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CON LK CHR
Adds:
DEX IQ (+1 per point over 12 in STR, LK, DEX & SPD)
/
Wt. Carried:
(STR X 100)
Copper
(Start with 3D X 10 gold. Each coin, all types, weighs 1 wu.) (To increase attribute by 1, spend its current value X 10 AP.
See Talents and Magic Studies sections for other AP costs.)
Weapons (Warriors have 1 extra die per level per weapon. Wizards are limited to 2 dice per weapon + any weapon adds.
To dual-wield - all character types - combine STR and DEX requirements. Weapons listing begins on p. 33.)
(All characters gain 1 Talent per level. Rogues gain a bonus roguish (*) Talent per even-numbered level.
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Talents All characters may obtain an additional Talent for 300 AP once per level. Talent List on p. 68-69.
With Simple Talent rules, a Talent gives +3 to a relevant SR. See p. 205 for Extended Talents.)
Other Equipment/Possessions
Cost/ Cost/
Name Value wu Notes Name Value wu Notes
Spells level; min. cost 1 WIZ. Wizards start with all Level 1 spells; can learn spells at a cost of 1000 g.p. per level, e.g. a level 7 spell costs 7,000. Rogues start
(Spell cost comes off WIZ; Wizards' spell cost is 1 less per wizard's level above the spell's level; possessing a focus object reduces cost by wizard's
with one spell for which they meet the requirements; rogues always spend full WIZ cost; rogues must acquire spells by other means. Spell book on p. 105)
Range of Power Up
Name Level IQ/DEX School(s) Duration Cost
Range to
Effect Per Level
Req. Cast
Magic Studies (Wizards may pursue "advanced studies" once per level:
invest 300 AP to reduce casting cost in a school by 3 WIZ.)
Concealment
Story/Background/Appearance:
Miscellaneous Info/Notes: