CHARACTER CREATION

ABILITIES

Players have 80 points to distribute between six basic stats these are strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. These abilities define what the character is capable of doing. These abilities are rated on a scale from 1 to 20. Character with a score of less than 5 in any ability is considered to have some major limitations. Players may be tempted to make certain ability scores low initially so that they can have higher stats in other areas but there is a drawback. As your character progresses you will have the opportunity to increase ability scores up to a maximum of 25, unless a score started below 5. Characters with scores below 5 can never increase that ability.

ABILITY DESCRIPTIONS

STRENGTH:A character’s strength is a measure of muscular power and stamina. Characters can carry up to 20 pounds per point of strength without strain or decrease in movement. A character’s strength also effects how much damage he can do in hand to hand combat or any attack that requires physical strength such as swinging a sword. Damage bonuses though are only applicable if the character is proficient in the weapon or attack form. This modifier does not apply to such weapons as Guns or Rifles but does apply to arrow attacks including Crossbow.

INTELLIGENCE: A character’s intelligence is a measure of how smart he is. This is not a measure of education level or how much information he has but rather it is a measure of memory, reasoning, learning capacity, and mental agility. Characters intelligence effects many areas of a character including his ability to learn new skills and his ability to use magic. Characters with an intelligence of less than 10 are incapable of learning how to cast spells or use magic. Magic can still effect them they just are unable to learn to use it. A character’s intelligence also effect Spell Points.

WISDOM: Wisdom is a measure of a character’s judgment, willpower, and common sense. Wisdom affects a character’s skills. Skill Bonus: A Character’s starting percentage on all new skills is modified by the Players Wisdom modifier. This is a onetime modifier that applies only when the player gets a new skill either at character creation or when he buys it latter.

DEXTERITY: A character’s dexterity is a measure of how nimble and agile he is. A character’s dexterity includes his reflexes, his eye-hand coordination, reaction time, and balance. A character’s dexterity also effects his To Hit rolls, Initiative, and Armor Class: Players To Hit Rolls, Initiative rolls, and armor class are modified based on the characters Dexterity.

CONSTITUTION: A character’s constitution is a measure of his fitness, health, physical resistance to hardship and damage. Constitution effects a character’s ability to endure hostile environments and the amount of damage (Hit points) he has. A Players Hit points are modified based on the player’s constitution.

CHARISMA: A character’s charisma is a measure of appearance, presence, persuasiveness, and leadership qualities. A character’s charisma will effect how others (only non-player characters and creatures) view him and will modify their initial reaction to his presence. Reaction Adjustments: When a roll is required to determine if a NPC has a favorable or unfavorable reaction to a character the roll will be modified based on the characters Charisma Stat.

ABILITY SCORE BONUSES

Players may receive penalties or bonuses based on the character’s stats. All Stats have the following basic modifiers based on their score.

STAT BONUS STAT BONUS
01 – 04 +01 17-20 + 05
04 – 08 +02 21-24 + 06
09-12 + 03 25-28 + 07
13-16 + 04 29-32 + 08

ABILITY CHECKS

From time to time the GM make request that a player make an ability check. This is a roll against a specific ability stat. This is usually done when a player is attempting to do something that there is no direct applicable skill for or when the player is trying to make a save against some negative consequence. To make a skill check players roll a D20 and a D10 and add the results together. If the player rolls a number equal to or less than the indicated ability score than the player meets with success. A roll higher than the ability score indicates that the player has failed. Depending on the difficulty of the task the Game Master may apply modifiers. The following Chart lists the Difficulty of the task and the applicable modifier.

TASK DIFFICULTY MODIFIER
Routine -05
Easy -02
Average +00
Medium +02
Hard +04
Very Hard +06
Extdemely Hard +08
Nearly Impossible +10

INCREASING ABILITY SCORES

There are two ways to increase Stats. Player’s may gain stat bonuses from specific Skills or they may buy increases using experiences. To buy increases it costs 100 x the current value of the stat in experience points to go up 1 point. So a player wanting to go from 20 to 21 would need to spend 2000 (100 x 20) experience points. A Stat may only be increased 1 point per level. Players may only raise 1 Stat per level. Stats can’t be raised past their maximum level.

BACKGROUND CREATION

Players have 100 points to spend to buy their character’s skills and background. These points can not be saved for later use. The players may use them to create backgrounds for their character and buy their initial starting skills. The following rules and charts will aid you in this process.

