Showing posts with label Character Building. Show all posts
Showing posts with label Character Building. Show all posts

Sunday, October 18, 2020

Star Wars: Storm Trooper Pre-Gens for Colonial Troopers

Our DM will be out on Halloween Weekend so I'm going to resurrect our Star Wars Storm Trooper One-Shots, but I've decided to use Colonial Troopers a DnD 0e SF RPG by Thomas Denmark and his Nite Owl Workshop. I'm pretty darn excited.





LEVEL 4 SNIPER (AGENT)

Strength -1

Intelligence +0

Wisdom +0

Dexterity +2

Constitution +0

Charisma -1

Hit Points 18

Melee Attack Bonus +1

Ranged Attack Bonus +4

AC 17 (15+2)

Saving Throw 13+

Skill Bonus +3

Sneak Attack: An Agent who successfully sneaks up on, surprises, or distracts an enemy receives a bonus of +4 to-hit, and does double the normal melee or ranged weapon damage. This bonus to damage increases to x3 at 5th level.

Skill: Agents have a knack for achieving unlikely results when it comes to things like picking pockets, picking locks, sneaking past or distracting guards, disarming small or intricate traps, bluffing at gambling, and so on. They have a bonus to their normal Saving Throw to achieve favorable results as indicated in the Agent Skill Bonus column, these are only applied at the Game Master’s discretion.

Sniper Rifle: 3d6+2; Rate of Fire 1


LEVEL 4 NEGOTIATOR (DIPLOMAT)

Strength +0

Intelligence +1

Wisdom +0

Dexterity +0

Constitution +0

Charisma +2

Hit Points 14

Melee Attack Bonus +2

Ranged Attack Bonus +2

AC 15

Saving Throw 13+

Persuade 11+

Diplomat Special Abilities: Because Diplomats are frequently called on to use their talents intense situations they have no weapon or armor restrictions.
   Diplomats can persuade using their ST modified by their Charisma Bonus to gain the assistance of a basically neutral crowd that is intelligent and understands the Diplomat. The ST the Diplomat has to make is modified based on the general likelihood of cooperation by the crowd being addressed as determined by the Game Master.
   Diplomats have the ability to talk a hostile group into negotiation. The hostile group must understand the Diplomat and not have obvious overwhelming force. The Diplomat then rolls based on her ST plus Charisma Bonus vs the leader(s) of the opposing force Charisma Bonus +ST (or some higher or lower value depending on the GM’s idea of the degree of hostility). Compare how well each side made the negotiation roll on Table 5 (see pg 17).

Blaster Pistol: 1d8; Rate of Fire 2

Blaster Rifle: 2d8; Rate of Fire 2


LEVEL 4 SCOUT (HUNTER)

Strength +0

Intelligence +0

Wisdom +1

Dexterity +0

Constitution +0

Charisma +0

Hit Points 23

Melee Attack Bonus +2 

Ranged Attack Bonus +2

AC 13

Saving Throw 11+ (9+ on Wisdom Saves)

Healing: +2

Detect Ambush: +2 

Tracking: +1

Blaster Rifle: 2d8; Rate of Fire 2


LEVEL 4 VANGUARD (MERCENARY)

Strength +0

Intelligence -1

Wisdom +0

Dexterity +1

Constitution +1

Charisma +0

Hit Points 32

Melee Attack Bonus +4 

Ranged Attack Bonus +5 (+6 with Assault Blaster)

AC 15

Saving Throw 12+

Unstoppable: A Mercenary, upon killing an enemy, receives an immediate free attack with the same probability against any other enemy within reach.

Assault Blaster: 2d6+1; Rate of Fire 2; Burst; Full



LEVEL 4 TANK (TROOPER)

Strength -1 (+3 in Battle Suit)

Intelligence +1

Wisdom -1

Dexterity +0

Constitution +0

Charisma +0

Hit Points 23

Melee Attack Bonus +2

Ranged Attack Bonus +2 (+3 in Battle Suit)

AC 14; Damage Reduction 6

Saving Throw 9+

Blaster Rifle: 2d8; Rate of Fire 2

Battle Suit Features

Auto Railgun: 2d6; Roll 3d20 to Attack; Usage Die d8; -1 to Hit for each additional Range Bracket

Large Flamer: 4d6; Cone; Usage Die d6

Light: Out to 100'; Usage Die d12

Smoke Bombs: These fire and discard bombs and have a range of 300’. 60’ before the intended end of the shot, smoke issues out, creating a line of dense smoke about 3’ wide. The smoke blocks normal and ultraviolet frequencies and is hot enough to block Infrared. It also contains minuscule chaff that expands to block radar and it distorts sound waves.







