HUMANS
You roll d4, d6, d8,d10 and d100.
The result of the d4 roll is your starting Endurance (hp, basically), and you use the d4 to when rolling attack damage until you get a Class.
The results of the d6, d8 and d10 rolls are allocated among your Traits. You can't stack results (ie, no +2 Str checks and no stacking bonuses and penalties to zero them out). You must take at least one Starting Trait. Picking Background Traits from
New rule: if you don't like one of your Trait rolls, you can re-roll it after: 1. choosing a Trait you've not already taken and then taking its inverse (ie, "Weak" instead of "Strong", "Sickly" instead of "Hardy", "Repellent" instead of "Charismatic", etc [or whatever]); 2. using the result of the original roll to determine the mechanical effect of the inverse Trait (so it's: Weak (-1 Str Checks) or the like).
The result of the d100 roll, alongside your choice of Background Traits/place of origin/heritage, determines your Starting Gear.
Starting
Traits
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Traits
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1-3
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4-5
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6
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7-8
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9-10
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Strong
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+1 Str checks
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+1
Carry
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+2
Attacks
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+1
Carry
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+1 Str checks
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Dextrous
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+1 Dex checks
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+1
Attacks
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+1
Defense
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+2
Breath Save
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+1 Dex checks
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Hardy
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+1 Har checks
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+1
Endurance /level
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+2
Poison Save
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+1
Endurance /level
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+1 Har checks
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Intelligent
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+1 Int checks
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Learn
new language
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Can
Read & Write
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Learn
a new language
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+1 Int checks
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Wise
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+1 Wis checks
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+1
Search
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+2
Magic Save
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+1
Foraging
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+1 Wis checks
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Charismatic
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+1 Cha checks
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+1
Henchman
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+1
Bravery
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+1
Henchman
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+1 Cha checks
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Background
Traits
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Traits
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1-3
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4-5
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6
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7-8
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9-10
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Elf
of Skoglholm
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+1
Dex checks
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+2
Move
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+2
Foraging
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1
random Power from a forest yokai 1/session
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+1
Cha checks
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Elf
of Bifrost
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+1
Int checks
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+1
Attacks
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+2
Magic Save
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1
random first complexity Spell 1/session
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+1
Str checks
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+1
Str checks
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+1
Endurance /level
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+2
Poison Save
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As
well as repair, can improve an items quality to high w/ the
tools, time and materials.
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+1
Har checks
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Halfling
of the Ruins
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+1
Str checks
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+1
Attacks
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+2
to Surprise
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1
random Deft Feat
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+1
Dex checks
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Man
of the Empire*
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+1
Har checks
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+1
Search
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+2
Foraging
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Pass
a Death Save 1/session
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+1
Str checks
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Turk
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+1
Cha checks
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+1
Bravery
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+2
Henchmen
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Gain
1 random Power granted by one of your Deities (usable 1/session)
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+1
Wis checks
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Starting
Gear for Imperial Townsperson or Villager
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roll
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Townsperson's
gear
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Villager's
gear
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01-30
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hand
axe, two day's rations, 3 stick and pitch torches, pack, d6 small
coin
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club,
pitchfork (spear), three day's rations, pet mouse or sparrow (in
a skin and wicker cup), pack, d4 small coin
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31-60
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leather
jack (Light), two hand axes, two day's rations, 3 stick and pitch
torches, pack, d6 small coin
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rude
spear, one week's rations, hunting dog, pack, d4 small coin,
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61-70
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leather
jack (Light), dagger, two day's rations, pack, d3 x 10 small coin
coin
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Cloth-of-the-wood
(camouflage), one week's rations, dagger, bow, pack, used quiver
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71-80
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leather
jack (Light), awl (dagger), wood saw, pack, d3 x 10 small coin
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leather
jack (Light), one day's rations, burner's axe (broad axe), pack,
d4 small coin
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81-85
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leather
jack (Light), brace of 3 daggers and leathern cap, pack, d3 x 10
small coin
