Zero-Level Characters

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Zero-Level Characters[edit]

The premise of this system is that all characters begin as simple, non-classed, "normal humans". In game terms that means 1d6 hit points, a starting Thac0 of 20, and minimal skills, gear or money. Your first adventure is an opportunity to play out an unrestricted role and, through that play, establish what class you are best suited to become.

Ability Scores
Generated by rolling 3d6, six times, in the following order. STR, INT, WIS, DEX, CON CHR. At this point there are no adjustments. After the characters reach 1st level, adjustments may be made according to the Rules Cyclopedia. This reflects a period of time spent in proper training for the chosen character class.

Adjusting Ability Scores, RC pg 7
You can trade two points from an ability score you don't want to raise your prime requisite by one point. You can perform this trade as many times as you want, as long as you don't lower any ability below a score of 9. You cannot lower your Constitution, Dexterity or Charisma. You can only raise your characters prime requisite score.

Character Class
You do not choose a character class at this time. Your characters actions during the course of the adventure will determine what class he becomes. Let your ability scores help guide your choices. Try not to limit your options by goingin with a preconceived notion of what your character should be.

Demi-Humans
Should anyone choose to play a demi-human character (Dwarf, Elf or Halfling) you are effectively eliminating any class choice upon reaching 0 XP. Zero-level demi-humans begin with their racial abilities, including the primary racial language, but the same saving throws, etc as humans.

Alignment
Again, you do not choose an alignment at this time. Instead, all characters start as Neutral and your actions during the adventure will ultimately determine your alignment.

Hit Points
All character start with 6 hp adjusted for any CON bonus or penalty. Upon choosing a class, your hit points will be adjusted to the maximum possible for a 1st level character of that class. Yes, if you become a magic-user your hit points will be reduced. This is due to your new focus on the mystical studies you have embarked upon, at a cost of your physical conditioning.

Languages
All characters start knowing only the Common tongue. Your alignment languege, as well as any additional languages aquired due to a high INT will be gained at 1st level.

Money and Equipment
You are starting off as poor, disadvantaged villagers. As such you have no great stores of gold to begin your adventuring careers. Each character will start with one simple weapon (see below) and a few supplies, but no armor or proper weaponry.

Weapon Proficiencies
You may start with proficiency in one weapon: a dagger, club or staff. With all other weapons you will be considered unskilled. Per the RC, there are no penalties to melee attacks, missile attacks are made at a -1 to hit, and all sucessful attacks only do half-damage. Starting Thaco for a 0-level character is 20.

Secondary Skills
Choose (or roll randomly) off the table below, taken from the AD&D 1st edition Dungeon Masters Guide. If you have an idea for another skill, just ask. Don't feel bound to just these choices.

SECONDARY SKILLS TABLE, 1e DMG, pg12
Dice
Score Result
01-02 Armorer
03-04 Bowyer/Fletcher
05-10 Farmer/Gardener
11-14 Fisher (Netting)
15-20 Forester
21-23 Gambler
24-27 Hunter/Fisher (Hook and Line)
28-32 Husbandman (Animal Husbandry)
33-34 Jeweler/Lapidary
35-37 Leather Worker/Tanner
38-39 Limner/Painter
40-42 Mason/Carpenter
43-44 Miner
45-46 Navigator (Fresh or Salt Water)
47-49 Sailor (Fresh or Salt)
50-51 Shipwright (Boats or Ships)
52-54 Tailor/Weaver
55-57 Teamster/Freighter
58-60 Trader/Barterer
61-64 Trapper/Furrier
65-67 Woodworker/Cabinetmaker
68-85 NO SKILL OF MEASURABLE WORTH
86-00 ROLL TWICE IGNORING THIS RESULT HEREAFTER

Saving Throws

  • Death Ray or Poison 14
  • Magic Wands 15
  • Paralysis or Turn to Stone 16
  • Dragon Breath 17
  • Rod, Staff, or Spell 17

Experience
All characters begin play at -500 experience points. Once you gain enough experience to reach 0, you will choose an alignment and class for further advancement.