Apr 28, 2015 2:03 pm
The first step in the character generation process is determining the race and class of your character.
Example:
Let’s use an Elven Wizard as our example, as this race/class combination covers all aspects of character generation.
1. CHOOSING RACE
By default, every character belongs to one of the three races: Elves, Humans or Dwarves. However, the played setting
will ultimately determine which races will be available to players.
DWARVES
The tough, bearded and often grumpy Dwarves prefer the life of a Fighter, but they are also very well suited for other classes.
Racial Bonus: ST, CO or DX
Racial Abilities: Dark Vision, Longevity (slower aging once adulthood is reached), Tough (Defense +1)
ELVES
Elves, with their pointed ears and slender build, make strong fighters, agile scouts or talented mages.
Racial Bonus: AG, DX or AU
Racial Abilities: Fleet Footed (Sneaking +2), Night vision, Immortal (Elves hardly age once they have reached adulthood;
death comes by force only)
HUMANS
The adaptable Humans produced many different cultures and are equally well suited to become Fighters, Scouts or Mages.
Racial Bonus: Any one trait
Racial Abilities: 1 free talent point
Elves and Dwarves receive special racial abilities which are recorded on the character sheet. Humans, on the other hand,
receive a Talent Point instead of a racial ability. The Racial Bonus will be used later on during attribute allocation.
RACE RACIAL ABILITIES
Elf: Fleet Footed, Nightvision, Immortal
Human: 1 Talent Point
Dwarf: Dark Vision, Longevity, Tough
Example:
On the character sheet we note under Race "Elf" and record the racial abilities Fleet-Footed, Nightvision and Immortal.
2. CHOOSING CLASS
You must now choose one of the three available classes: Fighter, Scout or Mage.
When playing a Mage, you must choose whether you would like to play a Healer, Wizard or Sorcerer. This choice will
determine the type of magic spells that the character will be able to use.
FIGHTER
These are the guys for the dirty work. During melee, you will usually find them right in the fray. They are easily
identified by their heavy armor and brutal weapons.
Class Bonus: ST or CO
SCOUT
Swiftness and stealth are a Scout’s area of expertise. They prefer ranged combat;
bows or crossbows are their indispensable companions.
Class Bonus: AG or DX
MAGE
These characters master the art of magic, not melee. They try to avoid being in the thick of battle.
Class Bonus: IN or AU
Healer - predominantly defensive spells
Wizard - offensive and defensive spells
Sorcerer - predominantly offensive spells
3. DETERMINE ATTRIBUTES
You have 20 points to distribute between the three attributes Body, Mobility and Mind
- note: no value may exceed 8.
Example:
We give Mind a value of 8. We then split the remaining points between Body and Mobility by allocating 6
points to each.
4. DETERMINE TRAITS
We are now free to distribute 8 points among the six traits. While it is possible to have traits with a value of zero,
no trait may exceed a value of 4 at this time.
Example:
Of the 8 points available to us, we allocate 2 each to the traits Constitution and Aura, 3 to Dexterity and 1 to Intellect:
Body: 6 Mobility: 6 Mind: 8
Strength: 0 Agility: 0 Intellect: 1
Constitution: 2 Dexterity: 3 Aura: 2
5. RACIAL & CLASS BONUS
Every character has two points that may be allocated to certain traits based on his or her class and race. These points
may be used to raise a trait to a value greater than 4. The chart below provides a quick reference to racial and
class trait bonuses.
RACE RACIAL BONUS
Elf: Agility, Dexterity or Aura +1
Human: Any one Trait +1
Dwarf: Strength, Constitution or Dexterity +1
CLASS BONUS
Fighter: Strength or Constitution +1
Scout: Agility or Dexterity +1
Mage: Intellect or Aura +1
Example:
As an Elven Mage, we increase both Dexterity and Aura by 1 each and change the two values accordingly:
Body: 6 Mobility: 6 Mind: 8
Strength: 0 Agility: 0 Intellect: 1
Constitution: 2 Dexterity: 4 Aura: 3
6. THE FIRST MAGIC SPELL
Mages will now learn one Level 1 magic spell.
The magic spells that are available to the character depend on whether the character is a Healer, Wizard or Sorcerer:
HEALER SPELLS - LEVEL 1:
Bestow Defense, Blind, Calm Animal, Consecrate Water, Detect Magic, Enchant Weapon, Healberries,
Healing Aura, Healing Touch, Light, Resist Poison, Rout Undead, Sternutation
WIZARD SPELLS - LEVEL 1:
Bestow Scent, Cantrip, Detect/Identify Magic, Enchant Weapon, Fire Beam, Light, Magic Lock, Open
SORCERER SPELLS - LEVEL 1:
Cantrip, Detect/Identify Magic, Enchant Weapon, Fire Beam, Magic Lock, Open
Example:
Our Elven Wizard learns the spell Fire Beam, which is available to Wizards with Level 1 or higher.
7. EQUIPMENT
Initially, all characters own simple clothing, steel, flint and tinder, a water skin, two healing herbs, a blanket and
a backpack or kitbag, as well as 10 Gold Pieces (GP), which they may now use to purchase more equipment.