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lather
jack (Light), club, trapper's kit (resource), pack, d6 small coin
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86-90
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leather
jack (Light), cracked spyglass, wooden sword painted black, pet
mutt, pack, d6 small coin
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Cloth-of-the-wood
(camouflage), two day's rations, shovel, 3 rush-and-tallow
candles, pack, d4 small coin
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91-95
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jack
of plate (Medium), metal cap, pole arm, dagger, pack, 2d3 small
coin
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leather
jack (Light), mace, buckler, dented turko-chichak (helmet), pack,
d6 small coin
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96-97
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leather
jack (Light), powdered wig in a traveling case, book of law,
mace, pack, d3 x 10 small coin
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leather
jack (Light), mace, buckler, a day's rations, hammer, d4 small
coin
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98-99
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cloth-of-the-wood(camouflage),
short bow, used quiver, one day's rations, pack, d4 x 10 coin in
pelts
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leather
jack (Light), club, 2 flasks of long burning oil, thick leather
gloves, pack, d4 small coin
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00
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jack
of plate (Medium), pole arm, short sword, pack, d3 x 10 small
coin
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chaplet,
pet singing bird on a leather thong, a week's rations and wine,
pack, d4 small coin
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Starting
Raiment
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Townsperson
(choose two)
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Villager
(choose two)
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rough-sewn
doublet
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filthy,
rough tunic
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dog
fur lined cowl
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patched
breeches
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simply
patterned hose
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wool
cap
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TURK
HALFLING LASS
ELF OF BIFROST
ELF PALADIN OF SKOGLHOLM
DWARVES OF DÚNNWALL,
Starting
Gear for those from Far Away (Elves, Dwarves, Halflings and Turks)
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roll
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gear
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01-20
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Cloth-of-the-wood
(camouflage), yatagan (dagger), homing sparrow on a red or blue
silk ribbon, a week's rations, pack, d6 small coin
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21-40
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pointed
turban helm, kilij or shashka (sword), a week's iron rations,
pack, d3 x 10 small coin
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41-50
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leather
jack (Light), gurz (mace), three day's rations, d6 x 10 small
coin
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51-60
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leather
jack (Light), two pattas (gauntlet rapiers), a week's rations,
pack, d6 x 10 small coin
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61-65
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pointed
turban helm, mail with lamellar midsection (Medium), kilij or
shashka (sword), battle axe with hand guard, day's rations, pack,
d6 small coin
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66-70
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leather
jack (Light), pointed turban helm, saintie (parrying spear, treat
as shield and dagger), three day's rations, pack, d3 x 10 small
coin
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71-75
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cloth-of-the-wood
(camouflage), yatagan (dagger), long bow with quiver, a week's
rations, dog whistle, pack, d6 small coin
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76-80
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prayer
book or history, hunting dog, gold ring worth d3 large coin, pack
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81-83
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gurz
(mace), 2 war dogs, two week's rations (includes dog food), pack,
d6 small coin
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84-86
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leather
jack (Light), two yatagan (dagger), short bow with used quiver, a
week's rations, pack, d6 small coin
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87-89
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leather
jack (Light), gurz (mace), buckler, a specialist's kit of your
choice, three day's rations, pack, d6 x 10 small coin
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90
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a
lantern with long-burning oil flask; re-roll
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91
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a
purse stamped with the seal of the Imperial Exchequer, containing
d6 large coin in official gold stamped coins; re-roll
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92
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50'
rope; re-roll
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93
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2d4
flasks of oil; re-roll
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94
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crossbow
with used case; re-roll
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95
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an
obscene statuette worth d6 x 10 small coin but virtually
unmarketable at reputable establishments; re-roll
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96
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experimental
telescoping lens (used to see farther) or sextant; re-roll
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97
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50'
of silk rope or 10' of chain; re-roll
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98
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a
nightingale whose song may put to sleep certain creatures;
re-roll
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99
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a
cart; re-roll
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00
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a
mount (d6: 1-3 donkey, 4 riding goat, 5 phasing cat, 6 spider)
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Starting
Raiment
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Elf
(choose two)
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2'
tall drinking horn strapped to pack
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shimmering
black cloak
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girdle
belt, embossed with clan rune
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earrings
or choker of silvery metal and children's fingers
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lucky
goblin skull from ma
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tunic
of spider silk and black leaf
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Halfings
of the Ruins (choose two)
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Turk
(choose two)
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bandaids on your cheek or over the bridge of your nose
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dun-colored
turban or head covering
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freckles everywhere, like, even your tongue
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black embroidered super tunic
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green
tweed coat, lots of pockets, some with teeth in them
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red/blue/grean khussa
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