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| == Character Creation == | | == Character Creation == |
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− | * Choose a [[Dungeons&D6:Classes|Character Class]]: [[Dungeons&D6:Fighter|Warrior]], [[Dungeons&D6:Mage|Sorcerer]], [[Dungeons&D6:Rogue|Rogue]] | + | * Write down the attributes in order: Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma |
− | * Select an [[Dungeons&D6:Attributes|Attribute]] to be favored. Record it.
| + | * Roll 3d6 for each attribute and note the total |
− | ** Strength: Bonus added to every damage die in melee combat, as well as a general bonus to skill checks involving Strength.
| + | * Choose a class |
− | ** Intelligence: Bonus added to starting skill points and must be favored by Sorcerers to get access to the most powerful spells. | + | * Adjust any attribute up 1 by adjusting another attribute down by 2 |
− | ** Wisdom: Bonus added to the ability to read people and situations, and as a bonus against mind altering magic. | + | ** Attributes may never be lower below 11 |
− | ** Constitution: Bonus added to Vitality and Hit Points at every advancement, in addition to a bonus for saves against disease and poison. | + | ** Attributes my never be increased past 18 |
− | ** Dexterity: Bonus added to missile combat in addition to any skill checks involving hand-eye coordination. | + | * Note all attribute modifiers |
− | ** Charisma: Bonus added to all Reaction Rolls and determines total number of loyal retainers a character can have. | + | * Determine hit points |
− | * Optional: select a second [[Dungeons&D6:Attributes|Attribute]] to be favored and select an [[Dungeons&D6:Attributes|Attribute]] to be exceptionable. Record both.
| + | * Write down all given class abilities |
− | * Determine Vitality: Record 5 +/- Constitution adjustment. This is the character's physical ability to absorb damage. All damage to Vitality is physical wounds that can incapacitate, permanently injure, or possibly kill the character. | + | * Select pertinent class abilities (spells, combat styles, and so forth) |
− | * Determine Hit Points: Record 12 for a Warrior, 8 for a Rogue, and 4 for a Sorcerer. Add 4 if the character has advantaged Constitution. Likewise subtract 4 if the character has exceptionable Constitution. Hit Points represent the combination of skill, experience, luck, innate magic, and blessing of the gods that allows a powerful character to avoid attacks that would grievously wound lesser people. So long as a character has Hit Points, no hit is considered to have done physical damage to the character. | + | * Roll 3d6 x 10 for starting silver |
− | * Record 600 Experience Points.
| + | * Purchase equipment |
− | * Write down all given class abilities up to 4th level and select pertinent class abilities. | |
− | ** Warrior: Record +2 Combat Bonus, 4 Damage Dice, +1 Saving Throws, and Select a Combat Style.
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− | ** Sorcerer: Record +2 Magic Bonus, +1 Saving Throws vs. Spells, and Select two Complexity 1 and two Complexity 2 spells.
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− | ** Rogue: Record +1 Combat Bonus, +1 Magic Bonus, 2 Damage Dice, +1 Saving Throws, and Select two Complexity 1 spells.
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− | * Select Starting Equipment: | |
− | ** Warrior: any armor, weapons to match the character's Combat Style, a dagger, standard adventurer pack. | |
− | ** Sorcerer: light armor, a single weapon of choice, and a standard adventurer pack.
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− | ** Rogue: light armor, two weapons of choice, and a standard adventurer pack.
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− | ** All: start with 20 xxx. With Charisma bonus double, with Charisma disadvantage, halve.
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| * Start play! | | * Start play! |