Tuesday, September 1, 2026

Krond Heights and Goblin Deeps, part 3

 Peoples of the Krond Heights

The Krond Heights populations are divided into their vertical tiers; the river valleys, the mid-mountains, and the high mountains. Halflings are almost exclusively river valley dwellers, only occasionally settling in the mid-mountain region, and rarely even venturing to the high mountains. Goblins, too, favor the river valleys, with any surface habitation higher than that centered around entrances to the Deeps that they cannot seal up (though they’re quite happy to leave those to bugbears, their unreliable allies). Humans tend to dominate the mid-mountain regions, but find themselves mixed in with orcs, ogres, and hill giants. The mountain tops are the domain of the Hoar Frost, snorcs, and snogres.

 

Capritaurs, Gargoyles, and Helvetians - Long ago, Helvetians lived in the Krond Heights, and their ruins still dot the mountainsides throughout the mid-range. The ruins are a combination of burrows and surface outbuildings of stone, often surrounded by large beds of ants and termites (including giant versions of both). Though some still see Helvetians in the mountains, their former homes have become the preferred dwellings of capritaurs and gargoyles. The two do not get along.  Capritaur-inhabited ruins will be somewhat ramshackle; the karrakigon will do their best to maintain their home, and improve it in their own way, building ramps and platforms to create a maze that makes sense to no one but their own herd. Gargoyle-infested ruins will be poorly maintained, with a significant band of over-hunted terrain nearby. When the stone demons have exhausted one ruin, they move on to another, and a brief war will break out between the gargoyle clan and the capritaurs, usually ending in the gargoyle’s favor, with the capritaurs moving to another place, before finding their own ruin to inhabit.

As for the Helvetians, capritaur maintain that they return to the Krond Heights every few capritaur generations. They will occupy one of their ruins for a few years (long enough for young to be born and weaned), then leave. The capritaurs hold them in almost religious awe; if a force of helvetians arrive outside a karrakigon maze, the capritaurs will happily decamp for a time, returning when the helvetians leave. For their part, the helvetians will leave behind enough surplus tools that the capritaurs consider themselves well-paid for their time.

These dramas unfold largely without giant interference. While a single giant is more than a match for a capritaur, there is seldom one capritaur, and they are usually willing to flee in the face of extreme danger, leaving the giants with little other than a bloody nose and an empty burrow too small for them to use. Ogres are more interested in these Helvetian cantons, but a few incidents where they have attempted to take them from Helvetians, or from a sufficiently large force of gargoyles, have made them wary of the cantons; since the giants don’t push it, the ogres usually don’t bother.

 

Goblins, Wargs, and Bugbears - The goblins and their allies prefer the lower reaches, and are not infrequent in the river valleys. Small packs of wargs hunt, and bugbears, with their superior day vision, rule over halfling and human villages in the name of the Goblin King. Much of the produce of these surface farms and ranches flows into the Deeps as tribute and trade, loosely watched over by bugbears, who extract a toll in children, alcohol, and meat. Their predations are kept in check by the goblins themselves; clans that over-extend their reach might find themselves wiped out by wargs and goblins, their territory given to another clan. Because bugbears have little patience, this happens every five to ten years, which keeps bugbear numbers manageable.

 

***

Sidebar: Goblins and Whistling

Most goblins cannot whistle; their accent in most languages is mushy, and any attempts at whistling result in more of a wet raspberry than a piercing whistle. For some goblins, this results in a strong hatred of anyone who does whistle, which many will use to their advantage; it can add a +15% to any Distraction skill use against goblins, but reduces reaction rolls by 3. This does not work against goblin spellcasters; their magics usually involve learning to make a variety of sounds.

