Character Creation - READ SECOND.   Posted by Referee.Group: 0
 GM, 3 posts
Thu 12 Nov 2020
at 01:16
Character Creation
Ability Scores

Each character is described by seven ability scores:

Agility (AGL): A character’s physical swiftness and ability to dodge and parry.
High Agility could represent someone light on their feet, able to duck and dodge around or someone who can outrun their peers.
Low Agility could represent a slow, stocky character or someone who does not have the skill to dodge incoming attacks.
The AGL modifier is applied to ranged attacks, melee attacks with light weapons, and Armor Class. One half the modifier is applied to weapon damage from ranged and light melee weapons.

Allure (ALL): A character’s social charm and ability to persuade and convince.
High Allure could represent a charming, charismatic socialite or an intense, intimidating warlord.
Low Allure could represent horrible social intelligence or a general inability to stir up interest in others.
The ALL score is the maximum number of followers a character can recruit. The modifier added to the character’s level is the limit to any individual follower’s level.

Build (BLD): A character’s physical stature and ability to withstand damage.
High Build could represent a physically imposing person or someone tough enough to keep standing up again and again.
Low Build could represent someone in poor health or someone who has not endured much pain and distress before.
The BLD modifier is added to the character’s hit points at each level.

Intellect (INT): A character’s mental intelligence and ability to remember and reason.
High Intellect could represent logical reasoning or encyclopedic knowledge.
Low Intellect could represent someone who has trouble remembering faces and names or someone who cannot reason and connect ideas.
The INT modifier is the number of extra skill points a character gains at each level.

Luck (LCK): A character’s good fortune.
High Luck could represent someone who floats through life as everything tends to work out for them or someone who has ups and downs but the clutch moments always tend to be in their favor.
Low Luck could represent someone who constantly falls prey to happenstance or someone who has every major venture fall through for them.

Sense (SEN): A character’s mental acuity and ability to watch and learn.
High Sense could represent the ability to read a person’s intentions and thoughts or a skilled tracker and naturalist.
Low Sense could represent someone lacking in common sense or someone who struggles to understand the world and how it works.

Strength (STR): A character’s physical power and ability to lift and carry.
High Strength could represent a weightlifter who can bench press large weights, or a runner who can run a marathon.
Low Strength could represent a weakling with no upper body muscle or an average human with no real stamina.
The STR modifier is applied to melee attacks with non-light weapons. One half the modifier is applied to weapon damage for non-light melee weapons.

To find a character’s ability scores, roll 3d6 for each of the scores and then assign the rolls in any order. Low scores should not be discarded, as the actions of the character will far outweigh a few +1 or -1 scores on dice when it comes to survival and triumph.
If the GM allows, a character with no rolled scores above 10 may be rerolled.

Each ability score grants a modifier to checks made with it. Consult the table below to find the modifiers granted by the ability:

Ability ScoreModifier


Warriors run the gamut from barbarian berserkers to skilled and trained soldiers. They can also include gladiators, hunters, archers, and more.
-Warriors receive 1d10 hit points per level
-Warriors receive a bonus to hit equal to their level
-Warriors receive a bonus to weapon damage equal to 1/2 their level (rounded down)

Thieves can range from cutpurses to thugs to gladiators or archers.
-Thieves receive 1d6 hit points per level
-Thieves receive a flanking bonus equal to 1/2 their level (rounded down)
-Thieves receive backstab damage eual to 1d6 per two levels (rounded up)

Flanking: A thief is adept at darting in and out of combat, looking for weaknesses and feinting false attacks. As such, if the thief and at least one ally are fighting the same opponent in melee then each character attacking that opponent (including the thief) receives a bonus to attack equal to the thief’s flanking bonus.

Backstab: A thief is willing to take whatever opening appears. As such, whenever the thief player and the GM agree that the thief would get some kind of advantage on the attack, the backstab damage is added onto the thief’s weapon damage.

Priests are druids, clerics, pastors, and all kinds of holy warriors which dedicate their abilities to a god or a strong ideal.
-Priests receive 1d8 hit points per level
-Priests receive a spell pool of 4d6 at first level, and add 1d6 per level
-Priests receive knowledge of one sphere of influence

Spells Known: A Priest knows a number of spells equal to his INT modifier plus his level (minimum 1) taught to him by his cult. Priests can learn a number of spells equal to their Intellect score. Priests do not learn new spells automatically as they level up.

