Lejendary Adventure - Avatar Creation

Avatarを作る手順:
  1. 100ポイントをBase Ratingsに分ける(Human以外の場合、Appendix Aを参照)

    Base Ratings (Human):
    Health:(40-70)
    Precision:(20-50)
    Speed:(8-12)

  2. 1d20, 1d10, 1d3ポイントをHealth, Precision, Speedに加える

    Base Ratings (Human):
    Health:(40-70)+1d20
    Precision:(20-50)+1d10
    Speed:(8-12)+1d3 half points

  3. 任意:KnackとQuirkを一個ずつ加える(LMが1d100で決める)

    Base Ratings (Human):肖像画
    Health:(40-70)+1d20
    Precision:(20-50)+1d10
    Speed:(8-12)+1d3 half points
    Knack:1d100 -> 結果
    Quirk:1d100 -> 結果

    Knacks (例):
    Instinctive Riding
    Story-Telling
    Responsiveness

    Quirks (例):
    Impatience
    Nature Loving
    Deafness

  4. Orderを選んで、それに必要なAbilitiesを選ぶ;或いは任意のAbilitiesを選ぶ(AvatarはUnorderedとなる);その後、Bonusを加える

    Base Ratings (Human):肖像画
    Health:(40-70)+1d20+Bonuses
    Precision:(20-50)+1d10+Bonuses
    Speed:(8-12)+1d3 half points+Bonuses
    Knack:1d100 -> 結果
    Quirk:1d100 -> 結果
    Order:任意
    Abilities:
    任意100% Base Ability*
    任意80% Base Ability*
    任意60% Base Ability*
    任意40% Base Ability*
    Weapons
    (既にあれば任意)
    10
    * SpeedがBase Abilityの場合、Speed x 4がもとの数字; Swashbucklingの場合、Health + Precision + (Speed x 4) / 3

    以下のOrdersはThe Lejendary Rules for All Playersより書いたものです。他にLAの判断で使用可能のおまけOrdersはOrder Tablesに行ってください。

    Orders:必須Abilities (100%, 80%, 60%, 40%, 10)
    Auger (不死者を操る魔術師)Necrourgy, Arcana, Luck, Pantology
    Demonurge (悪魔を操る魔術師)Sorcery, Tricks, Arcana, Luck
    Desperado (都市で活躍する盗賊)Stealing, Urbane, Evaluation, Scrutiny
    Ecclesiastic (神に力を受ける僧侶)Theurgy, Scrutiny, Physique, Learning
    Elementalist (火地水風の元素を操る魔術師)Geourgy, Arcana, Pantology, Ranging
    Forester (森で活躍する狩人)Hunt, Weapons, Archery, Rustic, Ranging/Savagery
    Jongleur (音楽で誘惑する吟遊新人)Minstrelsy, Pretence, Physique, Luck
    Mage (幅広い魔法を扱う魔術師)Enchantment, Arcana, Learning, Metallurgy
    Mariner (海で活躍する船乗)Waterfaring, Commerce, Weapons, Archery
    Noble (戦闘にも長ける貴族)Chivalry, Weapons, Hunt, Physique
    Outlaw (奇襲攻撃をする無法者)Waylaying, Ranging, Archery, Weapons
    Rogue (騙しやこっそり行為をするならず者)Pretence, Weapons, Stealth, Tricks, Chivalry/Minstrelsy
    Soldier (戦争の計画に長ける戦士)Weapons, Planning, Ranging, Physique

