Proteus_10.pdf

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Proteus #10
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WO dice, a pencil and paper are all you need to
journey through the catacombs of Llamar. Use the
pencil and paper to draw a map of your progress through
the catacombs, as you may not succeed in your quest the
first time and the map will help you in future attempts.
Before you begin, you must determine your character-
istics of Dexterity, Strength and Valour. Record these on
the Quest Sheet along with any other items and
information you discover, that you need to keep note of.
magical item or by eating a meal. You must remember that
your Dexterity, Strength and Valour points must not
exceed their initial value which you determined at the
start of the game.
Further, once your Valour score reaches zero it can
then go no lower. If your Valour is reduced to zero, you
are not dead, but you will find that the going gets very
difficult.
Dexterity Roll one dice. Add 6 to this number and
make a note of it on your Quest Sheet. This indicates
your skill and swordsmanship.
Strength Roll two dice. Add 12 to this number and
make a note of it on your Quest Sheet. This indicates
your stamina and fitness.
Valour – You start the adventure with 12 Valour
points. These indicate your resistance to evil and at the
beginning of the adventure your resistance is strong. As
you journey through the catacombs, however, you will
face many dangers which will test your courage and
purity of heart. Your Valour points will therefore be
reduced each time the Forces of Darkness weaken your
spirit and win a victory over you.
Losing and gaining points
In some sections, you will be awarded extra points. (For
example, you may read “Gain three Strength points”).
You add these to your current Strength score: but
remember, these scores may never exceed their Initial
values. When you lose points (for example, “Lose one
Dexterity point and two Strength points”), you simply
deduct these from your current scores.
From time to time, you will be asked to test your
Valour. To do this, throw two dice. If the numbers on
both dice add up to the same as, or less than your Valour
score, you have succeeded in overcoming the evil forces
which are constantly trying to make you fail in whatever
you attempt. If, however, the numbers add up to more
than your Valour score, the Dark Powers have turned
your luck against you. In either case you will be told
which section to turn to.
Your Dexterity, Strength and Valour points will vary
during the adventure. You may lose Strength points in
battle, for example, and then restore them with some
Replenishing your Strength
The food that you have in your backpack is enough for
five meals. Make a note of this on your Quest Sheet.
Eating a meal restores five Strength points. When you
stop for a meal, add five points to your current Strength
score and deduct one from your rations. You may do this
at any time except during a battle.
Rules for fighting
As you explore, you will encounter creatures which
you may choose to engage in combat, or be forced to
fight with for your life. Each creature will have its own
Dexterity and Strength scores, given in the text. Make
a note of these.
To resolve a battle:
1. Roll two dice, and add the creature’s current
Dexterity score. This is its Fighting Power.
2. Roll two dice, and add your own current
Dexterity score. This is your Fighting Power.
3. If your Fighting Power is greater than the
creature’s, you have scored a blow and wounded it.
Subtract two Strength points from its Strength score at
that moment (unless told otherwise in the text). If the
creature’s Fighting Power is greater than yours in this
round, it has wounded you. Subtract two points from
your current Strength Score. If both scores are the
same, you have parried each other’s blows, and neither
of you loses any points.
The next round in the battle is done in just the same
way. You repeat steps 1, 2, and 3 above. When either
your or the creature’s Strength score is reduced to
zero, the battle is over. A zero Strength score means
death.
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