Saturday, October 17, 2020

Character Building: Edder Brownsmith for Warlock!

I'm going to make a character for the Warlock! RPG from Fire Ruby Designs.

There are no Ability Scores in Warlock! and that is something I've loved since encountering it in Castle Falkenstein.

There are 32 Skills in Warlock! and I'm going to choose 10 of them at to start at Level 6

Bargain 6

Blunt (weapon) 6

Brawling 6

Crossbow 6

Endurance 6 

History 6

Repair 6

Small Blade 6

Survival 6

Thrown 6

Now I choose 10 more at Level 5:

Athletics 5

Dodge 5

Intimidate 5

Language 5

Language 5

Lie 5

Medicine 5

Navigation 5

Spot 5

Stealth 5

All other Skills default to 4.

My Stamina is 2d6+12 for a total of 18.

My Luck is 1d6+7 for a total of 11.

There are four Communities (think race) to choose from which are Human, Elf, Dwarf, and Halfling and there are no mechanical benefits or drawbacks to any of them.

I choose Dwarf.

In Warlock! you choose a Career or randomly roll one and I choose the latter option.

I roll Entertainer.

An Entertainer's Skills and the Max Level they can before I have to switch careers be are Diplomacy 10, History 10, Brawling 12, Disguise 12, Persuasion 12.

I now distribute 10 Skill Levels between them.

Diplomacy 7

Brawling 10

History 6

Disguise 4

Persuasion 7

Repair 6

Additionally, I get an Entertainer Skill equal to the average Level of its Career Skills, in this case, it is 6. If I can persuade the GM that my Entertainer Career would work in a situation I can use it for the Skill test.

I get some Equipment from my Career, including Nice Clothes and a Dagger.

The first random table asks Who Have I Entertained? The Royal Opera House.

The second random table asks What Have I Learned? That Poetry Is Not for Me.

Next, you either come up with three Traits or pick from a list (they do not appear to have a mechanical value). I choose Curious, Picky, and Witty.

And that is it.

Warlock!'s core mechanic is to roll a d20 add your Skill Level and equal or exceed a 20. Armor reduces damage and is generally rated at 1d3, 1d6, or 2d6 but you always take a minimum of 1 point of damage on a hit.

It does have an Equipment list with costs but I didn't see a section on starting Silver. Money is in Pennies, Silver, or Gold.

I think I might work up a spellcaster next, but before that here is

Edder Brownsmith, Dwarf Entertainer

Stamina: 18

Luck: 11

Skills:

Athletics 5

Bargain 6

Blunt (weapon) 6

Brawling 10

Crossbow 6

Diplomacy 7

Disguise 4

Dodge 5

Endurance 6 

History 6

Intimidate 5

Language 5

Language 5

Lie 5

Medicine 5

Navigation 5

Persuasion 7

Repair 6

Small Blade 6

Spot 5

Stealth 5

Survival 6

Thrown 6

Equipment:

Leather (Light Armour) 1d3

Dagger 1d6+1 Slashing

Traits:

Curios

Picky

Witty









Saturday, June 27, 2020

Let Me Tell You About My Character: Gyre



In our current DnD 5th Edition game, I'm playing an Eladrin Kensei Monk who is 8th level. The player of our party's Dwarven Evoker Wizard has been on vacation for the last few weeks and I played the character last session because my Monk had been turned to glass by an undead medusa. I thoroughly enjoyed my time playing the character--even more so than my Monk. I immediately had a full-blown personality for the Wizard, where I've been having trouble figuring out who my Monk is over 8 level and that has really bothered me. 

We played tonight and I was back to my Monk. We had a great time, but the whole session I was trying to figure out who Gyre is? It really is irksome knowing that I could so quickly get into someone else's character but I can't get into my own.

