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Abilities
1. Dwarf
+1 CON
+1 WIS
Smashing, lifting
and opening
Precision, agility
and deftness
Knowledge and
interpretation
Paralysis and
petrification
Falling and
explosive energy
Forgetfulness and
puzzlement
Powers
See in the dark; add level to
mining and stone/metalwork
checks;, and damage vs. orckind
+1 DEX
+1 INT
+1 DEX
3. Halfling
+1 WIS
2. Elf
Reorder
4. Human
None
as desired
d10
1. Barbarian
Class
die
d8
I want to...
Persuasion and
performance
Description
Berserker
+2 STR
warrior
Class abilities
Add level to total hit points and each
damage roll, only if unarmoured
Any
d4
Light
3. Cleric
d6
Holy
Spellcaster
+1 WIS
+1 CHA
Any
4. Druid
d6
Nature
Spellcaster
+1INT
+1 WIS
Light
Veteran
Warrior
+1 STR
+1 CON
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.
None
6. Monk
d6
7. Paladin
d8
Holy
Crusader
+1 STR
+1 CHA
Any
8. Ranger
d8
Survivalist
warrior
+1 STR
+1 DEX
Light
9. Thief
d4
Burglar
assassin
+1 DEX
+1 INT
Light
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.