Cyllian:Godbound Character Creation: Difference between revisions
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=Character Generation= | =Character Generation= | ||
# Name your hero | |||
# Name your hero. | |||
# Create your own character sheet using the template under Characters. | |||
# Assign attributes using the array 16, 14, 13, 13, 10, 8 | # Assign attributes using the array 16, 14, 13, 13, 10, 8 | ||
# Record modifiers for each attribute -3 for 3, -2 for 4-5, -1 for 6-8, 0 for 9-12, +1 for 13-15, +2 for 16-17, +3 for 18 | # Record modifiers for each attribute -3 for 3, -2 for 4-5, -1 for 6-8, 0 for 9-12, +1 for 13-15, +2 for 16-17, +3 for 18 | ||
# Record attribute checks as 21 - attribute for each attribute | # Record attribute checks as 21 - attribute for each attribute | ||
# Decide three facts for your hero: | # Decide three facts for your hero: | ||
One fact is where your hero is from. Use the setting information. Feel free to add some detail for your character's specific situation. | |||
One fact is what your hero did before becoming godbound: professional background or similar. | |||
One fact is an important relationship or organization your hero is involved with. Feel free to create something. | |||
# Pick three Words for your divine powers from the rules. (These Words are the Runes described in the background.) | # Pick three Words for your divine powers from the rules. (These Words are the Runes described in the background.) | ||
# Record the special abilities your character gains from their Words. | # Record the special abilities your character gains from their Words. | ||
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1H Ranged 1d6 Dex Javelin, knife | 1H Ranged 1d6 Dex Javelin, knife | ||
2H Ranged 1d8 Dex Bow, crossbow | 2H Ranged 1d8 Dex Bow, crossbow | ||
# Select | # Select armor. Medium and heavy armor impose saving throw penalties. Select the saving throw to take for each penalty of -4. | ||
Unarmored AC9 | |||
Light AC7 | |||
Medium AC5 -4 to one save | |||
Heavy AC3 -4 to two saves | |||
Shield -1 bonus | |||
# HP: 8 + Con modifier | |||
# Effort: 2 | |||
# Wealth: 0 | |||
# Experience: 0 | |||
# Dominion: 0 | |||
# Influence: 2 | |||
# Record your character's current goal. | |||
== Character Class == | == Character Class == |
Revision as of 21:46, 16 February 2019
Character Generation
- Name your hero.
- Create your own character sheet using the template under Characters.
- Assign attributes using the array 16, 14, 13, 13, 10, 8
- Record modifiers for each attribute -3 for 3, -2 for 4-5, -1 for 6-8, 0 for 9-12, +1 for 13-15, +2 for 16-17, +3 for 18
- Record attribute checks as 21 - attribute for each attribute
- Decide three facts for your hero:
One fact is where your hero is from. Use the setting information. Feel free to add some detail for your character's specific situation. One fact is what your hero did before becoming godbound: professional background or similar. One fact is an important relationship or organization your hero is involved with. Feel free to create something.
- Pick three Words for your divine powers from the rules. (These Words are the Runes described in the background.)
- Record the special abilities your character gains from their Words.
- Spend six points picking divine gifts. Lesser gifts cost 1 point each from your Words, or cost 2 points from other Words. Greater gifts may not be selected at character creation.
- Record your saving throws. Each is 15 plus attribute modifier: Strength or Constitution for Hardiness, Dexterity or Intelligence for Evasion, and Wisdom or Charisma for Spirit.
- Choose weapons for your character and record them. Record the attribute modifier to-hit and damage.
Unarmed 1d2 Str/Dex punch, kick, bite Light 1d6 Str/Dex Dirk, club Medium 1d8 Str Sword, spear, mace Heavy 1d10 Str Greatsword, maul 1H Ranged 1d6 Dex Javelin, knife 2H Ranged 1d8 Dex Bow, crossbow
- Select armor. Medium and heavy armor impose saving throw penalties. Select the saving throw to take for each penalty of -4.
Unarmored AC9 Light AC7 Medium AC5 -4 to one save Heavy AC3 -4 to two saves Shield -1 bonus
- HP: 8 + Con modifier
- Effort: 2
- Wealth: 0
- Experience: 0
- Dominion: 0
- Influence: 2
- Record your character's current goal.
Character Class
Choose a class for your character and record the following.
- Warrior: 24(6) hit points, +2 combat bonus, 4d damage pool, and select a combat style
- Sorcerer: 10(4) hit points, +2 magic bonus, select 2 complexity 1 spells and 2 complexity 2 spells
- Rogue 14(5) hit points, +1 combat bonus, 2d damage pool, +1 magic bonus, select 2 complexity 1 spells
- All: 600 XP
Attributes
Select an attribute to be favored. Record it.
- Strength: Bonus added to strength rolls, including every damage die in melee.
- Intelligence: Bonus added to starting skill points and must be favored by Sorcerers to get access to the most powerful spells.
- Wisdom: Bonus added to the ability to read people and situations, and as a bonus against mind altering magic.
- Constitution: Bonus added to Vitality and Hit Points at every advancement, in addition to a bonus for saves against disease and poison.
- Dexterity: Bonus added to missile combat in addition to any skill checks involving hand-eye coordination.
- Charisma: Bonus added to all Reaction Rolls and determines total number of loyal retainers a character can have.
Optional: select a second attribute to be favored and select an attribute to be exceptionable. Record both.
Skills
Characters start with 5 skill points, adjust for Intelligence. Common Skills all start at a base of 0. Professional Skills are untrained by default. It costs 1 skill point to train a professional skill to a base value of 0. Thereafter, it costs a number of skill points equal to the new level is skill to raise a skill. Skills must be advanced 1 level at a time.
For starting characters use the following starting costs:
- Train a professional skill to level 0: 1 skill point
- Train any skill to level 1 from 0: 1 skill point
- Train any skill to level 2 from 0: 3 skill points
- Train any skill to level 3 from 0: 6 skill points
Equipment
All character will start with basic equipment and enough money to survive for a short time.
- 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.
- Rogue: light armor, two weapons of choice, and a standard adventurer pack.
- All: start with 20 xxx. With Charisma bonus double, with Charisma disadvantage, halve.