    Abilities:初期Base
    Ratingボーナス
    その他のボーナス
    Alchemy+2 Health
    Arcana+½ Speed+1 AEP per 5 ability points
    Archery+2 Precision+1 attack and damage for bows or crossbows (each point over 100 adds 1 point damage)
    Chivalry+2 Health+1 Weapons ability and all weapon damage for every 5 ability points
    Commerce+2 Health
    Divination+½ Speed
    Enchantment+½ Speed+1 AEP for every 5 ability points above 100
    Evaluation+2 Health
    Geourgy+½ Speed+1 AEP for every 5 ability points above 100
    Hunt+2 Precision
    Learning+2 Health
    Luck+½ Speed
    Mechanics+2 Health
    Metallurgy+½ Speed
    Minstrelsy+2 Precision+1 Weapons, +1 damage, and +1' range for hand-thrown weapons for every 10 ability points
    Necrourgy+½ Speed+1 AEP for every 5 ability points above 100
    Pantology+2 Health
    Physique+2 Health+1 to all melee and some missile damage for every 10 ability points
    Planning+2 Health
    Pretence+2 Health
    Psychogenic+½ Speed+1 AEP for every 5 ability points above 100
    Ranging+2 Health
    Rustic+2 Health
    Scrutiny+2 Precision
    Sorcery+½ Speed+1 AEP for every 5 ability points above 100
    Stealing+2 Precision
    Stealth+2 Precision
    Swashbuckling+1 Health
    +1 Precision
    +¼ Speed
    +1 Defence for every 10 points,
    -1 parry bonus for every 5 point when not wearing armor
    Theurgy+½ Speed+1 AEP for every 5 ability points above 100
    Tricks+2 Precision
    Unarmed Combat+1 Health
    +1 Precision
    +¼ Speed
    +1 Defence for every 10 points when unarmed,
    +1 Harm bonus for every 5 points when unarmed
    Urbane+2 Precision
    Waterfaring+2 Health
    Waylaying+2 Health
    Weapons+2 Precision+1 damage for every ability point above 100

  5. Rankを判定し、Extraordinary PowersとEquipmentを選ぶ

    RankAuger
    12NecrourgyCorpse Master: Contact only
    11Necrourgy, ArcanaNecromancer: Guild membership, +2 Weapons
    10Necrourgy, Arcana, LuckJourneyman Necrourge: Gain memory tablet, +2 Weapons
    9Necrourgy, Arcana, Luck, PantologyNecrourge: Gain 1 Power, +2 Necrourgy, Arcana, Luck, Pantology
    8Necrourgy 61-70%Expert Necrourge: +2 Arcana, Luck, Pantology
    7Necrourgy 71-80%Master Necrourge: Gain plaque with one Power, +1 Arcana, Luck, Pantology
    6Necrourgy 81-90%Grand Master Necrourge: Gain plaque with one Power, +1 Arcana, Luck, Pantology
    5Necrourgy 91-100%Warlock: Gain plaque with one Power, +1 Arcana, Luck, Pantology
    4Necrourgy 101-110%Warlock Master: Gain plaque with one Power, +1 Arcana, Luck, Pantology
    3Necrourgy 111-120%Warlock Adept: Add Enchantmnt at 20 (+10 if already possessed)
    2Necrourgy 121-130%Chief Warlock: Add Pretense at 20 (+10 if already possessed)
    1Necrourgy 131%+Abyssal Warlock: Add Chivalry at 20 (+10 if already possessed)

    RankDemonurge
    12SorceryImp Beater: Contact only
    11Sorcery, TricksPetty Summoner: Guild membership, +2 Weapons
    10Sorcery, Tricks, ArcanaSummoner: Gain memory tablet, +2 Weapons
    9Sorcery, Tricks, Arcana, LuckSorcerer: Gain 1 Power, +2 Sorcery, Tricks, Arcana, Luck
    8Sorcery 61-70%Veteran Sorcerer: +2 Tricks, Arcana, Luck
    7Sorcery 71-80%Expert Sorcerer: Gain plaque with one Power, +1 Tricks, Arcana, Luck
    6Sorcery 81-90%Master Sorcerer: Gain plaque with one Power, +1 Tricks, Arcana, Luck
    5Sorcery 91-100%Demonurge: Gain plaque with one Power, +1 Tricks, Arcana, Luck
    4Sorcery 101-110%Grand Demonurge: Gain plaque with one Power, +1 Tricks, Arcana, Luck
    3Sorcery 111-120%Blackest Demonurge: +10 Luck
    2Sorcery 121-130%Demonurge Prince: Add Pretense at 20 (+10 if already possessed)
    1Sorcery 131%+Infernal Demonurge: Add Chivalry at 20 (+10 if already possessed)

