start:rpg:character_creation2

Character Creation

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.

  • Initial Luck: 25 + 5D10
  • Initial Moral: 25 + 5D10

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 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

You play a doubler, and you get to choose your Second-Life, which grants you magic ability. See Double-Life for more details.

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.

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

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.

You have a certain number of XP points to use to educate your character, given your level of education.

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):

  1. 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?
  2. 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?
  3. 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?

1)
no more than two weapons and one set of armor
  • start/rpg/character_creation2.txt
  • Last modified: 2025/04/08 15:53
  • by aretis