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ARNESON GAMING

MATT JACKSON
CHARACTER CREATION TESTS
1. Write down a Name, When resolutions are
be evocative and be not clear, the referee
creative. Names can will call for a test.
imply Traits. Players will roll 2d6: 
2. Write down a few High roll = successful,
words or phrases, called good results
Traits, about your
character, the referee Middling roll = does
will approve or suggest not change the situ-
changes. Traits should ation, or negotiated
be specific and not /mixed results (fleeting
overly general. success, success with a
downside, failure with
3.Write down any Gear an upside).
you might be carrying.
Gear should be specific Low roll = unsuccessful,
items that may help bad result
with the quest. If one of your Traits can
4. Your character has 4 help, roll 3d6, but keep
Hit Points. The referee only the highest two
may award more if your dice rolled. If a trait
Traits suggest it. could hinder you, roll
3d6 but keep only the
two lowest rolled dice.
OPPOSED & COMBAT ADVANCEMENT
Both combatants roll The referee will level the
2d6 (or 3d6, keep in characters as they
mind Traits). The side progress through the
with the high result is adventures. Upon
successful. If a tie, we leveling, the player will
negotiate. The differ- raise their character’s
ence in rolls is the HP by 2 or add a Trait.
damage or effectiveness New Traits should be a
of the success. reflection of the
narrative of the game
GEAR
SAMPLE CHARACTER
Some Gear provides a +1
to rolls. Some Gear DERBORDT of
causes more damage or EARAHORN
may have effects outside Aristocratic – Military
of hit points. Armor Tactician – Connected –
grants extra hit points. Swordmaster
The referee has the final Fancy Clothes,
say on this type of Masterwork Rapier,
ruling. Coin purse (full), Sir
Reginald (steed)
Hp □ □ □ □
GAME LIKE IT’S 1972

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