NAME:
q Roll 3d6 six time and assign each result to these 6 statistics, in order d20 < achieves d20 < avoids d4
Abilities
1. Dwarf
+1 CON +1 WIS
Smashing, lifting and opening
Precision, agility and deftness
Stamina and endurance
Knowledge and interpretation
Paralysis and petrification
Falling and explosive energy
Fatigue, poison and draining effects
Forgetfulness and puzzlement
Powers See in the dark; add level to mining and stone/metalwork checks;, and damage vs. orckind
+1 DEX +1 INT
See in the dark; add level to detection checks; bonus class die to magic pool if spellcaster
+1 DEX 3. Halfling +1 WIS
See in the dark; add level to stealth checks; bonus +1 to AC, but -1 to all damage rolls
2. Elf
Reorder 4. Human None as desired
w Roll 1d4 or pick a race and modify statistics if appropriate
e Roll 1d10 or pick a class and modify statistic as appropriate
d10 1. Barbarian
Class die d8
I want to...
Persuasion and performance
Confusion, fear Enchantment and and deception compulsion
Description Berserker +2 STR warrior
r Determine Armour Class (AC= Dexterity + Armour), Hit Points (roll one class die, max. 1 class die per level)
Class abilities Add level to total hit points and each damage roll, only if unarmoured
(STR score) items can be carried
Any
d4
Add level to INT and CHA checks; earn +2 CHA (level)d4 gold for paid performances
Light
3. Cleric
d6
Holy Spellcaster
+1 WIS +1 CHA
Holy Magic (protects, guides and heals), banish undead of (level)d6 power
Any
4. Druid
d6
Nature Spellcaster
+1INT +1 WIS
Nature Magic (controls animal, plants weather), loyal pet of (level)d6 power
Light
Veteran Warrior
+1 STR +1 CON
Add level to attack rolls
Any
2. Bard
5. Fighter
d8
+1 CON Spiritual Martial Artist +1 WIS
Backpack
Armour
Wandering dilettante
1. 2. 3. 4. 5. 6. 7. 8.
Add level to acrobatic skills; attacks may stun opponents (CON check avoids)
None
6. Monk
d6
7. Paladin
d8
Holy Crusader
+1 STR +1 CHA
Add level to damage against unnatural and evil creatures
Any
8. Ranger
d8
Survivalist warrior
+1 STR +1 DEX
Add level to stealth, exploring, hunting and tracking checks
Light
9. Thief
d4
Burglar assassin
+1 DEX +1 INT
Add level to thieving checks, add (level)d4 damage against unaware opponents
Light
t Pick a name. You are level 1. PLAY!
Rules
Insight and detection
LEVEL:
Hit Points
STR STRENGTH ENGTH DEXTERITY DEXTERITY CON CONSTITUTION STITUTION INTELLIGENCE INTELLIGENCE WIS WISDOM DOM CHA CHARISMA RISMA
Armour Class
1 Pot RPG
9. 10. 11. 12. 13.
14. Tell your DM what you want your character to do and, if needed, agree against which statistic to check. Examples are given for which 15. Versatile High Magic (Any effect, except healing), statistic is relevant in which situation. To succeed at a task, you must 0. Wizard d4 +1 INT None Spellcaster add level to INT checks 16. roll under the relevant statistic, plus any class or situational modifiers, on a d20. Difficult tasks confer a statistic penalty of -2 or more. The 17. CHALLENGES MAGIC amount by which the d20 roll is under the statistic determines the Spellcasters can cast up to their level in number of spells per day and have Monsters are created like characters but 18. degree of success. A roll of a 1 always succeeds, and 20 always fails. a magic dice pool equal to level × class die. A spell can have any effect classes are Grunt (class die: d4), Tough Successful check may also give bonuses to attack rolls in combat. within the themes listed above, with power of level × class die. A spell (d8) or Scary (d12). Scaries have one 19. can effect up to your level in targets with your class die in power, or your resistance or special power per level. 20. Combat class die in targets with your level in power e.g. 2d6 – heal/damage d6 Traps are detected, avoided To strike an opponent, you must roll equal to or over their Armour targets for 2 points, 2 targets for d6, or 1 target for 2d6. For non-damage, or resisted with stat checks. Treasure:: Class (AC) on a d20, plus any class or situational modifiers. If use the dice roll to determine potency or duration of effect. Some effects XP is gained from spending successful, you do damage equal to your class die, plus any class require trading some of the dice from the pool to activate; level is lowered treasure you find. To go up modifiers. Using a weapon two-handed grants a +1 bonus to damage. by 1 to detmine spell pool for mental control effects, 3 for summoning or a level, spend 1000 × Armour grants a bonus to AC as follows: Light +2, Heavy +4, Shield +1. conjuration, and 5 for death current level in gold.
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