By
Peter Kirby
This essay details a system whereby the
First Edition Advanced Dungeons & Dragons RPG Player Character
can be converted to the Lejendary Adventure game system Avatar.
At present, the system is limited to the
following AD&D game races: human, dwarf; hill and mountain,
elf; sylvan and wild, gnome, half-ogre and half-orc. It does
not yet detail either equipment or magical item conversion.
While the former is a rather simple matter that the Lejend
Master (LM) can manage without help, the latter is another
matter altogether. The conversion of magical to Extraordinary
Items will, however, have to await another day when a lengthy
treatment can be given.
The system may be used for non-player characters,
although it is recommended only for exceptional types. It
should not, under any circumstances, be used to convert either
monster or deity.
At its most simple, the 18 steps detailed
below convert characters by firstly rendering them as they
would have been as newly created Avatars. Merits, as determined
by the characters level, are then spent in or on key Abilities,
being those Abilities equivalent to the capabilities possessed
by the character in AD&D, hopefully leaving the LM and/or
the player with a faithful version of the AD&D game charactera
faithful version being one that whilst not being identical
never the less manages to capture both the feel and overall
general capabilities of the original.
LMs should note that, whilst accepting that
it is impossible to render an identical version of the PC,
this conversion system is designed to render the PC as the
PC is, not as the Player Character could have been had the
Lejendary Adventure game system been used from that character's
inception.
Considering the substantial differences
in the two systems, and in an effort to curb any possible
resentment that could later be leveled, Lejend Masters who
intend to conduct adventures with LA RPG versions of beloved
AD&D game characters should consider treating the Avatars
as alternate reality versions of the PCs, rather than the
PCs themselves. This treatment could also be extended to the
campaign, possibly allowing the LM to make use of the Lejendary
Earth World Setting and the adventures set there in.
This work is only a beginning. It is hoped
that alterations, additions or comments will be forthcoming
from other LMs and players, familiar with both systems, to
improve its usefulness for all converts.
When, after reading and deciding to utilize
the system here presented, be sure to gather all your players
together so as to be able to manage the conversion process
in one sitting. It is a complex and time-consuming exercise,
and by having to go through it but once for PCslater on alone
for NPCsis very much to be desired.
Step 1: Determine
Avatar race:
Use the following table to find the LA racial
equivalent for the character's race.
Race Treat as LA
- Dwarf
- Gray ©
- Hill Dwarf
- Mountain Dwarf
- Elf
- Dark Huldraª
- Gray Lyf or Alfª
- High Elfª
- Valley ©
- Wild Wylf
- Wood Ilf
- Gnome
- Deep Gnome
- Surface Gnome
- Half-Elf ©
- Halfling ©
- Half-Ogre Oaf, Major or Orc, Greater¨
- Half-Orc Oaf, typical or Orc (any save
Greater)¨
- Human Human
© Equivalent currently not known or,
in the case of hybrids, uncertain as to treatment to be given
to such creatures. If the Avatar is to be an alternate reality
version of the PC, the Lejend Master may wish to give the
player the option of converting the character to a different
race.
ª Avatars of this race are currently
unavailable. If the LM has no desire to generate such material,
the character should be converted to either a wylf or an ilf.
Treat PC gray elves as lyfs. NAC gray
elves of sufficiently high station may at the LMs option be
treated as alves.
Psychogenics must be selected as either
the 1st Ability or the 2nd Ability.
¨ Player's option.
Step 2: Remove any bonuses or penalties
that were due to character race:
Pre-race modification Charisma is the character's
current Charisma score with respect to their own race.
Uncertainty over any unmodified character
ability score should be resolved by an appropriate, as determined
by the LM, die roll.
Step 3: Remove any character ability points
that were gained during the course of the campaign:
There are several ways in which a character
may have gained additional ability points. Examples include
wishes, level progression; for cavalier class characters,
tomes and even strange fruit.
The LM must keep a record for each character
of any points deducted, as these will be returned at step
17
Step 4: Determine initial (pre-adventure)
Health, Precision and Speed:
This step applies to the Alfar/non-human
game character, as well as the human game character.
Start by dividing the 100 base points, in
the usual fashion, between each of the 3 Ratings. In doing
so, reference should be made to the character's anticipated
initial Abilities and, for the Alfar/non-human game character,
step 5.
In allocating the 100 base points, the LM
must ensure that he or she is in no way influenced by the
die rolls, generated by the equations, below. In general a
standard 45, 45, 10 set-up should be favoured, with adjustments
of no more than 5 points; but remembering that Speed must
be no lower than 8 and no greater than 12; being allowed to
take into consideration the general nature of the character
and the anticipated initial Abilities.
After allocating the 100 base points, use
the following equations to determine the additional points
that are to be added to the character's Health, Precision
and Speed. Fractions, except for the Precision equation, should
be round up to the nearest whole or, in the case of Speed,
half number. With respect to Precision, fractions should be
round to the nearest whole number - halves being round up.
Health: (Wisdom + Constitution + Charisma
- 14)/2
Precision: (Strength + Intelligence + Dexterity
- 4)/5
Speed: 0.5 + 0.5 if Dexterity 12 or greater
+ 0.5 if either Wisdom or Intelligence is 12 or greater
Step 5: Incorporate Alfar/non-human modifications:
Modify the Health, Precision and Speed of
the Alfar/non-human game character as shown by the table below.
Alfar/Non-Human Race H P S
Alf (+4 +3 +3)
Dwarf +4 No Adj. -2
Elf (+3 +2 +2)
Gnome -4 +2 -2.5
Huldra (No Adj. +2 +2)
Ilf +6 +4 +1.5
Lyf (+5 +4 +3.5)
Oaf, Major +30 -10 -6
Oaf, typical +24 -12 -5.5
Orc +26 -10 -4.5
Orc, Greater +34 -8 -5
Orc, Lesser +24 -12 -3.5
Wylf -6 +2 +2.5
Step 6: Select initial Abilities:
The optional step 10 provides initial Ability
and Order suggestions for each character class. The LM may
wish to refer to that information before proceeding with this
and the following three steps.
