WARNING : NOW, ready to play ! ^^
Rules
This book is a “YOU are the hero” type: that is to say, you will choose the course of the story through your choices and with the help of a pair of six-sided dice (abbreviated as 1d6 or 2d6 depending on the number to be rolled), a pencil, an eraser (don't press too hard with the pencil: you will often have to erase), and possibly some rough paper.
To survive, your hero will have characteristics. The maximum score for a characteristic can never be exceeded, except by using items or improvements that affect this maximum score. Your usual characteristic score can vary and may even sometimes reach a negative number.
If your maximum characteristic score decreases, your characteristic decreases as well (which can prove fatal in the case of Endurance). The same applies to an increase in this maximum score.
The starting maximum score for each characteristic is 1d6. Except for Magic and Armor, which start at 0, and Endurance, for which you roll 2d6 (until you roll at least 6). For quick character creation, you can assume all dice rolls were 3. You can also choose to freely distribute 12 characteristic points between Dexterity, Power, Evasion and Charm.
> Dexterity represents your skill in aiming accurately and hitting your enemies, as well as your general agility.
> Power determines your strength and increases the power of your blows.
> Evasion represents your ability to avoid a bad hit.
> Armor is only modified by your armor. It indicates your level of protection but also reduces your ability to dodge. It starts at 0.
> Charm represents your general social ease. It allows you to positively influence many encounters and make people more favorably disposed towards you.
> Endurance is your ability to withstand blows and always get back up and move forward. If your Endurance reaches 0, it's the end of the adventure because you're dead! (Unless otherwise specified…). You initially have 2d6 Endurance (minimum 6) before any other modifiers.
> Magic: All characters begin with 0 Magic, unless otherwise specified. You must have at least 1 Magic point to use powers. Magic points regenerate by 1 per rest, so use this resource wisely.
Using Magic:
At any time, you can use magic to add 1 die (and only one) for 1 Magic point, either for an ability check, an attack, or a defense.
On attack, the die increases your Dexterity AND your Power. On defense, the die increases your Evasion AND your Armor (this added Armor does not incur any additional penalty to Evasion).
Ability Check:
The success of some actions may require an ability check associated with a difficulty level.
2d6 + ability scores + any bonuses = success level.
If the success level is more than one point below the difficulty, the action fails.
If the success level is within one point of the difficulty, the action is moderately successful.
If the success level is more than one point above the difficulty, the action is a great success.
Equipment:
You can carry up to 10 items in the “Equipment” slot. If you have more, you will have to discard some, and they will be lost forever.
Items the size of a ring, necklace (except for lucky charm), or bracelet do not count toward this limit and should be noted in “Treasures”. However, a potion will count as Equipment.
To resell items, note that the “known price” corresponds to the price indicated in the “loot” but never to the selling prices of merchants (some items are therefore not resalable until you know their loot price, with the possible exception of animal remains (fur/pelt) which you can possibly resell at the purchase price if you do not know their real value).
Coins:
You will also have a pouch containing your money. “Coins” refers to the currency commonly used. You start your adventure with 10 Coins. You may occasionally obtain Gold Coins. One Gold Coinis worth 100 Coins, but people have a bad habit of not giving change. However, if you have to pay for several services from the same person over several consecutive paragraphs (an innkeeper, for example, for a meal and lodging), consider that the Gold Coin used has covered all those expenses. There are also Copper, 10 of which are worth 1 Coin, but you'll rarely encounter them.
You can generally take, give, or buy items marked in bold (not to be confused with codes, events, and characters).
Honor and Infamy:
These two bars represent your character's morality based on their previous choices. They cannot exceed the maximum and minimum values and both start at 0. Progress in both bars means your character is morally ambiguous, while progress in only one will gradually make you a paragon of good… or evil.
Realism:
If, under certain circumstances, you encounter an event that has already been resolved, or discover equipment you have already acquired, you obviously cannot repeat these actions. This does not apply to loot from randomly encountered recurring enemies.
