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Tuesday, January 7, 2014

Background Traits, Starting Gear for City Folk and Foreigners

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
Traits
1-3
4-5
6
7-8
9-10
Strong
+1 Str checks
+1 Carry
+2 Attacks
+1 Carry
+1 Str checks
Dextrous
+1 Dex checks
+1 Attacks
+1 Defense
+2 Breath Save
+1 Dex checks
Hardy
+1 Har checks
+1 Endurance /level
+2 Poison Save
+1 Endurance /level
+1 Har checks
Intelligent
+1 Int checks
Learn new language
Can Read & Write
Learn a new language
+1 Int checks
Wise
+1 Wis checks
+1 Search
+2 Magic Save
+1 Foraging
+1 Wis checks
Charismatic
+1 Cha    checks
+1 Henchman
+1 Bravery
+1 Henchman
+1 Cha checks

Background Traits
Traits
1-3
4-5
6
7-8
9-10
Elf of Skoglholm
+1 Dex checks
+2 Move
+2 Foraging
1 random Power from a forest yokai 1/session
+1 Cha checks
Elf of Bifrost
+1 Int checks
+1 Attacks
+2 Magic Save
1 random first complexity Spell 1/session
+1 Str checks
Dwarf of Dúnnwall
+1 Str checks
+1 Endurance /level
+2 Poison Save
As well as repair, can improve an items quality to high w/ the tools, time and materials.
+1 Har checks
Halfling of the Ruins
+1 Str checks
+1 Attacks
+2 to Surprise
1 random Deft Feat
+1 Dex checks
Man of the Empire*
+1 Har checks
+1 Search
+2 Foraging
Pass a Death Save 1/session
+1 Str checks
Turk
+1 Cha checks
+1 Bravery
+2 Henchmen
Gain 1 random Power granted by one of your Deities (usable 1/session)
+1 Wis checks


Starting Gear for Imperial Townsperson or Villager
roll
Townsperson's gear
Villager's 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 a 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 (camouflage), one week's rations, dagger, bow, pack, used quiver
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 (resource), 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 (camouflage), 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(camouflage), short bow, used 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 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

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)
roll
gear
01-20
Cloth-of-the-wood (camouflage), yatagan (dagger), homing sparrow on a red or blue silk ribbon, a week's rations, pack, d6 small coin
21-40
pointed turban helm, kilij or shashka (sword), a week's iron rations, pack, d3 x 10 small coin
41-50
leather jack (Light), gurz (mace), three day's rations, d6 x 10 small coin
51-60
leather jack (Light), two pattas (gauntlet rapiers), a week's rations, pack, d6 x 10 small coin
61-65
pointed turban helm, mail with lamellar midsection (Medium), kilij or shashka (sword), battle axe with hand guard, day's rations, pack, d6 small coin
66-70
leather jack (Light), pointed turban helm, saintie (parrying spear, treat as shield and dagger), three day's rations, pack, d3 x 10 small coin
71-75
cloth-of-the-wood (camouflage), yatagan (dagger), long bow with quiver, a week's rations, dog whistle, pack, d6 small coin
76-80
prayer book or history, hunting dog, gold ring worth d3 large coin, pack
81-83
gurz (mace), 2 war dogs, two week's rations (includes dog food), pack, d6 small coin
84-86
leather jack (Light), two yatagan (dagger), short bow with used quiver, a week's rations, pack, d6 small coin
87-89
leather jack (Light), gurz (mace), buckler, a specialist's kit of your choice, three day's rations, pack, d6 x 10 small coin
90
a lantern with long-burning oil flask; re-roll
91
a purse stamped with the seal of the Imperial Exchequer, containing d6 large coin in official gold stamped coins; re-roll
92
50' rope; re-roll
93
2d4 flasks of oil; re-roll
94
crossbow with used case; re-roll
95
an obscene statuette worth d6 x 10 small coin but virtually unmarketable at reputable establishments; re-roll
96
experimental telescoping lens (used to see farther) or sextant; re-roll
97
50' of silk rope or 10' of chain; re-roll
98
a nightingale whose song may put to sleep certain creatures; re-roll
99
a cart; re-roll
00
a mount (d6: 1-3 donkey, 4 riding goat, 5 phasing cat, 6 spider)
Starting Raiment
Dúnnwellian (choose two)
Elf (choose two)
2' tall drinking horn strapped to pack
shimmering black cloak
girdle belt, embossed with clan rune
earrings or choker of silvery metal and children's fingers
lucky goblin skull from ma
tunic of spider silk and black leaf
Halfings of the Ruins (choose two)
Turk (choose two)
bandaids on your cheek or over the bridge of your nose
dun-colored turban or head covering
freckles everywhere, like, even your tongue
black embroidered super tunic
green tweed coat, lots of pockets, some with teeth in them
red/blue/grean khussa

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