Creating an Adventurer

Morrus

Well, that was fun
Staff member
[h=2]Character Creation Checklist[/h] Follow this checklist when creating a new character.


  1. Determine the character’s Characteristics.
  2. Determine the character’s Attributes.
  3. Determine the character’s Basic skill scores.
  4. Determine the character’s Previous Experience.
  5. Determine the character’s General Information.
  6. Outfit the character with Starting Equipment.


[h=2]Part One – Characteristics[/h] All characters and creatures have seven Characteristics.


Strength (STR): A character’s brute force, Strength affects the amount of damage he deals, what weapons he can wield effectively, how much he can lift and so on.


Constitution (CON): A measure of the character’s health, Constitution affects how much damage he can sustain in combat, as well as his general resistance to disease and other illnesses.


Dexterity (DEX): A character’s agility, co-ordination and speed, Dexterity aids him in many physical actions, including combat.


Size (SIZ): This is an indication of the character’s mass and, like Strength and Constitution, can affect the amount of damage a character can deal and how well he can absorb damage. Unlike most other Characteristics, a high score in Size is not always an advantage. While a large character can take more damage, a small character will have a much easier time when sneaking around in the shadows.


Intelligence (INT): A character’s ability to think around problems, analyse information and memorise instructions. It is a very useful Characteristic for characters interested in becoming accomplished spellcasters.


Power (POW): Perhaps the most abstract Characteristic, Power is a measure of the character’s life force and his personal force of will.


Charisma (CHA): This quantifies a character’s attractiveness and leadership qualities.


[h=3]Determining Characteristics[/h] Players will need a number of six-sided dice to generate their characters’ Characteristics. Roll the following dice to determine an adventurer’s Characteristics:


Strength (STR): Roll 4D6, drop the lowest die and total the remaining dice.


Constitution (CON): Roll 4D6, drop the lowest die and total the remaining dice.


Dexterity (DEX): Roll 4D6, drop the lowest die and total the remaining dice.


Size (SIZ): Roll 2D6 and total the dice. Add 6 to the result.


Intelligence (INT): Roll 2D6 and total the dice. Add 6 to the result.


Power (POW): Roll 4D6, drop the lowest die and total the remaining dice.


Charisma (CHA): Roll 4D6, drop the lowest die and total the remaining dice.


The Games Master may also allow players to assign their rolls to specific Characteristics, so that a player who wants to play a burly warrior can move a rolled 15 from CHA to STR, for example. Players should not be allowed to move rolls from INT or SIZ to any of the other five Characteristics, however.


[h=2]Part Two – Attributes[/h] These are a set of secondary scores that define exactly what the character is capable of.


Combat Actions (CA): This is the number of actions a character can perform in each combat round.


Combat Actions
DEX
Combat Actions
6 or less
1
7–12
2
13–18
3
19 or more
4
Damage Modifier (DM): The Damage Modifier applies whenever the character uses a melee or thrown weapon.


Damage Modifier
Total of STR and SIZ
Damage Modifier
1–5
–1D8
6–10
–1D6
11–15
–1D4
16–20
–1D2
21–25
+0
26–30
+1D2
31–35
+1D4
36–40
+1D6
41–45
+1D8
46–50
+1D10
51–60
+1D12
61–70
+2D6
71–80
+2D8
81–90
+2D10
91–100
+2D12
101–120
+3D10
121–140
+3D12
141–160
+4D10
161–180
+4D12
181–200
+5D10
Hit Points (HP): These determine how much damage the character can sustain before reaching unconsciousness or death. Hit points are located in certain areas of the character’s body, representing exactly how much damage he can sustain.


Hit Points
Location
Total SIZ + CON
1–5
6–10
11–15
16–20
21–25
26–30
31–35
36–40
+5
Each Leg
1
2
3
4
5
6
7
8
+1
Abdomen
2
3
4
5
6
7
8
9
+1
Chest
3
4
5
6
7
8
9
10
+1
Each Arm
1
1
2
3
4
5
6
7
+1
Head
1
2
3
4
5
6
7
8
+1
Magic Points (MP): These are used to activate any spells the character knows. The character’s starting Magic Points will be equal to the character’s POW.


