The Shoes That Were Danced to Pieces

Aliya Newman

*-Using this Gamebook-*
--------------------------------------------------------
You were once a soldier. You were badly wounded in battle, resulting in your official release from the army. Despite your injuries, you have maintained some of the skills you developed when you were a soldier.
Dexterity represents your sense of balance and grace.
Constitution represents your physical health and your ability to fight off any ill effects.
Charm represents your social skills.
You have 5 points to distribute between these three abilities. Each ability must have at least 1 point assigned to it and no more than 3 points assigned to it. The number of points in each ability corresponds to a modifier.
If you have assigned *-1 point-* to an ability, the modifier for that ability is *-+0-*.
If you have assigned 2 points to an ability, the modifier for that ability is *-+1-*.
If you have assigned *-3-* *-points-* to an ability, the modifier for that ability is *-+2-*.
You will be asked to make various skill checks throughout this gamebook. Whenever you are asked to make a check, roll a d6 (six-sided die) and add the relevant modifier to the roll. Compare it to the number needed for success. If your roll is equal to or greater than the number needed for success, you have passed the check. If your roll is less than the number, you have failed.
For example, let’s say you have assigned 2 points to Dexterity, giving you a +1 Dexterity modifier. You have been asked to make a Dexterity check and you need to get a 3 to pass. You roll a d6 and get a 2. You then add your modifier to your roll, giving you a total of 3. Your roll is then equal to the number needed for success, so you pass the check.
Start