Creating an Adventurer

This section is designated as Open Content.

Characteristics

All characters and creatures have seven Characteristics.

Strength (STR): A character's brute force, Strength affects the amount of damage he deals, what weapons he can wield effectively, how much he can lift and so on.

Constitution (CON): A measure of the character's health, Constitution affects how much damage he can sustain in combat, as well as his general resistance to disease and other illnesses.

Dexterity (DEX): A character's agility, co-ordination and speed, Dexterity aids him in many physical actions, including combat.

Size (SIZ): This is an indication of the character's mass and, like Strength and Constitution, can affect the amount of damage a character can deal and how well he can absorb damage. Unlike most other Characteristics, a high score in Size is not always an advantage. While a large character can take more damage, a small character will have a much easier time when sneaking around in the shadows.

Intelligence (INT): A character's ability to think around problems, analyse information and memorise instructions. It is a very useful Characteristic for characters interested in becoming accomplished spellcasters.

Power (POW): Perhaps the most abstract Characteristic, Power is a measure of the character's life force and his personal force of will.

Charisma (CHA): This quantifies a character's attractiveness and leadership qualities.

Attributes

These are a set of secondary scores that define exactly what the character is capable of.

Combat Actions (CA): This is the number of actions a character can perform in each combat round.

Combat Actions

DEX Combat Actions
6 or less 1
7-12 2
13-18 3
19 or more 4

Damage Modifier (DM): The Damage Modifier applies whenever the character uses a melee or thrown weapon.

Damage Modifier

Total of STR and SIZ Damage Modifier
1-5 -1D8
6-10 -1D6
11-15 -1D4
16-20 -1D2
21-25 +0
26-30 +1D2
31-35 +1D4
36-40 +1D6
41-45 +1D8
46-50 +1D10
51-60 +1D12
61-70 +2D6
71-80 +2D8
81-90 +2D10
91-100 +2D12
101-120 +3D10
121-140 +3D12
141-160 +4D10
161-180 +4D12
181-200 +5D10

Hit Points (HP): These determine how much damage the character can sustain before reaching unconsciousness or death. Hit points are located in certain areas of the character's body, representing exactly how much damage he can sustain.

Hit Points

Location Total SIZ + CON
1-5 6-10 11-15 16-20 21-25 26-30 31-35 36-40 +5
Each Leg 1 2 3 4 5 6 7 8 +1
Abdomen 2 3 4 5 6 7 8 9 +1
Chest 3 4 5 6 7 8 9 10 +1
Each Arm 1 1 2 3 4 5 6 7 +1
Head 1 2 3 4 5 6 7 8 +1

Magic Points (MP): These are used to activate any spells the character knows. The character's starting Magic Points will be equal to the character's POW.

Strike Rank (SR): This determines how quickly the character acts in combat. Strike Rank is determined by adding together the character's INT and DEX, and halving the result.

Basic Skills

Every character has a range of Basic skills that allows him to perform a variety of actions with varying degrees of expertise.

Each Basic skill is set by the total of one or more Characteristics. Some skills will also suffer a penalty from other Characteristics.

The Starting Skills table lists all the Basic skills every character possesses and the Characteristics used to determine the skill's base score. If a Characteristic is listed as a penalty, deduct it from the skill's base score.

Starting Skills

Basic Skills Bonus Penalty
Acrobatics DEX  
Athletics STR+DEX  
Boating STR  
Dodge 10+DEX -SIZ
Drive 10+POW  
Evaluate INT  
First Aid INT  
Influence 10+CHA  
Lore (Animal) INT  
Lore (Plant) INT  
Lore (World) INT  
Perception INT+POW  
Persistence 10+POW  
Resilience CON+POW  
Riding DEX+POW  
Sing CHA  
Sleight DEX  
Stealth 10+DEX -SIZ
Throwing DEX  
Unarmed STR  
Weapon Skills Bonus Penalty
All Close Combat STR+DEX  
All Ranged DEX  

Previous Experience

There are three stages involved in determining the character's previous experience. First the player must pick the character's cultural background. This provides certain starting skill bonuses that reflect this upbringing. Second, the player must pick a profession and gain further associated skills with that profession. Thirdly, the player spends the character's free skill points.

Cultural Background

The player is free to choose the background the character comes from (with Games Master approval), which determines skill bonuses, starting money and which Advanced skills are available. The backgrounds available are listed here:

The Cultural Background table shows all the various bonuses each background bestows on a character. Basic Skill Bonuses are added straight onto the character's Basic skill scores.

Advanced skills start at their base Characteristic score, plus any indicated bonus.

