Choose two classes (\cref{ch:class}) for your character. You may choose two combat classes, two non-combat classes, or one combat and one non-combat class.
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.
Add their stats to those you already have. Add their weapon, armor and skill proficiencies to your character.
@ -26,17 +26,17 @@
\subsection*{5 Choose starting equipment}
\subsection*{5 Choose starting equipment}
Choose a weapon and an armor for your character.
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.
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 choose heavy armor, make sure to subtract a point of \stat{dex}.
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.
If you are not sure what category the weapon you want your character to have falls into, talk to your GR.
\subsection*{6 Compute derived stats}
\subsection*{6 Compute derived stats}
Compute the derived stats from your basic stats and your armor.
Compute the derived stats from your basic stats and your armor. Additionally, set your proficiency to 1.
\end{multicols}
\end{multicols}
@ -55,4 +55,11 @@ What drives your character? What made them pursue their chosen profession, i.e.,
\begin{framed}
\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.
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.
\end{framed}
\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.