But I think that might be who Gyre is -- a blank slate struggling to decide who he is. His alignment is currently Neutral, and he was raised on a merchant ship by his Aunt, Yasmeen, who taught him the Tsimytar Path. However, he decided to leave that life behind when bambling debts led his Aunt to take up piracy. He left the only life he knew behind because he was frightened by his lack of remorse at the violence he was capable of.  In his heart, he wants to be like the sea that his Aunt taught him to love, calm and gentle, but his gifts often find him angry and merciless. He doesn't like that part of himself, but he is worried that perhaps that is truly who he is. After several years of wandering about, he came upon the group he currently works with.

Three situations have defined Gyre in the course of play: First, was when an enemy Wizard teleported into the midst of his party and began trying to threaten them so that he could press them into his service. Gyre got lucky and went first when we rolled initiative and between Stunning Strike, his weapons, and Flurry of Blows he single-handedly slaughtered the Wizard then and there. That was the moment, looking back where I began to see the conflict within the Eladrin.

Next, his group came across a wight wandering around Saltmarsh with a sign around its next saying it was owned by another local Wizard. They took the wight to him and found out that he brought the undead from a nearby island and that it was the poor man's only friend. Gyre has no love for undead due to the fact that Vengmar Nash, the owner of the Shimmering Isle Casino who his Aunt is indebted to, keeps a pack of ghouls that eat his enemies. Gyre helped convince his allies to destroy the wight, but afterward, the Wizard lashed out with a spell and tried to kill him out of grief. After threatening the Wizard he and his cohorts left for the island with the wights to clear it out.

Finally, his group had been dealing with a Tieling Quartermaster and after several successful transactions, discovered she served Iuz the Evil. Gyre and one of his comrades decided to ask about service to the Old One and she intimated that their talent for battle would be welcome in her religion. The sole aspect holding them back was committing their souls to Iuz. 

Those events have made me realize that Gyre is trying to decide if he can be Good or if he will simply take the easy road and embrace his talent for violence. Part of the reason I don't know who Gyre is yet is that I still need to figure that out -- that is his arc.

It was cool to immediately know who the Wizard I played for a session was, but I think Gyre's journey is longer and more complex. He is hiding from who he is even from himself to see if he can be Good or if his talent for violence and his lack of guilt will lead him to embrace Evil. 




Friday, June 19, 2020

Character Building: Making a Pathfinder 2E Dwarven Rogue



Looking at the development of Pathfinder 2nd Edition I didn't feel that it would replace Dungeons & Dragons 5th Edition for me, but I kept up to date on it since I sell RPGs for a living. Since its release...has it almost been two years...I've had several customers pick it up and enjoy it so I figured I should acquaint myself with it more and possibly prepare to run some demos in-store.

Add to that fact that Dr. Futurity has been writing about it on his blog, Realms of Chirak and I've been a fan of his stuff for years and feel we have many common interests.

That has led me to make a character for it.

Full disclosure: I'm not a huge fan of Feats and I loved that in 5E they were optional and covered more ground than in previous editions. Obviously, this could be a big miss because from what I understand PF2 leans into Feats pretty hard.

Each Ability Score starts at 10.

First I will pick my Ancestry, and I choose Dwarf. Dwarves get a boost or +2 to CON, WIS, and STR (my choice). Additionally, they gain a Flaw or a -2 to CHA and their Hit Points start at 10.  Their start with a number of languages equal to their INT modifier + Dwarf and Common, they have Darkvision and they have the Traits of Dwarf and Humanoid.

I'm choosing Death-Warden Dwarf which turns a Success against a Necromancy Spell's Saving Throw into a Critical Success.

I'm already a bit reticent, I'm seeing "Circumstance" bonuses and one of the Dwarf options has an ability that reminds of DnD 4E's Powers. I didn't mind those Powers at low levels but it was hard, for my group at least, not to have decision paralysis at higher levels during 4E combats.

You gain 1 Ancestry Feat at 1st Level and I choose Rock Runner which lets me ignore difficult terrain caused by rubble and uneven ground made up of rock and earth. Additionally, when I uses Acrobatics to balance on narrow surfaces or uneven ground a Success becomes a Critical Success

There are some really flavorful options, but I felt that this bonus would be useful in most circumstances.

