4 hours ago · Gaming · 0 comments

More excerpts from rules for fantastic mountaineering campaigns. the climberThe climber is represented on paper by an itemised inventory, their level, a list of completed climbs, and three statistics: stamina, luck, and cool. climber creation Write your name at the top of a bit of paper. Write "IN HANDS" and two underlined blank spaces beneath it; "ON HARNESS", and two more blank spaces; "IN BACKPACK", and an empty list numbered 1-12. record the climber's saves, determined by rolling 1 die and adding 6 to the result in this order: stamina>cool>luck. Decide what your climber did before this. They count as extra skilled and knowledgeable in it. See Appendix A for inspiration. Decide what your climber's trigger/phobia is. It should be feasible for it to come up during the game (e.g. don't be afraid of sharks in a landlocked country). Ask the referee for help, or roll on a table from appendix A. Roll for your starting equipment. Additionally, all climbers start with a HARNESS, BACKPACK,…

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