May 18, 2025 2:29 am
CHARACTER GENERATION INFO
—Characters start as Novice
—Names should be German. Common German surnames here but more Gothic or fanciful ones welcome.—Languages. We’ll apply the Multiple Languages setting rule which gives characters SMA/2 languages. Everyone starts with Local German. Common additional languages will be High German, Italian, French, Latin, NT Greek, Ancient Greek, Hebrew.
—Resources. We’ll also use the Resources die option, so that we do not need to keep track of money in detail. Most characters will be humble villagers starting with d4 as a Resources die. d6: wealthier characters (with a profession, trade or land), d8: a minor aristo.
— Starting gear. Assign your character the clothes and items they need to perform their trade. Those with a resource die of d6+ can own a farm or business and will have better clothing, equipment and animals ( a good horse for example) that matches their resource die type.
—Combat capable male characters need a reason not to have been carted off to the Wars.
—The adventure takes place during the Napoleonic Wars so think tricorn hats, overcoats, coach and horses, etc. Common weaponry includes cudgels, black powder pistols, swords, sabres. Black powder rifles are expensive, high tech possessions. Poorer characters can start with a pistol but not a musket or rifle.
— Armour. Characters wearing stout clothes, an overcoat, etc can gain a +1 Toughness bonus.
SETTING EDGES
Devout (N). SPI d6. The character receives a +1 bonus to SPI rolls to resist fear, wield a crucifix or resist evil effects.
Learned (N) SMA d8. You roll +1 on most Common Knowledge rolls and may use Common Knowledge in place of Occult.
Prepared. (N) repair d6, SMA d6. The character carries an array of small items (tools, keys, trinkets) to deal with a variety of situations. The player can declare the character has any common mundane item (a candle, some rope, a whistle) in their possession even if it is not listed in their equipment. For a Benny, something more obscure (a particular coin, silver bullet, an appropriate key) can be declared at the GM’s discretion.
Sense evil. (N). SPI d8. The character can use notice rolls to detect strong motives or alignment in others.
Silver bullet (N). The character possesses an heirloom dagger, bullet or other ancient implement which does additional damage (one additional shift) to supernatural creatures. If lost/ destroyed / expended the item can be recast between adventures.
Night vision. (N). Notice d8. The creature can see in all but pitch darkness.
Luck of the Devil (N). SPI d6. Once per adventure, the number of wounds removed by a soak roll is increased by one.
Animal Empathy (N). SPI d6, survival d4. The character can use persuade to calm or even win over animals including — as difficult or very difficult rolls— wild creatures.
SETTING HINDRANCES
Sympathy for the Devil (Major). At some level, the character pities the plight of the monstrous and undead. They must make a SPI roll to deliver a killing blow to a significant (wild card) enemy.
Craven (Minor, Major) The character rolls courage rolls based on SPI at -1, or -2 if Major.
Sneak Thief (Minor, Major). If you encounter valuables while unobserved ( or able to filch them easily) you struggle to resist taking them for yourself. As a major hindrance , you will do so even when might this be detrimental to your party or in conflict with your usual ethics.
—Characters start as Novice
—Names should be German. Common German surnames here but more Gothic or fanciful ones welcome.
[ +- ] Suggested ‘Bavarian’ First Names
.
MALE
Anian
Vitus
The nickname "Sepp" for Josef
Quirin
Korbinian
Maximilian
Ludwig
Ignaz
Emmeram
Bartholomaus "Barthl"
Anton
Xaver or Franz-Xaver
Matthias "Hias"
Lorenz
Leopold
"Michi" as a nickname for Michael
Kreszenz
Veit
Benedikt
Vinzenz
Alois
Johannes
Valentin
Severin
FEMALE
Franziska
Johanna
Apollonia
Mathilde
Margarethe
"Uschi" or "Urschl" as nicknames for Ursula
Centa
Kreszentia
Lioba
Philomena
Waltraud
Bernadette
MALE
Anian
Vitus
The nickname "Sepp" for Josef
Quirin
Korbinian
Maximilian
Ludwig
Ignaz
Emmeram
Bartholomaus "Barthl"
Anton
Xaver or Franz-Xaver
Matthias "Hias"
Lorenz
Leopold
"Michi" as a nickname for Michael
Kreszenz
Veit
Benedikt
Vinzenz
Alois
Johannes
Valentin
Severin
FEMALE
Franziska
Johanna
Apollonia
Mathilde
Margarethe
"Uschi" or "Urschl" as nicknames for Ursula
Centa
Kreszentia
Lioba
Philomena
Waltraud
Bernadette
—Resources. We’ll also use the Resources die option, so that we do not need to keep track of money in detail. Most characters will be humble villagers starting with d4 as a Resources die. d6: wealthier characters (with a profession, trade or land), d8: a minor aristo.
— Starting gear. Assign your character the clothes and items they need to perform their trade. Those with a resource die of d6+ can own a farm or business and will have better clothing, equipment and animals ( a good horse for example) that matches their resource die type.
—Combat capable male characters need a reason not to have been carted off to the Wars.
—The adventure takes place during the Napoleonic Wars so think tricorn hats, overcoats, coach and horses, etc. Common weaponry includes cudgels, black powder pistols, swords, sabres. Black powder rifles are expensive, high tech possessions. Poorer characters can start with a pistol but not a musket or rifle.
— Armour. Characters wearing stout clothes, an overcoat, etc can gain a +1 Toughness bonus.
SETTING EDGES
Devout (N). SPI d6. The character receives a +1 bonus to SPI rolls to resist fear, wield a crucifix or resist evil effects.
Learned (N) SMA d8. You roll +1 on most Common Knowledge rolls and may use Common Knowledge in place of Occult.
Prepared. (N) repair d6, SMA d6. The character carries an array of small items (tools, keys, trinkets) to deal with a variety of situations. The player can declare the character has any common mundane item (a candle, some rope, a whistle) in their possession even if it is not listed in their equipment. For a Benny, something more obscure (a particular coin, silver bullet, an appropriate key) can be declared at the GM’s discretion.
Sense evil. (N). SPI d8. The character can use notice rolls to detect strong motives or alignment in others.
Silver bullet (N). The character possesses an heirloom dagger, bullet or other ancient implement which does additional damage (one additional shift) to supernatural creatures. If lost/ destroyed / expended the item can be recast between adventures.
Night vision. (N). Notice d8. The creature can see in all but pitch darkness.
Luck of the Devil (N). SPI d6. Once per adventure, the number of wounds removed by a soak roll is increased by one.
Animal Empathy (N). SPI d6, survival d4. The character can use persuade to calm or even win over animals including — as difficult or very difficult rolls— wild creatures.
SETTING HINDRANCES
Sympathy for the Devil (Major). At some level, the character pities the plight of the monstrous and undead. They must make a SPI roll to deliver a killing blow to a significant (wild card) enemy.
Craven (Minor, Major) The character rolls courage rolls based on SPI at -1, or -2 if Major.
Sneak Thief (Minor, Major). If you encounter valuables while unobserved ( or able to filch them easily) you struggle to resist taking them for yourself. As a major hindrance , you will do so even when might this be detrimental to your party or in conflict with your usual ethics.