Cultural Background

Background Basic Skill Bonuses Advanced Skills Starting Money
Barbarian

Athletics +10%
Perception +5%
Resilience +10%
Stealth +5%

Pick Two +5%

Boating, Lore (Animal), Lore (Plant), Riding

Pick Three +10%

1H Axe, 1H Hammer, 2H Axe, 2H Hammer, Blowgun, Bow, Dagger, Shield, Sling, Spear, Staff, Throwing, Unarmed

Language (Native) +50%
Lore (Regional)
Survival

Pick One

Craft
Dance
Lore
Play Instrument
Tracking

4D6x20 silver
Peasant

Athletics +5%
Lore (Animal) +10%
Lore (Plant) +10%
Resilience +5%

Pick Two +10%

Boating, Dodge, Driving, First Aid, Persistence

Pick Two +10%

1H Axe, 1H Flail, 1H Hammer, 2H Axe, Dagger, Sling, Spear, Staff, Unarmed

Language (Native) +50%
Lore (Regional)

Pick Two

Craft
Dance
Lore
Play Instrument
Survival

4D6x25 silver
Townsman

Evaluate +10%
Influence +10%
Lore (World) +10%

Pick Two +10%

Boating, Driving, Persistence, Resilience, Sleight, Stealth

Pick Two +10%

1H Hammer, 1H Sword, Dagger, Crossbow, Polearm, Shield

Language (Native) +50%
Lore (Regional)
Streetwise

Pick One

Craft
Dance
Language
Lore
Play Instrument
Shiphandling

4D6x50 silver
Noble

Influence +10%
Lore (World) +10%
Persistence +10%

Pick Two +5%

Evaluate, Dodge, Perception, Riding

Pick Two +15%

1H Sword, 2H Sword, Dagger, Rapier, Shield

Language (Native) +50%
Lore (Regional)

Pick Two

Craft
Dance
Language
Lore
Play Instrument
Shiphandling

4D10x100 silver

 

Professions

The Professions table shows all the various bonuses each profession bestows on a character. Basic Skill Bonuses are added straight onto the character's Basic skill scores. Advanced skills start at their base Characteristic score. If the character already possesses the indicated Advanced skill, they instead gain a +10% bonus to that skill.

If a Profession indicates that a character starts play with the Runecasting skill, that character knows one spell per Runecasting skill known. Spells known must be relevant to the runes the character has integrated.

Professions

Profession Cultural Background Basic Skill Bonuses Advanced Skills
Acrobat Barbarian
Peasant
Acrobatics +10%
Athletics +10%
Dodge +10%
Throwing +10%
Sleight +10%
 
Alchemist Townsman Evaluate +10%
First Aid +10%
Lore (Plant) +10%
Lore (Alchemy)
Runecasting1
Animal Trainer Barbarian
Peasant
Driving +5%
First Aid +5%
Lore (Animal) +20%
Persistence +10%
Resilience +5%
Riding +5%
 
Bard Barbarian
Peasant
Townsman
Influence +10%
Lore (World) +10%
Perception +5%
Sing +10%
Sleight +5%

Pick One

Dance
Play Instrument
Language
Lore

Blacksmith Barbarian
Peasant
Townsman
1H Hammer +10%
Evaluate +5%
Resilience +5%
Craft (Blacksmith)
Lore (Mineral)

Pick One

Engineering
Mechanisms
Craft (Armourer)
Craft (Weaponsmith)

Courtier Townsman
Noble
Influence +15%
Lore (World) +5%
Perception +5%
Sleight +5%
Dance

Pick One

Lore (Art)
Lore (Heraldry)
Lore (Philosophy)
Lore (Regional)
Play Instrument

Craftsman Barbarian
Peasant
Townsman
Evaluate +20%
Influence +5%
Persistence +5%
Craft

Pick One

Craft (other)
Engineering
Mechanisms

Diplomat Townsman
Noble
Influence +20%
Perception +10%
Lore (World) +10%

Pick One

Dance
Language
Lore
Play Instrument

Explorer Barbarian
Noble
Lore (World) +20%
Perception +5%
Resilience +5%

Pick Two

Language
Lore (Astronomy)
Lore (Geography)
Shiphandling
Survival

Farmer Barbarian
Peasant
Athletics +5%
Driving +5%
Lore (Animal) +15%
Lore (Plant) +15%
Resilience +10%
 
Fisherman Barbarian
Peasant
Athletics +5%
Boating +20%
Lore (Animal) +5%
Resilience +10%
Throwing +10%
 
Herdsman Barbarian
Peasant
First Aid +5%
Lore (Animal) +20%
Resilience +5%
Sling +10%
Survival
Hunter Barbarian
Peasant
Bow +5%
Lore (Animal) +10%
Spear +5%
Stealth +10%
Survival
Tracking
Lord Noble 1H Sword +10%
Influence +20%
Persistence +10%
Riding +10%
 
Mercenary Barbarian
Peasant
Townsman
Lore (World) +10%

Pick Two

1H Axe +15%
1H Flail +15%
1H Hammer +15%
1H Sword +15%
2H Axe +15%
2H Flail +15%
2H Hammer +15%
2H Sword +15%
Bow +15%
Crossbow +15%
Polearm +15%
Shield +15%

