Header Ads Widget

Ticker

6/recent/ticker-posts

Character Creation post 10,001



Roll d6, d8 and d10 and assign each value to a trait and take the corresponding bonus. Write them as Strength(+1 Checks, +1 Carry) on your character sheet. At least one must be from the Starting Traits but otherwise assign the values such that there are no duplicate results (ie, no +2 Carry, no +2 Strength checks, but +1 Strength and +1 Dexterity checks is OK).

Starting Traits
Traits
1-3
4-5
6
7-8
9-10
Strong
+1 checks
+1 Carry
+2 Attacks
+1 Carry
+1 checks
Dextrous
+1 checks
+1 Attacks
+1 Defense
+2 Saves v Breath
+1 checks
Hardy
+1 checks
+1 Endurance
+2 Saves v Poison
+1 Endurance
+1 checks
Intelligent
+1 checks
Learn new language
Can Read & Write
Learn a new language
+1 checks
Wise
+1 checks
+1 Search checks
+2 Saves v Magic
+1 Foraging checks
+1 checks
Charismatic
+1 checks
+1 Henchman
+1 Bravery checks
+1 Henchman
+1 checks


(Background Traits to follow, I need to playtest them) (edited: now linked to full creation sheet)

At the start of play choose from whence your character hails: the town or the village. (city folk and far away places to follow, I need to playtest them further) (edited: now linked to full creation sheet)

Starting Gear
Townsperson
Villager
roll
gear
gear
01-30
hand axe, two day's rations, 3 stick and pitch torches, pack, d6 small coin
club, pitchfork (Spear), three day's rations, pet mouse or sparrow (in as skin and wicker cup), pack, d4 small coin
31-60
leather jack (Light), two hand axes, two day's rations, 3 stick and pitch torches, pack, d6 small coin
rude spear, one week's rations, hunting dog, pack, d4 small coin,
61-70
leather jack (Light), dagger, two day's rations, pack, d3 x 10 small coin coin
cloth-of-the-wood, one week's rations, dagger, bow, pack, quiver and ten arrows
71-80
leather jack (Light), awl (dagger), wood saw, pack, d3 x 10 small coin
leather jack (Light), one day's rations, burner's axe (broad axe), pack, d4 small coin
81-85
leather jack (Light), brace of 3 daggers and leathern cap, pack, d3 x 10 small coin
lather jack (Light), club, trapper's kit, pack, d6 small coin
86-90
leather jack (Light), cracked spyglass, wooden sword painted black, pet mutt, pack, d6 small coin
cloth-of-the-wood, two day's rations, shovel, 3 rush-and-tallow candles, pack, d4 small coin
91-95
jack of plate (Medium), metal cap, pole arm, dagger, pack, 2d3 small coin
leather jack (Light), mace, buckler, dented turko-chichak (helmet), pack, d6 small coin
96-97
leather jack (Light), powdered wig in a traveling case, book of law, mace, pack, d3 x 10 small coin
leather jack (Light), mace, buckler, a day's rations, hammer, d4 small coin
98-99
cloth-of-the-wood, short bow, ten arrows in a quiver, one day's rations, pack, d4 x 10 coin in pelts
leather jack (Light), club, 2 flasks of long burning oil, thick leather gloves, pack, d4 small coin
00
jack of plate (Medium), pole arm, short sword, pack, d3 x 10 small coin
chaplet, pet singing bird on a leather thong, a week's rations and week's worth of wine, pack, d4 small coin
Starting Raiment
Townsperson (choose two)
Villager (choose two)
rough-sewn doublet
filthy, rough tunic
dog fur lined cowl
patched breeches
simply patterned hose
wool cap


Explanations/Descriptions
Light armour is as Leather, Medium armour is as chain.

Cloth-of-the-wood is camouflage and provides a bonus to hiding in the woods, tall grasses, etc.

Large coin is equivalent to gold and includes things like stamped gold coin, trade bars or high quality trade good, small coin is equivalent to silver and includes things like stamped silver coins, clipped gold coins, bits of trade bars or low quality trade goods.

Raiment is worn but doesn't encumber. It's stuff that signals what you look like to the world (the GM can ask, "tell me your raiment" and modify reaction rolls accordingly). You can modify it as you like. Wearing jewellery  for example, will go a long way to signalling to the guard that you're either  a brigand (jewellery plus ratty clothes) or a respectable person (jewellery plus "townie" or better clothes). You can theoretically list anything here but I'm starting it out limited to two things. The more stuff you add, the more likely it is that you just seem weird or send conflicting signals. Obviously, if you show up to town covered in blood and mud, or wearing the heads of monks spiked to shoulder pads it doesn't matter what your raiment is.

