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            Have you ever felt Adventure?
                     -=-=-=-=-=-
               An old fashioned ttrpg
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1. Introduction
=================

I drafted this game trying to imagine what my characters
at the "Heart of Valor" could've been playing as kids. I
opted for a very old-fashioned game, reminiscent of the
earliest edition of D&D, but much different.

1.1 How to play
-----------------

Gather some friends, tell them a story. But they are the
protagonists, so ask them what their characters would want
to do. They can try anything, but only you, the game-master
will determine what would happen, helped with these rules
and some friendly dice.

Example
- - - - -

You are all gathered around a table, the game-master,
that's you, Avim playing an adventurer, Brook playing
a warrior and Fairka, playing a ranger. The characters
are gathered before the mouth of a treasure cave. The
game-master says:

"As you approach the cave you hear the sound of something
that looks like quick steps coming from inside. What do
you do?"

Fairka: "I move back to some bushes and watch there and
I suggest you both to do the same."

Avim: "I go with Fairka."

Brook: "Bah! That must be a pathetic goblin, I take my
sword and charge!"

Game-master: "Ok, Fairka and Avin you take your spot
behind the bushes. Brook, as you enter the cave you are
attacked by a hidden spear. I'm rolling now to see if you
get hit..."

2 Characters
================

2.1 Attributes
------------------

Characters in this game are defined by these values:

 * Strength (STR),
 * Dexterity (DEX), and
 * Knowledge (KNW)

2.1.1 Generating Attributes
- - - - - - - - - - - - - - -

To get your starting values, throw two dice for each
of the attributes. Add 6 to each result, you're done.

Example
- - - - -

Rolling for STR you get a 5 and 6, for a total of  5 +
6 + 6 = 17. For DEX you get a 3 and 4, for a total of 13,
and for KNW a 3 and 1 for a total of 10.

2.1.2 Attribute Bonuses
- - - - - - - - - - - - -

Attributes are important when figuring out if a character
is succesful when attempting an action.  This will be expanded
in the relevant section, called Actions.  For now, these
are the bonus attributes give:

--------------------------------
Attribute Score - Action Bonus
- - - - - - - - - - - - - - - -
  8 or less     -      -1
  9 to 11       -       0
 12 to 13       -      +1
 14 to 15       -      +2
 16 or more     -      +3
--------------------------------

2.2 Age
-----------

Now choose the  age of your character. You can choose any
age for your character from 14 to 61 with the following
boundaries:

Age 14 to 16. STR and KNW cannot be higher than 13, DEX
cannot be lower than 13.

Age 17 to 21. STR cannot be lower than 11, KNW cannot be
higher than 16.

Age 22 to 33. STR cannot be lower than 10, KNW cannot be
lower than 12.

Age 33 or more. STR cannot be higer than 16, DEX cannot
be higher than 16. KNW cannot be lower than 13.

So If your numbers are out of those boundaries, adjust
them.

2.3 Life points
-------------------

Your Life points (LP) are a measure of your health. When
you are hit by a sword or something you lose LP, when you
are at 0 LP you can die.

You begin the game with as many LP as your STR, plus 1
plus what you get on one die.

2.4 Starting Wealth
-----------------------

Every player start the game with two beautiful gold
coins. On gold crown (gc) is worth 20 silver shillings
(ss) or 2000 copper pennies (cp).

An easy way to keep account to your character's money
is to write in this format 1-15/78 which reads as 1 gc,
15 ss and 78 cp.

2.5 Levels
--------------

Levels measure of the heroism of your character, the higher
your character's level, the more powerful she or he is.

All characters begin at level 1 and can raise up to level
7. Once your character gets to level 7 it will be ready
to start his final quest which, when completed, will bring
him or her final victory.

2.5.1 Benefits of Levels
- - - - - - - - - - - - - -

Every time you level up,

 * Recover all lost lp
 * Earn 1 dice worth of lp
 * Make an advancement roll for each attribute.
   Roll three dice, if the total is higher than the attribute
   raise that attribute by 1 point.

There are also additional benefits at reaching each level.

Level 1: Hero (Once per day, you can "take an 18" or "take a 13",
if applying the Rule of Cool, see later.

Level 2: Now you can cast simple spells.

Level 3: Now you can recruit an apprentice. (An apprentice
is a level 1 adventurer that the player can also control.
You can only have one and if it gets killed, you can only
recruit a new one as you raise in level. If your main
character is killed you can promote your apprentice as your
main character or let him go).

Level 4: Now you can cast intermediate spells.

Level 5: Add a +1 bonus to your Combat Tests.

Level 6: Now you can cast advanced spells.

Level 7: Add 1 extra dice to LP. Now you must start your
Final Quest. Add a +1 bonus to your Combat Tests.

2.5.2 Raising your level
- - - - - - - - - - - - - -

Your character raises his or her level when, while
not in immediate danger, achieves a given number of
experience points (xp). See table:

-----------------------
 Level - Required XP
- - - - - - - - - - - -
   1   -           1
   2   -       1,001
   3   -       2,501
   4   -       3,501
   5   -       6,251
   6   -      10,501
   7   -      20,001
-----------------------

2.5.3 Earning XP
- - - - - - - - - -

You get xp in four ways:

a) At the start of each game session, you earn 1d6 xp
(1d6 meaning 1 six-sided dice, a regular dice)

b) Defeating monsters (which includes killing them, but
also fooling them, or making them your fiends, etc.)

Monsters, unless otherwise stated give as many xp as their
level multiplied by 5 if they are killed.

The Game-master may offer a bonus up to double xp when
monsters are defeated by non violent means.

c) Achieving the main goal of an adventure

When the player characters achieve the objective of an
adventure, the game master must award them with 500 xp to
1500 xp for each level of the adventure. These xp are to
be split up among the members of the player characters as
they see fit.

What constitutes "the main goal of an adventure" and how
it's achieved is subject to the game-master definition
and approval.

d) Finding treasure

Characters also get 1 xp for each gold coin worth of
treasure they find.

2.6 Gear
----------

2.6.1 Load
- - - - - - -

A character can carry up to 12 objects in a backpack and
up to three weapons (including a shield). Characters can
also carry a bedroll either tied to  the backpack or slung
from their shoulders.

Characters can also wear one single suit of armor.

As a guideline a standard object is supposed to be 2 liters
or so in size.

At the game-master choice, small, pocket sized objects
need not to be counted in this limit. Also large objects
may count twice.

2.6.2 Starting Equipment
- - - - - - - - - - - - - -

Each character begins the game with one bedroll, one
backpack, seven meal rations, sturdy clothes as fitting
for the season and one weapon.

The whole party can, if they so wish, own either a mule
or a slave. A mule can carry up to 36 objects. A slave is
a level 0 Non Playing Character, but can be equipped as
their masters see fit.

Also, unless the Game-master decides otherwise, each
character can buy any piece of kit as their wealth allows
them to.