As a Background, I choose Guard which Boosts CHA and STR (my choice) as well as Training in the Intimidation and Warfare Lore Skills and Quick Coercion Feat.

For Class, I'm choosing Rogue which gives me 8 Hit Points at 1st level and every level, I envision Rogar as a someone who has had enough of war and thinks he got screwed over to the point that he feels he is owed something, and he is willing to coerce and steal to achieve those goal. Further, I'm choosing the Ruffian Racket that allows me to use Simple Weapons with my Sneak Attack and when I Critically Hit with a Simple Weapon I also and the target is Flat-Footed I also apply the weapon's Critical Specialization Effect.

Additionally, I gain Sneak Attack at 1d6, Surprise Attack which allows me to roll Deception or Stealth for Initiative, and any enemies that haven't acted in that first round are Flat-Footed. 

Finally, I get Skill Feats every level and a Rogue Feat at level 1.
I choose You're Next as my Rogue Feat which allows me to Frighten (apply a -1 to all Checks) an enemy if I reduce another enemy that they can see to 0 Hit Points and Assurance as my Skill Feat which lets me Take 10 with any Skill I'm Trained in.

I'm intrigued by character creation and more interested in PF2 than I thought I would be, I am dubious about all of the Keywords but I hope to give it a try someday.

Rogar Forgeheart, 1st Level Rogue (Ruffian)

STR    14  (+2) Key Ability per Ruffian
DEX   10  (+0)
CON   12  (+1)
INT     10  (+0)
WIS    12   (+1)
CHA   10   (+0)

Hit Points 18
Speed 25 ft
AC 14 (+2 from Chain Shirt +2 from Training in Light Armor +10)

Class DC
Trained 14 (10 + Proficiency or 2 + Rogue's key Ability Mod or 2)

Skills
Trained (Rank is Level +2)
Acrobatics
Athletics
Crafting
Deception
Diplomacy
Intimidation
Meicine
Stealth
Survival
Thievery
Warfare Lore

Expert (Rank is Level +4)
Perception

Saving Throws
Trained (Rank is Level +2)
Fortitude

Expert (Rank is Level +4)
Reflex
Will

Attacks
Trained (Rank is Level +2)
Rapier
Sap
Shortbow
Shortsword
Simple Weapons
Unarmed Attacks

Defenses (Paizo spells it like this)
Trained
Light Armor
Medium Armor
Unarmored Defense

Feats
Assurance (Skill)
Rock Runner (Ancestry)
You're Next (Rogue)


Wednesday, October 23, 2019

Character Building: Making a Godbound




Needles, over at Sword and Stitchery, has been writing about his Godbound and Cha'alt campaign set in Las Vegas and it has me really intrigued me (truthfully all of his posts intrigue me, he's an idea machine).

While I have purchased several games from Kevin Crawford, I've never played or GM'd one. To that end I decided to make a Godbound.

It took me about 35 minutes and it was interesting. I'm assuming the Exalted-vibe is a feature and not a bug, I never cared for Exalted and felt it was way too crunchy for my tastes, but Godbound is filled with excellent ideas, and the more I read of Kevin's stuff, the more awestruck I become.

One of my favorite mechanics (of many) are Facts, I find them similar to 13th Age's Backgrounds, and very elegant.


Terrence "Ren" Mourn
Level 1

Abilities       Score   (Modifier)  [Check]
Strength          11         (+0)           [10]
Dexterity        10         (+0)           [11]
Constitution   12         (+0)            [9] 
Wisdom          17        (+2)            [4]
Intelligence    16         (+2)            [5]
Charisma         9         (+0)            [12]

Hit Points    8

Saving Throws
Hardiness   15
Evasion      13
Spirit          13

Effort           2

Influence      2

Equipment
Light Armor AC 7
Light weapon 1d6 damage

Facts
I grew up at the Library in High Justice
I plundered the Tombs of Ng Qa
I am considered a traitor by the Vermillion

Words
Knowledge
   Omniscient Scholar (G)
Sorcery
   Adept of the Gate (L)
   Wizard's Wrath (L)
   Adept of the Way (G)
Wealth

Invocations of the Gate
   Glyph of Crowned Impunity
   Kiss of the Crane
   Sunder the Lesser Spell
   The Tireless Iron Cavalcade

Invocations of the Way
   Deafening Word of Truth
   Glyph of Crowned Impunity   
   Sunder the Greater Spell

   



Friday, October 11, 2019

Night Shift: Veterans of the Supernatural Wars: Playing a Monster



I'm extremely excited for Jason Vey and Timothy Brannan's Night Shift: Veterans of the Supernatural Wars Kickstarter. It takes Old School ADnD-style rules and merges it with Buffy the Vampire Slayer, Supernatural, and Charmed. It's a setting that we all love with a rule's set we all know.