***

 

Hags - The Hags of the Krond Heights are not scattered creatures, but instead form a single congregation at Lake Vrasten. Three hags haunt the shores of the lake, their checkered robes salt-crusted, but bearing the clear emblems of a Golden Key. Moreso than many hags, they seem reluctant to expend significant magic; the spells they cast are few and judiciously chosen, and their alchemy takes place away from the lakeshore (all three are addicted to Hag Stew, and are centuries old). The Ladies of Salt claim that they stay there, not in pursuit of power, but to keep some ancient evil contained. A powerful Ore-like ley line runs through the salt flats, with a seemingly anomalous vortex by the shore of the lake, near where the hags gather on the new moon. The vortex is where this Ore line of salt meets a Blood Line that extends straight down. Their mastery of the vortex provides them great power, but they seldom exercise much of it.

 

***

Sidebar:

Lake Vrasten and Key Holders

Keyholders who perform their daily meditation on the state of magic near Lake Vrasten roll 2d6+4 to determine the local state of magic. This effect is so powerful that if a Keyholder will visit Lake Vrasten that day, even if it is due to effects beyond their control or divination, the +4 is added. Any spell cast near Lake Vrasten has a % chance equal to its level to automatically double in cost, without benefit; apprentice and journeyman spells are exempt.

***

 

Halflings - The Krondian halflings are a client-race of the goblins, and many have significant goblin blood. Known locally as “bugans”, those with goblin blood are part of the halfling communities, and the terms are used interchangeably by goblins, halflings, and humans alike. The halflings gave themselves to the goblins several hundred years ago as vassals, and so are semi-independent. Halfling villages will have a goblin or bugbear overseer, to whom they give a significant portion of their harvest and livestock. In return, they are shielded from giants and, to an extent, the bugbears. Halfling men may choose to enter into goblin dominance games, and this method is occasionally used to overthrow overseers who go too far or escape some punishment, but most of the halfling society discourages this; if too many play the game, most halflings fear that the games will become mandatory, and they prize their independence. This coexistence is not completely peaceful; goblins still steal halflings as slaves, but they can be bought off with wrong-doers and foreigners, most of the time. Thus, while the halflings do not actively raid for slaves, minor offenses may be punished by being sold to the goblins for a bit more safety.

The river bottom halflings raise sheep and grains, with a lot of those grains being rice. Their homes are usually the traditional halfling burrows with sod and timber buildings in front of the entrance, and used for outbuildings such as paddocks and shearing barns. Their first language is Goblin, with some having proficiency in the local human language or giant. With access to goblin markets, they have a good supply of metal tools, but are limited by goblin decree in the weapons they can keep, or armor they can wear. There’s a fair amount of “not technically a weapon” and “not technically armor” that goes on; bugans don’t wear leather, but they do like thick, quilted jackets of wool and felt. They don’t have a lot of weapons, but some iron strips can really help a flail last through the seasons, can’t it? Under goblin rule, the bugans can have knives, clubs, staves, and slings, plus tools like mauls, flails, axes, and scythes. They have no spears, no swords, no bows or crossbows. They can own no armor, nor shields. The halflings may harbor neither mage nor sorcerer, and their clerics must meet the approval of the Goblin King’s representatives, and treat goblins on demand from a captain or more senior goblin. Approved churches are The Home Foundation, the House of Life’s Fire, Church of Everlasting Hope, The Founder’s Creation, and, of course, the goblinish churches of The House of Shackles, The Order of Agony, and the House of Knives. Clerics of the good churches are heavily persecuted, but allowed to practice, since it keeps the halflings happy and producing.

 

***

Bugans at a Glance

 

Ability adjustments

-3 Strength

-1 Wisdom

+2 Dexterity

+1 Constitution

-2 Looks

-1 Charisma

 

Bugan Pros:

One free purchase of Hiding, Sneaking, Listening, and Blacksmithing*

Harder to hit: +4 to defense

Low Light Vision

+10% to Observation when scent is involved.

 

(*The standard halfling of the Krond Heights is a Harfoot; they lack the standard ability to Hide in Natural Surroundings, instead gaining a free mastery die in Blacksmithing; bugans from Longfellow stock and communities will reflect that).

 

Bugan Cons:

Size small for HP and Knock-backs.

Short stature means they move at ½ the speed of humans.

