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Attributes (Same as White Wolf) Physical Attributes: Strength Dexterity Stamina Social Attributes: Charisma Manipulation Appearance Mental

Attributes: Perception Intelligence Wits Abilities are broken down into 3 sections: Abilities: Talents: Alertness & Awareness Athletics Block Bluff & Subterfuge Concentration Diplomacy Dodge Escape Artist Empathy Expression Fortitude Intuition & Gambling Leadership Parry Performance & Music Riding Search Stonecunning Swim Skills: Acrobatics Animal Empathy Animal Handling

Armor Skill Commerce & Barter Craft Disguise Hunting Noble Etiquette Intimidation Legerdemain Locks Research Stealth & Hiding Streetwise Survival & Tracking Security & Traps Lore: Mountain Lore: Woodland Knowledge: Linguistics Lore: Alchemy Lore: Arcane Lore: Astrology Lore: Coinage Lore: Dragon & Monster Lore: Dungeoneering Lore: Engineering Lore: Farie & Fey Lore: Geography Lore: Hearth Wisdom Lore: History & Law Lore: Medicine & Herb Lore: Minerals and Gems Lore: Mountain Lore: Nature Lore: Planar Lore: Politics & Nobility Lore: Religion Lore: Undead Lore: Woodland

Combat Skills: ---------Pick a Combat Group to use then pick a type for specializing, Meaning when you have 4 dots in a type. Combat Skills #1 Melee (1H Piercing) Melee (1H Slashing) Melee (1H Bashing) Combat Skills #2 Melee (2H Piercing) Melee (2H Slashing) Melee (2H Bashing) Combat Skills #3 Ranged (Bow) Ranged (Thrown) Ranged (Crossbow) Ranged (Sling) Combat Skills #4 Brawling & Unarmed Grappling Wrestling Combat Skills #5 Pole arms Staves Lances

Spells skills: --------Pick a Spell School to use then pick a type for specializing, Meaning when you have 4 dots in a type. SPELL SCHOOL #1 MIND / ILLUSION SPELLS THAT INFLUENCE/TRICK THE MIND OF OTHERS. POWERFUL MIND SPELLS CAN CONTROL THE WILL OF OTHERS. SPELL SCHOOL #2 MATTER SPELLS THAT WARP/ALTER THE PROPERTIES OF MATTER. POWERFUL MATTER SPELLS THAT CHANGE THE LOCATION OF MATTER, CONVERT ONE TYPE INTO ANOTHER.

SPELL SCHOOL #3 ELEMENTAL SPELLS THAT CAN HARNESS THE RAW ELEMENTAL FORCES (FIRE, COLD, ELECTRICITY, ACID, SONIC, AND FORCE). THESE SPELLS ARE TYPICALLY OFFENSIVE DAMAGING SPELLS. SPELL SCHOOL #4 LIFE SPELLS THAT CAN MANIPULATE LIVING CREATURES. THIS DOES NOT INFLUENCE THEIR MINDS, BUT ALTER THEIR BODIES FOR BETTER OR WORSE. SPELL SCHOOL #5 DIVINE SPELLS WHOSE EFFECTS ARE AXIOMATIC IN NATURE. (GOOD VS EVIL, LAW VS CHAOS). THESE EFFECTS MAY HELP CREATURES OR OBJECTS THAT ARE OF THE SAME AXIOM OR HINDER THOSE OF THE OPPOSING AXIOM. Character Creation: STEP I: Character Concept Think of a character concept first and then try to allocate points to bring that character to life. This system is based on three types, Fighter, Magical, or Blended meaning that you rely on magic, the sword or both for survival. Now choose your path. You are free to mix and match your strengths and weaknesses in skills and abilities as you like, wherever you put dots, is where your character is stronger, and likewise where you don't put dots, that is where your character is weaker. Choose wisely. STEP II: Select Attributes Choose your primary, secondary, and tertiary categories of Attributes. There are 3 categories of Attributes: Physical, Social, and Mental. Start with one dot in each Attribute for free. Divide 5 dots among the primary Attributes, 4 dots among the secondary Attributes, and 3 dots among the tertiary Attributes. No Attribute may have more than 3 dots at this stage of Character Creation. (Racial bonuses are allowed to break this 3 dot limit however when you choose your race in Step Three). Your Physical Attributes are: Strength, Dexterity, and Stamina. Your Social Attributes are: Charisma, Manipulation, and Appearance. Your Mental Attributes are: Perception, Intelligence, and Wits. STEP III: Choose a Race Choose one of the following races. The bonuses to Attributes can break the 4 dot maximum rule in STEP TWO.

