Character Creation

Mar 20, 2025 2:14 pm
You may make your own character or I will provide pregens. Please let me know which you prefer. Starting stats should be rolled here, but using 4d6 drop lowest for slightly more powerful characters.

For anyone without the book, the available classes are:
* Athlete (monk)
* Blaster (combat wizard/sorcerer)
* Brawler (...brawler)
* Jammer (bard)
* Messenger (cleric+paladin hybrid)
* Specialist (thief/rogue but has 10 sub-classes: acrobat, commando, criminal, scout, crypt raider, dwarf mechanic, elf trickster, half-orc slayer, halfling rogue)
* Dwarf (sword and board fighter)
* Gnome (face and support caster)
* Half-elf (fighter+wizard hybrid)
* Half-orc (barbarian)

There are enough choices that overlap shouldn't be a problem. All teams should have at least a Specialist for traps and locks, a high damage class like Blaster, Brawler, Athlete, or Half-orc; and a Messenger for healing. But its just a suggestion, play whatever speaks to you :).

KCC

Mar 21, 2025 1:55 am
"In the red corner, introduuuuuciiiinnngggg…"
Last edited March 21, 2025 1:59 am

Rolls

Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (4523) = 14

4d6 : (4212) = 9

4d6 : (1532) = 11

4d6 : (3165) = 15

4d6 : (3323) = 11

4d6 : (1125) = 9

Mar 21, 2025 2:03 am
KCC says:
"In the red corner, introduuuuuciiiinnngggg…"
Joe Average!
Mar 21, 2025 4:25 am
I'll be rocking a pregen for this xtreme adventure. Do all classes have pregens or just certain ones?
Mar 21, 2025 7:01 am
I'll roll up a character as well. Do we assign stats freely, or are they placed in order (like first roll is strength, second agility and so forth)?

Strength: 17
Agility: 12
Stamina: 12
Personality: 9
Intelligence: 11
Luck: 13
Last edited March 23, 2025 7:49 am

Rolls

Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (5466) = 21

4d6 : (3524) = 14

4d6 : (4261) = 13

4d6 : (2215) = 10

4d6 : (6312) = 12

4d6 : (4163) = 14

Mar 21, 2025 7:16 am
Redcroc says:
I'll be rocking a pregen for this xtreme adventure. Do all classes have pregens or just certain ones?
I have pregens for all the classes, but only for 2 Specialist sublasses.
Synaptic says:
I'll roll up a character as well. Do we assign stats freely, or are they placed in order (like first roll is strength, second agility and so forth)?
Its supposed to be in order but you can freely assign them if it helps class diversity.
Mar 21, 2025 10:23 am
I'm fine with a pregen too, let people roll their classes first and give me what's required to fill in any gaps after.

P.S. Been playing some Chrono Trigger lately and I couldn't help but wonder if it's related to your profile picture @nezzeraj
Mar 21, 2025 1:38 pm
Haha yeah my avatar is inspired by Frog from Chrono Trigger, just imagined as a samurai instead of a knight.
Mar 21, 2025 7:08 pm
Let's see what I get...

Str - 10
Agi - 8
Sta - 13
Per - 17
Int - 11
Luck - 14

Birth Augur - Luck Bonus to All Damage Rolls

Occupation - Roofer

That's a rough set, but I think a Blaster can make them work!
Last edited March 23, 2025 1:42 am

Rolls

Stats - (4d6)

(4124) = 11

Stats - (4d6)

(2224) = 10

Stats - (4d6)

(2516) = 14

Stats - (4d6)

(1425) = 12

Stats - (4d6)

(6562) = 19

Stats - (4d6)

(5534) = 17

Birth Augur - (d24)

(21) = 21

Occupation - (d100)

(27) = 27

HP - (3d5+3)

(552) + 3 = 15

Mar 22, 2025 4:29 am
I will wait to choose after everyone who is rolling picks their class as well.

Out of curiosity, what are the 2 specialist subclasses a available?
Mar 22, 2025 7:35 am
Quote:
Its supposed to be in order but you can freely assign them if it helps class diversity.
Alright, sounds good. With my stats as they are, I'm thinking a martial like a brawler or athlete.

Birth Augur = Willpower Saving Throws

Occupation = Homemaker
Last edited March 22, 2025 7:37 am

Rolls

Birth Augur - (d24)

(20) = 20

Occupation - (d100)

(61) = 61

Mar 22, 2025 8:20 am
Redcroc says:
I will wait to choose after everyone who is rolling picks their class as well.

