Character Creation and House Rules

Apr 1, 2023 9:06 pm
This thread will be used for character creation. This is where you'll do your attributes and HP/HD rolling. This is where I'll also note important house rules, homebrews, and other changes to the rules.

Speaking of character creation, here is an attempt at a character sheet you can use yourself.
[ +- ] Crimson Blades Logos
[ +- ] Character Sheet
Apr 1, 2023 11:14 pm
I was a bit annoyed at mentions of light and very light weapons in the class section, and none of those seemed described in the equipment section. So a quick look at the D20 version for what constituted as what allowed me to expand the table. Of course, I needed to come with abilities for light and very light weapons, and added some rules to medium and heavy weapons to make everything worthwhile. Hopefully, this all holds up...

Weapon Class Damage Cost Things Ex: Melee Ex: Thrown Ex: Ranged
Very Light (VL) D2 0-3 gp Negligible Unarmed Shuriken Blowgun
Light (L) D3 1-5 gp 1/2 Dagger, cudgel, foil, hatchet, staff* Dagger, dart, throwing stick Sling
Medium (M) D6 3-30 gp 1 Sword, staff*, spear, mace, long axe, warhammer Javelin, axe Bow
Heavy (H) D6 5-40 gp 2 2-hand sword, flail, morning star, halberd, great spear, pike, great axe, maul Spear Crossbow


Very Light Weapons
Each HD is a separate attack just like medium weapons, except that they only inflict 1d2 points of damage (1d6/3) and can apply their DEX modifier instead of STR modifier to damage if they hit. When attacking with a very light weapon, a character gains an extra HD on his attacks, but if he or she chooses to use this extra attack, all of their attacks and saving throws this round take a -1 penalty. These new rules will be used for any mention of very light weapons such as the Thief’s Sneak Attack (p.16). Unless, specifically specified elsewhere, things which mention light weapons also encompass very light weapons (class weapons permitted, two-weapon fighting, etc.).
Note: Using the VL's extra HD for attack along with the two-weapon fighting extra HD for attack (see p.37) will have their penalties stack.

Light Weapons
Light weapons work exactly like very light weapons, except that they instead inflict 1d3 points of damage (1d6/2) and are not light enough to grant an extra HD on attacks. These new rules will be used for any mention of light weapons such as the Thief’s Sneak Attack (p.16), or two-weapon fighting (p.37).
*The staff is a special case in that if held in the middle, it counts as both a medium and light weapon and used as per the two-weapon fighting rules.
Note: The Wayfarer may now choose to inflict L, M, or H damage with their unarmed strike, as suits the situation.


Medium Weapons (Addendum)
Some medium weapons can be wielded two-handed to inflict extra damage, per the GM’s discretion. When such a medium weapon is wielded two-handed, each hit can be added together into a single powerful hit, similar to heavy weapons, however, at least one HD must always be used on a separate attack (so a character rolling 3 HD for attacking with a two-handed medium weapons could try one strong blow with 2 HD, and a secondary smaller attack with just 1 HD).

Heavy Weapons (Addendum)
Heavy weapons tend to depend on their weight to inflict damage through armour, or are designed to pierce it. As such, heavy weapons always ignore 1 point of enemy DR. This only applies to actual heavy weapons and not to effects that duplicate heavy weapons such as a Thief’s Sneak Attack (p.16), or a Wayfarer’s Unarmed Damage (p.21), or a two-handed medium weapon simulating a heavy weapon (see above). However, it could be possible that some particularly strong or large monsters (GM’s discretion) could replicate this effect with natural weapons (horns, tusks, spikes, barbs, etc.).

Thrown And Ranged Weapons (Addendum)
Slings are considered thrown weapons for the purpose of range. Blowguns and shurikens can be fired/thrown at up to 15’ with no penalty, up to 30’ at a -1, and 45’ at a -2.
Apr 4, 2023 12:01 am
To help you select your nation of origin, here is a map of the Crimson Lands.
https://beyondbeliefgames.webs.com/Crimson_map-copy-small.jpg
Link for a closer look.