Dwarf +1 Stamina, -1 Charisma Wood Elf +1 Dexterity, -1 Wits High Elf +1 Wits, +1 Charisma, -1Strength, Stamina, -1 Half Elfs: +1 Dot Dexterity, +1 Dot Perception, -1Stamina, -1Manipulation Gnome +1 Manipulation, -1Perception Halflings +1 Dexterity, -1 Strength Humans: +1 Stamina High Humans: +1 Stamina, -1 Dexterity, Orcs: +2 Strength, -1 Appearance, -1Charisma Half Orcs: +1 Strength, +1 Stamina, -1 Appearance, -1Manipulation STEP IV: Select Abilities Choose primary, secondary, and tertiary categories of Abilities. Abilities start with zero dots. Divide 13 dots among primary Abilities, 9 dots among secondary Abilities, and 5 dots among tertiary Abilities. There are 3 categories of Abilities: Talents, Skills, and Knowledge. No Ability can have more than 3 dots at this stage of Character Creation. (Racial Traits are allowed to break this 3 dot limit however). Abilities Talents: Alertness & Awareness: This covers all of the senses such as sight, hearing, smelling, touch, and taste. Athletics: This covers any physical skill that isn't covered specifically anywhere else, as well as athletic games. Block: This covers all of the Maneuvers of blocking with a sheild Bluff & Subterfuge: This is the ability to lie or to convince someone of something that benefits you. Concentration: This is the ability to direct one's thinking in whatever direction one would intend Contortions & Escape Artist: This covers escaping shackles, rope, or any other form of restraint, and also fitting into tight places, or bending your body in ways

that seems painful to other people. Diplomacy: This covers your ability to communicate with regard to issues of peace-making, trade, war, economics, culture, environment and human rights. Dodge: This covers when you are trying to get out of the way of something dangerous. Empathy: This covers being able to sense other people's emotions, and to be able to understand their situation as if you were in their shoes. Expression: This covers public speaking in all forms, as well as speaking to important people. Fortitude: This covers your body's natural resistance to certain types of internal damage, such as poisons. Intuition & Gambling: This covers your ability at games of chance, as well as getting strange hunches that aid you in life. Leadership: This covers your ability to lead others, to calm crowds, and to assert your authority. Parry: This covers all of the Maneuvers of Parring with a weapon other than a shield. Performance & Music: This covers all aspects of music and musical composition as well as playing instruments. Riding: This is the ability to ride a beast with or without a saddle and bridle also allows for taking care of that animal. Be that Horse or something more exotic. This skill removes the difficulty of fighting from a mount. Search: This covers all aspects of how much information and how many clues a character gains through observation. Stone Cunning: This covers all aspects of dealing with stonework, caves, or tunnels Swim: This covers the ability to swim, float and generally survive in water. Skills: Acrobatics: This covers all aspects of maneuvers when rolling, jumping, falling, Swinging from objects and falling.

