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Written by: Dan O'Donnell

Editing and Layout: Coleen O'Donnell

2013 Dan O'Donnell. All rights reserved.


This book or the material herein may not be reproduced in anyway without the express written permission from its author. This is a work of fiction.
Names, Characters, places and things contained in this book are
the works and imagination of its author. Any resemblance of people, places and things, living or dead, is entirely coincidental.

Expanded Rules
Expanded rules will allow Gamemasters to customize
their player's D12 experience even further. These
rules are completely optional. However, they should
be read thoroughly if GMs intend to use them. They
will change the pace of the game. Player characters
will become more susceptible to higher damage
results. The expanded rules are intended to slow
down character progression and give more flavor to
combat and character design.
Special Note: These expanded rules are in beta. If
there are any problems, issues or questions please
inform us on the forums at www.Warfieldrpg.com

Tier 4 Skill Progression


If Tier 4 Skill Progression is used, it will replace the
Tier 3 Skill Progression rule in the Warfield 1D12
Fantasy Role-playing Game. The tier 4 rules are meant
to slow down character development. Gamemasters
may want to use this rule if they are generous in
awarding experience points at the end of every game
session.

Buying Skills at Character Creation


At character creation every character will receive 15
experience points to spend on skills. These
experience points can be spent to increase skills, buy
paths and expertise. Each skill has an attribute
associated with it.
During character creation you will receive 15
experience points to spend.

Tier 1 Progression (Ranks 1 - 3)


Any skill with ranks 1 through 3 cost the playercharacter 1 experience point to raise a skill by one
rank. The 1 point experience cost only occurs in
ranks one through three.
Example: If a character has 2 ranks in a skill and
wants to raise it to rank 3, it costs 1 experience point
to raise.

Tier 2 Progression (Ranks 4 - 6)


Once a character reaches rank 4 in a skill, it costs 2
experience points to raise it1 rank. The 2 point
experience cost only occurs in ranks four through six.
Example: If a character has 4 ranks in a skill and
wants to raise it to rank 5, it costs 2 experience
points.

Tier 3 Progression (Ranks 7 - 9)


Once a character reaches rank 7 in a skill, it costs 3
experience points to raise it 1 rank. The 3 point
experience cost only occurs in ranks seven through
nine.
Example: If a character has 8 ranks in a skill and
wants to raise it to rank 9, it costs 3 experience
points to raise.

Tier 4 Progression (Ranks 10 - 12)


Once a character reaches rank 10 in a skill, it costs 4
experience points to raise it 1 rank. The 4 point
experience cost only occurs in ranks ten through
twelve.
Example: If a character has 11 ranks in a skill and
wants to raise it to rank 12, it costs 4 experience
points to raise.

Detailed Skill Development


(Optional)
GMs may choose to have players develop specific
skills. This option offers another way to spread out
experience points and slow down character
development. If this rule is used, it is highly
recommended that you keep with the 3 tier
progression rule in the Warfield 1D12 Fantasy
Roleplaying Game.
Skills may be broken down into more specific
areas. For instance, the melee and missile weapons
skills may be developed for each specific weapon. The
player may choose to develop a longsword, short bow
or war spear as specialized skills. With the Detailed
Skill Development rules, if they do not have a
particular weapon developed as a skill, they receive -4
penalty as if it were an Untrained Skill.
Armor may also be developed for each category:
heavy clothing, light armor, medium armor or heavy
armor. Shields and helmets may also be developed
based on a specific type or category.
Perception may be subdivided into the senses:
sight, sound, smell, touch and taste. Other skills such
as Artiste and Spells already work this way. As a
Gamemaster you can determine which skills to make
detailed in order to customize their player's character
development.

Hit Location
Hit location allows the attacker to role an additional
1D12 after a successful attack to determine where a
blow lands. It also gives penalties based on the
location of the hit. All penalties are cumulative and
may require more time for PCs to recover from
damage sustained. The hit location may also be used
on creatures.

HIT LOCATION
Roll
12
34
56

78
9 11
12

Result
Left Leg: Reduce base movement by -5
feet.
Right Leg: Reduce base movement by -5
feet.
Left Arm: Reduce all attacks and parries
by -2 and all skill attempts requiring the
use of hands by -1.
Right Arm: Reduce all attacks and parries
by -2 and all skill attempts requiring the
use of hands by -1.
Torso: Reduce all attacks and defenses
by -1
Head: Reduce all attacks, defenses and
initiative by -2 and reduce base
movement by -5 feet

Detailed Skill Categories


Here is a quick reference list that can be subdivide
into more specific skills.

Any weapon category (Develop each weapon


individually.)
Artiste (Already in the Warfield rules.)
Gather Information (Develop for individual
regions.)
Linguistics (Already in the Warfield rules.
Develop as individual language.)
Perception (Develop individual senses.)
Spells (Already in the Warfield rules. Spells
are developed as individual skills.)
Spell Fire Items (Develop individual items.)

Eating, Starvation & Dehydration

Determining Direction

Most role-playing games do not cover eating or the


effects it has on a character. If a character eats a least 1
meal a day he may avoid starvation and increase his
healing rate in some cases.

A 1D12 may be used to determine a particular


direction. In map design you may want chance to
determine the flow of your dungeon or you need to
come up with a location on the fly. Here is a simple
rule to determine direction. If a particular direction
does not fit your needs, simply re-roll.

Rations: Rations are the bare minimum of food. This


could come from small fruits, nuts and grains. Rations
do not offer any healing modifiers. They are meant to
fend off starvation until a hardier meal can be
obtained.
Poor Meal: Poor meals may include some fruits or
vegetables with minimum meats and proteins. Poor
meals offer a +1 to Natural Healing rolls.
Normal Meal: Normal meals include small portions
of meats, fruits, vegetables and grains. They offer +2
to Natural Healing rolls.
Fine Meal: These meals have meats, fruits, dairy,
grains and vegetables in large portions. Fine meals are
usually feast offer +3 to Natural Healing rolls.

Starvation
Any character that has not eaten any food with in 24
hours will start to starve. For every day a character
does not eat, he will receive a -1 to all rolls involving
the Physique Attribute. The -1 penalty accumulates for
up to 14 days which results in a -14 penalty. On the
twelfth day, the character must role his Physique
Attribute (TN 20) with penalties applied or die from
starvation.

Dehydration
Any character that has not had water within 24 hours
will start to dehydrate. For every day a character does
not take in fluids, he will receive a -2 to all rolls
involving the Physique Attribute. The -2 penalty is
accumulative up to 7 days resulting in a -14 penalty.
On the seventh day, the character must role his
Physique Attribute (TN 23) with penalties applied or
automatically die.

1 = North
2 = North East
3 = East
4 = South East
5 = South
6 = South West
7 = West
8 = North West
9 = Up
10 = Down
11 to 12 = Re-roll

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