Masque of the Red Death Conversion Notes by Sammy Grimes (Grimess@mail.uark.edu)

Conversion From:  Masque of the Red Death (2nd edition AD&D)
Works Converted:  Masque of the Red Death
Summary:. This updates MotRD for 3rd edition.
Updates:  September 17, 2000.  Minor updates, just cleaning up some minor errors and adding a header.  May 25, 2001.  Updated the guns rules (based on Star Wars).

Ability Scores
Masque uses the point buy system of character creation.  The characters start out with 22 points to buy ability scores (which makes it a challenging campaign).

Races
The only race that is allowed to PCs is human.  Not that demihuman and nonhuman races don't exist, just that they can't be PCs.  Note:  though not included in the class descriptions, humans still get their bonus feat and their added skill points.  Characters should pick a nationality that is appropriate to the era.

Character Classes
There are six available character classes for a Masque campaign (including two I made up):  Adept, Diplomat, Psychic, Soldier, Mystic, and Tradesman.  No other character class exists on Gothic Earth unless it is among the ancient undead.  Weapons are divided into two groups:  Common and Rare, no character class has proficiency in rare weapons.  Also no character class has proficiency in any type of armor or shield.

Adept
The distant cousin to the standard D&D wizard, they use the same hit die (d4) and share the same attack, save, and spell tables.  However, they do not get the scribe scroll feat free, nor do they get bonus feats.  They may get a familiar as per normal.  Adepts may specialize and they get a +2 to their spellcraft checks when casting spells of their specialized school.

Adepts do not get bonus spells from intelligence, though intelligence still determines the highest level spell they can cast.  Adepts start with four cantrips (read magic and detect magic plus two extra) and two first-level spells which is not affected by the character's intelligence bonus.  Each level they advance they may get one spell of the highest level they could cast at the previous level. However, the study of magic is physical debilitating.  An adept must make a Con + 1d20 check against a DC 25 or lose a point of strength or constitution (character's choice) permanently.

All spells require a 1% per spell level power check (twice that if used for evil purposes or a necromatic spell, both modifiers are cumulative).  Spell casting time is slowed.  Cantrips that are one action remain one action, but all other spells with a casting time of one action become one round/spell level.  Spells with casting times in rounds become casting times in minutes.  Spells with casting times in minutes take that many hours to cast.  Spells with casting times in hours take that many days to cast.  Spells with casting times in days take that many weeks to cast and so on and so forth.

Spells also require all spellcraft check to use successfully, failure indicates the spell just fizzles away and is lost from memory.  Casters must make a Spellcraft + 1d20 check (which they cannot take 10 or 20 with) against the following DCs:

Spell Level	0	1	2	3	4	5	6	7	8	9
DC		10	12	14	16	18	20	22	24	26	28

Metamagic feats are unknown on Gothic Earth (except maybe by certain ancient undead) and all item creation feats will create items with some sort of curse on them.

Multiclassing:  Like a member of any other class, an adept may be a multiclassed character, but adepts face a special restriction.  An adept who gains a new class or (if already multiclass) raises another class by a level may never again raise her adept level, though she retains all her adept abilities.

Skill points:  2 + Int bonus per level
Skills:  Alchemy, Arithmology, Bluff, Concentration, Diplomacy, Forbidden Lore, Knowledge (Arcana, History, Religion), Mesmerism, Perform, Presence, Profession (Cook), Prognostication, Psychometry, Scry, Sixth Sense, Speak Language, Spellcraft

Diplomat
Hit Die:  d8 (unless noted below)
Base Attack Bonus:  As per cleric, druid, rogue, monk, or bard
Saves:  Fortitude (Poor), Reflex (Poor), Will (Poor)
Diplomats fill a niche acting as gobetweens both in the normal world and in the shadowy world of the qabals.  Diplomats pick up skills here and there and use them to their advantage.

Diplomacy:  Diplomats get diplomacy free at a rank of 3 + 1/level with skill focus in that skill.  They cannot spend any extra points on diplomacy and cannot buy skill focus with it again.

