Dark Tower

The

It can raise above its starting level. You may swap around any attributes which use the same dice to determine their value. you die. until the body. Luck is your Anima score multiplied by 5. Size is a measure of your physical mass. It influences your character’s ability to cast magical spells. These are skills your character has acquired throughout life. Dexterity. As your character takes damage from combat or other events. Fortitude is a measure of health and hardiness. This score is used as a percentile roll to give your character gleans of insight in certain situations. Once you have an Education score. birth. Roll 2 six-sided dice. Appearance or Anima with each other. As you face the horrors of the universe your SAN score fluctuates. Strength is the raw physical power you can bring to bear. In other words. and life force. add them together and add 6 to that total. . Sanity begins at a level equal to your Anima score multiplied by 5. Khef means many different things in the High Speech. Wit is a rough guide to your cunning and ability to make leaps of logic and intuition. SECONDARY ATTRIBUTES There are a number of attributes which are determined after you have figured the attributes above. or ability to lift heavy items. Roll 3 six-sided dice and add them together. Anima is a person’s spiritual lifeforce. If your MPs ever fall below 0. If you drop to only 2 points. It influences the amount of damage you can take before going unconscious or dying as well as how resistant you are to diseases and poison. Idea is simply your Wit score multiplied by 5. Khef is the web that binds a ka-tet. This score is used as a percentile roll that presents your character’s ability to remain stoic in the face of horrors. Knowledge is your Education score multiplied by 5. Roll 3 six-sided dice and add them together. Add your Strength and Size and consult the Damage Bonus Table to find your damage bonus. Education is a measure of the knowledge which your character has accumulated through formal education or the venerated “School of Hard Knocks. multiply your Wit score by 10. It implies the knowledge a person gains from dream-life. Appearance measures the charm and physical appeal of your character. Life Points are figured by adding Size and Fortitude together. including water. Multiply your Education score by 15 to get the number of points you can allocate to your occupation skills. Education remains static. If you reach -2 or lower. Fight Bonus is how much extra damage your character does with a successful close-combat attack. This score is used as a percentile roll to show how your character’s education and training gives insight certain situations. Magic Points begin equal to your Anima. Divide these points between any skills you would like. as well as resistance to the sanity-blasting horrors one may encounter in the universe. MPs fluctuate up and down as you cast spells. It influences the amount of damage you can deliver with a punch or kick.” Roll 3 six-sided dice. but can never be higher than 99.PRIMARY ATTRIBUTES These are the attributes that make up your character. pick eight skills. Roll 3 six-sided dice and add them together. To determine how many points you have to spend on them. Dexterity is a measure of your agility and speed. Circle the value that corresponds to this number on the character sheet. is under the control of mind and will. It influences how much damage you can take. One can progress upward. your character goes unconscious. The Luck roll is often used to give your character a last chance in a crisis situation. as well as how much you can deliver. you could swap any of the values for Strength. You could only swap Size and Wit with each other. These are your occupation skills. or to make leaps of deduction in certain situations. then dividing the total by two and rounding up. All life begins at the first level of khef. Roll 3 six-sided dice and add them together. as well as his or her life force. your Life score will drop. your character goes unconscious until the MPs are recovered. rising tier to tier. add them together and add 3 to the total. as well as your grip. Now select your hobby skills. Roll 2 six-sided dice. Roll 3 six-sided dice and add them together. add them together and add 6 to that total. if not one’s ultimate destiny. This score is used as a percentile roll to give your character information. Fortitude. or to cause bad things to happen to the only one in the group to fail the roll.

DELAH~ Accounting (10%) Art (05%): Bargain (05%) Climb (40%) Conceal (15%) Craft (05%) Dodge (DEX x2%) Fast Talk (05%) First Aid (30%) Hide (10%) Insight (05%) Jump (25%) Listen (25%) Natural World (10%) Navigate (10%) Occult (05%) Other Baronies (01%) Own Barony (20%) Other Language (01%) Own Language (EDUx5%) Persuade (15%) Pilot Boat (01%) Potions (01%) Repair / Devise (20%) Ride Horse (20%) Science (01%) Sneak (10%) Spot Hidden (25%) Status (15%) Swim (25%) Throw (25%) Track (10%) Write Language (01%) ~OUR WORLD~ Accounting (10%) Anthropology (00) Archaeology (00) Art (05%): Astronomy (00) Bargain (05%) Biology (00) Chemistry (00) Climb (40%) Computer Use (00) Conceal (15%) Credit Rating (15%) Dodge (DEX x2) Drive Auto (20%) Electrical Repair (10%) Electronics (00) Fast Talk (05%) First Aid (30%) Geology (00) Hide (10%) History (20%) Jump (25%) Law (05%) Library Use (25%) Listen (25%) Locksmith (00) Martial Arts (00) Mechanical Repair (20%) Medicine (05%) Natural History (10%) Navigate (10%) Occult (05%) Operate Hvy.~BASE SKILLS~ ~MID-WORLD. Machine (00) Other Language (01)% Own Language (EDU x5) Persuade (15%) Pharmacy (00) Photography (10%) Physics (00) Pilot (00): Psychoanalysis (00) Psychology (05%) Ride (05%) Sneak (10%) Spot Hidden (25%) Swim (25%) Throw (25%) Track (10%) Weapons Fist (50%) Grapple (25%) Head (10%) Kick (25%) Axe (20%) Blackjack (40%) Club (25%) Knife (25%) Sabre (15%) Small Knife (25%) Sword (20%) Handgun (20%) Machine Gun (15%) Rifle (25%) Shotgun (30%) Submachine Gun (15%) . TERRITORIES.