Animal Empathy: This covers being able to calm animals, as well as having a natural way with animals that makes them more comfortable around you. Animal Handling: This is the ability to handle Pack animals, Wagon Teams and other beast of burden. Commerce & Barter: This covers all aspects of selling, bartering, and buying goods from vendors. Crafts: This covers many craft skills. For every dot you have you can have another craft, but you roll all the dots in this skill for each craft. Sample list: Apothecary, Armorer, Blacksmith, Bowyer, Brewer, Carpenter, Cartographer, Fisherman, Fletcher, Goldsmith, Jeweler, Leatherworker, Scribe, Stonecutter, Weapon Smith, etc. Disguise: This covers changing your appearance. Hunting: This covers all gathering of Food and resources when in the wild. Intimidation: This covers scaring people into doing what you want them to do, as well as interrogation. Legerdemain: This covers pick pocketing, sleight of hand, and other tricks. Locks: This covers being able to unlock multiple types of locks including, doors and chests. Noble Etiquette: This covers the knowledge and nuances of proper behavior in a social atmosphere of your peers or upper class. Research & Investigation: This covers how well, and how quickly you can research something in a library or scroll room or investigate a subject were an answer in needed. Stealth & Hiding: This covers moving silently, and being able to hide from the prying eyes of others. Streetwise: This covers your knowledge of cultural urban street life, as well as understanding how urban environments differ from rural ones. Survival & Tracking: This covers your ability to scrounge food and to survive in the environment, as well as being able to track and know what you are tracking. Security & Traps: This covers your ability to breach and or understand security including making traps, also dismantling other people's traps.

Knowledge: Linguistics: This covers your ability to read, and to speak languages. For every dot you have you know one language. The languages depend on the setting the game takes place in, but the default are the racial languages and D&D languages. Lore Alchemy: This covers your understanding, knowledge of ingredients and ability to create and decipher chemical liquids, substances and poisons. Lore Arcane: This covers your understandings of magic in all its forms. Lore Astrology: This covers your understandings of astrological sign. It also can be used to predict seasonal shifts and to interpret celestial cycles as signs of divine communications. Lore Coinage: This covers your knowledge of coinage and which area uses which type. If using coinage from various nations it will have greater or less value depending on where it is used. Lore Dragon & Monster: This covers your knowledge and rumors of various monsters. This does not cover the Undead, Planar, or Underground Creatures. Lore Dungeoneering: This covers your knowledge and rumors of various, creatures and substances while being underground. While in natural caves or dungeons. Lore Engineering: This covers your knowledge of (buildings, aqueducts, bridges

and fortifications).
Lore Fairy & Fey: This covers your knowledge and rumors of various, Fairy, Fey, and Elvin creatures Lore Geography: This covers your knowledge of (lands, terrain, climate and

people).
Lore Hearth Wisdom: This covers your knowledge of "Old Wives Tales" that always seem to have a nugget of truth in them. Lore History & Law: This covers your knowledge of various histories of kingdoms and the laws that govern the lands. Lore Medicine & Herb: This covers your knowledge of basic medicine as well as how to find and prepare herbs and what those herbs actually do. Lore Minerals & Gems: This covers your knowledge of Gems and Minerals. Helping to judge value and the types of cuts of source.

Lore Mountain: This covers your knowledge and rumors of various, Mountains and Underground cities. Lore Nature: This covers your knowledge of animals, fey, giants, monstrous

humanoids, plants, seasons and cycles, weather and vermin.


Lore Planar: This covers your knowledge of the parallel worlds just beyond our plane of existence, and the Outsiders that sometimes find their way to this plane of existence. Lore Politics & Nobility: This covers your knowledge of the political landscape, as well as what powerful persons are at the top of the government. Lore Religion: This covers your knowledge of the various gods, religions, and cults in the world. Lore: Woodland: Lore Undead: This covers your knowledge of facts and rumors dealing with the walking dead that come in various forms. Lore: Woodland: This covers your knowledge and rumors of various, woodlands and woodland cities . Once Abilities dots have been placed, you may add additional dots from Racial Traits from the race you have chosen. Racial Traits can break the 3 dot rule above. Also note other Racial Traits that don't affect Abilities and mark them on your Character Sheet where appropriate. Racial Skill Traits: [These may be revised based on suggestions.] Dwarf * Darkvision: 60' * Stonecunning: +1 Dot when dealing with stonework, caves, or tunnels * +1 Dot to Mountain Lore * +1 Dot to Crafts Stone, metal work * +1 Dot to Fortitude Elf: (Wood Elf) * Low-light Vision * +1 Dots Stealth & Hiding * +1 Dot to Woodland Lore * +1 Dot to Concentration * +1 Dot to Empathy Elf: (High) * Low-light Vision

