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What is... Defenders of 3rd Edition (3D&T) 3D&T is primarily a game about powerful heroes. It is based on video games and (Japanese cartoons). It is a game of magic weapons, robotic armor, monsters that devour buildings, tournaments that decide the fate of worlds, and martial artists who can manipulate energy in their hands. This is always true, but 3D&T can also have sub-genres: Medieval fantasy (as in Magic Knight Rayearth, Records of Lodoss War, Slayers ...), martial arts tournaments (Street Fighter, Mortal Kombat, Dragon Ball ...), science fiction (Aliens vs. Predator, Megaman, Macross ...), horror (Darkstalkers ...) and even humor (Pokemon, Ranma ½ ...). Some game's rules seek to simulate reality as much as possible. Not 3D&T. Here, the most important thing is that you can throw fireballs, destroy a wall with a burst of snow, or knock out a villain by beating him with an electrical towel - and we don't need to explain how that can happen. We're not trying to be logical or realistic here. It is meant to be epic, fast, cosmic, mind-blowing ... all that stuff we love from video games and anime. Part 1 - What is RPG? RPG comes from Role-Playing Game, and means "Character-Playing Game". Playing an RPG is like "playing pretend": you pretend to be someone else; she acts like she would act and thinks like she would think. It's a kind of theater, but with no script to follow. The story just happens. RPGs are games of make-believe, games of storytelling. The adventure unfolds as players make decisions, acting out their roles in imaginative worlds. Sitting around a table, taking notes and rolling dice, they experience epic adventures, exciting trips, and terrifying dangers! Playing an RPG is like watching a movie or reading a comic book, but YOU participating in the story. Yes, forget the comfort and safety of the chair: in this world of adventures and dangers, YOU must fight to survive. YOU must decipher the puzzles, find the exits and fight enemies. Who Wins? No one and everyone. An RPG game does not end with winners and losers. Winning or losing is not important. Not really. The only major goal of playing RPGs is to create a fun and engaging story, in which players take on the role of the main characters. In other words, RPGs are just meant to be fun. And that is no small thing. This is a game of cooperation and teamwork. In a n RPG, we have a group of players(PCs) and a Master. The Master offers a challenge, an adventure, and players must solve. An RPG game never needs to end. The Master can continue forever, adventure after adventure, with the same players How to Play? To play RPG you do not need a board, computer, or . You just need this book, pencil, eraser, a given common six-sided ... and a group of fun friends. This game supports four to six players, or even more if the Master can handle it. One will be the Master. Others will each fill out a character sheet, showing the hero that will be used during the adventure. The sheet has numbers and information that will be explained later. You prepared? Yeah, you are! RPGs can be different from all the other games you know, but it will also be familiar. At some point in your life you've played to make-believe, which is almost the same. The only major difference is that in the RPG, there are rules. Playing an RPG is like living another reality, participating in adventures in a world that exists in the imagination. In this world you can be a great superhero, an armored warrior, a mysterious magician, a martial artist... whatever you want! You design your hero. And much of the fun is just inventing this character. Origin This type of game was born in the US in 1974. The world's first RPG was called Dungeons & Dragons ("D&D"). It was a medieval fantasy game, with swords and magic, knights, elves and wizards exploring caves and ruins for missions, challenging monsters, and glorious treasures. The D&D world is much better known in Brazil through the cartoon Caverna do Dragão (same as the American Dungeons and Dragons cartoon), which perfectly illustrates the game. A group of heroes fighting evil in a fantasy world. Medieval fantasy has always been the most popular genre in RPGs. D&D evolved and became AD&D, Advanced Dungeons & Dragons, and is the most popular RPG world. However, with time there were many other games based in other genres: science fiction (Shadowrun, Cyberpunk 2020, Invasion...), horror (Vampire, Werewolf, Dark, Call of Cthulhu ...), humor (Paranoia, Toon ...) and even RPGs about Brazilian themes (Desafio dos Bandeirantes, Era do Caos...). Part 2 - The CHARACTER The players in an RPG pretend to be someone else. They pretend to be a character. So to play an RPG, first you will need a character. The character is the hero who will participate in adventures, obeying the commands of the player that controls it. He is like a video game fighter who preforms moves when you press the buttons. The difference is that instead of pushing buttons, you say aloud what your character will do. What the player speaks, the character does. If the player says "I'm opening the door," actually is not him, but his character, trying to open the door. Character Building Several 3D&T modules published to date have various characters ready to play. Using a ready character saves the player some work and lets people start playing faster. However, much of the fun RPG is actually to create your own hero. Next you will learn rules about the process we use to generate a character - but it is you who will provide the most important material: your imagination. Anyone can make accounts and fill out a form with information, but this is not enough to have an interesting character. The first thing to do is come up with a concept, a basic idea. What will your character be? A barbarian warrior with a magic ax and a panther skin thrown over the shoulders? A sorcererous vampire hunter? A street fighter seeking revenge? A bionic ninja crime fighter? You can be all that and anything else you can imagine. After choosing a concept, the next step is to fill out the Character Sheet - a type of form that you'll find at the back of this book. You can print the page or just copy your information separate paper. When completed, the sheet will function as a record of the things your character can do. This information will be important in the game: you will need to have the sheet around during the adventure. You have some freedom to fill the sheet, but not complete freedom! The sheet measures the power of the character, and there are limits to that power. To make your hero, you get 12 character points: these points will be used to "buy" powers for the character. Features The features are the most important information about your character – they are numbers that tell you how good he is something. The higher the feature's rating, the more powerful it will be. They range from 0 to 5, but certain characters and powerful creatures can have even higher features. The features are: Force, Skill, Toughness, Armor, and Firepower. They may also appear abbreviated as F, S, T, A, and FP respectively. Normal people almost always have 0 in all of these characteristics; a value of 1 corresponds to the maximum possible for "normal humans". Any value above 1 is already considered heroic or superhuman - which is very common for 3D&T adventurers. When you build a character, each character point buys a feature point. You can, for example, use 12 points to buy 2 Force, 4 Speed, 1 Toughness, 2 Armor, and 3 Firepower (2 + 4 + 1 + 2 + 3 = 12). Pencil in the appropriate "dots" on the Character Sheet. A newly created character can never have any feature greater than 5, no matter how many points he has to spend. Hit Points (HP) Hit points, or HP, are the "vital energy" of the character, like your energy bar in a video game. The more hit points he has, the harder it will be to kill him! Normal humans have only one HP, but a player character might have 6, 10 or even 30 HP. You do not buy HP directly; they depend on the Toughness rating of the character. We'll explain the specifics later. Advantages and Disadvantages Advantages are powers or special abilities that each character has. Disadvantages are their weaknesses, things that hinder your performance. Each character has its own set of advantages and disadvantages. Further on, you'll find a list containing several advantages and disadvantages. Advantages are bought with points. Instead of spending all points on features, you should save some to have things like an Ally, a Special Attack, Invisibility, or other things. Each has its own cost, usually 1 or 2 points. You can buy as many benefits you want, if you can afford them. You can also take Disadvantages to earn points. Each Disadvantage gives 1, 2, 3 or even 4 extra points to spend on features or benefits. Masters will have a limit on how many points you can gain from Disadvantages. Finishing Touches Now that the character is almost ready, stop and examine everything. Do his Features, Advantages, and Disadvantages make sense with the concept that you have chosen? What is the origin of its Firepower: rays, knives, arrows or something else? If he is a knight in armor, why can he use Medicine? If you are a warrior-robot, why can he use Telepathy? We're not saying it's forbidden to do things like that - video games and anime are full of characters with powers and absurd abilities! But, it will always be more interesting if there is a reason for it. Just tossing a bunch of powers together can result in a player character, but not necessarily a good character. Think of video games. When you play a fighting game, do you just coose the most "powerful" fighter to more easily reach the end? Or will choose the one with the more radical look, the most interesting fighting style, and the most awesome victory pose? A character gets more interesting when you have a history, a past - preferably something that explains how gained his powers. At this point you should tie the initial concept to the Advantages and Disadvantages. If he has an Ally or Master, who is he? How does your Special Attack work? Who's your Patron? Why does your enemy hate you? Part 3 - FEATURES These five numbers are the fundamental basis of a 3D&T character. They are your basic attributes. Features define a hero, and what he is able to do. Great Force allows him lift more weight and do more damage with punches and kicks. High Skill improves your chances of dodging an attack. And with a high Toughness means you have more chance of surviving injuries. Each feature has a value from 0 to 5. A value of 0 is average for a human being. Values above 1 are worthy of great adventurers, powerful heroes, or inhuman creatures. During character creation, each character point buys a feature point. New characters can never have characteristics above 5. Force Strength is its ability to lift, push and pull things, and cause damage with punches, kicks, and weapons. The higher your strength, the greater the damage that you deal in melee combat, attacks against targets that are within reach of your hands or feet. Each point of strength increases how much damage you can do with a melee attck (see the combat section for how to calculate the damage). A character can also use strength to do things that involve great physical strength: destroy doors, push cars, carry heavy objects, etc. Often, however, Force does not mean just brute force - but the damage you (or your weapons) cause. So it's possible that a massive giant has Force 3, but a young ninja girl with very sharp weapons has strength 4. And if you need to do things like move a truck out of the way, that requires strength, that same little girl ninja can "simulate" brute force with maneuvers and blows of your weapons (for instance, using some kind of ninja skill to move the truck by punching it in the right spot). The source of their strength can be anything: your own muscles, a bionic arm, a magic ring, demonic tentacle emerging from the ground whenever you need ... let your imagination run free! • 0: Average for normal people. With 0 strength, you can lift up to 100 kg. • 1: The strength of a gorilla; you can lift up to 350 kg. • 2: You are MUCH stronger than a gorilla! You can lift up to 900 kg. • 3: You can lift up to 2,000 kilograms (a small car). • 4: You can lift up to 5,000 kilograms (a big car or two small). • 5: You can lift up to 10,000 kilograms (a lot of cars). From 5 each extra level of force doubles the weight that the character can lift or move. Ability This feature is the very important – we do not recommend that any player character has less than 2 points in it. Skill corresponds to agility, speed, balance, and the character's peceptiveness all rolled into one. You use the skill to pull off impressive stunts. It governs how your character fights, jumps from buildings, grabs helicopters in the air and all that crazy stuff. A character with skill 0 is an ordinary person with no athletic prowess or combat training. Skill is used to see if your attacks hit in melee combat and how well you can aim with firearms. This will be explained in the Combat chapter. Often, when a character needs to use some knowledge (as Skills) will be required it a skill test. • 0L Mean for normal people. • 1: The speed and agility of an Olympic gymnast. • 2: You can juggle with five knives and blindfolded. • 3: You can jump so high and so far that can almost fly. • 4: You CAN fly, even if only for short distances. • 5: You're hard to beat in combat, and rarely fail an attack or dodge. Toughness This is the constitution, the physical resitence of character. The higher your Toughness, the more injuries you can suffer before dying. A high Toughness also helps a character resist poisons, diseases, and other effects harmful to their health. Although it is more linked to the vitality of the body, Toughness also measures his determination, willpower, and mental fortitude. When the character is the target of a spell or psychic power, having a high Toughness reduces your chances of suffering a harmful effect. The higher the Toughness, the harder it will be to affect it with magic or other supernatural power. Resistance also directly determines your Health points. The higher it is, the more hit points you will get. More details just ahead. • 0: Mean for normal people. 1 HP • 1: You have a perfect health. 2-6 HP. • 2: You survive the majority of injuries that would kill a normal man. 4-12 HP. • 3: You are one of those martial artists who take hours to fall. 6-18 HP. • 4: Deadpool 8-24 HP. • 5: Superman 10 to 30 HP. Armor This feature is the body armor of the character. Despite the name, there doesn't have to be an "armor" in the literal sense; it can be your own or leather shell, a shield, force field, or just blocking ability. So it is possible that a fragile little girl apparently has a powerful energy shield which serves as Armor 5! When a character takes damage, either by force or Firepower, it is reduced by a die for each point of Armor you have. More details in chapter Combat. • 0: Protection no. Any damage that you receive will hurt you. • 1: Good protection. You can protect yourself from some powerful attacks. • 2: Vest bulletproof. • 3: Armor heavy robotics. • 4: Armored car. • 5: Battle Tank. Firepower When the target is beyond the range of punches and kicks, the character can only rely on long- range attacks. This capability is represented by Firepower. As with the Force, the damage is calculated by rolling a die for each point of Firepower. A character with FP 5 rolls five dice. Again, the source of Firepower depends on the player's imagination; here, as in games and anime, literally anything goes! You can shoot fireballs, throw rocks, knives, playing cards, tree leaves, water jets, purple light, an image in the form of a flaming dragon... it makes no difference. Whatever the chosen mode of attack, its effect will be only visual. The real damage depends on the level of Firepower. • 0: No Firepower. You can not make long-range attacks. • 2: Equivalent to a gun or other light weapon. • 2: Machine gun. • 3: Rocket launcher. • 4: Antiaircraft battery. • 5: Anti-tank-missile. Features Tests During the game, the Master may ask a player to test a feature when they want to do something. This is simple; just roll a die. If the result is less than or equal to the tested characteristic, the test was successful; if it is greater, the test failed. So obviously, the higher your feature, the more likely a successfull test. However, a 6 result is ALWAYS a failure, even if the tested characteristic is 6 or more. The Master decides which feature should be tested, depending on the situation. See the table for some suggestions on testing. Bonus and Penalties Some things are easier than others. Busting open the front door of a house you heard a scream from is easier than kicking open the villain's vault door. To simulate these differences in difficulty, the Master may make a test easier or harder with bonuses or penalties. A bonus is a value that you add to your feature on that specific test. This does NOT mean that the feature has changed: the bonus only lasts for that test. A bonus makes a test easier. If you have Force 2 and the Master requires a Strength +2 test, then you need a score 4 or less (2 + 2) to be successful. Reducers work the opposite way; they are values that you subtract from a feature when you test it. A reducer makes the test more difficult; if you have Resistance 3 and the Master requires a resistance -1 test, then you need a score 2 or less (3-1) to succeed. As an idea of how big of a modifier to use: • Easy Tasks: +2 to +4 Bonus • Medium Tasks: +1 Bonus or no modifier • Difficult Tasks: -1 to -3 Penalty Part 4 - HIT POINTS

