Hackmaster Quick Start Rules.pdf
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So, tonight’s the night you’re going to start playing
HackMaster Basic. You’re all eager to play and don’t have the
time or inclination to read all the rules yet. There’s nothing
wrong with that and, heck, we appreciate your enthusiasm!
Determine Honor
Your character’s starting Honor score is calculated a bit dif-
ferently from other ability scores. To determine starting
Honor, add your other seven ability scores together.
If you want to jump into a HackMaster game as quickly as
possible, just follow the steps here and you’ll have a basic char-
acter ready for adventuring. We’ve optimized these steps for
speed, so your choices have been artificially limited and certain
rules have been ignored. Don’t fret though - your character will
be good enough to play. (Once you become more familiar with
the game, you’ll probably want to utilize the unabridged char-
acter creation rules that give you the opportunity to tweak out
a character to your own exacting specifications.)
Now grab some
dice and let’s begin.
Treat the fractional ability scores as decimals to facilitate cal-
culator use. This way a Strength of 12/68 becomes 12.68 and
so on. Once you’ve added all seven ability scores, divide the
total by seven and round any decimal down to the nearest
whole number. This is your starting Honor score.
Select Character Class
You may pick one of the following character classes to play:
fighter, thief, mage or cleric. Your character’s class defines what
starting abilities and powers he possesses. There are no prereq-
uisites for any class so you can choose any one you want.
It’s recommended that you download the HackMaster Basic
character record sheet PDF from
www.kenzerco.com
before
proceeding (or, if you have a prepared GameMaster, have him
give you a copy). While playing off a scratch pad is definitely
kewl and old school, we provide the character sheets free of
charge to assist you, so why not take advantage of this tool?
Fighters
are good at combat. This is an excellent choice for a
novice player as fighters are usually in the thick of the action -
providing you with fairly unambiguous options to keep you
engaged in the game. You should consider a fighter if you have
average or above average scores in Strength and/or Constitution.
Roll Ability Scores
Thieves
excel at sneaking around and exploring. They are
not as good at fighters in combat except when they can attack
opponents from behind. Consider playing a thief if you have a
high Dexterity score.
For each ability you roll three 6-
sided dice (3d6); the total shown on
the dice is your character’s ability
score. Then roll percentile dice (d%, or
two 10-sided dice yielding a number
from 01-100). Record each fractional
ability on your record sheet [
in pencil
,
since you’ll get to add a point or two
later!] next to the appropriate ability
like this: xx/yy where “xx” is the result
of the 3d6 and “yy” is the final result of
the d%.
Clerics
are members of the clergy and set out into the world
to spread the teachings of their god. They are adequate combat-
ants and have the ability to use magic to heal their allies. If you
decide to play a cleric, it’s beneficial if you have a good Wisdom
score. You also need to pick your character’s alignment now and
choose a patron deity. Choices include
The True,
lawful good
god of justice and truth;
Caregiver,
neutral good
god of healing,
hope and mercy;
The Guardian,
chaotic good
god of freedom,
liberty and happiness;
The Overlord,
lawful evil
god of oppres-
sion and slavery; and
The Creator of Strife,
chaotic evil
god of
discord, misfortune and foul weather.
Repeat this step for all of your char-
acter’s abilities in order (Strength,
Intelligence, Wisdom, Dexterity,
Constitution, Looks and Charisma).
Mages
are weak at combat and use their magic spells to hurt
or impede enemies. A mage character should have Intelligence
as one of his strongest scores.
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After choosing your class, make the following adjustments to
your ability scores:
Fighter:
add 1 to both Strength and Constitution
Thief:
add 2 to Dexterity
Cleric:
add 2 to Wisdom
Proficiencies and Skills
These represent knowledge that your character picked up
through life experience, study and training. Proficiencies can-
not be improved upon while skills can. Each class begins with
a different set of proficiencies and skills.
Don’t worry about the bracketed information following each
skill. We’ll explain its significance in a few moments.
