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There are 3 Types of Character Creation in Arianrhod 2E: Quickstart, Construction and Full Scratch.
Quickstart basically means to use one of the Sample Characters and roll up a Lifepath. That’s it. Probably no
need for a full section about that. Construction and Full Scratch are a bit more complex. I’ll start with
Construction.
Construction
1 Pick a Race.
Warrior:
Class Skill: <Bash>
Common Skill: <Athletic>
Acolyte:
Class Skill: <Protection>
Common Skill: <First Aid>
Mage:
Class Skill: <Magician’s Might>
Common Skill: <Monster Lore>
Thief:
Class Skill: <Wide Attack>
Common Skill: <Find Trap>
In the event that your Main Class and Subclass are the same, you may
learn up to 4 Levels of Skills from that Class. However, the Skill Level
limit remains at 2.
Note that you CANNOT take Common Skills at this juncture other
than what is provided by your Auto-Skill.
9 Determine Stat Modifiers
First, apply any changes to your Base Stats caused by your Skills.
Then, for each Stat, divide your Base Stat by 3, rounding down. That
is your Stat Modifier for that Stat. (e.g. a STR of 13 would give you a
STR Modifier of 13/3 = 4.333 which rounds down to 4.)
Then, apply any additional Modifiers from your Skills and your Class.
Each Class gives a bonus to 3 Stat Modifiers, as seen in the Class
Modifiers Table on Page 4. If both your Classes are the same, add its
bonuses twice.
Your Maximum Load is equal to your [Base STR Value]. The total
[Weight] of Items in your Inventory must not exceed this Value. The
[Weight] of your Equipped Weapon cannot exceed this Value. The
total [Weight] of your Equipped non-Weapon Items cannot exceed
this Value.
12 Determine Fate
If this is a new Character, you begin with 5 Fate. If your Main Class
and Support Class are the same, you begin with 6 Fate instead.
Full Scratch
Full Scratch is literally the same as Construction except you skip over Step 7. In exchange for not getting Au-
to-Skills, when you select Skills for Step 8, you may take up to 3 Levels of Main Class Skills, 1 Level of Com-
mon Skills, and 2 Levels of Support Class Skills.
Just like with Construction, no Skill may exceed a Skill Level of 2 at the time of Character Creation.
Class Modifiers Table
Class STR TEC AGI INT SEN SPR LUK Starting HP Starting MP HP Increment MP Increment Reccommended Stats
Warrior +1 +1 +1 - - - - 13 10 +7 +4 [STR] [TEC]
Acolyte - +1 - +1 - +1 - 11 12 +5 +6 [TEC] [SPR]
Mage - - - +1 +1 +1 - 10 13 +4 +7 [INT] [SEN]
Thief - +1 +1 - +1 - - 12 11 +6 +5 [TEC] [SEN]
Alchemist - +1 - +1 +1 - - 10 13 - - [TEC]
Gunslinger - +1 - - +1 +1 - 12 11 - - [TEC]
Samurai +1 +1 - - - +1 - 12 11 - - [TEC]
Summoner - - - +1 - +1 +1 8 15 - - [INT]
Sage - - - +1 +1 - +1 9 14 - - [INT]
Dancer - - +1 - - +1 +1 11 12 - - [AGI]
Ninja - +1 +1 +1 - - - 10 13 - - [AGI]
Bard - - - - +1 +1 +1 10 13 - - [SPR]
Monk +1 - +1 - - +1 - 12 11 - - [SPR]
Ranger +1 +1 - - +1 - - 12 11 - - [TEC]
Berserker +1 +1 - - +1 - - 13 10 - - [STR]
Illusionist - - - +1 - +1 +1 10 13 - - [SPR]
Note: HP/MP Increments are not used during Character creation; they are
only relevant when levelling up.
Filling in the Character Sheet
Self-Explanatory.
Character Name Age
Self-Explanatory
Sex
Player Name EXP Used
STR
( D)
Max Uses:
Classes at Level 1
Others = Mods from Skills, etc. SPR ( D)
Main
The second “Others” column is for
LUK Support
stuff like Item bonuses and Temporary ( D)
L. Hand:
Head:
Total Weight. Left side
Torso:
is Weapon, Right side is
Equipped Items, Auxiliary:
everything else.
by Slot. Accessories:
Wep/Armor
Total /
Filling in the Character Sheet
(Ignore the blue boxes, this is a screenshot of the form-fillable sheet so it’s ugly)
4 Bonus Points takes the Earthen’s Base STR to 12, and 1 Bonus Point in AGI takes the Earthen’s Base AGI
to 9. From the final Stat spread, we take each Base Stat Value and divide by 3 for the Stat Modifier, which we
record in the “Stat Bonus” Column.
From there, we look at Classes. The Main Class is Warrior, which gives +1 to STR, TEC, and AGI. So we write
down the +1s in the “Class Bonus: Main” Column.
The Support Class is Samurai, which gives +1 to STR, TEC and SPR. So we write down the corresponding
+1s in the “Class Bonus: Support” Column.
From there, we have no Skills that increase modifiers, so we leave the “Others” field empty. We total up the
Modifier in each row and record that in the “Mod.” Column.
Now, if we have items or temporary effects that affect our Modifiers, we write those in the second “Others”
Column. In this case, we don’t have any such effects, so we leave it blank and instead just copy over the calcu-
lated number wholesale to the “Final Mod” Column. In this example, we have no Skills that passively increase
the Dice rolled for any of our Stats, so we fill in the “Dice No.” with the default, which is 2.