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Session Zero for Campaign Using Rules Cyclopedia and

Rolling Ability Scores

• Every player will create a pool of Ability scores by rolling 3d6 six separate times.

• You may re-roll one number that is 9 or lower OR you may re-roll two numbers if both are 6 or lower

• Finally, assign the 6 attribute scores as desired to create a character class paying particular attention to that class’ Prime Requisites.

Available Classes for Play

The following sixteen classes are the only playable classes for this campaign.

Class Equivalent Class for Attack Values and Saving Throws

Archer Fighter Assassin Thief Bandit Thief Barbarian Fighter Berserker Fighter Bounty Hunter Thief Explorer Thief Gladiator Fighter Pirate Fighter Rune-Smith Cleric Scoundrel Thief Swashbuckler Fighter Sword Master Fighter Undead Slayer Cleric Wanderer Thief Wild Wizard Magic-User

Starting Money

Everyone begins with 3d6 x 10 Gold Pieces to buy equipment.

Saving Throw Modifiers

Use the table from the RC in Chapter 19

Baseline Movement Rate for Characters

120’ (40’)

Initiative

Before Combat begins, everyone will roll their individual Initiative: 1d6 + Dex. Mod. This will be the order for the entire combat.

Character Perks

In addition to the Class Skills, this campaign will use General Skills and Weapon Mastery from Chapter 5 of the RC.

General Skills

General Skills are acquired as follows:

Unskilled Penalty for General Skills

The DM will determine if there is a chance to perform certain skills even though the character might be unskilled. The penalty for trying to perform a General Skill when you are Unskllied is +6 to the roll unless the description in the RC for the skill states otherwise. For example, an Assassin with an Intelligence of 15 might decide to try to concoct a poison even though they don’t have the Alchemy skill. They need to roll a 15 or lower to succeed and must add 6 to the die roll.

Weapon Proficiency

Characters with the equivalent Attacks and Saves as a Fighter will use the Fighter column for determining the acquisition of Weapon Proficiencies.

Beginning Weapon Proficiencies

The Class descriptions list Proficiencies for each class. Proficient equates to a Basic level of skill. Otherwise, the character is considered Unskilled with other weapons.

In addition to the given proficiencies in the Class descriptions, characters gain Weapon Proficiencies as the chart above.

Unskilled Penalty for Weapon Proficiency