Page 2 Linrodeth Role Playing System
Creating the Character
 It is important to have an idea of the character before you start to work out attributes and skills. Is this person clever, strong or good looking; a dedicated scholar, a sword swinging bravo or a hard working craftsman? What is important to them and how much time will they have spent developing their skills?

Generating Attributes
 First decide which attributes are to be the character's best features and make a note of the order of them (for example Dexterity 1st, Constitution 2nd and Wit 3rd). It's often a good idea to only order the top three attributes and write in the rest in the order they are rolled up. After all, very few people have a perfect mix of physical and mental abilities.
 Next find the values of each of the eight attributes by rolling 3 ten sided dice and multiplying the result by 3. (For example, a roll of 5, 6 and 2 gives 5+6+2 = 13, times 3 = 39.) Then arrange the values in the order you chose for them. Determine the values for Interest, Fatigue and Wound points by using the following equations. (Round to nearest.)

Interest Points=10+[INT/10]+[WILL/15]+[WIT/20]

Fatigue Points=100+CON+[STR/3]

Wound Points=10+[CON/6]+[STR/15]

 Each part of the body also has a number of Wound Points. These are explained later in the combat section.
 The effects of ageing
 As the character ages one point is deducted from Constitution each year beyond the age of 30. One point a year is also lost from Strength, Agility and Dexterity beyond age 40. Attributes are not reduced below zero by ageing
 How to do body building
 Interest Points (IP) can be assigned to improving Strength, Agility and Constitution. The attribute increases at a rate of 1% per month for each IP allocated to it. The maximum increase is 5 times the number of IP allocated. This improvement is lost immediately if the IP are removed. Thus a person putting 3 IP into strength will have it increase by 3% each month up to a maximum gain of 15%

Acquiring Skills
 A character's ability in a skill depends upon the number of development points that skill has received. Development points can come from a number of sources, but generally depends on the amount of interest the character shows and the time they have expended on it.
 To discover the character's ability, first look up the difficulty of the skill on the opposite page. Then turn to the table on the back page and scan down the appropriate difficulty column. Stop at the last row that is less than or equal to the character's development point total for that skill. Reading along that row to the left will give you their ability.

Childhood
 The next stage is to determine the skills they acquired during childhood (from birth to age 14). To reflect the skills picked up during this period take 50 times the character's IP in Development Points (DP) and divide these points up amongst the skills which the character has gained during their childhood.
 Each skill, which can be learnt during childhood, has attributes listed next to it. The maximum DP which can be gained during childhood iss limited to 5 times the best attribute listed. So a child with Int 50 and Dex 54 is limited to 270 DP in cooking (54 * 5). The character also receives an additional 500 DPs to distribute on spoken language.
 Adolescence and adulthood
 From age 14 onwards the character's skills develop in a more structured way. Each character has a number of interest points (IP) that can be assigned to the skills which that character is practising. These interest points give the skill a number of development points each week. The greater the character's interest, the faster development points (DP) are gained.

Number of IP on Skill 1 2 3 5 81321
Weekly DP Gained 1234567

 For each significant phase of the character's life so far, choose skills from the list opposite and assign interest points to them. Work out the current total DP level for each skill by adding up the amount gained during each of these phases. For example, the character may spend from age 14 to 21 in an apprenticeship learning a craft, and then take a job which leads their interests in a different direction. There may be other things that the character wants to spend IP on. For example, it would be well worth at least one IP on the spouse and one for every two children.
 Ongoing development
 Rearrange interest points for future development and your character is ready to play. The skills will continue to develop through the character's life and you can rearrange the IP whenever you feel that their interests have changed.

The Effect of Teachers
 Having a skilled teacher available can increase the rate of learning. For every 3 IP that a teacher and pupil both have in the subject, 1 bonus IP is gained by the pupil for that skill. The teacher's skill must be at least 10% greater than that of the person being taught. A teacher can give this bonus to as many pupils as the number of interest points he has assigned to the subject. Thus a teacher with 7 points in a subject can give a bonus of 2 points to up to 7 people.
 Many characters will enter a formal apprenticeship lasting through to age 21. Apprentices must be 'competent' in their craft before they become Guildmembers (skill level at least 40%). Guild Apprentices, Temple Novices, Squires and others who are being formally educated are unable to change their IP during their apprenticeship. However, they get the benefit of a highly skilled teacher who will spend up to 12 IP teaching the character relevant skills.

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© Tina Monk and Chris Carrigan, November 1996. Version 4.0. ChrisandTina@wayland.demon.co.uk
This rule book may be freely copied and distributed for non-commercial use only. All other rights reserved.