The Lejend Master should select, but not
order, the four Abilities, Weapons being a compulsory fifth,
that best reflect the capabilities of the character.
As we are at this point dealing only with
initial Abilities, the Abilities selected should reflect those
held by the character before 9th level.
Whilst the Avatar Orders provide useful
guidelines for determining initial Abilities, the LM must
ensure that the selections made are faithful to the original
character. Choices that are made to obtain a better starting
Order Rank must be avoided.
Step 7: Select Order / 1st Ability:
After the initial Abilities have been selected,
the LM should move on to consider Order/1st Ability. This
should not be difficult, and is thus left in the capable hands
of the LM.
Step 8: Rank remaining Abilities:
The Lejend Master should rank the remaining
Abilities. The LM, however, should not rank Abilities in such
a way that it would disqualify the Avatar from progressing
in what would otherwise be an appropriate choice of Order
for the character in question, e.g. by ranking Physique at
the 2nd position for a fighter (which would disqualify that
character from progressing beyond 12th rank in the Soldier
Order). In such cases, the LM should adjust the ranking or,
possibly, the Abilities selected themselves. Further changes
can always be made later, at step 16.
Step 9: Add initial Ability selection bonuses:
Add all applicable bonuses, whether it be
to Health, Precision or Speed, stemming from the selection
of the initial Abilities.
Step 10: [OPTIONAL] Character class, Order
and initial Abilities:
The following optional information is designed
to assist LMs in selecting the 5 initial Abilities, and an
appropriate Order, for any given character class. In some
instances, the information also provides suggestions for Abilities
that would have, or would most likely have, been acquired
by a character of that class with level progression. As with
this document in general, the information is aimed at a faithful
conversion rather than a fanciful one.
Character classes, with sub-classes listed
under the appropriate class heading, are listed alphabetically,
except in the case of the Monk and the Bard, which are discussed
last.
Alfar/Non-human game characters, having
fewer choices with respect to initial Ability selection, are
usually more easily handled, and are thus not given a separate
treatment below.
The LM must include all additions to the
Health, Precision and/or Speed of the Avatar that may result
from initial Ability selection.
Cavalier
Use the Noble Order for this character class.
Initial Abilities should be the four listed for that Order.
The 5th Ability is left to the discretion
of the LM, to be decided with the player's assistance if required.
Suggested initial Abilities: Chivalry, Weapons,
Hunt, Physique, 5th.
PALADIN
The Noble Order with the inclusion of Theurgy
as either the 3rd, 4th or 5th Ability selected is probably
the best Order for this character class. This, however, will
ultimately depend upon how the character class generally and
the PC specifically, have been interpreted within the campaign.
Paladins based on a Knights Templar model, for example, may
be better rendered as Ecclesiastic Order or, more probably,
Unordered Avatars.
LMs may well find players bemoaning the
loss of many of the benefits that were common to characters
of this class, e.g. immunity to disease, protection from evil
aura etc. Theurgy Ability more than adequately covers many
of these benefits. At the same time, and perhaps more importantly,
it also provides generous 'compensation', giving the character
new power, by providing the player with the means where by
additional theurgical Powers can be gained at a considerable
level of accomplishment with relative ease and, by giving
the character all the Invocations and Rites of Theurgy. Additionally,
in special cases, the awarding of an appropriate Knack will
likely compensate for any shortcoming. There is, thus, no
reason for complaint.
Suggested initial Abilities: Chivalry, Weapons,
Hunt, Physique, Theurgy.
Cleric
The Order that best reflects this character
class is the Ecclesiastic Order.
Given the breadth of the spell types available
to this character class, the effects of which by LA standards
properly belong to at least 3 different Abilities - namely
Theurgy, Necrourgy and Divination - a character of this class
will have at least two Extraordinary Abilities as their initial
picks. Theurgy is an obvious and necessary first choice. The
nature of the other Ability, however, will depend on the alignment
and the actions of the character, particularly in the selection
and use of spells during the course of the campaign. Generally,
Divination will be the additional Extraordinary Ability held
by good clerics, as one of the first three Abilities. Evil
clerics, on the other hand, will possess Necrourgy, at a similar
position. Neutral clerics could conceivably have both. For
player characters, the LM should avoid solely relying upon
alignment. Rather, he or she should look at the spells that
were typically used, or the spells that would have been used
had the moment arose. If the PC controlled, rather than destroyed
or turned undead, or used any spells involving communication
with, creation, or control of the dead/undead, then the Avatar
should have Necrourgy. Likewise, if use was made of divinatory
magics, such as Divination, Commune, and the various detection
spells, then the Avatar should be given Divination.
In addition to, or instead of, Divination
or Necrourgy, the nature of the character's deity may be such
to require the character to possess some other Ability, whether
extraordinary or otherwise. The nature of any such Ability
is a matter best left to the LM to decide.
Further to an additional Extraordinary Ability,
the cleric character is likely to have chose Weapons as one
of the 4 initial picks, and to have ranked that Ability at
either the 3rd or 4th position.
At higher levels, a character of this class,
if evil, or possibly even neutral, will have also acquired
Sorcery.
Suggested initial Abilities: Theurgy, Necrourgy
or Divination, Scrutiny, Weapons, Physique.
DRUID
This character class is perhaps one of the
toughest to convert, as there are several different Abilities
that could all quite reasonably be selected as the Avatar's
1st Ability. The Druid's priestly nature, of sorts, for example,
suggests Theurgy yet most of the spells available to the Druid
are more rather Geourgy. And, what about those woodland skills?
