Character Creation - Read Second.   Posted by Narrator.Group: 0
Narrator
 GM, 2 posts
Sat 12 Nov 2016
at 23:34
Character Creation - Read Second
As the 2d20 system used by Modiphius isn't a commonly used system on RPOL, I've created this thread to provide the basic character creation information needed.

In R. E. Howard's Conan Roleplaying Game, There are ten steps used in the process of generating a new player character. Each character is made up of four component parts — attributes, skills, talents, and equipment.

This message was last edited by the GM at 00:32, Sun 13 Nov 2016.

Narrator
 GM, 3 posts
Sun 13 Nov 2016
at 00:30
Character Creation - Read Second
Step 1 - Homeland

Roll 2d20 and add the results together, or players pick the desired result.

RollHomelandTalentLanguage
2–7AquiloniaCosmopolitanAquilonian
8–9Bossonian MarchesHunterAquilonian
10KeshanSavage CourtKeshani
11KushStrifeKushite
12KhorajaCosmopolitanShemitish or Kothic
13CimmeriaHunterCimmerian
14HyperboreaSavage CourtHyperborean
15Border KingdomStrifeNemedian or Hyperborean
16Nordheim: Asgard or VanaheimWinter-bornNordheimer
17OphirGildedOphirian
18KothStrifeKothic
19ArgosSea RaiderArgossean
20GunderlandHunterAquilonian
21BrythuniaCosmopolitanBrythunian
22NemediaCosmopolitanNemedian
23ZamoraHonest CorruptionZamorian
24ShemStrifeShemitish
25ZingaraSea RaiderZingaran
26CorinthiaStrifeCorinthian
27StygiaDesert-bornStygian
28KhauranCosmopolitanShemitish or Kothic
29ZembabweiDesert-bornZembabwein
30PuntGildedPunt
31The Black KingdomsStrifeKushite, Darfari, Keshani, Or Punt
32DarfarSavage CourtDarfari
33–34TuranGildedTuranian
35–36HyrkaniaOf Saddle and BowHyrkanian
37–38Iranistan or AfghulistanDesert-bornIranistani or Afghuli
39VendhyaGildedVendhyan
40KhitaiSavage CourtKhitan

Narrator
 GM, 4 posts
Sun 13 Nov 2016
at 00:49
Character Creation - Read Second
Step 2 - Attributes

Each character in Conan is defined by seven attributes. These attributes embody a character’s intrinsic physical and mental abilities and limitations. They are: Agility, Awareness, Brawn, Coordination, Intelligence, Personality, and Willpower.

All characters usually begin with a starting value of 7 in every attribute. The player can voluntarily reduce one or two attributes to 6 and raise an equal number of attributes to 8.

Each character then has two attribute aspects from the following table. Players should roll twice on this table, so that their characters gain two attribute aspects, determined by random roll or by player choice. After determining the character’s two attribute aspects (or one attribute aspect if the same result is rolled twice), the character gains two mandatory and one optional attribute increase (picking one of the two optional attributes presented).

The player selects a best and a worst attribute from amongst all four of their mandatory attributes. The best attribute increases by +3, and the worst increases by +1. All other mandatory attributes increase by +2. A character can have the same mandatory attribute aspect twice, but cannot choose the same aspect as best and worst. Optional attributes improve the chosen attribute by +1.

While attributes have a maximum of 14, the player is free to change or ignore any increase that takes an attribute above a 12. With an attribute of 13 or 14, the character gains the Ancient Bloodline Talent.
quote:
The Ancient Bloodline talent indicates that you are obviously descended from one of the great fallen civilizations, peoples whose physical and mental attributes were greater than those of the folk of the Hyborian Age. Whether their parentage descends from the isles of sunken Atlantis or the ruined empire of Acheron, you visibly stand out as a beacon of excellence... or depravity.

With this talent, any time you fail to make a Personality test of any kind, the player must immediately pay the gamemaster 1 Doom point, and will gain an additional d20, adding its result to the test. The test is otherwise resolved in the normal fashion. If the player has already spent Doom points to gain 3d20 to modify the Personality roll, the player must pay the Doom point but does not get to roll the additional d20.