Other Gear
Sample Cost of Ammunition, Equipment, Mounts & Melee Weapons

Equipment
Melee Weapons
Item
Inventory
Worn
Cost/GP
Item
Inventory
Worn
Cost/GP
Crowbar
2
1
10
Axe, Battle (2-handed)
3
1
3
Flask of oil
1
-
2
Axe, Hand
2
1
1
Garlic (1 bunch)
1
-
5
Club
2
1
1
Grappling Hook (no rope)
1
1
25
Dagger
1
-
1
Hammer (small)
1
-
2
Dagger, Silvered
1
-
5
Healers' Kit
1
-
25
Javelin
2
1
3
Holy Implement
1
-
25
Lance
4
2
4
Holy Water (1 vial)
1
-
25
Mace
2
1
3
Iron Spikes (resource)
1
1
1
Pole Arm (2-handed)
3
2
4
Lantern
2
1
10
Sling with stones
1
1
1
Mirror (hand-sized, steel)
1
-
5
Spear
3
1
2
Pack
2
-
5
Staff (2-handed)
2
1
1
Pitch (Resource for torches)
2
1
1
Sword, Short
1
1
3
Pole, Wooden (10' long)
2
1
1
Sword, Long
2
1
4
Rations, Iron (preserved resource)
1
-
15
Sword, Two-Handed
3
2
5
Rations (perishable resource)
1
-
5
Enormous Weapons
4
2
8
Rope (50', hemp)
2
2
1
War Hammer
3
1
4
Rope (50', silk)
2
1
25
Ammunition
Sacks (3)
1
-
5
Item
Inventory
Worn
Cost/GP
Sewing Kit & Thimble (resource)
1
-
1
Arrow, silver-tipped arrow (1)
1
-
5
Stakes and Mallet
2
1
3
Arrow, quiver of (resource)
2
1
5
Thieves' Kit (resource)
1
-
25
Quarrels, case of (resource)
2
1
10
Tinder Box (flint & steel)
1
-
3
Mounts
Torches (resource)
2
1
1
Item
Carry

Cost/GP
Wine skin
1
-
1
War
20

250
Wine (resource)
2
1
1
Draft
20

40
Wolfsbane or other local herb     (1 bunch)
1
-
10
Riding
15

75


Encumbrance
Everyone can Carry 10 unless they're Strong, then maybe they can Carry more. For lack of a better word, you've 10 Carry slots.

When something is Worn it may be hefty or awkward enough that it still weighs you down and so may use one or more Carry slot. There is no limit to what you can wear.

When something is in your Inventory, it's stored in your backpack and takes up more Carry slots than if worn.

If you're over your max carry you have to rest once every fifth turn/day of exploration/wilderness travel or become tired.

If your Carry is five over, then you move at half speed and you simply cannot move about while hauling more than five over your Carry.

You can drop your backpack as a free action and reduce your Carry to only what is worn. Dropped backpacks are imperiled by the environment, ambient damage and may be stolen by enemies if they get behind your line. Generally, this is adjudicated on an ad hoc basis and, in the case of ambient or environmental damage, a x in 6 chance is given that the gear is safe. If unsafe, one or more items are lost or destroyed, depending on the circumstances.

Resources, Quality
Gear bought is assumed to be of good quality. Rude, poor and a number of starting weapons are of low quality. Clubs are always low quality.

After combat, a save is made for each surviving characters. On a critical failure, something worn drops in quality (player's choice). Low quality items are destroyed if the drop in quality and good quality items become low quality. High quality and masterwork items are exceedingly rare and likely treasures or status symbols and so aren't for sale. Only bother marking quality for things on your inventory that aren't good quality.

Repairs can be made in camp with the right tools, materials and in lieu of rest (you wan't be tired the next turn/day, but you won't be healed either). You can't improve the quality of an item beyond it's starting quality in this way.

Characters can also spend a day with the right tools, materials and in lieu of rest making a low quality, mundane item.

Resources are things expended. After one use, they're marked used. Mark each subsequent use. Combat resources like arrows and bolts mark 1/use a combat. Used items then have in x in 6 chance of being expended after use where x is the number of times it's been used thus far   (this roll always succeeds on a 6, so you can, theoretically, never run out of a resource, that's just awfully unlikely).


Yorum Gönder

0 Yorumlar