SOCIAL STATUS

A characters Social Status in the game effects many aspects of his life and the opportunities he has to grow and improve himself. Characters may start the game as a commoner but this has a serious limiting effect on the character’s ability to learn skills. Characters who start the game as a commoner must pay double the cost for skills and they are limited to the Thief and Warrior Class templates.

Players may start at a higher social class than commoner by spending creation points to boost their social standing. The following charts explain the effects.

SOCIAL STATUS CHART

COST SOCIAL STATUS ANNUAL INCOME NOTES
02 HUSBANDMAN 1D4 X 2,500 g.p RENTS FARM YEARLY (1,000 GP/ACRE)
05 MERCHANT 1D4 X 10,000 GP RENTS STORE/FACTORY (RENT 5000 + (1D8X1000 GP)
10 GENTRY 1D4 X 25,000 GP OWNS PROPERTY (1D6 X 10,000 GP ANNUAL UPKEEP)
20 KNIGHT 150,000 GP OWNS PROPERTY (2D4 X 10000 GP ANNUAL UPKEEP)

SKILL BONUS FOR SOCIAL STATUS

SOCIAL STATUS FREE BONUS SKILLS
HUSBANDMAN 1 Trade / 1 General
MERCHANT Literacy in Native Tongue / Math: Basic
GENTRY 2 Educational / 1 Science
KNIGHT 2 Educational / 1 Combat / Horsemanship: Basic

AGE:Players start the game between 16 to 26 years of age (1D10 +15). Players may either roll randomly or choose an age within that range without penalty. Players may choose to Start younger or older than this range but must pay 1 point for each year under or over the age limit. No Player may start younger than 10 years old.

HIT POINTS:Players have 2 times their constitution in hit points to start out with plus any Constitution modifier. As Players go up levels they gain1D6 die x con/10 (round up) to roll for their Hit Points. So a player with a Constitution of 12 would roll 2d6 when they went up in levels. (12/10=1.2 rounded to 2). Players must also apply their Constitution modifier when rolling their hit points.

HIT POINT LIMIT: Players may only have 10x their Constitution score in Hit Points. Players may not exceed this limit without raising their Constitution score.

MAGIC ABILITY:To use Magic Players must spend 40 points at time of character creation to be able to cast and use magic. Players with this trait start out with as many spell points as five times their intelligence. They gain ID6 + Intelligence bonus points each level.

APPEARANCE: Players may spend 5 points to have their player’s manifest non-human racial traits. These traits are only physical and do not confer special abilities. Thus a player may spend 5 points and have their character look like an elf or dwarf but they would not have any such powers. Physical traits do though contribute to the limit on racial heritage by 2%.

RACE:All players are considered to be human but in the distant past there are stories of interbreeding between humans and magical races. Players may buy a magical heritage giving them special innate abilities and drawbacks using points. Characters can spend up to 15 points for such skills. The Number of points spent determines the percentage of magical heritage the play can claim. For example if a player spent 10 points that means that the player is 10% Fae and 90% human.

NOTE: Powers are not cumulative buying the same power more than once does not improve of increase the power.

FAE BACKGROUND POWERS

POWER COST POWER COST
Saving Throw Bonus 02 Magic Resistance 5% 15
Acute Hearing 01 Magical Affinity 15
Acute Smell 01 Night Vision 02
Acute Vision 01 Non-magical Nature 10
Animal Bond 05 Reduced Attribute Limit 05
Bestial Fangs 05 Sixth Sense 05
Blood lust 05 Slow aging 01
Direction Sense 01 Sunlight Sensitivity 02
Empathy 02 Toughness 05
Horns 05 Visions/Seer 10
Increased Attdibute 05/1pt Weapon Affinity 10

RACIAL ABILITY DESCRIPTIONS

Saving Throw Bonus: Players may add a general +2 to any saving throw they make or if they choose at the time of character creation to choose one specific Saving throw type and gain a +4 in that saving throw only. Saving Throw types are: Paralyzation/Poison, Rod/Staff/Wand, Petrification/Polymorph , Breath Weapons, Spells, Death Magic.

Acute Hearing:Those with this trait have a 10% bonus to hearing noises and sounds that others would not normally hear. This 10% is added to any base chance of hearing something.

Acute Smell:Those with this trait have a 10% bonus to smelling odors that others would not normally smell. This 10% is added to any base chance of smelling something.