RollAttribute AspectsMandatory AttributeMandatory AttributeOptional AttributeOptional Attribute
1-2Strong and ResoluteBrawnWillpowerPersonalityIntelligence
3-4Acute and AwareAwarenessIntelligenceAgilityCoordination
5-6Fast and FitAgilityBrawnCoordinationAwareness
7-8Eagle-eyedAwarenessCoordinationIntelligencePersonality
9-10Wise and FriendlyIntelligencePersonalityCoordinationBrawn
11-12Socially AdeptAwarenessPersonalityAgilityWillpower
13-14Brave or FoolhardyAgilityWillpowerBrawnCoordination
15-16DexterousAgilityCoordinationBrawnWillpower
17-18CharismaticPersonalityWillpowerAwarenessIntelligence
19-20Warrior-bornAwarenessBrawnAgilityCoordination

This message was last edited by the GM at 00:55, Sun 13 Nov 2016.

Narrator
 GM, 5 posts
Sun 13 Nov 2016
at 01:09
Character Creation - Read Second
Step 3 - Caste

Caste is the social class from which the character was born and/or has emerged. Generally, this will have been the character’s class since birth, though occasionally nobles are enslaved and barbarians become kings and queens. Caste is determined as normal, with a dice roll or picked. Caste grants two caste talents, one skill, and a story as well as a Social Standing rating.
quote:
Social Standing

Social standing represents different social expectations the characters will possess. For those at the bottom of society, those at the top often seem to have an easier life — standing is often accompanied by wealth and prestige. For those at the top, those at the bottom live simpler lives, less complicated by politics and etiquette. When a character attempts a Command, Society, or Persuade test where the character’s relative social standing would have an impact, the gamemaster may modify the test accordingly, increasing or decreasing the test Difficulty by one or more steps in either direction. Sometimes having higher status can demand obedience, other times, a lower status can help a character avoid scrutiny… but similarly, a difference in status can hinder communication simply because of different expectations and standards of etiquette.


RollCasteCaste TalentsSkillSocial Standing
1-2CrafterSubject, TradesmanCraft1
3-4Escaped Serf/SlaveEmbittered, VagabondSurvival0
5-6FarmerHomesteader, SubjectAnimal Handling1
7-8HerderSentry, SubjectAnimal Handling1
9-12MerchantTradesman, VagabondPersuade1
13-14OutcastEmbittered, SurvivorThievery0
15-16Petty NobilitySheltered, SubjectCommand2
17-18PriesthoodPriest, SubjectLore2
19-20WarriorSentry, SubjectParry1

Step 4 - Caste Story

Each player should roll 1d20 to determine the Story appropriate to their caste. (as there is a table for each caste, just let me know which caste and the roll and I will provide the details.

This message was last edited by the GM at 01:14, Sun 13 Nov 2016.

Narrator
 GM, 6 posts
Sun 13 Nov 2016
at 01:33
Character Creation - Read Second
Step 5 - Archetype

Archetypes are the most representative of the types of characters encountered on the open roads and in dim-lit taverns, seeking adventure. Archetypes add skills, talents, and equipment to your character.

In summary, archetypes grant the following:
  • Career Skill: This adds +2 to Skill Focus and +2 Skill Expertise for the specific skill.
  • Career Talent: This grants one talent associated with the career skill.
  • Mandatory Skills: Each of these four adds +1 to Skill Focus and +1 Skill Expertise.
  • Elective Skills: Both of these each add +1 to Skill Focus and +1 Skill Expertise.
  • Equipment: The character begins with an assortment of appropriate gear.

You can pick your archetype or roll randomly to determine it, as desired.

RollArchetypeRollArchetype
1-2Archer11-12Pirate
3-4Barbarian13-14Priest/ Priestess
5-6Mercenary15-16Scholar
7-8Noble Warrior17-18Scoundrel
9-10Nomad19-20Witch/Shaman

Details will be provided on request. :)
Narrator
 GM, 27 posts
Tue 15 Nov 2016
at 20:22
Character Creation - Read Second
Step 6 - Nature

RollNatureRollNature
1-2Cautious11-12Scheming
3-4Curious13-14Sneaky
5-6Inspirational15-16Stoic
7-8Learned17-18Supportive
9-10Practical19-20Wrathful



CAUTIOUS
You do your best to avoid trouble, whether through innate self-preservation or from hard-learned experience.

