100867_RAA_Quill & Codex_R1_PROOF
Quill & Codex
TablE OF CONTENTS
1. Introduction ...................................................................................................1 2. What is a Role-Playing Game? ....................................................................2 3. What You Need to Play ................................................................................3 4. The Golden Rule… or The Golden Rules ..................................................3 5. Rules Are For Suckers! .................................................................................3 6. The Basics .......................................................................................................4 7. Creating an Adventurer ...............................................................................5 a. Backstory ................................................................................................5 b. Adventuring Traits ...............................................................................6 c. Adventuring Classes.............................................................................8 i. Warrior............................................................................................8 ii. Ranger .............................................................................................8 iii. Priest ...............................................................................................9 iv. Thief ..............................................................................................10 v. Magician .......................................................................................10 d. Skills ......................................................................................................12 e. Advantages ..........................................................................................13 f. Health Points and Dying....................................................................14 g. Adventure Points ................................................................................15 h. Faith.......................................................................................................17 i. Spellcraft...............................................................................................18 j. Wealth, Weapons, Equipment, and Carrying Capacity.................21 i. Wealth ...........................................................................................21 ii. Encumbrance ...............................................................................21 iii. Weapons and Armor...................................................................22 iv. Gear ...............................................................................................23 8. Challenges ....................................................................................................24 a. Bumping a Die .....................................................................................26 9. Combat ........................................................................................................26 10. Terrible Monsters and Fearsome Foes......................................................29 a. Challenge Threshold...........................................................................30 b. Villainy Points .....................................................................................31 c. A Menagerie of Monsters...................................................................32 11. Magic Items..................................................................................................40 12. What’s to Come ...........................................................................................43 13. Special Thanks .............................................................................................44 14. The Adventurer Sheet.................................................................................45
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