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WEAPONS

Weapons Have two means of dealing damage, Static


Damage or Damage Dice. Static damage works as follows.
For a d6 damage die weapon (such as a Shortsword), ou!d
deal " static damage. #he Static num$er is one half the
damage die plus one.
Damage Die rolls add a randomness to the attack $ut have
the potential of dealing less damage.
%ou make the decision to take either form of damage once
ou!ve rolled a successful &ttack action.
CRITICAL HITS
Whenever our &ttack test rolls an e'ploding die, ou!ve
rolled a (ritical Hit. %ou roll the damage die three times
(three dice) and multipl it $ two. )f ou choose static
damage ou multipl it $ three.
ARMOR
&ttacking an opponent works in much the same wa as a
normal #est. #he *eferee sets a #+, and ou roll a test,
adding an relevant modi,ers or die rolls. &rmor adds a
modi,er to the #+ called a Defense Score. )f a creature has
no Defense Score, the #+ is reduced $ - (to a minimum DS
of ./).
&rmor also grants a Soak value. #his value reduces the
amount of damage a weapon deals $ the listed value. For
e'ample, Full 0late armor has a Soak 1alue of ", & damage
roll that deals 2 damage would $e reduced to . damage.
BUYING EQUIPMENT
#he availa$ilit of gear is a 3uctuating ordeal. Some towns
won!t have gear that is readil availa$le in larger
settlements. 4ach piece of gear has a &1 entr. #his entr
descri$es the availa$ilit of the item. (ommon )tems are
availa$le in most settlements, 5ncommon items are harder
to ,nd in isolated communities, though the are still readil
availa$le in well connected towns. *are items are onl
availa$le in the most a6uent of settlements. 7imited items
are even more rare in even the most a6uent settlements. &
masterwork longsword is a rare item, whereas a 4lvish
War$lade is a limited item.
#he availa$ilit of these items is in the domain of the
*eferee to decide.
&1 *atings use a$$reviations. ( 8 (ommon, 5( 8
5ncommon, * 8 *are, 7 8 7imited.
COINAGE
9ear in #rinit (ore is valued $ (oin. )t is left to the
*eferee to determine what :(oin: actuall means. )n one
setting, (oin might $e gold, while in another it might $e
magicall shaped gems, or a rare wood. Some items are
valued at .;" or .;- coins.
LIFESTYLE
&dventurers have a :7ifestle: called Wanderer. )t is
assumed that a Wanderer earns an amount of coin per
month that is su<cient to provide for their nomadic lifestle.
4ach &rchetpe has a Starting (oin value and a =onthl
4arning value.
& (haracter can upgrade their lifestle $ . step $
spending a one time amount of (oin e>ual to four times their
Starting coin value.

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