Character Generation
Step 1: Race
Choose or roll for race:
2d6 |
Race |
V |
F |
S |
M |
2-10 |
Human |
|
|
|
|
11 |
Dwarf |
|
-1 |
|
+1 |
12 |
Elf |
-2 |
+2 |
|
Note that elves and dwarves are next to non-existent in many human parts of the world.
Other races might be playable under GM discretion.
Step 2: Virtues
- Roll 2d6 6 times if creating a player character, otherwise 5 times.
- If generating ordinary folk, subtract -1 from each roll.
- Assign the rolls in order to: Vigor, Finesse, Sagacity, Morale, and unused.
- If non-human, write the corresponding racial modifier next to each Virtue.
- You may swap any two rolls once.
- Total each roll with its modifiers, and divide by 3. Round mathematically: thirds down, two thirds up.
The results are your Virtues, the unused rolls are discarded.
Step 3: Background
Choose or roll for:
- Homeland
- Religion
- Status
- Place of Origin / Environment
Consult the GM or world description for details.
Step 4: Background Features
- Background Features are rolled randomly on the Background Features Sheet.
- They can be positive or negative.
- Player characters always roll twice.
Before rolling, you must decide whether to keep both, or discard one of your choice.
- For an NPC, roll 2d6. For each 5 or 6, roll a background feature.
- If for any reason, a rolled Feature is inapplicable or comes up twice, it is discarded.
In case you chose to discard one before rolling, a single remaining feature may be discarded or kept.
Step 5: Expertise and Levels
- Pick one Expertise: Combat, Stealth, Magic, or Faith.
- Write down your Level. Unless the GM says otherwise, you are Level 1.
- For each Level, pick one Feature. You are free to choose one from the following listings,
as long as you fulfill all the requirements:
- The listing for each Expertise you have (by Expertise Score),
in case of Faith according to Religion
- The Adventurer Features Sheet
Step 6: Equipment
TBD