Marana is a fiercely independent woman who grew up in the back streets of her home town. For now, he is looking for the Gold Dust Tavern in Yellowport, where adventure awaits. His goal is to become one of the mightiest wizards of the world, and nothing will stand in his way. CHALOR THE EXILED ONE MARANA FIREHEART CHARISMA: 2 COMBAT: 2 MAGIC: 6 SANCTITY: 1 SCOUTING: 5 THIEVERY: 3 CHARISMA: 5 COMBAT: 4 MAGIC: 4 SANCTITY: 1 SCOUTING: 2 THIEVERY: 6 Possessions: staff, leather jerkin (Defence +1), map Possessions: sword, leather jerkin (Defence +1), map Chalor is an outcast by choice, shunning his native land and the family who spurned him, driven by a burning desire for secret knowledge. ![]() He knows the merchants’ guild in Yellowport needs assistance. He is blunt and outspoken, but scrupulously follows the warrior’s code. He left his homeland when an extended outbreak of peace made his skills redundant there. Andriel seeks fame through adventure and the glory of battle. She has heard of a City of Trees, deep within the forest of the Isle of Druids. She has the agility of a gazelle, the cunning of a fox and the ferocity of an eagle. LIANA THE SWIFT ANDRIEL THE HAMMER CHARISMA: 2 COMBAT: 5 MAGIC: 2 SANCTITY: 3 SCOUTING: 6 THIEVERY: 4 CHARISMA: 3 COMBAT: 6 MAGIC: 2 SANCTITY: 4 SCOUTING: 3 THIEVERY: 2 Possessions: spear, leather jerkin (Defence +1), map Possessions: battle-axe, leather jerkin (Defence +1), map Liana prefers to make her home in mountain grottos and woodland groves rather than in the squalid streets of cities. Transfer the details of the character you have chosen to the Adventure Sheet. Adventurer’s Journal For the keeping of notes Starting characters You can create your own character, or pick one from the following – except for the last two listed. If you have any detailed queries, consult the Adventuring in the Fabled Lands 1 document. (Your Defence score is equal to your Rank PLUS your armour bonus PLUS your COMBAT score.) The amount you beat the Difficulty by is the number of Stamina points that your opponent loses. The Difficulty of the roll is equal to the opponent’s Defence score. Fighting involves a series of COMBAT rolls. This means that you would have to roll 5 or more on two dice to succeed. ![]() This requires a CHARISMA roll at a Difficulty of 10. Example: You want to calm down an angry innkeeper. To succeed you must roll higher than the Difficulty of the task. CODEWORDS ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! Acid Afraid Ague Aid Aklar Alissia Almanac Aloft Altitude Altruist Ambuscade Amcha Amends Anchor Anger Animal Anthem QUICK RULES ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! Anvil Apache Appease Apple Ark Armour Artefact Artery Ashen Aspen Assassin Assault Assist Attar Avenge Axe Azure To use an ability (COMBAT, THIEVERY, and so on), roll two dice and add your score in the ability.
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