Character Creation Chat
First flaw: 15. Phobia: Fear of a common thing. In its presence, no roll can succeed.
Second flaw: 14. Paranoid: What’s that? You hear that? You invent your own boogie
men, and sew doubt among others. NPCs will be hesitant to trust you.
Core Ability: Go Unnoticed: You blend into shadows with ease. When enemies are
attacking you and your allies, they will target you last.
Total Points: 50 +5 (flaw 1), +5 (flaw 2), -15 Core Ability, -7 weapon
38 points left to spend.
Skills (highly recommend you take at least 4 similar to the templates max 10):
--
Buy cost: Pay 1 to 1 points for skills. Minimum value 3, maximum 18.
Upgrade cost: Pay 1 point to add a +1 to a skill and so on.
LIST
Animal Training: Charm or induce an animal companion to perform
simple actions. Can only be used with one animal at a time.
Armorer: In arm’s length of an ally, roll this skill to repair 1 damaged
armor item in their inventory. On a failure, the armor is destroyed.
Brawling: Fight with fi sts and feet. Two uses: 1) Roll the skill to grapple
or stun a foe for 1 round. 2) Use a D6 when attacking without a weapon.
Breakfall: Half damage taken in long falls if this skill rolled successfully.
Climber: Climb any reasonable surface with texture, holds, or crevasses.
Courtier: Roll to outwit bureaucrats or royalty.
Disguise: Take on alternate identities. More diffi cult with acquaintances.
Evade: Used to avoid attacks that armor cannot protect against.
Faith: The ability to call forth miracles with prayer (see Divine Magic).
Forage: A skill used to fi nd plants in the Herbalists’ Guide.
Gambling: Cheat or overcome casino games with devious attention.
attention.
Hunting: Acquire food in natural environments, enough for a group.
Investigate: Uncover hidden information, history or subtle facts.
Jump: Leap with uncanny agility, out-jumping the untrained by 3-fold.
Knowledge: Roll to recall details on a single topic or area of expertise.
Languages: Be fl uent with a successful roll. Only spend here for languages
outside what would be normal for your folk to speak.
Linguist: Discern lost or unknown language, glyphs, or writing.
Lockpicking: Disable non-magical locking devices with tools.
Magic: Used to contain infernal or unstable magic, or as a resistance to
spells. Also used for wild magic and anti-magic.
Medical: Recover a crossed-off skill on yourself or an ally, with a touch. A
failed roll renders that skill recoverable only by rest.
Mining: Navigate or excavate underground with perfect direction and
skill.
Muscle: You have a knack for leverage, a powerful grip, and raw strength.
Roll this skill to bend bars, lift the unliftable, or brace against wind.
Oratory: Fascinate or deceive with stories, bravado and sheer charisma.
Pickpocket: Acquire small or simple items on unsuspecting targets.
Profession: Any working skill or commerce skill, its tools and ways.
Resist: You are hearty. Roll to ignore extreme cold, poison, or too many
mugs of ale. Hold your breath or fi ght back harmful magic with Resist.
Repair: Mend a damaged weapon or item. Not usable on armor. A failed
roll destroys the item. “I think I dropped a piece...”
Riding: Perform daring maneuvers on horseback without penalties.
Running: Run double the distance of others, outrun pursuers in the open.
Sailing: Operate marine vessels, with appropriate crew.
Scholar: Achieve renown in a specifi c topic. You are published.
Scout: Find all kinds of clues, information, or traps in the immediate area.
Shield Fighting: When using a shield, roll this skill instead of Defense.
Additionally, add the Defense bonus of your shield to this skill.
Skinning: Harvest a slain beast for pelt or hide in 1D4 rounds.
Spell Research: Roll to study spells with time and materials in a safe
place. Gain 1 hero point per day invested thus, spendable only on spells.
Stealth: Go unnoticed when moving. Easier if perfectly still or hidden.
Streetwise: You know shady people and back-alley secrets.
Survival: If your heart is hit, a lethal injury, roll this skill instantly (it will
be crossed off). On a success, you fi ght off death’s embrace for 1 round.
Also rolled when refusing to rest and pushing onward after lack of sleep.
Swimming: Swim twice as far as others. Stay under water twice as long.
Take Aim: Add a die of your attack type on the next attack you make.
Tracking: Find obscured foes in the wild.