    RankDesperado
    12StealingGangster: Contact only
    11Stealing, UrbanePetty Hoodlum: Guild membership, +2 Weapons
    10Stealing, Urbane, EvaluationHoodlum: Gain fine set of criminal tools, +5 Weapons
    9Stealing, Urbane, Evaluation, ScrutinyCrook: +2 Stealing, Urbane, Evaluation, Scrutiny, +5 Weapons
    8Stealing 61-70%Veteran Crook: +2 Urbane, Evaluation, Scrutiny, +5 Weapons
    7Stealing 71-80%Expert Crook: +2 Urbane, Evaluation, Scrutiny, Weapons
    6Stealing 81-90%Master Criminal: +2 Urbane, Evaluation, Scrutiny, Weapons
    5Stealing 91-100%Desperado: +1 Urbane, Evaluation, Scrutiny, Weapons
    4Stealing 101-110%Feared Desperado: +1 Urbane, Evaluation, Scrutiny, Weapons
    3Stealing 111-120%Desperado Chief: Add Planning at 20 (+10 if already possessed)
    2Stealing 121-130%Desperado Prince: Add Pretense at 20 (+10 if already possessed)
    1Stealing 131%+Desperado Overlord: Add Commerce at 20 (+10 if already possessed)

    RankEcclesiastic
    12TheurgyAcolyte: Contact only
    11Theurgy, ScrutinyAspirant: Gain fine fighting staff, temple membership, +5 Weapons
    10Theurgy, Scrutiny, PhysiqueNovice: +4 Physique
    9Theurgy, Scrutiny, Physique, LearningPostulant: Gain two memory tablets, two Rites, four Powers, +1 Theurgy, Scrutiny, Physique, Learning, +5 Weapons
    8Theurgy 61-70%Almoner: +2 Scrutiny, Physique, Learning, +5 Weapons
    7Theurgy 71-80%Under-Priest/Priestess: Gain plaque with one Power, +2 Scrutiny, Physique, Learning, +5 Weapons
    6Theurgy 81-90%Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning
    5Theurgy 91-100%Officient Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning
    4Theurgy 101-110%Chief Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning
    3Theurgy 111-120%High Priest/Priestess: Add Arcana at 20 (+15 if already possessed)
    2Theurgy 121-130%Grand High Priest/Priestess: Add Chivalry at 20 (+15 if already possessed)
    1Theurgy 131%+Desperado Overlord: Add Luck at 20 (+15 if already possessed)

    RankElementalist
    12GeourgyElemental Experimenter: Contact only
    11Geourgy, ArcanaElemental Practitioner: Guild membership, +2 Weapons
    10Geourgy, Arcana, PantologyGeourgist: Gain memory tablet, +3 Weapons
    9Geourgy, Arcana, Pantology, RangingLearned Geourgist: Gain one Power, +1 Geourgy, Arcana, Pantology, Ranging
    8Geourgy 61-70%Veteran Geourgist: +3 Arcana, Pantology, Ranging
    7Geourgy 71-80%Expert Geourgist: Gain plaque with one Power, +1 Arcana, Pantology, Ranging
    6Geourgy 81-90%Master Geourge: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging
    5Geourgy 91-100%Journeyman Elementalist: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging
    4Geourgy 101-110%Elementalist: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging
    3Geourgy 111-120%Senior Elementalist: Add Learning at 20 (+10 if already possessed)
    2Geourgy 121-130%Elementalist Adept: Add Metallurgy at 20 (+10 if already possessed)
    1Geourgy 131%+Elementalist Wizard: Add Enchantment at 20 (+10 if already possessed)

