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The Weaponmaster Class

The Weaponmaster Class allows Camilla to equip martial melee weapons and shields.

Robert spends 200 zenit on a rapier (which relies on Camilla's Dexterity and Insight), 150 zenit on a runic shield (a +2 bonus to both defenses is very good!) and another 100 zenit on a travel garb.

Robert writes all these items on Camilla's sheet, noting how her armor and shield increase Defense and Magic Defense by three points (Defense 11 and Magic Defense 13) but also give her an Initiative modifier of -1.

Needless to say, you are free to alter the name of any item that doesn't fit your character's concept — for instance, your bronze sword might become a scimitar or your silk vest might become a kimono.

If none of the basic weapon options fit your character concept and your group is okay with it, you may use the rules for creating rare weapons found on page 268. However, remember that by default, starting weapons don't have any Quality and always deal physical damage. You may ignore one or both limitations as long as the rest of your group agrees on it (and you have enough zenit to afford the improvements).

ROLL FOR INITIAL SAVINGS

Your character begins play with an amount of zenit equal to 2d6 × 10 (for instance, rolling an 8 on the dice means you begin with 80 zenit).

Any left-over zenit from the previous step is added to these initial savings!

Robert rolls 2d6 × 10 and gets 60 zenit, which are added to the 50 zenit left from the previous step — for a total of 120 zenit in initial savings.

GAIN YOUR STARTING FABULA POINTS

Each Player Character enters play with 3 Fabula Points.

Philip Forlenza (Order #)