Character Creation
1. Roll for Ability Bonus and
Defense
Roll for your character's Ability
Bonus and Ability Defense in this
order: Strength, Dexterity,
Constitution, Intelligence, Wisdom,
and Charisma.
Ability Bonus: To roll for your
Ability’s bonus, roll 3 six-sided dice.
For every result of 5-6, add a #1 to
your bonus. For every result of 1-2,
take a -1 to your bonus. 3-4 is equal
to.
Ability Defense: An Ability’s Defense is equal to
its Ability Bonus +10.
After you've finished rolling, you may optionally
swap the scores of two abilities
2. Rollor Determine Traits
Rolla d20 on the random tables or make your
own:
- Background -Vice
- Virtue Alignment
3. Rollor Character Details
Write up additional character's details and
phy sical descriptions, or rolla d20 onany or
each random tables:
- Physique Clothing
-Face - Speech
~ Skin Misfortune
Hair
4. Choose a Class
Choose a class for your PC, this determines what
sortof adventurer they are and what innate
abilities they have. The three choices are:
Warrior, Thief, Mage
Each Class will also determine how much
starting Hit points they get and what starting
equipment they roll for.
i Rolling for Strength...
Example
TS
56 4
4 0
a
Results:
Strength Bonus = +1.
Strength Defense = 11
5. Finishing Touches
Note down your Armor Defense, Weapon
Damage, and shade yourmaximum Inventory
slots.
Your Armor Defense and Armor Bonus depends
onthe type of armor you wear. The Armor
defense will be written onthe item
description Unarmored charactershas an Armor
defense of 11.
Your Maximum Inventory Slots is equalto your
Constitution Defense
Finally, Choose a gender anda name for your PC,
but don’t get too attached. It’s a dangerous
world out there.
Suggested Naming Convention:
[heir first name] the [background/title]
(ex: William the Apprentice, Errol the Crow)Rules you should know
Ability Check
The default roll when testing your character's
abilityin a given task or action is an Ability check.
Usually thisis 2 420 roll modified by an ability
bonus or somethingelse (like character level)
Sometimes if your character isn’t skilled enough
fora task, replace the d20 witha d10.
X-in-6 Chance
Some rolls will be referred to as a X-in-6 chance.
X being the Targetscore. In thiscase,a d6willbe
rolled. If the resultis equal to or under the target
(X), the roll succeeds
Ex. On a 3-in-6 chance. Rolling a4 is a fallure.
Rolling a 2 is a success.
Percent Chance
A Percent chance works ina similar way to X.in-6,
but with a 100. roll equaltoorunder the target
to succeed.
Ex, On a 50% chance, rolling a 61 is @ failure,
rolling a 23 is a success.
roll a STR check against enemy AC to attack with
melee, roll for WIS against enemy AC toattack
with Ranged
Healing Rate
ACharacter’s healingrate aftera mealanda
night's restis 1d8+ Constitution bonus
Out of Action
When your Character reaches0 hit points, they
are Out of Action (QofA). Once the Character
receives aid or the danger they were in passes, a
d20 check is rolled modified by your character's,
level to check if that PC is dead or alive.
If the Character’s side loses the fight or are
unable to recover the body of the ofA
character, they are lost forever and presumed
dead,
Speed
APC's base speedis 120 ft perexploration turn,
and their combat speedis 40ft per round
Magic
Starting Spells
Ask the Referee / GM which spellbooks youstart
with. Each spell hasa Generaleffect anda
unique Mercurial Effect. When tracking your
spells, note both effects.
When Casting spells, make a Spell roll by rolling a
420+ INT bonus.
Spellbooks
‘Any PC can cast spells using a spellbook. They
must use both hands to read the spellbook for
totake effect. Once used, the text in the
spelibook disappears and cannot be used again
until the next day.