    RankForester
    12HuntHunter: Contact only
    11Hunt, WeaponsSkilled Hunter: Lodge membership, +2 Hunt, Weapons
    10Hunt, Weapons, ArcheryBackwoods Hunter: Gain fine heavy bow/crossbow, +2 Hunt, Weapons, Archery, Rustic
    9Hunt, Weapons, Archery, Rustic, Ranging/SavageryBackwoodsman: +2 Hunt, Weapons, Archery, Rustic, +4 Ranging/Savagery
    8Hunt 61-70%Cunning Woodsman: +2 Weapons, Archery, Rustic, +3 Ranging/Savagery
    7Hunt 71-80%Crafty Woodsman: +2 Weapons, Archery, Rustic, +3 Ranging/Savagery
    6Hunt 81-90%Expert Woodsman: +2 Weapons, Archery, Rustic, + 3 Ranging/Savagery
    5Hunt 91-100%Woodsman Hunter: +2 Weapons, Archery, Rustic, +1 Ranging/Savagery
    4Hunt 101-110%Forester: +3 Weapons, Archery, Rustic, +4 Ranging/Savagery
    3Hunt 111-120%Expert Forester: Add Stealth at 20 (+10 if already possessed)
    2Hunt 121-130%Desperado Prince: Add Ranging/Savagery at 20 (+5 to both if already possessed)
    1Hunt 131%+Desperado Overlord: +10 Ranging, Add Luck at 20 (+10 if already possessed)

    RankJongleur
    12MinstrelsyDrummer: Contact only
    11Minstrelsy, PretensePlayer: Guild membership, +4 Weapons
    10Minstrelsy, Pretense, PhysiquePerformer: Gain fine set of six throwing knives, +6 Weapons
    9Minstrelsy, Pretense, Physique, LuckMinstrel: +2 Minstrelsy, Pretense, Physique, Luck
    8Minstrelsy 61-70%Able Minstrel: +3 Pretense, Physique, Luck
    7Minstrelsy 71-80%Expert Minstrel: +3 Pretense, Physique, Luck
    6Minstrelsy 81-90%Minstrel Bard: +3 Pretense, Physique, Luck
    5Minstrelsy 91-100%Bard: +3 Pretense, Physique, Luck
    4Minstrelsy 101-110%Jongleur: +4 Pretense, Physique, Luck
    3Minstrelsy 111-120%Master Jongleur: Add Scrutiny at 20 (+10 if already possessed)
    2Minstrelsy 121-130%Desperado Prince: Add Planning at 20 (+10 if already possessed)
    1Minstrelsy 131%+Desperado Overlord: Add Commerce at 20 (+10 if already possessed)

    RankMage
    12EnchantmentHedge Magician: Contact only
    11Enchantment, ArcanaMagician: Guild membership, +2 Weapons
    10Enchantment, Arcana, LearningMaster Magician: Gain memory tablet, +3 Weapons
    9Enchantment, Arcana, Learning, MetallurgyLearned Geourgist: Gain one Power, +1 Geourgy, Arcana, Pantology, Ranging
    8Enchantment 61-70%Thaumaturgist: Gain one Power, +2 Enchantment, Arcana, Learning, Metallurgy
    7Enchantment 71-80%Master Thaumaturgist: +3 Arcana, Learning, Metallurgy
    6Enchantment 81-90%Thaumaturgist Adept: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
    5Enchantment 91-100%Mage: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
    4Enchantment 101-110%Expert Mage Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
    3Enchantment 111-120%Mage Adept: Add Geourgy at 20 (+10 if already possessed)
    2Enchantment 121-130%Mage Wizard: Add Chivalry at 20 (+10 if already possessed)
    1Enchantment 131%+Archmage: Add Rustic/Urbane at 20 (+10 to either if already possessed)

    RankMariner
    12WaterfaringSailor: Contact or enlistment as a deckhand only
    11Waterfaring, CommerceSeaman: Guild membership, +2 Waterfaring
    10Waterfaring, Commerce, WeaponsAble Seaman: Gain half metal armor, +3 Waterfaring
    9Waterfaring, Commerce, Weapons, ArcheryMate: Gain small schooner or fishing boat, +2 Waterfaring, Commerce, Weapons, Archery
    8Waterfaring 61-70%First Mate: +3 Pretense, Physique, Luck
    7Waterfaring 71-80%Pilot: Add Urbane at 20 (+10 if already possessed)
    6Waterfaring 81-90%Master Pilot: +2 Commerce, Weapons, Archery
    5Waterfaring 91-100%Lieutenant: Add Mechanics at 20 (+10 if already possessed)
    4Waterfaring 101-110%First Lieutenant: +2 Commerce, Weapons, Archery
    3Waterfaring 111-120%Commander: Add Chivalry at 20 (+10 if already possessed)
    2Waterfaring 121-130%Ship Captain: +2 Commerce, Weapons, Archery
    1Waterfaring 131%+Commodore: Add Planning at 30 (+15 if already possessed)

