Cyllian:Godbound Character Creation
Character Generation
- Name your hero
- 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
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.