Creating a Character Method
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characters make it that far or continue campaigns Generating Ability Scores past that point. This game follows what is commonly referred to as a zero to hero model. I.e., 1st level There are four methods to generate your characters are still relatively fragile, being only character’s ability scores: point buy, array, 3d6 marginally better than common folk around them. twelve times, or 4d6 drop the lowest six times. However, after only a few levels, they become heroic, doing actions no common person could hope Point Buy to achieve. To reinforce this idea, you’ll notice that Start with a pool of 27 available points in which leveling is much slower than what you may be used you can spend towards ability scores, and start each to in modern editions. It’s about the journey, not the ability score with a base value of 8. For each point destination (end game). you raise an ability score by, deduct an appropriate number of points in accordance with the below table. No ability score can be raised above 15 in this Creating a Character method. Ability Score Point cost The first step in creatingProof a character is to get 9-13 1 point for each point raised your inspiration. The rules herein should offer several options to allow you to mold and build your 14-15 2 points for each point 14 or higher character into the archetype that you envision, as the vision is the most important thing. For example, raising an ability from 8 to 13 Perhaps you’re inspired by a fictional character, or would cost 5 total points from your available pool, a miniature you saw, or perhapscopy a persona of your and raising an ability from 8 to 15 would cost 9 own design. Doesn’t matter where it comes from, as total points from your available pool. long as it is a character that you think you’ll have fun playing. Standard Array At first it may seem daunting to see just how Rather than do the math of a point buy system, or many rules and figures and categories there are in if you’re in a hurry, you can use the standard array a character sheet, but don’t fear; it will all come to method. These are predetermined values that you you soon enough with experience. The provided may assign in any order you choose to your ability walkthrough will also help. scores. These values are: 15, 14, 13, 12, 10, 8. Let’s look at Alex, who is creating their very first 3d6 Twelve Times character, and is anxious to get started on adventure. The oldest and original method is to roll 3d6. Alex sits down with this book, a character sheet (or Originally you would roll 3d6 and tally the result for any piece of paper large enough), pencil, and dice. each ability score in order of how the ability scores So many different characters flash through Alex’s are presented. Feel free to use this method if you mind: an elven warrior with dashing good looks and a want a true old school method, but this is by far the penchant for good food and wine? A human wizard most challenging. It also might not be the most fun, as if Santa Claus had a sudden fascination with as since you don’t choose which ability uses what casting fireballs? score, you may end up with your warrior with a low After giving it some thought, Alex always had strength and higher intelligence. Not unplayable by an admiration and fascination with the sailors of any means, and in fact may be fun, but generally Carthage. Alex’s maternal side has been Tunisian for most players might not prefer this. as long as anyone could remember, so Alex likes to believe they have ties to the Carthaginian Empire, and felt creating a sailor warrior as a character would be extremely fun to play. That’s the hardest part of creating a character; the rest is simple bookkeeping, and Alex dived right in. Alex named their character “Faridah” and moved on to generating their ability scores. 10 Instead, with this method roll 3d6 and tally the features that the human ancestry grants, and selects results, doing this twelve times for a total of twelve the coastal and nomadic heritages. They choose a +1 scores. Then assign the best six scores in any order bonus to constitution, and note the traits from those you choose. heritages. 4d6 Drop Lowest Class Possibly the most common method of ability score You must also choose your class at this point. generation, you would roll 4d6, drop the lowest Several options are presented, which are described value, and tally the remaining three. You would in further detail under the Class section. repeat for a total of six scores. Then assign them in any order you choose. Going along with the warrior theme for Faridah, Alex chooses fighter as their class. They note all the While tempting to risk it, Alex decides to go with features of the class, including starting HP and money, the standard array method. They assign the values as as well as noting Saving Throws and the bonus to follows: attack rolls. Alex also chooses to increase Faridah’s Strength: 15 strength score by 1. Intelligence: 12 Proof Wisdom: 10 OPTIONAL CLASS RULE: Each class will have a hit Dexterity: 14 die type in which you determine your hit points. For Constitution: 13 example, a 1st level fighter would roll 1d10 and Charisma: 8 assign the result as their starting hit points (adjusting for any constitution modifiers as applicable). As an These values align with their visioncopy of Faridah being optional rule, you may forgo this for first level only, strong, agile, yet not very charismatic being a foul instead starting at maximum hit points for that class mouthed sailor. type. In this case, you would start with the full 10 hit points at first level, and then roll for hit points at Ancestry every level thereafter. Next you must choose your ancestry. Core ancestries included in this book are human, elf, dwarf, halfling, and gnome. Each of these will be Equipment described in the Ancestry section of the book. Once starting money is determined, go to the Equipment section and choose the appropriate gear After looking at the various ancestries, Alex decides that you want for your character. Keep in mind to go with a human, and notes down the abilities and which items your character can use, based on class. Keeping true to their theme, Alex decides to arm Faridah with lighter more mobile armor (studded leather), a shield, a cutlass, light crossbow, dagger, and adventuring gear. Alex notes their character sheet with final values for quick and easy reference. You’re all ready go to! Explore dungeons, meet interesting and exotic monsters. Kill them and take their stuff! 11 Proof copy 12 Ability Scores Damage Adjustment: This is the bonus or penalty you would apply to each melee attack you successfully There are six ability scores that help make up make (including unarmed attacks). your character, to represent six core aspects in a numerical progression. Each score will normally Carrying Capacity: This is the maximum weight the range from 3 to 18, however rarely there may be a character can carry. Reference Encumbrance rules to scenario where an ability score is increased above see how this may modify movement rates. 18, such as via magical means or ancestry/class modifiers. The charts below have ability scores that Intelligence go to 25, but anything 20 or higher is considered Intelligence measures the learning potential of a supernatural, and most humanoids will never be able person, and capacity to process complex inputs of to achieve these levels without some outside magical information. How well a person notices if someone is assistance. lying, or their chance to learn a language or spell, or As previously detailed, you have four methods to ability to recall information is all tied to intelligence. choose from when you create your character that Intelligence is very important to spell casters, in determines which values each of these attributes will particular magic users. be. Proof Intelligence Table Strength Max Max Strength is a measure of physical power, lifting Ability # of Spells per Spell and carrying capacity, endurance, and brute force. Score Languages Level Level It is an important attribute for those melee classes 3-5 0 0 0 and those who want to wear heavycopy armors. If using 6-8 1 1 2 the encumbrance rules hereafter, each point of 9 1 6 4 strength will increase the unencumbered allowance 10-12 2 7 5 by 10 pounds. 13-14 3 9 6 Strength Table 15-16 4 11 7 Carrying 17 5 14 8 Ability Damage Capacity 18 6 18 9 Score Hit Adj Adj (in lbs) 19 7 all 9 3 -3 -3 20 20 8 all 9 4-5 -2 -2 30 21 9 all 9 6-7 -1 -1 50 22+* 12 all 9 8-9 n/a n/a 70 10-11 n/a n/a 100 * Creatures with an intelligence score of 22 or higher are immune to illusions of 5th level or lower. 12-13 n/a +1 125 Creatures with a 25 intelligence are immune to all 14-15 +1 +1 150 illusions. 16 +2 +2 200 17 +3 +3 250 # of Languages: The starting number of languages 18 +4 +4 300 that the characters knows. 19 +5 +5 400 20 +6 +6 500 Max Spells Per Level: The maximum number of spells the character can learn and keep in their spellbook 21 +7 +7 750 for each spell level.