How to Play
9
Magic World Quick-Start
The Secondary Attributes
There are a number of attributes which are de-
termined after you have figured the attributes
above. These are your adventurer’s Damage Bo-
nus, Magic Points, and Hit Points.
Damage Bonus (DB) is how much extra dam-
age your investigator does with a successful
close-combat attack. Add your STR and SIZ
and consult the Damage Bonus Table to find
your damage bonus.
Example: Ruairi the Mercenary has STR 15 and
SIZ 10. His player, Meghan, combines Ruairi’s
STR and SIZ to determine his damage bonus:
+1D4. Ruairi is a strong fighter.
Magic Points (MP) are equal to your POW.
MPs fluctuate up and down as you cast spells. If
your adventurer’s MPs ever fall below 0, he or
she is rendered unconscious.
Hit Points (HP) are determined by adding SIZ
and CON together, then dividing the total by
two and rounding up. As your adventurer takes
damage from combat or other events, your HPs
will drop. If you drop to only 2 HPs, your inves-
tigator is rendered unconscious. If he hits -2 or
lower, he or she is dead.
Occupation and Skills
Choice of occupation will influence the se-
lection of skills for your character. The Magic
World rulesbook contains a fuller explanation
of occupations and occupation skills.
Final Touches
Look over the character sheet and taking one
last look at all the skills, attributes, etc.
From looking over all this material, you will
begin to get an idea of who this character is.
You might want to fill out some notes on
your adventurer’s background and personality.
Who is he or she really? Where did she grow
up? What is his family like? The more time
you spend thinking about your character, the
more he develops a personality.
The Game System
Playing the Game
In a roleplaying game, there is no winner or
loser. You all win if everyone has fun telling a
good, moving tale. You lose if no one has fun.
To keep things moving along during the course
of the game, and to add that spice of risk and
improbability, you occasionally will be called
on to roll dice to determine the outcome of
critical events. Generally, Skill Checks may be
called for by the Chronicler in stressful situa-
tions. Walking through a field on a pleasant
evening is not a stressful situation. Fighting a
group of orcs that has ambushed your party in
the middle of the night is.
The following section outlines the basics of
playing a game of Magic World.
Dice Rolling & Skill Checks
Different types of polyhedral dice are used to
determine the outcome of events in a Magic
World session. You should be able to purchase
a set of these dice in any good game store. You
will want at least one each of 4-, 6-, 8-, 10-,
and 20-sided die. You will also want to pick up
dice referred to as “percentage” dice. These dice
will have ten sides numbered “10, 20, 30, etc.”
Dice notation in the game is simple. You will
always know what type and number of dice
to roll when you see something like “1D6” or
“3D10.” The first number is the quantity of dice
to roll. The second number (after the “D”) tells
you what type. So, “1D6” means to roll a single
6-sided die. “3D10” tells you to roll 3 ten-sided
dice and add the values. If you ever see some-
thing like “2D6+6” that means to roll 2 six-sid-
ed dice, add them together, and then add six to
that sum.
For the most part, dice are rolled normally:
roll the dice called for in the rules, and read
the uppermost number. One of the most com-
mon rolls you will make is a “percentile” roll.
All skills, as well as Idea, Know, and Luck rolls
start with a percentile roll. To do this, roll a
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