Spellburning
‘Sometimes when you really need it, youmay
sacrifice parts of your body and/or soul tocast
more powerful spell effects, This is called
Spellburning
Any time you casta spell you may Speliburn,
reducing your Strength, Dexterity, or
Constitution defense/bonus to give yourself a
bonus toyour spell roll. For each 1 point you
reduce, gain a +1 bonus toyour spell roll
Corruption
Magicis unpredictable and chaotic. Whenever
you rolla Natural 1 when casting spell, you risk
a misfire or corruption.Sictue
1. Ambitious 11. Honorable
2. Cautious 12. Humble
3. Courageous 13. Idealistic
4. Courteous 14, Just
5. Curious 15. Loyal
6. Disciplined 16. Merciful
7. Focused 17. Righteous
8. Generous 18. Serene
9. Gregarious 19. Stoic
10. Honest 20. Tolerant
the d100 back; id
Background wees ee"
1, Alchemist 6. Cleric
2. Beggar 7. Cook
3. Butcher 8, Cultist.
4. Burglar 9. Gambler
5. Charlatan 10. Herbalist
Ieaits
11
12.
13.
14,
15,
Magician 16.
Mariner 17.
Mercenary 18.
Merchant 19.
Outlaw 20.
Bice
1. Aggressive I
2. Arrogant 12.
3. Bitter 1
4. Cowardly 14.
5. Cruel 15.
6. Deceitful 16.
7. Flippant 17.
8. Gluttonous 18.
9. Greedy 19.
10. Irascible 20.
Lazy
Nervous
. Prejudiced
Reckless
Rude
Suspicious
Vain
Vengeful
Wasteful
Whiny
Alignment
Performer 1-5: Law
Pickpocket 6-15: Neutrality
Smuggler 16-20: Chaos
Student
Tracker1, Athletic 11. Short
2. Brawny 12. Sinewy
3. Corpulent 13. Slender
4. Delicate 14. Flabby
5. Gaunt 15. Statuesque
6. Hulking 16. Stout
7. Lanky 17. Tiny
8. Ripped 18. Towering
9. Rugged 19. Willowy
10. Scrawny 20. Wiry
Physique
Hair
1. Bald
2. Braided
3. Bristly
4. Cropped
5. Curly
6. Disheveled
7. Dreadlocks
8. Filthy
9.
1
Frizzy
0. Greased
Speech
Blunt
Booming
Breathy
Cryptic
Drawling
yen
IL,
12.
13.
14,
15.
16.
17.
18.
19,
20.
Sace
1. Bloated
2. Blunt
3. Bony
4. Chiseled
5. Delicate
6. Elongated
7. Patrician
8. Pinched
9. Hawkish
10. Broken
Limp
Long
Luxurious
Mohawk
Oily
Ponytail
Silky
Topknot
Wavy
Wispy
Droning
Flowery
Formal
Gravelly
). Hoarse
Misfortunes
Abandoned
Addicted
Blackmailed
Condemned
Cursed
yeep
6.
7.
8.
9.
10.
Defrauded
Demoted
Discredited
Disowned
Exiled
11.
12.
Se
IL.
12.
13.
14,
15.
1.
12,
13.
14,
15,
Impish
Narrow
. Ratlike
}. Round
. Sunken
. Sharp
Soft
. Square
. Wide
). Wolfish
Clothing
Antique
Bloody
Ceremonial
Decorated
Eccentric
Elegant
Fashionable
Filthy
Flamboyant
. Stained
Mumbling
Precise
Quaint
Rambling
Rapid-fire
Framed
Haunted
Kidnapped
Mutilated
Poor
Se eN AY eee
Character Details
Skin
Battle Scar 11.
Birthmark 12.
Burn Scar 13.
Dark 14,
Makeup 15.
Oily 16,
Pale 17.
Perfect 18.
Pierced 19.
Pockmarke:20.
16.
17.
18.
19.
20.
16.
17.
18.
19.
20.
. Foreign
12.
13.
14,
15.
16.
17.
18.
19.
20.
Frayed
Frumpy
Livery
Oversized
Patched
Perfumed
Rancid
Torn
Undersized
Dialect
Slow
Squeaky
Stuttering
Whispery
Pursued
Rejected
Replaced
Robbed
Suspected
Reeking
Tattooed
Rosy
Rough
Sallow
Sunburned
Tanned
War Paint
‘Weathered
Whip ScarStarting Scar
Armor
1-3: 4-14:
No Armor Gambeson
Helmets and Shiclds
1-13: 14-16:
None Helmet
Dungeoncering Gear
Roll twice on this table, and once on the following two.