Despite the uncertainty over what is the
most appropriate primary Ability, the Druid would ultimately
seem to be best rendered as an Ecclesiastic Order Avatar or,
failing that, an Unordered Avatar.
Suggested initial Abilities: Ecclesiastic
Order: Theurgy (Invocation of Service), Savagery or Ranging,
Geourgy, Weapons, Rustic; Unordered: Savagery or Ranging,
Theurgy (Invocation of Service), Geourgy, Weapons, Rustic.
Fighter
Use the Soldier Order for this character
class.
Likely contenders for the 5th Ability position
are Archery, Unarmed Combat, Rustic or Urbane.
Savagery, Nomadic or Chivalry should not
be included as initial abilities unless the character had
a background supporting the inclusion of the ability, in which
case it should be rendered the 5th Ability.
Merits should be spent at step 16, if necessary,
to raise Physique Ability so as to reflect high PC/NPC Strength.
Suggested initial Abilities: Weapons, Planning,
Ranging, Physique, 5th.
BARBARIAN
Although the Soldier Order can be used for
this character class, the Barbarian is best rendered Unordered.
Suggested initial Abilities: Unordered:
Savagery or Nomadic, Weapons, Physique, Waterfaring or Archery
or Hunt, Unarmed Combat or Hunt; Soldier Order: Weapons, Savagery
or Nomadic, Waterfaring or Archery or Hunt, Unarmed Combat
or Hunt, Planning.
RANGER
Use the Forester Order for this character
class.
Savagery should be selected as the 5th Ability
to compensate for the loss of the damage bonus against 'giant
class' creatures.
If the Ranger's spell casting abilities,
for higher level characters, are to be retained, merits should
be spent at step 16 to purchase Geourgy and/or Enchantment.
Suggested initial Abilities: Hunt, Weapons,
Archery, Rustic, Savagery
Magic-user
The temptation for evil characters, of this
class, is to nominate either Sorcery or Necrourgy as the 1st
Ability, and declare the character to be either a Demonurge
or Warlock Order Avatar. Whilst this can be done for NPCs,
it should not be done for PCs, as those abilities do not accurately
reflect the type of magics that were available to, and would
have been used by, the character prior to 9th level.
The selection of spells available to the
magic-user prior to 9th level suggests that the Avatar in
this instance will be either an Elementalist or a Mage. Either
way, both Geourgy and Enchantment will feature as two of the
first three Abilities. Evil magic-users, and possibly even
neutral sorts, may also possess Necrourgy. Whilst good magic-users,
or possibly even neutral sorts, may also possess Divination.
A high level neutral or evil character of
this class will have also acquired Sorcery Ability.
Suggested initial Abilities: Elementalist
Order: Geourgy, Arcana, Enchantment, Pantology or Necrourgy
or Divination, Weapons; Mage Order: Enchantment, Arcana, Geourgy,
Learning or Necrourgy or Divination, Weapons
ILLUSIONIST
Use the Mage Order for this character class.
The nature of any non-Order Abilities that
may have been selected is left to the LMs discretion. Mechanics,
Tricks and/or Minstrelsy may be appropriate inclusions.
Suggested initial Abilities: Enchantment,
Arcana, Learning, Metalurgy, Weapons.
Thief
Use the Desperado Order for this character
class.
Stealth should be placed at the second position
in order to reflect the Thief's ability to both move silently
and hide in shadows.
Scrutiny Ability, being the Ability that
probably best encompasses the Thief's increased capacity to
detect (hear) noise, should be acquired at step 16.
Suggested initial Abilities: Stealing, Stealth,
Urbane, Evaluation, Weapons.
ACROBAT
The temptation with this character class,
as with the Bard below, is to use an Order that whilst having
a title that 'sounds right' does not equate well with the
character class. In this instance, the Order that sounds the
part, but is not, is the Rouge Order. Unfortunately, the Abilities
required for Rouge Order membership, with the exception of
Stealth, and the ranking of those Abilities, do not reflect
the skills possessed by the thief-acrobat. The Desperado Order
does a much better job, but is still not ideal. It is thus
recommended that the thief-acrobat be rendered Unordered.
Physique Ability may feature as an initial
selection or form a likely step 16 acquisition.
Suggested initial Abilities: Unordered:
Stealth, Stealing, Urbane, Minstrelsy, Weapons; Desperado
Order: Stealing, Stealth, Urbane, Minstrelsy, Weapons.
ASSASSIN
Use the Assassin Order (as found in the
MALEDICTED Sourcebook) or, failing that, the Rogue Order.
If using the Assassin Order, Stealing Ability
should be left to be acquired as a rank bonus at 7th Rank.
If the Rouge Order is used, Urbane should
be selected as the 5th Ability. Stealing Ability should also
be acquired at step 16.
Suggested initial Abilities: Assassin Order:
Tricks, Urbane, Weapons, Stealth, Pretense; Rouge Order: Pretense,
Weapons, Stealth, Tricks, Urbane.
Monk
For the present, characters of this class
are best rendered Unordered.
In addition to the Abilities suggested below
as initial Abilities, the Monk will possess Minstrelsy, and
could conceivably have Physique and/or Learning. Minstrelsy,
at the very least, should be acquired at step 16.
Suggested initial Abilities: Unarmed Combat,
Scrutiny, Psychogenic, Stealth, Weapons.
Bard
Although the Jongleur Order would seem to
be the most likely candidate for this character class, the
Bard is probably best rendered as either a Soldier or Noble
Order Avatar with Minstrelsy selected as the 5th Ability.
Irrespective of which Order is selected,
members of this character class will be unlikely to have progressed
far in terms of Rank as the vast majority of Merits will have
been channeled into acquiring new Abilities rather than progressing
in the old.
Additional Abilities that will be possessed,
and which should thus be acquired at step 16 are, in order:
6th Stealth
7th Stealing or Pretense
8th Geourgy or Theurgy or Enchantment
9th Arcana
10th Learning.
