HUMANS
You roll d4, d6, d8,d10 and d100.
The result of the d4 roll is your starting Endurance (hp, basically), and you use the d4 to when rolling attack damage until you get a Class.
The results of the d6, d8 and d10 rolls are allocated among your Traits. You can't stack results (ie, no +2 Str checks and no stacking bonuses and penalties to zero them out). You must take at least one Starting Trait. Picking Background Traits from
New rule: if you don't like one of your Trait rolls, you can re-roll it after: 1. choosing a Trait you've not already taken and then taking its inverse (ie, "Weak" instead of "Strong", "Sickly" instead of "Hardy", "Repellent" instead of "Charismatic", etc [or whatever]); 2. using the result of the original roll to determine the mechanical effect of the inverse Trait (so it's: Weak (-1 Str Checks) or the like).
The result of the d100 roll, alongside your choice of Background Traits/place of origin/heritage, determines your Starting Gear.
Starting Traits | |||||
Traits | 1-3 | 4-5 | 6 | 7-8 | 9-10 |
Strong | +1 Str checks | +1 Carry | +2 Attacks | +1 Carry | +1 Str checks |
Dextrous | +1 Dex checks | +1 Attacks | +1 Defense | +2 Breath Save | +1 Dex checks |
Hardy | +1 Har checks | +1 Endurance /level | +2 Poison Save | +1 Endurance /level | +1 Har checks |
Intelligent | +1 Int checks | Learn new language | Can Read & Write | Learn a new language | +1 Int checks |
Wise | +1 Wis checks | +1 Search | +2 Magic Save | +1 Foraging | +1 Wis checks |
Charismatic | +1 Cha checks | +1 Henchman | +1 Bravery | +1 Henchman | +1 Cha checks |
Background Traits | |||||
Traits | 1-3 | 4-5 | 6 | 7-8 | 9-10 |
Elf of Skoglholm | +1 Dex checks | +2 Move | +2 Foraging | 1 random Power from a forest yokai 1/session | +1 Cha checks |
Elf of Bifrost | +1 Int checks | +1 Attacks | +2 Magic Save | 1 random first complexity Spell 1/session | +1 Str checks |
+1 Str checks | +1 Endurance /level | +2 Poison Save | As well as repair, can improve an items quality to high w/ the tools, time and materials. | +1 Har checks | |
Halfling of the Ruins | +1 Str checks | +1 Attacks | +2 to Surprise | 1 random Deft Feat | +1 Dex checks |
Man of the Empire* | +1 Har checks | +1 Search | +2 Foraging | Pass a Death Save 1/session | +1 Str checks |
Turk | +1 Cha checks | +1 Bravery | +2 Henchmen | Gain 1 random Power granted by one of your Deities (usable 1/session) | +1 Wis checks |
Starting Gear for Imperial Townsperson or Villager | ||
roll | Townsperson's gear | Villager's gear |
01-30 | hand axe, two day's rations, 3 stick and pitch torches, pack, d6 small coin | club, pitchfork (spear), three day's rations, pet mouse or sparrow (in a skin and wicker cup), pack, d4 small coin |
31-60 | leather jack (Light), two hand axes, two day's rations, 3 stick and pitch torches, pack, d6 small coin | rude spear, one week's rations, hunting dog, pack, d4 small coin, |
61-70 | leather jack (Light), dagger, two day's rations, pack, d3 x 10 small coin coin | Cloth-of-the-wood (camouflage), one week's rations, dagger, bow, pack, used quiver |
71-80 | leather jack (Light), awl (dagger), wood saw, pack, d3 x 10 small coin | leather jack (Light), one day's rations, burner's axe (broad axe), pack, d4 small coin |
81-85 | leather jack (Light), brace of 3 daggers and leathern cap, pack, d3 x 10 small coin | lather jack (Light), club, trapper's kit (resource), pack, d6 small coin |
86-90 | leather jack (Light), cracked spyglass, wooden sword painted black, pet mutt, pack, d6 small coin | Cloth-of-the-wood (camouflage), two day's rations, shovel, 3 rush-and-tallow candles, pack, d4 small coin |
91-95 | jack of plate (Medium), metal cap, pole arm, dagger, pack, 2d3 small coin | leather jack (Light), mace, buckler, dented turko-chichak (helmet), pack, d6 small coin |