    RankNoble
    12ChivalryFranklin: Contact only
    11Chivalry, WeaponsGentleman: Gain short thrusting sword, noble court attendance, +1 Chivalry
    10Chivalry, Weapons, HuntArminger: Gain any sword and half metal armor, +1 Chivalry
    9Chivalry, Weapons, Hunt, PhysiqueEsquire: Gain destrier (heavy war horse) and full metal armor, +2 Chivalry, Weapons, Hunt, Physique
    8Chivalry 61-70%Knight: +3 Weapons, Hunt, Physique
    7Chivalry 71-80%Knight Errant: +2 Weapons, Hunt, Physique
    6Chivalry 81-90%Knight Banneret: +2 Weapons, Hunt, Physique
    5Chivalry 91-100%Knight Commander: +2 Weapons, Hunt, Physique
    4Chivalry 101-110%Knight Champion: +2 Weapons, Hunt, Physique
    3Chivalry 111-120%Grand Knight: +10 Physique
    2Chivalry 121-130%Lord: Add Planning at 20 (+10 if already possessed)
    1Chivalry 131%+Baronet: Add Ranging at 20 (+10 if already possessed)

    RankOutlaw
    12WaylayingMugger: Contact only
    11Waylaying, RangingLeast Crewman: Guild membership, +4 Waylaying
    10Waylaying, Ranging, ArcheryRunnigate: Gain heavy bow, +3 Archery
    9Waylaying, Ranging, Archery, WeaponsKillbuck: +2 Waylaying, Ranging, Archery, Weapons
    8Waylaying 61-70%Footpad: +3 Ranging, Archery, Weapons
    7Waylaying 71-80%Highwayman: +2 Ranging, Archery, Weapons
    6Waylaying 81-90%Wanted Highwayman: +2 Ranging, Archery, Weapons
    5Waylaying 91-100%Upright Man: +2 Ranging, Archery, Weapons
    4Waylaying 101-110%Bandit: +2 Ranging, Archery, Weapons
    3Waylaying 111-120%Bandit Captain: Add Stealth at 20 (+10 if already possessed)
    2Waylaying 121-130%Bandit Leader: Add Planning at 20 (+10 if already possessed)
    1Waylaying 131%+Robber Baron: Add Chivalry at 20 (+10 if already possessed)

    RankRogue
    12Pretense, WeaponsKnave: Contact only
    11Pretense, Weapons, StealthMountebank: Guild membership, +4 Pretense
    10Pretense, Weapons, Stealth, TricksPoseur: Gain disguise wardrobe, +2 Pretense, Weapons, Stealth, Tricks
    9Pretense, Weapons, Stealth, Tricks, Chivalry/MinstrelsyImposter: +3 Weapons, Stealth, Tricks, +1 Chivalry/Minstrelsy/both
    8Pretense 61-70%Expert Imposter: +1 Pretense, +2 Weapons, Stealth, Tricks, Chivalry/Minstrelsy
    7Pretense 71-80%Master Imposter: +1 Pretense, Weapons, Stealth, Tricks, Chivalry/Minstrelsy/both
    6Pretense 81-90%Trickster: +1 Pretense, Weapons, Stealth, Tricks, Chivalry/Minstrelsy/both
    5Pretense 91-100%Deceiver: Add Rustic/Urbane at 30 (+15 if already possessed)
    4Pretense 101-110%Rogue: Add Rustic/Urbane at 30 (+15 if already possessed)
    3Pretense 111-120%Rogue Adventurer: Add Nomadic/Savagery at 20 (+10 if already possessed)
    2Pretense 121-130%Master Rogue: Add Nomadic/Savagery at 20 (+10 if already possessed)
    1Pretense 131%+Rogue Prince: Add Psychogenic at 30, choosing one Power (+15 if already possessed, with one new Power)