Hit Points,or HP They are the "energy bar" of the character. The power of a hero, villain, or creature to tolerate more damage than normal people. All characters start with 5 HP for each point of Toughness that they have. So a character with R2 will have 10 Vps. Unlike the Toughness feature, Hit Points will vary during the game: they fall when you suffer damage, and return to normal when you recover. They cannot exceed the initial value (if you started with 12 HP, you won't ever have more than 12 HP). Characters with T-0 always have 1 life point; most ordinary people have only one HP, and may die or lose consciousness with ease. A character who has lost HP will be injured, bruised and maybe even bleeding, but can still act and fight normally. However, if you have 0 hit points or less, you will be dead or unconscious. A character never has "negative" HP. There is no "-4 HP" or anything like that. Lost hit points are recovered with rest. Any character can recover all of their HP with an hour of rest - but a character who is at 0 HP, unconscious, is very injured and can not recover that fast. He needs more time, and can also need medical care, depending on the severity of their injuries. If a character gets to 0 HP, the Master will decide whether he is dead or just unconscious. For other characters, it will be impossible to know without examining the character closely. Attacks such as punches, kicks, and power shots usually leave the KO'd target without killing. Damage suffered by weapons fire, explosions, and stuff like that can kill, but not always. In general, player characters, and other important characters will only get knocked unconcious, for now. Warning: ANY damage against an opponent with 0 HP can automatically kill him. Part 5 – ADVANTAGES