Thanks to the kindness of Jason and Tim, I've gotten a small glimpse of the game. Most of the characters in the game are Humans, but the Supernatural race/species is available. 

I think it is ingenious that the Supernatural allows you to pick and choose abilities to build a Fey, Vampire, Werewolf, or other type of creature that prowls the night. This class is represented by the Fey in the Quickstart that was published earlier this week.

I'm going to do a character creation walk-thru by building a Supernatural, in this case Hiram Lang, a Werewolf.

The Ability scores of Night Shift are rolled as we are all familiar with ADnD: 3d6 in order, 4d6 drop the lowest and assigned by the player, or a point buy method.

Ability modifiers range from -3 to +4.

The Quickstart shows us that you may choose one Ability to be your Primary, two Abilities to be your Secondary, and the rest will be Tertiary. Primary and Secondary Abilities gain bonuses as you gain levels and are added to Ability Checks.

I'm going to make Hiram's Strength his Primary and denote it with a * and Dexterity and Constitution his Secondaries and denote them with **.

The Supernatural allows you to add a bonus to one Attribute and Hiram's Strength will get that bonus.

I can choose one ability from the Witch class and I decide on Wild Form at 1/Day.

As a Supernatural Hiram heals damage per Hour, as well as per Day.

Hit Points are 1d8, I rolled 7 and have no Con Modifier.

Supernaturals also gain a bonus to Saving Throws against supernatural attacks, magic, and spells.

A Supernatural's attacks are considered supernatural for the purpose of overcoming a being's immunity to normal weapons, if they have it.

There's a cool twist that I like too, after 3000 XP, a Supernatural may choose a Class. I think it's a great idea and am glad it is here, in the Quickstart, the Fey is a Veteran. 

Aside from equipment, Hiram is done and here he is:




Hiram Lang, Werewolf

Strength 13*           (+1)
Dexterity 9**          (+0)
Constitution1 11** (+0)
Intelligence 5           (-2)
Wisdom 13              (+1)
Charisma 10           (+0)

Hit Points 7

When Hiram gets 3000 XP, as a player, I can choose from the following Classes: Chosen One, Sage, Veteran.

I made this character in 10 minutes at the most. This is one of my favorite genres with rules that I know and love.

I hope my readers take a moment and back this on Kickstarter.

I'll also be posting an Actual Play in the next few days, as I'm running the Quickstart tonight.

Friday, September 27, 2019

PostApocalyptic: Making a 1st Mission Character


Thanks to the awesome Robert Schwalb of Schwalb Entertainment, I have access to the the finished final PunkApocalyptic rulebook which just needs final editing, art, and layout.

If you are thinking about backing PunkApocalyptic then know that the product is fully written and already Funded.  Additionally, if you know how to play Shadow of the Demon Lord, then you know how to play PunkApocalyptic. However where SotDL has 4 Attributes, PA has 8.

Levels in PA are called Mission, as in after you have finished 5 missions you are Mission 5. 

I'm going to make a 1st Mission character (the Pay What You Want QuickStart let's you make a 0 Mission character).

First, we assign Attributes, I am using an array, but they may be randomly rolled. You determine an Attribute's Modifier by subtracting 10 from it's value.

Name: Horse
Attributes
Muscle 10 (+0)
Meat 10 (+0)
Hands 10 (+0)
Feet 9 (-1)
Brains 13 (+3)
Eyes 12 (+2)
Mouth 12 (+2)
Guts 11 (+1)

Defense (Half Feet + Half Eyes [round down]): 10

Health (Meat): 13 (Meat of 10 + 3 from Builder)

Grit (3 + Guts): 14
You may use Grit points to heal damage, but certain things will lower it, like radiation, sickness, or if you are dying.

