Difference between revisions of "Cyllian:Godbound Character Creation"

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(Character Generation)
(Character Generation)
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=Character Generation=
 
=Character Generation=
  
# stuff
+
# Name your hero
# stuff
+
# 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
  
  

Revision as of 14:41, 16 February 2019

[Main Page]

Character Generation

  1. Name your hero
  2. Assign attributes using the array 16, 14, 13, 13, 10, 8
  3. 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
  4. Record attribute checks as 21 - attribute for each attribute
  5. 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.
  1. Pick three Words for your divine powers from the rules. (These Words are the Runes described in the background.)
  2. Record the special abilities your character gains from their Words.
  3. 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.
  4. 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.
  5. 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
  1. 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.