Acute Vision:Those with this trait can see more of the visible light spectrum than others allowing them to distinguish between very similar colors and see fine details. Players can see up to 15’ in low light conditions as if in normal light. Players can also see double the normal distance of other humans. Players receive a +10% bonus when making vision related rolls.

Animal Bond: Players attract an animal companion. This animal can be any normal non-magical animal. The animal will obey simple commands and can fight/defend the player. The Animal companion does not confer any special abilities to the player nor does this trait confer any ability to communicate with the animal other than through basic commands/hand gestures one would use with a dog or similar trained animal. The animal companion is 100% loyal and will fight to the death on the player’s behalf.

Bestial Fangs: The Player has sharp pointed fang like teeth. Players with Fangs produce a mild poison that they can inject upon a successful bite that does 3D4 hit points of damage. A successful Save Vs Poison negates the poison. Victims with a size category of large or greater receive a +2 to their chance to save.

Blood lust: Players must drink mammal blood preferably fresh (still warm) at least once a week. Players who fail to drink blood will begin to lose 1 point of constitution every day over 7 that they have gone without blood. Players though do get a short term bonus of +20 hit points for 12 hours after drinking fresh warm blood (less than ½ hour old). Older or less fresh blood will hold off the damage/weakness from lack of drinking blood but will not provide a hit point bonus.

Direction Sense: Players always knows which way is north and how far above or below the surface they are. Players with Direction sense also will normally also be able to retrace their route with the exception of magical interference.

Empathy: The character with this ability has an innate understanding of the emotions of others. He can generally (with the exception of other players) know what a person is feeling. The power also lends itself to determining whether a person is telling the truth. Characters have a 10% chance of detecting a lie.

Horns: Players with Horns radiates a constant low level of fear in a 10’r. People and non-magical animals have a 5% chance of being effected as if a fear spell had been cast on them when the player has initial contact with the individual or animal. After initial contact or a failed roll, the person or animal will still feel agitated and on-edge when in the players presence but will be able to tolerate it. The size and shape of the horns are left to the player but large horns are hard to hide. Any player showing Horns in a human town will be driven out as demon-spawn and possibly attacked even if the town folk are unaffected by the fear from the horns.

Increased Attribute: Players may increase one stat permanently by 1 point for every 10 points they spend on this ability to the maximum limit for the stat.

Magic Resistance 5%: Players can buy 5% general resistance to all magic or 15% resistance to a specific form of magic such as sleep, potions, charms, fire, etc. Players may not have both.

Magical Affinity: Players are especially attuned to magic energy and can see and sense ley lines in 15’ radius. Those with Magical affinity double their initial spell points.

Night Vision: Players with this vision can see the heat emanating from objects and creatures. The Player can see up to 60’ feet in dark conditions with little or no visible light.

Non-magical Nature: Players with this trait have no Magical talent. Those with this trait receive a +3 to all saving throws against magic effects, spells, potions, and items. Players with this trait tend to be hearty individuals so gain a one-time bonus of +2 to Constitution.

Reduced Attribute Limit: Players may reduce the maximum limit of 1 Stat to increase the maximum limit of another Stat. once a stats limit has been reduced it may not be increased at a later date also player must than immediately spend enough points on the reduced stat to make the stat that level. For example, say you reduced strength to 12 points to boost intelligence maximum limit to 38. The player would have to spend 12 points during stat Assignment to make strength 12.

Sixth Sense: Player has a sense of when they are in danger or when something is amiss or just not right.

Slow aging: Players do not age as quickly as other humans They will always look 15 to 20 years younger than their true age.

Sunlight Sensitivity: The player character is extremely pale and prone to sunburn. The Player is a night person and prefers to sleep during the day. The Player with this skill though gets a bonus of +15% to hide in Shadows and Move Silently.

Toughness:Players with this trait gain a +2 to their starting constitution and all hit point rolls. Can be combined with the class skill Endurance.

Visions/Seer: Players from time to time have visions and premonitions about future events. They can see possible futures and can commune with the Spirit World.

Weapon Affinity: Players with this trait are especially good with a specific type of weapon. Players gain a +5 to hit with that weapon

SKILLS

For a list of skills and their description goto Skills

Player’s may select as many skills from the chart as they have creation points to buy. Skills cost a certain amount of points to buy. The Cost of a skill may differ from what is on the class based on a Characters Class Template. Some Skills require players have a prerequisite skill before they are able to buy a particular skill.

