Creating a character

Each persona or character is defined by a number of physical and mental attributes called statistics. These define the body to which is added training in skills and inherent foibles or abilities.

All adventurers are better than the average bod as it is more fun to play a character who is strong, fast or super brainy than any average bod.

The statistics are

An average human has an attribute value of 0 (zero), each additional 3 points represents a doubling in prowess (strength, intelligence...). Humans generally have an attribute range of -2 to +3, any attribute outside this range is considered exceptional.

When creating a new character there are many points that have to be considered. Some of these will depend upon the campaign and some upon the local circumstances. As characters can be created at any level it is necessary to have a system that reflects the growing up of a character rather than one which tries to produce a fully experienced 30 year old master swordsman in one go.

By starting with a youngster and applying skills gradually this approach enables a character at any stage in their career to be produced.

Creating the youngster

After the initial attributes for the character have been generated the character has to progress through life to gain the additional skills.

Players design their own character by distributing a number of points across the attributes and skills.

Generation

Design

  1. Use 6 attribute points to buy attributes.
  2. Choose a race and add racial modifiers.
  3. Add traits, at least one asset and one complication. A Major = 2 Minors, A Minor = 2 Free. (Maximum of 5 points of assets or complications).
  4. If you have taken more points in complications than assets each additional Major complication (or 2 Minors) will grant you two additional training points to spend.
  5. Add one more free asset.
  6. Select a gender.
  7. Choose skills (10 points / equal to the lowest current member of the party modified by race).

Attributes

Initial Generation

All races have the same spread of attributes (-2 to +3) around their racial mean, that racial mean however will differ for each rach. After creating the initial values the racial adjustments are added.

Each character has 6 attribute points to play with, the cost for buying an attribute increase rises the futher you are away from the norm.

Attribute
Cost
+3
6
+2
3
+1
1
0
0
-1
-1
-2
-3

For example a character could buy one attribute at +3 or two attributes at +2 or all 6 attributes at +1.

Racial Modifiers

Select a race and add on the racial adjustments.

 

Race Size Str Int Will Con Dex Alt
Barbarian Big +1* -1 -1 +1 0 0
Dwarf Short +1 -1 0 +1 -1 -1
Elf - Grey Medium -1 +1 0 -1 0 +1
  - High Medium 0 0 -1 -1 +1 +1
  - Sylvan Medium -1 -1 +1 0 0 +1
Gnome Small -2 +1 -1 +1 +1 -1
Hobbit V. small -2 -1 +1 0 +1 0
Human Medium 0 0 0 0 0 0

 

+1 strength for Barbarians is due to their large size, it is not a racial modifier

Adding a life

Starting experience

A character gets an initial number of Training Points to put into skills, stamina, spell/prayer points.

Characters start with 15 hero points to use in initial training. These may be distributed amongst the skills, stamina and power as if training with the provison that no skill may be greater than +2.

Health

All characters start with 5 breather points. All stamina points must be purchased. Characters should have between 5 and 10 stamina and depending upon whether they are frontline troops or not.

Magic / Prayers

Characters start with zero spell/prayer points. Any points required must be bought from the initial allocation of Hero Points.

Mages

Starting mages will know two spells in each category they have trained in. The actual spells available will depend upon the individual mage training the apprentice wizard.

Priests

Starting priests will have been granted access to 2 prayers Bless and heal. They may spend training points on new prayers.

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