Suggested initial Abilities: Noble Order:
Chivalry, Weapons, Hunt, Physique, Minstrelsy; Soldier Order:
Weapons, Planning, Ranging, Physique, Minstrelsy.
Step 11: Determine initial Ability Scores
and starting Rank:
Determine initial Ability scores in the
same way that would normally take place for a newly created
Avatar. If in doubt as to what that way may be, please refer
to the Lejendary Rules for All Players book.
Consult the Avatar Orders to determine starting
Rank.
Step 12: Calculate available Merits:
For levels 1 through to 6 award the character
1,500 Merits per level.
For levels 7 through to 9 award the character
2,500 Merits per level.
For levels 10 or greater award the character
7,500 Merits per level.
Multi-classed characters and characters
with more than one class should be awarded Merits for each
level that was obtained in each class.
Non-human characters may need to be awarded
additional Merits where racial restrictions rather than lack
of adventuring stopped level progression. The calculation
of any such Merits is left to the LM.
Step 13: Determine principle Ability and
Weapons Ability scores:
Use the following table to determine the
Avatar's Weapons Ability score. Use the same table, where
not otherwise unnecessary, to determine the Avatar's principle
Ability score.
If the Ability score indicated by the table
is lower than the Avatar's current score, no alterations to
the Ability should be made.
For some Avatars the principle Ability will
not be the principle Ability for the Avatar's Order. A thief-acrobat
being converted to a Desperado Order Avatar, for example,
would treat Stealth as the principle Ability, as opposed to
the Order's principle Ability Stealing. Other Avatars, such
as a converted Bard, may have no principle Ability at all,
at least none as far as the table is concerned.
It is important to keep in mind that a high
principal Ability score alone does not equate well with a
high PC/NPC level. An AD&D Archmage, for example, is much
more than a 'mere' enchanter. LMs should thus not be too concerned
if the principle Ability score indicated seems a little high,
as that Ability is only one facet of the 'complete' character.
The Ability score range, in the Weapons/Principle
Ability Score Table, is designed to take into account experience
point considerations. Characters new to a level will be at
the base of the Ability score range, whilst those who were
on the verge of achieving a new, higher level will be at the
top of the range.
WEAPONS/PRINCIPLE ABILITY SCORE TABLE
Base Thaco PC Level Ability Score
20+ 0 0*
20 1 10-20
19 2 21-25
18 3 26-30
17 4 31-35
16 5 36-40
15 6 41-45
14 7 46-50
13 8 51-55
12 9 56-60
11 10 61-70
10 11 71-80
9 12 81-90
8 13 91-100
7 14 101-110
6 15 111-120
5 16 121-130
4 17 131+
* Minimum Weapons Ability is 10.
Step 14: Determine extent of Order Rank
bonuses:
The Lejend Master should proceed to trace
the Avatar's progression, from the Avatar's initial Rank to
the Rank indicated by the principle Ability score indicated
in the last step, recording any Order Rank Bonuses on the
character sheet, or preferably elsewhere, for inclusion at
steps 15 and 16.
It is quite possible that the Avatar will
be lacking either one or more requisite Abilities that would,
if not acquired, stop Order progression. If the Lejend Master
is satisfied - the LM must be absolutely familiar with steps
15 and 16 before being able to be satisfied - that the Avatar
would have gained these requisite Abilities during the course
of adventuring, then the Lejend Master should proceed on the
basis, but not as yet make an Ability additions, that those
Abilities have been acquired.
Where the Lejend Master is of the opinion
that an Avatar would not have gained a requisite Ability or
where the Avatar's principle Ability was not the 1st Ability,
the Lejend Master must proceed to only record those bonuses
that would, in the Lejend Master's estimations, have been
acquired.
Lejend Masters should note that there is
a presumption, for this and following steps, that the player/Avatar
would have acquired new Ability points and/or new Abilities
in such a way so as to maximize Order Rank bonuses.
Step 15: Incorporate Order Rank bonus Ability
points and/or deduct Merits to raise the principle Ability
and Weapons Ability scores to the levels indicated by step
13:
All relevant (principle Ability and Weapons
Ability) Order Rank bonus Ability points should be incorporated
first. Merits, if necessary, should then be deducted.
Please note that no score may be altered
in such a way as to be greater than the level indicated by
step 13. The exception to this dictum is where the Avatar
started with a higher score. In such instances, the relevant
score should be left untouched at the initial level.
Step 16: Allocate remaining Merits:
The purpose of this step is to make additional
alterations to the character, whether it be to scores, Ratings
or Abilities possessed, so as to reflect the character, in
all respects, as he or she is at the character's current level.
In order to achieve this the LM needs to consult both the
character and the character class of the character.
The LM should ask the following questions
for each of the characters being converted:
- Is there a need for adjustments to be
made to the Health, Precision and/or Speed of the game character?
- What new Abilities need to be acquired,
whether to reflect new skills/abilities that were gained
with level progression or otherwise?
- What is the character's current Ability
score in each of the character's Abilities, including any
new Abilities acquired during this step?
- Adjustments to game character ratings
will usually only be necessary when the LM feels that the
character is now at a disadvantage, usually in combat, which
was not previously the case. Such adjustments will tend
to be made to the Health of the character.
Possible reasons for acquiring a new Ability
include:
- A new skill/ability was gained with level
progression, which is properly the domain of a new Ability;
- To reflect the acquisition of any new
spells, possibly also having come with level progression,
the nature of which properly belong to a new Ability;
- In order to reflect martial considerations,
whether due to weapons proficiency, high Strength or Dexterity,
or Weapon Specialization;
- So as to cover any Non-weapon Proficiencies;
and
- To reflect the possession of any other
skill that was an important part of the character, but which
was possessed without reference to any game statistic.
In determining appropriate Ability score
levels, the LM should make use of any 'hints' provided. 'Hints'
include any skill related tables or percentages given for
a particular character class (e.g. the Thief Function Table)
or any statements that refer to a character's chance of being
able to perform a skill related function via reference to
another character class (e.g. in the case of the Paladin's
chance to 'turn undead'). Naturally, it is vital that the
LM know what the Ability equivalent for any skill may be.
If there is an absence of an appropriate hint, the LM must
rely upon common sense. Generally speaking though, all the
LM need remember is that it will only be on rare occasions
that a character will have another Ability at a higher score
than their 1st Ability. It is also worth remembering that
some of the Abilities possessed by the Avatar may have undergone
little, if any, change.
The LM should assume
that the player/character would have acquired new Abilities
and/or Ability points in such a way so as to maximize Order
bonuses.
All Order Rank bonus
Ability points must be incorporated before any Merits are
deducted to raise Ability scores. Where an Ability is not
yet possessed to which such points are due, the relevant additions
should be incorporated immediately upon the Ability's acquisition.
Other Order Rank
bonuses (new Abilities, items etc) can, if desired, be added
at the end of this step.
Where hints as to
an appropriate score for any Ability is given, the Lejend
Master should generally defer from adding any additional points
that would raise the Ability score above that level
All Merits should
be used by the conclusion of this step. Where the Lejend Master
is experiencing difficulty in distributing points, thought
should be given to acquiring new Base Ratings points, Scrutiny,
Ranging and/or Arcana.
The following, detailing
Minstrelsy Ability Scores for the thief-acrobat and Physique
Ability equivalents for high character Strength, may prove
to be of some assistance to the LM.
Thief-Acrobat Minstrelsy
Scores:
Thief-Acrobat Minstrelsy
Table
TA Level Minstrelsy
Score
10-20
21-30
11 31-40
41-50
51-60
61-70
71-80
81-90
91-100
101-110
111-120
121-130
131+
Strength to Physique Ability:
Two sets of Physique
Ability Scores are provided. The first, marked 'Option 1',
are loosely based on an unencumbered movement to carrying
capacity conversion, whilst the second, marked 'Option 2',
are based on the bend bars/lift gates percentages provided
in the Players Handbook. As the second set more accurately
reflect what was possible for the human Avatar from inception,
it should be preferred; at least for human Avatars.
Lejend Masters must
remember that the following is only provided to indicate what
might be an appropriate Physique Score for a high Strength
character. If the character does not have the Merits to reach
that score then no additional points should be provided by
the LM to do so.
Strength to Physique
Ability Table
Strength Option 1
Option 2
13 10 no adjustment
14 11-20 no adjustment
15 21-30 01-10
16 31-40 11-20
17 41-50 21-30
18 51-60 31-40
18/01-50 69-70 41-50
18/51-75 71-90 51-60
18/76-90 91-110 61-70
18/91-99 110-130
71-80
18/00 131+ 81-90
Step 17: Reinstate
all character ability points removed at step 2:
For every whole character
ability point gained during the course of the campaign, or
for the use of any means that would have resulted in an increase
of a whole ability point on a one for one basis if not subject
to restrictions (e.g. a wish (which will only raise an ability
by a 10th of a point after an ability score of 16 has been
reached)), allocate 3,000 Merit points to the Avatar. These
merits must be kept separate from any that may remain after
step 16. They must immediately be used to raise Base Ratings
and/or Ability scores, or to buy new Abilities.
It is for the Lejend
Master, and the Lejend Master alone, to determine how the
merits gained with this step are spent. The LM, however, must
keep in mind what the player's purpose was in adjusting any
character ability score. If there was no purpose, or the purpose
effectively amounted to what would be an alteration of a Rating,
then an appropriate Rating should be modified accordingly.
Where, however, the player was seeking to gain some
skill based advantage, whether in combat or otherwise, the
LM needs to apply either part or all of the merits from that
character ability point to an appropriate set of Abilities,
a 'set' being at least two.
All remaining merits gained at this step
are lost to the Avatar at this step's conclusion.
Step 18: Final adjustments
Does the Avatar look 'right'? If not, the
LM should make any necessary adjustments. If so, the LM needs
to move on to consider Repute, Knacks & Quirks, equipment,
and possibly even Powers. For now, however, the conversion
guide ends here.
ALTERATIONS, ADDITIONS OR OTHER CONTRIBUTIONS:
Gary Gygax, Tony McArdle, James (The Gygax-List's 'Lejend
Lord') M. Zoshak
Appendix A: Example
Convert the following characters (loosely
based on PCs/NPCs from late 80s campaign):
Bombada, Human, Cleric 10:
Str 16, Int 12, Wis 15, Dex 16, Con 12, Chr 17
Nevek, Sylvan Elf , Fighter/Mage 8/8:
Str 19, Int 17, Wis 11, Dex 17, Con 15, Chr 12
Olaf the Sledge, Dwarf, Fighter 9:
Str 18/96, Int 9, Wis 10, Dex 17, Con 18, Chr 8 (9)
Pharnouc de Fazaar, Human, Thief 16:
Str 8, Int 15, Wis 10, Dex 19, Con 16, Chr 13
Sir Radavik Tyshenovsky, Human, Paladin
12:
Str 18/00, Int 10, Wis 16, Dex 16/76, Con 15/88, Chr 18/28
Step 1: Determine Avatar race:
Bombada: Human
Nevek: Ilf
Olaf: Dwarf
Pharnouc: Human
Radavik: Human
Step 2: Remove any bonuses or penalties
that were due to character race:
Bombada: Str 16, Int 12, Wis 15, Dex 16
Con 12, Chr 17
Nevek: Str 18, Int 17, Wis 11, Dex 17, Con
15, Chr 12
Olaf: Str 18/96, Int 9, Wis 10, Dex 18,
Con 17, Chr 9
Pharnouc: Str 8, Int 15, Wis 10, Dex 19,
Con 16, Chr 13
Radavik: Str 18/00, Int 10, Wis 16, Dex
16, Con 15, Chr 18
Step 3: Remove any character ability points
that were gained during the course of the campaign:
Bombada (-1): Str 16, Int 12, Wis 15, Dex
16, Con 12, Chr 16
Nevek (-1): Str 17, Int 17, Wis 11, Dex
17, Com 15, Chr 12
Olaf: Str 18/96, Int 9, Wis 10, Dex 18,
Con 17, Chr 9
Pharnouc (-2): Str 8, Int 15, Wis 10, Dex
18, Con 15, Chr 13
Radavik (-4): Str 18/75, Int 10, Wis 16,
Dex 15, Con 15, Chr 16
Step 4: Determine initial (pre-adventure)
Health, Precision and Speed:
Anticipated initial Abilities
M = Mandatory, H=Health Based, P=Precision
Based, S=Speed Based.
