====== CREATE A CHARACTER ====== ^**Chose a Style**^ ^ |Straight-Laced |Noble | |Flirt |Lazy | |Cinnamon Roll |Mysterious| |Pious |Clever | ^**Chose a Class**^- ^ |Swordsman |Soldier (Lances)| |Brigand (Axe) |Archer | |Pegasus Knight |Mage | |Armored Knight |Laguz/Manakete | ===== Choose a Number ===== Choose your number, from **2 to 5**. A high number means you’re better at LANCES //(technology; science; cold rationality; calm, precise action)//. A low number means you’re better at LORDS //(intuition; diplomacy; seduction; wild, passionate action)//. ===== Give yourself a Name ===== Give yourself a cool name, like “Ephriwood Von Ordelgan” or “Ike”. Choose what kingdom you hail from: //Faerghus// (Traditional, cold, pious), //Adrestia// (Empire, large, revolutionary) or //Leicester// (Alliance, subtle, divided). ===== You Have: ===== You have the weapon type your class uses, an academy uniform, a vulnerary, a horse if you want one, and 5,000 Gold. ===== Choose a Character Goal: ===== ^**Chose a Goal** ^- ^ |Marry into Wealth |Prove yourself to your Family| |Serve your Kingdom |Change the World | |Research forbidden Magics|Become the Strongest | ====== ROLLING THE DICE ====== When you do something risky, roll **1d6** to find out how it goes. Roll **+1d** if you’re prepared and **+1d** if you’re an expert. (The GM tells you how many dice to roll, based on your character and the situation.) Roll your dice and compare each die result to your number. If you’re using LANCES (science, reason), you want to roll under your number. If you’re using LORDS, (rapport, passion) you want to roll over your number. Each Class trains a with specific type of weapon and is particularly effective against another class’s weapon type. Whenever you fight someone with a class you’re strong against, add **+1d** to your rolls. ^Class ^Strong Against^ |Brigand |Soldier | |Soldier |Swordsman | |Swordsman |Brigand | |Archer |Pegasus Knight| |Pegasus Knight|Mage | |Mage |Armored Knight| |Armored Knight|Archer | |Laguz/Manakete|N/a | * **0** If none of your dice succeed, it goes wrong. The GM says how things get worse somehow. * **1** If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost. * **2** If two dice succeed, you do it well. Good job! * **3** If three dice succeed, you get a critical success! The GM tells you some extra effect you get. If you roll your number exactly, you have //LANCE LORD//. You get a special insight into what’s going on. Ask the GM a question and they’ll answer you honestly. Some good questions: //(A roll of LANCE LORD counts as a success.)// > What are they really feeling? > Who’s behind this? How could I get them to %%__%%%%__%%_? What should I be on the lookout for? > What’s the best way to %%__%%%%__%%_? What’s really going on here? **HELPING:** If you want to help someone else who’s rolling, say how you try to help and make a roll. If you succeed, give them +1d. ====== GM, CREATE AN ADVENTURE ====== ^Roll^A Threat… ^Wants to… ^The… ^Which Will… ^ |1 |The Church |Destroy/Corrupt|Legendary Weapons |Open a Gate for the Demon King | |2 |An Ancient Cult |Steal/Capture |People of a remote village|Revive a Dead Conqueror | |3 |An Evil Dragon |Bond With |Fire Emblem |Give them Absolute Control of the Region| |4 |The Neighboring Kingdom|Protect/Empower|The Timestream |Ensure the End of the World | |5 |One of the PC’s Kingdom|Build/Create |A Manakete Maiden |Change the World | |6 |Bandit Alliance |Pacify/Occupy |Kingdom |Restore the Dark Dragons to Power | **Academy Days** ^Roll^A Threat… ^Wants to… ^The… ^Which Will… ^ |1 |The Church |Destroy/Corrupt|Legendary Weapons |Reveal the Church’s Dark Past | |2 |A Rival House Leader|Steal/Capture |Daughter of the Vice Principal|Let them Marry off their Child| |3 |The Abyssians |Bond With |Library’s Restricted Section |Wage War Against the Church | |4 |A PC’s Parent |Protect/Empower|Traveling Merchant |Take Over the School | |5 |A Professor |Build/Create |Test Answers |Rig a Class Exam | |6 |Bandit Alliance |Pacify/Occupy |Cooking Staff |Win an interhouse competition | Play to find out how they defeat the threat. Introduce the threat by showing evidence of its recent badness. Before a threat does something to the characters, show signs that it’s about to happen, then ask them what they do. “Ironwood charges the mega-cannons on his ship. What do you do?” “Roman pours you a glass of Arcturan whiskey and slips her arm around your waist. What do you do?” Call for a roll when the situation is uncertain. Don’t pre-plan outcomes—let the chips fall where they may. Use failures to push the action forward. The situation always changes after a roll, for good or ill