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Here I will place the rules and other info for players to read.
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Concerning starting stats
 
Stats: Str, Dex, Con, IQ, Luck, Charisma,  Speed., Mana
 
Magical energy powering spells, is Mana/Wiz/Pow,..whatever you like to call it. I’ll call it Mana.
 
Roll 3d6 for each attribute, except Speed.  For Humans, Speed is  8 + 1d6.
 
 
Other Kindred modify that according to the chart I will provide.
 
Roll seven times, then assign the results to the stats as you choose.
 
DARO (Doubles add and roll over).
 
Apply Kindred modifiers after rolling and assigning the numbers.
 
If all your original rolls (before Kindred modifiers) give results of 12 or more, you many have a Warrior/Wizard.
 
 
 
Otherwise, your choice is Warrior, Rogue, Wizard.
 
 
 
 
 
 
 
Concerning beginning cash:
 
Roll 3d6x10 (Recall that DARO).  The result is your starting cash in silver coins.
 
(Note below, that I’m using a silver standard)
 
 
 
Concerning Weight Units.
 
The rules measure weight in Units, each equal to 1/10 of a pound. I plan to just use pounds and fractions of pounds.
 
 
 
Concerning the weight of coins.
 
The rules say that each coin weighs 1 weight unit. I think that’s silly.
 
Each coin is between the size of a quarter and that of a dime. It weighs less than one ounce. Unless you have to carry hundreds of them, the weight is neglible and may be ignored.
 
 
 
Concerning the value of coins
 
I intend to use a silver standard.
 
Where the rulebook says one gold, in my game that will mean one silver.
 
Thus, as an example, : According to the book, a broadsword costs 70 gold.
 
In this game, the same broadsword costs 70 silver.
 
Exchange rate as follows.:
 
1 gold coin = 50 silver coins.
 
1 silver coin = 20 copper coins.
 
Coins may lawfully (under the laws of this society) be divided, split into halves or fourths, the more easily to make small purchases.
 
Half a coin is, of course, a “half”.
 
One fourth of a coin, is a “farthing”.
 
Some people refer to silver or copper coins as “Pennies” or “Pence”.
 
 
 
Concerning the differences among Kindreds.
 
Use this chart:
 
Dwarf: Str and Con x2, Luck x2/3, Speed  7=1d4
 
Dwarves have 2/3 the Ht of humans, but don’t modify their weight.
 
...they are as heavy as humans on average..
 
 
 
Elf. Int and Luck x 3/2, Mana x2, Chr x2, Conx 2/3
 
Elves are about as tall as humans, but weight 2/3 as much for their height..
 
 
 
Hobbit (halfling) Str and Ht x ½, Con x2, Dex and Luck  x 3/2. Speed=7+1d4
 
Halflings are ½ as tall as humans, and so weigh ½ as much.
 
 
 
Leprechuan
 
Dex, Int and Luck all x 3/2…..Str x1/2,
 
They are ¼ as tall as human, and weigh about 1/3 as much.
 
Speed half that of humans (8+1d6, then divide by 2)
 
The Leprechuan is always a Wizard. (Edit: Okay, a Wizard or a Rogue).
 
Leprechauns may “blink out” at will, for 5 Mana cost.
 
This works like the spell "Wink Wing" except for the listed cost.
 
 
 
Name Description
 
Wink Wing Allows you to transport yourself (only) up to 50' in any direction without crossing intervening space.  Cost 14 Mana Range: Self only
 
 
 
 
 
Fairies (known to some as Pixies)
 
Str and Con x ¼,  Luck, Dex and Mana  x 2, Chr x2
 
Speed: 1/5 human speed on foot:  3/2 human speed in flight.
 
Ht 1/10 of Human scale, weight 1/10 of Human scale.
 
 
 
Fairies can fly provided they do not carry more than ½ their carrying capacity.
 

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