Attribute Improvement: +1 to Willpower
Mandatory Skills: +1 Expertise and +1 Focus to Lore, Parry, and Stealth
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Animal Handling, Athletics, or Sailing
Talent: One talent associated with any of the above skills



CURIOUS
The world is a fascinating place, with many mysteries yet to be discovered. You are always trying to find out what is unknown, or what is being concealed from you.

Attribute Improvement: +1 to Agility
Mandatory Skills: +1 Expertise and +1 Focus to Athletics, Observation, and Stealth
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Alchemy, Lore, or Thievery
Talent: One talent associated with any of the above skills



INSPIRATIONAL
The world is a difficult place, and you take it upon yourself to provide a good example to those around you. Maybe you learned this from a prior command, or it seems the right thing to do.

Attribute Improvement: +1 to Personality
Mandatory Skills: +1 Expertise and +1 Focus to Counsel, Observation, and Persuasion
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Command, Healing, or Society
Talent: One talent associated with any of the above skills



LEARNED
You enjoy the path of knowledge, as it opens many doors for you and assists in your understanding of the world around you.

Attribute Improvement: +1 to Intelligence
Mandatory Skills: +1 Expertise and +1 Focus to Animal Handling, Craft, and Lore
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Counsel, Healing, or Observation
Talent: One talent associated with any of the above skills



PRACTICAL
You have an eye towards the pragmatic, always seeking the most efficient or reasonable means of achieving your goals.

Attribute Improvement: Add +1 to Coordination
Mandatory Skills: +1 Expertise and +1 Focus to Discipline, Craft, and Healing
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Alchemy, Animal Handling, or Observation
Talent: One talent associated with any of the above skills



SCHEMING
There’s always an easier way to do things, one that does not involve as much risk or effort on your behalf. Furthermore, you always keep your options open, and always have a secondary plan of action.

Attribute Improvement: +1 to Intelligence
Mandatory Skills: +1 Expertise and +1 Focus to Command, Counsel, and Discipline
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Acrobatics, Lore, or Parry
Talent: One talent associated with any of the above skills



SNEAKY
Information is power, and it is best to keep others in the dark when it comes to you. You have learned to move quietly, speak softly, and keep your true motives to yourself.

Attribute Improvement: +1 to Awareness
Mandatory Skills: +1 Expertise and +1 Focus to Observation, Stealth, and Thievery
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Acrobatics, Athletics, or Survival
Talent: One talent associated with any of the above skills



STOIC
There is little in life that cannot be withstood, and no hardship — physical, mental, or even social — is so great that you cannot overcome it.

Attribute Improvement: +1 to Willpower
Mandatory Skills: +1 Expertise and +1 Focus to Discipline, Lore, and Resistance
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Counsel, Healing, or Parry
Talent: One talent associated with any of the above skills



SUPPORTIVE
In the end, all we have is each other. You have learned that the greatest bonds are those between allies, family, and friends, and thus you do all you can to assist those around you.

Attribute Improvement: +1 to Personality
Mandatory Skills: +1 Expertise and +1 Focus to Counsel,Healing, and Persuasion
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Animal Handling, Discipline, or Resistance
Talent: One talent associated with any of the above skills



WRATHFUL
For each action there must be an equal and final reaction, a retribution to those who have done you wrong. You do not forgive slights against you and yours easily, and make sure to strike back with finality.

Attribute Improvement: +1 to Brawn
Mandatory Skills: +1 Expertise and +1 Focus to Melee, Ranged Weapons, and Resistance
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Acrobatics, Discipline, or Parry
Talent: One talent associated with any of the above skills

This message was last edited by the GM at 00:11, Thu 17 Nov 2016.

Narrator
 GM, 28 posts
Tue 15 Nov 2016
at 20:23
Re: Character Creation - Read Second
Step 7 - Education

RollEducation
1-2Against Your Parents’ Will
3-4Apprenticed Abroad
5-6Educated on the Battlefield
7-8Elder Mentor
9-10Family Footsteps
11-12From Masterful Tutors
13-14Largely Absent
15-16On Your Own Terms
17-18Traditional
19-20Under Duress


AGAINST YOUR PARENTS’ WILL
You sought out your own education, defying your parent’s wishes. Though they tried to guide you in a particular direction, you practiced secretly. Perhaps it was the path followed by one of your parents, a close relative, or some figure significant to you.

