158 lines
4.9 KiB
Markdown
158 lines
4.9 KiB
Markdown
# Character Creation
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## Step 1 — Traits
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Roll **3d6** for each trait (STR, DEX, WIL). **Lower is better.**
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| Trait | Range |
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|-------|-------|
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| STR | 3d6 |
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| DEX | 3d6 |
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| WIL | 3d6 |
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## Step 2 — Choose Your Thing
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Your "Thing" is your archetype. It determines your **max health modifier**.
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| Thing | Health Mod | Hint |
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|-------|-----------|------|
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| The Brute | +2 | Strong, tough, direct |
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| The Cunning | +0 | Sly, quick, resourceful |
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| The Guardian | +2 | Protective, sturdy, watchful |
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| The Shadow | +0 | Stealthy, elusive, silent |
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| The Weaver | -1 | Arcane, perceptive, strange |
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| The Zealot | +1 | Driven, faithful, relentless |
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## Step 3 — Max Health
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Roll **2d6 + Thing modifier**. Minimum 2.
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## Step 4 — Starting Cash
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Roll **3d6 × 5** silver.
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## Step 5 — Failed Career
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What you did before adventuring (and failed at). Roll 1d12 or choose.
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| d12 | Failed Career |
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|-----|--------------|
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| 1 | Alchemist's assistant — your master's lab exploded |
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| 2 | Barber-surgeon — you lost more patients than you saved |
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| 3 | City watch — fired for taking bribes or sleeping on duty |
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| 4 | Coin counter — you embezzled and fled |
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| 5 | Ditch digger — hit a sewer main, flooded the street |
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| 6 | Farmhand — the farm was cursed / burned / eaten by beasts |
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| 7 | Grave keeper — the dead started walking, you walked faster |
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| 8 | Hedge knight — your employer died under your protection |
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| 9 | Inn keep — the inn was repossessed or burned down |
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| 10 | Jester — your jokes landed you in a dungeon |
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| 11 | Letter carrier — you lost the mail (all of it) |
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| 12 | Mercenary — your company was routed, sole survivor |
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## Step 6 — Gear
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### Weapons
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| Weapon | Damage Mod | Cost | Note |
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|--------|-----------|------|------|
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| Dagger | +0 | 3 | Small, concealable |
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| Short sword | +0 | 5 | Reliable |
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| Long sword | +1 | 8 | Versatile |
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| Axe | +1 | 7 | Can be thrown |
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| Mace | +1 | 6 | Bypasses some armour |
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| Spear | +0 | 4 | Reach, can be thrown |
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| Bow | +0 | 7 | Two-handed, ranged |
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| Crossbow | +1 | 10 | Two-handed, slow to reload |
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| Staff | -1 | 1 | Two-handed, can be focus |
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| Flail | +1 | 8 | Ignores shield bonus |
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| Hatchet | +0 | 4 | Light, off-hand |
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| Improvised | -1 | 0 | Bottle, chair leg, etc. |
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### Armour
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| Armour | Reduction | Cost | Note |
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|--------|----------|------|------|
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| Padded | -1 | 5 | Quiet |
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| Leather | -1 | 8 | Flexible |
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| Studded leather | -2 | 15 | Light |
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| Chain shirt | -2 | 25 | Covers torso |
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| Scale mail | -3 | 35 | Noisy |
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| Plate | -4 | 50 | Heavy, noisy |
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| Shield | -1 | 10 | Can be used to shove |
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| Helmet | -1 | 8 | Only vs head shots |
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### Equipment
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| Item | Cost |
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|------|------|
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| Rope (30ft) | 1 |
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| Torches (3) | 1 |
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| Rations (3 days) | 1 |
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| Waterskin | 1 |
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| Chalk (10 pieces) | 1 |
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| Candle | 1 |
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| Flint & steel | 1 |
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| Small sack | 1 |
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| Bedroll | 2 |
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| Crowbar | 2 |
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| Grappling hook | 3 |
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| Lantern | 3 |
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| Oil (flask) | 1 |
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| Tent | 3 |
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| Healing salve (restores 1 HP) | 5 |
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| Antitoxin | 5 |
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| Fine clothes | 10 |
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| Jewellery | 15 |
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| Musical instrument | 10 |
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| Writing kit | 8 |
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| Spyglass | 20 |
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## Step 7 — Chains (Ties to the World)
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Who or what ties you to this world? Roll 1d12 or choose.
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| d12 | Chain |
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|-----|-------|
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| 1 | A sibling who depends on you |
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| 2 | An oath you swore and cannot break |
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| 3 | A child you're protecting |
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| 4 | A mentor who taught you everything |
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| 5 | A pet or companion that follows you |
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| 6 | A debt of honour to a family |
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| 7 | A sacred duty to a forgotten god |
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| 8 | A bloodline you're the last of |
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| 9 | A promise to a dying friend |
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| 10 | A community that raised you |
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| 11 | A lover you're searching for |
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| 12 | A kingdom you're trying to restore |
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## Step 8 — Discords (Complications)
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Who or what makes your life harder? Roll 1d12 or choose.
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| d12 | Discord |
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|-----|---------|
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| 1 | A rival who wants what you have |
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| 2 | A faction that hunts your kind |
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| 3 | An ex-partner full of spite |
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| 4 | A religious order that condemns you |
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| 5 | A gang you crossed |
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| 6 | A noble whose name you sullied |
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| 7 | A monster that remembers you |
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| 8 | A liar who spreads rumours about you |
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| 9 | A creditor who never forgets |
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| 10 | A family feud that reignites |
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| 11 | A thief who stole your identity |
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| 12 | A corrupt official with a grudge |
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## Optional — Arcane Weaving (Weaver only)
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If you play a Weaver, roll 1d6 for your arcane flavour.
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| d6 | Arcane Flavour | Description |
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|----|---------------|-------------|
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| 1 | Wild magicks | Unpredictable, surges happen |
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| 2 | Blood magicks | Costs health to cast |
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| 3 | Bone magicks | Requires remains or tokens |
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| 4 | Storm magicks | Tied to weather and sky |
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| 5 | Veil magicks | Deals with spirits and the dead |
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| 6 | Rune magicks | Inscribed, prepared in advance |
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## Damage Formula
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**Weapon damage**: 1d6 + weapon damage mod + other mods - target armour reduction.
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## Final Steps
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- Choose a name
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- Write a brief description
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- Record starting gear on your character sheet
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