Though I have made it very clear that my Shattered Sky campaign is a hearty mix of BX rules and Pathfinder sensibilities, it is probably the following section that begins to put this truly into perspective for the player.
Yes - that is a character sheet written on an index card. Other stuff can be put on the back.
Yes - that is a character sheet written on an index card. Other stuff can be put on the back.
PART 2: PLAYER CHARACTER
INFORMATION
Charts and
Tables
The tables given for character abilities, experience,
and special class abilities are all presented as close to the D&D Basic
rules format as possible. In one small departure, alternating tinted rows have
been added to improve ease of reading.
It is worth noting that demi-human classes may rise to
14th level just as their human counterparts. The character classes are balanced
internally against each other without the need for artificial level limits.
Level Titles
While Shattered Sky does not use official level
titles, a player is welcome to call their player character whatever they like.
This writer simply dislikes and disagrees with the majority of the titles given
in the rules.
For the purpose of "name level" references,
this is the 9th level of experience in every case.
Character
Abilities
Roll
4d6 for each ability score and discard the lowest die. Add the remaining three
die rolls and apply to any ability desired, in any order, until all six ability
scores have been determined.
Ability
Prime Requisites
There
are none. No class or race requires a minimum score in any one ability. Yes,
you can run a weakling fighter or a clumsy thief. You do not receive bonus
experience points for having high ability scores - you receive advantages to
relevant die rolls and enjoy a potentially more successful character. Those are
your bonuses.
Ability
Score Adjustments
Ability
scores may not be lowered to raise another. If you roll an untenable character,
start from scratch and roll another.
Minimum
Ability Scores
No
player character is required to have any minimum ability score to qualify for a
specific class or race. You may run a feeble dwarf or clumsy halfling, just as you
are permitted to play a foolish cleric or stupid magic-user. Not every dwarf is
of above-average Strength, not even an adventuring dwarf.
Hit Points
and Hit Dice
A player
character receives the maximum hit points for his or her hit die at first
level. Hit points are rolled normally thereafter.
To
reflect their intended roles during an adventure, some classes will have a
higher hit die than given in the original books. These adjusted hit dice will
be listed in the COMBAT TRAITS of
the class in question.
Darkvision and Nightvision
Some
demi-human races possess the ability to see in the dark or the gloom. Shattered
Sky makes no effort to explain why this is so and does not use the concept of
infravision.
Darkvision
is the ability to see in the dark - like infravision, but without the
"infra." Not seeing heat, but simply seeing in the dark - usually in
black-and-white, unless noted otherwise. For example, dwarves have darkvision
up to 60'.
Nightvision
is the ability to see further in dim or gloomy surroundings. Some illumination is
required and a character with nightvision can see twice is far in conditions of
less than full daylight, allowing full vision up to 60' in torchlight, for
example. Note that elves have nightvision - not darkvision.
Some
bizarre or otherwise alien monsters may have true infravision. That is the
prerogative of the DM.
Strongholds
Upon
gaining 9th level, any character can invest in the construction of a castle (clerics and fighters), stronghold (dwarf, elf, or halfling), tower (magic-user), or hideout (thief). See p. SS# for details
regarding details of construction.
Love the card layout...I wish I would of thought of something like that when playing way back when :)
ReplyDeleteThank you. I recall "playing way back when" with great fondness.
ReplyDelete