-1 foot reach with weapons

Native Goblin Language (must purchase others).

 

Preferential Talent Access:

May purchase the following talents at 50% BP cost:

*Blind-fighting, Pain Tolerant, Poison Resistant, Tough as Nails, Crack Shot, Greased Lightning (for slings only)

 

Fighter 30

Ranger 35

Barbarian 40

Thief 25

Rogue 50

Assassin 45

Mage 75

Fighter/Mage 55

Fighter/Thief 25

Mage/Thief 50

Cleric 40

 

Bugans are halflings with significant goblin blood, but raised in the halfling and bugan communities of the Krond Heights river valleys. Though their reactions are a touch slower than a standard halfling, they have better (and bigger) ears and noses, and large eyes that drink up light on dark nights. In their own communities, bugans have relatively few social problems, and are treated as any other halfling might be; outside of the Krond Heights, bugans whose goblin blood is revealed find most races react to them more negatively.

***

 

***

Sidebar: Krondian Halflings, Language, and Stealth.

The native language of Krondian halflings is Goblin, not the local human language. Characters made from this stock, be they halfling or bugan, will reflect that. As Harfoot halflings, they likewise lack a bonus to hide in natural surroundings, instead gaining a bonus mastery die in Blacksmithing.

***

 

Hill Giants - Hill giants live on the eastern slopes of the Krond Heights, avoiding the interior. The few who live in the interior are under the control of the hoar frost giants, a situation that does not please them at all. Hill giants make poor servants, and the hoar frost use them to extend their reach, letting them lord over humans and ogres, so long as they pay tribute to their masters. Hill giant uprisings happen every few decades, whenever they perceive that a particular clan chief has gotten weak, but are short-lived; the hoar frost soon regroup and destroy their subjects, often aided by the hill giant’s own ogre allies.

The hill giants of the eastern slopes, above the Shashyfs and Sanakirs, are more independent, but that makes them less predictable and more dangerous. They war with each other, and with any hoar frost giants who have established themselves nearby, and bully their lessers (i.e. anyone shorter than them) for tribute. Disorganized and fractious, they’re influential for the chaos they cause around them, and how they destabilize any alliance not against them.

 

Hoar Frost Giants - Lords of the Mountains, the Hoar Frost Giants have six kingdoms in the Krond Heights, each boasting approximately three hundred giants. The numbers are approximate because individual giants may leave their current king and pledge to another, largely without penalty unless the two kings are actively at war. Both men and maids have this freedom, and many young giantesses leave their current king to seek out a mate at a new court.

These kingdoms and courts are not, it should be noted, a concentration of three hundred giants living in close quarters. Instead, it is ten to twelve chiefs, each of whom give fealty to a single overchief. This fealty might be nominal, and mostly consists of the king having the ability to stay with their underchiefs, sleep with their women, and direct them in war. The court is wherever the king happens to be, and his bodyguard consists of giants who would be chiefs of their own clans, did they wish it. Chiefs are accompanied by clerics; most often a cleric of the Emperor of Scorn, though lesser clerics may be from the Way of the Berserk or the Temple of Armed Conflict.

For the most part, the giants are content with their arrangements; the goblins stay in the lower reaches, those of the midmountain bow to the giants or get destroyed, and they are free to hunt and fight and raid. Yeti hunts are popular past times, as are recreational raids on to a rival’s land, killing their vassals and stealing their livestock. Within a given lair, most fights are non-lethal, but no rules prevent escalation; on a raid, lethal force is the norm, though unless they wish to start a war, the raiders will probably not coup de grace fallen opponents. It is one thing to kill a fellow giant with a sword stroke in glorious battle, quite another to stab him while he is down. Wars are avoided between giant kingdoms, though not unheard of. There are rumors that some force greater than the giants holds them in check, and that any giant king who transgresses too far, in the opinion of this nameless force, will find himself, and much of his holdings, destroyed.

