would have
$37.80 cash on hand at the start of
the adventure.

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