Similarly, if multiple weapons grant bonuses, only count the ones you are using, remembering that you only have two hands. You cannot wield a weapon equivalent to a sword in each hand, but you can certainly use a sword and shield or two daggers. You also cannot wear multiple armor sets at the same time.
It is also obvious that weapons will not give you their bonuses for actions unrelated to combat.
Memorized Number:
On your adventure sheet, there is a “Memorized” box. If you are asked to Memorize a paragraph number, write it here and erase the previously noted number. (Sometimes you will be asked to Recall (or Remember) a number, which allows you to record a second number in addition to the one you have already Memorized.)
Rest:
A case of theft: this story is not rightfully on Amazon; if you spot it, report the violation.
Under certain circumstances, you will be able to rest. Each rest restores 2 Endurance points and 1 Magic point, while increasing your Time by 1. This rest period is considered to include eating and sleeping.
Some rest circumstances may modify these amounts…
Time:
Starting at 0, this value increases when requested and can change significantly things…
Character Creation:
Creating your character is an important step. Just like your future choices, their characteristics will be crucial to the success of the adventure. These choices will often be recorded using codes (A1 for an adventurer, B3 for a dwarf, etc.) which you will note in the “Code” box of your adventure sheet.
Sex:
You must first determine whether your character is male or female. This can sometimes have a positive or negative influence on the reactions of other characters.
If your character is male, note the code AA. If female, note the code AB.
Race:
This fantasy world is inhabited by many species. For this adventure, you have the choice between three “races”: humans, elves, and dwarves. Here are the modifiers applied depending on the choice:
Human: no modification, note code B1.
Elf:+1 Dexterity, +1 Magic, note code B2.
Dwarf:+2 Endurance, you can only use dwarven armor as it is the only armor suited to your physique. You start with basic dwarven armor [+2 Armor]. Note code B3. Dwarven Knights and Adventurers start with an Axe rather than a Sword.
Class:
You are a talented individual with many skills. However, your abilities are best suited to a particular area: your “class”. This will also grant you access to additional options in certain circumstances and boost some of your ability. You must choose one class from the following (the codes to note are in parentheses):
Adventurer (A1): A versatile warrior. Add +1 Dexterity, +1 Power, +1 Evasion, and +1 Charm. Starting equipment: 1 Sword.
Thief (A2): A cunning trickster. Add +2 Dexterity and +2 Evasion. Starting equipment: 1 Dagger and 1 Tool Kit.
Troubadour (A3): A wandering poet. Add +3 Charm and +1 Magic. Starting Equipment: 1 Short Sword, 1 Musical Instrument (Choose the type of instrument: wind (code I1), string (code I2), percussion (code I3)).
Knight (A4): Born into the lower nobility, this character is as skilled with a weapon as they are with their manners. Add +2 Dexterity, +2 Charm. Starting Equipment: 1 Sword, a Signet Ring with your coat of arms.
Barbarian (A5): A violent and resilient fighter. Add +2 Power, +2 Endurance. Starting Equipment: 1 Worn Axe.
Wizard (A6): A wizard who has completed their apprenticeship. Add +6 Magic. Starting Equipment: 1 Sturdy Staff (likely a walking stick).
Combat:
Combat consists of a series of attack and defense phases. Each set of an attack and a defense is called a turn. The hero always starts, unless it is indicated that you are surprised (in which case the opponent starts).
In each phase, the attacker must try to hit their opponent, and if successful, they check if they have inflicted damage. The success of the attack is determined by rolls opposite to those of the defender (in both cases, remember any bonuses or penalties that may affect the outcome).
To succeed, the attacker must roll a total greater than or equal to that of the defender.
Hit:
This is measured by the attacker's Dexterity against the defender's Evasion ability, reduced by the natural encumbrance of any type of armor. Note that magical bonuses from armor do not apply here since they do not cause encumbrance.
1d6 + Attacker's DexterityVS1d6 + Defender's Evasion - Defender's Armor (excluding magic bonuses)
Dealing Damage:
If the attack hits, it must still inflict damage. For each Attacker's score above the Defender's score, the Defender loses 1 Endurance point. If it reaches 0, they are defeated.