Krond Heights hoar frost do not keep Sturm Wolves; they are not common this far west. Attempts are often made to train bears, but no one can really call them domesticated, merely “not likely to attack anyone the giant likes.” The prestige hunting pet for giant kings is a wyvern, with two kings keeping a mated pair. To feed wyvern eggs to a giant is to honor him highly, and they feel obligated to return the honor in some way; needless to say, those kings with mated wyverns are considered very highly, should they share their bounty. Others keep owlbeasts, simply to prove that they can, but they’re regarded as lesser pets than the mighty wyverns.

 

Humans - The humans of the Krond Heights are of mixed Brandobian and Dejy stock, and speak a language that combines both the local Dejy dialect (distantly related to Bylenjy) and much Old Brandobian, with some few words from older varieties of the Merchant’s Tongue. The language, Krondian, is largely unintelligible to those without at least average mastery of Old Brandobian and Bylenjy, and novice mastery of Giantish; there is a 30% penalty to using one of those languages if someone has all three. The Hoar Frost dialect of Giant is a common second language, and many are billingual in it. Living in villages of a few dozen people, most are clients of the nearest Hoar Frost Giant ruler, sometimes through vassalage to hill giants or ogres.

The majority of the humans in the Krond Heights are shepherds, with one or two for every village also growing grain and hay, and households contributing to a communal garden. At lower altitudes, some keep sheep or goats, but those higher on the slopes tend towards alpaca and llamas. During the winter, war, or calving season, they may crowd their livestock into their houses. Houses of the common folk have walls of wattle and daub, with rush mats on half the floor, where the people live. Those who are more well-to-do will have stone walls and wooden floors on the people side of the house. Both will have thatch roofs; wooden shingles are unheard of, and would be considered an almost unthinkable luxury compared to repairing thatch every year.

Like the goblins, the giants restrict which weapons humans might carry, though it is largely a prohibition against swords, long bows, and crossbows, or any spear longer than a man (the giants have an imprecise view of this, however; “longer than a man” means “big enough that a giant doesn’t like it”). This giantish imprecision applies to armor, as well; metal armors are noticed, but leather, hide, padded, and even brigandine styles are unlikely to be noticed by giantish overlords.

Krondian humans, it should be noted, hate their halfling neighbors, whom they regard as being slaves of the goblins, unlike their own noble vassalage to the giants (who will happily enslave and eat them at their whim, it should be said). They make no distinction between the goblins and the halflings, and certainly none between halflings and bugans. They also expose any half-orc or fieri children detected among them.

 

Kobolds - Kobolds are perhaps the most successful species of humanoid on the planet, bar humans. Tribes of kobolds live almost everywhere, eking out an existence in the shadow of larger humanoids, demihumans, and even giants. In the Krond Heights, their preferred habitat is narrow cracks that don’t penetrate down to the Netherdeep; too small for giants, too disconnected for goblins, kobolds venture out of these holes to hunt, gather, and steal, relying on the natural fortification of their crevasses, enhanced by traps, brambles, and wicker barriers. A common target of kobold raids (in addition to food or tools) is the puppies of human-owned dogs, or the occasional bitch in heat, to supplement their own pet’s bloodlines..

 

Orcs and Ogres - Ogres and orcs (including both sn’ogres and white orcs) in the Krond Heights are almost always lackeys of the local giants; even semi-independent tribes of orcs likely give fealty to a giant lord. Orc and snorc raiders are used as game pieces by the frost giants; while they cannot contain the orcish tendency to destroy everything, they will happily use it, having the orcs raid villages loyal to opposing lords, or using them as a mercenary force to root out capritaurs or gargoyles from ruins, if the giant desires. Orc tribes are kept small, sometimes by simply bashing them together for the amusement of the giants; direct two tribes at each other, or at the same target, and invite your court to watch them fight (perhaps with thrown boulders swaying the results one way or another).

