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<blockquote data-quote="jian" data-source="post: 9686997" data-attributes="member: 78087"><p>To continue: character creation.</p><p></p><p>1) You have four attributes (Agility, Charm, Strength, Wits) which start at 1. You have 3 points to spend on them.</p><p></p><p>2) You have Hit Points (HP) equal to 10 + your Strength, Inventory Points (IP) equal to your Charm, and Magic Points (MP) equal to your Wits.</p><p></p><p>3) Your Dodge is equal to 10 + your Agility.</p><p></p><p>4) You have 5 Job Slots, which are taken up by Equipment that define your approach to adventuring. See Equipment, below.</p><p></p><p><u>Equipment</u></p><p></p><p>Each piece of equipment takes up one Job Slot unless noted otherwise.</p><p></p><p>Armour: You gain <strong>Armour</strong> (reduce all weapon damage by 1) and<strong> Resistance </strong>(reduce all magic damage by 1, +1 to checks to resist magic) from each piece of protective equipment.</p><ul> <li data-xf-list-type="ul">Armour: Brigandine, Cuirass, Helmet, Shield</li> </ul> <ul> <li data-xf-list-type="ul">Resistance: Amulet, Rune Plate, Rune Shield, Sage Robe</li> </ul> <ul> <li data-xf-list-type="ul">You can never have more than 3 Armour or Resistance from any source.</li> </ul> <ul> <li data-xf-list-type="ul">Mithril armour (should you find it) adds +1 Armour. Orichalcum armour adds +1 Resistance.</li> </ul><p>Weapons: These inflict the damage noted. Unarmed or improvised attacks inflict d4 damage.</p><ul> <li data-xf-list-type="ul">Bow/Crossbow/Pistol: d6 ranged damage</li> </ul> <ul> <li data-xf-list-type="ul">Wand/Staff: d6 ranged magical damage (choose element: fire/ice/thunder)</li> </ul> <ul> <li data-xf-list-type="ul">Paired light weapons (e.g. Daggers, Hatchets): Roll 2d6, take higher result</li> </ul> <ul> <li data-xf-list-type="ul">Axe/Mace/Sword: d8 damage, one-handed</li> </ul> <ul> <li data-xf-list-type="ul">Greatsword/Halberd/Spear: d10 damage, two-handed</li> </ul> <ul> <li data-xf-list-type="ul">Mithril weapons (should you find them) add +1 to hit. Orichalcum weapons add +2 damage.</li> </ul><p>Other equipment: These give you access to relevant skills. Roll with Advantage if appropriate.</p><ul> <li data-xf-list-type="ul">Alchemist’s Kit (+2 IP while equipped)</li> </ul> <ul> <li data-xf-list-type="ul">Healer’s Kit (restore d8 HP in combat as Action)</li> </ul> <ul> <li data-xf-list-type="ul">Musical Instrument (use the Help Reaction once for free per round)</li> </ul> <ul> <li data-xf-list-type="ul">Thieves’ Tools (for climbing, opening locks, disabling traps)</li> </ul></blockquote><p></p>
[QUOTE="jian, post: 9686997, member: 78087"] To continue: character creation. 1) You have four attributes (Agility, Charm, Strength, Wits) which start at 1. You have 3 points to spend on them. 2) You have Hit Points (HP) equal to 10 + your Strength, Inventory Points (IP) equal to your Charm, and Magic Points (MP) equal to your Wits. 3) Your Dodge is equal to 10 + your Agility. 4) You have 5 Job Slots, which are taken up by Equipment that define your approach to adventuring. See Equipment, below. [U]Equipment[/U] Each piece of equipment takes up one Job Slot unless noted otherwise. Armour: You gain [B]Armour[/B] (reduce all weapon damage by 1) and[B] Resistance [/B](reduce all magic damage by 1, +1 to checks to resist magic) from each piece of protective equipment. [LIST] [*]Armour: Brigandine, Cuirass, Helmet, Shield [/LIST] [LIST] [*]Resistance: Amulet, Rune Plate, Rune Shield, Sage Robe [/LIST] [LIST] [*]You can never have more than 3 Armour or Resistance from any source. [/LIST] [LIST] [*]Mithril armour (should you find it) adds +1 Armour. Orichalcum armour adds +1 Resistance. [/LIST] Weapons: These inflict the damage noted. Unarmed or improvised attacks inflict d4 damage. [LIST] [*]Bow/Crossbow/Pistol: d6 ranged damage [/LIST] [LIST] [*]Wand/Staff: d6 ranged magical damage (choose element: fire/ice/thunder) [/LIST] [LIST] [*]Paired light weapons (e.g. Daggers, Hatchets): Roll 2d6, take higher result [/LIST] [LIST] [*]Axe/Mace/Sword: d8 damage, one-handed [/LIST] [LIST] [*]Greatsword/Halberd/Spear: d10 damage, two-handed [/LIST] [LIST] [*]Mithril weapons (should you find them) add +1 to hit. Orichalcum weapons add +2 damage. [/LIST] Other equipment: These give you access to relevant skills. Roll with Advantage if appropriate. [LIST] [*]Alchemist’s Kit (+2 IP while equipped) [/LIST] [LIST] [*]Healer’s Kit (restore d8 HP in combat as Action) [/LIST] [LIST] [*]Musical Instrument (use the Help Reaction once for free per round) [/LIST] [LIST] [*]Thieves’ Tools (for climbing, opening locks, disabling traps) [/LIST] [/QUOTE]
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