Mage:
add 2 to Intelligence
Choose Character Race
Now it’s time to choose your character’s race. You can decide
to play a human, a dwarf, an elf or a halfling.
Most dwarves are rugged, brave and boisterous, with a love
of strong drink. Dwarves make good fighters. The typical elf
is fascinated with magic and they typically make good mages.
An average halfling is amiable with a preference for creature
comforts. Their small size makes them excellent thieves.
Humans are versatile and pretty good at everything.
The f ighter records his prof iciencies here.
Fighter:
Heavy Armor proficiency, Shield proficiency,
Weapon proficiencies (longsword, dagger, javelin and warham-
mer), Weapon Specialization (add +1 to Attack, Defense and
Damage plus -1 to Speed when using your longsword),
Appraisal (Armor & Weaponry) [Int]
In these abridged character creation rules, your race does not
affect any of your ability scores nor does it provide any special
bonus.
Determine Hit Points
Fighters roll twice (using 1d4) for additional skills
Your Hit Points (HP) are a representation of how much dam-
age you can sustain before dying. To determine your character’s
starting Hit Points, add your character’s racial adjustment
(shown on table on subsequent page), Constitution score (ignore
fractionals) and Hit Points for class (shown on the chart below).
1. Gambling [Wis & Cha]
2. Recruiting [Cha - universal]
3. Riding, Horses [Wis & Dex]
4. Swimming [Str & Con]
Character
For HP, add CON score plus:
Thief:
Light Armor proficiency, Weapon proficiencies (short
sword and dagger), Climbing/Rappelling [Str & Dex -
univer-
sal
], Disarm Trap [Int & Dex], Hiding [Int & Dex -
universal
],
Identify Trap [Wis], Listening [Wis -
universal
], Lock Picking
[Int & Dex], Pick Pocket [Dex -
universal
], Sneaking [Dex -
universal
]
Dwarf
10 HP
Elf
5 HP
Halfling
5 HP
Human
10 HP
Cleric
+1d8 HP
Thieves roll twice (using 1d4) for additional skills
Fighter
+1d10 HP
1. Appraisal (artwork) [Int]
Mage
+1d4 HP
2. Appraisal (gems & jewelry) [Int]
3. Fast Talking [Cha]
4. Gambling [Wis & Cha]
Thief
+1d6 HP
Once you’ve determined your Hit Points, record the value in
the appropriate box.
Mage:
Arcane Lore [Int], Magical Transcription proficiency,
Weapon proficiency (staff )
Mages roll twice (using 1d4) for additional skills
1. Botany [Int]
2. History (ancient) [Int]
3. Literacy [Int]
4. Mathematics [Int]
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As an example of determining skill mastery, let’s fill in the skills section for a player who has chosen to be a cleric of The Guardian.
His ability scores are Strength 8/50, Intelligence 9/50, Wisdom 14/50, Dexterity 10/50, Constitution 11/50, Looks 12/50 and Charisma 13/50.
He receives the universal skills Cartography and Survival as bonus. His mastery is Cartography is 9 (his Intelligence ability) plus the roll of
a twelve-sided die. If he rolls “8” on this die, his total mastery is therefore 17. For Survival, his mastery is 11 (the lowest of his two relevant
abilities – Wisdom and Constitution) plus the roll of a twelve-sided die. If he rolls “7”, his total mastery is 18.
He also receives the non-universal skills Divine Lore, Religion (his chosen faith –
i.e.,
The True), Animal Training (dogs), Literacy and Lock
Picking. Determining mastery for these skills is handled just as we did for the skills above. We’ll just determine the relevant ability and add the
roll of a twelve-sided die then annotate the score.
You don’t need to fill in values for the remaining universal skills. If your character needs to employ them at some point, you know that his
mastery is equivalent to the relevant ability score listed parenthetically after the skill.