Ogres, despite their legendary rock-headedness, are viewed as more valuable by the giants, and more predictable due to their equally legendary laziness. If a band of ogres is supplied with a good source of food, and someone to take care of that food for them, they’ll laze comfortably about until someone disrupts their debauchery. So, bands of ogres are often used as overseers of human villages, with giant goats being sent to the ogres and giants, and the humans making their own living. When raided, such hamlets will be protected by the ogres, in theory, though it is more likely that the ogres will launch a retaliatory raid when they get word that their food was stolen. If the ogres themselves become intolerable, the humans might send an emissary to the giant chief, but many such emissaries are enslaved, not entertained.

Sn’ogres are a different story. Hardier and less indolent than their “lowland” cousins, Sn’ogres serve many hoar frost giant chiefs and kings as gamekeepers, free to hunt and slay for their own purposes, but responsible for guiding the chief to prey when he chooses to hunt. Of course, they are also used to attack other targets, or as scouts in war. Sn’ogres are particularly active in slushie hunting, tapping them for alcohol for their giant masters.


Next week: Peoples of the Goblin Deeps!

Tuesday, August 25, 2026

Krond Heights and Goblin Deeps, part 2

 

Humanoid and Political Geography of the Krond Heights and Goblin Deeps

 

The Krond Heights are not heavily populated; while there are many distinct populations within, most are quite small in number. There are not thousands of Hoar Frost Giants looking down into P’Bapar; there are dozens, there may even be scores, or even a handful of hundreds if there haven’t been many wars for the past three decades. Villages of the halfling or human residents are a few dozen people, 99% of whom are closely related. A hundred humanoids or giants living in one place is a terrible strain on the local ecology; a hundred humans, with careful agriculture and husbandry, might be comfortable.

 

 Beneath the surface, things are far different. The goblins and their allies live in great cities out of the sun, and the muscheron and morlocks live in many communities scattered throughout the Deeps. Massive fungus farms, ranches for snails, even fishing operations in pools and lakes, provide food for the goblin cities, with the tunnels between seeing a flow of goods and resources.

 

The Difference Between Humanoids and Demi-Humans

 

The nature of this region is one dominated by non-(demi-)human peoples; goblins and giants, and so some consideration must be given to what a society made by them looks like. Dwarven, elven, and gnomish societies are somewhat alien by human standards, but long familiarity makes them intelligible; humans will never really understand gnomish humor and the purposes it serves, but they’ll at least get some of the jokes and learn to bear with the foible. It is considerably harder for most humans to integrate with goblin society, with its love of torture and strict social hierarchy. In a vacuum, the difference between humanoids (such as goblins, hobgoblins, and orcs) and demi-humans (including humans and half-humans) is relatively little, but is based on the compounding features of biology, psychology, and culture. Goblins have as much variation in their personalities and alignments as halflings, and dwarves and giants share many cultural similarities, but they are aligned differently.

 

 The average dwarf, by nature, is LG, and so when dwarves build societies, those two traits tend to predominate… society will work best for those who are Lawful and Good. Those who are evil will find that their self-interested natures clash with the mores of society, while those who are chaotic will find the strictures and ethics to be confining. But, because a society that is lawful and good has a bent towards reform of evil-doers and a measure of tolerance for those who don’t fit in, a chaotic good dwarf or a lawful evil dwarf might find a place in a society that deals with them poorly. Gnomish society, centered somewhere between Chaotic Good and True Neutral, will adapt to its occasionally lawful members (such as the Granite Legion), and relatively gently exclude those who are evil (unless they turn violent, of course; they’re good, not victims).

 

Goblins, by contrast, are not Good. By nature, the societies they make prize cruelty and self-advancement within the boundaries of society. Exceptional individuals might carve out a place for themselves despite being Chaotic or Good, but Lawful Evil societies are not known for their tendency towards reform or gentle exclusion… a goblin who will not toe the line is unlikely to survive the full-contact sport that is goblin interpersonal relationships. Repeated failure to recognize your superiors in goblin society is a capital offense, carried out by those superiors. A Lawful Good goblin might successfully navigate goblin politics, but his lack of ruthlessness towards opponents would either consign him to the bottom of the pile, or result in those opponents eliminating him.