Trading: Get more value out of trade despite hagglers, bad leverage,
distractions or scammers.
-- Equipment: (basic)
ITEM NOTE COST
1. Backpack Carry 2 additional items 6 pts
2. Torches 3 count, snap-light, burns for 1 scene 1 pt
3. Climbing Gear Ignore penalties on Climbing rolls 1 pt
4. Mining Kit Exploring or excavation times cut in half 1 pt
5. Cold Weather Fur Ignore penalties from normal cold or snow 1 pt
6. Diving Gear 2 dive helms, spearguns, fi ns, marker buoy 1 pt
7. Lockpicks Cannot pick locks without these tools 1 pt
8. Sack of Bearings A pouch of 3 dozen metal balls 1 pt
9. Flint & Steel Camp with comfort and cozy fi re 1 pt
10. Scribe’s Kit Parchment book, charcoal sticks 1 pt
11. Craftsman’s Tools Hammer, spanner, and bits for simple work 1 pt
12. Bandage Kit 3 count, heal 1 crossed off skill 3 pts
13. Oil Flask 3 count, fl ammable liquid, glass phial 1 pt
14. Rope 50’ length, breaks on crit fail usage 1 pt
15. Iron Chain 15’ length, all but unbreakable 1 pt
16. Snare Kit 3 count, catch small animals 1 pt
17. Bear Trap 1 count, Muscle to escape 2 pts
18. Caltrops 3 uses, spiked fl oor-scatter, i
--Equipment (large):
ITEMS NOTE COST
1. Horse Transports 2 people at 4x walking speed 5 pts
2. Cart Holds Crates and barrels fi lled with goods 10 pts
3. Wagon Transports like a cart, at horse speed 20 pts
4. War Wagon An armored wagon for siege 25 pts
5. Small Boat Holds 4 people, barely seaworthy, sneaky 15 pts
6. Mast Ship Crew of 3 required, 2 masts, huge hold 35 pts
7. House A cozy place to live, deed for life 50 pts
8. Fort or Garrison A wooden Defense position with pole-fences 75 pts
9. Castle A series of keeps and towers, stone 200 pts
10. Fortress A massive, impregnable castle on a㔀
--Basic Armaments List:
DMG NOTE COST
1. Dagger D4 Conceal, thrown 1 pt
2. Walking Staff D4 Handy for all kinds of things 1 pt
3. Short Sword D6 Use with no hindrance in tight spaces1 pt
4. Long Sword D8 If max damage, roll again 2 pts
5. Great Sword D10 Uses 2 hands 3 pts
6. Wood Axe D6 Thrown, double damage on wood 1 pt
7. Battle Axe D12 Ignore 2 target DEF 5 pts
8. Pick Hammer D6 Reduce target armor by 1 per hit 2 pts
9. War Hammer D10 If 7+ dmg, stun for D6 phases 3 pts
10. Studded Mace D8 If max damage, stun target 3 phases 2 pts
11. Spiked Flail D10 Double dmg if used mounted 3 pts
12. Spear D8 Thrown, long reach 2 pts
13. Halberd D10 Long reach, halt a target’s progress 3 pts
14. Scimitar D8 On max dmg, attack another target 5 pts
15. Barbed Whip D8 Induces bleed on target 5 pts
16. Short Bow D6 Conceal, Use point blank 1 pt
17. Long Bow D8 On max dmg, fi re again 3 pts
18. Crossbow D10 Takes 1 round to reload 5 pts
19. Musket D12 Heard for miles, D6 phases to reload 7 pts
20. Flint Pistol D10 Concealed, D6
--Armor
DEF NOTE COST
1. Cloak +1 +3 Stealth skill 1 pt
2. Greaves +1 Boots with armored shins 1 pt
3. Leather Vest +2 No protection against blunt force 2 pts
4. Chain Mail +3 Noisy 3 pts
5. Scale Vest +3 Rare/requires expert blacksmith 3 pts
6. Helm +1 Draws enemy attention 1 pt
7. Chest Plate +4 -3 Stealth skill, cannot swim 5 pts
8. Wood Shield +1 Absorb 2 hits before attrition 3 pts
9. Steel Shield +2 Absorb 3 hits before attrition 5 pts
10. Tower Shield +3 Clumsy, ignore attrition from arrows 5 pts
***All Characters have a base 6 defense for clothing***
Use those to flesh out the character and you are done.