Contacts:  Diplomats start out with 1 + Cha modifier in contacts who will provide favors or information (but generally won't risk their necks for the character).  Only one needs to be described before play begins, the rest may be made up as needed in play (but from that point on that contact is set in stone).

Skill Points:  Diplomats have 2 + Int bonus in skill points (unless noted below).

Skills:  Appraise, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Innuendo, Intimidate, Knowledge (all but arcana), Listen, Perform, Profession (Cook), Read Lips, Search, Sense Motive, Speak Language

Secondary Profession:  Diplomats generally pick a secondary career.  They gain all the class skills of the indicated class with an additional benefit, however they are still all treated as members of the same class and cannot be a multiclassed within Diplomat, but they are free to multiclass with other classes.  This career is one of the other five character classes, the benefits are as below:

Adept:  A diplomat (adept) with the secondary profession of adept can cast arcane spells as per the Bard's table on page 27 of the Player's Handbook (but note characters do not get bonus spells) and still use intelligence to determine maximum spell level.  A diplomat (adept) uses d6 for hit dice rather than d8 and uses the wizard/sorcerer base attack bonus table.  They start knowing on four cantrips (read magic and detect magic plus two more) and learns spells at half the rate of an adept (a new spell every odd level).

Psychic:  A diplomat (Psychic) gets one feat free at 1st level to buy a psychic skill, but does not gain any additional feats to buy psychic skills (he must use the normal ones he gets every three levels) and they do not get the psychic strength advantage.

Soldier:  The diplomat (soldier) uses the attack bonus of the soldier instead of his own, but still uses d8 hit dice.

Mystic:  A diplomat (mystic) with the secondary profession of mystic can cast divine spells as per the Bard's table on page 27 of the Player's Handbook.  They may buy spell access at half the rate of a mystic (a new access every odd level).  At 3rd level a mystic may turn undead as a mystic of two levels lower.  They gain half the mystic's debilitation (half their level, rounded down, as an initiative penalty).

Tradesman:  A diplomat (tradesman) gets +1 skill point per level (+4 at lst level).

Psychic
Hit Die:  d6
Base Attack Bonus:  As per cleric, druid, rogue, monk, or bard
Saves:  Fortitude (Good), Reflex (Poor), Will (Good)
Psychics are starting to understand the true potential of the human mind and are plunging its depths to find new tools to fight the Red Death.

Psychic Skills:  A Psychic starts with a free bonus feat, one psychic skill (see feats section for explanation of this feat) and gains an additional one every fifth level.  They may buy additional with their normal feats.  All psychic skills are treated as class skills (see below for notes on psychic skills).

Psychic Strength:  Psychics may use psychic skills longer than other characters, the character takes a -1/2 penalty (round effect down, but keep track of halves) per use of a psychic skill.

Skill Points:  4 + Int bonus per level
Skills:  Bluff, Concentration, Diplomacy, Meditation, Mesmerism, Perform, Profession (Cook), Prognostication, Psychometry, Sixth Sense, Speak Language

Soldier
The soldier is like the fighter of other D&D worlds, he shares the same hit die and the same base attack bonus, and saving throws.  Soldiers are not the only characters who can have the weapon specialization feat, and soldiers do not gain any of the bonus feats give to fighters.  They only have their normal starting feats (two) and one additional per three levels.

Skill Points:  2 + Int bonus per level
Skills:  Bluff, Climb, Demolitions, Diplomacy, Handle Animal, Jump, Knowledge (Heraldry, History), Perform, Profession (Cook), Ride, Speak Languages, Swim, Wilderness Lore

Mystic
The mystic is the closest relative to the cleric on Gothic Earth.  However, rather than identifying themselves with a particular god, mystics align themselves with the forces of the spirit world.

Mystics do not get a spell bonus for high wisdom, though wisdom still determines their highest spell level.  Nor do they get bonus spells or granted powers from domains.  They may still turn undead, however (remember in that Ravenloft rules apply, undead cannot be destroyed unless they are cornered with nowhere to flee).  The distractions of the spirit world give a mystic -1 per level from initiative rolls.

