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[Fighting Fantasy] Bloodsword v1
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<blockquote data-quote="Jfdlsjfd" data-source="post: 9540486" data-attributes="member: 42856"><p>The cast.</p><p></p><p></p><p><strong>The Warrior</strong></p><p></p><p>Warrior rank 2, FP (fighting prowess) 8, PA (psychic ability) 6, Awareness 6, Damage 1d6+1, HP 12</p><p></p><p>To attack, you must roll equal or under your own FP. If you succeed, you get to roll your damage dice. Looking at the experience table, it's obvious that damage increase with rank, so beware of the Warrior, because her feather is as strong as a sword. Warrior starts her adventure with with a money pouch (10 gp), her sword and a chainmail armour with a rating of 3. Armour in these books is ablative, so it substracts its value from incoming damage. Given our damage is 1d6+1 and we're the strongest of the team, let's hope we won't fight too many armoured opponents as we do an average of 1.5 damage per round against them -- I hope we won't encounter platemail wearing opponents before remembering that the word of Legend is set in a High Middle Ages world. We're good for another 300 years.</p><p></p><p>That's 3 items counted against the God-given limit of 10. Because you can only wear 10 of them, so it's 10 chainmails or 10 swords, or 10 little bottle of perfume. Good old times when the GM actually cared about encumberance.</p><p></p><p>Awareness is order of initiative, PA is used to resist spell or cast them but not for our warrior.</p><p></p><p><strong>The Trickster</strong></p><p></p><p>Trickster rank 2, FP 7, PA 6, Awareness 8, Damage 1d6, HP 12</p><p></p><p>So basically, Trickster act before Warrior -- my team is all female just to see if the book silently supposed we were male heroes, but not names for easier identification -- hits on a 7 or less (vs 8, so Trixie [damn, she got a name] hits 58% of times vs 72% for Warrior], and rolls just 1 point of damage less.</p><p></p><p>She is equipped with 5 items: a pouch with 10 gp, a sword, a studded leather armour (AR 2), a bow, and a quiver with 6 arrows. One of our power is to be trained at archery, which apparently puzzles the warrior. She can fight equally well with 19 types of polearms, including chopsticks, but she doesn't know where to point a bow. Military academies are probably coming later in the future. Arrows inflict 1d6 of damage (minus armour) and can be used at range. Also, Trixie is adept at dodging and enemies attacking her must add one to their attack roll.</p><p></p><p>Since Trixie majored in Stastitics before realizing that turning to a life of crime would increase her likelihood of not living as a peasant all her life, she realizes that given that she has exactly the same HP as Warrior, and it will stay the same up to rank 20, she's actually MORE durable than her fighting comradess. She wears (currently) a slightly lower armour but against an average fighter with, say, the same stats as warrior, she'd take 1.45 DPR vs 1.08 DPR for Warrior, but against a strong enemy doing 2d6 damage, Trixie takes 2.9 damage vs 2.88 for the Warrior. So it's better to put her in front when fighting high damage opponent. A realization she's eager to share with her travelling companions!</p><p></p><p>Also, once per fight, she can make a double attack with her quick reflexes.</p><p></p><p><strong>The Sage</strong></p><p></p><p>The sage is what in other games would be a multiclassed monk/cleric/culinary herb. Her stats are:</p><p></p><p>FP 7, PA 7, Awareness 6, Damage 1d6, HP 10</p><p></p><p>She was raised in the Monastery of Illumination, where they teach psi powers. Apparently, the True Faith, a monotheistical religion that all the people outside the heathen that are crusaded against and heretics practice, is quite open to the supernatural. That's good.</p><p></p><p>She starts the adventure with 5 items, a pouch with 10 gp, a quarterstaff, a ringmail armour (AR 2), a bow and quiver (6 arrows).</p><p></p><p>She practices archery as well as Trixie, but when fighting in close combat, she can channel her Qi to strike nerve points (something Friar Tuck never mentionned), so she can strike a foe by rolling 3d6 under her FP if she wishes, but in that case the foe falls down (the knee are a nerve point, apparently) so the foe only acts at the end of the next round and inflicts 1d6 additional damage. She can stun-lock a foe with a lower awareness, but the chances are low: 3d6 <= 7 is 16%, and it will never in her career reach above 36%. Seems like a trap option.