Education (Brains Modifier): 3
You may choose a number Specialties or Languages equal to your Education. I gain 3 Languages from my Genius Background and will choose 3 Specialties from the following list: Architecture and Engineering, Arts and Culture, Law and Politics, Medicine, Philosophy and Religion, Science, or I can Make up a Specialty.
I choose Architecture and Engineering, Medicine, and Science. These grant me an Asset when I'm making an Attribute roll, generally, against a Difficulty of 10.

Speed (1/2 Feet [round down]): 4
This is how many yards I can move on my Turn.

Reach (defaults to 1): 1

Size: 1

Mutagen: 
To determine if you have a Mutagen, roll a d6 and on a 6 you gain 1 random mutation and 1 cosmetic mutation of your choice). I rolled a 6. I now roll 3d6 to determine the type of Mutation I have. My options are Harmful, Minor, Physical, and Mental. My 3d6 roll is a 12, which results in a Minor Mutation. Now I roll on the Minor Mutations d20 table to determine what body part is mutated. I roll a 9 which is my Head. I then roll a 12 which means I have A Second Face on the Back of My Head. For my Cosmetic Mutation, I decide that what little hair I have on the top of my head has a metallic sheen.

Next we choose a Background, you may choose from the following: Brute, Drifter, Face, Fanatic, Ganger, Genius, Scavenger, and Survivor.
Each Background gives you an Attribute boost, a Language, a Talent, Starting Gear, and a Mission 4 benefit.

I'm going to choose Genius

I roll on the Genius Background table (a d6 roll) and get "You used your mind for selfish ends. You manipulated a whole bunch of people into doing what you wanted them to do. Eventually, they wised up and ran you off.

I get to raise my Brains from 13 to 14.

I speak 3 Languages of my choice: Spanish, Latin, and German.

I get the following Talent:
Well, Actually: When you use an action to help another creature, you increase the number of Assets granted by 1. 

In SotDL, Assets are called Boons. Essentially, Difficulties in PA are either 10 or an Ability score. You can roll a number of extra d6s that help you or Assets and a number of extra d6s that hinder you or Complications. Assents and Complications cancel each out, so if your roll has 4 Assets and 3 Complications, your actual roll will be 1 Asset.

I start with the following Gear:  A nice set of clothes, a duffel bag, 1 food, 1 water, a slingshot with 10 stones, and a random piece of Junk (I'll roll on the Junk table to learn what this is). I roll a 6 on a d6 to determine what Table to use and roll an 18 to get an Avon Catalog.

There are random tables for:
Age: Adult.

Looks: Not so much to look at.

Height: Average.

Weight: About average.

Distinguishing Features: Missing a few toes, plus metallic hair and a second face from above.

Social Interaction: You get along with other people about as well as anyone else does. You’re not particularly outgoing but you’re not all quiet and reserved either.

Connections: You have lots of friends. Your connections are important to you and you make a lot of effort to maintain your relationships.

Sanity: You’re more or less stable. In other time and place, you’d probably benefit from a therapist.

Goal: You want to suffer.

Motivation: You are afraid of doing the wrong thing.

Obligations: You try to do what you say you will do, but you don’t always succeed.

Morality: You’re neither good nor evil. You look after yourself and sometimes make sacrifices for people close to you.

After my 1st Mission I choose a Novice Path. My options are Builder, Freak, Killer, or Scum. 

I choose Builder:
My Health increases by 3.
And I gain 2 Talents: 

Pet Project: You build a prototype of a device from those described under Pet Projects. You can choose upgrades for the device when you complete more missions. If you lose the device or it is destroyed, you can replace it at no cost once you finish your current mission. My Pet Project options are Ballistic Punch, Electric Suit, Flame Cannon, Pumper Gun, and Vaporeta.


I choose Ballistic Punch: I have a melee weapon that deals 1d6+3, if that attack roll is 20 or higher, the target falls prone. However, if my attack roll is 0 or less the weapon breaks and I need a Repair Kit and 1 minute to fix it.

Hasty Assembly: You can use a tool kit to turn salvage into useful objects. Pick one object worth 100 bullets or less. For every 5 bullets of the item’s price, you must have 1 salvage. It takes about 5 minutes of work to cobble together the device. If you finish, you expend the salvage and create the desired object, which retains functionality until the end of the mission, at which point the object becomes unusable and the salvage is lost.