Mystics get spells in a much different manner than clerics.  At first level the mystic has access to 0 and 1st level spells from the cleric's list.  Every level after 1st the mystic may increase his access to the cleric list by one level (even if he can't cast those spells yet).  The mystic may alternately abandon his study of cleric spells and pick up 0 and 1st level druid spells at 2nd level and continue from that point.  To clarify, every level the mystic rises he may gain access to one level of cleric or druid spells (with 0-level spells coming free with 1st level spells), two levels of paladin or ranger spells (i.e. 1-2 and 3-4), or three levels of domain spells (i.e. 1-3, 4-6, and 7-9).  However, once the character abandons a path, he can never go back and resume his studies.

All spells require a 1% per spell level power check (twice that if used for evil purposes or a necromatic spell, both modifiers are cumulative).  Spell casting time is slowed.  Orisons that are one action remain one action, but all other spells with a casting time of one action become one round/spell level.  Spells with casting times in rounds become casting times in minutes.  Spells with casting times in minutes take that many hours to cast.  Spells with casting times in hours take that many days to cast.  Spells with casting times in days take that many weeks to cast and so on and so forth.

Spells also require all spiritcraft check to use successfully, failure indicates the spell just fizzles away and is lost from memory.  Casters must make a Spiritcraft + 1d20 check (which they cannot take 10 or 20 with) against the following DCs:

Spell Level	0	1	2	3	4	5	6	7	8	9
DC		10	12	14	16	18	20	22	24	26	28

Metamagic feats are unknown on Gothic Earth (except maybe by certain ancient undead) and all item creation feats will create items with some sort of curse on them.

Multiclassing:  Like a member of any other class, a mystic may be a multiclassed character, but mystics face a special restriction.  A mystic who gains a new class or (if already multiclass) raises another class by a level may never again raise her mystic level, though she retains all her mystic abilities.

Skill points:  2 + Int bonus per level
Skills:  Alchemy, Animal Empathy, Bluff, Concentration, Diplomacy, Forbidden Lore, Knowledge (Arcana, History, Religion), Meditation, Mesmerism, Perform, Presence, Profession (Cook), Prognostication, Psychometry, Scry, Sixth Sense, Speak Language, Spiritcraft

Tradesman

The tradesman is the every day person on the street trying to make a living.  They learn a few things and learn them well.

Skill Focus:  A tradesman gains a free skill focus feat in a skill that defines his normal profession at 1st level (for example a physician may take it in medicine).

Extra Feats:  A tradesman gets one free feat every five levels (5, 10, 15, and 20).  When it comes to rouge special skills, tradesmen can only buy crippling strike (requires the sneak attack feat at six dice or greater), opportunist (requires the sneak attack feat at six dice or greater) and skill mastery, but must use his feats to buy them.

Skill points:  4 + Int bonus per level
Skills:  Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Innuendo, Intimidate, Knowledge (any except arcana), Listen, Medicine, Move Silently, Open Lock, Perform, Pick Pocket, Profession, Read Lips, Search, Sense Motive, Speak Language, Spot, Tumble, Use Rope

Skills

Changed skills
Craft
This includes Clockwork, Gunsmithing, and Taxidermy

Knowledge
This set of skills has probably been increased and changed the most on Gothic Earth, its fields are:
Arcana, Academics, Archaeology, Astronomy, Biology, Botany, Chemistry, Criminology, Electricity, Engineering, Geology, Heraldry (for use in identifying military units), History, Law, Physics, Psychology, Religion, Toxicology, and Zoology

Profession
This includes Journalism and Photography

Spellcraft and Spiritcraft
Spellcraft only applies to Adept magic, spiritcraft is spellcraft that only applies to mystic magic.

New Skills
Arithmology (Intelligence)
Artithmology is a divination technique where a person's name is reduced into its equivalent value.  This takes at least 2 hours per name (3 for an exceptionally long name).  When done, an adept gets a +2 DC bonus to cast spells against this person (+4 if the creature is of supernatural origin).  Prognostication has a +2 bonus when used on such a person.

