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Vigor Tricks Amp Wits
Vigor Tricks Amp Wits
ADDITIONAL
1-3 Fail 1 Always miss ROLL D6 TO DECIDE Price Add d3 days of food, 1 waterskin
4-5 Success 2-9 Varies 1-3 Light Armor (+1) 10 OTHER GEAR
6 Triumph 10 Always hit 4-5 Medium Armor (+2) 50 Animal Price Animal Price
CHARACTER CREATION 6 Heavy Armor (+3) 150 Cattle 1-50 Dog 20
1. ABILITIES (distribute 4 points) Mule 300 Hawk 1000
STR: HP, melee damage, vigor 5. WEAPON Horse 1000 Warhorse 10000
AGL: AC, ranged damage, tricks
ROLL D6 TO DECIDE Price
MIND: spell slots & damage, wits
1-3 One-handed (1) 5
Transport Price Transport Price
2. PARAMETRES Cart 50 Raft 50
HP: d6 + STR. Every new level add d6. 4-5 Ranged (1) 25
1 hour of rest heals d3 (if saturated). Wagon 120 Boat 500
6 Two-handed (2) 50
AC: 1 + armor + AGL Carriage 320 Sloop 5000
SLOTS: level + MIND 6. EQUIPMENT
Henchmen Price per day
3. PERSONALITY (name, gender…) Item Category Price
Height: >3 ft. but <8 ft. Torchbearer 3
Simple (rope, candles,
5
Age: no more than 300 years torches, etc.) Archer 6