Bombada: Theurgy (S), Weapons (P), Planning
(H), Scrutiny (P), Physique (5th)
Nevek: Geourgy (S), Arcana (S), Weapons
(Mandatory), Hunt (M), Stealth (M), Physique (6th)
Olaf: Weapons (P), Unarmed Combat (HPS),
Physique (M), Planning (M), Mechanics (M), Luck (6th)
Pharnouc: Stealing (P), Stealth (P), Urbane
(P), Weapons (P), Evaluation (5th)
Radavik: Chivalry (H), Weapons (P), Theurgy
(S), Hunt (P), Scrutiny (5th)
Allocate Base Rating Points:
Bombada: H43 P45 S12
Nevek: H44 P45 S12
Olaf: H41 P47 S12
Pharnouc: H47 P42 S11
Radavik: H45 P45 S10
Additional points (from equations)
Bombada: H15 P8 S1.5
Nevek: H12 P9 S1.5
Olaf: H11 P8 S1
Pharnouc: H12 P7 S1.5
Radavik: H17 P8 S1.5
Totals
Bombada: H58 P53 S13.5
Nevek: H56 P54 S12.5
Olaf: H52 P55 S13
Pharnouc: H59 P49 S12.5
Radavik: H62 P53 S11.5
Step 5: Incorporate Alfar/non-human modifications:
Bombada: H58 P53 S13.5
Nevek: H62 P58 S14
Olaf: H56 P55 S11
Pharnouc: H59 P49 S12.5
Radavik: H62 P53 S11.5
Steps 6-8: Order and initials Abilities:
Referring to step 10 above, but letting
familiarity with the characters be the final determinant.
Bombada: Ecclesiastic Order: Theurgy, Scrutiny,
Weapons, Planning, Physique
Nevek: Elementalist Order: Geourgy, Arcana,
Weapons, Hunt, Stealth, Physique
Olaf: Unordered: Weapons, Unarmed Combat,
Physique, Planning, Mechanics, Luck
Pharnouc: Desperado Order: Stealing, Stealth,
Urbane, Weapons, Evaluation
Radavik: Noble Order: Chivalry, Weapons,
Theurgy, Hunt, Scrutiny
Step 9: Add initial Ability selection bonuses:
Bombada: (H2, P4, S0.5) H60 P57 S14
Nevek: (S1) H62 P58 S15
Olaf: (H1, P3, S0.25) H57 P58 S11.25
Pharnouc: (P8) H59 P57 S12.5
Radavik: (H2, P4, S0.5) H64 P57 S12
Step 11: Determine initial Ability Scores
and starting Rank:
Bombada Nevek
Rank: 10th, Novice Rank: 11th, Elemental
Practitioner
Theurgy 56 Geourgy 60
Scrutiny 46 Arcana 48
Weapons 34 Weapons 41
Planning 24 Hunt 35
Physique 10 Stealth 29
Physique 10
Olaf Pharnouc
Unordered Rank: 10th, Hoodlum
Weapons 58 Stealing 57
Unarmed Combat 43 Stealth 46
Physique 40 Urbane 34
Planning 34 Weapons 23
Mechanics 29 Evaluation 10
Luck 10
Radavik
Rank: 10th, Arminger
Chivalry 64
Weapons 46
Theurgy 29
Hunt 26
Scrutiny 10
Step 12: Calculate available Merits:
Bombada: 24,000
Nevek: 28,000
Olaf: 16,500
Pharnouc: 69,000
Radavik: 39,000
Step 13: Determine principle Ability and
Weapons Ability scores:
Bombada: Theurgy 69, Weapons 50
Nevek: Geourgy 60 (55 indicated by table),
Weapons 55
Olaf: Weapons 60
Pharnouc: Stealing 123, Weapons 53 (use
Thaco 13 for lvls 15-16)
Radavik: Chivalry 85, Weapons 85
Step 14: Determine extent of Order Rank
bonuses:
Bombada
Rank
Initial Rank: 10th, Novice
Final Rank: 8th, Almoner
Bonuses
Theurgy +1
Scrutiny +2
Physique +7
Learning +2
Weapons +10
Miscellaneous: 2 Memory Tablets, 2 Rites
and 4 Powers (at 9th Rank)
Nevek
Rank
Initial Rank: 11th, Elemental Practitioner
Final Rank: 9th, Learned Geourgist
Bonuses
Arcana +2
Pantology +2
Ranging +2
Weapons +5
Miscellaneous: Memory Tablet (10th) and
1 Power (9th)
Note: As Nevek commenced adventuring with
Geourgy at 60, he would not have been able to take advantage
of the 2 point bonus given to that Ability at 9th Rank.
Olaf
Unordered Avatar with 1st Ability, Weapons,
at less than 61, thus no bonuses.
