Adventurers of Renown Gaming System™
Copyright ©1982-2003, Stephen Gose. All Rights Reserved.
This characteristic is a summary of the endurance, constitution, and strength of a gaming personae. It is used to determine the total weight a character may carry; types of weapons employed; and, quantity of damage sustained from combat before death occurs. It is factored together with the weapons skill to determine the character's melee combat ability.
This characteristic is a summary of the agility, dexterity, and grace of a gaming personae. It is used to determine object manipulation; "eye to hand" coordination; and, depth perception. It is factored together with the ballistics skill to determine the character's missile, parry and throwing combat ability.
This characteristic is a summary of the mind, reasoning, and the soul's capacity of a gaming personae. It is used to determine comprehension, magical resistance, "astral presence" [ed.: you'll need to play ArchMages of Renown™ to understand this one.], "godly favor", and mental capacity. It is the single most important characteristic for religious and magical personae. To these mystical and religious adventurers, it is equivalent to the weapons and ballistics skills of the heroic characters.
This characteristic is a summary of the charisma, legendary heroic stature, and fame of a gaming personae. It is used to determine the popularity, "godly" favor, public relations and bend "Fate"! Characters of particularly high renown (fame) are offered better missions, more rewards, more exciting adventures, higher honors. It is a measure of who is the best Adventurer; it's very similar to gun-fighters in the old West. Adventurers of High Renown are sought out by kings and great mages to help perform critical missions. If successful, it is the only way an adventurer may become a noble and receive a grant of arms, land, and titles. Renown points can be exchanged to prevent death at a rate of 2 renown points per hit point below zero. Your adversary will assume you are dead, however your renown will keep your live to revenge your assailant.
Further explanations reserved for registered users.
Coordination + Weapons Skill = Parry ability and Thrown Weapons attacks
Coordination + Ballistics Skill = Missile weapons attack
Stamina + Weapons Skill = Melee attack
Further explanations reserved for registered users.
Weapons and Ballistic Skill Ranges:
The range of weapons or ballistic skills for any character is 0 to 40 points. Further explanations reserved for registered users.
To Hit or Parry Successfully:
This section is reserved for registered users. You must purchase the ARRA Rule booklet from Stephen Gose Games.
To Increase Skills:
1) Guild Training increases a skill by 1 point. You cannot receive another point from training until actual combat experience is gained. Training points costs 100 silver per day until the point is received (i.e. you mastered the lessons). Further explanations reserved for registered users.
2) Combat increases skills by 1 point per campaign*. Provided you make one successful attack (or parry) in any single engagement, you may attempt to learn from your encounter. A successful weapons attack (or parry) will allow you to increase your weapon's skill, while a successful ballistic's attack will permit you to learn from your ballistic's skill. Further explanations reserved for registered users.
*A "Campaign" is the collection of encounters and engagements you have had in each "round trip" from your base camp. You gain from the insight of re-telling your adventures to friends and listening to their reflections, observations and advice.
To Increase Characteristics:
1) Guild Training may also increase a characteristic by 1 point. You cannot receive another point from training until you have raised that characteristic by one point from experience gained. Training points costs 100 silver per day until point is received (i.e. you mastered the regimen). Further explanations reserved for registered users.
2) Adventuring increases character and renown (fame!). You may gain 1 characteristic point per 100 experience points earned. You receive 1 experience point for successful hits point inflicted on an adversary. If you strike the final "Killing" blow, you also gain experience points equal to the victims coordination. You exchange even multiples of 100 experience points for 1 additional point to any one of your characteristics--stamina, coordination, psyche. If you kill a monster or character with Renown Points, half the value of their renown points are added to your own renown. Further explanations reserved for registered users.
How to purchase Rule Booklet:
Make personal check or Money Order in US Currency Payable to: Stephen Gose and mail to the address below:
ATTN: Dept TIG/Rm 301- Retail Mail Order
c/o Stephen Gose
336 Lafayette Ridge
Culpeper, VA 22701-3963
Please allow two weeks for processing your order and return mailing.
Adventurers of Renown Gaming System™(TM), Adventurers of Renown: Ruins of
Able-Wyvern™ (TM), and Arch-Mages of Renown™ (TM) are Trade Marks
of Stephen Gose. All Rights Reserved.
Copyright ©1995-2001, Stephen Gose. All Rights Reserved.