Character Creation
Pick the Race
Race | Strength | Agility | Perception | Will | Focus | Constituion | Racial Bonus | Size |
---|---|---|---|---|---|---|---|---|
Dwarf | 3 + 3D2 | 2 + 3D2 | 5 + 3D2 | 3 + 3D2 | 3 + 3D2 | 3 + 3D2 | Pylons: Can detect someone crossing the bondaries formed by their pylons | 3'7“-4'7” |
Elf | 3 + 1D4 | 6 + 1D4 | 6 + 1D4 | 7 + 1D4 | 5 + 1D4 | 4 + 1D4 | Digipathy: Can share their mind with the touch of their palm | 5'10“-6'7” |
Gnome | 2 + 1D3 | 8 + 2D6 | 5 + 1D3 | 5 + 1D3 | 5 + 1D3 | 4 + 1D3 | Knapsack: Can store a large amount of stuff without weight restriction | 2'10“-3'11” |
Human | 4 + 1D4 | 5 + 1D4 | 5 + 1D4 | 5 + 1D4 | 7 + 1D4 | 5 + 1D4 | Waystones: Can use the waystones to teleport a group of persons for free | 5'7“-6'3” |
Orc | 5 + 1D6 | 4 + 1D6 | 4 + 1D6 | 3 + 1D6 | 3 + 1D6 | 6 + 1D6 | Resilience: Devloppes resilience to elements and hazard | 5'3“-6'7” |
Troll | 8 + 2D6 | 3 + 1D3 | 5 + 1D3 | 6 + 1D3 | 2 + 1D3 | 5 + 1D3 | Tele-empathy: Senses other feelings from a short distance | 6'10“-8'2” |
After rolling the dice for each characteristic, the sum base value being 46, you get a bonus or malus starting raw xp equal to 46 minus your sum.
Luck and Moral
- Initial Luck: 25 + 5D10
- Initial Moral: 25 + 5D10
Pick the Dice
You are not bound to choose the dice corresponding to your race, but in that case, your character does not have the usual mentality for their race.
Dice | Description | Associated with | Critical | Fumble | Probability |
---|---|---|---|---|---|
D20 | Good old days | None | 1 | 20 | 5% |
D12 + D8 | Spicy, but not to much | Gnomes | 2 | 20 | ~1% |
3D6 | I don't like surprises | Dwarves | 3 | 18 | ~0.5% |
11 +/- 2D4 | I'm kind of bipolar | Elves | 2 | 20 | ~2% |
D100 % 2D20 + 1 | I feel lucky | Orcs | 1 | >23 | ~6% |
D10 * D3 | Fuck it! | Trolls | 1 | 30 | ~3% |
|2D12 - D6| + 1 | I'm quick at math | Humans | 1 | >20 | ~1% |
Age
Age | Raw XP | Strength | Agility | Perception | Will | Focus | Constituion |
---|---|---|---|---|---|---|---|
←10 | -2 | +1 | -1 | ||||
10-15 | +20 | -1 | +1 | ||||
16-20 | +40 | ||||||
21-25 | +50 | ||||||
26-30 | +60 | ||||||
31-35 | +70 | -1 | |||||
36-40 | +80 | -1 | |||||
41-45 | +85 | ||||||
46-50 | +90 | ||||||
51-55 | +95 | ||||||
56-60 | +100 | ||||||
61-65 | +105 | ||||||
66-70 | +110 | ||||||
71-75 | +115 | ||||||
76-80 | +120 | ||||||
81-85 | +125 | ||||||
85-90 | +130 | ||||||
91-95 | +135 | ||||||
96-100 | +140 |
Pick the Second-Life
You play a doubler, and you get to choose your Second-Life, which grants you magic ability. See Double-Life for more details.
At which level do you start?
The Raw Xp to Assign should follow the lore of the character and should be assigned as evenly as possible (as Effingdurn's training would focus on each important aspect of a Doubler's life).
Title | Starting Xp for second-life | Age | Starting raw Xp to assign | Starting base gear (equivalent dice) | Specificity | |
---|---|---|---|---|---|---|
1 | Novice | 1 | 10-16 | +1 | 0 | Learning to control their abilities. Should not leave Effingdurn! |
2 | Initiate | 3 | 11-18 | +15 | 1g | Devlop their abilities. Should not leave Effingdurn! |
3 | Apprentice | 6 | 12-20 | +30 | 3g | Under the supervision of their master |
4 | Adept | 10 | 20-30 | +50 | 6g | Have left their master. Work in groups. |
5 | Revealed | 15 | 20-40 | +75 | 12g | Their Second-Life is visible from everyone |
6 | Companion | 21 | 40-60 | +85 | 30g | Can work solo. |
7 | Master | 28 | 60+ | +140 | 1p | Can have Apprentice. |
Family Wealth
You throw a D100:
Race | Poor | Basic | Well Bearing | Wealthy |
---|---|---|---|---|
Gnome | 100-61 | 60-46 | 45-6 | 5-1 |
Dwarf | 100-71 | 70-41 | 40-4 | 3-1 |
Human/Elf | 100-76 | 76-26 | 25-3 | 2-1 |
Orc/Troll | 100-81 | 21-80 | 20-2 | 1 |
Starting Experience | +22 | +18 | +14 | +10 |
Pocket Money | 10D6c | 1D6s | 10D6s | 1D6g |
Starting equipment1) maximal rarity (total price) | No Bonus Dice | Common (+1g) | Uncommon (+10g) | Epic (+30g) |
Skills | 2 survival skills | 1 survival skill | 1 high society skill | 2 high society skills |
Knowledge | 2 survival knowledge | 1 survival knowledge | 1 knowledge | 2 high society knowledges |
Example of youth
Poor
- You do not know how to comport in high society.
- You passed your childhood helping on the farm or stealing/begging in the street.
- You are an orphan.
- You are very close to a sick parent.
- Being a doubler is the opportunity of your life to seek fortune.
Basic
- Basic life with your family, helping them, playing with other children, going outside, …
Well Bearing
- Your family is well-bearing not because of an old legacy of wealth but because they are hard-workers.
- Your family owns a successful forge, shop, workshop, …
- You know your job but not much else. Being a double-living is your occasion to see everything else.
Wealthy
- You passed your childhood being tutored in various fields but rarely went outside the domain.
- Your parents do not want you to waste their money and your life on adventures. Apart from the money you stole/gathered, you won't get more from your family and will need to avoid being caught and repatriated at home.
Choose the experience
You have a certain number of XP points to use to educate your character, given your level of education.
Life philosophy and long-term goals
Your character may have some long-term goals: (becoming the best at something, finding love, solving the great mystery of life, …). Reaching or abandoning those goals may change your level of Moral. In addition, your character must have some life philosophy (similar to DnD Good/Evil-Loyal/Chaotic):
- Loyal/Rule follower/Protector of the truth: Is being right more important than being good? Is the truth more important than people? Is order and equality more important than freedom? Is the system broken, and must it be fixed?
- Self-centered/Power-seeker: Would you do something to others that you wouldn't like others to do to you? Would you bend/break the rules for your profit? Do you like being the best?
- Benevolent/Good-hearted/Protector of the weak: Would you bend/break the rules to help others? Do you try to do to others what you would like others to do to you? Is the system working as intended, and must it be destroyed?