Mandatory Skills: +1 Expertise and +1 Focus to Discipline, Lore, Stealth
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Animal Handling, Sailing, Survival
Talent: One talent associated with any of the above skills
Equipment: A broken family heirloom


APPRENTICED ABROAD
As a child, you were sent (or taken) from your home and educated in another land, amidst strangers. You adapted to your home as you learned ways that were strange to you, picking up the rudiments of skills that you scarcely cared about, until you began to grasp their usefulness.

Mandatory Skills: +1 Expertise and +1 Focus to Lore, your character’s career skill, and a random career skill (roll on Archetype table)
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Animal Handling, Craft, Sailing
Talent: One talent associated with any of the above skills
Equipment: A selection of useful maps of the Hyborian kingdoms


EDUCATED ON THE BATTLEFIELD
Your education was a harsh one, your school-yard strewn with the dead and dying, the clash and clamor of combat were your lessons. For whatever reason, as a child you were thrust into battle, forced to fight for your survival with your enemies as the strictest of taskmasters.

Mandatory Skills: +1 Expertise and +1 Focus to Acrobatics, Healing, Survival
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Melee, Parry, Ranged Weapons
Talent: One talent associated with any of the above skills
Equipment: A melee weapon of choice and a helmet (Armor 3: Head). If your archetype offers you Armor, gain a battlefield honor instead.


EDUCATED BY MASTERFUL TUTORS
Fortunate was your apprenticeship, and you found yourself able to learn under the tutelage of a true master. Whether sitting on the rough ground beside your teacher, educated in the high halls of nobility, or in a well-appointed workshop, you learned from the very best.

Mandatory Skills: +1 Expertise and +1 Focus to Discipline, Lore, and your character’s career skill
Elective Skills: +1 Expertise and +1 Focus to two of the
following skills: Resistance, Survival, and your character’s career skill Talent: One talent associated with any of the above skills
Equipment: Letter of praise and introduction from your tutor


ELDER MENTOR
Your mentor was venerable, well-known and respected by peers and associates, but was one whose heyday had passed. It was time for you to pick up your belongings and continue on your mentor’s path, continuing that great and respected tradition.

Mandatory Skills: +1 Expertise and +1 Focus to Discipline, Lore, and a random career skill (roll on Archetype table)
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Animal Handling, Observation, Parry
Talent: One talent associated with any of the above skills
Equipment: A piece of equipment from your mentor’s archetype (gamemaster’s choice, or roll on Archetype table)


FAMILY FOOTSTEPS
You learned your career directly from one of your family members: whether a parent, grandparent, uncle or aunt, brother or sister. This meant that you received additional attention, but also meant that the lessons were longer and the standards were much higher.

Mandatory Skills: +1 Expertise and +1 Focus to Discipline, Resistance, and your character’s career skill
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Animal Handling, Society, Survival
Talent: One talent associated with any of the above skills
Equipment: A family heirloom of little more than sentimental value


LARGELY ABSENT
Left to fend for yourself, you had to learn on your own. Perhaps it was through negligence or necessity, or it was tragedy that kept you alone. The end result was the same: hours and even days spent with little to do but study or train, to repeat tasks until you had mastered them.

Mandatory Skills: +1 Expertise and +1 Focus to Athletics, Persuasion, and your character’s career skill
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Acrobatics, Observation, Resistance
Talent: One talent associated with any of the above skills
Equipment: None


ON YOUR OWN TERMS
You always knew what you wanted, and sought out your own education when it was clear it would not be offered you. Driven, you chose your teachers carefully, and found other means of learning when there were none to instruct you. Even now, you follow your own path to enlightenment.

Mandatory Skills: +1 Expertise and +1 Focus to Acrobatics, Athletics, Stealth
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Craft, Lore, Survival
Talent: One talent associated with any of the above skills
Equipment: None


TRADITIONAL
Yours was an unremarkable education, perhaps thankfully. You were either trained in the family trade, apprenticed to a (mostly) benevolent master, or tutored without overmuch drama. As such, your education was well-rounded, if not the most inspired. Looking back, you feel blessed.