Cleric:
Heavy Armor proficiency, Shield proficiency,
Weapon proficiencies (see below), Divine Lore [Wis], Religion
(in his chosen faith) [Wis]
Skill Mastery
Next, you need to determine your character’s mastery of each
skill. For universal skills, your mastery is equal to your ability
score in the relevant ability (
i.e.,
the ability listed parenthetically
after the skill) or the lowest relevant ability, if multiple abilities
are listed).
A cleric’s weapon proficiencies and additional skills depend on the deity
he or she chose.
The True:
weapon proficiencies: longsword, mace;
bonus skills: History (ancient) [Int], Literacy [Int], Riding (equine) [Wis
& Dex], Tracking [Wis - universal]
Caregiver:
weapon proficiencies: sling, staff;
bonus skills: Cooking/Baking [Int & Wis], First Aid [Wis]
For skills that aren’t universal (or if you received a universal
skill as a bonus), roll one 12-sided die and add your relevant
ability score [listed in the brackets after the skill] to the result.
If two ability scores are listed, use the ability score in which
your character is the weakest. The result is your current mas-
tery level of that skill.
The Guardian:
weapon proficiencies: longsword, mace; bonus skills:
Animal Training (dogs) [Int & Wis], Cartography [Int - universal],
Literacy [Int], Lock Picking [Int & Dex], Survival [Wis & Con - universal]
Roll One Quirk and One Flaw
The Overlord:
weapon proficiencies: mace, scourge;
bonus skills: Literacy [Int], Rope Use [Dex - universal]
Quirks and flaws represent those aspects of your character
that make him a true individual – with those little traits and
imperfections that we all have. Roll once on the Quirk chart
and once on the Flaw chart (presented on the following page)
and annotate these on your record sheet. You can read more
about these quirks and flaws in
Chapter Three
when you get a
chance.
The Creator of Strife:
weapon proficiencies: dagger, flail
bonus skills: Cartography [Int - universal], Survival [Wis & Con - universal]
Universal Skills:
There are a large number of skills that peo-
ple have had some exposure to during their life and can employ
at a novice level without any kind of formal training. These are
all listed on the HackMaster player character record sheet. If
you received universal skills as a bonus, they are annotated as
such in the brackets after the skill name.
This character has annotated his quirk and flaw. He’s also made some
quick notes about how to use them at the gaming table.
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Clothing:
one pair of leather boots, wool trousers and tunic,
linen undershirt, wool cloak and a leather belt
Roll (d%)
Quirk
01-04
Absent-Minded
05-10
Close Talker
Thief
11-15
Compulsive Liar
16-28
Fear of Heights
Armor & Weaponry:
leather armor, short sword and dagger
29-36
Foul-Mouthed
Supplies:
a wineskin (2 qt. capacity), a week’s worth of trail
rations, a whetstone, two large leather belt pouches, a large can-
vas sack, a 50-foot coil of rope, a set of thieves’ tools and 25
copper pieces as pocket money.
37-42
Glutton
43-53
Greedy
54-63
Miserly
Clothing:
one pair of leather boots, wool trousers and tunic,
linen undershirt, wool cloak and a leather belt
64-70
Needy
71-77
Nosy
78-81
Paranoid
82-86
Quick-Tempered
Cleric
87-93
Racist
Armor & Weaponry:
leather armor, a small shield and both
weapons they have received proficiency in.