Strike Rank (SR): This determines how quickly the character acts in combat. Strike Rank is determined by adding together the character’s INT and DEX, and halving the result.


[h=2]Part Three – Basic Skills[/h] Every character has a range of Basic skills that allows him to perform a variety of actions with varying degrees of expertise.


Each Basic skill is set by the total of one or more Characteristics. Some skills will also suffer a penalty from other Characteristics.


The Starting Skills table lists all the Basic skills every character possesses and the Characteristics used to determine the skill’s base score. If a Characteristic is listed as a penalty, deduct it from the skill’s base score.


Starting Skills
Basic Skills
Bonus
Penalty
Acrobatics
DEX


Athletics
STR+DEX


Boating
STR


Dodge
10+DEX
–SIZ
Drive
10+POW


Evaluate
INT


First Aid
INT


Influence
10+CHA


Lore (Animal)
INT


Lore (Plant)
INT


Lore (World)
INT


Perception
INT+POW


Persistence
10+POW


Resilience
CON+POW


Riding
DEX+POW


Sing
CHA


Sleight
DEX


Stealth
10+DEX
–SIZ
Throwing
DEX


Unarmed
STR


Weapon Skills
Bonus
Penalty
All Close Combat
STR+DEX


All Ranged
DEX


[h=2]Part Four – Previous Experience[/h] There are three stages involved in determining the character’s previous experience. First the player must pick the character’s cultural background. This provides certain starting skill bonuses that reflect this upbringing. Second, the player must pick a profession and gain further associated skills with that profession. Thirdly, the player spends the character’s free skill points.


[h=3]Cultural Background[/h] The player is free to choose the background the character comes from (with Games Master approval), which determines skill bonuses, starting money and which Advanced skills are available. The backgrounds available are listed here:


The Cultural Background table shows all the various bonuses each background bestows on a character. Basic Skill Bonuses are added straight onto the character’s Basic skill scores.


Advanced skills start at their base Characteristic score, plus any indicated bonus.


Cultural Background
Background
Basic Skill Bonuses
Advanced Skills
Starting Money
Barbarian
Athletics +10%
Perception +5%
Resilience +10%
Stealth +5%


[h=5]Pick Two +5%[/h] Boating, Lore (Animal), Lore (Plant), Riding


[h=5]Pick Three +10%[/h] 1H Axe, 1H Hammer, 2H Axe, 2H Hammer, Blowgun, Bow, Dagger, Shield, Sling, Spear, Staff, Throwing, Unarmed
Language (Native) +50%
Lore (Regional)
Survival


[h=5]Pick One[/h] Craft
Dance
Lore
Play Instrument
Tracking
4D6x20 silver
Peasant
Athletics +5%
Lore (Animal) +10%
Lore (Plant) +10%
Resilience +5%


[h=5]Pick Two +10%[/h] Boating, Dodge, Driving, First Aid, Persistence


[h=5]Pick Two +10%[/h] 1H Axe, 1H Flail, 1H Hammer, 2H Axe, Dagger, Sling, Spear, Staff, Unarmed
Language (Native) +50%
Lore (Regional)


[h=5]Pick Two[/h] Craft
Dance
Lore
Play Instrument
Survival
4D6x25 silver
Townsman
Evaluate +10%
Influence +10%
Lore (World) +10%


[h=5]Pick Two +10%[/h] Boating, Driving, Persistence, Resilience, Sleight, Stealth


[h=5]Pick Two +10%[/h] 1H Hammer, 1H Sword, Dagger, Crossbow, Polearm, Shield
Language (Native) +50%
Lore (Regional)
Streetwise


[h=5]Pick One[/h] Craft
Dance
Language
Lore
Play Instrument
Shiphandling
4D6x50 silver
Noble
Influence +10%
Lore (World) +10%
Persistence +10%


[h=5]Pick Two +5%[/h] Evaluate, Dodge, Perception, Riding


[h=5]Pick Two +15%[/h] 1H Sword, 2H Sword, Dagger, Rapier, Shield
Language (Native) +50%
Lore (Regional)


[h=5]Pick Two[/h] Craft
Dance
Language
Lore
Play Instrument
Shiphandling
4D10x100 silver
[h=3]Professions[/h] TThe Professions table shows all the various bonuses each profession bestows on a character. Basic Skill Bonuses are added straight onto the character’s Basic skill scores. Advanced skills start at their base Characteristic score. If the character already possesses the indicated Advanced skill, they instead gain a +10% bonus to that skill.


