================================ Have you ever felt Adventure? -=-=-=-=-=- An old fashioned ttrpg ================================ 1. Introduction ================= I drafted this game trying to imagine what my characters at the "Heart of Valor" could've been playing as kids. I opted for a very old-fashioned game, reminiscent of the earliest edition of D&D, but much different. 1.1 How to play ----------------- Gather some friends, tell them a story. But they are the protagonists, so ask them what their characters would want to do. They can try anything, but only you, the game-master will determine what would happen, helped with these rules and some friendly dice. Example - - - - - You are all gathered around a table, the game-master, that's you, Avim playing an adventurer, Brook playing a warrior and Fairka, playing a ranger. The characters are gathered before the mouth of a treasure cave. The game-master says: "As you approach the cave you hear the sound of something that looks like quick steps coming from inside. What do you do?" Fairka: "I move back to some bushes and watch there and I suggest you both to do the same." Avim: "I go with Fairka." Brook: "Bah! That must be a pathetic goblin, I take my sword and charge!" Game-master: "Ok, Fairka and Avin you take your spot behind the bushes. Brook, as you enter the cave you are attacked by a hidden spear. I'm rolling now to see if you get hit..." 2 Characters ================ 2.1 Attributes ------------------ Characters in this game are defined by these values: * Strength (STR), * Dexterity (DEX), and * Knowledge (KNW) 2.1.1 Generating Attributes - - - - - - - - - - - - - - - To get your starting values, throw two dice for each of the attributes. Add 6 to each result, you're done. Example - - - - - Rolling for STR you get a 5 and 6, for a total of 5 + 6 + 6 = 17. For DEX you get a 3 and 4, for a total of 13, and for KNW a 3 and 1 for a total of 10. 2.1.2 Attribute Bonuses - - - - - - - - - - - - - Attributes are important when figuring out if a character is succesful when attempting an action. This will be expanded in the relevant section, called Actions. For now, these are the bonus attributes give: -------------------------------- Attribute Score - Action Bonus - - - - - - - - - - - - - - - - 8 or less - -1 9 to 11 - 0 12 to 13 - +1 14 to 15 - +2 16 or more - +3 -------------------------------- 2.2 Age ----------- Now choose the age of your character. You can choose any age for your character from 14 to 61 with the following boundaries: Age 14 to 16. STR and KNW cannot be higher than 13, DEX cannot be lower than 13. Age 17 to 21. STR cannot be lower than 11, KNW cannot be higher than 16. Age 22 to 33. STR cannot be lower than 10, KNW cannot be lower than 12. Age 33 or more. STR cannot be higer than 16, DEX cannot be higher than 16. KNW cannot be lower than 13. So If your numbers are out of those boundaries, adjust them. 2.3 Life points ------------------- Your Life points (LP) are a measure of your health. When you are hit by a sword or something you lose LP, when you are at 0 LP you can die. You begin the game with as many LP as your STR, plus 1 plus what you get on one die. 2.4 Starting Wealth ----------------------- Every player start the game with two beautiful gold coins. On gold crown (gc) is worth 20 silver shillings (ss) or 2000 copper pennies (cp). An easy way to keep account to your character's money is to write in this format 1-15/78 which reads as 1 gc, 15 ss and 78 cp. 2.5 Levels -------------- Levels measure of the heroism of your character, the higher your character's level, the more powerful she or he is. All characters begin at level 1 and can raise up to level 7. Once your character gets to level 7 it will be ready to start his final quest which, when completed, will bring him or her final victory. 2.5.1 Benefits of Levels - - - - - - - - - - - - - - Every time you level up, * Recover all lost lp * Earn 1 dice worth of lp * Make an advancement roll for each attribute. Roll three dice, if the total is higher than the attribute raise that attribute by 1 point. There are also additional benefits at reaching each level. Level 1: Hero (Once per day, you can "take an 18" or "take a 13", if applying the Rule of Cool, see later. Level 2: Now you can cast simple spells. Level 3: Now you can recruit an apprentice. (An apprentice is a level 1 adventurer that the player can also control. You can only have one and if it gets killed, you can only recruit a new one as you raise in level. If your main character is killed you can promote your apprentice as your main character or let him go). Level 4: Now you can cast intermediate spells. Level 5: Add a +1 bonus to your Combat Tests. Level 6: Now you can cast advanced spells. Level 7: Add 1 extra dice to LP. Now you must start your Final Quest. Add a +1 bonus to your Combat Tests. 2.5.2 Raising your level - - - - - - - - - - - - - - Your character raises his or her level when, while not in immediate danger, achieves a given number of experience points (xp). See table: ----------------------- Level - Required XP - - - - - - - - - - - - 1 - 1 2 - 1,001 3 - 2,501 4 - 3,501 5 - 6,251 6 - 10,501 7 - 20,001 ----------------------- 2.5.3 Earning XP - - - - - - - - - - You get xp in four ways: a) At the start of each game session, you earn 1d6 xp (1d6 meaning 1 six-sided dice, a regular dice) b) Defeating monsters (which includes killing them, but also fooling them, or making them your fiends, etc.) Monsters, unless otherwise stated give as many xp as their level multiplied by 5 if they are killed. The Game-master may offer a bonus up to double xp when monsters are defeated by non violent means. c) Achieving the main goal of an adventure When the player characters achieve the objective of an adventure, the game master must award them with 500 xp to 1500 xp for each level of the adventure. These xp are to be split up among the members of the player characters as they see fit. What constitutes "the main goal of an adventure" and how it's achieved is subject to the game-master definition and approval. d) Finding treasure Characters also get 1 xp for each gold coin worth of treasure they find. 2.6 Gear ---------- 2.6.1 Load - - - - - - - A character can carry up to 12 objects in a backpack and up to three weapons (including a shield). Characters can also carry a bedroll either tied to the backpack or slung from their shoulders. Characters can also wear one single suit of armor. As a guideline a standard object is supposed to be 2 liters or so in size. At the game-master choice, small, pocket sized objects need not to be counted in this limit. Also large objects may count twice. 2.6.2 Starting Equipment - - - - - - - - - - - - - - Each character begins the game with one bedroll, one backpack, seven meal rations, sturdy clothes as fitting for the season and one weapon. The whole party can, if they so wish, own either a mule or a slave. A mule can carry up to 36 objects. A slave is a level 0 Non Playing Character, but can be equipped as their masters see fit. Also, unless the Game-master decides otherwise, each character can buy any piece of kit as their wealth allows them to.