The Decast Blue Book

TABLE OF CONTENTS

Part 1 – INTRODUCTION

1.1 Basic Information and Common Terms
1.2 Overview of Races – Decast
1.2   Races and Colouration
1.3 Overview of Classes – Decast
1.4   Class Limitations By Race
1.4   Spell Ability and Class
1.5   Character Alignment Possibilities
1.5   Hit Die Type, By Class
1.5   Armour and Weapons Allowed By Class
1.6 Double-Classing
1.7   Dropping A Class
 

Part 2 – INITIAL ROLLS

2.1 Rolling Up A Character
2.2 Racial Abundance Tables
2.3 Ability Score Ranges By Race
2.4 Ability Score Conversion Chart
2.5 Secondary Skills
2.10   Exotic Secondary Skills
2.x Random Class Table
 

Part 3 – BASIC STATS

3.1 Strength
3.2   Exceptional Strength
3.3 Intelligence
3.4 Wisdom
3.5 Dexterity
3.6 Constitution
3.7 Charisma
3.8 Stat Increments
 

Part 4 – NUTS AND BOLTS

4.1 Age
4.2   Age Category By Race
4.3 Height
4.4 Weight
4.5 Attributes and Quirks (A and Q)
4.7 Herbs – Magical and Otherwise
4.8 Random Name Generation
4.9 Hit Points
4.10   Recovering Lost HP – Resting
4.10   The "Floating Curable Lid"
4.11   Death
4.11 Raises and Resurrections
4.11   Resting After Death
4.11   Failed Resurrections
4.12 Ultravision and Infravision
4.13 Handedness
4.13 Languages
4.14   Native Language By Race
4.15   Language and Dialect Tables
4.18   Literacy
4.18   Language Proficiency
4.19 Money
4.19   Starting Money and Equipment
4.20 Sears Catalog and Equipment Guide
4.24 Henchlings (Associate Adventurers), Services, and Hirelings
 

Part 5 – COMBAT

5.1 Weapons
5.1   Proficiencies By Class
5.2   Weapon Tables
5.3     Missile Weapons
5.4   Weapon Specialization
5.5   Weapon of Choice (Cavaliers)
5.6 Combat
5.6   Timing In Combat
5.7   Critical Hits, Fumbles, and Follow-Through
5.7a   Two Weapon Combat
5.8 Armour Class and To-Hit Rolls
5.8 Parrying and Defending With Weapons
5.9 Armour, Helmet and Shield
5.10 Armour Type Details
 

Part 6 – MAGIC

6.1 Spells and Magic
6.1   Scrolls
6.2 Cleric (divine) Spells
6.2   Clerical Spell Slot Chart
6.3 Wizard (arcane) Spells
6.3   Wizard Spell Slot Chart
6.4 Spell Books
6.4 Learning New Spells
 

Part 7 – CLASSES

7.1 Clerics – Normal, Nature, and War
7.2 Fighters
7.3 Cavaliers
7.4 Paladins
7.5 Rangers
7.7 Magic Users
7.7   Illusionists
7.7   Necromancers
7.8 Thieves
7.8   Assassins
7.9   Thieving Ability Tables
7.10 Bards
7.13 Monks
7.16 Experience Point Progression Tables
 

Part 8 – RACES AND THE WORLD

8.1 World Information
8.1   Moons and Their Phases
8.1   Calendars
8.1   Holidays and Celebrations
8.2 Humans: Overview of Nations and Cultures
8.3 Barbarians
8.4 Elves
8.4   Laure and Laria
8.5   Quenya and Pelia
8.5 Telaure (Part-Elves)
8.6 Dwarves – Hill and Mountain
8.7 Snooka
8.7 Hobbits
8.7 Tegrashi (Part-Orcs)
 

Part 9 – CHARACTER DEVELOPMENT

9.1 Character Development:

9.1

 

Picking Up A Second Class

9.2

 

Learning New Languages

9.2

 

Learning to Read and Write

9.2

 

Learning A New Secondary Skill

9.3

High-level Ability Gains (Feats)

 
           

 

FE 2 03
==> AL 17 04
==> FE 26 08
==> SE 27 09

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