Instrukcja · Rozdział 4 z 17

4.0 The Starting Sequence

General Rule: Each player should be provided with a pencil and one copy of the Character Record for each of his characters. The playing pieces should be carefully punched out and sorted according to type. Players then use the Starting Sequence to determine the marching order of the party, and the predominant sun. It is recommended that all records be kept in pencil, since character values change during play.

Cases:

4.1 The Starting Sequence must be performed as follows:

A. Choosing Characters

  1. The characters are divided into two separate groups, Heroes and Initiates. The Heroes are turned face down and shuffled to assure that character pick is random.
  2. If the game is being played solitaire, the player picks 3 Heroes and 3 Initiates.
  3. If more than one player is in the game, the player to pick first is determined by a die roll (high roller wins; if two or more tie for highest, they re-roll). Players pick in a clockwise order from the high roller.
  4. The players pick in order until 3 Heroes and 3 Initiates have been divided as evenly as possible among the players. The game can be played with fewer than 6 characters (a suggested minimum of 4) but should not be played with more than 6.

B. Determine Characteristics

  1. The players refer to the Hero Characteristics Chart (4.3) and enter the information for each Hero chosen on a Character Record (4.2).
  2. The players choose the race of their Initiates. There are three races: Elf, Dwarf and Human.
  3. Depending on the race of the Initiate the following information is entered on the Character Record for each Initiate.
Elf Dwarf Human
Name Made up by players
Race Enter for future reference
Wound Pts 5 6 7
Resistance Value 2 2 1
Weapon Skills +1 Bow +1 Axe +1 Sword
Skills +1 Negotiation 1 Detrap 1 Hellgate
  1. The players choose a primary and a secondary weapon for each of their Initiates and enter them under Weapons.
  2. The players roll on the Magic Potential Table (4.4) for each Initiate and then enter the result under Magic Potential.
  3. Each player chooses spells for his characters with a Magic Potential. The number of spells chosen is equal to the highest number in the character's 3-part rating. Example: A character with a rating of 4/3/2 would start play knowing 4 different spells.
  4. To represent experience gained in the outside world, each Initiate may have: a. his Wound Points increased by 1; or b. a skill with one weapon of +1 or increase a previous weapon skill by 1; or c. increase his negotiation, Hellgate or detrap skill by 1.

C. Choose March Order

  1. Before the adventurers enter the Citadel, the players must decide on the March Order of the Party. The character counters will rarely be placed on the Citadel Segments. Instead, a single counter, the Party counter, will be used to indicate the position of all the characters.
  2. The character counters are placed on the table in march order. March order is defined as a number of rows of characters, with no more than 3 characters per row. Players organize the rows by mutual agreement. The first row must always contain at least two characters (unless there is only one character in the party).
  3. The players may freely arrange and rearrange the March Order until the point at which the Combat Sequence is begun. Once the Combat Sequence begins, the party may only be reorganized in the Party Reorganization Phase (see 9.8).

D. Determine the Predominant Sun

The first player, as determined in A3, rolls 1D6 to determine which of the three suns is dominant. The dominant sun determines the number of different spells a character may use on a given adventure. The die is rolled each time the party enters the Citadel. The results are:

  • 1, 2 = red sun, use left value
  • 3, 4 = yellow sun, use middle value
  • 5, 6 = blue sun, use right value

The players then circle a number of spells equal to the Magic Potential value for that sun on the Character Records of the eligible characters. Thus, if a 3 was rolled and the character's Magic Potential was 4/5/6, the owning player would choose 5 of his spells on that character's spell list and circle them.

A character may use only circled spells for the duration of the game. Of course, a campaign will allow the character to alter his spell choice.

E. Divide Chits

The room/corridor chits are all placed in large mouthed coffee cup or similar container. The Gateway of Evil, the Hellgate, and X the Unknown are all set aside until called for during play. The unused Hero and Initiate chits are also kept aside but not used.

F. Start Play

The Gateway of Evil counter is placed on the table top to mark the entrance to the Citadel, and the Party counter is placed on top of it. The players are now ready to begin play, and the Sequence of Play is consulted (5.0).

4.2 Character Record

(see charts and tables)

4.3 Hero Characteristics Chart

(see charts and tables)

4.4 Magic Potential Table

(see charts and tables)

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