100867_RAA_Quill & Codex_R1_PROOF

The Cullen Bunn Role-Playing Game

This game is set up in such a way that any Adventurer can attempt to perform any task. Does the Warrior need to climb a wall, but has no skill in it? They can still try to climb the wall. Does the Magician want to attempt to pick a lock even though they have no lockpick skill? They can certainly try. The GM should, however, feel free to make difficulty levels high er for certain untrained skills. For example, an unskilled adventurer trying to pick a lock. The GM can also decide that some skills are impossible (D100 or worse) to someone who doesn’t have a skill. For example, deci phering the ancient language of the dragons without a skill in linguis tics.

CULLEN SAYS – Skills can really set your character apart and offer you some exciting options. Have a character who isn’t big and buff but you want them to be deadly with a rapier? Give them Weapon Expertise in Rapier, adding bonus points to your dice rolls to hit! EXAMPLE – Emmy Crawford is a sweet little witch living in Harrow County. She gets along well with animals, so she has an Animal Handling +2 Skill. When she encounters a group of hunting dogs, she gets a +2 to any roll associated with calm ing them. EXAMPLE – Kirby Hale is a gunfighter with a D12 Agility. He is a deadly shot, so he has a +2 Ranged Weapon Expertise (Six–Shooters). Whenever he rolls an Attack Roll to hit, he rolls a D12+2!

However, should a GM allow an Adventurer to try something impossible for which they are not skilled, a Stunning Success might give that Adventurer that skill at +1!

ADVANTAGES

A dvantages are similar to Skills in that they offer bonuses to rolls. As with Skills, you can take almost ANY Advantage (with the Game Master’s approval). Ad vantages, though, are not typically learned. They are inherent gifts that make the Adventurer unique. During the creation process, an Adventurer can allot 3 Points to Advantages. This might be up to three different +1 Advantages or multiple Points can be assigned to one Advantage for an additional +1 bonus. This is a 1–for–1 scenario. Advantages can be enhanced down the road, but new Advantages can

not be purchased after Adventurer Creation.

At Adventurer Creation, the maximum Advantage Bonus is +3, but skills can be enhanced beyond this level over time.

Here are just a FEW examples of possible Advantages. • Acute Senses (pick one) • Alertness

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