Nights In Lankhmar
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You get 84 build points to spend to build your character. Costs:
Racial package = (varies, must purchase first if non-human)
1 attribute die = 4 points
1 skill die = 1 point
3 specialty die = 1 point
1 Advantage = 1 point (maximum of 2 starting build points spent this way)
In addition, you can split a die into 3 pips of the same time: one attribute die can become 3 attribute pips, one skill die can become 3 skill pips, and one specialty die can become 3 specialty pips.
Attributes have a minimum of 1D+2, or 1D with a really good backstory reason, and a maximum of 4D+1, or 5D with a really good backstory reason.
A skill or skill specialization cannot be more than +3D. You cannot specialize in any Sorcery or Supplication skills.
You can take up to 10 points of disadvantages. Each point in a disadvantage counts as a new character point. You can use these points to buy additional attribute dice, skill dice, specialty dice or advantages — which can take you above the 2 point Advantage cap.
Advantages and Disadvantages have a rank. This rank corresponds with the number of points spent or gained, so a -2 Disadvantage is the same as a R2 Disadvantage and gives the character an additional 2 points to spend.
Note that disadvantages that are bundled up within the Racial package do not count towards the 10 point cap. Also note that people with the Supplication attribute must have at least one Rank in the Devotion disadvantage and the Employed disadvantage. The first rank (point) in each of these disadvantages do not count towards the 10 point cap. (A priest character should probably pick up an additional point in Devotiion however.) It’s simplest just to treat these points as +2 build points.
It’s suggested that you spend around 18 to 19 dice in attributes and 7 to 9 dice in skills. You cannot spend more than 19 dice in attributes.
EXAMPLE: Slurp’s a Tomte priest of Rassos. First they need to pay for the Tomte racial package (2 pts, leaving 82). On the “Racial Package” part of the sheet Slurp makes a note of the package cost and the advantages & disadvantages bundled in the package.
As a priest Slurp must take the Devoted and Employed disadvantages both at -1, but these points don’t count towards the 10 point disadvantage cap, so Slurp now has +2 build points, back to 84.
Since priests need to buy the Supplication attribute, Slurp decides to set aside 19 dice for attributes which costs (19 × 4) 76 points, leaving Slurp with (84 – 76) 8 points.
Slurp spends the first 17 dice like so:
|AGIL 2D||CORD 3D||PHYS 2D||CHAR 2D|
|INTL 3D||ACUM 2D||SUPL 3D|
Slurp decides to split the remaining two dice into 3 pips each and spends the 6 pips, leaving them with these attributes:
|AGIL 2D+1||CORD 3D+1||PHYS 2D||CHAR 2D+1|
|INTL 3D||ACUM 2D+2||SUPL 3D+1|
(If Slurp needs to make a basic Coordination roll, they’d roll 3 dice, total them up, then add add 1 to the result, so if the roll was 3, 4 and 5, Slurp’s total roll would be 3 + 4 + 5 + 1 = 13.)
Moving on to the skills, Slurp decides to improve the Supplication skills, Dodge, Lockpicking, Stealth, Slight of Hand — Slurp’s going to be a juggler — Charm, and Throwing.
Keeping in mind that the starting roll in a skill is the attribute roll, Slurp spends six build points like so:
|Attribute||Att. Dice||Skill||Skill Add||Total Skill|
|Coordination||3D+1||Slight of Hand||1D||4D+1|
That is, Slurp spent four points on four dice and then two points on two more dice split into 3 pips each.
Even if Slurp didn’t put points in a skill, such as hide, they can still perform the skill, just at the default attribute roll. For example, since Slurp has the Supplication attribute, they still have the Favor skill and can pray for Favor miracles, they’d just roll the default 3D+1 to do so. This is using an untrained skill, and there may be difficulty penalties for using certain skills untrained — lockpicking, for example.
Slurp has (8 – 6) two build points left, and so decides to specialize a bit, using 1 build point for 3 speciality die. Slurp puts 1D in sleight of hand: juggling, 1D in throwing: knives and 1D in speaking: Vula. (Slurp could have split the dice into pips if desired.)
This gives Slurp the following rolls:
|Specialty Skill||Base Att + Skill||+ Specialty||Total Roll|
|Sleight/Hand: Juggling||3D+1 + 1D||1D||5D + 1|
|Throwing: knives||3D+1 + 2||1D||5D|
|Speaking: Vula||3D + 0||1D||4D|
Slurp spends the last build point on Contacts, gaining a Contacts +1 advantage. Slurp decides this represents other itinerant performers who sometimes will provide assistance.
Slurp decides to pick up some more Disadvantages, keeping in mind the 10-point cap. Slurp adds another level of Devotion for – 1, Advantage Flaw – 1 (sleight-of-hand, persuasion, charm — Slurp gets flustered if a performance goes awry), Debt – 1 (a gambling debt), and Quirk – 1 (compulsive gambler), for a total of 4 additional build points.
Slurp spends a point to improve Contacts to a +2; they’re spread out over most of the Crown Isles and are inclined to help a priest of the Jester. Slurp adds the Cultures: Vula advantage for +1 and Fame +1 as a known Lankhmaran entertainer.
Base Move is 10. Advantages or Disadvantages (or racial packages) can affect this value.
Determine you Body Points (basically “Hit Points”) by making a Physique roll then adding 20. The Wild Die just counts as a regular die here — sixes and ones aren’t special. if you roll less than (2 * number of dice) before any modifiers then your Body Points are (2 * dice) + modifier.
EXAMPLE: Slurp has a Physique is 2D. Slurp rolls a 4 and 6, so Slurp had 30 Body points.
EXAMPLE: Bongo’s Physique is 2D+1. Bongo rolls two 1s, unfortunately, so Bongo’s Body points is ( (2 * dice) = 4, + 20) = 24 Body points.
House Rule: Wound Levels
Wound levels break down a little differently than in the book:
|Effect||Below % of Body Pts|
|Stunned||60% to 41%|
|Wounded||40% to 31%|
|Severe||30% to 21%|
|Incapacitated||20% to 11%|
|Mortal Wound||10% to 01%|
Note that the Stunned condition can only apply once due to wound level. For instance, if one strike drops you to 58% of your Body Points and then another drops you to 45% (still in Stunned range), the effect’s only applied on the first strike. Always round down to determine the threshold.EXAMPLE: Bongo’s 24 Body Points break down into the following wound levels:
Stunned: 14, Wounded: 9, Severe: 7, Incapacitated: 4, Mortal: 2, Dead: 0. If Bongo drops to 14 points of damage then to 11 points of damage they’re only Stunned once, but if Bongo drops to 3 points on the next hit Bongo goes straight to Severe.