</p><p></p><p>She will be invaluable to any party because she can cast healing spell. Her name is really apt... The mechanism is that you spend your own HP and multiply that number by (1d6-2), the result if positive, being the number of points she can use to lay on hand, splitting between other party members including her. With her degree, she realizes that she should never spend more than one point during each attempt, to minimize the risk of ruin, given that the number of use of this power is unlimited outside combat and can't be used during a fight.</p><p></p><p><strong>The Enchanter</strong></p><p></p><p>The Enchanter is a demonologist who didn't really want to take her chance with the True Faith Inquisitor.</p><p></p><p>FP 6, PA 8, Awareness 6, damage 1d6-1, HP 10</p><p></p><p>She carries a sword, a silver armour (AR 2) and... a money pouch with 10 gp.</p><p></p><p>The Enchanter can cast spells outside of combat automatically like Prediction to know the future, Detect Magic or summon a daemon. Note that the spell is exactly that, it summons the imp, it doesn't control it, so bargaining is usually in order. During combat, she must spend a round to recall a spell to mind, and one to cast it (by rolling under her PA with 2d6+ the difficulty of the spell). If the fail, she can try again next round by susbstracting 2 to the roll, making it easier. That's how she automatically succeed outside of combat.</p><p></p><p>She can skip the initial round by memorizing a spell, but it reduces her effective PA by one for each spell. Browsing at the list, we can see that spells go from difficulty 1 (White Fire, an enemy takes 2d6+2 damage) to 5 (Nemesis Bolt, an enemy takes 7d6+7 damage) when it comes to single target damage, but there are also spells that do damage to every enemy (going from Volcano rank 1, 1d6 damage, to Sheet Lightning, rank 4, 2d6+2 damage). There are spells that inflict more damage but allow a resistance roll under the victim's psychic aptitude, like Servile Enthrallment, rank 5, where theenemy must roll under PA or become mind controlled. He will just stand there while you kill him or you can order him to attack his allies but then he gets and additional roll of 1d6 and on a 6 breaks the spell.</p><p></p><p>Of immediate interest is the rank 1 Nighthowl, which must be resisted or the target must attack with 3d6 instead of 2d6 when rolling under FP -- a save or suck, single target -- and the aforementioned White Fire. Our enchanter does ranged damage at will, if memorized, and do twice the damage of the warrior. It might be worth memorizing while we're certain to meet enemies in the 10-20 HP range as befit our first adventure.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9540486, member: 42856"] The cast. [B]The Warrior[/B] Warrior rank 2, FP (fighting prowess) 8, PA (psychic ability) 6, Awareness 6, Damage 1d6+1, HP 12 To attack, you must roll equal or under your own FP. If you succeed, you get to roll your damage dice. Looking at the experience table, it's obvious that damage increase with rank, so beware of the Warrior, because her feather is as strong as a sword. Warrior starts her adventure with with a money pouch (10 gp), her sword and a chainmail armour with a rating of 3. Armour in these books is ablative, so it substracts its value from incoming damage. Given our damage is 1d6+1 and we're the strongest of the team, let's hope we won't fight too many armoured opponents as we do an average of 1.5 damage per round against them -- I hope we won't encounter platemail wearing opponents before remembering that the word of Legend is set in a High Middle Ages world. We're good for another 300 years. That's 3 items counted against the God-given limit of 10. Because you can only wear 10 of them, so it's 10 chainmails or 10 swords, or 10 little bottle of perfume. Good old times when the GM actually cared about encumberance. Awareness is order of initiative, PA is used to resist spell or cast them but not for our warrior. [B]The Trickster[/B] Trickster rank 2, FP 7, PA 6, Awareness 8, Damage 1d6, HP 12 So basically, Trickster act before Warrior -- my team is all female just to see if the book silently supposed we were male heroes, but not names for easier identification -- hits on a 7 or less (vs 8, so Trixie [damn, she got a name] hits 58% of times vs 72% for Warrior], and rolls just 1 point of damage less. She is equipped with 5 items: a pouch with 10 gp, a sword, a studded leather armour (AR 2), a bow, and a quiver with 6 arrows. One of our power is to be trained at archery, which apparently puzzles the warrior. She can fight equally well with 19 types of polearms, including chopsticks, but she doesn't know where to point a bow. Military academies are probably coming later in the future. Arrows