Beyond The Walls core rulebook We divide our heroes into three classes.
Warriors : best at fighting,
Rogues : skilled and lucky individuals,
Mages : wield the power of magic.
Optional Rules says:
[ +- ] Dwarves
Creatures of earth and stone, dwarves are expert craftsmen who occasionally wander the lands of men, selling their wares and seeking their fortunes. ... All dwarves have the following characteristics: Dwarven Vision, Strength of Stone, True Name.
[ +- ] Elves
Elves are the lords of the fae and the sad inheritors of a long-declining civilization from past ages. ... All elves have the following characteristics: Elven Vision, Lords of the Fae, Unaging, Autumn Folk.
[ +- ] Halflings
A simple folk from far away lands, halflings mostly
keep to themselves, tending green gardens and brewing
quality ale. ... All halflings have the following characteristics:
Halfling Spirit, Small Stature.
[ +- ] The Self-Taught Mage (M)
You were always a bright child, and loved stories of ancient wizards and sorceresses who mastered the arcane arts. Unfortunately, there was no one around to teach you such things. In fact, sometimes you wondered if the stories of magic were even true. When you came of age, you found an ancient tome and decided to find out for yourself.
You were the brightest child in the village. Your Intelligence begins at 12, and all of your other ability scores begin at 8.
[ +- ] The Untested Thief (R)
Some young would-be adventurers get by with their sword arm or with words of power in the language of magic, but you need neither. The world is full of things to see and enjoy, and your fingers are more than quick enough to let you have what you like.
You are deft and quick. Your Dexterity begins at 12, and all of your other ability scores begin at 8.
[ +- ] The Village Hero (W)
While you are still young, you have made quite the name for yourself in the village. The common folk look to you to solve their problems and protect them from dangers.
You are sturdy and well-built. Your Strength and Constitution begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Witch’s Prentice (M)
Every great mage was a student once. Some say the true heart of magic is the simple, practical work of the village witch. Your village, like many, had its own crone who tended the sick and blessed the fields. She chose you as her apprentice.
You are naturally intelligent and thoughtful. Your Intelligence and Wisdom begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Would-Be Knight (W)
You grew up sitting wide-eyed round the fire, listening to stories of knights and heroes who slew dragons and saved the kingdom. The other children liked those stories as well, but you lived for them, and you promised yourself that you would grow to be a great knight too.
You are strong and brave. Your Strength begins at 12, and all of your other ability scores begin at 8.
[ +- ] The Young Woodsman (R)
Hunter, gatherer, or guardian, it takes a brave soul to wander the woods. You go where few in your village would dare, and, moreover, you feel at home in those places. You know every twig and leaf for miles around, and all your friends look to your guidance when leaving home.
You are agile and insightful. Your Dexterity and Wisdom begin at 10, and all of your other ability scores begin at 8.
Across_the_Veil[ +- ] The Student of the Dark Arts (M)
Somehow or another you have uncovered dark secrets and powerful magics. Now you dabble in many things that are probably better left alone. There are evils afoot in the world, and you are determined to use your knowledge to combat them.
You are intelligent and tougher than you might appear. Your Constitution and Intelligence begin at 10, and all of your other ability scores begin at 8.
Dwarves_Elves_and_Halflings[ +- ] The Dwarven Adventurer (W)
The lands of your own people in the hills and mountains are no longer a home for you. You have journeyed to the lands of men to find your fortune and make your own way. Somehow, you have made strange friends in places where you expected to find only foes. And more importantly treasure.
You are strong and hardy, but sometimes have difficulty holding your tongue. Your Strength begins at 10, your Constitution begins at 12, your Charisma begins at 6, and all of your other ability scores begin at 8.
[ +- ] The Dwarven Rune Caster (W/M)
Even more than others of your kin, you grew up valuing the past and keeping the stories and chants of your people. At a young age, you were apprenticed to the rune master and learned the secret magic of the dwarves.
You are tough, and hold much lore in your head, but sometimes have little time for fools. Your Constitution, Intelligence, and Wisdom begin at 10, your Charisma begins at 6, and all of your other ability scores begin at 8.
[ +- ] The Elven Highborn (W/M)
Your people are scarce now, most having gone far to the west, away from the troubled lands of men. Your family stayed, however, your mother acting as the queen of a small elven enclave which remained, secluded from men. You have left that enclave now, and must find your way among strange people.