 

Contributing to these factors are creation and culture. While stories and theories abound about the creation of various demi-human and humanoid species, most agree that one or more deities had a direct hand in their creation. While dwarves and elves claim creation by the Creator and Founder, the deities whose hands shaped Goblins, Hobgoblins, Bugbears and the like are decidedly less congenial, and that leaves a mark on their psyches and souls. In a sense, a goblin who is Good or Chaotic is a touch mad by goblin standards, with beliefs antithetical to goblin nature. One who is Chaotic AND Good is regarded similarly to how humans would regard a psychopath… perhaps not completely devoid of goblinhood, but so far removed from it that the average goblin cannot understand what drives such a creature. In small bands, aberrant humanoids can seldom be tolerated; their peculiarities make them a weakness, and they are soon expelled or consumed (sometimes literally). In larger societies, such as the Goblin Kingdom and Norga-Krangel, alignment deviants might make a place for themselves, much as one is more likely to find dedicated thieves or assassins in large human communities rather than small villages.

 

More practically, however, this applies to the killing of goblins and other humanoids. While none but the Peacemakers hold that it is wrong to kill a goblin in armed conflict, philosophers and priests are more divided on the execution of goblin whelps, or the proper treatment of goblin prisoners. Some hold that the capacity for some humanoids to be good means that all humanoids should be treated as if they have that capacity, especially when young. The other side points to the tainted nature of their souls, and numerous examples of goblin prisoners and orphans who have turned against their would-be captors. The closest to a consensus is that it is not generally evil to execute humanoid prisoners and non-combatants, but it can be good (if a bit naive) to try to convert them.

 

---- 

 

Next week, we look at the peoples of the Krond Heights in more detail; which races are common, and how they interact, broadly, with the others of the region. 

Tuesday, August 18, 2026

Krond Heights, Goblin Deeps [Hackmaster]

 So, a number of years ago, I started writing some books for Hackmaster. I started with Two Tales of Tellene, a PWYW pair of short stories. I also wrote the Traveller's Companion to the Shadesh West, of which Book 1 and Book 2 have been released.

But I also wrote SO MUCH more. Three books since Shadesh West, that I'm going to share over the next couple of months. The first is a companion to Shadesh West, called "Krond Heights and Goblin Deeps", which develops the... wait for it... Krond Heights, and the Goblin Kingdom beneath them.

 

Friday, July 17, 2026

Hack Sun: Multiclass Psychics


It will be helpful to see my Mindhacks system for this.


 Fighter/Psychic

The fighter/psychic is a very common combination on Athas; with most people having some degree of psychic power, and wars and raids being common occurrences, warriors who can combine the two are in large demand.
Many Fighter/Psychics focus on Somatics, increasing their physical abilities. Also popular are Telekinesis and Pyrokinesis, but the strategic and tactical uses of Divination are lauded by some. Beguilement and Telepathy are less common among fighter/psychics.
Like fighters, multiclass fighter/psychics begin proficient in shields and all armors, and receive proficiency with Minimal Skill Weapons for free, and further weapon proficiencies for half cost. Unlike multiclass mages, multiclass psychics do not suffer from wearing armor with which they are proficient. Specialization is purchased at a base of 7 points. Proficiency in a talisman requires only 1 BP.
They receive a mastery die in Appraisal: Arms and Armor, and may purchase further dice at half price. At character creation, they may purchase Psionic Lore for for half price (5 points, on Athas, 10 in other worlds), and receive free mastery points on odd levels equal to their Intelligence mastery modifier.
All fighter/psychics receive the Psychic Ability talent for free; Athasian psychics also have the ability to acquire Natural Psychic Talent and Talisman proficiency at half cost (this is not an additional benefit for the fighter/psychic). Familiarity with any discipline costs only 4 BP. Mastery in their first discipline costs 6 BP, their second 7, third 8, fourth 9th, usw.
Like full Psychics, Fighter/Psychics gain a bonus to activate their psychic powers; like fighters, they gain a bonus to attack, speed, and initiative. Like other multiclass characters, they acquire these at a slower rate than their full classes.

