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Delver of Erka

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Delver of Erka

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© © All Rights Reserved
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Delver of Erka Adventurer’s Job.

May affect talents, stats and


starting inventory of an adventurer.
The goblins had always been a problem for the
peoples of Erka. They pillage and raid those Blacksmith.
villages around the walls of Arakesh, the City of
Spire. *+1 Body

You will take on a party of 2 adventurers who are *Starts with a metal chest-plating (8 Points)
eager to earn those gold nuggets from taking on *Starts with a hammer (d6 damage)
quests that caused by this pesty goblins.
*Starts with a gauntlet (+1 Power, d3 damage)
Adventurer Creation is pretty easy, you name them,
choose their status and inventory. The game follows Talents
most of the system from the Prophecy of Mar’ma *Repair. Restore an armor’s points to max when
which is a TTRPG made for one shots campaign. resting.
Adventurer Status *Tool Mastery. +1 Damage to any weapon.
Stats. Consist of 3 basic domains which is the Mercenary.
body, mind, power and life. Each adventurer status
except for Life begins with -2 quantity, then you *+1 Body
have 4 Points to invest to any stats.
*+1 Power
Body: Strength, agility, speed, physique. Used for
*Starts with a leather chest-plating (4 Points)
physical actions (Pushing, running, lifting and
etc.). *Starts with a sword (d3 damage)
Mind: Intelligence, wisdom, charisma. Used for Talents
mental and social actions (solving problems,
persuading others, planning, remembering and etc.). *Instinct. Add your body as an extra damage during
an attack, one time per combat.
Power: Combative instinct. Used mainly in combat
(Smack enemy and deal damage). *Battle cry. +1 Power to all adventurer’s party,
one time per combat and a penalty of -d3 Life.
Life. Total lifeforce your body have, is not useful
during actions. Below 0 Life means that adventurer
dies. Adventurers starts with 6 Life + body as the
maximum limit.
Slave.
Scholar. +2 Body
*+1 Mind +1 Mind
*Starts with a Random Scroll *Starts with a wooden club (1 damage)
*Starts with a dagger (2 damage) *Chain of Contract (Act lastly even against
monster, cannot be unequipped.)
*Starts with a robe clothing (2 Points)
Talents
*Starts with 2 random elixirs
High Spirit. Whenever you take damage, increases
Talents slaves Xtra Power by 1. When you attack, you may
*Strategic. You may do 1 more action during the spend these Xtra power turning to back to zero.
first 2 turn of a combat. Contented. Using a Life elixir will increase
*Practical Application. +1 Life to all adventurer’s slave’s life points by x3.
who have taken damage this turn, one time per
combat.
Cartographer.
+1 Mind
Merchant.
+1 Body
+1 Mind
*Starts with a map (reroll any exploration roll one
-1 Body time)
*Starts with any Armor you would like. *Starts with a robe clothing (2 Points)
*Starts with a flintlock (d6 damage, range) *Starts with dagger (2 damage)
*Starts with an elixir Talents
*Starts with a scroll Keen eyes. +1 when rolling to avoid traps when
*Starts with any utensils there is no light source.

Talents Escaped. You may escape a combat immediately but


still take damage.
Dealer. You may resell an item at full price.
Lucky. You may reroll when rolling for loots.

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