You are quick and intelligent. Your Dexterity and Intelligence begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Elven Ranger (R/M)
You are a remnant of one of the hidden communities of wood elves. The forests are your home, and you wander freely within them, watching communities of men, tracking destructive raiders, and protecting the wild places of the world. Now you live near a human town and have taken a liking to several of the locals.
You are adept at remaining hidden and finding your way in the wilderness. Your Dexterity and Wisdom begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Halfling Vagabond (R)
You can’t quite say why, but one day you began to dream of mountains, seas, and monsters. Now you wander from town to town, never staying anywhere long. The stories of men fascinate you, and you haven’t had your fill of adventure yet.
You are stealthy and charming, but lack the strength of the big folk. Your Dexterity and Constitution begin at 12, your Strength begins at 4, and all of your other ability scores begin at 8.
[ +- ] The Halfling Outrider (W/R)
Back in the halfling lands, you were one of the warriors of your people. You patrolled the borders of your homeland on your trusty pony, watching for bands of barbarians, goblins, and meddling big folk. Now you have journeyed far from home on adventures of your own.
You were the strongest and most athletic of your people. Your Constitution begins at 12, your Dexterity begins at 10, your Strength begins at 6, and all of your other ability scores begin at 8.
From_Distant_Lands[ +- ] The Lost Barbarian (W/R)
You grew up far to the north of the village in the lands of the barbarians. Due to circumstance or deadly threat, you have lived now for some years among the southerners and learned their ways. You are still an outsider, but you have made fast friends with many in the village and will defend it with your blade and your honor.
You are athletic and adventurous. Your Strength and Wisdom begin at 10, and all of your other ability scores begin at 8.
Hearths_and_Homes[ +- ] The Adventurous Trader (R)
You always dreamed of taking to the road, selling your wares, and making your fortune. Recently, you actually managed to come into possession of some goods, a cart, and a trusty mule. With a helpful ally by your side, your plan is to take to the road, help the village, and become a wealthy merchant.
You are savvy and charming. Your Intelligence and Charisma begin at 10, and all of your other ability scores begin at 8.
The_Elders (Level 2)[ +- ] The Dwarven Mentor (W/R)
From the distant home of your people you have come to the lands of men, peddling your wares as you go and living a life of freedom. For some reason, you picked this village to settle in. You don’t even like it. To make matters worse, there are these damned kids who won’t leave you alone, and they have so, so much to learn.
You are tough, wise, and deft, but sometimes have difficulty holding your tongue. Your Dexterity, Constitution, and Wisdom begin at 10, your Charisma begins at 6, and all of your other ability scores begin at 8.
[ +- ] The Dungeon Delver (R)
You were a common villager like any other. One day, however, you discovered an underground complex near the village filled with ancient gold and many dangers. You made it out with your life, newfound wealth, and a fabulous story. You have an inkling that you could put together a group to go to other such places, but only the kids seem interested in your crazy ideas.
You are agile and intelligent. Your Dexterity and Intelligence begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Initiated Magician (M)
You learned the secrets of the cosmos from a secretive order of powerful magicians. Members of your order are few and scattered, but lay upon themselves the task of defending the world from darkness and teaching truth to the willing. Who better for you to teach than a group of young and foolish would-be adventurers?
You are learned and wise. Your Intelligence and Wisdom begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Landless Noble (W/R)
Your family fell from grace and lost its lands and fortune. Now you stay in another great house at the pleasure of the local lord, a situation of some embarrassment to you. Still, there are many young people about, and how better to teach them than to have them help you reclaim your family’s lost honor?
You have a strong arm and a noble bearing. Your Strength and Charisma begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Learned Tutor (R)
In your youth you were the sixth child of a noble house. With nothing much to do, you took to education and learned everything your tutors could teach, then read more and more and more, until you were one of the most learned people in the land. Now you teach others, and these kids need your wisdom.
You are brilliant. Your Intelligence begins at 12, and all of your other ability scores begin at 8.
[ +- ] The Retired Veteran (W)
You’ve had your fill of war. When you were a younger man, you went campaigning far from home, fighting for lords and generals. Now you have settled in the village, ready for a quieter life. There are these kids around though, and someone has to teach them to look after themselves.
You are hardy and quick-witted. Your Constitution and Intelligence begin at 10, and all of your other ability scores begin at 8.
The_Nobility[ +- ] The Apprentice Court Sorcerer (M)
Your desire was not to learn the ways of war or rulership as the other noble children did, but to study the arcane arts under the venerable court sorcerer. You took to the difficult studies well, and are now ready to take his place.