Animals* Bull Billy-bumbler Burro Calf Dromedary Chicken Cow Dog Hunting dog Mongrel pup Falcon Goat Goose Horse Mule Ox Parrot Two-headed Pig Pony Sheep Songbird 20E 1s 8E 5E 50E 2p 10E 10E 5p 500E 1E 5p 50E 5E 50E 25E 2E 30E 3E 10E Clothing Belt Boots Cowboy Soft Engineer Shor’boot Breeches Cape Chaps Cloak Clout Gloves Girdle Gown Hats Bowler Cap Cowboy Cowl Hood Snood Sombrero Jacket Jeans Mittens Robe Poncho Sandals Shawl Shoes Trenchcoat Tunic Vest 1s 3E 1E ---2E 2E 8s 1E 1E 4s 1E 3E 1E 2s 1s 3s 5p 5p 5s 3s 2E 4E 3s 9s 2E 5p 2s 1E 5E 8s 6s Games Bendoh Castles Checkers Chess Dice (set) Faro (deck) Poker (deck) 10E 4E 4E 8E 5s 8p 5p Intoxiocants Ale Beer Gin Graf Mescaline Pettibone Tobacco pouch Whiskey White lightning Wine 1p 5p 1s 2s 1s 5s 1s 2s 1E Oil Paper Perfume Rope (50’) Saddle Pack Riding Scale Shovel Soap Spurs Tent Waterskin Yolk Horse Ox 6p ‍ 5E 3E 5E 10E 5E 5s 5s 3s 10E 8s 5E 3E Arcane Odds and Ends Bit & Bridle Blanket Saddle Sleeping Bucka Candle Canvas (10’) Cart Cart harness Dog-cart Horse Spare wheel Chain (per foot) Cloth (10 yards) Compass Fishhook Fishing net Flint & steel Halter Horseshoes Ink Bottle Bic pen Instrument Iron pot Lantern Lasso Lock Needle Tarot (deck) 5E + 15s 3s 5s 150E 1p 4s 2E 20E 50E 3E 4E 7E 1s 4E 5s 5p 1E ‍ Arms gear Casings belt† Cleaning kit† Gun holster† Knife sheath Oilcloth Sword scabbard Whetstone 5p 5s 4E 3p Cases Backpack Barrel Basket Beltpouch Bottle Glass Plastic Bucket Can Canteen Corvette Mapcase Poke Purse Sack Saddlebag 2E 1E 5p 5p 10E 20E 5s 5s 2E 5s 8s 3s 1E 2s 4E Food Bread Burger Threaded Questionable Cheese Hard tack Jerky Mutton Popkin Trail rations 1 week 5p 1s 5p 4s 5E 5s 1s 5p 3E In Mid-World. paper is literally worth its weight in gold. 10E ---5s 7E 5E 20E 5s .

” Susannah said. but who knew for sure? “And if they’re hard up for rocks.” “What about bows and arrows?” Susannah asked.” Eddie said bleakly. It’s unlikely that those left will have firearms—in fact. they’ll likely be old and much more frightened of us than we are of them. they may have those. Roland nodded.” “Don’t forget rocks. “Listen closely and heed me well. eyes never leaving the simple geography ahead. then stuck the Ruger in his own belt. “Yes. Spears and clubs. Another road crossed the Great Road at the center of the town. And the childhood rule is a good one: speak only when spoken to. The younger folk will be long gone. The place looked like a ghost-town. rammed it home. Make no threatening gestures.Eddie took the clip. “If there are people. except maybe for a picture or two in the old books. “Maybe it would be easier to detour around.” Roland said. ours may be the first guns many of them have ever seen.” Roland agreed. checked the safety. . looking down at the cluster of wooden buildings. there’s always the cobbles from the road.” “Yes. making the dilapidated buildings look like a target centered in the telescopic sight of a high-powered rifle. there’s always something. “But we’ll start no trouble ourselves—is that clear?” They nodded. as well. examined it.