Advantages are extra powers that a character can have. They are not mandatory: in 3D&T any player character can be built without any advantage, and still work perfectly in the game. However, a player can rarely resist the opportunity to give your hero at least two or three of them... Just as with features, an Advantage costs points; stronger Advantages will cost more.

Ally (1 point each) You have an ally, a partner you can count on. The ally will be an NPC, a character controlled by the Master. Your ally can help you when you have problems, but sometimes it may also need your help! With Master approval, you can build them from scratch. An Ally is built with the same amount of points the player character itself.

Appearance: Harmless (1 point) For some reason you do not seem dangerous. Your character may seem too small, too weak: a little girl holding a lollipop... you choose the specifics. In addition to other benefits, such as being in certain areas without arousing suspicion, having a Harmless appearance also helps in combat. It will surprise your opponent - you always get an extra attack before the first round of combat. This trick does NOT work with anyone who has ever seen you fight, and will not fool twice the same person!

Fans (1 point) You have fans, and they inspire their struggles! A group of admirers came with you, and hope for its success. Sometimes this fan club can be a real nuisance, taking your rest and following you everywhere - but in combat, they are precious. Among other things, the greatest benefit of a Torcida is that it increases your moral. During a fight, when a crowd is thrilled for you and booing the opponent, you gain H + 1 and imposes H-1 to the opponent. You get these benefits whenever there is a gift twisted - not necessarily YOUR fans, but any audience is in your favor (or against the opponent, whatever). Of course it will not always spectators to cheer for you!

Good Reputaion (1 point) You are respected among the other heroes and adventurers of the world. You may be known to fight well, have a distinctive style, a special appearance, or even by a single notable fight. Anyway, you're famous, respected, or feared for some reason. Being famous can bring advantages on some occasions, but also problems. For you, it will be difficult to go unnoticed or hide in disguise. If you have the Disadvantage Weakness (see below), it will be known to those who know of you. Also, you are famous among adventurers, heroes and villains, but not necessarily among ordinary people. Work out with the Master how public your fame is.

