Miseries and Misfortunes
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MISERIES AND MISFORTUNES A SUPPLEMENT FOR BASIC DUNGEONS & DRAGONS (1980-81 Ed) Player Character Information 1 Take a blank character sheet. Fill in Player Name and Game Explorers may lower Strength and Intelligence to raise Master name at the top of the sheet. Wisdom and Constitution. ○ 2 Roll 3D6 (for a result of 3-18) for each ability in order. Pencil in the Necromancers may lower Strength, Intelligence or Wisdom to raise Charisma. results next to the appropriate ability. If your character has two or ○ more penalties without an equal number of balancing bonuses, erase Urchins may lower Strength, Intelligence and Wisdom to raise all your scores and reroll your abilities from scratch. Dexterity and Charisma. ○ 3 Choose a class that suits you and whose requirements your Philosophers may lower Strength and Intelligence to increase Wisdom. character meets. You can read the descriptions in the next section. ○ The classes and their requirements are: 5 Note your bonuses and penalties for your abilities according to the Soldier of Fortune: No requirement. table that follows this section. ○ Necromancer: No requirement. 6 Write down your character’s special class ability: ○ Explorer: Wisdom 9, Constitution 9 Soldiers of Fortune start with the Mélêe ability; ○ Urchin: Dexterity 9, Charisma 9 ○ Necromancers start with Sentio Vos Exanimus; ○ Chaplain: Intelligence 9 ○ Explorers start with an enhanced Search ability; ○ Philosopher: Wisdom 9 ○ Urchins start with the Dodge ability plus another ability of the player’s choice. 4 Adjust○ your scores: After you’ve chosen a class for which you’re ○ qualified, adjust your ability scores. All adjustments are for two Chaplains start with the Sanctify Water prayer; points reduced to one point added. You cannot lower an ability ○ Philosophers can choose one recipe to start. below 9. The special abilities are described with each class. Soldiers may lower Wisdom or Intelligence to increase ○ Strength. 7 You start with 0 experience points. Note your requirement for ○ second level. Chaplains may lower Strength or Wisdom to increase Chaplains with an Intelligence 13-15 reduce their XP Intelligence. ○ requirement by 5%. Intelligence 16-18 grants a 10% discount. ○ 1 Explorers with 13-15 in both Wisdom and Constitution 11 Roll 1D6. This is the amount oflivre (money) your character reduce their XP requirement to level by 5%. If both Wisdom begins with and can spend on additional weapons, armor and ○ and Constitution are 16-18, they get a 10% discount. If one is equipment. Note the starting tally on a piece of scratch paper. 13-15 and the other is 16-18, they gain a 7.5% discount. 12 Total up the encumbrance rating for your gear and check your Necromancers with a Charisma 13-15 reduce their XP movement rate. requirement by 5%. Charisma 16-18 grants a 10% discount. ○ 13 Note your character’s armor proof rating— -1/10, -1d2/4, -1d3/5, etc. Philosophers with a Wisdom of 13-15 reduce their XP requirement by 5%. Wisdom 16-18 grants a 10% discount. 14 Copy your saves and basic actions from the appropriate tables. ○ Soldiers with a Strength 13-15 reduce their XP requirement 15 Note your total bonuses or penalties to hit and damage, to saving by 5%. Strength 16-18 grants a 10% discount. throws, and to basic actions. ○ Urchins with 13-15 in both Dexterity and Charisma reduce 16 If you have not already done so, name your character. their XP requirement to level by 5%. If both Dexterity and ○ Charisma are 16-18, they get a 10% discount. If one is 13-15 Abilities Descriptions and the other is 16-18, they gain a 7.5% discount. Strength is used for lifting, carrying and pulling as well as providing If you have a 13-15s in your requirements, reduce your needed substantial benefit (or detriment) in melee combat. It is the prime stat for total for next level by 5%. Soldiers of Fortune. ○ If you have 16-18 in requirements, reduce your needed total for Intelligence is used for reading, remembering and learning as well next level by 10%. ○ providing knowledge of language and a bonus to listening. It is the prime If you have multiple requirements with different bonuses, stat for Chaplains. reduce your XP to level by 7.5%. ○ Wisdom is used for intuiting, understanding and improvising. It provides 8 Roll for your hit points by rolling the dice indicated for your level. a bonus (or penalty) to Searching and is the one of the prime stats for 9 Roll, nationality, religion and political affiliations. Explorers. 