Rules: Crown and Skull
(You do not need own them. I will post all the information you need)
Posting Requirements: daily posting Monday-Friday (weekends off) 5 posts per week barring slowness on my part
Want to get into the game fast (choice a template, give it a name and go):
Templates
New to CROWN and SKULL and eager to jump right in? Once you
and your players have chosen your hometown, simply choose a template
below, choose your equipment, add up all armor for your Defense score (6
+ total armor worn), give your character a name, and you’re ready to go!
SOLDIER: You specialize in weapons and armor. On adventures and
quests, your allies look to you to take a beating and see foes dispatched.
• Flaw: Stubborn (You set your mind to a thing with tenacity)
• Core Ability: Battlemaster (Damage dice rolled maximum are rolled
again. There is no limit to the number of times the dice can ‘explode.’)
• Skills: Armorer 8, Evade 8, Knowledge (Military Tactics) 8, Muscle 7
• Equipment: Choose 9 pts of basic equipment and basic armaments
ADVENTURER: You are a nomad, a hunter, a road-walker. You thrive in
the ruins and wilderness, seeking treasures and truths.
• Flaw: Grudge (Choose a monster you just can’t stand)
• Core Ability: Uncanny Shot (Roll an extra damage die with all ranged
weapons, and ignore 1 DEF on all targets.)
• Skills: Forage 8, Hunting 7, Jump 9, Stealth 7
• Equipment: Choose 9 pts of basic equipment and basic armaments
SAGE: You are a learned researcher; keeper of books; mind of science,
history, and the arcane. The writing desk is your home, but adventure calls.
• Flaw: Timid (Only choose phase 4 or 5)
• Core Ability: Empath (Gain the Investigation, Streetwise and Oratory
skills at value 7 free of cost.)
• Skills: Medical 10, Magic 10, Investigate 8, Empath skills
• Equipment: Choose 6 pts of basic equipment and basic armaments
• Spells: Choose any 2 basic spells
SMITH: You are a hearty worker of materials and tools. The daily grind of
making wares must wait, though, as the wide world beckons.
• Flaw: Drunkard (Ale calls to you each and every day)
• Core Ability: None
• Skills: Armorer 10, Repair 10, Resist 9, Survival 14
• Equipment: Choose 12 pts of basic equipment and basic armaments
CLERIC: Yours is the holy path. You represent a higher power, divine
will, and the greater good that watches over living things.
• Flaw: Ascetic (Never exceed 5 items inventory)
• Core Ability: Paragon of Faith (Your Faith skill grows by 2 with a
successful cast, and maxes at 16 (see p. 84). Additionally, destroy 1D6
weak undead (zombies, shamblers, skeletons) as an Exhausting spell.)
• Skills: Magic 10, Medical 8, Scholar (The Holy Order) 8
• Equipment: Choose 5 pts of basic equipment and basic armaments
• Spells: Choose any 3 basic spells
HOODLUM: You are a dubious character... a shadow-dweller. You dabble
in the forbidden, the lawless, and the truly free. Your fate is yours alone.
• Flaw: Greedy, Pursued (Guards from a nearby town)
• Core Ability: Brutal Fighter (Each of your melee attacks may hit 2
foes with a single damage roll)
• Skills: Stealth 9, Lockpick 10, Disguise 9, Jump 8
• Equipment: Choose 9 pts of basic equipment and basic armanments.
Skaldry: You are a skald character... a storyteller. You weave tales and
stories of sagas, preserving and disseminating cultural heritage.
• Flaw: Impetuous, Addict (Singing)
• Core Ability: Spellsinger
• Skills: Courtier 9, Oratory 10, Streetwise 9, Magic 8
• Equipment: Choose 9 pts of basic equipment and basic armanments.
Want to walk you own path (roll for your character, completely random):
I am (roll a d20)
Equipped with...(roll a d20)
It all started when...(roll a d20)
But now, I..(roll a d20)
My hometown is..(roll a d20) *Nix this for now as the locations we are using are originally created
You seek total creation (completely build from scratch - probably need the book but you can use the website for free):
Step 1: Starting Points: 50 hero points
Step 2: Choose Flaw(s): Maximum 2 at creation and maximum 4 in the character's lifetime. Each flaw adds 5 points to your point totals.
Step 3: Core Ability: Choose a core ability deduct 15 points for it's acquisition. You can only ever choose one, so choose wisely. You can also choose NONE here and save the 15 points for other ideas.
Step 4: Choose Skills: Skills are the majority of rolls you'll be making in play. Roll a d20 at or below the skill value to succeed. Sometimes the GM may place a penalty on this roll, so high skills are a welcome friend. Skills are purchases at 1 to 1 point value, meaning a skill of 6 would cost 6 points and so on. No skill can be higher than 18 or lower than 3. 10 skills max in inventory.
Step 5: Buy & Customize Equipment: Visualize your character and spend your precious points on the equipment you need to satisfy the concept. Add the total armor equipped and record it as your Defense. You'll roll a d20 at or under that value when attacked. Keep track of final costs and move ahead. 10 items max in equipment inventory.
Step 6: Buy, Customize or Scratch-Build Spells: Contact GM before moving forward with magic characters.
Step 7: Acquire & Customize a Companion: If your character includes a familiar, pet or mount. Use the rules to pay and points needed.
Step 8: Choose your lineage: Five lineages to choose from each offers a bit of flavor for your place in the world.
Want more details on the rules >>
Download Players Guide for Free from the website
This message was last edited by the GM at 12:49, Fri 05 Apr.