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RULES // COMBAT, MANUAL AND KNOWLEDGE CLASSES

Characters

The player choices of their character class from either; Manual Skilled, Combat Skilled & Knowledge Skilled.

The class determines how much damage you can do, your Hit Points (HP) and unique abilities.

The values for attributes are generated with a d6 in the following order.

2 of the generated attributes may be swapped around.

Combat skilled ("Warrior" or "Fighter") Class

The Combat skill modifies the basic attributes using the assumption that the character has acquired addition STR & DEX through practice and training of combat skills.

**Attribute****Value****Notes**
Name
TypePC / NPC
ClassCombat
Level1
STRd6 + 1
DEXd6 + 1
CONd6 + 2
INTd6
WISd6
CHAd6 + 1
HPd6 + STR + CON + ARMd6 is rolled at beginning of game
HP Recoveryd6 – 2 per Rest
Armor (AP)1Clothing provides 1 AP
Attack / Damaged6 + Weapon
ToolsBasic 4 Weapons 6 Armor 6 Magic 1 Rations 6

Combat Skilled Features

Manual skilled ("Thief" or "Trades") Class

The manual skill modifies the basic attributes using the assumption that the character DEX and WIS has through Training or Practice.

**Attribute****Value****Notes**
Name
Type
ClassManual
Level1
STRd6
DEXd6 + 2
CONd6
INTd6
WISd6 + 2
CHAd6 + 2
HPd6 + STR + CON + ARMd6 is rolled at beginning of game
HP Recoveryd6 per Rest
Armor (AP)1Clothing provides 1 AP
Attack / Damaged6 + Weapon or Tool
ToolsBasic 6 Weapons 2 Armor 2 Magic 2 Rations 4

Manual skilled Features

Knowledge Skilled ("Cleric" or "Conjurer") Class

The Knowledge skill modifies the basic attributes using the assumption that the character is INT and has acquires WIS through Education or Study.

**Attribute****Value****Notes**
Name
Type
ClassKnowledge
Level1
STRd6
DEXd6
CONd6 + 1
INTd6 + 1
WISd6 + 2
CHAd6 + 1
HPd6 + STR + CON + ARMd6 is rolled at beginning of game
HP Recoveryd6 + 2 per Rest
Armor (AP)1Clothing provides 1 AP
Attack / Damaged6 + Weapon / Magic
ToolsBasic 5 Weapons 1 Armor 2 Magic 6 Rations 4

Knowledge Skilled Features