48 lines
1.8 KiB
HTML
48 lines
1.8 KiB
HTML
<h1>33PRESS START</h1>
|
||
<p>W</p>
|
||
<h2>CHAPTER</h2>
|
||
<h3>The Weaponmaster Class</h3>
|
||
<p>
|
||
The Weaponmaster Class allows Camilla to equip martial melee weapons and
|
||
shields.
|
||
</p>
|
||
<p>
|
||
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.
|
||
</p>
|
||
<p>
|
||
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.
|
||
</p>
|
||
<p>
|
||
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.
|
||
</p>
|
||
<p>
|
||
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).
|
||
</p>
|
||
|
||
<h2>ROLL FOR INITIAL SAVINGS</h2>
|
||
<p>
|
||
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).
|
||
</p>
|
||
<p>
|
||
Any left-over zenit from the previous step is added to these initial savings!
|
||
</p>
|
||
<p>
|
||
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.
|
||
</p>
|
||
|
||
<h2>GAIN YOUR STARTING FABULA POINTS</h2>
|
||
<p>Each Player Character enters play with 3 Fabula Points.</p>
|