Also, for those of you with high intelligence, here is a list of the languages spoken in the Crimson Lands.
- Dendrelyssi, Low (language of slaves and lower-birth Dendrelyssi. A type of "common". Used almost exclusively in Torquendor. Outlawed in Krand.)
- Dendrelyssi, High (Laugnauge of nobility Dendrelyssi and the language of magic, summoning, and dragons. Seems to have its roots in the Demonic tongue.)
- Demonic (Language of the Netherworld. Strangely similar to High Dendrelyssi. Very difficult for humans to speak.)
- Dralucian (Mostly same language as Forlucian with some difference in spelling/pronunciation.)
- Forlucian (As Dralucian above...)
- Krandian (Quickly becoming the new "common" tongues in the Crimson Lands. Required fo trade or bureaucracy in Krand.)
- Mortyllan (The "low" Mortyllan, has its base in Dralucian, but mixes in Low Dendrelyssi and Uthuunian.)
- Mortyllan, High (Sounds like mad babbble. Used by priesthood of Mortylla. Some similarities to High Dendrelyssi, enough for demons to perfectly understand High Mortyllan perfectly.)
- Ortish (Very basic language.)
- Ska (Has many words for warlike pursuits.)
- Tiranish (Most in Tiranos speal Low Dendrelyssi, but some in deep forests or high hills speak the original language which borrows heavily from Ska.)
- Uthuumian (A secretive language which may conveys hidden meanings depending on how a sentence is put together. Few outside Uthuum are versed in its various subtleties.)
- Valornish (Language of both Valorn and Destoi.)
- Witch (Language of the Witch Isle. Has some basic similarities to High Dendrelyssi.)
- Zamonish (Language of Zamoneth and Nenuphar.)
May 7, 2023 1:20 am
@Kalajel, Do you have a listing of the available races or at least details on the different human peoples/cultures?

Stats: 10, 9, 9, 12, 10, 17, 4, 11
Last edited May 7, 2023 1:38 am

Rolls

Stats rolls - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (244) = 10

3d6 : (621) = 9

3d6 : (135) = 9

3d6 : (534) = 12

3d6 : (226) = 10

3d6 : (665) = 17

3d6 : (112) = 4

3d6 : (542) = 11

May 7, 2023 1:41 am
Hoping for a couple goods stats for a Dendrelyssi

Aweful! Worst demon-binder ever!!!

STATS: 10, 12, 12, 9, 8, 9
Last edited May 7, 2023 3:02 am

Rolls

Random stat rolls - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (334) = 10

3d6 : (525) = 12

3d6 : (642) = 12

3d6 : (612) = 9

3d6 : (332) = 8

3d6 : (215) = 8

3d6 : (162) = 9

3d6 : (461) = 11

May 7, 2023 1:54 am
A worthless example of the Dendrelyssi race. Would throw themself on a sacrificial blade and pray that the act is worthy of being taken by the gods of Chaos in tribute.
May 7, 2023 1:58 am
@kalajel Thank you for the invite!

Starting with the Stat Rolls

Discarding Random Stat Roll #4

Stats: 10, 8, 12, 14, 11, 11

Gonna to read thru the rules and work on the character, and should hopefully have it completed tomorrow
Last edited May 7, 2023 2:01 am

Rolls

Random Stat Roll #1 - (3D6)

(523) = 10

Random Stat Roll #2 - (3D6)

(143) = 8

Random Stat Roll #3 - (3D6)

(516) = 12

Random Stat Roll #4 - (3D6)

(114) = 6

Random Stat Roll #5 - (3D6)

(266) = 14

Random Stat Roll #6 - (3D6)

(164) = 11

Random Stat Roll #7 - (3D6)

(632) = 11

May 7, 2023 2:00 am
Available races are humans and Dendrelyssi (the demon-descended elves). As for the cultures, they are briefly touched upon on pages 106-112 of the rulebook, but I guess I can give a quick overview below...