    RankSoldier
    12WeaponsSoldier: Contact and enlistment in lowest ranks only
    11Weapons, PlanningMan-at-arms: Guild membership, +3 Weapons
    10Weapons, Planning, RangingCorporal: Gain metal half armor, +3 Planning
    9Weapons, Planning, Ranging, PhysiqueSerjeant: Gain courser (medium war horse), +2 Weapons, Planning, Ranging, Physique
    8Weapons 61-70%Grand Serjeant: +3 Planning, Ranging, Physique
    7Weapons 71-80%Cornet: Add Archery at 20 (+10 if already possessed)
    6Weapons 81-90%Lieutenant: +2 Planning, Ranging, Physique
    5Weapons 91-100%Captain: Add Mechanics at 20 (+10 if already possessed)
    4Weapons 101-110%Major: +2 Planning, Ranging, Physique
    3Weapons 111-120%Colonel: Add Chivalry at 20 (+10 if already possessed)
    2Weapons 121-130%General: +2 Planning, Ranging, Physique
    1Weapons 131%+Captain General: Add Luck at 20 (+10 if already possessed)

    RankUnordered
    12No benefits
    11No benefits
    10No benefits
    9No benefits
    8First Ability 61-70%+2 all abilities with same BR as First Ability
    7First Ability 71-80%+3 all abilities with same BR as First Ability
    6First Ability 81-90%+2 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability
    (Health->Precision, Precision->Speed, or Speed->Health)
    5First Ability 91-100%+2 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability
    (Health->Precision, Precision->Speed, or Speed->Health)
    4First Ability 101-110%+4 all abilities with same BR as First Ability
    3First Ability 111-120%+5 all abilities with same BR as First Ability
    2First Ability 121-130%+4 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability
    (Health->Precision, Precision->Speed, or Speed->Health)
    1First Ability 131%++4 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability
    (Health->Speed, Precision->Health, Speed->Precision)

    装備品はAvatarのAbilityと関連するEquipment Listから選びます。Humanは9、7、5、3個の装備品を各Abilityに関連するEquipment Listから選び、1個のSpecial Listの装備品も選ぶ。 Alfarは各必須Abilityに関連するEquipment Listから5個を、選択Abilityに関連するEquipment listから3個の装備品を選び、さらに1個をSpecial Listから選ぶ; 或いは必須Abilityから9、7個の装備品を選び、2個をSpecial Listから選べます。

  6. 背景、性格、見た目を決める

  7. 終了!

    例:

    Base Ratings (Human):肖像画
    Health:58
    Precision:59
    Speed:13
    Knack:Story-Telling
    Quirk:Impatience
    Order:Desperado
    Abilities:
    Stealing55
    Urbane44.4
    Evaluation35.6
    Scrutiny23.2
    Weapons22
    Rank: 9th
    WeaponBase HarmPrecision Bonus
    Cutting/Thrusting Sword4-20+10
    Long Dagger1-20+5
    Fist (unarmed)1-4+20
    Kick (unarmed)1-6+5
    ArmorProtectionHealth
    Leather Half680
    Equipment
    Cash: $10,000 (20 gold coins of $500 each)
    sword, cutting & thrusting (with belt and scabbard)
    dagger, long (with sheath)

  1. Appendix: Other Races

    Lejendary Adventureには多数の種族(Races)がある。種族毎にBase RatingsとAbilitiesは違いますが、以下に幾つかを紹介しましょう。

    Base Ratings (Dwarf):肖像画
    Health:(40-70)+3d6+6+Bonuses
    Precision:(20-50)+1d10+Bonuses
    Speed:(7-10)+1d3 half points+Bonuses
    Knack:1d100 -> 結果
    Quirk:1d100 -> 結果
    Order:任意
    Abilities:
    (Can not start with Luck, Nomadic, Psychogenics,
    Savagery, or Waterfaring; can never learn Chivalry)
    任意100% Base Rating*
    任意80% Base Rating*
    Physique70% Health
    Planning60% Health
    Mechanics50% Precision
    Weapons
    (既にあれば任意)
    10
    Special Traits:
    2x Health recuperation
    Sight as twilight in total darkness
    5x Scent
    Low hearing range (below C)
    Greedy, gluttonous, avaricious, and covetous
    Contact/Inhaled Poisons ½ harm

