Scarlet EnclaveRite of Induction
Chapter I

The Name

Before the Ledger records your deeds, it records who you are, and your standing in the Enclave sets how many points you have to spend.

Standing in the Enclave

As you rise in rank, you are granted more points to spend. Stats cost more as they climb, and no attribute may pass 80.

How the rite worksSpend your points across five virtues, choose your arms and armour, then seal the sheet. Your Hit Points and Zealotry are worked out for you, ready to copy into TRP.
Chapter II

The Virtues

To act, you roll 1–100 and must land at or under your score. Rolling lower is better. Spend every point you have.

Begin from a path
1 to 40: 1 point each 41 to 60: 2 points each 61 to 80: 3 points each
Chapter III

Arms & Armour

Protection or stealth: heavier armour grants more Hit Points, but its Strength requirement also counts against anything stealthy you attempt.

Armour
Means of harm

For weapons and ranged attacks, your to-hit is the higher of Strength and Dexterity.

Off-hand

Shields lower the damage you take from any source the shield could reasonably stop.

Spellcraft

For spells, your to-hit is Intelligence. Choose either, both or neither.

Chapter IV

The Sealed Sheet

Your record in the Ledger. Copy your stats into TRP, keep the link to come back and change them, or print it for the table.

TRP About pageWith TRP formatting: headings and colours.
TRP CurrentlyPlain text, for the Currently or OOC slots.
The trial of dice
Roll against
Extra targets 0

Doubles (11, 22 … 99) are crits: a critical success if they pass, a critical failure if not. A 1 always crits.

–
Cast the die
/roll 1–100
Return to the Enclave
250Points
5HP
0ZP