1. Rope, 50ft 6. Crowbar
2. Pulleys 7. Tinderbox
3. Candles, 5 8. Grap. Hook
4. Chain, 10ft 9. Hammer
5. Chalk, 10 10. Waterskin
General Gear 1
1. Air Bladder 6. Saw
2. Bear Trap 7. Bucket
3. Shovel 8. Caltrops
4. Bellows 9. Chisel
5. Grease 10. Drill
General Gear 2
1. Incense 6. Bottle
2. Sponge 7. Soap
3. Lens 8. Spyglass
4. Perfume 9. Tar Pot
5. Horn 10. Twine
11.
12.
13.
14,
15.
11.
12.
13.
14.
. Cook Pots
15-19:
Brigandine
17-19:
Shield
Lantern
Lamp Oil
Padlock
Manacles
Mirror
. Fish. Rod
. Marbles
. Glue
. Pick
. Hourglass
Fake Jewels
Blank Book
Card Deck
Dice Set
20:
Chain
20:
Helmet and Shield
16.
17.
18.
19.
20.
16.
17.
18.
19.
20.
16.
17.
18.
19.
20.
Pole, 10ft
Sack
Tent
Spikes, 5
Torches, 5
Net
Tongs
Lockpicks
Metal File
Nails
Face Paint
Whistle
Instrument
Quill & Ink
Small BellItem Costs
Armor
Shield
(Defense +1, 1 slot, 1 quality)
Helmet
(Defense +1, 1 slot, 1 quality)
Gambeson
(Defense 12, 1 slot, 3 quality)
Brigandine
(Defense 13, 2 slots, 4 quality)
Chain
(Defense 14, 3 slots, 5 quality)
Half Plate
(Defense 15, 4 slots, 6 quality)
Full Plate
(Defense 16, 5 slots, 7 quality)
Weapons
Dagger, Cudgel, Staff, etc.
(d6 dg, 1 slot, 1 hand, 3 quality)
Spear, Sword, Mace, Axe, etc.
(d8 dg, 2 slots, 1 hand, 3 quality)
Halberd, War Hammer,
Long Sword, Battle Axe, etc
(d10 dmg, 3 slots, 2 hands, 3 quality)
Sling
(d4 dmg, 1 slot, 1 hand, 3 quality)
Bow
(d6 dmg, 2 slots, 2hands, 3 quality)
Crossbow
(d8 dmg, 3 slots, 2 hands, 3 quality)
Arrows (20)
Quiver (capacity 20)
Light
Candle, 4 hours
Lantern
Lamp Oil, 4 hours
Tinderbox
Torch, 1 hour
40
40
60
500
1200
4000
8000
60
Su
Clothing
Poor
Standard
Noble
Furs
Winter
Sood
Travel rations (1 day)
Animal Feed (1 day)
Bacon, side of
Bread, 1 loaf
Cheese, 1 Ib
Cider, 4 gallons
Cod, whole
Eggs, 24
Flour, 5 Ibs
Fruit, 1 1b
Garlic, bunch
Grain, 1 bushel (8 gal.)
Herbs, 1 bunch
Lard, 5 Ibs
Onions, 1 bushel
Salt, 1 bushel
Spices, 1 Ib
Sugar, 1 Ib
Wine/ale, bottle
Animals
Chicken
Cow
Dog, hunting
Dog, small but vicious
Donkey/Pack Horse
Goat
Hawk
50
3000
20
Bom ei ei ei
12
100
50
20
300
1000Air Bladder
Bedroll 10
Black Grease 1
Book (Blank) 300
Bottle/Vial 1
Caltrops (bag) 10
Chain (10 ft) 10
Chisel 5
Crowbar 10
Face Paint/Makeup 10
Fishing Rod/Tackle 10
Glue (bottle) 1
Hammer 10
Horn 10
Incense (packet) 10
Ladder (10 ft) 10
Lools &
Gear
Lens 100
Manacles 10
Mirror (small, silver) 200
Nails (12) 5
Oilskin Bag 5
Padlock and Key 20
Pick 10
Quill and Ink 1
Sack 1
Set of Loaded Dice 5
Small Bell 20
Spike (iron) 5
Spiked boots 5
Tar (Pot) 10
Tent (personal) 50
‘Waterskin 5