Character Creation
On this page you may find the following information considering character creation; basics, common skills, basic gear and basic spells.
Basics
When creating a character, you may have a set of three skills, built from class specific skills and common skills, chosen as described below. If you take two class specific skills, you can have only one common skill. If you take two common skills, you can have only one class specific skill. You may roll for all the skills before choosing to help flesh out your character and enhancing the role-playing experience.
Choose the character class (See the Character Classes subpage for further information)
Roll for three class specific skills and choose from them as described above
Roll for three common skills and choose from them as described above
Roll for base game weapons, armor, spells etc.
Allocate all 9 skill points
Roll for one starting item (see Random Loot) and D50 coins
Note that the stat requirements for weapons, armor and spells are accumulative. If the stat requirements for a specific piece of gear are not met, the character may carry it but cannot use it. The gear can be downgraded if the player so chooses.
Most of the classes have weapon and armor restrictions.
Every class is based on one of the following stats; Strength, Agility, Presence or Knowledge. This hints what skill rolls they most likely use in combat and what types of weapons they would normally use. Players may go against the flow, if they so wish.
Presence-based classes cast spells, belonging to their own school of magic, with Presence DR12 rolls. Casting other types of spells requires Presence DR16 rolls. For example, a White Mage casts white magic with a Presence DR12 roll, but sea witch sorcery has to be cast with a Presence DR16 roll.
Spellblade Mercenaries cast spells with Presence DR14 rolls unless stated otherwise.
Non-presence-based classes cast spells with Presence DR18 rolls. Some of those classes cannot cast spells at all.
Maximum stat points for skills are 5, unless stated otherwise.
Every character class has a max amount of HP the player character’s cannot exceed. Some skills might override this rule.
The PCs start the game at level 0. The max amount of level ups is six.
When playing a campaign, it is advised that PC’s get a level up after every campaign’s scenario. In one shot adventures, they should get a level up after every meaningful battle. If a battle is meaningful enough or not, is up to the GM.
A level up includes +1 skill point and +3 HP. At levels 2, 4 and 6, the PC’s acquire a new randomly chosen class specific skill or a Common Skill, chosen from two randomly rolled options. The max amount of class specific skills is three. The max amount of common skills is four.
Additionally, Presence-based classes may acquire a new base level spell at levels 2, 4 and 6 chosen from two randomly rolled options. The max amount of base level spells is three.
If you gain the same class specific skill, Common Skill or base spell twice when leveling up, the skill gets better. For example the DR might be lower, the damage scaling goes up and so on. Discuss about upgraded skill’s benefits with the GM.
Common Skills
Roll D6 to determine the skill pool. Then roll another D6 to determine the skill.
Pool 01:
01: Deathblow; Agility DR12 to sneak behind an unaware foe; Strength DR12 to do an automatic critical hit; works with melee weapons.
02: Armorer’s Prodigy; your Armor blocks +1 more damage.
03: Bloody Luck; gain a Luck Point for every 10 HP a fallen enemy had; cannot exceed daily amount of max Luck Points.
04: Hand to Hand Expert; unarmed attacks do D5 damage; unarmed attacks ignore clothes and light armor.
05: Spiritual Power; every Presence skill point over 0 grants you 1 point of max HP; this skill overrides class specific max HP limitations.
06: Bloodthirst; if you kill an enemy in battle, you get to attack another enemy on the same turn.
Pool 02:
01: Bone Arrows; you may craft arrows from the bones of a fallen enemy or party member; D6 arrows per body.
02: Lady Luck’s Favorite; when you take damage enough to kill you, you may spend one Luck Point to reroll that damage.
03: Zen Killer; once per combat you may reroll the damage output of your attack and keep the higher result.
04: Night Vision; you may see in the dark; Presence DR10.
05: Dual Wielder; you suffer no penalties when dual wielding.
06: Empty Mind Meditation; meditate during the day to regain one Luck Point; Presence DR12; can be used once per day.
Pool 03:
01: Parasitic Companion; the companion knows one spell of Black Magic or White Magic of your choosing; you have to sacrifice D4 HP to summon the companion, and it has the equal amount of HP you sacrificed; the companion’s stats are always 0, except the Presence stat is +2; you may summon only one companion at a time; once the companion is dead, you may summon it again.
02: First Strike; always strike first when the combat begins.
03: Berserker’s Strike; Strength DR15; if you succeed, do additional D5 damage; works with melee attacks; if you fail your next dodge roll is DR+3.
04: Tough Luck; gain +2 max Luck Points; rerolled skill rolls are DR-2; however failing a reroll causes D4 unblockable damage.
05: Novice Alchemist; you may craft potions that heal D5 HP; Knowledge DR12; ingredients for one potion cost 4 coins.
06: Mutation; you have a third hand; it works perfectly.
Pool 04:
01: Awareness; whenever rolling for Presence or Knowledge skills, roll 2D20 and keep the better result; natural critical failure overrides the rule.
