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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 Tracker 1, 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 Scar Starting 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 Bell Item 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 1000 Air 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

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