inflict 1d6 of damage (minus armour) and can be used at range. Also, Trixie is adept at dodging and enemies attacking her must add one to their attack roll. Since Trixie majored in Stastitics before realizing that turning to a life of crime would increase her likelihood of not living as a peasant all her life, she realizes that given that she has exactly the same HP as Warrior, and it will stay the same up to rank 20, she's actually MORE durable than her fighting comradess. She wears (currently) a slightly lower armour but against an average fighter with, say, the same stats as warrior, she'd take 1.45 DPR vs 1.08 DPR for Warrior, but against a strong enemy doing 2d6 damage, Trixie takes 2.9 damage vs 2.88 for the Warrior. So it's better to put her in front when fighting high damage opponent. A realization she's eager to share with her travelling companions! Also, once per fight, she can make a double attack with her quick reflexes. [B]The Sage[/B] The sage is what in other games would be a multiclassed monk/cleric/culinary herb. Her stats are: FP 7, PA 7, Awareness 6, Damage 1d6, HP 10 She was raised in the Monastery of Illumination, where they teach psi powers. Apparently, the True Faith, a monotheistical religion that all the people outside the heathen that are crusaded against and heretics practice, is quite open to the supernatural. That's good. She starts the adventure with 5 items, a pouch with 10 gp, a quarterstaff, a ringmail armour (AR 2), a bow and quiver (6 arrows). She practices archery as well as Trixie, but when fighting in close combat, she can channel her Qi to strike nerve points (something Friar Tuck never mentionned), so she can strike a foe by rolling 3d6 under her FP if she wishes, but in that case the foe falls down (the knee are a nerve point, apparently) so the foe only acts at the end of the next round and inflicts 1d6 additional damage. She can stun-lock a foe with a lower awareness, but the chances are low: 3d6 <= 7 is 16%, and it will never in her career reach above 36%. Seems like a trap option. She will be invaluable to any party because she can cast healing spell. Her name is really apt... The mechanism is that you spend your own HP and multiply that number by (1d6-2), the result if positive, being the number of points she can use to lay on hand, splitting between other party members including her. With her degree, she realizes that she should never spend more than one point during each attempt, to minimize the risk of ruin, given that the number of use of this power is unlimited outside combat and can't be used during a fight. [B]The Enchanter[/B] The Enchanter is a demonologist who didn't really want to take her chance with the True Faith Inquisitor. FP 6, PA 8, Awareness 6, damage 1d6-1, HP 10 She carries a sword, a silver armour (AR 2) and... a money pouch with 10 gp. The Enchanter can cast spells outside of combat automatically like Prediction to know the future, Detect Magic or summon a daemon. Note that the spell is exactly that, it summons the imp, it doesn't control it, so bargaining is usually in order. During combat, she must spend a round to recall a spell to mind, and one to cast it (by rolling under her PA with 2d6+ the difficulty of the spell). If the fail, she can try again next round by susbstracting 2 to the roll, making it easier. That's how she automatically succeed outside of combat. She can skip the initial round by memorizing a spell, but it reduces her effective PA by one for each spell. Browsing at the list, we can see that spells go from difficulty 1 (White Fire, an enemy takes 2d6+2 damage) to 5 (Nemesis Bolt, an enemy takes 7d6+7 damage) when it comes to single target damage, but there are also spells that do damage to every enemy (going from Volcano rank 1, 1d6 damage, to Sheet Lightning, rank 4, 2d6+2 damage). There are spells that inflict more damage but allow a resistance roll under the victim's psychic aptitude, like Servile Enthrallment, rank 5, where theenemy must roll under PA or become mind controlled. He will just stand there while you kill him or you can order him to attack his allies but then he gets and additional roll of 1d6 and on a 6 breaks the spell. Of immediate interest is the rank 1 Nighthowl, which must be resisted or the target must attack with 3d6 instead of 2d6 when rolling under FP -- a save or suck, single target -- and the aforementioned White Fire. Our enchanter does ranged damage at will, if memorized, and do twice the damage of the warrior. It might be worth memorizing while we're certain to meet enemies in the 10-20 HP range as befit our first adventure. [/QUOTE]
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