Chapter II: Character Creation
T able 2-2: s TarTIng w ounds d10 Roll Dwarf Elf Halfling Human 1-3 11 9 8 10 4-6 12 10 9 11 7-9 13 11 10 12 10 14 12 11 13 WP Fel 30 42 24 34 40 26 34 36 Secondary Profile A W SB TB M Mag IP FP 1 10 2 3 5 0 0 1 s hallya ’ s m erCy It could be that Ranald, the God of Luck, did not smile on you when you were generating your Characteristics. Maybe you wanted to play a see Chapter 4 . d warf A Dwarf character gains the following skills and talents: Skills: Common Knowledge (Dwarfs), Speak Language (Khazalid), Speak Language (Reikspiel), Trade (Miner, Smith, or Stoneworker) Talents: Dwarfcraft, Grudge-born Fury, Night Vision, Resistance to Magic, Stout-hearted, Sturdy e lf An Elf character gains the following skills and talents: Skills: Common Knowledge (Elves), Speak Language (Eltharin), Speak Language (Reikspiel) Talents: Aethyric Attunement or Specialist Weapon Group (Longbow), Coolheaded or Savvy, Excellent Vision, Night Vision h alflIng A Halfling character gains the following skills and talents: Skills: Academic Knowledge (Genealogy/Heraldry), Common Knowledge (Halflings), Gossip, Speak Language (Halfling), Speak Language (Reikspiel), Trade (Cook or Farmer) Talents: Night Vision, Resistance to Chaos, Specialist Weapon Group (Sling) and 1 random talent (roll once on Table 2-4: Random Talents to generate) Main Profile WS BS S T Ag Int Y our character’s race provides some additional abilities, known as skills and talents. Record the appropriate skills and talents on your character sheet. In some cases, you may have to choose between two talents. Your character will get more skills and talents from his starting career a little later. These abilities help define where you came from and what you can do. For more information in skills and talents,
h uman A Human character gains the following skills and talents: Skills: Common Knowledge (the Empire), Gossip, Speak Language (Reikspiel) Talents: 2 random talents (roll twice on Table 2-4: Random Talents to generate). character that was good at fighting, but you only rolled a Weapon Skill of 22. Or you wanted to play a quick-witted con man but ended up with a Fellowship of 15. In cases such as this, you may ask for a boon from Shallya, the Goddess of Mercy. You may replace any one Characteristic from your main profile with the average result for your race instead. Go back to Table 2-1: Characteristic Generation and find the stat you want to replace. Add 11 (the average of 2d10) to the base number given. This is the new score for the chosen Characteristic. Example: Nicole is unhappy that her Elf’s Strength is only 24. She invokes Shallya’s Mercy and replaces the 24 with a 31 (the Elf’s base Strength of 20, plus 11). Note that this also improves her Strength Bonus (from 2 to 3) because it is derived from Strength. T able 2-3: s TarTIng f aTe p oInTs d10 Roll Dwarf Elf Halfling Human 1-4 1 1 2 2 5-7 2 2 2 3 8-10 3 2 3 3
— r aCIal f eaTures —
T able 2-4: r andom T alenTs Talent Halfling
Human
Acute Hearing Ambidextrous Coolheaded Excellent Vision
01-05 06-10 11-15 16-20 21-25 26-29 30-33 34-38 39-42 43-47 48-51 52-53 54-57 58-62 63-67 68-72 73-77 78-82 83-87 88-91 92-95 96-00 -
01-04 05-09 10-13 14-18 19-22 23-27 28-31 32-35 36-40 41-44 45-49 50-53 54-57 58-61 62-66 67-71 72-75 76-79 80-83 84-87 88-91 92-95 96-00
Fleet Footed
Hardy
Lightning Reflexes
Luck
Marksman
Mimic
Night Vision
Resistance to Disease Resistance to Magic Resistance to Poison
Savvy
Sixth Sense
Strong-minded
Sturdy Suave
Super Numerate Very Resilient Very Strong Warrior Born
19
Made with FlippingBook - professional solution for displaying marketing and sales documents online