Race | Strength | Agility | Perception | Will | Focus | Stamina | 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.
You are not bound to choose the dice corresponding to your race but in that case, your character does not have a 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% |
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 group. |
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
Basic
Well Bearing
Wealthy
You have a certain amount of xp points to use to educate your character given your level of education.