in Create a character, Fantasy, Retroclone, RPG

Crypts and Things, Part two

Character Creation

The Core classes are Barbarian, Fighter, Thief and Sorcerer.  Optional classes are Beast Hybrid (descendants of people experimented on by Serpent Men, with the ability to shift into a bestial form), Disciples (Your fantasy warrior monk), Elementalists (Followers of the four elemental lords), Lizard People (One of the last surviving Elder races, relatively peaceful), Serpent Noble (A Serpent Man noble who can take human form).  It’s up to the GM whether they want to allow players to pick anything except the Core classes.

C&T uses the standard six ability scores – Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.  The Implication is 3d6 down the line, so that’s what we’ll do.

14, 10, 10, 16, 12, 10

The character would be reasonable as either a Fighter, Sorcerer or Elementalist.  I’m going to skip ahead to the Life Events section and make my choice based on what I roll there.

The character originates on the Reapers Sea, giving them a +1 to Strength or Dexterity, and was born into the family of a Captain, gaining +1 Intelligence.  We’re going to put that +1 in Strength, and then become a Sorcerer.  A roll on the Sorcerer Life event gives me ‘Ship wrecked on the isle of skulls’, which grants me Curse, Magic Missile and Wailing Lament as bonus starting spells.

Strength 15 – +1 to hit and Damage

Dexterity 10

Constitution 10

Intelligence 17 – 50% chance to understand language, Maximum spell level 6

Wisdom 12

Charisma 10 – 40% charm, 4 henchmen limit

Luck is generated on 1d6+6

Luck 11

Skill is a flat value based on level, with your class and some backgrounds giving you a bonus in specific circumstances.

Skill 15

Sanity starts equal to your Wisdom score.

Sanity 12

As a level 1 Sorcerer I have 6 HP, can memorise 1 spell, and start knowing three first level and one second level spell.  My character gets a +3 bonus to Skill checks related to Reading Arcane languages, and detecting magic in the area.

I take the following spells – Sleep, Divination, Cure Light Wounds, and Bless

You start with 3d6 x 10 gold to spend on equipment, with an equipment list straight out of D&D.  I’ve rolled 110 gold and spend it on Leather Armour, a Scimitar (I take a one point penalty to damage, which is offset by my strength score), 2 daggers, a Backpack, Bedroll, Fishing net, grappling hook, 50’ of silk rope, a hooded lantern, 10 pints of oil, a tent, a waterskin, 7 days of dried rations, A heavy crossbow, and 20 bolts.

We’re also going to generate a Henchman to accompany our Sorcerer on their first adventure.

Henchmen are rolled on 5 tables to determine their Speciality, Personality, how they want paying, how they’ll take revenge if they don’t get paid and how they’re armed.

Skill: Performer; Personality: Pervert; Want: Revenge – they want someone killed or harmed in exchange for the work; Revenge: Backstab; Weapon: Shortbow and dagger

Henchmen all have the same stats which may be adjusted by their Speciality.  In this case our rather horrible bowman has AC 12 (leather Armour), a d8 HD, Move 12, Attack 1, Damage 1d6 or 1d4.

Each character can potentially have a Companion – an NPC friend, someone who actually likes the character and can be trusted.  Some life path events give you companion, and NPCs that you befriend in play might become one.  Companions have stats that increase as you level and a cut down version of a class’s abilities.  They controlled by the player.  The downside is that if they die your character may take a sanity hit and will spend some time in mourning.

Next, The Completed Character…