Character Creation
GM-Info!
Work in progress!
Slightly NSFW!
FEATURED
Personal Information
Add your personal information to the character sheet: Character Name and Gender.Background
The answers to these questions give you something to talk about, connect you to the world, and allow the game master to hook you into plots and adventures. Pick entries or roll for them (with GM approval): Generator - BackgroundAncestry
Choose a playable ancestry (AKA race, species) from this list: Ancestries.Archetypes
Choose two archetypes (AKA class) from this list: Archetypes. Keep the page open, you will need it again later. Decide which archetype is your primary, only this one can raise up to legendary level. Option: stick with just one archetype, then you can use all the skill points for the skills of this archetype, the maximum limits given still apply. Note: If you choose one archetype instead of two, or if the affinity of the two selected archetypes is the same, then the effect of the affinity doubles.Characteristics
After selecting your archetypes, you should know which Characteristics are important for you. Notes:- All characteristics have to be between 3 and 21 during character creation, SIZ and INT must be 8 or higher. Some (INT, POW) can be raised later. Some archetypes may have to permanently spend POW, e.g., for binding a companion.
- POW is important for every character as it defines your power points. Power points are used for spells as well as traits.
- Characteristics influence other attributes, check those further down before you finalise the characteristics.
Option 1: Roll for your Characteristics
- Roll 3d6 for the characteristics Strength (STR), Constitution (CON), Power (POW), Dexterity (DEX), and Charisma (CHA).
- Roll 2d6+6 for the Intelligence (INT) and Size (SIZ) characteristics.
- If you wish, redistribute up to 3 points between your characteristics.
Option 2: Buy Characteristic points
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All characteristics (STR, CON, SIZ, INT, POW, DEX, and CHA) begin at 10.
- You have 24 points to spend on characteristics.
- Each point of STR, CON, SIZ, or CHA costs 1 point.
- Each point of DEX, INT, and POW costs 3.
- You can choose to lower your starting characteristics below the starting value of 10.
- For each point of STR, CON, SIZ, or CHA you reduce below 10, you get 1 point to spend on other characteristics.
- For every point of DEX, INT, and POW you reduce, you get 3 points back.
Age and Experience
The default age for characters is 17+1d6 (for humans, check for your ancestry).- For every full 10 years added to the above, allot another 20, 30, or 40 professional skill points (based on campaign level a fraction of years below 10 does not qualify.
- For every year below the minimum age (18) described above, subtract 20, 30, or 40 skill points (based on campaign level) from professional skill points.
- For every 10 years above 40 (starting at age 50), subtract 1 point from one of the following (your choice): STR, CON, DEX, or CHA. For every 10 years above 70 (starting at age 80), subtract 1 from three of these characteristics.
- For every year below the minimum age, subtract 1 point from one characteristic of your choice. These can be gained through play (experience), training, or gradually through natural means.
Derived Attributes
- Effort: STR x 5
- Stamina: CON x 5
- Idea: INT x 5
- Luck: POW x 5
- Agility: DEX x 5
- Charisma: CHA x 5
- Hit Points: CON + SIZ and divide by 2. Round up.
- Sanity Points: POW×5.
- Major Wound is 1/2 hit points. Round up.
- Define your SIZ, and based on that, your height and weight, while keeping your ancestry in mind.
DAMAGE MODIFIER
| STR+SIZ | Dam. Mod. | STR+SIZ | Dam. Mod. |
|---|---|---|---|
| 2 to 12 | –1D6 | 33 to 40 | +1D6 |
| 13 to 16 | –1D4 | 41 to 56 | +2D6 |
| 17 to 24 | None | 57 to 72 | +3D6 |
| 25 to 32 | +1D4 | Each +16 | additional +1d6 |
Skills
Possessions
You already have equipment from your ancestry and your archetypes. Additionally, you get (you do not get something again if you already got it before):- Any weapon you have a skill of 40%+ in.
- Any trade tools or equipment suitable to your archetypes.
- Based on the setting, profession, wealth level, and Status, you may have a vehicle such as a horse, waggon, boat, or some other means of transportation. This is subject to your gamemaster’s approval.
- A complete set (or sets) of clothing appropriate to the environment and setting.
- An amount of pocket money and personal savings based on your Wealth Level.
- A personal item showing some relation to you family or background. This can be an heirloom, a keepsake, or some trinket with a strong emotional connection.
- Special items: ask your gamemaster!
Finishing Touches
Miscellaneous
- Personality Traits: define your personality traits.
- Personality traits are paired with an opposite, such as Aggressive vs. Passive, and the value of the opposite trait is equal to 100 minus the initial personality trait.
- Personality traits can guide your roleplaying of your character by simply looking at their value, or you can roll against them. If your roll succeeds, you can mark the trait for experience. You are always free to act however you like, but then you should set or adjust your traits accordingly.
- A PC/NPC may roll Insight to determine your general tendency towards that trait.
- Culture, might depend on your ancestry and/or archetypes.
- God / Religion.
- Reputation starts at 0. This is your reputation in public. You and/or the party may have a different reputation with specific factions and people.
- Description of your character.
- Distinctive Features.
- Who are your friends and family?
- Who are your enemies and foes? Why?
- What is your character really passionate about?
- What is your character afraid of?
- What is your drive? What keeps you running?
- Connect yourself to the other party members: Relationships.
- If you did not get secrets from the relationships, what are your Secrets?
Weird
Something strange happened in the past. What happened? Roll 1d13 Show Table| 1 | A werewolf begged you to kill him before the next full moon. Did you? | Gain Knowledge: Animal Lore + 1d4 % |
|---|---|---|
| 2 | You were hired by adventurers to check for traps. How did they all die? | Gain a really sturdy 10' Pole |
| 3 | A dead man fell out of the sky. He carried a map. What dropped him? | Gain a Treasure Map |
| 4 | Why did the fairies owe you a favor? | Gain a Magical Ability |
| 5 | How'd you piss off that witch? | Gain a random Curse |
| 6 | Why did you investigate that meteorite? What slithered out of it? | Gain a random Mutation |
| 7 | You were cursed to attract chaos: A curse bestowed upon you attracts chaos and bizarre events. As a result, everyday situations tend to escalate into unpredictable and hilarious scenarios. | Gain Casual Hilarity |
| 8 | You were once trapped in a mirror by a trickster spirit. You escaped after years of isolation, and now you can sometimes communicate with reflections in mirrors. | Gain Whistering Reflection |
| 9 | During a meteor shower, a falling star granted you the ability to sometimes see people's true emotions as colored auras. However, the colors often get mixed up when you're nervous, or them. | Gain Flashy Emotions |
| 10 | While exploring a forgotten tomb, you stumbled upon a time-looping artifact. As a result, you sometimes experience déjà vu in crucial moments. | Gain Broken Pocket Watch |
| 11 | The time-lost traveller: During a magical storm, you were transported from an ancient era to the present day. Your belongings and clothes remained the same, but the world has changed drastically. "Modern" things sometimes confuse or scare you. | Gain Knowledge: History + 1d4 % |
| 12 | The Whispering Stone: While wandering in the wilderness, you stumbled upon a peculiar stone that whispers secrets to you when you hold it. The knowledge it imparts can be both enlightening and unnerving. | Gain a Whispering Stone |
| 13 | You Grew Up in a Cursed Mansion: Raised in a mansion plagued by bizarre curses, you gained an affinity for dealing with the supernatural. What's the most absurd curse you've encountered? | Gain a Haunted Key |



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