If a Profession indicates that a character starts play with the Runecasting skill, that character knows one spell per Runecasting skill known. Spells known must be relevant to the runes the character has integrated.


Professions
Profession
Cultural Background
Basic Skill Bonuses
Advanced Skills
Acrobat
Barbarian
Peasant
Acrobatics +10%
Athletics +10%
Dodge +10%
Throwing +10%
Sleight +10%


Alchemist
Townsman
Evaluate +10%
First Aid +10%
Lore (Plant) +10%
Lore (Alchemy)
Runecasting1
Animal Trainer
Barbarian
Peasant
Driving +5%
First Aid +5%
Lore (Animal) +20%
Persistence +10%
Resilience +5%
Riding +5%


Bard
Barbarian
Peasant
Townsman
Influence +10%
Lore (World) +10%
Perception +5%
Sing +10%
Sleight +5%
[h=5]Pick One[/h] Dance
Play Instrument
Language
Lore
Blacksmith
Barbarian
Peasant
Townsman
1H Hammer +10%
Evaluate +5%
Resilience +5%
Craft (Blacksmith)
Lore (Mineral)


[h=5]Pick One[/h] Engineering
Mechanisms
Craft (Armourer)
Craft (Weaponsmith)


Courtier
Townsman
Noble
Influence +15%
Lore (World) +5%
Perception +5%
Sleight +5%
Dance


[h=5]Pick One[/h] Lore (Art)
Lore (Heraldry)
Lore (Philosophy)
Lore (Regional)
Play Instrument
Craftsman
Barbarian
Peasant
Townsman
Evaluate +20%
Influence +5%
Persistence +5%
Craft


[h=5]Pick One[/h] Craft (other)
Engineering
Mechanisms
Diplomat
Townsman
Noble
Influence +20%
Perception +10%
Lore (World) +10%
[h=5]Pick One[/h] Dance
Language
Lore
Play Instrument
Explorer
Barbarian
Noble
Lore (World) +20%
Perception +5%
Resilience +5%
[h=5]Pick Two[/h] Language
Lore (Astronomy)
Lore (Geography)
Shiphandling
Survival


Farmer
Barbarian
Peasant
Athletics +5%
Driving +5%
Lore (Animal) +15%
Lore (Plant) +15%
Resilience +10%


Fisherman
Barbarian
Peasant
Athletics +5%
Boating +20%
Lore (Animal) +5%
Resilience +10%
Throwing +10%


Herdsman
Barbarian
Peasant
First Aid +5%
Lore (Animal) +20%
Resilience +5%
Sling +10%
Survival
Hunter
Barbarian
Peasant
Bow +5%
Lore (Animal) +10%
Spear +5%
Stealth +10%
Survival
Tracking
Lord
Noble
1H Sword +10%
Influence +20%
Persistence +10%
Riding +10%


Mercenary
Barbarian
Peasant
Townsman
Lore (World) +10%


[h=5]Pick Two[/h] 1H Axe +15%
1H Flail +15%
1H Hammer +15%
1H Sword +15%
2H Axe +15%
2H Flail +15%
2H Hammer +15%
2H Sword +15%
Bow +15%
Crossbow +15%
Polearm +15%
Shield +15%


[h=5]Pick Two[/h] Athletics +5%
Dagger +5%
Dodge +5%
Driving +5%
Evaluate +5%
Resilience +5%
Riding +5%
Unarmed +5%


Merchant
Townsman
Evaluate +20%
Influence +10%
Lore (World) +10%
[h=5]Pick One[/h] Language
Lore (Logistics)
Shiphandling
Militiaman
Peasant
Townsman
1H Axe +5%
Athletics +10%
Dodge +5%
Resilience +5%
Shield +10%
Spear +10%
Unarmed +5%