Example:
On the character sheet we take note of our basic equipment
(simple clothing, steel, flint and tinder, a water skin, blanket and kitbag)
and then purchase a rune embroidered robe (AV +0, Aura +1) for 8 Gold Pieces
and a quarterstaff (WB +1, TSC +1) for 5 Silver Pieces.
We’ll keep the leftover coins - you never know when a bit of small change may come in handy.
8. COMBAT VALUES
The formulas used to determine the Combat Values are always based on the character’s current attribute and trait
values. They must be adjusted immediately in case any changes to these values occur:
COMBAT VALUES:
Hit Points: BOD+CO+10
Defense: BOD+CO+AV
Initiative: MOB + AG
Movement Rate: MOB/2+1
Melee Attack: BOD+ST+WB
Ranged Attack: MOB+DX+WB
Spellcasting: MND+AU-AV
Targeted Spellcasting: MND+DX-AV
Example:
We’ll now determine the five combat values. In doing this, we shall also take
into account the Spell Modifier (Fire Beam: Targeted Spell Casting +1) and our equipment
bonuses (AU +1, Targeted Spell Casting +1).
Our calculations result in the following combat values:
Hit Points 18, Defense 8, Initiative 6, Movement Rate 4m, Melee Attack 7,
Ranged Attack 10, Spellcasting 12 and Targeted Spellcasting 14.
9. CHOOSING A TALENT
Every character receives one Talent Point (TP); Humans therefore already have 2 TP now.
TPs can be saved or they can be spent on Talents (see page 17 PHB), provided that the character
meets the class and level requirements of the respective talent.
Every talent costs 1TP.
Example:
Our Elven Wizard acquires the talent Education which is available to every Level 1 character for one talent point.
This character is now technically complete. Now it’s time to add some personality.
10. FINISHING TOUCHES
Last but not least, we shall now determine the gender of our character and give him or her a name.
Every character is proficient in his native language and receives an additional point to learn another language
or alphabet; when choosing languages/alphabets, players should not forget about the common language of the setting.
Characters with MND 6+ automatically master all alphabets of their beginning languages.
We finally note that the character is at Level 1, has zero Experience Points (XP) and Progress Points (PP). We also note
how many Talent Points (TP) the character has left.
Working with the Game Master, you can also work out where your character originates from, how he grew up and
why he left in search of adventure, what his beliefs are and what he values. Is he a reliable follower or will he decide
on the spot with whom his loyalty rests? Especially the last couple of questions may only become apparent later on in
the game and they may even change over the course of time.
Either way, the character is now ready for the first adventure!
Example:
Let’s use an Elven Wizard as our example, as this race/class combination covers all aspects of character generation.
1. CHOOSING RACE
By default, every character belongs to one of the three races: Elves, Humans or Dwarves. However, the played setting
will ultimately determine which races will be available to players.
DWARVES
The tough, bearded and often grumpy Dwarves prefer the life of a Fighter, but they are also very well suited for other classes.
Racial Bonus: ST, CO or DX
Racial Abilities: Dark Vision, Longevity (slower aging once adulthood is reached), Tough (Defense +1)
ELVES
Elves, with their pointed ears and slender build, make strong fighters, agile scouts or talented mages.
Racial Bonus: AG, DX or AU
Racial Abilities: Fleet Footed (Sneaking +2), Night vision, Immortal (Elves hardly age once they have reached adulthood;
death comes by force only)
HUMANS
The adaptable Humans produced many different cultures and are equally well suited to become Fighters, Scouts or Mages.
Racial Bonus: Any one trait
Racial Abilities: 1 free talent point
Elves and Dwarves receive special racial abilities which are recorded on the character sheet. Humans, on the other hand,
receive a Talent Point instead of a racial ability. The Racial Bonus will be used later on during attribute allocation.
RACE RACIAL ABILITIES
Elf: Fleet Footed, Nightvision, Immortal
Human: 1 Talent Point
Dwarf: Dark Vision, Longevity, Tough
Example:
On the character sheet we note under Race "Elf" and record the racial abilities Fleet-Footed, Nightvision and Immortal.
2. CHOOSING CLASS
You must now choose one of the three available classes: Fighter, Scout or Mage.
When playing a Mage, you must choose whether you would like to play a Healer, Wizard or Sorcerer. This choice will
determine the type of magic spells that the character will be able to use.
FIGHTER
These are the guys for the dirty work. During melee, you will usually find them right in the fray. They are easily
identified by their heavy armor and brutal weapons.
Class Bonus: ST or CO
SCOUT
Swiftness and stealth are a Scout’s area of expertise. They prefer ranged combat;
bows or crossbows are their indispensable companions.
Class Bonus: AG or DX
MAGE
These characters master the art of magic, not melee. They try to avoid being in the thick of battle.
Class Bonus: IN or AU
Healer - predominantly defensive spells
Wizard - offensive and defensive spells
Sorcerer - predominantly offensive spells
3. DETERMINE ATTRIBUTES
You have 20 points to distribute between the three attributes Body, Mobility and Mind
- note: no value may exceed 8.