Demolitions (this skill can't be used untrained)
Explosives generally have a critical of 19-20/x2, a person who makes their demolition's roll will cause an explosion to critical on 18-20/x3, someone with 5 or more ranks in explosives will cause an explosion to critical on 18-20/x4.  A "1" mean a possible accidental explosion and a failure means the explosion didn't happen.

Medicine (this skill can't be used untrained)
This skill performs all the actions of the Healing skill with the following additions:
The character may heal 1 hit point/patient’s level to the patient immediately (which can only be done once 
until the patient is fully healed).
Characters heal at three times normal rate under some one with this skill.

Meditation allows the character a +2 on a single ability score for 1/3 the time he meditated.
Mesmerism, Prognostication, Psychometry, and Sixth Sense are described in A Guide to Gothic Earth
Presence works like animal empathy but works only with supernatural creatures.
Psychic skills are discussed below (at the bottom of the article).

Feats
Animal Empathy:  This allows the character to buy the animal empathy skill.
Artillery:  This allows a soldier or other character to operate cannons, gatling guns, and mortars.
Calculator:  The character is able to perform arithmetic at ten times the speed of any one else.
Connoisseur:  The character is automatically able to exquisitely analyze one of the following:  painting, 
cuisine, winemaking, or brewing (or some other item of the character's choice).  This may be bought more than once, each addition buys an another field.  It is used with the Knowledge skill.
Estimator:  The character must pick one of the following:  Distance, Numbers, or Weight.  The character is 
able to give an accurate assessment with 10% of the accurate value at a glance.  It is used with the 
Spot skill.
Extra Spells:  The character gets one extra spell per spell level (this can only be bought once and stacks 
with the specialization bonus).
Feign Death:  The character can feign death (as per the spell) for an hour + 10 minutes per point of Con.
Find Traps:  The character can find traps using the Search skill as per rouge.
Heightened Ability:  The character gets +1 to an ability score of his choice (may only be bought once per 
ability score).
Home Base:  Character gets +2 to all bluff, diplomacy, information gathering, knowledge (local), search,
sense motive, and spot checks relating to his home city.  This can only be bought once for any 
city.
Influence:  Once per month the character may call in a favor or exert some influence over official matters, 
the character may have to make a Cha + 1d20 check against a difficulty set by the DM (based on reasonableness of request).
Innocence:  The character gains a +2 saving throw against the effects of powers checks for spell casting 
only, if he ever has to make a powers check for evil actions he will forever lose this bonus.  This can only be bought once (even if lost).
Keen Sense:  The character has the best humanly possible senses.  He must pick it for one of the five 
senses.  It is used with spot, search, and listen.
Laboratory/Library:  Character gets +4 to knowledge checks when in his laboratory or library.  This can 
only be bought once per library or laboratory.
Light Sleeper:  The character can awaken at the slightest stimulus and will not be groggy or disoriented.
Pugilism:  Every feat spent on pugilism gives the character +1 to hit.
Marksmanship:  Every feat the character expends on this will give him +1 to hit and damage in aimed fire 
with a particular weapon or +1 to hit (only) in rapid and panic fire (which differs from the original rules).  It may be bought more than once for a single weapon (thus increasing the bonus).