    Base Ratings (Gnome):肖像画
    Health:(40-70)+2d6+4+Bonuses
    Precision:(20-50)+1d10+2+Bonuses
    Speed:(6-9)+1d4 half points+Bonuses
    Knack:1d100 -> 結果
    Quirk:1d100 -> 結果
    Order:任意
    Abilities:
    (Can not start with Minstrelsy, Nomadic, Psychogenics,
    Savagery, and Waterfaring; can never learn Chivalry)
    任意100% Base Rating*
    任意80% Base Rating*
    Commerce70% Health
    Stealth60% Precision
    Mechanics50% Precision
    Weapons
    (既にあれば任意)
    10
    Special Traits:
    Ground digging
    Sight as twilight in total darkness
    7x Scent
    Low hearing range (below G)
    Hagglers and cheaters
    Human discrimination at 25%

    Base Ratings (Ilf):肖像画
    Health:(40-70)+2d12+2+Bonuses
    Precision:(20-50)+1d10+4+Bonuses
    Speed:(8-12)+1d6 half points+Bonuses
    Knack:1d100 -> 結果
    Quirk:1d100 -> 結果
    Order:任意
    Abilities:
    (Can not start with Commerce, Evaluation, Mechanics,
    Metallurgy, Nomadic, Planning, Savagery, or Urbane)
    任意100% Base Rating*
    任意80% Base Rating*
    Weapons70% Precision
    Hunt60% Precision
    Stealth50% Precision
    Weapons
    (既にあれば任意)
    10
    Special Traits:
    Animal control (Speed x4 check)
    Sight as twilight in total darkness
    Chaotic logic, gullible, judgemental, rash
    Good looking

    Base Ratings (Wylf):肖像画
    Health:(40-70)+3d4+2+Bonuses
    Precision:(20-50)+1d8+4+Bonuses
    Speed:(9-14)+1d3+1 half points+Bonuses
    Knack:1d100 -> 結果
    Quirk:1d100 -> 結果
    Order:任意
    Abilities:
    (Can not start with Arcana, Chivalry, Commerce, Evaluation,
    Mechanics, Metallurgy, Nomadic, Planning, Urbane, or Waterfaring)
    任意100% Base Rating*
    任意80% Base Rating*
    Stealth70% Precision
    Ranging60% Health
    Scrutiny50% Precision
    Weapons
    (既にあれば任意)
    10
    Special Traits:
    May know 1 Psychogenic ability (Alter Vibrations, Material Sensitivity, Mind over Matter,
    Power Sensing, Premonition, Sixth Sight, or Thought Reading
    Grotto Wylfs: Nictoscopy
    Thicket Wylfs: Twilight as full daylight, darkness and full sunlight as twilight
    Other senses as Sensory Acuity
    Suspicious, xenophobic, irascible, nervous in crouds or urban areas
    Shock Harm of 10+ when Health is 70% or less causes unconciousness

    Base Ratings (Veshoge):肖像画
    Health:(35-65)+1d12+Bonuses
    Precision:(25-55)+1d8+Bonuses
    Speed:(8-10)+1d6 half points+Bonuses
    Knack:1d100 -> 結果 (2)
    Quirk:1d100 -> 結果
    Order:任意
    Abilities:
    (Can only start with Enchantment, Evaluation, Hunt, Luck,
    Nomadic, Psychogenic, Ranging, Rustic, Savagery, Theurgy, Tricks, and Waylaying)
    Stealth90% Precision
    Commerce80% Health
    任意70% Base Rating*
    Weapons60% Precision
    任意50% Base Rating*
    任意40% Base Rating*
    Special Traits:
    Hearing 2x
    See 90% as Human

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