splinter-keep/rules/character_creation.md
2026-07-04 21:15:29 +02:00

4.9 KiB
Raw Blame History

Character Creation

Step 1 — Traits

Roll 3d6 for each trait (STR, DEX, WIL). Lower is better.

Trait Range
STR 3d6
DEX 3d6
WIL 3d6

Step 2 — Choose Your Thing

Your "Thing" is your archetype. It determines your max health modifier.

Thing Health Mod Hint
The Brute +2 Strong, tough, direct
The Cunning +0 Sly, quick, resourceful
The Guardian +2 Protective, sturdy, watchful
The Shadow +0 Stealthy, elusive, silent
The Weaver -1 Arcane, perceptive, strange
The Zealot +1 Driven, faithful, relentless

Step 3 — Max Health

Roll 2d6 + Thing modifier. Minimum 2.

Step 4 — Starting Cash

Roll 3d6 × 5 silver.

Step 5 — Failed Career

What you did before adventuring (and failed at). Roll 1d12 or choose.

d12 Failed Career
1 Alchemist's assistant — your master's lab exploded
2 Barber-surgeon — you lost more patients than you saved
3 City watch — fired for taking bribes or sleeping on duty
4 Coin counter — you embezzled and fled
5 Ditch digger — hit a sewer main, flooded the street
6 Farmhand — the farm was cursed / burned / eaten by beasts
7 Grave keeper — the dead started walking, you walked faster
8 Hedge knight — your employer died under your protection
9 Inn keep — the inn was repossessed or burned down
10 Jester — your jokes landed you in a dungeon
11 Letter carrier — you lost the mail (all of it)
12 Mercenary — your company was routed, sole survivor

Step 6 — Gear

Weapons

Weapon Damage Mod Cost Note
Dagger +0 3 Small, concealable
Short sword +0 5 Reliable
Long sword +1 8 Versatile
Axe +1 7 Can be thrown
Mace +1 6 Bypasses some armour
Spear +0 4 Reach, can be thrown
Bow +0 7 Two-handed, ranged
Crossbow +1 10 Two-handed, slow to reload
Staff -1 1 Two-handed, can be focus
Flail +1 8 Ignores shield bonus
Hatchet +0 4 Light, off-hand
Improvised -1 0 Bottle, chair leg, etc.

Armour

Armour Reduction Cost Note
Padded -1 5 Quiet
Leather -1 8 Flexible
Studded leather -2 15 Light
Chain shirt -2 25 Covers torso
Scale mail -3 35 Noisy
Plate -4 50 Heavy, noisy
Shield -1 10 Can be used to shove
Helmet -1 8 Only vs head shots

Equipment

Item Cost
Rope (30ft) 1
Torches (3) 1
Rations (3 days) 1
Waterskin 1
Chalk (10 pieces) 1
Candle 1
Flint & steel 1
Small sack 1
Bedroll 2
Crowbar 2
Grappling hook 3
Lantern 3
Oil (flask) 1
Tent 3
Healing salve (restores 1 HP) 5
Antitoxin 5
Fine clothes 10
Jewellery 15
Musical instrument 10
Writing kit 8
Spyglass 20

Step 7 — Chains (Ties to the World)

Who or what ties you to this world? Roll 1d12 or choose.

d12 Chain
1 A sibling who depends on you
2 An oath you swore and cannot break
3 A child you're protecting
4 A mentor who taught you everything
5 A pet or companion that follows you
6 A debt of honour to a family
7 A sacred duty to a forgotten god
8 A bloodline you're the last of
9 A promise to a dying friend
10 A community that raised you
11 A lover you're searching for
12 A kingdom you're trying to restore

Step 8 — Discords (Complications)

Who or what makes your life harder? Roll 1d12 or choose.

d12 Discord
1 A rival who wants what you have
2 A faction that hunts your kind
3 An ex-partner full of spite
4 A religious order that condemns you
5 A gang you crossed
6 A noble whose name you sullied
7 A monster that remembers you
8 A liar who spreads rumours about you
9 A creditor who never forgets
10 A family feud that reignites
11 A thief who stole your identity
12 A corrupt official with a grudge

Optional — Arcane Weaving (Weaver only)

If you play a Weaver, roll 1d6 for your arcane flavour.

d6 Arcane Flavour Description
1 Wild magicks Unpredictable, surges happen
2 Blood magicks Costs health to cast
3 Bone magicks Requires remains or tokens
4 Storm magicks Tied to weather and sky
5 Veil magicks Deals with spirits and the dead
6 Rune magicks Inscribed, prepared in advance

Damage Formula

Weapon damage: 1d6 + weapon damage mod + other mods - target armour reduction.

Final Steps

  • Choose a name
  • Write a brief description
  • Record starting gear on your character sheet