Levitation (2 points) You can fly. The higher your skill, the better you fly: • H1 can only levitate just above the ground, and move to a 10m/s • H2 allows higher levitate and move up to 20m/s; • H3 or more you can have really fly at up to 40m/s. Double this speed for each additional point of skill; 80m/s for H4, 160m/s for H5... You can try to achieve height or speed up your limit, but the Master will require a skill test (with a -1 penalty for each skill point beyond its ); if it fails you fall and suffer 1d damage for each 10m high. Invisibility (2 points) You can become invisible. Outside of combat, you can use this skill for however long you desire. During combat, you can stay only invisible for a number of turns equal to your skill. When you are invisible, your opponent suffers a penalty of -1 to hit you with melee attacks or to dodge yours, and -3 to hit you with ranged attacks or dodge yours. Characters with Acute Hearing not suffer the reducer in melee combat, and suffer only -2 for ranged attacks. Invoking the invisibility takes a turn. If at any time you take damage, You become visible again. Master (1 point) Do you still have contact with the person who helped you learn to use your powers, trained you in combat skills, or taught you magic? It may be an old sensei, a veteran warrior, a clergyman who taught you to worship a deity, a magician who accepted you as an apprentice, anything else. He is very wise and can answer almost any question. Even if he is dead or distant, the master can also help you: in times of trouble you can remember some important teaching or receiving a telepathic message. Your master will not join you for fights, unless he is also an Ally (see above). Patron (2 points) A large organization, company, government or a powerful NPC help you. Within certain limits, a Patron can provide transportation, equipment, and information for an employee. A patron can also send reinforcements and help you when you need them. Having a Patron also means that you need to be loyal and follow orders. Often you will need to complete missions for your Patron. Special Attack (1 point) You mastered a powerful strike that deals more damage with his strength or Firepower (choose one of them at character creation). When using this attack, if it hits, you can add two more dice to normal damage. Using a Special Attack requires a Skill-1 test to a minimum of S1. Telepathy (2 points) You have the power to read the minds of other people and know what they are thinking. When you try to read the mind of someone against their will, the victim is entitled to a Toughness test to resist: if the target was successful, you have failed, and can only make another attempt against one target after 24 hours. You can only read the mind of someone who can see. Using Telepathy requires you to be calm and focused: it is therefore impossible to use during a fight. Teleport (2 points) You are able to disappear from one place and reappear in another. Teleporting to places that are in sight does not require any testing. For places you can not see (the other side of a wall, for example), make a skill test: if it fails, nothing happens; if successful, you disappear from where he was and reappears wherever you want. You can not take other people or objects with you. The maximum distance you can reach is equal to ten times your Skill in meters. So if you have skill 2, you can teleport up to 20 meters. Part 6 - DISADVANTAGES While the advantages are good qualities and extra powers that a character has, the disadvantages are bad things that hinder your life. "Why would I want something like that?" you ask. First, because there are no perfect heroes; having defects makes your character a more interesting hero. Second, taking Disadvantages gives you more points to spend on features or benefits. This is way to get a powerful and interesting hero. You can have up to three disadvantages. Together, they can never exceed -6 points.

Haunted (-2 points) There is a kind of haunting, ghost, or apparition dedicated to tormenting you. It may be someone you killed, or someone claiming to be the only person who can help you. Nobody else can see this ghost but you. It just leaves you alone when you're happy or tired. Whenever you go into battle, the Master rolls a die: a roll of 4, 5 or 6 means that the ghost came to haunt you, and you will have a -1 reducer in all its features to it to go away. At the discretion of the Master, that ghost may also appear to bother you on other occasions.

Code of Honor (-1 point each) You follow a strict code that prevents you entirely from doing (or not doing) something. They are like the protocols of Robocop or the laws of Isaac Asimov Robotics. You can never disobey them, even if your life depends on it. Some ideas: • 1st Law of Asimov: Never harm a human being (ONLY humans!), or by inaction, allow a human being to come to harm. • 2nd Law Asimov: ALWAYS obey human orders except when such orders violate any code that you have. • Area code: Never fight in urban or rural areas/the wild (choose one of the two). • Hunter Code: Never kill (combat or capture, when necessary, but never kill) young animals or pregnant females of any kind. Never abandon a dead game. Always choose the strongest enemy as an opponent. • Code of Gentlemen: Never attack a woman (or female of any kind), even when attacked, and do not allow your companions to do so. Always meet a request for help from a woman. • Fight Code: Never use Advantages or weapons the opponent can't use, attack a fallen opponent, or gang up on an opponent. • Defeat Code: Never allow himself to be captured alive and never accept defeat. If reduced to 0 hit points (only in honorable combat situations, one on one) or captured (in any situation), you MUST take your own life. • Heroes Code: Always keep your word, always protect any person or creature weaker than you, and never refuse a request for help. • Honesty Code: Never steal, cheat, lie or allow your companions to do so. You can take various items and create a great Code of Honor, which counts as a single Disadvantage. So if you want to follow up to four laws, you will have a unique Code of Honor that counts for -4 points (the maximum allowed).

Uncultured (-1 point) Some adventurers can have great combat power, but are not smart. Others are not quite brutish; just natives of another culture, and do not know the language and local customs well. A character with this disadvantage cannot read, or has a hard time doing so, and also can not communicate with others well. But if you have a Master, patron or ally, they will be able to understand you.

Enemy (-1 or -2 points each) This is the opposite of Ally. You have an enemy who is always trying to defeat or break you. This enemy is an NPC controlled by the Master, and you never know when he will appear. An Enemy is about as powerful as the hero (made with the same amount of points -1). For -2 points you can have a much more powerful enemy than you (done with more points!). Enemies can be chosen or suggested by the player, but will always be built, or modified, by the Master. If an enemy is destroyed forever, it will be replaced by another. The character does not get extra points for that.

Insane (-1 point) You're crazy. After two minutes of conversation, no one with an ounce of intelligence believe or trust you; just your Ally, Master or Patron, if you have any.

Bad Reputation (-1 point) You are famous among adventurers, heroes and villains, but a way that's not preferable. You may have failed in some important mission, were defeated or humiliated publicly, is a former criminal trying to reform, belongs to a detested race... For some reason, nobody believes or trusts you. You are always under suspicion. It will be difficult to gain trust, and your presence in a group will make all the other suspects as well. If any problems arise, most likely, you will be pursued even if you are innocent.

Monstrous (-1 point) Your appearance is repulsive and frightening. You can not walk the streets like normal people; people will be scared or angry. The exact reason that makes you monstrous may vary. Anything that can be easily concealed in clothing (red eyes, pointed ears, a thin tail ...) does NOT count as Monstrous. If you have some natural power to disguise their true aspect, it is not considered Monstrous. For obvious reasons, no one can have Monstrous appearance Harmless and at the same time!

Weakness (-1 point) Do you or your fighting technique have some kind weakness? An opponent who knows your weakness gets a +1 bonus to their rolls against you. If someone has a chance to watch you fight, they might figure out your weakness. You can try to find the weakness of a another fighter by watching them fight. Make a skill test while watching the fight: if successful, and if it has a weakness, you can discover it; and have a +1 bonus when fighting them. If you have Good or Bad Reputation, then your weakness is automatically known by ALL heroes and villains!

