Thursday, July 16, 2020

GLOG: Character Creation for Carolingia

The Base Adventurer

LevelXPHPTemplatesSkillsSave
106 + Con1114
2200+22-12
3400+23+110
4800+24-8
51200+14+18
62000+14-7
73000+14+17
84000+14-6
95000+14+16
+1+1000+14-5

Skills

You start with three skills at proficient - two from your class, one you pick (as shown on the Base Adventurer table). There isn't a skill list. A skill is any word or short phrase of similar scope to the ones provided in the classes. When you gain a skill either from your class or simply as shown on the Base Adventurer, you can either advance a skill to expert or pick a new skill. If you have a skill at proficient, you can do anything someone quite capable in that field can do, and gain +3 to all relevant rolls. If you are expert in a skill, you can do extraordinary things with it, and gain +5 to all relevant rolls.

Ability Scores

Ability scores are 3d6 down the line swap two. Your abilities are, in order, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Modifiers are per the typical old-school distribution:
Ability Score |Modifier
3-3
4-5-2
6-8-1
9-12+0
13-15+1
16-17+2
18+3

You add your Strength modifier to melee to-hit rolls and encumbrance limit, Dexterity to AC and ranged to-hit rolls, Constitution to HP, Intelligence to known languages (2 + Int) and as a penalty to Saves against Mage spells, Wisdom to initiative rolls and as a penalty to Saves against Witch spells, and Charisma to hireling morale checks and as a penalty to Saves against Chanter spells.

Equipment and Encumbrance

If you have a backpack and a belt or baldric, you can carry 12 + Str slots worth of items without getting encumbered. Each 5 slots you're carrying after that halves your combat movement speed, reduces your overland movement speed by 25%, and incurs a -2 penalty to all physical rolls. Any item 3 slots or larger that isn't wearable must be carried in your hands.

You start with the following: a backpack, a bedroll (1 slot), warm clothing (0 slots), 3 days preserved rations (1/3 slot each), a waterskin (1 slot when full), 3d6 shillings/sous (silver pieces in games not set in Carolingia) and the equipment your class gives you.

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