Out of curiosity, what are the 2 specialist subclasses a available?
Halfling Rogue and Dwarf Mechanic.
Mar 22, 2025 12:22 pm
Quick question, I don't have the full rulebook but found the quickstart ("Gamma") 42 page pamphlet, do you reckon that'd be enough to fall back on for rules reference?
Mar 22, 2025 11:06 pm
DarK_RaideR says:
Quick question, I don't have the full rulebook but found the quickstart ("Gamma") 42 page pamphlet, do you reckon that'd be enough to fall back on for rules reference?
Yeah, should be fine.
Mar 22, 2025 11:21 pm
I just realised, Intelligence isn't the Blaster stat!

Would it be alright to swap my Intelligence and Personality stats around?
Mar 23, 2025 1:12 am
Yeah no problem.
Mar 23, 2025 1:56 am
In that case, time to roll some spells!

We're starting at level 3, so I get 6 spells, +2 for my Personality. I assume that means the two extras are 1st level, so I'll stick with those and a single 2nd level spell...

I start with Spellweaver Blast, and I also get... (had to reroll two of the spells)

Hover - Scarring spell: This spell leaves the caster’s personal arcane mark permanently on any subject it is cast upon.

Bug Storm - Earworm: An annoyingly repetitive song plays when this spell is cast. Enemies within earshot must make a DC 12 Willpower save or have the song stuck in their head(s) for 1d3 rounds. Casters suffering from the earworm are at -1d spellcasting and concentration checks.

Baffling Haze - Pay the Piper: The caster made a bargain with a powerful being for desperately needed training in this spell.
Every time they cast this spell there is a 1% cumulative chance the being appears later that day and forces the caster to repay their service by performing a dangerous and potentially career-ruining quest or service for them. If the quest is performed successfully, the caster forevermore casts this spell at +1, and the mercurial effect fades away.

Blue Streak - Second Coming: The caster makes spell checks with this spell at +2d.

Supercharge! - Smash it!: The wizard must break something of value that they have in their possession to cast this spell. The item can be as simple as a glass bead or ceramic cup, but it must be something they own and can physically break in a single action.

Arcane Aspect - Spell Annoyer: Casting this spell wakes everyone up in the middle of the night on a far-off unknown world. Every night following a casting of the spell the wizard receives dream communiqués from various wizard representatives of this world, demanding they knock it off.

Medeski's Transformation - Delusionary Terrain: For 1d3 rounds after casting, caster believes they are their own Chaotic/Lawful twin, out to discredit/reform the other
Last edited March 23, 2025 2:12 am

Rolls

1st Level Spell 1 - (1d20)

(12) = 12

Mercurial Magic - (1d100+10)

(73) + 10 = 83

1st Level Spell 2 - (1d20)

(4) = 4

Mercurial Magic - (1d100+10)

(71) + 10 = 81

1st Level Spell 3 - (1d20)

(2) = 2

Mercurial Magic - (1d100+10)

(7) + 10 = 17

Secret Roll

Mercurial Magic - (1d100+10)

(7) + 10 = 17

1st Level Spell 5 - (1d20)

(3) = 3

Mercurial Magic - (1d100+10)

(88) + 10 = 98

Secret Roll

Mercurial Magic - (1d100+10)

(37) + 10 = 47

2nd Level Spell 1 - (1d16)

(5) = 5

Mercurial Magic - (1d100+10)

(8) + 10 = 18

1st Level Spell 4 - (1d20)

(18) = 18

Mercurial Magic - (1d100+10)

(10) + 10 = 20

1st Level Spell 6 - (1d20)

(1) = 1

Mercurial Magic - (1d100+10)

(37) + 10 = 47

Delusionary Terrain - (1d5)

(4) = 4

Mar 23, 2025 3:51 am
Lol some great mercurial magic effects!
Mar 23, 2025 1:39 pm
Roster so far:
KCC: gnome
PiebaldWookie: blaster
Synaptic: brawler
Redcroc: jammer/half-orc
DarkRaider: specialist (dwarf mechanic)
Darkstar8: specialist (acrobat)
Spaceseeker19: messenger

We should have two more players but they haven't accepted yet. I'll give them one more day, otherwise 5 is good enough lol.
Mar 23, 2025 1:59 pm
I'm leaning towards a brawler, I think, assuming no one else wants that. How does equipment work when starting out at 3rd level, do we get anything beyond the stuff listed on our occupation's starting equipment list?
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