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==Zero-Level Characters== 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'''<br> 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''<br> 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'''<br> 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'''<br> 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'''<br> 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'''<br> 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'''<br> 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'''<br> 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'''<br> 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'''<br> 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''<br> Dice<br> Score Result<br> 01-02 Armorer<br> 03-04 Bowyer/Fletcher<br> 05-10 Farmer/Gardener<br> 11-14 Fisher (Netting)<br> 15-20 Forester<br> 21-23 Gambler<br> 24-27 Hunter/Fisher (Hook and Line)<br> 28-32 Husbandman (Animal Husbandry)<br> 33-34 Jeweler/Lapidary<br> 35-37 Leather Worker/Tanner<br> 38-39 Limner/Painter<br> 40-42 Mason/Carpenter<br> 43-44 Miner<br> 45-46 Navigator (Fresh or Salt Water)<br> 47-49 Sailor (Fresh or Salt)<br> 50-51 Shipwright (Boats or Ships)<br> 52-54 Tailor/Weaver<br> 55-57 Teamster/Freighter<br> 58-60 Trader/Barterer<br> 61-64 Trapper/Furrier<br> 65-67 Woodworker/Cabinetmaker<br> 68-85 NO SKILL OF MEASURABLE WORTH<br> 86-00 ROLL TWICE IGNORING THIS RESULT HEREAFTER<br> '''Saving Throws'''<br> *''Death Ray or Poison'' 14 *''Magic Wands'' 15 *''Paralysis or Turn to Stone'' 16 *''Dragon Breath'' 17 *''Rod, Staff, or Spell'' 17 '''Experience'''<br> 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.
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