Helpless Innocent (-1 point each) Is there someone you need to protect? That person can be targeted by the bad guys, and you need to protect them with your life. Having a Innocent is risky because the bad guys may try to use it as blackmail to beat you! Your concentration on the fights will be impaired if your Innocent is in danger, prisoner, or badly wounded; in these situations you suffer a -1 penalty on your ability tests, until it is safe again. If your Innocent dies or disappears forever, you lose a point of Skill permenantly. If you want, you can have more than one Innocent you protect, but this increases the risk. If two or more protected are in danger at the same time the reducers are both suffered. Part 7 - RULES An RPG game may have a lot of rules. It depends on the players and the Master and what system they use. 3D&T has few rules, compared to other RPG games. They are explained in this and the next chapter. Almost all other rules are invented by the Master when necessary. Whenever a different situation appears that isn't handled by the basic rules, they can decide how they want to handle it. Coming up with new rules during the game may seem strange, but in RPGs this is normal. This is an imagination game, and in the imagination anything can happen, including things that would never be possible in real life. The things that can happen are endless. Therefor, it is impossible for an RPG system to have rules covering all situations that may arise in the adventure. The best you can do is try to cover the most common situations, especially fighting. For example: let's say you are a street fighter taking part in a major tournament. During the fight, you realize the brightness of a gun somewhere in the audience - someone is taking aim at your opponent! If you want to save his life, you can try to jump out into the crowd to grab it and take it from the shooter. Great. Perfect. A noble and heroic act worthy of an honorable fighter. But you won't find rules for disarming people in the book. There are rules for evasion, but you're not defending yourself. So what do you do? Inventing Rules

When a situation comes up that is not covered by the normal rules of the game, the Master invents a new rule for the occasion. These rules are going to follow the standing rules, or modify them slightly. Using the saving your opponent example from before, the Master could ask for a skill test (to grab the opponent) and a force (to try and take the gun from him). The Master can also increase or decrease the difficulty of the tests, depending on the Skill or Force he deems necessary for the feat. In addition to inventing new rules when they do not exist, the Master can also change any rule that is in this book, depending on the occasion. Generally, defence rolls only protect yourself, but the Master could say, allow them to be used to take the attack for someone else. The Master is the only player who does not need to follow the rules; they can change them as and when feel it is needed. The rules are the big difference between the RPG and simple make- believe, but they are not important. The goal of the RPG is to tell stories and have fun, not to argue about rules! Dice

RPGs often use special dice, different from the common six-sided ones we use. They are called d4, d8, d10, d12 and d20 to - but you do not have to worry about it because 3D&T uses only normal six-sided dice, or d6. Since this is the only type of die used in the game. Since we only use one die type, we sometimes just refer to them as "D" When a number appears before the "D", it indicates the amount of dice to roll. So "3D" means that you must roll the die three times (or roll three dice) and add up the numbers showing. The possible results in a 3D roll would be at least 3 (1+1+1) and a maximum of 18 (6+6+6). When a number appears after the "D", it will always accompanied by an mathmatical sign "+" or "-". Say is 1D+3. This means that you must roll a die and add 3 to the result. In this case will get at least 4(1 +3) and a maximum of 9 (6 + 3). The same happens with subtractions. When you see something like 2D-1, you must roll two dice and subtract 1 from the result. In this case, the minimum one is (1+1-1) and the maximum, 11 (6+6-1). Caution: even if the reducer is greater than the sum of the data, a roll of this type will never result in less than 1. So if you roll 1D-3 and roll 2 on the die, the result is 1 (not -1). Only one die is required to play 3D&T, but often you will have to roll it several times. The ideal practice is to have a bunch of dice on the table. Turn or Round

The RPG adventures take place in the imagination, and imagination time runs differently; in an RPG game, a year can pass in a second! In 3D&T, as in most RPGs, the most important way of measuring the passage of time is the turn or round. Players will have "their turn" to play, a measure of time that varies on the situation, but during which the player who's turn it is is the main focus. The turn is the time that a character can do one thing, an action or simple movement. Two or more actions can never be done in a single turn, no matter how fast they are. Of course, the concept of "action" depends on the Master: calling out quickly to a colleague, for example, could be done without counting as an action. In one turn you can make an attack, either with Force or Firepower; get close to or away from an opponent; open, close or break a door; get in or out of a vehicle; or do anything simple. Tests

In certain situations, usually when the player says his character will do something dangerous or dramatic, the Master may require a test. Anything can be tested: open a locked door, find a secret passage, finding information on a computer, or even taking a step... if a dangerous step. In 3D&T, often a character must perform acts that are superhuman that ordinary people would not be able to match. When a player attempts a feat (ie anything impossible for an ordinary citizen), the Master may require a test. When you test, the player rolls a die and compares the result to the value of the corresponding characteristic (Force, Skill, Toughness, Armor, or Firepower). An equal or lower result indicates success in that action, and a higher result indicates failure. One result, 6, will ALWAYS be a failure. The test feature will depend on the exact type of action performed, and the Master makes that choice. Bonuses and Penalties

The Master can say that a task is easier or harder than normal (a fly is harder to hit than a wall, for example). So instead of testing a feature normally, the player gets a bonus or penalty for his move: if a character has Force 3, and the Master assigns a +2 bonus on a Force test, you will need a result 5 or less given in (2 + 3 = 5); on the other hand, if he has Skill 4 and receives a penalty of -3 will only be successful in the move to take 1 (4-3 = 1). Normally the Master will only apply bonuses or reducers to feature tests. In some cases, however, ihe can also apply them to combat rolls. Part 8 - COMBAT

Combat is the most important part of this game rules. After all, we are talking about a game that involves manga, anime, and video game heroes! In 3D&T, as in all other RPGs, battles are decided through a series of tests: the combatants roll dice, and, according to the results, can cause different amounts of damage to the opponent. Obviously, the higher the characteristics of a character, the greater your chances of winning. That does not mean it's impossible for a weak hero win a fight, it will just be more difficult. Although characters players can fight each other, most of the fighting take place between adventurers and enemies placed in the game by the Master. Each player rolls the dice for his character and the GM rolls for enemies. The Master can make his rolls in secret, behind a shield or screen, or can also make them openly, if they want.

Simple Attack

Characters with very low skill may have difficulty hitting their opponents during Step 2 of the Turn Combat. So, If the Master allows, a player can choose to forgo this test and jump directly to Step 3. This means that the attack was automatically successful. This maneuver can only be used for normal attacks with Force or Firepower without using any advantage or special attack. If he wants to use a special attack, multiple attack, or the like, the player must make his skill test as required. If there is something affecting the character's skill - as Arena, Fans, weakness... during a simple Attack this bonus or reducer takes effect to Force or Firepower. In certain difficult situations (like fighting on a cliff, for example), the Master may require standard tests of Skill even to perform simple attacks.

