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Character Creation

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.

2 Pick a Main Class.

3 Pick a Support Class.


You may pick a Main Class as a Support Class. e.g. Warrior/Thief
or Thief/Acolyte are both valid options. You may also pick the same
Class as your Main Class, e.g. Warrior/Warrior or Thief/Thief

4 Fill in your Base Stats based on your Race.


Race STR TEC AGI INT SEN SPR LUK
Hulin 9 9 8 8 8 8 9
Eldanaan 7 8 8 10 7 10 7
Nevarf 10 11 7 8 7 8 6
Filborr 6 8 9 7 8 11 8
Verna 8 7 12 6 10 6 8
Duang 12 8 8 6 7 9 7
Earthen 8 9 9 9 8 7 8

5 Add 5 Bonus Points to Base Stats.


Add 5 Points divided as you choose among your Base Stats. At this
time, no Base Stat may exceed 13.

6 Acquire Race Skill


Look at the list of Race Skills available for your chosen Race and
select one that has [Timing: Making]. You gain that Skill. If you pick
a Skill that changes any Base Stats - for example, the Hulin Race’s
<All-Rounder> - apply those changes at this time.
7 Acquire Auto-Skills
Based on your Main Class, you will automatically learn 1 Class Skill
and 1 Common Skill, as follows:

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>

8 Acquire other Skills


You may now learn up to 2 Levels of Skills in your Main Class and 2
Levels of Skills in your Sub Class. You may choose to use these
Levels to learn new Skills, or to level up existing Skills (including Au-
to-Skills). At this time, no Skill may exceed Skill Level 2.

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.

I’m going to give an example of a Hulin with 12 STR. This gives me


a Stat Modifier of [+4]. Now, let’s say I pick Warrior/Warrior as my 2
Classes. Looking at the Class Modifiers Table, I see that Warriors get
a +1 Modifier to STR, TEC and AGI. Since I picked Warrior twice, I
apply this modifier twice, so my STR Modifier becomes [+4] (Base)
[+1] [+1] (Warrior twice) = [+6]. So my final STR Modifier is [+6],
and I write that down in my Character Sheet.
10 Acquire Items
You have 500G to spend on Items. Items purchased either go into
your Inventory or are Equipped. Equipped Items must be Equipped
in the appropriate Slots.

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.

These three Weight Limits (Inventory, Weapon, Armour) are checked


individually, i.e. the total [Weight] of your Weapon and your Inven-
tory may exceed your Maximum Load without issue, but neither may
exceed it individually.

11 Determine Derived Stats


Based on your main Stats, determine the following Derived Stats:
Maximum HP:
[Base STR Value] + Main Class Starting HP + Support Class Starting
HP + Modifications from Skills/Items.
Maximum MP:
[Base SPR Value] + Main Class Starting HP + Support Class Starting
HP + Modifications from Skills/Items.
Action Value (AV):
[AGI Mod] + [SEN Mod] + Modification from Equipment + Modifi-
cations from Skills/Items.
Movement (Mov):
[STR Mod] + 5 + Modifications from Equipment + Modifications
from Skills/Items.

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.

13 Determine Personal Data


Pick a name/appearance and roll up a Lifepath, and you’re good to go.

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

Main Class Character


Level
Support Class
Character’s Appearance
Title Class
Height Hair Colour
Race Eye Colour Skin Colour

Base Stat Class Bonuses Oth- Oth- Final Mod


Mod.
Stat Bonus Main Supp. ers ers (Dice No.) HP MP Fate

STR
( D)
Max Uses:

Stats. Number in left Circle is Base TEC ( D) Lifepath


How many times you
Stat. Origin can use Fate to boost a
AGI
“Stat Bonus” = Stat Modifier before ( D)
single roll. This num-
Circumstances
Class/Skill bonuses. INT ( D)
ber equals your LUK
Class Bonuses = the bonus Modifiers Goal Modifier.
SEN
from your Class. ( D)

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)

bonuses. Guild Connections Relationship

( D) is how many dice you roll for Guildmaster Connections with


Checks on that Stat. other PCs/NPCs.
Equipment Load Acc Atk Eva PDef MDef AV Mov Rng Notes
R. Hand:

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

This is for consolidating information often


used in Combat. The leftmost column is
the Basic value for each derived Stat - fill
it in with the Stat Modifier of the Stat(s)
listed in the brackets.

The diagonal line is for modifiers from


your equipment - just fill in the numbers
from the “Total” row of the Equipment
Commonly used Checks. Fill in the rele- section in the previous page.
vant Stat Modifier for the Check under the
“Stats” Column, then fill in any additional Skills is for additional modifiers from
Bonuses from Skills under the “Skill” Col- Skills, Others is for additional Modifiers
umn. from Items and the like.
“Others” is for Items and Temporary
Boosts.
( D) is for recording how many dice you
roll for that check, in the event that some
effect is increasing your no. of dice rolled
(e.g. Most Common Skills.
Record your Inventory
and Gold. Brackets are for
tracking Load.

Record your Skills


in whatever way
makes the most
sense for you.
An Example of The Stat Field
In case you’re confused, I’ll provide an example of how the Stat Field should look like. The following Example
assumes an Earthen/Warrior/Samurai character, with 4 Bonus Stat Points allocated to STR and 1 allocated to
AGI.

(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.

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