Mimicry:  The character must pick voices or sounds.  The character is able to perfectly mimic after hearing 
his subject for a few minutes.  This is used with the Perform skill.
Perfect Pitch:  The character is able to remember musical notes perfectly and may duplicate the note if he 
has the perform (singing) proficiency.  On a Perform check vs. DC 20 he may sing a perfect note capable of shattering thin glass at 20 feet.
Perfect Memory:  The character must choose either auditory or visual memory.  With that the character 
may ask the DM to remember something that the player has forgotten within those parameters.  
This is used in conjunction with the spot and listen skills.
Potent Turning:  The character gets +1 level to undead turning attempts, this only affects HD turned and 
turning damage, not the number of times per day the character can turn undead.  This can only be bought once.
Prescriptions:  The character may gain access to medicines and chemicals not normally available, including 
poisons.
Psychic Skill:  Each time the character takes this feat he may spend skill points on a new psychic skill.
Pure spell casting:  The character has found a source of magic other than the Red Death to cast his spells
with.  As long as the character does not cast spells for evil purposes his power checks are halved.
Qabal Connections (Adept only):  The character has access to magical information that allows him to 
research twice as many spells per level.  Diplomat (Adepts) may study one spell per level.
Quick Study (mystic only):  The character learns magic much faster than other mystics.  At every odd level 
starting with first the character may learn twice as many levels of spells.
Rare Weapons:  The character gets proficiency in a single rare weapon (see page 27 in the MotRD book for 
a list of rare weapons).
Savoir-Faire:  The character knows the ins and outs of many types of society.  He gets a +2 to all 
diplomacy, intimidate, bluff, or information gathering rolls.  This can only be bought once.
Sneak Attack:  Each time this is bought a character will do +1d6 damage in a sneak attack.  The character 
can never be better than a standard D&D rogue at sneak attack.
Speed Reading:  The character can read ten times as fast as anyone else.
Spell Potency:  The character gets a +1 to his caster level to cast spells because of his great faith.  This does 
not allow the character extra spells per day, nor does it allow him to cast higher level spells than 
normal, just increases the effects of his spells.  It can only be bought once.
Uncanny Sense:  This requires the character to have Keen Sense in the sense he wants to have for an 
Uncanny Sense.  But with this sense he can perceive things that are humanly impossible, such as hear dog whistles or make out the faint impressions on a notepad a upon which a removed note was written.  It is used with the Spot, Search, or Listen skill  It must be bought separately for each 
sense.
Wealth:  Each month the character receives an amount of money equal to his starting cash.  The character 
gets 50% extra starting cash.
Well-known:  The character gets a +2 diplomacy, intimidate, bluff, or information gathering bonus from 
one segment of society (i.e. scientists, criminals, etc).  This can only be bought once, but is 
cumulative with savior-faire and home base.
Wilderness skill:  The character may a number of  these equal to his Wis bonus to his list of class skills (if
he doesn't have them already):  Climb, Handle Animal, Intuit Direction, Knowledge (Geography, 
Nature), Profession (Guide, Herbalist, Herdsman, Fisher, Rancher, or Teamster), Ride, Swim, Use 
Rope, Wilderness Lore

