17 January 2026 - Posted in
Solo-RP by
bryan
- Comments
Characters were created by deriving rules from the Beyond the Wall system. Character concepts come from two personae in an early 1990s AD&D 2e campaign.
Overlaid onto a majority of BTW's rules are the following house rules:
- Damage
- Scarlet Heroes style damage:
- The Fighter-Thief (non dual-classed) gestalt has a d6 Fray die
- The Wizard-Priest (non dual-classed) gestalt has a d4 Fray die
- Fray Dice
- Death
- is permanent; no 'Raise Dead' or 'Resurrection' spells
- Karma: your next PC has 79 pts distributed across Ability Scores
- if slain character was level 5+, 80 pts distributed
- if slain character was level 10+, 81 pts distributed
- if slain character was level 15+, 82 pts distributed, etc.
- if slain PC had gained 2+ levels since creation, or ...
- slain PC involved in 5+ Actual Play reports, then...
- his/her spirit enters companion's item, giving +1 magical bonus
- replacement PC starts 1 level lower than perished PC
- Fortune Points (restored after Long Rest)
- sacrifice a FP to grant Advantage on your (or ally's) next roll
- if not a Wizard-Priest, sacrifice a FP to cry out to Cromm for healing (2d6)
- sacrifice a FP to regain two Surges if you're a Wizard-Priest
- sacrifice a FP to draw +2 cards when using Playing Card Oracle
- sacrifice a FP to get +1 Initiative for the next 10 rounds
- sacrifice a FP to add +1 modifier (doesn't stack) to 2d6 roll to advance on a progress track
- if you have 1+ FP, sacrifice them all: 95% chance plot armor kicks in to save your ass at a cost
- Free Knacks - gain one per level through 9th
- Tough (multiples stack, 5 max) - gain +3 permanent HP
- Defensive (take up to twice, stacks) +1 to AC
- Lucky (apply to different type each time taken) - +2 to one particular saving throw type
- Fleet - +1 to Initiative (stacks)
- Great Strike (take only once) - +1 to damage with all weapons
- Resilience (take only once) - +1 to all saving throws
- Adept (take only once) - your Surges use d8s, not d6s
- Savant (pre-req Adept) - your Surges use d10s, not d8s
- Healing
- regain 1 hp immediately after a melee
- regain 1 hp after a long rest
- regain variable hp when wizard-priest or item assists
- Leveling
- Character Advancement is unlimited in levels
- Every three levels, increase one stat by one point
- after level 10, you only gain Con bonus to HP
- when rolling for additional HP upon leveling, roll with Advantage
- Wizard-Priests and Rogues use a d8; Fighters a d10
- Spells
- Surface Wizard-Priests don't cast spells; they enact rituals...
- casters native to The Down have broader spell abilities
- many Surface sages will pay handsomely for spellbooks from The Down
- Surges
- Wizard-Priests get 3 or [level] Surges daily, X equals level, whichever is greater
- a Healing Surge restores 1d6+Wizard-Priest's level to target within 30 feet...
- ... or split among multiple targets within 30 feet...
- a harmful surge takes the form of a Spirit Bolt or Arcane Bolt vs single target
- these deal (0.5)(1d6 + level), rounded down (min 1), to target within 30 feet
- fortunate Wizard-Priests have 1+ rituals they can empower with 1+ Surges
- Undead
- Levels aren't permanent drained by powerful undead
- restore one level whenever you:
- (a) get full day of rest and
- (b) obtain a Remove Curse
