Proteus_11.pdf

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Proteus #11
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HIS is a story about a world where science and magic
exist hand in hand. Sorcerers work alongside Scien-
tists without conflict. Dragons fly through a blood red
sky, while androids and robots populate the world below.
You are a soldier of fortune, seeking adventure and fame,
but before you begin you must discover how swift, strong
and skilful you are.
You will need two dice, a pencil and several sheets of
paper: use the pencil and paper to draw a map of your
progress. You may not succeed in the first attempt, and
the map will be useful in future attempts.
There is a Quest Sheet opposite, for you to write down
your scores for Dexterity, Strength and Skill, and to keep
a note of your rations, secrets learnt and items discovered.
You may prefer, before you begin your adventure, to use
the printed Quest Sheet simply as a model for the things
you will need to take note of, or keep a record of, during
your Quest. If you do this, you will obviously need
another piece of paper to copy down the headings on the
Quest Sheet.
fortunate. In either case, you will be told to turn to the
appropriate section.
Your Dexterity, Strength and Skill ratings will proba-
bly change during the course of your adventure. You may
lose Strength points in battle, for example, and then
restore them by eating a meal. Your characteristics may
also be affected by the items you discover in the course of
your adventure, and in such situations, you will be told in
the text what to do.
You must remember, however, that your Strength,
Dexterity and Skill scores must never exceed their Initial
values, as determined by the dice rolls at the start of any
one adventure.
As you explore, you will encounter creatures which
you may choose to engage in combat, or be forced to fight
with for your life.
Losing and gaining points
In some sections, you will be awarded extra points (for ex-
ample, you may read “Gain three Strength points”). You
add these to your current Strength score: but remember,
these scores may never exceed their Initial values. When
you lose points (for example, “Lose one Dexterity point
and two Strength points”), you simply deduct these from
your current scores.
Dexterity, Strength and Skill
Dexterity – Roll one dice. Add 6 to this number, and
make a note of it on your Quest Sheet. This indicates
your skill and mastery of swordsmanship.
Strength – Roll two dice. Add 12 to this number and
make a note of it on your Quest Sheet. This is a measure
of your fitness and stamina.
Skill – Roll one dice. Add 6 to this number, and make a
note of it on your Quest Sheet. This indicates your ability
to pick locks, detect traps etc. From time to time, you may
be asked to test your Skill. To do this, roll two dice. If the
numbers on both dice add up to the same as or less than
your Skill, your alertness and training have acted to your
advantage. If, however, the numbers on both dice add up
to more than your Skill score, you have not been so
Replenishing your Strength
You are allowed to take with you enough rations for six
meals: this is for the whole of the task you are about to
undertake. Eating a meal restores five Strength points.
When you stop for a meal – which you may do at any
time, except during a battle – add five points to your
current Strength score, and deduct one from the number
of meals remaining to you. But remember to use your
rations wisely: you have a long and difficult task ahead of
you.
Rules for fighting
The weapon that you carry is one unique to your world –
a laser-sword. It is capable of firing a deadly laser beam,
doing serious damage to any opponent. If the weapon is
turned round, by operating a hidden switch a slender
blade shoots out from the handle, and it can then be used
as a normal sword.
The laser takes time to recharge each time you fire it,
and can therefore be used only once per battle. Unless told
otherwise, the first throw of the dice to calculate your
Fighting Power is for the laser (see below). If it is greater
than your opponent’s Fighting Power, you have scored a
hit with the laser and so can take six off your opponent’s
Strength score. For the rest of the battle however, you
must use your weapon as a normal sword while the laser
recharges. If you miss with the first attempt, you do not
get a second chance at firing the laser.
To resolve a battle:
Each creature you meet will have its own Dexterity
and Strength scores, given in the text. Make a note of
these.
1. Roll two dice, and add the creature’s current
Dexterity score. This is its Fighting Power.
2. Roll two dice, and add your own current Dexterity
score. This is your Fighting Power.
3. If your Fighting Power is greater than the
creature’s, you have scored a blow and wounded it. If this
is the first round of fighting, and you have fired your
laser-sword, subtract six Strength points from its Strength
score at that moment. For all subsequent rounds, subtract
two Strength points. If the creature’s Fighting Power is
greater than yours in this round, it has wounded you –
subtract two points from your current Strength score
(unless told otherwise in the text).
The next round of battle is done in just the same way.
You repeat steps 1, 2, and 3 above. When either your or
the creature’s Strength score is reduced to zero, the battle
is over. A zero Strength score means death, and you must
begin again with new dice rolls for Dexterity, Strength
and Skill.
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