Only the following feats from the Player's Handbook are allowed:
Alertness
Ambidexterity
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Dodge
Extra Turning
Far Shot
Great Fortitude
Horseback Archery (can be applied to guns)
Improved Two-weapon Fighting
Improved Unarmed Strike
Iron Will
Mounted Combat
Point Blank Shot
Precise Shot
Ride-by Attack
Run
Scribe Scroll
Shot on the Run (eliminates movement penalties to gun fire)
Skill Focus
Spell Focus
Spirited Charge
Toughness
Track
Trample
Two-weapon Fighting (This cannot be taken for unarmed combat or firearms)
Weapon Focus
Weapon Specialization (this cannot be take for firearms)

Armor and shield proficiencies are available, but are rare (finding a teacher would be difficult) and somewhat useless considering firearms.

Hindrances
On Gothic Earth PCs aren't perfect therefore the character must pick one of the following hindrances.  The character may pick up a second one for 4 skill points, but any more will have no effect.  If the character doesn't want a hindrance then he can give up one of his feats.

Accountability:  If the character is forced to make a powers check because of an evil action then the chance 
is doubled.
Blind Dabbler:  The character must have one of the three following proficiencies:  Psychometry, 
Prognostication, or Sixth Sense and must be of a nonspell casting class.  He has an additional +1% + 1% per three levels to his powers check when using these proficiencies (which have a base 1% chance).
Code of Conduct:  The character must aid those in trouble, if not then she will be in trouble and may face 
Penalties (example:  a physician loses her license).
Complicated Casting Methods:  The caster takes 50% longer to cast spells (round up) than any other spell 
caster.
Dangerous Casting Methods:  Everytime the character casts a spell he must make a Constitution check vs. 
DC 25 or be unable to do anything else due to exhaustion.  The character may repeat the check every round thereafter, with success meaning he has regained his energy.
Dramatic:  The character cannot help but posture even in combat thus suffering a -2 to initiative.
Employer:  The character has someone else pulling his strings, sending him on assignments around the 
world at a moment's notice.
Enemies:  Someone out there is willing to put a price on the character's head.  If the character is snooping 
in the wrong part of town there is an 80% - 5% per level (never to go below 30%), someone will try to put a knife in his back.
Laboratory/Library Dependant:  The character has a -2 to all knowledge checks when he is not in a well-
equipped laboratory or library.
Noncombatant:  The character uses the next worst hit table (fighter to cleric to wizard), adepts cannot take 
this.
Old Injury:  At the beginning of every game (or when the character exerts himself) the character must make 
a Constitution check (vs. DC 25) or have a -2 to all saves (-4 if the roll is "1").
Pampered:  The character receives the next lower hit die type, adepts cannot take this.
Prohibited Skills:  The character cannot ever take skills unique to adepts, mystics, or psychics nor may he 
take any knowledge skill.
Religious Vows:  The character has taken vows that he must hold to, typical ones being chastity, obedience 
(to the church), and poverty.
Reputation:  The authorities know or will eventually find out that the character has a shady past.  He may 
be brought in on questioning or have his movements watched.  He will get no cooperation from the authorities.
Rugged:  The character is out of place in civilization (or high society) and suffers a -4 reaction penalty
because of it.
Sporadic:  The character takes a +20% penalty to advancement because of his inability to focus on his 
profession.
Text dependant (Adept Only):  The character is dependent on the texts of a single magical tradition.  
Everytime he gains a new spell level he must seek out commentaries from his faith (which will cost $500 per spell level) or be unable to cast spells of those levels.  The character has a +5 DC penalty to spellcraft rolls to learn wizard spells from another magical tradition.
Weak Will:  The character has a -2 to Will saves.
White-tower syndrome:  The character is so out of touch with the pace of normal society that the only skills 
that he can have as class skills are knowledge, speak language, and those skills unique to adepts, mystics, or psychics.  This does not give the character these skills if they are not class skills themselves, however.

Weapons
Common weapons:  besides firearms, the following weapons are common weapons:  Baton, Bowie Knife, 
Brass Knuckles, Club, Cutlass, Dagger, Foil, Handaxe, Machete, Pocket Knife, Rapier, Sabre, Sap, Sword Cane, and Whip.
The following weapons have equivalent stats (though the weapons may be different in form):

		MotRD Weapon		D&D Weapon		Cost	Weight
		Bowie Knife		Dagger			$0.25	1 lb.
		Brass Knuckles		Gauntlet			$1.50	1 lb.
		Cutlass			Scimitar			$12.00	4 lb.
		Foil			Rapier			$15.00	4 lb.
		Machete			Sickle			$2.50	4 lb.
		Sabre			Longsword		$17.00	5 lb.
		Sword Cane		Sword, short		$25.00	4 lb.

New Weapons		Cost	Damage	Critical		Range	Size	Weight	Rounds	Type
Baton			$0.75	1d4	x2		-	Small	2 lb.	-	Bludg.
Pocket Knife		$0.75	1d2	x2		-	Tiny	0.5 lb.	-	Slashing
Firearms
Carbine			$10.00	1d10	18-20/x4	150 ft.	Medium	7 lb.	1	Piercing
Carbine, Repeating	$12.50	2d6	18-20/x3	150 ft.	Medium	7 lb.	12	Piercing
Pistol, Army		$3.50	2d6	18-20/x3	120 ft.	Small	3 lb.	6	Piercing
Pistol, Navy		$2.50	1d10	18-20/x3	100 ft.	Small	3 lb.	6	Piercing
Pistol, Derringer		$5.00	1d6	18-20/x2	5 ft.	Tiny	1 lb.	1	Piercing
Rifle			$12.00	2d8	18-20/x4	200 ft.	Medium	9 lb.	1	Piercing
Rifle, Repeating		$15.00	3d6	18-20/x3	200 ft.	Medium	9 lb.	15	Piercing
Scattergun		$8.00	2d8	19-20/x2	10 ft.	Medium	7 lb.	2	Piercing
Shotgun			$13.00	3d6	19-20/x2	25 ft.	Medium	8 lb.	2	Piercing