Mandatory Skills: +1 Expertise and +1 Focus to Animal Handling, Craft, and your character’s career skill
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Melee, Parry, and a random career skill (roll on Archetype table)
Talent: One talent associated with any of the above skills
Equipment: Choose one of the following: heavy cape (Armor 1: Torso/Legs), crafting tools, or a melee weapon


UNDER DURESS
Whether you were enslaved, apprenticed cruelly, or were simply a reluctant student, your education was a hard-fought battle that you stubbornly resisted, only learning when it became absolutely necessary (and sometimes even barely so). Others look to these years with fondness: you do not.

Mandatory Skills: +1 Expertise and +1 Focus to Lore, Resistance, and your character’s career skill
Elective Skills: +1 Expertise and +1 Focus to two of the following skills: Animal Handling, Society, Survival
Talent: One talent associated with any of the above skills
Equipment: A broken family heirloom

This message was last edited by the GM at 01:04, Thu 17 Nov 2016.

Narrator
 GM, 29 posts
Tue 15 Nov 2016
at 20:24
Re: Character Creation - Read Second
Step 8 - War Story

War is a constant throughout the Hyborian kingdoms, a battle of kings and chieftains, empires and armies. Everyone, including your character, has likely encountered war in one form or another, or some sort of conflict that proved instrumental in their current fate. For some, it is their most fearsome encounter or adventure to date, while for others, it is merely the latest in a string of harrowing experiences.

WAR STORY TABLE
RollSelect War StorySkill Improvements
1-2Defeated a Savage Beast+1 Expertise and Focus to Animal Handling and Melee
3-4Dispossessed+1 Expertise and Focus to Resistance and Survival
5-6Gained (and Lost) a Great Treasure+1 Expertise and Focus to Observation and Society
7-8Gained the Favor of a Local Noble+1 Expertise and Focus to Persuasion and Society
9-10Prevented a Disaster+1 Expertise and Focus to Craft and Survival
11-12Shipwrecked+1 Expertise and Focus to Athletics and Sailing
13-14Survived a Duel+1 Expertise and Focus to Parry and Resistance
15-16Survived a Massacre+1 Expertise and Focus to Stealth and Survival
17-18Survived a Stint at Court+1 Expertise and Focus to Insight and Society
19-20Survived Witchcraft or Sorcery+1 Expertise and Focus to Discipline and Sorcery

This message was last edited by the GM at 01:10, Thu 17 Nov 2016.

Narrator
 GM, 30 posts
Tue 15 Nov 2016
at 20:25
Re: Character Creation - Read Second
Step 9 -  Finishing Touches

Now it’s time to add a few finishing touches before finalizing the character for play.

ATTRIBUTES
You can increase two of your character’s attributes by +1, or increase one attribute by +2. If this increases an attribute to 13 or 14, your character has the Ancient Bloodline talent. You cannot increase an attribute above 14.

SKILLS
Choose one of these methods to improve your character’s skills:
  • Add +1 to Expertise and Focus to three skills of your choice, including skills your character may not already have improved.
  • Add +2 to Expertise and Focus to one skill and +1 to another, as above.
  • Add +3 to Expertise and Focus for one skill, as above.

During character creation, Expertise and Focus are equal to one another. This does not continue after the character begins play. Once character generation is complete, any points spent to improve Expertise and Focus are separate and each must be raised independently with experience points.

However, you cannot improve any of your character’s skills more than +5 total during character creation, including the skill bonuses added by caste, archetype, nature, education, and war story. Additionally, your character cannot have more than three skills with a bonus higher than +3.

If more than three skills have bonuses in excess of +3, you should distribute any bonuses in excess of +3 to other skills your character has already received improvements in.

STORY
If you did not use the character story table for your caste as described in Step Four: Story (page XX), you must agree upon a trait with your gamemaster, or the gamemaster will choose one for you.

TALENT
You can pick one additional talent for your character at this time, provided the character meets the talent’s prerequisites. Alternately, you can increase an existing talent by an additional rank.

LANGUAGE
You may pick an extra language for your character. Furthermore, the character gains another language for every point of Skill Focus in Linguistics your character possesses.

FORTUNE POINTS
Fortune points are an in-game resource representing good luck, or fate, allowing the players to automatically succeed at skill rolls, and accomplish a variety of other tasks. All characters begin each game session with three Fortune points, and can earn them through the course of play.

