The following notes will help character creation for players using only the Quickstart Guide. Detail around the nuber of spells allowed can be useful for everybody.
Characteristics
Every novice adventurer starts with the following values in their Characteristics:
SKILL 4
STAMINA 8
LUCK 8
MAGIC 0
those starting Characteristics are then increased from a pool of 8 points, with the following caveats:
SKILL: maximum 3 points can be added
STAMINA: maximum 4 points can be added, but each point added increases STAMINA by 2
LUCK: maximum 3 points can be added
MAGIC: maximum 7 points can be added
After adding up the Characteristic points as mentioned above, you can add their Racial modifiers:
Humans: +1 LUCK
Dwarves: +2 STAMINA
Elves: +1 MAGIC
If you are interested on other races, just let me know and I'll find out the appropriate racial modifier.
Talents
You can choose one Talent.
Below you can find some option:
Crack Shot: +1 to all damage rolls using ranged weapons
Dark Seeing: allows to see in the dark (monochrome, 20 m) - not available to Humans
Lucky: may re-roll a failed LUCK test per day without deducting any extra LUCK point - available only to Humans
Fleet Footed: allows faster movement for a short time (such as during a fight, when trying to escape, etc.)
Hawkeye: +3 to all Awareness tests involving vision
Silvertongued: +3 to any test of Con, Bargain, Etiquette or Leadership
Special Skills
You can normally choose two Special Skills at (2) and four Special Skills at (1).
Below you can find some option:
Axes
Bows
Brawling
Clubs
Polearms
Staves
Swords
Thrown
Armour
Acrobatics
Climb
Jump
Swim
Awareness
Disguise
Locks
Sleigh of Hand
Sneaking
Trap Knowledge
Con
Etiquette
Healing
Magic - Wizardry
Lores and Knowledges (to be tailored to specific areas, such ss Forest Lore, Blacksmith Knowledge, Runes Lore, etc.)
We will use a common language for all civilized areas and you won't need to use a Special Skill slot for it. You will need it only if you want to command more exotic languages, such as Runic (the ancient language of these lands), Elvish, Dwarven, etc. In this case the Special Skill will be instead at (4), i.e. you can read and speak that language fluently.
Magic - Wizardry Spells
If you have chosen
Magic - Wizardry Special Skill, you know the spells described at page 16 of the Quickstart Guide.
Your MAGIC POINTS are equal to twice your MAGIC Characteristic + Magic Wizardry Special Skill score.
Spellcasting is quite like any characteristic test only using your MAGIC score instead of your SKILL and in general will use a daily reserve of MAGIC POINTS.
Hector casts a Fire-Bolt (a sell that he previously learnt) at a GOBLIN. Hector has a MAGIC score of 8 and Magic-Wizardy of 2 meaning he has to 10 or under on a roll of 2d6 to successfully cast his spell. He roll a 4 and a 5 so he makes it. It also means that he has a daily reserve of 20 MAGIC POINTS.
A spell whether successfully cast or not drains Magic Points from the caster equal to the value of the spell (in the case of Fire-Bolt, 1 Magic Point.)
Spellcasting rolls that come up double 6 mean something has gone seriously wrong; the spell fails and the wizard rolls 3d6 on the Oops Spell Failure table (it can go DRAMATICALLY wrong...).
The roll can be improved by preparing and concentrating for few rounds before casting (+2 per each round), if the surrounding is quiet (+3), but can be penalized if the caster is target of a melee attack (-2) or even just by a ranged attack (-1).
If the wizard wears an armour, then additional MAGIC POINTS must be expended for each spell cast. For example a leather cuirass will require an extra MAGIC POINT and heavier armour will require progressively more and more.
If you have chosen
Magic - Wizardry, you can have a spell point for each MAGIC (main characteristic) point. For example, "Breathe" will cost you two spell points in this calcualtion.
If you have chosen
Magic - Minor you can choose five cantrips.
Please contact me if you have chosen a different magic style.
Armour
Armour is essential for many adventurers, protecting against arrows, , swords, claws and other hazards. Armour is heavy and cumbersome, can be difficult to use and can interfere with the effectiveness of some magic, allthough most heroes will wear the best armour they can use and afford.
The table below identifies the level of protection provided by each type of armour, however the hero must be trained in wearing the armour, or will suffer penalties. The hero should compare his Armour Special Skill total (Armour Special Skill + SKILL characteristic) to the listed values:
Total | Armour that can be effectively worn |
---|
6 or less | Small Shield |
7 | Leather Cuirass or Large Shield |
8 | Leather Hauberk |
9 | Chainmail Cuirass or Breastplate |
10 | Chainmail Hauberk |
11 | Plate Armour |
If a hero has an insufficient total to comfortably wear that armour, but wears it anyway, then the difference between the required total and that hero's actual total is deducted from all physical SKILL tests, including combat.
If a shield is used, then the protection provided for that particular result should be added to that provided to the armour worn. Only one armour roll is done whether a shield is used or not.
Armour: | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
---|
Leather Cuirass : | - | - | - | - | 1 | 1 | 2 |
Leather Hauberk : | - | 1 | 1 | 1 | 1 | 1 | 2 |
Chainmail Cuirass : | - | - | - | 1 | 2 | 2 | 3 |
Chainmail Hauberk : | - | 1 | 2 | 2 | 2 | 2 | 3 |
Breastplate : | - | - | - | 1 | 2 | 3 | 4 |
Plate Armour : | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Small Shield: | - | - | - | - | 1 | 1 | 2 |
Large Shield: | - | - | - | 1 | 1 | 1 | 2 |
This message was last edited by the GM at 21:23, Sun 26 Nov 2017.