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Character Creation. Posted by Keeper Eric. | Group: 0 |
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Author | Message | [bottom] |
Keeper Eric GM, 1 post Sun 23 Sep 2018 at 17:34 |
Seven years ago, the Haan horse warriors (think Mongols) turned their attention upon the decadent kingdoms of the West. within five years all of the western states were crushed and ruled by the renamed Khazakhaan Empire. The Haan themselves begain to settle down into two groups; rulers and nobles fashioned in the Western style...and the conservatives - those who held to the way of the horse, the sword and the flame. Recognizing the need for both, Khan Subatai (the Great) sought ways to constructively focus the new rising generation of warriors. He found it in the ancient legends and dark places of the conquered Kingdoms. The Khan has given his silent approval for those adolescent "unblooded" to seek adventure in the dark places where angels fear to tread. Accompanied by some lesser races (dwarves, elves, and halflings) bands of young horsemen spread throughout the Conquered Kingdom seeking glory, adventure, and booty! All players begin play with four 0-level Khazakhaan Empire subjects (dwarfs, elves, and halflings) and adolescents Haan. Character Classes Dungeon Crawl Classics offers players the traditional spread of the "Classic" fantasy RPG classes. These canonical classes (Fighter, Wizard, Cleric, and Thief) along with their "Tolkienesque" counterparts (Elf, Dwarf, and Halfling). I use Tales From the Fallen Empire to add five alternate character classes. If you are interested in these, and survive "0-level" then you can try one. These classes are: The Barbarian - Noble savage of the outlands and brutal warriors of the wastes. The Barbarian sees civilization as a plague among humanity and sorcery as the tool of demons and devils. It is his role in a world turned upside-down to restore balance through the use of muscle, cunning, and a sharp steel blade. The Sentinel - warrior monks have sworn an oath to bring justice to the wastes. Armed with only a trusted blade and the clothes on their backs, they travel through areas controlled by warlords and protect those who otherwise cannot protect themselves. The Marauder - Sea dogs, pirates, and privateers are just some of the names given to these terrors of the open sea. The Marauder spends his days traveling down the rivers and across the seas looking for their next victim and relishing the possible plunder from their attacks. The Sorcerer - Practitioners of dark magic, pact makers, and wielders of the arcane. The Sorcerer is one who has traded his soul for the knowledge of the dark arts, slowly bringing his mind to the brink of madness contemplating and weaving the fabric of the universe. The Witch - Seducer of men and demons, the Witch gives herself to the spirits freely in exchange for great power. The Witch finds her connection to the arcane through less malevolent means, a greater connection with the spirit world and nature. The Witch is a healer and soothsayer, opposed to acts of violence and evil. This message was last edited by the GM at 22:24, Mon 24 Sept 2018. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Keeper Eric GM, 2 posts Sun 23 Sep 2018 at 17:37 |
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Keeper Eric GM, 4 posts Mon 24 Sep 2018 at 23:10 |
https://purplesorcerer.com/create_party.php Elves, Dwarves, and Halflings keep their own occupations. Humans, as Haan, re-roll their early occupations (and get the equipment/weapons) using the table below. In addition, all characters get a Steppe Pony with saddle bags % Occupation Trained Weapon Trade Goods 01-10 Farmer Sickle 1d6 Goat 11-15 Animal Trainer Whip 1d4 or grap Steppe Pony 16-23 Blacksmith Hammer 1d6 Metal Tongs 24-25 Hedge Witch Dagger 1d4 Pestle and Mortar 26-30 Healer Staff 1d4 Healing Salve, 1 vial (1d6 hp) 31-34 Herbalist Knife 1d4 Healing Herbs, 1 lb. (1d6 hp) 35-45 Herder Crook 1d4 Cattle Dog (1d8 HP, Bite +1(1d6)) 46-75 Hunter/Trapper Composite Bow +1(1d8) Wolf Pelt (+1 AC) 76-80 Outlaw Sabre 1d8 Leather Sack w/1d6 coins 81-85 Shaman Cudgel 1d6 Medicine Bag 86-100 Warrior Spear 1d8 Leather Armor (+2 AC) |
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