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NAME:

q Roll 3d6 six time and


assign each result to these
6 statistics, in order
d20 < achieves
d20 < avoids
d4

Abilities

1. Dwarf

+1 CON
+1 WIS

Smashing, lifting
and opening

Precision, agility
and deftness

Stamina and endurance

Knowledge and
interpretation

Paralysis and
petrification

Falling and
explosive energy

Fatigue, poison and


draining effects

Forgetfulness and
puzzlement

Powers
See in the dark; add level to
mining and stone/metalwork
checks;, and damage vs. orckind

+1 DEX
+1 INT

See in the dark; add level to


detection checks; bonus class
die to magic pool if spellcaster

+1 DEX
3. Halfling
+1 WIS

See in the dark; add level to


stealth checks; bonus +1 to AC,
but -1 to all damage rolls

2. Elf

Reorder
4. Human
None
as desired

w Roll 1d4 or pick a race


and modify statistics if
appropriate

e Roll 1d10 or pick a class


and modify statistic as
appropriate

d10
1. Barbarian

Class
die
d8

I want to...

Persuasion and
performance

Confusion, fear Enchantment and


and deception
compulsion

Description
Berserker
+2 STR
warrior

r Determine Armour Class (AC= Dexterity + Armour),


Hit Points (roll one class die, max. 1 class die per level)

Class abilities
Add level to total hit points and each
damage roll, only if unarmoured

(STR score) items can be carried

Any

d4

Add level to INT and CHA checks; earn


+2 CHA
(level)d4 gold for paid performances

Light

3. Cleric

d6

Holy
Spellcaster

+1 WIS
+1 CHA

Holy Magic (protects, guides and heals),


banish undead of (level)d6 power

Any

4. Druid

d6

Nature
Spellcaster

+1INT
+1 WIS

Nature Magic (controls animal, plants


weather), loyal pet of (level)d6 power

Light

Veteran
Warrior

+1 STR
+1 CON

Add level to attack rolls

Any

2. Bard

5. Fighter

d8

+1 CON
Spiritual
Martial Artist +1 WIS

Backpack

Armour

Wandering
dilettante

1.
2.
3.
4.
5.
6.
7.
8.

Add level to acrobatic skills; attacks may


stun opponents (CON check avoids)

None

6. Monk

d6

7. Paladin

d8

Holy
Crusader

+1 STR
+1 CHA

Add level to damage against unnatural


and evil creatures

Any

8. Ranger

d8

Survivalist
warrior

+1 STR
+1 DEX

Add level to stealth, exploring, hunting


and tracking checks

Light

9. Thief

d4

Burglar
assassin

+1 DEX
+1 INT

Add level to thieving checks, add (level)d4


damage against unaware opponents

Light

t Pick a name. You are level 1. PLAY!

Rules

Insight and
detection

LEVEL:

Hit Points

STR
STRENGTH
ENGTH DEXTERITY
DEXTERITY CON
CONSTITUTION
STITUTION INTELLIGENCE
INTELLIGENCE WIS
WISDOM
DOM CHA
CHARISMA
RISMA

Armour
Class

1 Pot RPG

9.
10.
11.
12.
13.

14.
Tell your DM what you want your character to do and, if needed,
agree against which statistic to check. Examples are given for which
15.
Versatile
High Magic (Any effect, except healing),
statistic is relevant in which situation. To succeed at a task, you must
0. Wizard
d4
+1 INT
None
Spellcaster
add
level
to
INT
checks
16.
roll under the relevant statistic, plus any class or situational modifiers,
on a d20. Difficult tasks confer a statistic penalty of -2 or more. The
17.
CHALLENGES
MAGIC
amount by which the d20 roll is under the statistic determines the
Spellcasters can cast up to their level in number of spells per day and have Monsters are created like characters but 18.
degree of success. A roll of a 1 always succeeds, and 20 always fails.
a magic dice pool equal to level class die. A spell can have any effect classes are Grunt (class die: d4), Tough
Successful check may also give bonuses to attack rolls in combat.
within the themes listed above, with power of level class die. A spell (d8) or Scary (d12). Scaries have one 19.
can effect up to your level in targets with your class die in power, or your resistance or special power per level.
20.
Combat
class die in targets with your level in power e.g. 2d6 heal/damage d6 Traps are detected, avoided
To strike an opponent, you must roll equal to or over their Armour targets for 2 points, 2 targets for d6, or 1 target for 2d6. For non-damage, or resisted with stat checks. Treasure::
Class (AC) on a d20, plus any class or situational modifiers. If use the dice roll to determine potency or duration of effect. Some effects XP is gained from spending
successful, you do damage equal to your class die, plus any class require trading some of the dice from the pool to activate; level is lowered treasure you find. To go up
modifiers. Using a weapon two-handed grants a +1 bonus to damage. by 1 to detmine spell pool for mental control effects, 3 for summoning or a level, spend 1000
Armour grants a bonus to AC as follows: Light +2, Heavy +4, Shield +1. conjuration, and 5 for death
current level in gold.

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