Combat Turn

Step 1 – Initiative: Opponents determine initiative by rolling two dice. You get initiative if your roll was the lowest result. The initiative can be rolled individually for each fighter, or for the entire group. One who gets the initiative attacks first. In case of a tie, roll again.

Step 2 – Attack: The attacker chooses to make a single attack or other attack or maneuver. In the case of a simple attacks, if allowed by the Master, this is automatic: go to Step 3. If any advantage or special maneuver is used, the attacker rolls a die, and compares the result with his ability - including any bonuses or reducers. If the result is equal to or less than the feature's rating, the attack was successful. A 6 is always a failure.

Step 3 – Damage: To calculate the damage caused by the attack, the attacker rolls a die for each point of your Force or Firepower, plus any bonuses or reducers. The sum of the results is the total damage of the attack.

Step 4 – Defense: The defender rolls a die for each point of your armor. The sum of the results is subtracted from the total attack damage. Any successful attack will always cause at least 1 point of damage, unless the sum of the target's armor roll is twice as large or greater than the total damage; in this case the target takes no damage at all.

Step 5 - Hit Points: The damage that exceeds the sum of the target's armor is subtracted from their Life Points. A target is defeated when it reaches 0 (zero) Life Points.

Step 6 – Retaliation: If opponents still standing, the fighter who lost the initiative attacks now. Repeat steps 2, 3, 4, and 5. Then, on the next turn, back to the step 1 to determine initiative again. Part 9 - THE MASTER

At many points this text you will find references to "Master", as if he had some kind of supreme power over the game. It is just that ... Before you start the game, a player must be chosen as Master. It is a special type of player. The Master controls the adventure, proposes the challenge to be faced by other players. If the RPG was a video game, the Master would be the console, the device itself. The Master creates the world of adventures where the heroes live. He tells the players what happens in this world, as well as the video game device displays the game on the TV screen. The Master also controls the enemies facing the heroes. The Master 's word is final, can not be questioned.Everything he says comes true in the imaginary world of the game. It can contradict the rules that are in this magazine - a rule exists only when the Master allows. He may even invent their own rules in the middle of the game! When a player tries to do something with his character, the Master says if he succeeded or not. The Master says how it should perform its action, how to play the data, which results need to get ... stuff like that. Duty Important

Be Master is fun, but not easy. The Master has more work than the other players. He must know all the rules - even to break them. It is also the Teacher who teaches the game to the rest of the group. So the Master need to read this text to the end and understand how the game works. The Master also invents adventures. Magazines DRAGON DRAGON BRAZIL BRAZIL and SPECIAL bring numerous ready adventures that a teacher can use. Any ready adventure can be modified or altered by the Master if he deems itnecessary. - Changing characters, changing their powers by adding or removing things ... these changes may be needed to make the most suitable adventure to your play group Another important role of master is to define the world of adventure, or campaign setting. The GM decides what the genre (medieval fantasy, space fiction, superheroes, tournaments ...) and that things match or not with this genre. He will sculpt the world of adventure as it sees fit, be inventing all, be based on an existing scenario. For this, though his word is the end, the Master is usually based a bit on the preferences of other players. - After all, the world of adventure should be attractive for them is not necessary that the Master is always the same person. It is interesting that each player in the group try to be Master at least once. Secret

When players roll the dice, must do so openly on the table in front of everyone. The Master does not have to do this; if you want, he can throw the dice in secret, behind an open book or a shield (a cardboard sheet folded, standing on the table). The Master does this to prevent an unintended result of data hinders adventure. What happens if, say, a common enemy is lucky and gets a capable strike down a player character in the first round? The Master could prevent this just lying on the outcome of the data, saying that he was wrong - or that the damage was minor. The opposite can also happen. A player can get lucky and make a capable attack to take down the final boss quickly. This last battle must be dramatic - then the Master should try to make it last. For this, it would be enough to roll in secret enemy armor and announce a result greater than the true. When you make a move in secret, the Master must never reveal the result - no player has the right to demand it. On the other hand, the Master should always try to keep the mystery players should never notice when he's hiding something. In the Name of Fun

Master does not play AGAINST the other players. He does not play to win. If he did, the others would have no chance - because the Master has the power of a god! So if he says that a meteor falls from the sky and thunders against the whole bunch of heroes, this really happens in the world of adventure. No rule or move data may prevent the Master to do that sort of thing. But as the game would not be fun! The Master needs to be fair, as a judge or arbitrator. It's role is toput the challenge in the way of other players. He's like a writer of books or screenwriter, creating an exciting story for everyone to enjoy. This is the goal of any game of RPG. Above all, the Master must have common sense and wisdom. If a player attempts a sensible thing, how to use a lever to pry open a door, your chances of getting are higher. The Master can only say "you can" or facilitate your test when he throws the dice. On the other hand, if the player tries something difficult or absurd - how to force the same door with a popsicle stick! - Then the Master says that it is impossible or makes the test more difficult. Part 10 - ADVENTURES AND CAMPAIGNS The phrase "let's play an adventure?" It may seem strange, but only for those who are not accustomed to the exotic roleplayers vocabulary. In RPG, an adventure is the same as a story. An adventure is not the same as a game or game session: a game usually begins when the Master and the players gather around the table with your data, books and character sheets, and ends when they leave. But in the meantime an adventure could be starting, continuing or ending. It's like a story divided into chapters, being interrupted because time is over and for it to continue another day. Just like the superhero comics: very rarely we have a chance to read a full story of or Spider-Man in a single magazine - it extends into several parts.In short there are RPG adventures, players can complete in just one afternoon; or very long, filled with tunnels, labyrinths and secret passages, which may require many months to be resolved. But they have at least one thing in common: all the adventures are endless. Better than the Games

So what happens when an adventure end? A common consequence is that the surviving adventurers become more powerful. 3D&T, as in most other RPGs, the Master rewards the successful heroes with experience points. - The player can use to buy more powers, privileges or abilities to your character Now if the heroes are now more powerful, so players will want to use them again! One thing frustrating in video games is just that: you complete a looong long game, your character accumulates lots of powers, items and spells, then defeat the final boss ... and the game isover. End. You can no longer use that hero for nothing. In the RPG is not so. The group can always play another adventure, and another, and another, always with the strongest heroes and even greater challenges. The best thing is that these characters do not just accumulate power, treasures and magic items - they also make history. Past mistakes and successes are marked. So gradually, the imaginary world of the players is becoming more complex. Events succeed and become part of a larger story. The brother of Jkwlxts villain killed by the heroes during the first adventure, may appear to take revenge. That tribe of orcs that drove adventurers returned with reinforcements. Appears the corpse of the girl whose blood sated hunger that vampire heroes left flee. And the demon who made a deal with one of the members of the group three adventures ago resurfaces to demand payment. When this kind of thing happens, when the adventures to fit together to form a great saga, then we have what the roleplayers call "campaign." RPG Forever!

