Download Rules Book Free PDF

TitleRules Book Free
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File Size3.7 MB
Total Pages94
Table of Contents
                            Credits
Character Creation
	Summary
	Roll Ability Scores
		Explanation of Ability Scores
			Charisma
			Constitution
			Dexterity
			Intelligence
			Strength
			Wisdom
		Is the Character Suitable?
	Choose a Character Class
	Cleric
	Fighter
	Magic-User
	Specialist
	Dwarf
	Elf
	Halfling
	Determine Hit Points
	Record Attack Bonus and Saving Throws
	Select Alignment
		Lawful
		Chaotic
		Neutral
	Determine Starting Possessions
		Starting Money
		Buy Equipment
	Choose a Name
Equipment Lists
	Armor
	Mêlée Weapon
	Missile Weapons
	Containers
	Animals
	Miscellaneous Equipment
	Vehicles
	Services
	Food
	Lodging
Adventuring: The Rules of the Game
	Climbing
	Doors
	Excavations
	Experience Points
	Defeating Enemies
	Recovering Treasure
	Gaining a Level
	Foraging and Hunting
	Getting Lost
	Hazards
		Ability Score Loss
		Aging
		Damage
		Disease
		Drugs & Alcohol
		Falling
		Poison
		Starvation
		Sleep Deprivation
	Healing
	Languages
	Light and Vision
	Mapping
	Movement and Encumbrance
	Searching
	Sleight of Hand
	Stealth
	Swimming
	Time
	Tinkering
	Traps
Maritime Adventures
	Water Vessels
	Water Conditions
	Crew
	Encounters at Sea
		Waterborne Chases
		Waterborne Combat
			Vessels and Damage
			Ship-to-Ship Combat
			Catapult
			Ram
			Boarding Vessels
Retainers
	Accountant
	Alchemist
	Animal Handler
	Armorer
	Butler
	Coachman
	Craftsman
	Guard
	Guide
	Henchman
	Laborer
	Linkboy
	Mercenary
	Physician
	Sailor
	Sailor, Captain
	Sailor, Navigator
	Sailor, Oarsman
	Scholar
	Servant
	Slave
	Slave Master
	Spy
	Teamster
	Hiring Retainers
	When Loyalty Should Be Checked
Property and Finance
	Property
		Upkeep
		Taxes
	Investment
		Yearly Return
		Bankrupt
Encounters
	Surprise
	Encounter Distance
	Reactions
	Combat
		Initiative
		Things to Do in One Round
			Attack
			Cast a Spell
			Change Weapons and Attack
			Hold Action
			Move
			Parry
			Use an Item
		Other Combat Issues
			Aiming
			Attacking from Behind
			Cover
			Firing into Mêlée
			Helpless Opponents
			Holy Water
			Invisibility and Darkness
			Morale
			Mounted Combat
			Oil and Fire
			Pursuit
			Two Weapon Combat
			Unarmed Combat
		Grappling
The Character Sheet
                        
Document Text Contents
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Credits

James Edward Raggi IV
Writer, Layout

[email protected]

Caroline Byrne
Maria Kyytinen
David Macauley

Zak Sabbath
Editing and Proofreading

Cynthia Sheppard
Cover Artist

www.sheppard-arts.com

Amos Orion Sterns
Interior Artwork

[email protected]

Laura Jalo
Interior Artwork

http://alderfly.deviantart.com

Dean Clayton
Interior Artwork

www.wix.com/samhain777/Dean-Clayton

Marjut Mykkänen
Cover Model

Ramsey Dow
Cartography

[email protected]

Jeremy Jagosz
Character Sheet

Corentin Evens
Anders Korsbäck

Mikael Malmivaara
Elsa Rintala

Juhani Seppälä
Jere Suvanto

Tuukka Virtaperko
Mattias Wikström

Playtesting

Dave Arneson
David Cook
Matt Finch

Chris Gonnerman
Gary Gygax

John Eric Holmes
Steve Marsh

Stuart Marshall
Frank Mentzer
Tom Moldvay
Dan Proctor
Inspiration

© 2010 James Edward Raggi IV
ISBN 978-952-5904-05-5

www.lotfp.com/RPG/
http://lotfp.blogspot.com

mailto:[email protected]
http://www.sheppard-arts.com/
mailto:[email protected]
http://alderfly.deviantart.com
http://www.wix.com/samhain777/Dean-Clayton
mailto:[email protected]
http://www.lotfp.com/RPG/
www.lotfp.com/RPG/

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1hp by resting a full day.

A character at zero or fewer hit points will wake up after d6 hours. The
character will not be able to carry any equipment or stand up, but can
communicate and crawl at a movement rate of 10’.

If the character rests the entire day in a comfortable bed in a clean room,
then an additional 1hp is recovered.

Characters who have suffered temporary ability score loss recover at a
rate of one point per week of rest. All affected ability scores will enjoy
this recovery per week.

Characters can make no recovery if resting in a dungeon or similarly
hostile environment.

Healing restores hit points and ability scores only to their normal
maximum, never more.

Languages

Most Characters are assumed to begin play being fully fluent in their
native tongue, and are literate as well if they have an Intelligence of 7 or
greater. Elves and Dwarfs will know the local human tongue in addition
to the tongue of their particular clan (Halflings use the local human
language).

When a character comes into contact with another language, their chances
of knowing the language is 1 in 6, with the character’s Intelligence
modifier applying.

There is a -1 penalty if the language is not local to the culture (Spanish,
French, Swedish, English, and German would be part of the same “cultural
group” to use a real-world example), -2 if the language is considered
exotic (English versus Japanese, for example, or the tongue of a different
race to use a more common game situation), and -3 if it is an ancient, dead
language.

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A character gets one attempt to know any particular language. If that one
attempt fails, the character simply does not know the language.

Magical languages cannot be known using this method.

Light and Vision

Underground, or other places with no light, require characters to carry
light sources in order to see. Torches and lanterns emit light in a 30’ radius.
Candles emit light in a 10’ radius. Lanterns use flasks of oil as fuel; a
lantern can burn continuously on 1 flask of oil for 24 turns. Torches burn
continuously for 6 turns before burning out. Candles will burn for 12
turns. Characters that carry a light source are unable to surprise opponents,
because the light gives them away ahead of time.

The Referee’s judgment will determine how far characters can see in other
situations.

Mapping

Mapping a structure or underground complex requires one character in
the party to have paper and ink and two free hands. The Referee is only
obligated to give verbal descriptions of the area, and if asked by a player
how his map compares to the real map, the Referee is only obligated to
point out very obvious errors.

If the PCs are moving at “exploration” speed, then the Referee should
give exact dimensions of hallways and areas – such measurements are a
main reason that progress is so slow.

Extremely irregular areas, such as natural caves, can best be left to rough
descriptions, since accurate mapping without a full survey team is simply
impossible.

Outdoor mapping is a little more free. If using the hex map system of

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L M N O

A

B C

D E

F G

H I

J

K

P Q

R S

T

U

V
W

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