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Adaptable: +5 Freebie Points at the end of character creation. Low-light Vision +1 Dot to Awareness & Alertness +1 Dot to Concentration +1 Dot to Lore Medicine & Herb

Half Elf * Low-light Vision * +1 Dot to Awareness & Alertness * +1 Dot to Concentration * +1 Dot to Dodge * +1 Dot to Survival Gnome * Low-light Vision * Small Size: +1 Dots Stealth & Hiding * +1 Dot to Athletics * +1 Dot to Commerce & Barter * +1 Dot to Linguistics Halflings * Small Size: +1 Dots Stealth & Hiding * +1 Dot to Athletics * +1 Dot to Dodge * +1 Dot to Willpower Human: *+1 Dot *+1 Dot *+1 Dot *+1 Dot to to to to Athletics Survival & Tracking Fortitude Craft

High Human: * Adaptable: +5 Freebie Points at the end of character creation. * +1 Dot to Diplomacy * +1 Dot to any Lore Skill * +1 Dot to Craft Orcs (not normally a character race) * Darkvision 100' (-1 Dice Penalty in Sunlight) * Damage Reduction: Get a 1D10 roll on a 6 or better. They ignore 1 level of damage when they are hit. In other words they check one less box. * +1 Dot to Intimidation * +1 Dot to Athletics * +1 Dot to Subterfuge

Half Orcs * Damage Reduction: Get a 1D10 roll on a 6 or better. They ignore 1 level of damage when they are hit. In other words they check one less box.* Darkvision: 60' * +1 Dot to Intimidation * +1 Dot to Streetwise * +1 Dot to Subterfuge STEP V: Combat Skills Choose primary, secondary, and tertiary Combat skills. The Combat skills are divided into five categories: #1, #2, #3, #4, #5. Combat skills start with zero dots. If you are a Fighter class. Add 2 dots among primary Combat skills, 2 dots among secondary Combat skills, and 1 dot among tertiary Combat skills. If you are from a Magical class. Add 1 dots among primary Combat skills, 0 dots among secondary Combat skills, and 0 dots among tertiary combat skills. Mage class characters may trade 1 dot of Combat skill to purchase a Spell skill dot. If you are from a Blended class. Add 2 dots among primary Combat skills, 1 dots among secondary Combat skills, and 0 dots among tertiary combat skills. Thieves are generally considered to be Fighter class. The difference in characters is based on choosing Abilities skills. Step VI Spell Skills: Spell skills are learned during a campaign when you find a way to learn spells from a teacher, a spell book, or some other means. Each spell is a new ability. The Spell skills are divided into five categories: #1, #2, #3, #4, and #5. Spell skills start with zero dots. If you are a Fighter class. Spell skills start with zero dots. Add 1 dots among primary Spell skill, 0 dot among secondary Spell skill, and 0 dots among tertiary Spell skill. Fighter class characters may trade 1 dot of Spell skill to purchase a Combat skill dot. If you are a Magical class. Spell skills start with zero dots. Add 2 dots among primary Spell skill, 2 dot among secondary Spell skill, and 1 dots among tertiary Spell skill. If you are a Blended class. Spell skills start with zero dots. Add 2 dots among primary Spell skill, 1 dot among secondary Spell skill, and 0 dots among tertiary Spell skill. STEP VI: Virtues Start with one dot in each Attribute for free. Virtues divide 5 dots among, Conscience, Self-Control, Courage. Conscience: is rolled when acting against your Alignment. Self-Control: is rolled when your body acts against you.