Adventures have a beginning, middle and end. Campaigns, on the other hand, can last indefinitely. A campaign is the full story of heroes, from his first adventure. Some may have died, new ones appeared, but almost everything revolves around the group. Many roleplayers play campaigns without even suspecting that they are doing it. They end adventure and then start another, in the same world with the same characters. Of course playing a campaign requires commitment and regularity. The normal is that players get together once a week (the traditional choice are the Saturday or Sunday afternoon) to play for three, four hours or more. The campaign usually be impaired when players are missing or when the group can not meet often, because it is difficult to keep pace.Play campaigns is fascinating and engaging - it's almost like having another life, in a different reality. Still, some people prefer playing adventures closed instead of campaigns. The advantage is that the group can always play in different worlds, or with different characters, or both! Part 11 - NPCs RPG is a game of interpreting characters. Each player plays the role of an adventurer hero, the protagonist of a great adventure. Well, it turns out great adventures are not only made of heroes; they also involve allies, helpers, helpless victims, enemies ... and villains, of course! Without these secondary characters we never have a good story - and the RPG is, above all, a game of storytelling. But if the players play the heroes, then who plays the role of the secondary characters? It is the Master. He does not have his own adventurous hero but ALL controls the other characters in the world of adventure. In some games these characters are appropriately called NPCs (Master of Characters). But in almost every other game they are called NPCs. - Coming from nonplayer Characters, Characters No Players Master Characters

Who are these such NPCs? Are all guys OTHER which the heroes are on the way, whether good or bad. From the crazy old tavern harmless, that appears telling stories about treasures and monsters, to the powerful wizard lord who rides a black dragon and commands hordes of dead- living - all are NPCs. The barkeep trying to avoid fights in their establishment, the cleric who takes care of the local temple, the group of goblins robbers, the mysterious magician who solves accompany the group ... NPCs, each. Can you think of a good adventure without their participation? Play with NPCs is one of the things that makes it fun to be aMaster - you have only one character, but several! Controls their actions, imagine what they would do and how they would act before the heroes. The Master will also talk to players like himself a character. To become more real, he can change his voice when he speaks at the NPC. How are they Made?

What are the differences between a player character (also known as PC, Player Character) and an NPC? Not many actually. NPCs are made with the same basic rules as PCs. They have the same five basic characteristics, for example. They may also have the same advantages, disadvantages, Skills and spells. So to make an NPC, usually the master must fill in for him a character sheet, the same way as a player would. But it's not always so. Minor NPCs need not be described in detail - Master does not need to define the sweet girl fighting skills that come for help to the heroes! In fact, a good master can handle interesting NPCs hills without calculating numbers for any of them NPCs are built to the same rules used for player characters, yes - but the Master NOT need to follow all of them. An NPC need not pay points, for example, the Master simply gives you the features Advantages and Disadvantages you want. Of course this allows the master to create extremely powerful characters - but, as has been said, a Master does not play to win. If he builds a powerful NPC, it must be because the adventure so requires. An NPC may also have abilities, powers or unique weaknesses, which do not exist for player characters. The Master could say, invent a totally immune villain magic, magic EXCEPT Earth. No Advantage allows player characters have a power like that, but that does not stop the Master to do it. This also happens with the monsters, because they usually have strange powers an adventurer rarely have (the dragon fire breath, the petrifying gaze of the medusa, the icy touch of an undead ...). Players usually do not know - or do not need to know - all about the monsters, but the Masters are. At first glance this may seem kind of unfair to the players, but it is not: remember, the Master NOT play against others. He has the role of making interesting adventure - and use unique and exotic characters part of it. Any GM can ignore all the rules and create a wizard-warrior vampire ninja indestructible, able to transform the heroes into mush ... but what fun would that have? To be really interesting, this villain should have a weakness that heroes need to find out before you fight him. Minor but Important!

When the Master uses a ready adventure (such as those that are published in DRAGON BRAZIL) will find there all the important NPCs - an adventure is never complete without them. And when invent your own adventure, he must create these NPCs. Tinkering with NPCs is one of the most interesting things to be Master. While each player has a single hero, the Master has provided lots of different characters. Even if they are never as important as the heroes themselves, even if they are simply secondary characters and supporting cast ... it will always be very, very fun to deal with NPCs! Part 12 - CAMPAIGN WORLDS RPG adventures take place in the world of adventure: among the most experienced roleplayers, this is also known as "campaign setting". A campaign setting is simply a fictional world, the imaginary place where adventure happens. The film, literature, television, comics and games are full of these fantasy worlds, each with their own heroes and villains: from Middle Earth Lord of the Rings, which served as inspiration for almost all the stories of medieval fantasy, to the Hyborian Age of Conan, the Gotham City of Batman, the futuristic universe of Star Trek and ...All of these "places" are fictional worlds. Most of them are similar to the real world, except for minor differences (like most movies and superhero comics).Others may be like the Earth that we know, but with some marked difference - dominated by corporations as Robocop, or full of hidden aliens as File X. Often the differences are so many and so large that it is difficult to recognize this world as the earth Pokémon and are good examples. Or this world can be completely changed:. Another time, another world, another reality - like all medieval fantasy worlds so popular RPG. Who decides what exists or not in fictional worlds are their authors. Akira Toriyama, creator of Dragon Ball Z, decided that on earth there are dogs, cats, tigers and other animals roaming the streets among humans on two legs and wearing clothes. Of course the real Earth does not exist, but so what? Showing Reality