I really love Rob's newest game and urge you back it!

Thursday, August 29, 2019

Character Buliding: Talisman Adventures Fantasy RPG Playtest Guide



I just received the PDF of the Talisman Adventures Fantasy RPG Playtest Guide from Pegasus Speiele for Review purposes, but I'm going to run through making a character as I read through the game.

Step One is to choose an Ancestry. 
I choose Troll, it's character Modifiers are as follows: Aspect Cap increases the maximum of Mettle or Brawn to 7 (I choose Brawn); Bonus Skill is either Intimidate or Fortitude (I choose Fortitude); Restrictions are that at the beginning of the game my Craft can be no higher than 4 and when I first meet an elf, human, or sprite of Good Alignment or people from Civilized Places they react to me one step lower on the Attitude Chart because I look terrifying.

Now it's time to choose a Background. I roll 1d6 and a result of 1-2 is a Bridgwarden, 3-4 is a Worldwalker, and 5-6 in an Irongbound.

I roll Bridgewarden and gain a +1 to Resolve, Intimidate Skill,  I begin the game with a Messenger Pigeon Follower (I name him Stew), and Once per Day, I can reroll one die on tests related to defending a location.

A Troll's Special Abilities are Regeneration (I can regenerate slowly in battle and faster outside of combat). And I can choose Sentinel, Stonefist, or Stonespeaker (I choose Stonefist that let's me use my fists as weapons and can deal additional damage when I roll a 6 on the Kismet die).

Step Two is to choose Class.
I choose Sorcerer, my Strength is 2, my Craft is 4 (my Max as a Troll), my Life is 9 + Mettle or Resolve (I don't know those yet), my Spell Points are equal to my Craft (so 4), and I gain Bargain, Decipher, Notice, Lore, Psychic, and Spellcasting. I get Arcane Focus in Spellcasting and the Bargain Focus in Decipher.

My Core Features are Arcane Spell Casting, Psychic Assault, Familiar (a Pixie named Aria), and then I have to select Center of the Web, Disarming Wit, A friend of Yours, and the More the Merrier (I choose Disarming Wit which helps me in social situations).

Step Three is to choose Alignment.
I choose Neutral instead of Good or Evil.

Step Four is to assign my Aspects and Attributes.
My class set my Strength at 2 and Craft at 4 but I get to add 1 point to either (I choose Strength 3).

First, I distribute 6 points (Strength x 2) among Brawn, Agility, and Mettle (I choose Brawn 3, Agility 1, Mettle 2).

Second, I distribute 8 points (Craft x2) among Insight, Wits, and Resolve (I choose Insight 2, Wits 5, Resolve 1). 
However, I get +1 Resolve as a Bridgewarden so I end up with Resolve 2.

Step Five is Final Touches.
I get to add 2 Skills or Focuses in any combination (Melee and Psychic Skills).

Max Load is Strength x 3 (6).

Speed is Agility + 10 (11).

Physical Damage Modifier is equal to Strength (3).

Psychic Damage Modifier is equal to Craft (4).

My Life is 11.

My Attributes, Aspects, and Skills are:
Strength 3
  Brawn 3
     Intimidate
     Melee
  Agility 1
     Melee
  Mettle 2
     Fortitude

Craft 4
  Insight 2
     Psychic
  Wits 5
     Psychic
  Resolve 2
     Fortitude

Step Six is to determine Equipment.
The game has loadouts for each class, so I choose Sorcerer and I end up with a Staff (1d6 + 3 damage), Spellbook, Pen and Ink, 5 Sheets of paper, Book of Lore on Sprites, Haversack, Bedroll, Tinderbox Mess Kit, Water Bottle, Lantern, 2 Flasks of Oil, Pouch containing 6 Gold.

I have two followers.
A Sprite and a Messenger Pigeon.

Character creation took about 30 minutes. Pretty good for an unfamiliar system.











Tuesday Terrors: Xenomorph for Shadowdark

  Xenomporph for  Shadowdark "Perfect organism. Its structural perfection is matched only by its hostility." --  Ash , regarding  ...