Pharnouc
Rank
Initial Rank: 10th, Hoodlum
Final Rank: 2nd, Desperado Prince
Bonuses
Stealing +2
Urbane +10
Evaluation +10
Scrutiny +10
Weapons +20
Miscellaneous: 1 set finest criminal tools
(10th); Planning at 20, or 10 if already possessed (3rd);
Pretense at 20, or 10 if already possessed (2nd).
Radavik
Rank
Initial Rank: 10th, Arminger
Final Rank: 6th, Knight Banneret
Bonuses
Chivalry +1
Weapons +7
Hunt +7
Physique +7
Miscellaneous: Any sword and half-metal
armor (10th)
Note: As Sir Radavik commenced with Chivalry
at 64 (65 with 10th Rank bonus), 9th Rank would have been
skipped.
Step 15: Incorporate Order Rank bonus Ability
points and/or deduct Merits to raise the principle Ability
and Weapons Ability scores to the levels indicated by step
13:
Incorporate relevant bonuses:
Bombada
Weapons 34 + 10 = 44
Nevek
Weapons 41 + 5 = 46
Pharnouc
Stealing 57 + 2 = 59
Weapons 23 + 20 = 53
Radavik
Chivalry 64 + 1 = 65
Weapons 46 + 7 = 53
Deduct Merits to raise to step 13 levels:
Bombada
Raise Theurgy from 56 to 69, and Weapons
from 44 to 50.
Merits: 24,000 - (13 x 300) 3900 - (6 x
250) 1500 = 18,600
Nevek
Raise Weapons from 46 to 55.
Merits: 28,000 - (4 x 250) 1000 - (5 x 300)
1500 = 25,500
Olaf
Raise Weapons from 58 to 60.
Merits: 16,500 - (2 x 300) 600 = 15,900
Pharnouc
Raise Stealing from 59 to 123.
Merits: 69,000 - (6 x 300 + 25 x 350 + 23
x 400) = 49,250
Radavik
Raise Chivalry from 65 to 85, and Weapons
from 53 to 85.
Merits: 39,000 - (10 x 300 + 10 x 350) 6,500
- (22 x 300 + 10 x 350) 10,100 = 22,400
Step 16: Allocate remaining Merits:
The remainder of this example will upon
Sir Radavik.
Here are Sir Radavik's statistics thus far
(Step 13 adjusted scores are shown in brackets):
Name: Sir Radavik Tyshenovsky Race: Human
Order: Noble Rank: 10th, Arminger 1st Ability:
Chivalry
Base Ratings: H 64 P 57 S 12 AEPs 48
1st Ability Chivalry 65 (85)
2nd Ability Weapons 46 (85)
3rd Ability Theurgy 29
4th Ability Hunt 26
5th Ability Scrutiny 10
Misc. Info: Any sword and half-metal armor
possessed (10th Rank bonus)
Merits available: 22,400
Base Ratings
Speed is a bit low, but not to the point
where it is a 'must fix'. If, however, the Merits are available
after other acquisitions, this will be an appropriate place
to channel them.
New Abilities
New Abilities that will be acquired, if
there are sufficient Merits, and reasons for their acquisition,
are:
Physique: Requisite Ability. The character
possessed high Strength. Thus, Physique Ability is needed
to reflect this fact.
Arcana: To reflect encounters with lost/hidden
races/peoples, strange places, numerous other planar dwellers,
weird and wonderful items etc. Character also has knowledge,
well above the norm, of the struggle/s between great powers
(deities). Interest also exhibited in area.
Planning: To reflect mapping and exploration
skills. Also to reflect knowledge and interest in logistics,
leadership and military strategy.
Ability Scores / Fleshing out the character
Chivalry and Weapons levels were determined
at step 13.
Remembering the importance of faithfulness,
I continue to convert Sir Radavik as follows:
Acquire Physique Ability: Physique acquired
at 13. Remaining Merits: 19,900.
Incorporate Rank bonuses: New scores: Chivalry 85, Weapons
85, Theurgy 29, Hunt 33, Scrutiny 10, Physique 20, Arcana
10.
Determine Theurgy Score: Hint provided, character had the
ability to affect undead as a cleric 2 levels below paladin
level. Consulting the step 13 table, this places Theurgy in
the 61-70 range. Opt for 61. Remaining Merits: 11,350.
Raise Physique Ability to 40: Physique raised to 40. Remaining
Merits: 6350.
Buy Arcana Ability: Arcana acquired at 10. Remaining Merits:
3850.
Raise Scrutiny Ability score to 25: Suspicious by nature.
Experience has reinforced this inclination, Radavik learning
on more than one occasion that people, places and things are
not always what they seem. Remaining Merits: 550.
Raise Physique Ability to 42: Physique raised to 42. Remaining
Merits: 50.