In RPG is no different. That exists or does not exist in the world campaign is determined by the Master. Like a god, he decides it is the reality in this world. And as a comic author or cartoon tries to show the public how their world is Master's duty to explain to players how the campaign setting - or, at least, what they need to know. If the RPG was a video game, the Master would be the console, the device itself. As a video game puts on the TV screen scenarios, characters, maps, battle arenas and everything else, the Master does the same with words - he describes the scene for the players. It does this speaking dramatically, saying things like: "The smell of death hits you when you enter the Cave of the Trolls, when your eyes adjust to the darkness, are revealed several skeletons scattered amid the filth - and a kind of snarl animalistic seems to come from the back of the cave ... " it is true that it requires a certain talent: a good Master must be like a narrator, or even as a bard. He manages to convey to the players the atmosphere, the pictures, the feeling of being there. Using the imagination of the players, he puts them "in" the world of adventure. Building the World

and as the Master invents this world? To draw on to build a campaign setting? This varies greatly. Many Masters prefer to base your adventures in the current Earth, the simple fact that we are accustomed. Some put players in trouble in Brazil (being familiar territory, which need not be described in detail), while others prefer the US or Japan (also familiar through films, comics, drawings ...). In these cases, the Master just takes the real world and it puts the adventure elements - heroes, villains, monsters ... The role-playing game Vampire: The Masquerade is located in the real world, with the difference that there are supernatural creatures like vampires, werewolves, ghosts... Other Masters prefer to adopt campaign scenarios created especially for it. Some RPG books, instead of bringing rules to play (like this), simply describing a planet, continent or kingdom where players can venture. The Tormenta book is an example: he speaks of Arton a medieval fantasy world for use in 3D&T game.Some scenarios are so vast that there are many, many books to explain each of its regions kingdoms, cultures, races, creatures, important characters and other aspects. AD&D has extremely detailed campaign worlds: the largest, Forgotten Realms, is so minutely described that there are hundreds of books about it. But note that the Master does not need to use ALL of the existing books on the chosen campaign world - no matter if there are many or few. The Master is free to choose only the material that you will enjoy. In fact, most AD&D worlds have so many books that would be almost impossible to use them all: so what the Master does is choose the material you see fit, and ignore the rest. One interesting thing is that even when dealing with an existing scenario as Tormenta or Forgotten Realms, the Master can change everything you want. In Arton, for example, there is the capital city of Valkaria an arena of struggle which presents the half-elf Loriane, the most famous gladiator's reign. But this will be true only if the DM to determine: it can give any other character the title of most famous gladiator Arton. So no good players to read reference books about the world that are using as a campaign scenario: the final word is always the Master - which helps keep the mysteries about the dangers and challenges to be found in that place ... Compelling scenarios

Before you start playing 3D & T, but read this book and know the rules of the game, the Master must choose a campaign setting. If he will invent this world or use an existing world, the decision is all yours. Just think a bit to find that the possibilities are almost endless scenarios. In addition to the many existing reference books on worlds RPG, the Master can get almost any book, movie, cartoon or game and turn it into the campaign world. A very attractive thing in inventing scenarios is that you, as a teacher, can take ANY character or creature ANY book, film, drawing, game or comic to join your world! This is not forbidden - using familiar characters in RPG adventures is not copyright infringement, provided that you do so only on your game table. In fact, one of the things that roleplayers like to do is interact with familiar characters. Think about it: you do not want to, say, personally know that elven princess or punch the FUCAS that demonic tyrant?For believe, play RPG is the closest you can get to do these things! Though the Master is totally free to define this scenario, here's some advice: the world of adventure should be interesting for the players. Either because it is curious, scary, full of enemies to defeat and monsters to destroy ... the important thing is that the players enjoy living in this world. Otherwise, they simply will not want to play with you! Genres

3D&T is a generic RPG - that is, used to adventure in any genre. Medieval fantasy, science fiction, horror, action, tournaments ... The only constant is that the player characters will always be much more powerful than normal humans, for whatever reasons. Therefore, the advantages and Disadvantages 3D&T serve to play most of the powers and weaknesses of manga characters, anime and games. As a rule, the player can take all those you want - but some simply do not match certain stories. After defining how the world of adventure, the Master shall draw up a list of Advantages and Disadvantages prohibited - or allowed. It all depends on how much realism, action or confusion, the Master wants the adventure. This choice does not depend on gender. Although certain Advantages and Disadvantages combine more with certain genres, there are always exceptions. Usually a medieval fantasy world has no giant robots, but we can see them in Magic Knight Rayearth, Visions of Escaflowne, Xenogears and others.Similarly, a medieval fantasy story can be dramatic as Records of Lodoss War, comic as Slayers and elven hunters, or as cosmic Magic Knights. Part 13 - EXPERIENCE

Adventurers evolve. Each completed mission, each won fight, each defeated enemy become the most experienced and powerful heroes. This evolution is represented by Experience Points. Each time players complete an adventure, the Master must reward them with experience points. These points are later used to increase features or Focus, buy new advantages or buy back Disadvantages. 10 experience points are worth 1 Normal point character's experience points earned by each player depends on how he served in the adventure: 1 point if We ended the adventure alive. 1 point if completed the mission successfully. 1 point or more for each defeated enemy in fair fight. (See below) 1 Point for each defeat in fair combat. 1 Point for each companion dead or lost. The Master should also reward you with 1 extra point players who have acted more in keeping with their characters. This is a way to reward those who play their roles better (after all, RPG is playing!) And punish players who only know how to count with Advantages and Disadvantages. For example, if someone took the Heroes Honor Code, but NOT is behaving like a hero, the player does not deserve an extra point. Each player must write down the character sheet the experience points that won. If you do not have enough to buy a normal point of character, you must wait for the next adventure. In total, no player should earn less than one or more than five experience points in the same adventure.

Experience with Win

Win enemies in combat also gives experience points. The general rule is that each enemy defeated in fair fight earns a point. It is understood by "fair fight" an honest fight, one on one, without surprise attacks and dirty tricks. Victories over more enemies "weak" the character (made with half the points or less) do not earn any point experience. at the discretion of the Master is allowed to characters that have the Combat Honor Code to meet his companions to face a much more powerful opponent they all together. very powerful opponents give more experience when defeated. Calculate the total score of the opponent, but taking into account only the Advantages and Disadvantages affecting performance in combat. Divide that amount by ten rounded down. This is the reward for defeating him (winning a character made with 20 points, for example, yields 2 Experience Points). If a powerful enemy is beaten by a group, the character who applied the final blow gets half points (round down), while the rest must be divided equally by the other.