$3000 ~RANGED WEAPONS~ NAME DAMAGE RANGE ATT AMMO HP COST MAL Projectile: Bah Bow Guns: ‘pprentice Archaic Barrel-shooter Harrier Junker Rifle Ruger Runout .~WEAPONS O’ THE WORLD~ ~MELEE WEAPONS~ NAME DAMAGE RANGE ATT AMMO HP COST MAL Axes: Bullwhip Chainsaw Hatchet Machete Wood axe Clubs: Large club Small club Knives: Hunting knife Butcher knife Small knife Cuchillo Lance Pitchfork Swords: Rapier Longsword 1d3 or grapple 2d8 1d6 + 1 + FB 1d6 + 1 + FB 1d8 + 2 + FB 10 feet touch touch touch touch 1 1 1 1 1 - 4 20 12 10 15 $50 $300 $9 $20 $10 97 1d8 + FB 1d6 + FB 1d4 + 2 + FB 1d6 + FB 1d4 + FB 1d4 + 3 1d8 + 1 + 1d6* 1d6 + FB 1d6 + 1 + FB 1d8 + 1 + FB touch touch touch touch touch touch 5 feet touch touch 1 1 1 1 1 1 1 1 1 - 20 15 15 12 9 11 15 15 15 20 $30 $15 $25 4S 3E 2S / $20 4E / $250 .$1000 6E / $400 .38 Thrown: Rock Slingshot Spear 1d6 + 2 1d4 + 2 1d6 1d6 + 1 1d4+1 1d6 +2 1d4 2d6 1d6 1d4 1d10 1d4 1d4 + 1 1d8 + 1 ** ** 5 yards 10 yards 10 yards 15 yards 3 yards 50 yards 10 yards 5 yards 15 yards thrown 5 yards thrown 1/2 1 1 1 1 1 1 1 3 1 2 1 1 1/2 6 5 5 6 4 6 6 5 6 1 - 4 2 5 8 9 8 5 8 6 4 8 6 3 15 2E / $350 2S/ $200 NA NA NA NA NA $150 $190 NA $375 5C 3S 95 00 00 95 95 97 90 98 00 90 99 98 .

~WEAPONS O’ THE WORLD~ CONTROLLER VERSION NAME Axes: Bullwhip Chainsaw Hatchet Machete Wood axe Clubs: Large club Small club Electric: Taser Move-along Knives: Hunting knife Butcher knife Small knife Cuchillo Lance Pitchfork Swords: Rapier Electric sword Longsword DAMAGE RANGE ~MELEE WEAPONS~ ATT AMMO HP COST MAL 1d3 or grapple 2d8 1d6 + 1 + FB 1d6 + 1 + FB 1d8 + 2 + FB 1d8 + FB 1d6 + FB Stun 1d2 1d4 + 2 + FB 1d6 + FB 1d4 + FB 1d4 + 3 1d8 + 1 + 1d6* 1d6 + FB 1d6 + 1 + FB 3d4 + 1 1d8 + 1 + FB 10 feet touch touch touch touch touch touch touch touch touch touch touch touch 5 feet touch touch touch 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 varies - 4 20 12 10 15 20 15 7 9 15 12 9 11 15 15 15 4 20 $50 $300 $9 $20 $10 97 $300 500N$ $30 $15 $25 4S 3E 2S / $20 4E / $250 NA 6E / $400 95 98 95 NAME Projectile: Bah Bow Slingshot Drone Guns: ‘pprentice Archaic Barrel-shooter Harrier Junker Laser rifle Machine gun Machine pistol Rifle Ruger Runout Sandalwood .38 Uzi Weatherbee Thrown: Grenado Molotov Oriza Rock Spear Hand-to-hand: Grapple Fist/Punch Head Butt Kick DAMAGE RANGE ~RANGED WEAPONS~ ATT AMMO HP COST MAL 1d6 + 2 1d4 + 2 1d4 + 1 6d6 + 6 1d6 1d6 + 1 1d4+1 1d6 +2 1d4 4d4 + 4 2d6 + 4 2d6 + 2 2d6 1d6 1d4 1d10 + 4 1d10 1d10 3d6 + 4 4d6 2d6 + luck to burn 1d8 + 3 1d4 1d8 + 1 special 1d3 + FB 1d4 + FB 1d6 + FB ** ** 5 yards unlimited 5 yards 10 yards 10 yards 15 yards 3 yards 100 yards 70 yards 30 yards 50 yards 10 yards 5 yards 20 yards 15 yards 40 yards 90 yards thrown thrown thrown thrown thrown 1/2 1 1 2 1 1 1 1 1 3 3/Burst 1 1 3 1 1 2 2/burst 1 1/2 1/2 1 1 1/2 1 2 1 1 1 6 5 5 6 4 200 20 7 6 6 5 6 6 32 5 1 1 1 plate - 4 2 3 3 5 8 9 8 5 7 11 9 8 6 4 12 8 8 8 8 1 4 6 15 2E / $350 2S/ $200 5C NA NA NA NA NA NA NA NA $650 $150 $190 NA NA $375 $1000 $950 NA NA NA 3S 95 00 98 99 00 95 95 97 90 95 98 94 98 00 90 00 99 98 99 99 95 - .

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