 

Level

Hit Die

Attack Bonus

Initiative

Speed

Activation Bonus

1

d6

0

0

0

0

2

re-roll

0

0

0

0

3

d8

+1

0

0

0

4

re-roll

+1

0

0

0

5

d6

+1

0

0

+1

6

re-roll

+2

0

0

+1

7

d8

+2

-1

-1

+1

8

re-roll

+2

-1

-1

+1

9

d6

+3

-1

-1

+1

10

re-roll

+3

-1

-1

+1

11

d8

+3

-1

-1

+2

12

re-roll

+4

-1

-1

+2

13

d6

+4

-1

-1

+2

14

re-roll

+4

-2

-1

+2

15

d8

+5

-2

-2

+2

16

re-roll

+5

-2

-2

+2

17

d6

+5

-2

-2

+3

18

re-roll

+6

-2

-2

+3

19

d8

+6

-3

-2

+3

20

re-roll

+6

-3

-2

+3

 

Mage/Psychic
Mage/psychics are the double-domed adepts of two exacting mental practices, though the techniques of mental discipline aid them in both endeavors. No time for physical pursuits, they wield weapons poorly, find armor constricting, and always get picked last for dodgeball.
Mage/Psychics do not, as a group, have favored disciplines to study, though many who focus their mental abilities on one aspect tend to neglect it magically; why learn Charm Person if you a master beguiler, after all? The exception is diviners, who will often focus on both magical and psychic divnation at the same time. None of this is mandatory; you're not a cleric, with someone to dictate your choices to you.
All Mage/Psychics begin with the Natural Psychic Talent ability, and are able to achieve familiarity with psionic disciplines for 4 BP. Mastery in their first discipline costs 6 BP, their second 7, third 8, fourth 9th, usw..  As mages, they advance more slowly than full mages, beginning with only two apprentice level spells, but they have the Magical Transcription proficiency, and use the mage cognition table normally.

At character creation, they may acquire their first mastery die in Arcane Lore for 5 BP, and their first mastery die in Psionic Lore for 10 BP (5 BP on Athas). They will receive their Intelligence mastery bonus at every odd level in whichever lore(s) they acquired at character creation. They also have a free purchase of Literacy in their native language.

They begin with no proficiency in weapons or armor. Armor does not interfere with psychic powers, but it does with magery, so many eschew it. They may acquire any weapon proficiency at standard cost, and require 10 BP per category to specialize. Proficiency in a talisman requires only 1 BP.

 

Hit Die (d4)

Attack Bonus

Initiative

Total Spell Points

Maximum Spell Level

Saving Throw Bonus v. Spells

Activation Bonus

1

0

+1

60

Apprentice

0

0

1+rr

0

+1

100

Journeyman

0

0

2

0

+1

140

1

+1

0

2+rr

0

+1

190

2

+1

0

3

+1

+1

225

2

+1

1

3+rr

+1

+1

260

3

+2

1

4

+1

+1

300

3

+2

1

4+rr

+1

+1

340

4

+2

1

5

+1

+1

385

4

+3

1

5+rr

+1

+1

430

5

+3

1

6

+2

0

480

5

+3

2

6+rr

+2

0

530

6

+4

2

7

+2

0

585

6

+4

2

7+rr

+2

0

640

7

+4

2

8

+2

0

700

7

+5

2

8+rr

+2

0

760

8

+5

2

9

+3

-1

825

8

+5

3

9+rr

+3

-1

890

9

+6

3

10

+3

-1

960

9

+6

3

10+rr

+3

-1

1030

10

+6

3

 