02: Immortality, Almost; if and when you die, you come back as a Sentient Corpse.
03: Funny Guy; tell a joke to your party members once per day; Presence DR10; their next skill roll is DR-1.
04: Vampiric Trait; drinking a pint of animal blood heals you D4 points.
05: Misanthropic; combat rolls against human enemies are DR-1.
06: Living Armor; you do not suffer penalties for the armor you wear; however, if your armor breaks you die.
Pool 05:
01: Different Kind of Luck; you don’t have Luck Points; you roll 2D20 for skill tests and keep the better result; however natural critical failure overrides the rule.
02: Mortal Strike; your first attack to land in combat does max damage automatically.
03: Haggler; the total price of your purchase may be dropped by D20 coins; Presence DR12.
04: Survivalist; build an epic campsite when outside of cities; Knowledge DR9; everyone in the camp heals 2D4 HP during the night instead of D6.
05: Chef Ramsay; you may prepare a meal for all of your party members out of one portion; Knowledge DR10.
06: Rat Tongue; you may speak with rats; you may summon D6 rats to visit you; Presence DR8.
Pool 06:
01: Words of Power; you don’t need a scepter to cast spells; the chance for critical failure when casting magic is 1-3.
02: Avenger; whenever your party member takes >5 damage on a single hit, you immediately have an extra action during that combat round; works only once per combat round.
03: Reckless; you may attack twice per turn; the second skill roll is DR15; if you miss, the enemy gets a free, automatically successful counter attack.
04: Shield Master; when blocking with a shield you may get a counter attack; Strength DR12 after a successful block.
05: Full of Health; all the negative status effects last -D2 combat rounds.
06: All Muscle, No Brain; if your Knowledge is 0, your Strength rolls are DR-1; if your Knowledge is -2, your Strength rolls are DR-2; if your Knowledge is -4, your Strength rolls are DR-3.
Basic Gear
Roll appropriate dice for a random piece of gear.
One-handed Weapons
Strength skill based.
Presence/magic based classes roll for weapons 1-5.
01: Whip; D2 damage.
02: Wooden Staff; D3 damage; breaks if D20 skill roll is 1-4.
03: Femur; D3 damage; breaks if D20 skill roll is 1-3.
04: Dagger; D4 damage.
05: Shortsword; D4+1 damage.
06: Handaxe; D6 damage; requires +1 Strength.
07: Mace/Hammer/Longsword; D6+1 damage; requires +1 Strength.
08: Flail/Battle Axe; D8 damage; requires +1 Strength and +1 Agility.
Shields
Strength skill based.
Can be used with a one-handed weapon.
01: Wooden Shield; -1 damage.
02: Buckler; -1 damage; the block is a natural critical success, if the skill roll is 19-20.
03: Leather Shield; -D2 damage.
04: Magical Shield; -D2 damage; reflects spells at the caster if the skill roll is 20; requires +1 Presence.
05: Iron Shield; -D3 damage; requires +1 Strength.
06: Great Shield; -D4 damage; requires +2 Strength.
Two-handed Weapons
Strength skill based. If a PC wishes to use two-handed weapons, they cannot use Medium or Heavy Armors.
Requires +2 Strength.
01: Great Wooden Club; 2D4 damage; the damage tier is lowered by 1 point, if the skill roll is 1-3.
02: Warhammer; D8 damage.
03: Zweihänder; D10 damage.
04: Twin Blade; 2D4 damage; requires +1 Agility; inflicts Bleed if the skill roll is 19-20.
05: Great Spear; D6+D2 damage; requires +1 Agility; ignores 1 point of armor.
06: Greataxe; D8+D2 damage; requires +1 Strength; ignores 1 point of armor.
Ranged Weapons
Agility skill based.
01: Sling; D2 damage; 2D10 projectiles when starting the game; projectiles can be found anywhere.
02: Throwing Knives; D3 damage; critical success if the skill roll is 19-20; 2D10 knives when starting the game; knives cost 3 coins each.
03: Shortbow; D4 damage; 2D8 arrows when starting the game; arrows cost 1 coin each.
04: Throwing Spears; D4 damage; critical success if the skill roll is 19-20; 2D8 spears when starting the game; spears cost 4 coins each.
05: Longbow; D6 damage; requires +1 Agility; 2D6 arrows when starting the game; arrows cost 1 coin each.
06: Crossbow; D8 damage; requires +2 Agility; 2D6 bolts when starting the game; bolts cost 2 coin each.
Scepters
Presence/magic based classes need to have a scepter equipped to cast spells unless stated otherwise.
Strength skill based, if used in melee combat. All scepters do D2 melee damage.
01: Wooden Scepter.
02: Scepter of Faith; grants critical success if a Presence skill roll is 19-20.
03: White Scepter; heals D3 HP by touch; can be used 4 times per day.
04: Scepter of Protection; casts a defensive aura on the wielder; -D2 damage.
05: Lucky Scepter; increases the amount of daily Luck Points by 1.
