I hope someone puts this on 1d4 chan, I don't want this glory to be lost to the ages:
Characer generation:
BTW, this chapter is shorter than the rules that concern the proper game log making. (Yes, they have that too)
Character stats:
This guy uses something blatantly stolen from WHFB, except he hasn't played anything in 14+ years.
>Stats are as follows: Attack, Strength, Archery, Dexterity, Defence, Vitality, Wizardry and Spirituality. They give modifiers to dice rolls.
>They are rolled in order, 3d6 with no re-rolls.
Classes:
>Warrior, Berserk, Athlete, Archer, Knight and Defender.
Notice that something is missing? Yeah, no mages. Why? Because apparently, magic is not included in this version of the game, and for that you'll have to get a Magic resource separately. You sill have to roll for wizardry and spirituality, though. Each class has 2 primary stats and one secondary stat, which increase by +2, +2 and +1 accordingly. How exactly does this influence dice rolls? Well, you get a modifier to any roll that you make, equal to respective stat/20 rounded down.
And THAT number is the maximum you can roll on a separate roll of d6, to determine the bonus for your main dice roll. Not that there are any resolution rolls in this book for anything, but we, the mortals, not understanding the glory which is VTNL, just presume it's something like D&D, where high is good, but there's no way to know for sure.
Also, skills: Level 0 characters get NO skills. You can upgrade your skill points for special skill XP, which you can acquire…well, somehow. The only means of getting them, described in this book is that when generating a character, you also note down his birthday, and on every birthday you get one of those special skill points + some xp. Apparently, you can only gain skills as an adventurer, because, again, NO skills on level 0. Also, your maximum amount of skills is 8. Yep, you can get 8 skills (which also have an upper development cap) and that's it. It's like pokemon, but with real people.
The combat is completely grid based - except this game has no rules for any maneuvers for now, except a) melee attack, b) ranged attack c) flee & pursue d ) magical attack - which is useless, because there is no magic in the game yet, it's "DLC" will supposedly appear in december. No terrain, maneuvers, anything.
But that's not the worst about combat - all damage rolls are calculated as minimum damage + some interval. The interval is ALWAYS 2d6-2. This is how a typical damage roll looks like: (1d3+16)x10+(2d6-2)
That one was from the book's combat example. Oh, and also the game uses a grid based inventory system, like the old diablo games. Except that when you ride a horse, your arms are full, and you can't do anything with them. Because fuck horse archers.
Not that it matters, because there are NO equipment tables in the book, they'll be available in - wait for it - Equipment resource, which will be available later. There are some depictions of written down weapons on character sheets in this book, though. Not that anyone can understand anything, but they go like this:
Bludgeon = d2
Mace = d5
Two Handed Sword = d24.
The game only uses d6 for everything mind you, so I have no fucking clue how is that supposed to work.