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\chapter{Character Creation}
\section*{Mechanics}
\begin{multicols}{2}
\subsection*{1 Add +1 to all stats}
Your character starts with +1 in all basic stats.
\subsection*{2 Add +1 to two stats of choice}
Pick two basic stats and add +1 to them.
\subsection*{3 Choose classes}
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Choose two classes (\cref{ch:class}) for your character. You may pick two combat classes, two non-combat classes, or one combat and one non-combat class.
Add their stats to those you already have. Add their weapon, armor and skill proficiencies to your character.
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Name your class combination. Come up with a name for your unique combination of classes; something that describes who you are. Warrior monk, lone ranger, druid -- you are not just the sum of your parts, but a new whole.
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\subsection*{4 Reallocate stats}
Now you may move stat points around; you can move a point from one stat to another. That means you add +1 to one and -1 to another.
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\subsection*{5 Choose starting equipment}
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Select a weapon and an armor for your character.
For a weapon, you should choose a weapon you are proficient in. If you are not proficient in any weapons, you may use a simple weapon, such as a knife.
Normal clothes count as no armor. If you decide to wear heavy armor, make sure to subtract a point of \stat{dex}.
If you are not sure what category the weapon you want your character to have falls into, talk to your GR.
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\subsection*{6 Compute derived stats}
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Compute the derived stats from your basic stats and your armor. Additionally, set your proficiency to 1.
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\end{multicols}
\section*{Role-playing}
\subsection*{Name}
It is a good idea to give your character a name. Your fellow adventurers and the GR will need to refer to your character a lot, so make sure to pick one that you don't mind saying and hearing a lot.
\subsection*{Background}
Giving your character an interesting background makes telling the story of your adventures easier.
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What drives your character? What made them pursue their chosen profession, i.e., their classes? Why do they wield the weapon they do? Is their armor a family heirloom?
\begin{framed}
In this book I use ``you'' and ``your character'' more or less interchangeably, because most of the time, the goal in a role-playing game is for you to \emph{become} your character. To, for a few hours, inhabit your character's very being -- to speak and act as they would.
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\end{framed}
\section*{Character Advancement}
If you roll a number of critical successes -- 12s -- equal or greater than one of the stats involved in the test -- \stat{STR} in combat, or \stat{DEX} if \stat{DEX} modifies the \stat{DT} of the test -- you may increase that stat by 1.
You may also choose to reduce four different stats by 1 (but not below 0), and increase your proficiency by 1.