06: Traveller’s Scepter; casts a bright light in darkness.
Armor
Presence/magic based classes roll for armors 1-2.
01: Regular Clothes.
02: Light Armor; -D2 damage.
03: Medium Armor; -D4 damage; requires +1 Strength; Agility rolls DR+2.
04: Heavy Armor; -D6 damage; requires +1 Strength and +1 Agility; Agility rolls DR+4.
Apparatuses
Knowledge skill based.
Can be used only by Machinists and Living Puppets.
01: Exploder (one-handed); a hammer with a small furnace inside; D6 damage; inflicts Burn for D3 combat rounds if the skill roll is 19-20.
02: Electrified Baton (one-handed); D4 damage; inflicts Paralysis for D2 rounds if the skill roll is 18-20.
03: Bloodied Blade (one-handed); D5 damage; you may boost the damage by D3 points by taking the equal amount of damage yourself.
04: Blunderbuss (ranged); D8 damage; uses iron pebbles as ammo; one dose of iron pebbles cost 3 coins; critical fails if the skill roll is 1-3; aiming for one combat round lowers the skill roll DR-3.
05: Toxic Sprayer (semi-ranged; the enemy can get to you with a successful Agility roll); D4+1 damage; inflicts Poison for D3 combat rounds if the skill roll is 19-20; uses poisonous liquid as ammo; preparing 8 doses of poison costs 15 coins.
06: Automated Spear (two-handed); 2D4 damage; gets out of control if the skill roll is 1-3, damaging a random party member in the melee range instead; if there are no party members close enough, the spear is jammed for 1 combat round.
Basic Spells
Presence skill based.
Roll appropriate dice for a random spell.
Black Magic
Requires +2 Presence. Used by Black Mages, Woodland Hermits and Spellblade Mercenaries.
01: Fireball; D6 damage; inflicts Burn for D2 combat rounds if the damage output is 6.
02: Thunderbolt; D6 damage; inflicts Faint for D2 combat round if the damage output is 6.
03: Magic Arrow; D6 damage; ignores 1 point of armor.
04: Rock Sling; 2D3 damage.
05: Burning Aura; D2 unblockable damage to enemies doing melee attacks against the caster; lasts D3+1 combat rounds.
06: Vision Loss; D2 unblockable damage; inflicts Blind for D3 combat rounds; all the combat rolls are DR15 when blinded.
White Magic
Requires +1 Presence and +1 Knowledge. Used by White Mages, Woodland Hermits and Spellblade Mercenaries.
01: Heal; heals D8 HP.
02: Strength Granted; makes the target do additional D4 damage for D2 combat rounds.
03: Magic Shield; blocks D6 damage of the next upcoming attack.
04: Negation; removes any negative status effects.
05: Guiding Light; spawns a bright light, enhancing visibility; in combat the spell inflicts D2 unblockable damage and Confusion for D2 combat rounds.
06: Revival; revives a fallen party member with D3 HP if used immediately on the caster’s next turn; can be used only once per character.
Necromancy
Requires +2 Presence. Used by Necromancers.
01: Raise the Dead; if D4 is 1-2, summon a skeleton with 6 HP and a shortsword; if D4 is 3-4, summon a zombie with 8 HP doing D2 unarmed damage; max two undead companions can be summoned at a time.
02: Toxic Mist; inflicts Toxic for D2 combat rounds.
03: Absorption; D6 damage; heals the caster half of the damage output; the amount of heal is rounded up.
04: Paralyzing Ray; D6 damage; inflicts Paralysis for D2 rounds if the damage output is 6.
05: Corrosion; the target’s weapon does -2 damage for one combat round.
06: Death Wave; all the enemies, party members and the caster take D10 damage.
Sea Witch Sorcery
Requires +2 Presence. Used by Sea Witches.
01: Aqualung; D3 damage; does additional D2 unblockable damage for 2 rounds.
02: Bubble Breath; D4 damage; inflicts Slow for D2 combat rounds if the damage output is 4.
03: Water Beam; D6 damage; the target falls on the ground for one combat round if the damage output is 6.
04: Seaside Lullaby; inflicts Sleep for D3 combat rounds; inflicts Weakness for one combat round after waking up.
05: Hail Storm; D4 damage; inflicts Frozen for D2 combat rounds if the damage output is 4.
06: Layer of Ice; covers a melee or ranged weapon with ice for D2 combat rounds; the covered weapon does +D3 damage.
Spellblade Magic
Requires +1 Presence OR +1 Knowledge. Used by Spellblade Mercenaries.
01: Skill Booster; lowers the target’s attack rolls DR-3 for D3 combat rounds.
02: Agility; lowers the target’s dodge rolls DR-3 for D3 combat rounds.
03: Invisibility; makes the caster invisible for D10 minutes/D2 combat rounds; in combat the enemy has to succeed in a Presence DR12 roll to notice the invisible PC.
04: Haste; the target acts first during the next D3 combat rounds.