Dendrelyss: Home of the Dendrelyssi, remnant of their former empire. Lots of slave, hedonistic pleasures (including torture for fun).
Destoi: Sparsely populated island full of simple folks...
Dralucia: Powerful nation with two kings. One of the large centres of civilization.
Forlucia: Nomadic horsemen.
Krand: They've pretty much rejected everything having to do with the ancient Empire of the Dendrelyssi as they suffered greatly under their rule. They even have Redeemers which are prety much whitch-hunters who seek and destroy such things...
Mortylla: Considered to not be quite entirely human, sadistic worshippers and servant of Chaos.
Nenuphar: Nomadic tribes.
Ort: Poor nation as they are often raided by Ska or Tiranos. Superstitious "nomadic farmers".
Ska: Tribal barbarians, seaborne raiders, pirates, and traders.
Tiranos: Kilt-wearing woodsmen. They have clans and are adorned with tattoos.
Torquendor: Basically Dendrelyssi fanboys that have adopted their culture...
Uthuum: Spies and long-lived wizards.
Valorn: Survivors of a still-ongoing plague.
Witch Isle: Matriarchal barbarian society, guardians of the Primal City.
Zamoneth: Warring nomadic tribes.
May 7, 2023 2:03 am
@ Kalajel, Thanks. I am going to purchase the book later this evening or tomorrow when I have time.
May 7, 2023 2:51 am
Some of you seems to have rolled 8 times. You roll 7 times, keep 6 stats. That means both RageRed and Equinox should disregard that last 11.
May 7, 2023 2:53 am
Stats roll

14, 12, 12, 11, 11, 8
Not exactly impressive but it might work out.
Last edited May 7, 2023 2:56 am

Rolls

Stats roll - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (461) = 11

3d6 : (624) = 12

3d6 : (614) = 11

3d6 : (215) = 8

3d6 : (365) = 14

3d6 : (311) = 5

3d6 : (525) = 12

May 7, 2023 3:01 am
With my low to average rolls I didn't make it high enough to play the character I want to play. So, I'm not interested in keeping the current one alive.
May 7, 2023 3:17 am
@kalajel Just checking that we roll 1D6 for Hit Points and take whatever score we get, or will you have a minumum score (to help us stay alive a bit longer! :-) )
May 7, 2023 3:44 am
@ Equinox: Give it a try. Yeah, he doesn't have bonuses, but he also doesn't have penalties. If he dies, he dies...
@ Drakis2: Yeah, you roll HP at first level.
May 7, 2023 4:15 am
Well, here goes...

The numbers (9, 10, 10, 10, 16, 8)
Last edited May 7, 2023 4:16 am

Rolls

Stat 1 - (3d6)

(243) = 9

Stat 2 - (3d6)

(442) = 10

Stat 3 - (3d6)

(613) = 10

Stat 4 - (3d6)

(211) = 4

Stat 5 - (3d6)

(235) = 10

Stat 6 - (3d6)

(565) = 16

Stat 7 - (3d6)

(116) = 8

Hit Points - (1d6)

(1) = 1

May 7, 2023 3:51 pm
Rolling for Hit Points.

That was a brilliant roll, phew!
Last edited May 7, 2023 3:52 pm

Rolls

Hit Points 1D6+1 - (1d6+1)

(4) + 1 = 5

May 7, 2023 3:53 pm
Oh, when rolling HP each new level, I'll go with the option that if you fail to exceed your current max HP, your new max HP will still increase by 1.
May 7, 2023 4:02 pm
So I've decided to go Barbarian for my class. Just need to roll my HP then figure out equipment and I think I'm good to go.

Well...this will be a short career. Get ready to meet her twin sister.
Last edited May 7, 2023 4:03 pm

Rolls

HP - (1d12+1)

(2) + 1 = 3

May 7, 2023 4:25 pm
AutomAtomic says:
So I've decided to go Barbarian for my class. Just need to roll my HP then figure out equipment and I think I'm good to go.

Well...this will be a short career. Get ready to meet her twin sister.
Good and bad news: we are playing using the non-D20 variant of the game. So your HP at first level is 1D6+4, plus whatever CON bonus you might have...
May 7, 2023 4:28 pm
Oh...I missed that change. Will fix.

Edit: that's better.
Last edited May 7, 2023 4:29 pm

Rolls

Correct hp - (1d6+5)

(5) + 5 = 10

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