Roll d6, d8 and d10 and assign each value to a trait and take the corresponding bonus. Write them as Strength(+1 Checks, +1 Carry) on your character sheet. At least one must be from the Starting Traits but otherwise assign the values such that there are no duplicate results (ie, no +2 Carry, no +2 Strength checks, but +1 Strength and +1 Dexterity checks is OK).
Starting
Traits
|
|||||
Traits
|
1-3
|
4-5
|
6
|
7-8
|
9-10
|
Strong
|
+1
checks
|
+1
Carry
|
+2
Attacks
|
+1
Carry
|
+1
checks
|
Dextrous
|
+1
checks
|
+1
Attacks
|
+1
Defense
|
+2
Saves v Breath
|
+1
checks
|
Hardy
|
+1
checks
|
+1
Endurance
|
+2
Saves v Poison
|
+1
Endurance
|
+1
checks
|
Intelligent
|
+1
checks
|
Learn
new language
|
Can
Read & Write
|
Learn
a new language
|
+1
checks
|
Wise
|
+1
checks
|
+1
Search checks
|
+2
Saves v Magic
|
+1
Foraging checks
|
+1
checks
|
Charismatic
|
+1
checks
|
+1
Henchman
|
+1
Bravery checks
|
+1
Henchman
|
+1
checks
|
(Background Traits to follow, I need to playtest them) (edited: now linked to full creation sheet)
At the start of play choose from whence your character hails: the town or the village. (city folk and far away places to follow, I need to playtest them further) (edited: now linked to full creation sheet)
Starting
Gear
|
||
Townsperson
|
Villager
|
|
roll
|
gear
|
gear
|
01-30
|
hand
axe, two day's rations, 3 stick and pitch torches, pack, d6 small
coin
|
club,
pitchfork (Spear), three day's rations, pet mouse or sparrow (in
as skin and wicker cup), pack, d4 small coin
|
31-60
|
leather
jack (Light), two hand axes, two day's rations, 3 stick and pitch
torches, pack, d6 small coin
|
rude
spear, one week's rations, hunting dog, pack, d4 small coin,
|
61-70
|
leather
jack (Light), dagger, two day's rations, pack, d3 x 10 small coin
coin
|
cloth-of-the-wood,
one week's rations, dagger, bow, pack, quiver and ten arrows
|
71-80
|
leather
jack (Light), awl (dagger), wood saw, pack, d3 x 10 small coin
|
leather
jack (Light), one day's rations, burner's axe (broad axe), pack,
d4 small coin
|
81-85
|
leather
jack (Light), brace of 3 daggers and leathern cap, pack, d3 x 10
small coin
|
lather
jack (Light), club, trapper's kit, pack, d6 small coin
|
86-90
|
leather
jack (Light), cracked spyglass, wooden sword painted black, pet
mutt, pack, d6 small coin
|
cloth-of-the-wood,
two day's rations, shovel, 3 rush-and-tallow candles, pack, d4
small coin
|
91-95
|
jack
of plate (Medium), metal cap, pole arm, dagger, pack, 2d3 small
coin
|
leather
jack (Light), mace, buckler, dented turko-chichak (helmet), pack,
d6 small coin
|
96-97
|
leather
jack (Light), powdered wig in a traveling case, book of law,
mace, pack, d3 x 10 small coin
|
leather
jack (Light), mace, buckler, a day's rations, hammer, d4 small
coin
|
98-99
|
cloth-of-the-wood,
short bow, ten arrows in a quiver, one day's rations, pack, d4 x
10 coin in pelts
|
leather
jack (Light), club, 2 flasks of long burning oil, thick leather
gloves, pack, d4 small coin
|
00
|
jack
of plate (Medium), pole arm, short sword, pack, d3 x 10 small
coin
|
chaplet,
pet singing bird on a leather thong, a week's rations and week's
worth of wine, pack, d4 small coin
|
Starting
Raiment
|
||
Townsperson
(choose two)
|
Villager
(choose two)
|
|
rough-sewn
doublet
|
filthy,
rough tunic
|
|
dog
fur lined cowl
|
patched
breeches
|
|
simply
patterned hose
|
wool
cap
|
Explanations/Descriptions
Light armour is as Leather, Medium armour is as chain.
Cloth-of-the-wood is camouflage and provides a bonus to hiding in the woods, tall grasses, etc.
Large coin is equivalent to gold and includes things like stamped gold coin, trade bars or high quality trade good, small coin is equivalent to silver and includes things like stamped silver coins, clipped gold coins, bits of trade bars or low quality trade goods.
Raiment is worn but doesn't encumber. It's stuff that signals what you look like to the world (the GM can ask, "tell me your raiment" and modify reaction rolls accordingly). You can modify it as you like. Wearing jewellery for example, will go a long way to signalling to the guard that you're either a brigand (jewellery plus ratty clothes) or a respectable person (jewellery plus "townie" or better clothes). You can theoretically list anything here but I'm starting it out limited to two things. The more stuff you add, the more likely it is that you just seem weird or send conflicting signals. Obviously, if you show up to town covered in blood and mud, or wearing the heads of monks spiked to shoulder pads it doesn't matter what your raiment is.