We are left with the following:
Name: Sir Radavik Tyshenovsky Race: Human
Order: Noble Rank:6th, Knight Banneret 1st
Ability: Chivalry
Base Ratings: H 64 P 57 S 12 AEPs 48 (50)
1st Ability Chivalry 85
2nd Ability Weapons 85
3rd Ability Theurgy 61
4th Ability Hunt 33
5th Ability Scrutiny 25
6th Ability Physique 42
7th Ability Arcana 10
Misc. Info: Any sword and half-metal armor
possessed (10th Rank bonus)
Merits: 50
The others
Name: Bombada Race: Human
Order: Ecclesiastic Rank: 8th, Almoner 1st
Ability: Theurgy
Base Ratings: H 60 P 57 S 15 AEPs 60
1st Ability Theurgy 69
2nd Ability Scrutiny 50
3rd Ability Weapons 50
4th Ability Planning 40
5th Ability Physique 20
6th Ability Learning 12
7th Ability Ranging 20
8th Ability Geourgy 15
Misc. Info: 2 Memory Tablets, 2 Rites and
4 Powers (9th Rank bonus)
Merits: 100
Name: Nevek Race: Ilf
Order: Elementalist Rank: 9th, Learned Geourgist
1st Ability: Geourgy
Base Ratings: H 62 P 58 S 15 AEPs 60 (70)
1st Ability Geourgy 60
2nd Ability Arcana 50
3rd Ability Weapons 55
4th Ability Hunt 35
5th Ability Stealth 29
6th Ability Physique 52
7th Ability Pantology 15
8th Ability Ranging 15
9th Ability Enchantment 40
Misc. Info: Memory Tablet (10th Rank bonus)
and 1 Power (9th Rank bonus)
Merits: 0
Name: Olaf the Sledge Race: Dwarf
Order: Unordered Rank: - 1st Ability: Weapons
Base Ratings: H 57 P 58 S 12 AEPs 48
1st Ability Weapons 60
2nd Ability Unarmed Combat 50
3rd Ability Physique 70
4th Ability Planning 34
5th Ability Mechanics 29
6th Ability Luck 14
7th Ability Savagery 10
Misc. Info: -
Merits: 100
Name: Pharnouc de Fazaar Race: Human
Order: Desperado Rank: 2nd, Desperado Prince
1st Ability: Stealing
Base Ratings: H 60 P 57 S 13.5 AEPs 54
1st Ability Scrutiny 123
2nd Ability Stealth 121
3rd Ability Urbane 44
4th Ability Weapons 53
5th Ability Evaluation 20
6th Ability Scrutiny 50
7th Ability Tricks 20
8th Ability Minstrelsy 15
9th Ability Chivalry 12
10th Ability Planning 20
11th Ability Pretense 20
Misc. Info: 1 set finest criminal tools
(10th Rank bonus)
Merits: 100
Step 17: Reinstate all character ability
points removed at step 2:
(Back to Sir Radavik) Decide to deal with
the following points in the following manner:
2 Charisma = 6 Health
1 Dexterity = 1 Speed
1 Strength = 10 Physique (advice, under
step 17, weighed up and dismissed)
Name: Sir Radavik Tyshenovsky Race: Human
Order: Noble Rank: 6th, Knight Banneret
1st Ability: Chivalry
Base Ratings: H 70 P 57 S 13 AEPs 52 (54)
1st Ability Chivalry 85
2nd Ability Weapons 85
3rd Ability Theurgy 61
4th Ability Hunt 33
5th Ability Scrutiny 25
6th Ability Physique 52
7th Ability Arcana 10
Misc. Info: Any sword and half-metal armor
possessed (10th Rank bonus)
Merits: 50
The others
Name: Bombada Race: Human
Order: Ecclesiastic Rank: 8th, Almoner 1st
Ability: Theurgy
Base Ratings: H 63 P 57 S 15 AEPs 60
1st Ability Theurgy 69
2nd Ability Scrutiny 50
3rd Ability Weapons 50
4th Ability Planning 40
5th Ability Physique 20
6th Ability Learning 12
7th Ability Ranging 20
8th Ability Geourgy 15
Misc. Info: 2 Memory Tablets, 2 Rites and
4 Powers (9th Rank bonus)
Merits: 100
Name: Nevek Race: Ilf
Order: Elementalist Rank: 9th, Learned Geourgist
1st Ability: Geourgy
Base Ratings: H 62 P 58 S 15 AEPs 60 (70)
1st Ability Geourgy 60
2nd Ability Arcana 50
3rd Ability Weapons 55
4th Ability Hunt 35
5th Ability Stealth 29
6th Ability Physique 62
7th Ability Pantology 15
8th Ability Ranging 15
9th Ability Enchantment 40
Misc. Info: Memory Tablet (10th Rank bonus)
and 1 Power (9th Rank bonus)
Merits: 0
Name: Olaf the Sledge Race: Dwarf
Order: Unordered Rank: - 1st Ability: Weapons
Base Ratings: H 57 P 58 S 12 AEPs 48
1st Ability Weapons 60
2nd Ability Unarmed Combat 50
3rd Ability Physique 70
4th Ability Planning 34
5th Ability Mechanics 29
6th Ability Luck 14
7th Ability Savagery 10
Misc. Info: -
Merits: 100
Name: Pharnouc de Fazaar Race: Human
Order: Desperado Rank: 2nd, Desperado Prince
1st Ability: Stealing
Base Ratings: H 63 P 57 S 14.5 AEPs 58
1st Ability Stealing 123
2nd Ability Stealth 121
3rd Ability Urbane 44
4th Ability Weapons 53
5th Ability Evaluation 20
6th Ability Scrutiny 50
7th Ability Tricks 20
8th Ability Minstrelsy 15
9th Ability Chivalry 12
10th Ability Planning 20
11th Ability Pretense 20
Misc. Info: 1 set finest criminal tools
(10th Rank bonus)
Merits: 100
Step 18: Final adjustments:
All of the above look fine. However;
The Learned Adept, Setne Kamordeinen of
the Academy of Aragery (located on the Maledicted Plateau
in the Banir Wastes) informs us that activators of Extraordinary
Abilities such as Enchantment, Geourgy, Necromancy, Sorcery,
and Theurgy will have More Memory Tablets and activations
recorded thereon that the conversion method allows. He suggests
that the former DM, now the Lejend Master, award:
One tablet with four activations of the
player's choice thereon for every four levels of the former
PC in a class using spells as its principle feature, i.e.
cleric, druid, illusionist, magic-user.
Remember that a theurgist gains a
Memory Tablet in addition to the usual picks, so they have
a bonus there too, although no extra activations to fill it.
For example an Ecclesiastic Order Avatar gains nine equipment
picks from the Magical Table, so such an Avatar begins with
one Memory Tablet, might choose one more, and then have eight
picks remaining.
© 2000 Peter Kirby. All rights
reserved.
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