Thief/Psychic

Thief/Psychics run the gamut of disciplines, though they tend to avoid Pyromancy, unless they fancy arson as a career. Not great combatants, they nonetheless have a variety of skills, supplemented by the wily arts of the mind.
Initiative Bonus: Fast reactions come from their illicit skills; they get a bonus to initiative starting at level two, and their initiative die improves starting at level five. Additionally, they have the Psychic Ability Talent, which means they do not gain the maximum on initiative dice.
Backstab: A thief/psychic may backstab with a knife or dagger. The attack penetrates on both the maximum and maximum -1; when the character reaches 14th level, they inflict an additional d4 of damage, which also penetrates on a 3 or 4.
Rearward Strike: When a thief/psychic attacks an opponent from behind, they eliminate 1 point of their foe's damage reduction for every 3 levels they possess, though only with certain weapons (see the thief class).
Coup de Grace: Thief/Psychics may dispatch helpless opponents in 5 seconds.

Proficiencies: Thief/Psychics begin with proficiency in both dagger and kinfe for free. They may purchase other weapon proficiences at cost. They also begin with the Light Armor proficiency, and, while they may learn them, few develop proficiency in Medium or Heavy armors; shields are a bit more common, but must be learned. Proficiency in a talisman requires only 1 BP.
Weapon Specialization: Thief/Psychics can specialize in knives and daggers for 7 BP per category, and pay only 7 BP for Attack Bonus, Damage Bonus, Parry Bonus, and Swiftblade with these weapons. Short swords may be specialized at 8 BP per increment; all other weapons require 9 BP per category.

Luck Points
Thief/Psychics receive 10 +1 per odd level in luck points each level. In addition to the uses full thieves put them, psychics can use their luck points to add to an activation roll. Unused luck points at the end of a level are lost, replaced with the new set.

Psychic Powers
As mentioned above, thief/psychics have the Psychic Ability talent. They may achieve familiarity in any discipline for 4 BP, and mastery in their first discipline costs 6 BP, their second 7, third 8, fourth 9th, usw.. As with all psychics, they receive an Activation bonus as they advance in level.

Skills
Core Skills: A beginning thief/psychic receives their first purchase of four of the following eight skills for free (no BP cost): Climbing/Rappelling, Disarm Trap, Hiding, Identify Trap, Listening, Lock Picking, Pick Pocket and Sneaking.
Core Skill Progression:This specialized skill progression is handled somewhat differently than that of other character classes. At 2nd and each subsequent level, a thief/psychic receives (at no BP cost) one roll of the appropriate mastery die in any two of the core thief skills. A character may only take one roll of the mastery die in a particular skill during advancement (but may spend BPs to purchase further mastery die rolls in that skill.
Purchasing Other Skills. The following list of skills represent some special domains of thief/psychics: Acting, Appraisal, Current Affairs, Disguise, Distraction, Escape Artist, Fast Talking, Gambling, Glean Information, Observation, Salesmanship, Scrutiny and Seduction (Art of ). If a thief/psychic  purchases (or receives for free) any of these skills, modify their mastery roll by +2 or by the relevant ability score modifier, whichever is greatest.

The thief/psychic may make one purchase of Psionic Lore for half price (5 BP on Athas; 10 BP elsewhere) during character creation. If they do, they gain free mastery points in this skill equal to their Intelligence Mastery Die Bonus upon advancing to each odd-numbered level.

Level

Hit Die

Attack Bonus

Initiative

Initiative Die

Activation Bonus

1

d4

0

0

standard

0

2

reroll

0

-1

standard

0

3

d6

0

-1

standard

0

4

reroll

0

-1

standard

0

5

d4

+1

-1

one better

1

6

reroll

+1

-1

one better

1

7

d6

+1

-1

one better

1

8

reroll

+1

-1

one better

1

9

d4

+1

-1

one better

1

10

reroll

+1

-1

one better

1

11

d6

+2

-1

one better

2

12

reroll

+2

-2

one better

2

13

d4

+2

-2

two better

2

14

reroll

+2

-2

two better

2

15

d6

+2

-2

two better

2

16

reroll

+2

-2

two better

2

17

d4

+3

-2

two better

3

18

reroll

+3

-2

two better

3

19

d6

+3

-2

two better

3

20

reroll

+3

-2

two better

3