Other Gear
Sample
Cost of Ammunition, Equipment, Mounts & Melee Weapons
|
|||||||
Equipment
|
Melee
Weapons
|
||||||
Item
|
Inventory
|
Worn
|
Cost/GP
|
Item
|
Inventory
|
Worn
|
Cost/GP
|
Crowbar
|
2
|
1
|
10
|
Axe,
Battle (2-handed)
|
3
|
1
|
3
|
Flask
of oil
|
1
|
-
|
2
|
Axe,
Hand
|
2
|
1
|
1
|
Garlic
(1 bunch)
|
1
|
-
|
5
|
Club
|
2
|
1
|
1
|
Grappling
Hook (no rope)
|
1
|
1
|
25
|
Dagger
|
1
|
-
|
1
|
Hammer
(small)
|
1
|
-
|
2
|
Dagger,
Silvered
|
1
|
-
|
5
|
Healers'
Kit
|
1
|
-
|
25
|
Javelin
|
2
|
1
|
3
|
Holy
Implement
|
1
|
-
|
25
|
Lance
|
4
|
2
|
4
|
Holy
Water (1 vial)
|
1
|
-
|
25
|
Mace
|
2
|
1
|
3
|
Iron
Spikes (resource)
|
1
|
1
|
1
|
Pole
Arm (2-handed)
|
3
|
2
|
4
|
Lantern
|
2
|
1
|
10
|
Sling
with stones
|
1
|
1
|
1
|
Mirror
(hand-sized, steel)
|
1
|
-
|
5
|
Spear
|
3
|
1
|
2
|
Pack
|
2
|
-
|
5
|
Staff
(2-handed)
|
2
|
1
|
1
|
Pitch
(Resource for torches)
|
2
|
1
|
1
|
Sword,
Short
|
1
|
1
|
3
|
Pole,
Wooden (10' long)
|
2
|
1
|
1
|
Sword,
Long
|
2
|
1
|
4
|
Rations,
Iron (preserved resource)
|
1
|
-
|
15
|
Sword,
Two-Handed
|
3
|
2
|
5
|
Rations
(perishable resource)
|
1
|
-
|
5
|
Enormous
Weapons
|
4
|
2
|
8
|
Rope
(50', hemp)
|
2
|
2
|
1
|
War
Hammer
|
3
|
1
|
4
|
Rope
(50', silk)
|
2
|
1
|
25
|
Ammunition
|
|||
Sacks
(3)
|
1
|
-
|
5
|
Item
|
Inventory
|
Worn
|
Cost/GP
|
Sewing
Kit & Thimble (resource)
|
1
|
-
|
1
|
Arrow,
silver-tipped arrow (1)
|
1
|
-
|
5
|
Stakes
and Mallet
|
2
|
1
|
3
|
Arrow,
quiver of (resource)
|
2
|
1
|
5
|
Thieves'
Kit (resource)
|
1
|
-
|
25
|
Quarrels,
case of (resource)
|
2
|
1
|
10
|
Tinder
Box (flint & steel)
|
1
|
-
|
3
|
Mounts
|
|||
Torches
(resource)
|
2
|
1
|
1
|
Item
|
Carry
|
Cost/GP
|
|
Wine
skin
|
1
|
-
|
1
|
War
|
20
|
250
|
|
Wine
(resource)
|
2
|
1
|
1
|
Draft
|
20
|
40
|
|
Wolfsbane or other local herb (1 bunch)
|
1
|
-
|
10
|
Riding
|
15
|
75
|
Encumbrance
Everyone can Carry 10 unless they're Strong, then maybe they can Carry more. For lack of a better word, you've 10 Carry slots.
When something is Worn it may be hefty or awkward enough that it still weighs you down and so may use one or more Carry slot. There is no limit to what you can wear.
When something is in your Inventory, it's stored in your backpack and takes up more Carry slots than if worn.
If you're over your max carry you have to rest once every fifth turn/day of exploration/wilderness travel or become tired.
If your Carry is five over, then you move at half speed and you simply cannot move about while hauling more than five over your Carry.
You can drop your backpack as a free action and reduce your Carry to only what is worn. Dropped backpacks are imperiled by the environment, ambient damage and may be stolen by enemies if they get behind your line. Generally, this is adjudicated on an ad hoc basis and, in the case of ambient or environmental damage, a x in 6 chance is given that the gear is safe. If unsafe, one or more items are lost or destroyed, depending on the circumstances.
Resources, Quality
Gear bought is assumed to be of good quality. Rude, poor and a number of starting weapons are of low quality. Clubs are always low quality.
After combat, a save is made for each surviving characters. On a critical failure, something worn drops in quality (player's choice). Low quality items are destroyed if the drop in quality and good quality items become low quality. High quality and masterwork items are exceedingly rare and likely treasures or status symbols and so aren't for sale. Only bother marking quality for things on your inventory that aren't good quality.
Repairs can be made in camp with the right tools, materials and in lieu of rest (you wan't be tired the next turn/day, but you won't be healed either). You can't improve the quality of an item beyond it's starting quality in this way.
Characters can also spend a day with the right tools, materials and in lieu of rest making a low quality, mundane item.
Resources are things expended. After one use, they're marked used. Mark each subsequent use. Combat resources like arrows and bolts mark 1/use a combat. Used items then have in x in 6 chance of being expended after use where x is the number of times it's been used thus far (this roll always succeeds on a 6, so you can, theoretically, never run out of a resource, that's just awfully unlikely).