96-97 | leather jack (Light), powdered wig in a traveling case, book of law, mace, pack, d3 x 10 small coin | leather jack (Light), mace, buckler, a day's rations, hammer, d4 small coin |
98-99 | cloth-of-the-wood(camouflage), short bow, used quiver, one day's rations, pack, d4 x 10 coin in pelts | leather jack (Light), club, 2 flasks of long burning oil, thick leather gloves, pack, d4 small coin |
00 | jack of plate (Medium), pole arm, short sword, pack, d3 x 10 small coin | chaplet, pet singing bird on a leather thong, a week's rations and wine, pack, d4 small coin |
Starting Raiment | ||
Townsperson (choose two) | Villager (choose two) | |
rough-sewn doublet | filthy, rough tunic | |
dog fur lined cowl | patched breeches | |
simply patterned hose | wool cap | |
TURK
HALFLING LASS
ELF OF BIFROST
ELF PALADIN OF SKOGLHOLM
DWARVES OF DÚNNWALL,
Starting Gear for those from Far Away (Elves, Dwarves, Halflings and Turks) | ||
roll | gear | |
01-20 | Cloth-of-the-wood (camouflage), yatagan (dagger), homing sparrow on a red or blue silk ribbon, a week's rations, pack, d6 small coin | |
21-40 | pointed turban helm, kilij or shashka (sword), a week's iron rations, pack, d3 x 10 small coin | |
41-50 | leather jack (Light), gurz (mace), three day's rations, d6 x 10 small coin | |
51-60 | leather jack (Light), two pattas (gauntlet rapiers), a week's rations, pack, d6 x 10 small coin | |
61-65 | pointed turban helm, mail with lamellar midsection (Medium), kilij or shashka (sword), battle axe with hand guard, day's rations, pack, d6 small coin | |
66-70 | leather jack (Light), pointed turban helm, saintie (parrying spear, treat as shield and dagger), three day's rations, pack, d3 x 10 small coin | |
71-75 | cloth-of-the-wood (camouflage), yatagan (dagger), long bow with quiver, a week's rations, dog whistle, pack, d6 small coin | |
76-80 | prayer book or history, hunting dog, gold ring worth d3 large coin, pack | |
81-83 | gurz (mace), 2 war dogs, two week's rations (includes dog food), pack, d6 small coin | |
84-86 | leather jack (Light), two yatagan (dagger), short bow with used quiver, a week's rations, pack, d6 small coin | |
87-89 | leather jack (Light), gurz (mace), buckler, a specialist's kit of your choice, three day's rations, pack, d6 x 10 small coin | |
90 | a lantern with long-burning oil flask; re-roll | |
91 | a purse stamped with the seal of the Imperial Exchequer, containing d6 large coin in official gold stamped coins; re-roll | |
92 | 50' rope; re-roll | |
93 | 2d4 flasks of oil; re-roll | |
94 | crossbow with used case; re-roll | |
95 | an obscene statuette worth d6 x 10 small coin but virtually unmarketable at reputable establishments; re-roll | |
96 | experimental telescoping lens (used to see farther) or sextant; re-roll | |
97 | 50' of silk rope or 10' of chain; re-roll | |
98 | a nightingale whose song may put to sleep certain creatures; re-roll | |
99 | a cart; re-roll | |
00 | a mount (d6: 1-3 donkey, 4 riding goat, 5 phasing cat, 6 spider) | |
Starting Raiment | ||
Elf (choose two) | ||
2' tall drinking horn strapped to pack | shimmering black cloak | |
girdle belt, embossed with clan rune | earrings or choker of silvery metal and children's fingers | |
lucky goblin skull from ma | tunic of spider silk and black leaf | |
Halfings of the Ruins (choose two) | Turk (choose two) | |
bandaids on your cheek or over the bridge of your nose | dun-colored turban or head covering | |
freckles everywhere, like, even your tongue | black embroidered super tunic | |
green tweed coat, lots of pockets, some with teeth in them | red/blue/grean khussa | |







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