Lamentations of the Flame Princess Rules Book.pdf

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RulesBook
Rules
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Credits
James Edward Raggi IV
Writer, Layout
Ramsey Dow
Cartography
Caroline Byrne
Maria Kyytinen
David Macauley
Zak Sabbath
Editing and Proofreading
Jeremy Jagosz
Character Sheet
Corentin Evens
Anders Korsbäck
Mikael Malmivaara
Elsa Rintala
Juhani Seppälä
Jere Suvanto
Tuukka Virtaperko
Mattias Wikström
Playtesting
Cynthia Sheppard
Cover Artist
Amos Orion Sterns
Interior Artwork
Laura Jalo
Interior Artwork
Dave Arneson
David Cook
Matt Finch
Chris Gonnerman
Gary Gygax
John Eric Holmes
Steve Marsh
Stuart Marshall
Frank Mentzer
Tom Moldvay
Dan Proctor
Inspiration
Dean Clayton
Interior Artwork
Marjut Mykkänen
Cover Model
© 2010 James Edward Raggi IV
ISBN 978-952-5904-05-5
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Character Creation
Summary
1. Roll Ability Scores
a. Note Bonuses
b. Is the Character Suitable?
2. Choose a Character Class
a. Determine Hit Points
b. Record To-Hit and Saving Throws
3. Select Alignment
4. Determine Starting Possessions
a. Roll Money
b. Buy Equipment
5. Choose a Name
Roll Ability Scores
Roll 3d6 for each ability score (Charisma, Constitution, Dexterity,
Intelligence, Strength, Wisdom), in order, and record them on your
character sheet.
Each ability score has a Modifier which is associated with it:
Modi
fier
3 - 3
4 - 5 - 2
6 - 8 - 1
9 - 12 0
13 - 15 + 1
16 - 17 + 2
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+ 3
2
Ability
Score
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Explanation of Ability Scores
Charisma
Charisma is the measure of a character’s aptitude for leadership and the
respect others bestow on the character’s authority. It is not a measure of
the appeal of a character’s personality (the player must portray the
character’s personality) nor a measure of beauty. Charisma modifiers
affect the character’s ability to hire retainers and the loyalty of those
retainers.
Constitution
Constitution is the measure of a character’s health, vitality, and toughness.
Constitution modifiers affect a character’s Hit Points and fitness for
certain physical activities such as traveling long distances.
Dexterity
Dexterity is the measure of a character’s agility and reflexes. Dexterity
modifiers affect a character’s Armor Class, ability to hit with ranged
weapons, and ability to act first in combat.
Intelligence
Intelligence is the measure of a character’s knowledge prior to the start
of play. Intelligence does not measure a character’s memory or ability to
solve puzzles; it is the player’s wits that must be used in these situations.
Intelligence modifiers affect the character’s ability to learn languages,
saving throws against spells cast by Magic-Users, and – for Magic-Users
– it affects the time (and thus expense) required to research spells and
create magic items, as well as influencing the saving throws of subjects
of the Magic-User’s spells.
Strength
Strength is a measure of a character’s raw power. Strength modifiers affect
a character’s ability to hit in mêlée combat, open stuck doors, or succeed
in unarmed combat.
Wisdom
Wisdom is the measure of a character’s connection to the greater universe,
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and the strength of the character’s spirit. Wisdom does not affect the
character’s ability to make good decisions or judge situations or charac-
ters; it is the player’s own judgment which must be used in these
situations. Wisdom modifiers affect the character’s saving throws against
spells cast by Clerics, and for Clerics it affects the time (and thus expense)
required to research spells and create holy items, as well as influencing
the saving throws of subjects of the Cleric’s spells.
Is the Character Suitable?
If the total of all ability score modifiers is less than zero, then discard the
character and begin the process again.
Choose a Character Class
Every Player Character must choose a class. Most people encountered in
the game world will have no character class at all, and are known as zero
level characters. A character’s class cannot be changed once play begins.
Four of the player character classes are human: Cleric, Fighter, Magic-
User, and Specialist. Non-humans are classes unto themselves, and those
available to players are known as Demi-Humans: Dwarf, Elf, and Halfling.
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