94-00
Superstitious
Supplies:
a leather backpack, a wineskin (2 qt. capacity), a
week’s worth of trail rations, two small leather belt pouches, a
canon or prayer book, one silver divine icon, a woolen blanket,
a wineskin, a tinderbox, flint and steel, a whetstone, three iron
spikes, an axe-hammer, six torches and 10 copper pieces as
pocket money
Roll (d%)
Flaw
01-17
Allergies
18-22
Anosmia
23-29
Colorblind
30-34
Facial Scar
Clothing:
one pair of leather boots, wool trousers and tunic,
linen undershirt and vestments of appropriate color and style
for their faith
35-41
Flatulence
42-48
Hairy
49-54
Hard of Hearing
55-58
Lisp
Mage
59-65
Myopia
66-75
Pocking
Armor & Weaponry:
staff
76-81
Prematurely Gray
Supplies:
a leather backpack, two large leather belt pouches, a
wineskin (2 qt. capacity), a week’s worth of trail rations, a tin-
derbox, flint and steel, eight torches, a spell book, four sticks of
chalk, a vial of ink, two quill pens, five sheets of vellum, spell
components (if necessary) and 15 copper pieces as pocket
money
82-84
Sleepwalker
85-89
Sterile
90-94
Stutterer
95-00
Tone Deaf
Clothing:
one pair of leather boots, thick robes that offer -1
damage reduction against all attacks, pointy hat, linen under-
shirt and a leather belt
Receive Supplies
All characters receive a weapon or two, possibly armor and a
shield, a set of clothes, load bearing gear and sundry equip-
ment. The exact package depends of your character class.
Determine Spells - Mages Only
If you’re playing a mage, you’ll need to figure out what spells
you have in your spell book. Each mage starts with three spells
given to him by his mentor. Roll once on each of the follow-
ing tables (Apprentice, Journeyman and Level 1 Spells) to
determine your starting spells. You may memorize each of
these for a total of three magic spells.
Fighter
Armor & Weaponry:
leather armor, a small shield, a
longsword, dagger, javelin and warhammer
Supplies:
a leather backpack, a woolen blanket, a wineskin (2
qt. capacity), a week’s worth of trail rations, two small leather
belt pouches, a tinderbox, flint and steel, a whetstone, three
iron spikes, six torches and 10 copper pieces as pocket money.
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Apprentice Level Mage Spells
Roll (d6)
Spell
1
Amplify Illumination
2
Feat of Strength
3
Fire Finger
4
Illusionary Mural
5
Repair
6
Springing
Journeyman Level Mage Spells
Roll (d6)
Spell
Once we have these filled in, we can compute the combat
bonuses he receives from his abilities and then add in any other
bonuses to determine his combat profile with his preferred
weapon.
1
Aura of Protection
2
Bar Portal
3
Candlelight
4
Enrage
5
Perimeter Alarm
6
Yudder’s Whistle of Hells Gate
First Level Mage Spells
Roll (d6)
Spell
1
Bash Door
2
Deep Sleep
3
Planar Servant
4
Scorch
5
Sense Magic Aura
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Translate
This is the fighter’s “combat profile” (
i.e.
, a summary of his
melee bonuses) when using his longsword. Let’s go into a little
detail about each column.
Cleric Spells
Clerics may chose one spell (or two if they have 13 or higher
Wisdom) from the list of 1st level clerical spells below.
Level:
A fighter has no bonuses or penalties at first level. A
thief receives -1 to Initiative (meaning he’s quicker to react)
while a cleric and mage receive a +1 and +2 penalty here
respectively.
FIrst Level Cleric Spells
Alleviate Trauma
Ceremony: Consecrate Divine Icon
Abilities:
This column summarizes bonus or penalties from
Strength, Intelligence, Wisdom and Dexterity. You determined
these when filling out the abilities data.
Cure Trifling Injury
Extend Fuel
Moderate Emotion: Cause Fear
Talents, Racial Bonus & Magic:
None of these apply to the
“quick gen” characters.
Purify Water
Armor:
Leather armor (which the fighter, cleric and thief
receive) imposes a -2 penalty to defense. This is more than
made up for by the fact that leather armor also reduces all
damage you receive by two points per hit.
Determine Combat Stats
At this point, you need to reference the ability charts in
Chapter One: HackMaster Character Creation
to fill in the
combat bonuses your abilities provide. As an example, we’ll fill
these out for the fighter we initially rolled up.
Shield:
Both the fighter and cleric receive a small shield.
This provides a +4 bonus to defense.
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