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Statistics
Starting characters have the following characteristics:
SKILL: 3
STAMINA: 6
LUCK: 8
MAGIC: 0
MAGIC POINTS: 0
Those starting characteristics can be increased from a pool of 6 points with the following caveats:
SKILL: A maximum of 2 points may be added.
STAMINA: A maximum of 3 points may be added – each point increases the hero’s initial STAMINA by 2.
LUCK: A maximum of 3 points may be added.
MAGIC: A maximum of 2 points may be added.
Social Scale
Social scale is determine by rolling 1d6 and subtracting 1 from the number rolled (0-5).
Race
Racial modifiers then apply as normal.
Special Skills
Some special skills are not available to “0 level” characters, so there is a limited list of skills that they can pick from. Here is the list:
Combat special skills: Armour, Axes, Brawling, Clubs, Polearms, Staves, Strength, Thrown
Movement special skills: All skills.
Stealth special skills: All skills.
Knowledge special skills: All skills.
Magical Special skills: Magic- Minor, Magic Lore, Second Sight.
Talents
There are only a limited number of talents available to “0 level” characters. They are: Strongarm, Packhorse, Survivor, Silvertongued, Natural Leader, Learned, Natural Linguist, Hawkeye, Familiar, Dark Veil, Clearsight, Entrepeneur, Natural Physician, Master Craft (+2 to all craft skill rolls), Fast Healer, Robust, Light Sleeper, Lucky.
Weapons
Regular characters will not be able to find well made weapons in general, so they will have to simple, cheap weapons and peasant tools. This means that they can only have the following weapons: Club, quarterstaff, dagger, sling, pitchfork, hatchet, pick, shovel and scythe.
Pitchforks and scythes can be treated as polarms, hatchets, shoevels and picks can be treated as axes.
WeaponDamage roll
1234567+
Pitchfork2223345
Hatchet2222334
Pick1223345
Shovel1222334
Scythe2333345
Thrown rock1111223
Armour
Characters are not able to buy proper armour – they best they can manage is to patch together whatever bits of leather, animal hide and metal they can find. All of these armours require a Skill + Armour skill score of 7 or more.
ArmourArmour roll
1234567+
Quilted armour0000011
Patchwork leather0000111
Hide armour0001111
Leather and metal0011111
Starting equipment
Here is a list of items available to heroes and their prices. Starting heroes have 10gp to spend +2gp for every point of social scale that they have.
WeaponsArmour
ItemCostItem Cost
Pitchfork3gpQuilted 3gp
Hatchet5gp Patchwork leather 7gp
Pick7gpHide 12gp
Shovel7gp leather and metal 15gp
Scythe3gp
Dagger1gp
Club1gp
Quarterstaff1gp
Sling2gp
EquipmentEquipment
ItemCostItemCost
Backpack1gpSack2sp
Blanket, Large2gpTent3gp
Candles (12)1spTinderbox2gp
Food/day14spTorch1sp
Gridnstone8spWaterskin18sp
Herbs, cooking1spRope, per metre6sp
Lantern2gpQuill, ink + paper1gp
Oil, Pint5sp
Statistics: Posted by Slloyd14 — Fri Oct 21, 2016 1:52 pm
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October 21, 2016 at 10:01AM
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