Note:  Changes in price were verified by the 1897 Sears Catalog
All these weapons are projectile weapons with 10 range increments.
The scattergun is an area of effect weapon with a 15 foot wide cone.
A weapon that is loaded and ready can be fired automatically as an attack of opportunity, pistols will fire first and then any other type can fire.
From 1 to 3 range increments, guns ignore all AC adjustments from armor and shields (at least the types 
seen in standard D&D games), but magical modifiers are still counted (treat as a touched range to 
hit).
From 4 to 10 range increments, all AC adjustments due to shields and armor are halved (rounded up), 
unless they are magical modifiers (which are not affected).
If the character wishes to fire two pistols at once, they are not treated as light weapons (because of recoil).

Gun Fire Rates
Granted the 3e combat round is much faster than it predecessor, but the fire modes of these guns still 
applies since a revolver can be emptied in six seconds.

Aimed Fire  
Aimed fire may be attempted by a character with a cartridge firearm (except for scatterguns and shotguns which cannot use this fire mode).  The character may only aim fire as a full attack action.  The character gets a +4 to his attack roll.  If the character has a standard carbine, derringer, or rifle he may attempt to reload and fire the next round, but gets a -4 to his attack roll, repeating carbines and rifles (and revolvers) can only be reloaded as full round actions.  The character may make a full normal movement at an additional -4 to his attack roll (a character can attempt both but will provoke an attack of opportunity).  The character may make a double move at a -8 to attack rolls.

Rapid Fire
Rapid fire allows the character to attack as many times per round as his level (and the number of rounds in the gun) allow.  All guns with a load time of 0, fully loaded revolvers and repeaters may use perform rapid fire.  The following options are only allowed for cartridge weapons.  A character may make a full normal move at a -4 to hit, shotguns, scatterguns and (non-repeating) carbines and rifles may be reloaded with a single round for an additional -4 to hit (it is a full round action to reload both shells into a shotgun or scattergun.  The character may make a double move at a -8 to attack rolls.

Panic Fire  
Only a fully-loaded cartridge revolvers may fire at this rate.  The character can very well empty all six chambers of his pistol.  The character is –4 to hit, but gets +2 partial actions on his attack roll (the multishot feat will reduce it to –2).  The character cannot reload, but may make a full move at an additional -4 to hit and a double move at -8 to hit and still fire.  Unlike the original rules, the character still gets his dexterity modifier to panic fire (since it is harder in these rules to fire thusly).

Blind fire
Only a character with a fully loaded repeating carbine or rifle or revolver may perform blind fire.  Anyone in the area the character is firing into may be hit.  The character may only hit on a critical hit, but does not do any extra damage (just normal damage).  Movement modifiers apply.

Covering fire  
When a character lays down covering fire for another, anyone who enters the covered area will provoke an attack of opportunity.  Also a person may be covered as a target.

Spells
For now I recommend you get a copy of Domains of Dread, A Guide to Gothic Earth, and the Conversion Manual to determine how magic is different.  I will try to post them later, but no guarantees.

Psychic Skills
Psychic skills come from the article "Psychic Proficiencies" by William W. Connor in Dragon #212, December 1994, pp. 41-52.  On the table on page 42 ignore the # of slots and Check mod. (and the /2 next to all the relevant abilities).  A psychic skill costs one feat and a number of skill points to buy.  A simple one to one conversion should do for now.  However, the table for electrokinesis on page 44 should be changed to:

		Category	Examples	DC
		Awful		Rubber, Glass	30
		Poor		Wood, Rock	25
		Average		Lake Water	20
		Good		Steel, Bronze	15
		Excellent	Gold, Copper	10