Pick Two

Athletics +5%
Dagger +5%
Dodge +5%
Driving +5%
Evaluate +5%
Resilience +5%
Riding +5%
Unarmed +5%

 
Merchant Townsman Evaluate +20%
Influence +10%
Lore (World) +10%

Pick One

Language
Lore (Logistics)
Shiphandling

Militiaman Peasant
Townsman
1H Axe +5%
Athletics +10%
Dodge +5%
Resilience +5%
Shield +10%
Spear +10%
Unarmed +5%
 
Miner Peasant 1H Axe +10%
2H Axe +10%
Athletics +10%
Resilience +10%
Lore (Mineral)
Physician Townsman
Noble
Evaluate +5%
First Aid +20%
Lore (Plant) +10%
Perception +5%
Healing
Priest Peasant
Townsman
Influence +15%
Lore (World) +5%
Persistence +10%
Lore - (Theology)
Runecasting2
Ranger Barbarian
Peasant

1H Sword +5%
Perception +5%
Lore (World) +10%

Lore (Regional)
Survival
Tracking

Sailor Peasant
Townsman
Acrobatics +10%
Athletics +10%
Boating +10%
Lore (World) +5%
Resilience +5%
Shiphandling
Scholar Townsman
Noble
Evaluate +5%
Lore (World) +5%
Persistence +10%
Lore

Pick Two

Engineering
Healing
Language
Lore (other)
Mechanisms

Shaman Barbarian First Aid +5%
Influence +10%
Lore (Animal) +5%
Lore (Plant) +5%
Persistence +5%

Runecasting3

Pick One

Healing
Lore
Runecasting (other)3 Survival

Soldier Barbarian
Peasant
Townsman
Noble
Dodge +5%
Lore (World) +5%
Resilience +5%
Unarmed +5%

Pick Three

1H Axe +10%
1H Flail +10%
1H Hammer +10%
1H Sword +10%
2H Axe +10%
2H Flail +10%
2H Hammer +10%
2H Sword +10%
Athletics +10%
Bow +10%
Crossbow +10%
Dagger +10%
Driving +10%
Polearm +10%
Riding +10%
Shield +10%
Sling +10%
Spear +10%

 
Spy Townsman
Noble

Acrobatics +5%
Dodge +5%
Influence +5%
Perception +5%
Persistence +5%
Lore (World) +5%
Sleight +5%
Stealth +5%

Pick One

Disguise
Language
Tracking

Thief Barbarian
Peasant
Townsman

Acrobatics +5%
Evaluate +5%
Perception +10%
Sleight +10%
Stealth +10%

Pick One

Disguise
Mechanisms
Streetwise

Town Guard Townsman

1H Hammer +5%
Athletics +5%
Crossbow +5%
Perception +5%
Polearm +10%
Shield +10%

Streetwise
Witch Barbarian
Peasant

First Aid +5%
Lore (Animal) +5%
Lore (Plant) +10%

Runecasting4

Pick Two

Healing
Lore
Runecasting (other)4
Survival

Wizard Townsman
Noble

Evaluate +5%
Lore (World) +5%
Persistence +10%

Runecasting5
Runecasting (other)5

Pick One

Language
Lore
Runecasting (other)5

Woodsman Barbarian
Peasant
1H Axe +5%
2H Axe +10%
Athletics +10%
Lore (Plant) +10%
Resilience +5%
Survival

1 Choose one of the following: Metal, Motion, Plant or Stasis. The character has integrated that rune and has that rune's Runecasting skill.

2 Choose one of the following: Communication, Law, Man or Spirit. The character has integrated that rune and has that rune's Runecasting skill.

3 Choose one of the following: Beast, Earth, Man or Spirit. The character has integrated that rune and has that rune's Runecasting skill.

4 Choose one of the following: Fertility, Luck, Moon or Shadow. The character has integrated that rune and has that rune's Runecasting skill.

5 Choose one of the following: Air, Cold, Earth, Fire, Heat or Water. The character has integrated that rune and has that rune's Runecasting skill.

Free Skill Points

Every character receives 100 additional skill points. The player can add these free skill points to his skills in the following ways:

            Add to a Basic or Weapon skill score.

            Add to an Advanced skill score, as long as the character already possesses the skill.

            Purchase an Advanced skill. This costs 10 free skill points and the Advanced skill starts at its basic Characteristic-derived score.

No single skill can benefit from more than 30 free skill points. The Advanced skill of Runecasting may not be purchased. An Advanced skill purchased with free skill points cannot be increased by more than 20 points.

General Information

Movement: Human characters have a Movement of 4 metres (4m).

Hero Points: Every character starts with two Hero Points.

Age: The character may start out at any age between 18 and 30.