Hunter/Scholar/Raider
Allocate six points between the classes of "Hunter", "Scholar", and "Raider" (no more than 3 points in each).
Hunter - Use for fighting, tracking enemies, performing physical feats, etc.
Scholar - Use for knowing things, discerning clues, reading books, etc.
Raider - Use for sneaking, picking locks, disarming traps, etc.
Indicate a two skills, relating to two separate classes.
For all tasks choose a class suitable for the action, then roll 2d6. Add d6 if you have a skill, and another d6 if you have a piece of suitable equipment. Each die that is higher than the action's class counts as a success. Each roll of a 1 counts as a botch. A success may be used to cancel a botch, or accomplish the task at hand (east tasks take 1 success, typical tasks take 2 successes, hard tasks may take 3 or more), additional successes provide a strategic advantage on a future roll for yourself or an ally (an extra d6 to roll), a disadvantage for an enemy [pencil this in]...you may also erase any pencilled text/line, or ink it in to make it permanent. Each uncancelled botch causes a piece of equipment to be damaged [pencil a line through it], an injury to be gained [write injury in pencil], or add 1 point to "Hunter/Scholar/Raider" [pencil it in].
At the end of any adventure, erase any pencilled marks, and gain either a new piece of equipment or new skill.
Hunter - Use for fighting, tracking enemies, performing physical feats, etc.
Scholar - Use for knowing things, discerning clues, reading books, etc.
Raider - Use for sneaking, picking locks, disarming traps, etc.
Indicate a two skills, relating to two separate classes.
For all tasks choose a class suitable for the action, then roll 2d6. Add d6 if you have a skill, and another d6 if you have a piece of suitable equipment. Each die that is higher than the action's class counts as a success. Each roll of a 1 counts as a botch. A success may be used to cancel a botch, or accomplish the task at hand (east tasks take 1 success, typical tasks take 2 successes, hard tasks may take 3 or more), additional successes provide a strategic advantage on a future roll for yourself or an ally (an extra d6 to roll), a disadvantage for an enemy [pencil this in]...you may also erase any pencilled text/line, or ink it in to make it permanent. Each uncancelled botch causes a piece of equipment to be damaged [pencil a line through it], an injury to be gained [write injury in pencil], or add 1 point to "Hunter/Scholar/Raider" [pencil it in].
At the end of any adventure, erase any pencilled marks, and gain either a new piece of equipment or new skill.
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