Proteus_06.pdf

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Proteus #06
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THIS is not a story about our modern world, but
one of long ago, when strange creatures roamed
the land, and Sorcerers possessed great power. As an
adventurer, your Strength, Courage and Agility have
brought you safely through many daunting quests in
the past. And when you enter the fortress of
Kruglach, you will need all these qualities. Below,
you will discover – with a little luck – how swift,
strong, and charmed you are.
You will need two dice, a pencil, and several
sheets of paper. Use the pencil and paper to draw a
map of your progress through the fortress. You may
not succeed at the first attempt, and the map will be
useful in future attempts.
There is a Quest Sheet opposite, for you to write
down your scores for Dexterity, Strength and Fate/
Fortune, and to keep a note of your rations, secrets or
Spells learnt, and items discovered. You may prefer,
before you begin your adventure, to use the printed
Quest Sheet simply as a model for the things you will
need to take note of, or keep a record of, during your
Quest. If you do this, you will obviously need
another piece of paper to copy down the headings on
the Quest Sheet.
Rules for fighting
As you explore the fortress, 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.
Dexterity, Strength, and Fate/Fortune
Roll one dice. Add 6 to this number, and make a note
of it on your Quest Sheet. This is your Dexterity
score, and indicates your skill and mastery of
swordsmanship.
Roll two dice. Add 12 to this number, and make a
note of it on your Quest Sheet. This is your Strength
score, and is a measure of your fitness and stamina.
Roll one dice. Add 6 to this number, and write it
on your Quest Sheet. This is your Fate/Fortune
score. During the game, you will sometimes be
asked to test whether you have been fortunate, or
whether Fate has dealt you a cruel blow. To do this,
throw two dice, where instructed in the text. If the
numbers on the dice add up to more than your
Fate/Fortune score, Fate has been cruel to you. If
however, the numbers add up to the same as, or less
than your Fate/Fortune score, you have been
fortunate. In each case, you will be told which
section to turn to.
Your Strength and Dexterity ratings will probably
change during the course of your adventure. You
may lose Strength points in battle, for example, and
then restore them by eating a meal. Your character-
istics may also be affected by magical items, and, in
such situations, you will be told how many points to
add onto or deduct from your current ratings.
You must remember, however, that your Strength
and Dexterity scores must never exceed their Initial
values, as determined by the dice rolls at the start of
any one adventure.
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.
Replenishing your Strength
You will shortly read about the beginning of your
Quest, in which you will learn of the terrorised lives
of the people of Arn Gate. Before leaving, you make
up sufficient provisions for five meals. Make a note
of this. Eating a meal restores five Strength points.
When you stop for a meal – which you may do at any
time, except during a battle – add five points to your
current Strength score, and deduct one from the
number of meals remaining to you. But remember to
use your rations wisely: you have a long and hard
journey ahead of you.
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