At the time of character creation, you may choose to permanently spend one point of Fortune to increase an Attribute by +1 or increase a single skill’s Expertise and Focus by +2. If you choose to spend the Fortune point, then no attribute can exceed 14 and no skill can have its bonus exceed +3, even with the Ancient Bloodline talent. Points in excess of these totals are lost, or should be redistributed if possible. If this option is taken, the character’s new Fortune point total is two. The character will begin each session with only two Fortune points available, making them less lucky than others, but gaining the advantages of a higher attribute or skill bonus.

PERSONAL BELONGING AND GARMENTS
Your character may have been granted some personal items, pieces of equipment, heirlooms, or other keepsakes. You can roll twice using the table, picking a result from each column, or just choose results as desired.

RollPersonal BelongingsGarments
1-2Rough hammered jewelleryA patched and practical gambeson
3-4Tribal/ritual/prestige tattoos and/or piercingsSimple undyed cloth, worn in the fashion of your people
5-6A solid, well-crafted armband made of copper or silverCheap fabrics, richly dyed in the fashion of the nearest town or city
7-8An ancient piece of jewelry, its surface covered in verdigrisLong, flowing dress or robes, embroidered with coarse thread in traditional patterns
9-10An ornate symbol of your father’s faithFurs and pelts sewn with threads of a quality befitting your station
11-12A small leather sack containing hair of a loved one, or fragments from their garmentDeerskin leggings and a heavy hooded cloak
13-14A small leather scroll case containing a parchment, upon which is writ a family secretSimple black trousers with a long-sleeved tunic
15-16A ring made of semiprecious stoneLight cloth covered by a tradesman’s leather apron
17-18A necklace of animal teeth or bonesSandals and tunic befitting a servant
19-20A small mummified body part, such as an ear or fingerNaked as modesty will allow you

WEAPON
Your character may have already been awarded a weapon through one of the character generation steps, but one can never have too many weapons at hand. Roll twice using the table to determine a weapon and its provenance description, or just pick results
that appeal to you. Re-roll if any results seem particularly unusual or unlikely.

WEAPON AND PROVENANCE TABLE
RollWeaponProvenance
1-2KnifeYour former master’s...
3-4SwordA small but heavy...
5-6SabreA knight’s…
7-8Broadsword...battered from years of use
9-10War Picka simple..., humble yet serviceable
11-12Spear...engraved with prayers and oaths
13-14Broad-headed Axe...ripped from the hands of a brigand you slew
15-16Length of Chain...freshly forged and tested true
17-18Sharpened Rock...still stained in places with the blood of those it has slain
19-20Whip...decorated with polished stones

This message was last edited by the GM at 01:34, Thu 17 Nov 2016.

Narrator
 GM, 31 posts
Tue 15 Nov 2016
at 20:26
Re: Character Creation - Read Second
Step 10 -  Final Calculations

Here you can determine the remaining aspects of the character that depend on other attributes, skills, and talents, all of which should be set at this time.

RESOLVE, VIGOR, AND GOLD
Resolve and Vigor represent how much injury — mental and physical — your character can take before being harmed more seriously. Determine Vigor, Resolve, and starting Gold as following:
  1. Vigor is equal to the total of the character’s Brawn attribute and Expertise in the Resistance skill.
  2. Resolve is equal to the total of the character’s Willpower attribute and Expertise in the Discipline skill.
  3. Starting Gold is equal to the sum of the character’s Personality attribute and Expertise in the Society skill.


DAMAGE BONUSES
The higher your character’s attributes are, the more damage they can inflict with their attacks, whether hand-to-hand, ranged, or through mental means. When damage is inflicted, it is rolled with combat dice, or [CD].
  1. All Melee attacks gain bonus damage from Brawn
  2. All Ranged attacks gain bonus damage from Awareness
  3. All Mental attacks gain bonus damage from Personality


Determine your character’s damage bonuses by referencing the following table:

BONUS DAMAGE TABLE
AttributeBonus
8 or lessNone
91[CD]
10 or 112[CD]
12 or 133[CD]
14 or 154[CD]
16 or more5[CD]

This message was last edited by the GM at 01:50, Thu 17 Nov 2016.