You are very smart and quick-witted. Your Intelligence begins at 12, and all of your other ability scores begin at 8.
[ +- ] The Forgotten Child (R)
With so many other children in the family, you never really found your place. Your siblings spent their time learning to be great leaders and rulers, or doing other important things, and you were mostly left to your own devices. You spent a lot of time by yourself and learned to sit quietly and watch, and you know the ins and outs of the castle better than anyone.
You are agile and charming. Your Dexterity and Charisma begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Future Warlord (W/R)
As the eldest of your family, it has fallen to you to learn to rule, to lead men in battle, and to inspire your people. While you have only been tested once, you proved yourself well, and are now ready to earn the right to take your father’s place.
You are strong and commanding. Your Strength and Charisma begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Gifted Dilettante (R/M)
You are not the eldest in your family. You are not the greatest warrior of your many siblings, or a diligent student of the arcane arts. Rather, you have a broad range of abilities, a sharp mind, and a winning smile. You’ve also dabbled in some things you probably shouldn’t have. You know a bit of everything, and are rather bored with your situation.
You are intelligent and charming. Your Intelligence and Charisma begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Nobleman’s Wild Daughter (W)
You were never quiet and demure, as some would have wished you to be. You grew up on tales of heroes, mighty deeds, and great battles. You learned the ways of war in secret and can now best any lad in the castle.
You are quick and tough. Your Dexterity and Constitution begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Novice Templar (W/M)
An order of devout knights has accepted you into its ranks, and you have sworn to protect the weak and oppose darkness Your god blesses your blade and gives you great prowess in battle. While you have been vested by these Templars still a novice, and now must prove yourself to them.
You are brave and pious. Your Strength and Wisdom begin at 10, and all of your other ability scores begin at 8.
The_Village[ +- ] The Reformed Bully (W)
You grew up picking on the weak and the outcast, but lately things have changed. You’ve seen the errors of your ways and have forged a strong friendship with the other villagers.
You were a very tough kid, but not well liked. Your Strength begins at 12, your Constitution at 10, your Charisma at 6, and all of your other ability scores begin at 8.
[ +- ] The Assistant Beast Keeper (R/M)
The old witch in the village took a liking to you when you were still young, and you now keep her animals for her. While what you do may seem inconsequential, the witch seems to consider you to be vitally important, and favors you above all others. You dream of a more exciting life.
You have a knack with animals. Your Constitution and Wisdom begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Devout Acolyte (M)
While your childhood was that of an ordinary villager, something miraculous happened when you came of age. After a dramatic event, you felt the call of the old gods, and now worship them openly, as your ancestors did. One of these ancient deities shows you particular favor, and you now do his work amongst your people.
You are wise beyond your years. Your Wisdom begins at 12, and all of your other ability scores begin at 8.
[ +- ] The Fae Foundling (W/M)
You were found in swaddling clothes beneath an ancient standing stone near the village, a fae token on your breast. Some of the villagers were kind and took you in to raise you as their own. You have a natural gift with magic and, while some are still distrustful of your strange appearance, you have made fast friends with some of the other village children.
You are quick and inquisitive. Your Dexterity and Intelligence begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Heir to a Legend (W/R)
Your father has always told you stories of how great a hero he was. Many of the other villagers scoff at his stories and pity you for being raised by such a liar, but you know that he is true and honest. Now you have his sword, a mighty weapon of power, and you will make a name for yourself to make him proud.
You are athletic and adventurous. Your Strength and Dexterity begin at 10, and all of your other ability scores begin at 8.
[ +- ] The Local Performer (R)
You grew up obsessed with ancient stories and songs, the oral history of your people. As a child, the stories told around the hearth at the inn and by traveling minstrels seemed more real to you than your own daily struggles in the village. Now that you have come of age, you keep the old stories, and your neighbors have come to respect your craft.
You have great presence and charm. Your Charisma begins at 12, and all of your other ability scores begin at 8.
The_Wicked_Dark[ +- ] The Goblins’ Child (W/R)
One way or another, you have been touched by the goblins. Either through magic or blood, you are different from those around you. While you feel a kinship with your wicked cousins, you know that you must help to protect your neighbors when the time comes.
You are quick and hardy. Your Dexterity and Constitution begin at 10, and all of your other ability scores begin at 8.
Last edited December 15, 2023 3:10 pm