How to Play
11
Magic World Quick-Start
Resolution
Everybody checks their Adventurer sheets to
make sure that Hit Points, Magic Points, magic
in memory, etc., are current. The next round
begins.
Equipment
Weapons
Broadsword, Cutlass, Scimitar, Rapier - They
are roughly a yard long or less, have one or two
sharp edges, are usually one-handed weapons,
and have sharp points for skewering opponents.
This is the broadest weapon class; Chroniclers
wishing for more authentic treatment of medi-
eval weaponry may wish to place the rapier in
its own class.
Battle Axe, Great Axe - Heavy cleaving blades
mounted on long wooden or metal-clad han-
dles. Designs vary: one sort has one cleaving
blade topped by a metal spike for puncturing
armor. Another might feature a hook as a sec-
ond blade, for pulling down cavalrymen.
Dagger - There is not much difference be-
tween a long dagger and a shortsword. The use-
fulness of this weapon class, however, is in its
lightness and compactness as a second weapon
and, if equipped with a cross-guard, as a parry-
ing weapon.
Hunting Bow - Various sorts of bows occur
throughout history. The recurved bow is short-
er than the others, for ease of use from horse-
their INT, starting with the highest necessary
and working down until everyone has had a
chance. A character may delay casting magic
until a later INT-rank. INT- rank 1 is the last
INT-rank. Roll D100 if ties are a problem on a
particular INT-rank.
Mark off Magic Points as they are sacrificed.
An Adventurer can begin one spell in a round.
All the spells in this book require exactly one
full combat round of concentration to cast
and take effect.
Example: Dúnhere casts Sorcerer’s Razor on his
INT-rank in the magic phase of round one. The
spell takes effect on his INT-rank in round two. If
he wishes, he can cast new magic on his INT-rank
or later in round two.
Actions
Adventurers not engaged in hand-to-hand
combat from the previous round or other- wise
committed may move to their maximums.
Those not moving, or using half or less of their
MOV may use other skills in this round, before
or after movement.
Use DEX-rank to order attacks, parries, and
dodges, starting with the highest rank useful
and working down. For instance, in a given
round a DEX 17 fighter attacks before a DEX
16 opponent. DEX-rank 1 is the last rank in
the round. An action may be delayed until a
later DEX-rank in the same round. Within a
particular DEX-rank, opponents armed with
missile weapons have the opportunity to attack
first, followed by those with long-length weap-
ons, and then by those with medium and short
hand-to-hand weapons. The weapon tables de-
fine weapon lengths. Roll D100 to break ties.
Parries and attack-related Dodges occur in
the same DEX-rank as the attack.
If the Adventurer performs more than one
action in a round, then separate the actions
by at least five DEX-ranks, excepting parries
and Dodges. Begin at his or her DEX, then at
DEX minus five, then at DEX minus ten, etc.,
until no more ranks remain in the round.
Содержание Magic World
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Страница 5: ...CONTENTS How to Play 5 The Fishsinger s Daughter 13 Handouts 24 Characters 27 ...
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