Example:
We give Mind a value of 8. We then split the remaining points between Body and Mobility by allocating 6
points to each.
4. DETERMINE TRAITS
We are now free to distribute 8 points among the six traits. While it is possible to have traits with a value of zero,
no trait may exceed a value of 4 at this time.
Example:
Of the 8 points available to us, we allocate 2 each to the traits Constitution and Aura, 3 to Dexterity and 1 to Intellect:
Body: 6 Mobility: 6 Mind: 8
Strength: 0 Agility: 0 Intellect: 1
Constitution: 2 Dexterity: 3 Aura: 2
5. RACIAL & CLASS BONUS
Every character has two points that may be allocated to certain traits based on his or her class and race. These points
may be used to raise a trait to a value greater than 4. The chart below provides a quick reference to racial and
class trait bonuses.
RACE RACIAL BONUS
Elf: Agility, Dexterity or Aura +1
Human: Any one Trait +1
Dwarf: Strength, Constitution or Dexterity +1
CLASS BONUS
Fighter: Strength or Constitution +1
Scout: Agility or Dexterity +1
Mage: Intellect or Aura +1
Example:
As an Elven Mage, we increase both Dexterity and Aura by 1 each and change the two values accordingly:
Body: 6 Mobility: 6 Mind: 8
Strength: 0 Agility: 0 Intellect: 1
Constitution: 2 Dexterity: 4 Aura: 3
6. THE FIRST MAGIC SPELL
Mages will now learn one Level 1 magic spell.
The magic spells that are available to the character depend on whether the character is a Healer, Wizard or Sorcerer:
HEALER SPELLS - LEVEL 1:
Bestow Defense, Blind, Calm Animal, Consecrate Water, Detect Magic, Enchant Weapon, Healberries,
Healing Aura, Healing Touch, Light, Resist Poison, Rout Undead, Sternutation
WIZARD SPELLS - LEVEL 1:
Bestow Scent, Cantrip, Detect/Identify Magic, Enchant Weapon, Fire Beam, Light, Magic Lock, Open
SORCERER SPELLS - LEVEL 1:
Cantrip, Detect/Identify Magic, Enchant Weapon, Fire Beam, Magic Lock, Open
Example:
Our Elven Wizard learns the spell Fire Beam, which is available to Wizards with Level 1 or higher.
7. EQUIPMENT
Initially, all characters own simple clothing, steel, flint and tinder, a water skin, two healing herbs, a blanket and
a backpack or kitbag, as well as 10 Gold Pieces (GP), which they may now use to purchase more equipment.
Example:
On the character sheet we take note of our basic equipment
(simple clothing, steel, flint and tinder, a water skin, blanket and kitbag)
and then purchase a rune embroidered robe (AV +0, Aura +1) for 8 Gold Pieces
and a quarterstaff (WB +1, TSC +1) for 5 Silver Pieces.
We’ll keep the leftover coins - you never know when a bit of small change may come in handy.
8. COMBAT VALUES
The formulas used to determine the Combat Values are always based on the character’s current attribute and trait
values. They must be adjusted immediately in case any changes to these values occur:
COMBAT VALUES:
Hit Points: BOD+CO+10
Defense: BOD+CO+AV
Initiative: MOB + AG
Movement Rate: MOB/2+1
Melee Attack: BOD+ST+WB
Ranged Attack: MOB+DX+WB
Spellcasting: MND+AU-AV
Targeted Spellcasting: MND+DX-AV
Example:
We’ll now determine the five combat values. In doing this, we shall also take
into account the Spell Modifier (Fire Beam: Targeted Spell Casting +1) and our equipment
bonuses (AU +1, Targeted Spell Casting +1).
Our calculations result in the following combat values:
Hit Points 18, Defense 8, Initiative 6, Movement Rate 4m, Melee Attack 7,
Ranged Attack 10, Spellcasting 12 and Targeted Spellcasting 14.
9. CHOOSING A TALENT
Every character receives one Talent Point (TP); Humans therefore already have 2 TP now.
TPs can be saved or they can be spent on Talents (see page 17 PHB), provided that the character
meets the class and level requirements of the respective talent.
Every talent costs 1TP.
Example:
Our Elven Wizard acquires the talent Education which is available to every Level 1 character for one talent point.
This character is now technically complete. Now it’s time to add some personality.
10. FINISHING TOUCHES
Last but not least, we shall now determine the gender of our character and give him or her a name.
Every character is proficient in his native language and receives an additional point to learn another language
or alphabet; when choosing languages/alphabets, players should not forget about the common language of the setting.
Characters with MND 6+ automatically master all alphabets of their beginning languages.
We finally note that the character is at Level 1, has zero Experience Points (XP) and Progress Points (PP). We also note
how many Talent Points (TP) the character has left.
Working with the Game Master, you can also work out where your character originates from, how he grew up and
why he left in search of adventure, what his beliefs are and what he values. Is he a reliable follower or will he decide
on the spot with whom his loyalty rests? Especially the last couple of questions may only become apparent later on in
the game and they may even change over the course of time.
Either way, the character is now ready for the first adventure!