10 Copy your starting gear from your character class. Buy additional Dexterity is used for avoiding, leaping and use of the hands. It affects your gear using the list provided. Note the restrictions for your class. initiative and to hit rolls (for missile weapons). Dexterity is one of the prime stats for Urchins and Philosophers. 2 Constitution is used for withstanding and enduring. It affects your hit 6-8 -1: to listen. Can read and write simple words in native tongue points and is one of the prime stats for Explorers. 9-12 Can read and write native tongue and speak a little French, Charisma is used for convincing, negotiating and intimidating. It affects Spanish, German or Italian. Roll D4 the reactions of your opponents and NPCs whom you wish to hire. 13-15 +1 to listen. Can read and write native tongue, another regional Necromancers have Charisma as their prime stat, and it’s the second prime language and Latin stat for Urchins. 16-17 +2 to listen. Can read and write native tongue, additional rime Stat Bonus and Penalty regional language (roll D4), Latin and Greek 18 +3 listen. Can read and write native tongue, additional regional 3-5 Increase needed experience points to level by 10% language (roll D4), Latin, Greek, plus one of the following: P6-8 Increase needed experience points to level by 5% Hebrew, Arabic, Celtic, Gaelic, Russian, Aramaic, Babylonian or 13-15 Reduce needed total to level by 5% per level Sumerian. Roll a D8. 16-18 Reduce needed total to level by 10% per level isdom Scores and Adjustments trength Scores and Adjustments 3 -3: to search, saves vs Necromancy 3 -3: to hit in melee, damage in melee, force open W4-5 -2: to search, saves vs Necromancy S4-5 -2: to hit in melee, damage in melee, force open 6-8 -1: to search, saves vs Necromancy 6-8 -1: to hit in melee, damage in melee, force open 9-12 — 9-12 — 13-15 +1: to search, saves vs Necromancy 13-15 +1: to hit in melee, damage in melee, force open 16-17 +2: to search, saves vs Necromancy 16-17 +2: to hit in melee, damage in melee, force open 18 +3: search, saves vs Necromancy 18 +3: to hit in melee, damage in melee, force open exterity Scores and Adjustments ntelligence Scores and Adjustments 3 -3: to hit with missiles, initiative and traverse 3 -3: to listen. Has trouble speaking, cannot read or write D4-5 -2: to hit with missiles, initiative and traverse I 4-5 -2: to listen. Cannot read or write 6-8 -1: to hit with missiles, initiative and traverse 3 9-12 — 13-15 +1: to Monster and NPC reactions. Max hirelings 3; Hireling 13-15 +1: to hit with missiles, initiative and traverse Morale 8. 16-17 +2: to hit with missiles, initiative and traverse 16-17 +2: to Monster and NPC reactions. Max hirelings 3; Hireling Morale 9. 18 +3: to hit with missiles, and traverse; +2 Init 18 +3: to Monster and NPC reactions. Max hirelings 4; Hireling onstitution Scores and Adjustments Morale 10. 3 -3: to hit points per level, saves vs poison C4-5 -2: to hit points per level, saves vs poison Hit Points Hit points represent luck, endurance and, ultimately, physical injury. If your 6-8 -1: to hit points per level, saves vs poison hit points drop to zero, your character dies (and cannot be healed). 9-12 — Every time you advance a level, you roll another die of hit points and add it to 13-15 +1: to hit points per level, saves vs poison; carry one extra item B. your previous total. Be sure to adjust for Constitution bonuses or penalties. 16-17 +2: to hit points per level, saves vs poison; carry two extra item B or one extra item C. Religion 18 +3: to hit points per level, saves vs poison; carry two extra item B Roll for your religion or choose. Chaplains do not roll. They’re Jesuits and and one extra item C. therefore Catholics. harisma Scores and Adjustments Religion 3d6 3 -3: to Monster and NPC reactions. Max hirelings 0; Accidental Heretic 3 C Hireling Morale 4. Atheist 4 4-5 -2: to Monster and NPC reactions. Max hirelings 1; Hireling Jewish 5-6 Morale 5. Catholic 7-12 6-8 -1: to Monster and NPC reactions. Max hirelings 1; Hireling Protestant 13-14 Morale 6. Muslim 15-16 9-12 No reaction adjustment. Max hirelings 2; Hireling Morale 7. Heterodox 17 Diabolist 18 4 Nationality Politics Roll for nationality or choose one. Roll for your political affiliation or choose. Nationalities 5d6 Political Loyalties 2d6 Turk 5-7 Cardinalist 2-3 American 8 Frondeur 4-6 Russian 9 Bourbon 7-8 Austrian 10 Papist 9 Portuguese 11 Apolitical 10 Irish 12 Imperialist 11 Swedish 13 Hapsburg 12 Scottish 14 German 15 Swiss 16 French 17-19 English 20 Polish 21 Belgian 22 Italian 23 Dutch 24 Danish 25 Spanish 26-28 Moroccan 29 Ceilão 30 5 6 Soldier ar roils the land beyond the walls of Paris.