STARTING PERCENTAGE: Players have a starting percentage for a skill equal to 2x the ability stat associated with the skill plus any modifier due to Wisdom.

BUYING A NEW SKILL: Players may purchase new skills after creation by using experience points. New Skills cost 100 experience points times the skill cost listed or as modified by class template.

INCREASING SKILLS: Players gain 5 points for every point of Wisdom they have to be used to increase their skills as they go up levels. Example a Player with an Wisdom of 15 gain 75 points (15 x5) to spend on increasing their skills. 1 point = 1 percentage point. Skills can only be increased by 10 percentage points / level. Skills max out at 95%. No Skill can go over 95%

CLASS TEMPLATES

The following class templates may only be purchased at the time of character creation. These templates come with special abilities and benefits that help to round out a character. Players may not purchase more than one class template.

ALCHEMIST
Cost: 15
Reduced Skill Cost: Science (1)
Free Skills: Alchemy, Lore: Arcane
Required Social Rank: Gentry
Special Class Skills: Create Potion: Those with this skill gain the following modifiers when using the Alchemy skill: Players need only spend 2 spell points/ level of the spell they are attempting to imbue in the potion. Players also gain a +10 % to their chance of successful imbuing a potion with a spell.
Increased Spell Points: Alchemist gain spell points at a greater amount due to their magical training. Characters gain spell points at 2D4+ Intelligence bonus per level.
DETECTIVE
Cost: 08
Reduced Skill Cost: Espionage (3)
Free Skills: Literacy, Search
Required Social Rank: Any
Special Class Skills: Hunch: Players gain a + 15% to all search rolls and chances of noticing things.
EXPLORER
Cost: 08
Reduced Skill Cost: Wilderness (1)
Free Skills: Negotiations, Streetwise
Required Social Rank: Merchant
Special Class Skills: Charm: Players gain a +5% bonus when using any skill based on Charisma.
HEALER
Cost: 10
Reduced Skill Cost: Medical (3)
Free Skills: First Aid, Herbalism
Required Social Rank: Gentry
Special Class Skills: Diagnostics – Players gain a +10 when using any medical skill.
HUNTER
Cost: 05
Reduced Skill Cost: Physical Skills (1)
Free Skills: WP: General, Animal Husbandry
Required Social Rank: Merchant
Special Class Skills: Sharp Shooter – Players gain a +2 to their chance to hit when using a gun, rifle, or bow and arrow.
PRIEST
Cost: 15
Reduced Skill Cost: Educational (2)
Free Skills: Lore: Religion, First Aid
Required Social Rank: Any
Special Class Skills: Holistic Healing: Those with this skill are able to speed the healing process by treating the whole person and not just the wound. Successful use of this skill doubles the number of hit points a person receives back from all forms of therapy including magical potions. Only one attempt per patient per healing session can be made. Players have a 5% Chance / level of successfully using this skill.
THIEF
Cost: 08
Reduced Skill Cost: Rogue (2)
Free Skills: Palm, W.P Knife
Required Social Rank: Any
Special Class Skills: Quick Hands: Those with this skill gain a +1 to dexterity and initiative.
WARRIOR
Cost: 02
Reduced Skill Cost: Combat (1)
Free Skills: Athletics,Hand to Hand: Basic
Required Social Rank: Any
Special Class Skills: Endurance: Players with this skill roll 2d4 rather than a 1d6 for hit points as they go up levels. This skill can combine with the fae power of toughness giving players with both: +2 to Constitution and 2D4+2 hit points / level.

EXPERIENCE AND LEVELS

At the end of an adventure or an appropriate break the Game Master will award experience points. The Players are responsible for keeping track of the experience awarded. The GM can award experience based on the difficulty of the adventure, the treasure and items gained, the success of the adventure, and the monsters that were killed and other such factors.

Experience Points can be used to buy skills and abilities or to go up levels but not both. If a player spends experience for a skill or ability than it does not count towards the number of experiences points need to go up levels. Players must keep track of how they use their experience points.

Characters Gain Levels using the following chart:

LEVEL EXPERIENCE POINTS LEVEL EXPERIENCE POINTS
01 0 11 750,000
02 2,000 12 100,000
03 4,000 13 1,250,000
04 8,000 14 1,500,000
05 16,000 15 1,750,000
06 32,000 16 2,000,000
07 64,000 17 2,250,000
08 125,000 18 2,500,000
09 250,000 19 2,750,000
10 500,000 20 3,000,000