Spheres: There are 5 spheres of influence that a priest can focus in. A priest can only learn spells from the sphere(s) that he has dedicated to, in addition to small bonuses gained when a sphere’s dedication is completed.
The spheres are:
-Divination: A priest with the divination sphere receives a +2 bonus on initiative rolls.
-Healing: A priest with the healing sphere heals an additional 2 hit points with every healing spell cast and can Lay Hands on a wound to cause it to close up and cease bleeding (does not restore hit points).
-Nature: A priest with the nature sphere can communicate with animals nonverbally, learning and giving basic information and emotional states.
-Protection: A priest with the protection sphere may choose up to two allies each morning. Each ally chosen in this way receives +2 AC.
-War: A priest with the war sphere receives a to hit bonus as a warrior of his level.

Wizards are sages, sorcerers, mages, witches, and spell-slingers. They are as much the mysterious, evil magi as they are the enigmatic, wild-eyed enchanters.
-Wizards receive 1d4 hit points per level
-Wizards receive a spell pool of 2d6 at first level, and an additional 2d6 per level

Spells known
Wizards begin play knowing a number of spells equal to their INT modifier plus their level (minimum 1). New spells may be learned during play, and/or one additional spell is discovered at each level.

Each character starts with one tier. Tiers are specialties that help to differentiate characters from standard warriors, thieves, etc. Each tier is unique, whether it be a bonus with a specific weapon type, a special maneuver, or a special ability. Each tier is an opportunity to build the character which the player envisions.
Players should work with the GM to choose their Tier, describing what they want to focus on with their character. The GM will dictate the specifics of the Tier.

A character learns skills as they level up. These skills serve as a way to further specialize and flesh out the character's abilities. There is no set list of skills. Instead, the player may choose what skills seem appropriate for the character, with GM approval.
Skills should be chosen that promote roleplay rather than discourage it. A skill like Persuade which can cause conversations to resolve into rolls would be discouraged, while a skill like Schmoozing or Friendliness which simply turn the disposition of NPCs in the character's favor would be more reasonable.
Each skill should have an ability score tied to it to better describe the skill. Nobility might have INT or ALL tied to it, depending on whether it revolves around knowing about noble banners and personages or simply being versed in courtly manners. And the same character could gain the skills Nobility(INT) and Nobility(ALL).

A character gains skill points each level equal to his current level plus his INT modifier (minimum 0). No skill can have more points in it than the character’s current level.

At each level, the character gains the benefits listed for their class at that level and a number of skill points equal to the new level plus their INT modifier.
When rolling hit points at each level, the total number of dice is rolled. If the result is greater than the old hit point total, it becomes the new total. If the result is less than or equal to the old total, the total is raised by 1 and then kept.

A character begins play with reasonable gear. Generally not more than one or two weapons and armor of 3 points or less.

-Piercing weapons ignore 2 points of armor.
-Edged weapons offer +1 to all damage rolls.
-Blunt weapons ignore 1/2 of the target’s armor, rounded down.

1-H Weapons
Sword1d8Edged or Piercing
Warhammer1d8Blunt or Piercing
Dagger1d6Light Edged or Piercing

2-H Weapons

Ranged Weapons
Horse Bow1d8Piercing75/150
Hunting Bow2d6Piercing225/450
Long Bow3d6Piercing400/800
Thrown Knife1d6Piercing10/30
Thrown Axe1d6Edged10/30

-Horse bows can be used while mounted.
-Longbows requires 14+ STR.

Armor and Shields
Armor grants an Armor Value which is subtracted from any damage dealt to the character. Shields grant a bonus to defense.

Armor TypeArmor Value
Leather or Padding1d4
Boiled Leather or Gambeson1d6
Ring Armor or Bezainted1d8
Chainmaille or Scale maille2d6
Field Plate or Jack Plate3d6
Plate Armor4d6

Shield TypeDefense Modifier

-Buckler requires no hands to carry and use. Wielder suffers a -2 penalty to attacks made with the hand wielding the buckler.
-Pavis requires two hands to carry; can be set to require no hands to use.

A Note on Materials
The metal parts of the armor and weapons listed here are assumed to be made from iron. True steel is rare and expensive, but offers 3 points of armor penetration (for weapons) or +3 armor value (for armor).

Other gear can be had as reasonable.

A character can carry a number of items readied equal to one half of their Strength score, and an additional number of items stowed equal to their Strength plus their Build modifier. Stowed items can be pulled out as one action and used the next turn. Three small items can be wrapped together to count as one

This message was last edited by the GM at 19:56, Thu 19 Nov 2020.