Index to SHERPA

A role-playing game to play while hiking in the mountains, strolling in a park, walking on the beach, sitting by a pool or lake, floating down a river on a raft, as a passenger in a car or space shuttle, waiting in a long line, etc.

Copyright 1997 by Steffan O'Sullivan
This page last updated September 5, 1997

Index

The numbers after each entry are section numbers. E.g., Section 4a, Dual Professions. In some cases, further clues are given where to find a description.

Accounting - 4b
Actions - Appendix A
Actions by an NPC - 7b
Actions, clever and entertaining - 6
Actions, opposed - 7c, 7d
Actions, swashbuckling - 4
Actions, unopposed - 7a, 7b
Agility - 2, 4, 4b
Armor - 7d
Assigning a wound level - 7d
Attitudes - 3 (Faults)
Attribute, raising - 8
Attributes, definition - 2
Attributes, other - 4b
Automatic failure - 7b
Automatic success - 7a
Average Folk - 3, Appendix B
Awarding tokens - 6, 8
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Base allowance - 3
Bulldozer - 4
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Carrying - 2
Chandeliers, swinging on - 4
Character points - 3
Character points, double cost - 5
Character sheet - 3
Charisma - 4b
Charm - 4b
Cinematic games - 6
Clever and entertaining actions - 6
Combat, melee - 2, 7c
Combat, ranged - 2, 7c
Core rules - 1, Appendix A
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Damage - 7d
Damage points - 7d
Death - 7d
Denoting wounds - 7d
Descriptive play - 7
Development - 8
Dice - 7b
Diceless - 7e
Divine favor - Appendix B (Cleric, Sample Characters)
Double point cost - 5
Drawbacks of supernormal powers - 5
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Envoy - 4a
Equipment - 4, 8
Experience - 2, 4b, Appendix B
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Fault - 3
Faults, Musketeer - 4a
Favor of the gods - Appendix B (Cleric, Sample Characters)
Fencing - 4, 7c
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Gift - 3
Gift, supernormal - 5, Appendix B (Cleric, Wizard, Superhero)
Gifts, Musketeer - 4a
Gigolo - 4a
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Healing - 7d
Health - 2, 7d
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Influence the GM's decision - 7
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Jack of all Trades - Appendix B: Profession, Character
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Knowledge - 2
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Lifting - 2
Light wound - 7d
Liquor, holding - 4
Luck points - 6
Luck tokens, awarding - 6, 8
Luck tokens, definition - 1a, 6
Luck tokens, use - 7b, 7c, 7d
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Magic - 5
Melee combat - 7d
Moderate wound - 7d
Modifiers - 7, 7a, Appendix A
Modifiers, ranged combat - 7c
Modifiers, supernormal powers - 5
Money - 4, 8
Musketeer - 3a, 4, 4a
Musketeer Gifts and Faults - 4a
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Nobleman - 4a
Norm - 3
NPC Actions - 7b
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Opposed actions - 7c, 7d
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Palace routines, knowledge of - 4
Paris, knowledge of - 4
Patrons - 8
Perception - 4b
Physical problems - 3 (Faults)
Point cost, double - 5
Points, character - 3
Potential Hero - 3
Profession, definition - 2, 4
Profession, allotting points - 3
Profession, skills covered by - 4, 4b
Psi - 5, Appendix B
Psychological disturbances - 3 (Faults)
Puzzle-solving - 2
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Raising an attribute - 3, 8
Randomizer - 7b
Ranged combat - 7c
Realistic games - 6
Reasoning - 2
Reflexes - 2
Reputation - 8
Resistance - 2
Riding - 4
Running - 2
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Severe wound - 7d
Skills, mental - 2, 4b
Skills, physical - 2, 4b
Skills, specific - 3 (Gift), 4b, Appendix B
Societal prejudices - 3 (Faults)
Speed - 2
Stamina - 2
Status - 8
Stopwatch - 1a, 7b
Strength - 2
Strong will - 4b
Super powers - 5
Supernormal Gifts - 5, Appendix B (Cleric, Wizard, Superhero)
Supernormal powers, uses per day - 5, Appendix B (Wizard, Psionicist)
Supernormal powers, drawbacks - 5
Swashbuckling actions - 4
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Tactics - 4
Ten-sided die - 7b
Theologist ("One who professes to be a theologian" -OED) - 4a
Three Musketeers - 3a, 4a
Tokens - 1a, 7e
Tokens, luck - see Luck Tokens
Tokens, awarding - 6, 8
True Hero - 3
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Unconsciousness - 7d
Unopposed actions - 7a, 7b
Uses per day - 5, Appendix B (Wizard, Psionicist)
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Weapon deadliness - 7d
Willpower - 4b
Wounds - 7d, Appendix A

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