Courage: is rolled for fear checks and courage checks. STEP VII: Finishing Touches Your Willpower Rating is the total of your conscience & self control dots. Willpower can be used to get automatic successes on dice rolls when desperate at a cost of one point per success. You can use Willpower as often as you like, but you only gain 2 dots of Willpower back per session. Willpower can't be used in conjunction with a roll using Plot Points detailed below. Willpower is also used to resist certain magical effects. Spend 15 Freebie Points to increase Attributes, Abilities, Combat Skills, Spell skills, Backgrounds, Willpower Virtues or Merits. The costs to increase them is found below: Attributes: 5 Freebie Points per dot. Abilities: 2 Freebie Points per dot. Backgrounds: 1 Freebie Points per dot. Virtues: 2 Freebie Points per dot. Willpower: 2 Freebie Points per dot. Merits: Various FREEBIE POINT COST: Combat Skills, 5 Points per dot. (Magic Class) 4 Points per dot. (Blended Class) 3 Points per dot. (Fighter Class) FREEBIE POINT COST: Spell skills, 3 Points per dot. (Magic Class) 4 Points per dot. (Blended Class) 5 Points per dot. (Fighter Class) Step VII: Fate Your Fate Points Rating starts at 1 dot. You may use Fate Points to gain extra dice for any roll. You can't use Willpower in a Fate Points roll. By using Fate Points you gamble them. If any roll where Fate Points were used fails, you lose the Fate Points gambled. If a roll where Fate Points were used Botches, you lose all of your Fate Points. At the beginning of each session if a character has zero Fate Points they receive one. Fate Points can only be used once per session on any roll. When Fate Points are maxed out at 4, you can gain 4 additional Experience Points and your Fate Point total is reset at 1 Fate Point. Movement for characters is as follows: Walking is (7 + 1/2 Dexterity rounded down) yards per turn. Jogging is (12 + Dexterity) yards per round. Running is [20 + (3 x Dexterity)] yards per round.

There are 3 feet in a yard, so calculate your movement based in feet when you are finished with the above calculations. Your Reflex Save = Dexterity Attribute + Dodge Ability Your Fortitude Save = Stamina Attribute + Fortitude Ability Your Will Save = Self-Control + Courage Initiative is Dexterity Attribute + Wits Attribute + Alertness & Awareness Ability. Initiative goes from highest to lowest. You can use 1Willpower to get +4 to a single Initiative roll. So for example if you have 3 dots in Dexterity, 2 dots in Alertness & Awareness Ability and 1 dot in Wits you would roll 6D10 +4 Endurance and Mana Endurance and Mana are used when fighting or cast in spells. If the character runs out they are too tired to continue. Endurance used in combat is the total of your armor and weapons minimum strength to use. Endurance Points = (10 x Stamina) + (10 x Fortitude) + Will Power. Mana used in Spell casting is the total cost from spells used. Mana Points (only used after you learn a spell) = (10 x Intelligence Attribute) + (10 x Lore Arcane Ability) + Will Power. There is Alignment for this game which you may choose in the creation of your character. Step VII: Equipment All characters may start with Light Armor. All characters may choose 2 weapons from the following list: Hatchet, Hand Ax, Club, Mace, Knife, and Dagger, Short sword, Javelin, Pitchfork, Sap, Spear (onehanded), Staff, Light Lance, Short Bow, Sling or Small Shield. Heroic Paths (Optional) Heroic Paths give you unique abilities and extra Dots to Attributes, Abilities, Combat Skills, and Spell Skills. This is to be discussed with the GM. * Beast * Chanceborn

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Dragonblooded Earthbonded Faithful Feyblooded Giantblooded Guardian Mountainborn Naturefriend Northblooded Pureblood Seaborn Shadow Walker

VIII EXPERIENCE POINT COST: Experience Points: To increase your Attributes, Abilities, Combat Skills, Spell skills, Backgrounds, Willpower Virtues or Merits. The costs to increase them is found below: Attributes: 4x Current Dots. Abilities: 3 for new abilities, 2x Current Dots. Backgrounds: 3 Experience Points per dot. Virtues: 2x Current Dots. Combat skills: First Dot for new skill 10 POINTS FOR Magic Class 8 POINTS FOR M Blended Class 6 POINTS FOR Fighter Class Spell skills: First Dot for new skill 6 POINTS FOR Magic Class 8 POINTS FOR M Blended Class 10 POINTS FOR Fighter Class Willpower: 2x Current Dots. EXP POINT COST: Combat skills, 5x Current Dots. (Magic Class) 4x Current Dots. (Blended Class) 3x Current Dots. (Fighter Class) EXP POINT COST: Spell skills, 3x Current Dots. (Magic Class) 4x Current Dots. (Blended Class) 5x Current Dots. (Fighter Class)

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