Miner
Peasant
1H Axe +10%
2H Axe +10%
Athletics +10%
Resilience +10%
Lore (Mineral)
Physician
Townsman
Noble
Evaluate +5%
First Aid +20%
Lore (Plant) +10%
Perception +5%
Healing
Priest
Peasant
Townsman
Influence +15%
Lore (World) +5%
Persistence +10%
Lore – (Theology)
Runecasting2
Ranger
Barbarian
Peasant
1H Sword +5%
Perception +5%
Lore (World) +10%
Lore (Regional)
Survival
Tracking


Sailor
Peasant
Townsman
Acrobatics +10%
Athletics +10%
Boating +10%
Lore (World) +5%
Resilience +5%
Shiphandling
Scholar
Townsman
Noble
Evaluate +5%
Lore (World) +5%
Persistence +10%
Lore


[h=5]Pick Two[/h] Engineering
Healing
Language
Lore (other)
Mechanisms
Shaman
Barbarian
First Aid +5%
Influence +10%
Lore (Animal) +5%
Lore (Plant) +5%
Persistence +5%


Runecasting3


[h=5]Pick One[/h] Healing
Lore
Runecasting (other)3 Survival
Soldier
Barbarian
Peasant
Townsman
Noble
Dodge +5%
Lore (World) +5%
Resilience +5%
Unarmed +5%


[h=5]Pick Three[/h] 1H Axe +10%
1H Flail +10%
1H Hammer +10%
1H Sword +10%
2H Axe +10%
2H Flail +10%
2H Hammer +10%
2H Sword +10%
Athletics +10%
Bow +10%
Crossbow +10%
Dagger +10%
Driving +10%
Polearm +10%
Riding +10%
Shield +10%
Sling +10%
Spear +10%


Spy
Townsman
Noble
Acrobatics +5%
Dodge +5%
Influence +5%
Perception +5%
Persistence +5%
Lore (World) +5%
Sleight +5%
Stealth +5%
[h=5]Pick One[/h] Disguise
Language
Tracking
Thief
Barbarian
Peasant
Townsman
Acrobatics +5%
Evaluate +5%
Perception +10%
Sleight +10%
Stealth +10%
[h=5]Pick One[/h] Disguise
Mechanisms
Streetwise
Town Guard
Townsman
1H Hammer +5%
Athletics +5%
Crossbow +5%
Perception +5%
Polearm +10%
Shield +10%
Streetwise
Witch
Barbarian
Peasant
First Aid +5%
Lore (Animal) +5%
Lore (Plant) +10%
Runecasting4


[h=5]Pick Two[/h] Healing
Lore
Runecasting (other)4
Survival
Wizard
Townsman
Noble
Evaluate +5%
Lore (World) +5%
Persistence +10%
Runecasting5
Runecasting (other)5


[h=5]Pick One[/h] Language
Lore
Runecasting (other)5
Woodsman
Barbarian
Peasant
1H Axe +5%
2H Axe +10%
Athletics +10%
Lore (Plant) +10%
Resilience +5%
Survival
1 Choose one of the following: Metal, Motion, Plant or Stasis. The character has integrated that rune and has that rune’s Runecasting skill.
2 Choose one of the following: Communication, Law, Man or Spirit. The character has integrated that rune and has that rune’s Runecasting skill.
3 Choose one of the following: Beast, Earth, Man or Spirit. The character has integrated that rune and has that rune’s Runecasting skill.
4 Choose one of the following: Fertility, Luck, Moon or Shadow. The character has integrated that rune and has that rune’s Runecasting skill.
5 Choose one of the following: Air, Cold, Earth, Fire, Heat or Water. The character has integrated that rune and has that rune’s Runecasting skill.


[h=3]Free Skill Points[/h] Every character receives 100 additional skill points. The player can add these free skill points to his skills in the following ways:


  • Add to a Basic or Weapon skill score.
  • Add to an Advanced skill score, as long as the character already possesses the skill.
  • Purchase an Advanced skill. This costs 10 free skill points and the Advanced skill starts at its basic Characteristic-derived score.


No single skill can benefit from more than 30 free skill points. The Advanced skill of Runecasting may not be purchased. An Advanced skill purchased with free skill points cannot be increased by more than 20 points.


[h=2]Part Five – General Information[/h] Movement: Human characters have a Movement of 4 metres (4m).


Hero Points: Every character starts with two Hero Points.


Age: The character may start out at any age between 18 and 30.
 

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