1d6 + Attacker's PowerVS1d6 + Defender's Armor
Unarmed Combat:
If you have no usable weapon, reduce your Dexterity and Power by 2 in a fight.
Ranged Combat:
Some weapons allow ranged attacks. If you are not surprised, are not in a confined space (tavern, corridor, etc.), or are explicitly permitted to use ranged attacks, you may use them. It is obvious that circumstances such as a duel do not allow you this type of attack: be realistic.
During combat, you can attack 1d6-3 times (minimum 1) using a ranged weapon before the regular combat turns begin. This is called the “ranged phase”. This means you could eliminate an enemy before they can engage you in melee and you are forced to switch weapons. However, if even a single character is engaged in melee, the ranged phase ends because the risk of hitting an ally becomes too high.
Note, however, that sometimes the enemy can also use ranged weapons (during the ranged phase). If all combatants use ranged weapons, the entire fight takes place at range (unless you decide to attack in melee and lose a number of turns equal to the duration of the ranged phase).
Ranged weapons do not use the characters' Power value (unless otherwise specified) and have their own value.
ESCAPE:
Some encounters will offer you the option to flee. In such cases, make an Evasion test against the indicated difficulty. Each time you intentionally use Escape, you lose 1 Honor point. You can only make an Escape test once per turn, at the beginning of your turn.
EACH companion with a lower Evasion than you reduce your result by 1.
LOOT:
Of course, you can only take the loot if you win and if your enemy is dead. If you flee, you also abandon the spoils…
Group Combat:
Sometimes groups of enemies will be represented as a single unit. Other times, each enemy will have independent stats, or you will have companions to assist you. In these cases, it is considered group combat.
Each character attacks in turn. Heroes attack during your turn, and enemies during their turn. Targets (except those of your character) are determined randomly (assign a number to each target and roll the dice).
Some companions or characters present at the scene have a passive role, meaning they do not participate in combat. There are two types of passive roles:
Assistants.
They do not directly participate in combat, but their presence and actions positively influence it. Increase all your hero's rolls (or, if they are not fighting, those of a randomly chosen allied character) by +1 during the encounter, up to a maximum of +4.
They do not provide any penalties or bonuses for non-combat actions influenced by the presence of companions.
If your character is a Troubadour, they can choose to remain on the sidelines as an assistant if another ally is available to fight. However, if they decide to join the fight at any point, they will no longer be able to withdraw (except by fleeing).
Non-combatants.
Requiring your constant protection, they inflict a -1 penalty on all rolls of your hero (or, if they are not fighting, of a randomly chosen allied character), for a possible maximum of -5. They inflict the same penalty on out-of-combat actions influenced by the presence of companions.
COMPANIONS:
Companions are allies who accompany you on your adventure. You can have up to 4 Companions (or more if an event forces you to add a Companion). Once you reach this limit, you will no longer be able to recruit any more.
Companions have their own unique characteristics and traits. They also have equipment that you cannot change (unless they die), but you can give them a secondary weapon or armor as long as they do not have the “Non-Combatant” trait. You can then only exchange them for better equipment.
If a Companion's Endurance drops to 0, they die. Their “C” code becomes a “D” code, and they remain within the maximum number of Companions you can recruit. They regenerate their endurance in the same way as you do each time you Rest (they are considered to pay for their own rest, so there's no need to pay for it).
Traits: Your companions possess “Traits” that can influence the story. (“Assistant”, “Non-combatant”, “Noble”, etc.
Some companions do not have a “C” code: they are probably not very important but still count towards the limit...
Beginning of the adventure:
Each character option may start in a different location.
If you have code B1, go to location 10.
If you have code B2, go to location 11.
If you have code B3, go to location 12.
---------------------
The next page contains the character sheet, if you wish to use it before starting your adventure. Most links between paragraphs are currently inaccessible: you must navigate manually to your destinations using the table of contents.
[Link to the table of contents)