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STEP ONE: House and Lands What noble house are you affiliated with? Where are you from?
STEP TWO: Character Concept Pick Age: Young Adult, Adult, Middle Age, Old Determine Role: Expert, Leader, Rogue, Schemer, or Warrior. (This is not a class, merely a concept.) Determine Goal: What does your character want? Determine Motivation: Why does your character want what he wants? Virtue: Name at least one virtue or quality about your character. Vice: Name at least one vice or character flaw possessed by your character.
STEP THREE: Assign Abilities Starting Ability Experience: 180 Allocate experience to abilities. All abilities start at Rank 2.
STEP FOUR: Assign Specialties Starting Specialty Experience: 80 Allocate experience to specialties. Specialties are represented by bonus dice. Bonus dice cannot exceed the ability score.
ABILITY – Specialty Options
Ability Rank
Experience Cost
Description
1 2 3 4 5 6 7
Gain 50 Experience -- Starting -10 40 70 100 130
Deficient Average Talented Trained Accomplished Master Paragon
Bonus Dice
Experience Cost
1B 2B 3B 4B 5B 6B 7B
10 20 30 40 50 60 70
AGILITY – Acrobatics, Balance, Contortions, Dodge, Quickness ANIMAL HANDLING – Charm, Drive, Ride, Train ATHLETICS – Climb, Jump, Run, Strength, Swim, Throw AWARENESS – Empathy, Notice CUNNING – Decipher, Logic, Memory DECEPTION – Act, Bluff, Cheat, Disguise ENDURANCE – Resilience, Stamina FIGHTING – Axes, Bludgeons, Brawling, Fencing, Long Blades, Pole-Arms, Short Blades, Spears HEALING – Diagnose, Treat Ailment, Treat Injury LANGUAGE KNOWLEDGE – Education, Research, Streetwise MARKSMANSHIP – Bows, Crossbows, Siege, Thrown PERSUASION – Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt STATUS – Breeding, Reputation, Stewardship, Tournaments SURVIVAL – Forage, Hunt, Orientation, Track THIEVERY – Pick Lock, Sleight of Hand, Steal WARFARE – Command, Strategy, Tactics WILL – Concentrate, Coordinate, Dedication
Affects ranged damage.
Affects melee damage.
Affects accuracy of ranged attacks.
Health = 3 x Endurance.
Affects accuracy of melee attacks.
Composure = 3 x Will.
Example Ability and Bonus:
4 FIGHTING 3B Axes The cost would be 40 experience for the ability and 30 experience for the specialties.
Example Ability Test:
4 FIGHTING 3B Axes Ability score = # dice rolled. Bonus = # extra dice rolled to improve your score. So, total dice rolled = ability score + bonus. The final result is the best # dice equal to your ability. Examples: Attacking with a sword = 6,4,3,2 = 15 Attacking with an axe = 6,4,3,2 + bonus 5,4,1 = 19
Combat Defense represents how hard it is to land a blow against your character.
Similar to hit points. When they reach zero your character is defeated.
Represents how much damage is absorbed before subtracting from your character’s health.