Character Creation
Step 1: Roll for Attributes
The attributes are Body and Spirit. Roll three 6-sided dice for each (a total of 6 rolls) or use any other method to get a number between 3 and 18 that the GM will allow (number generator, a set number of points to spend, pick fair numbers, or use the numbers the GM tells you to). Record this on your character sheet. Dungeons and Dragons equivalent attributes for Body are Strength, Dexterity, and Constitution and for Spirit are Intelligence, Wisdom and Charisma.
Step 2: Choose a Class
The classes, their requirements, and their skills are located here.
- Apprentice (Both attributes less than 9) - Can use any equipment they match the requirements for. When they level up, they gain 1 point in either Body or Spirit until they can be another class, at which point they MUST become whatever class they qualify for.
- Fighter (Body 9) - Can use any equipment they match the requirement for, Deal +1 damage with melee weapons
- Archer (Body 9) - +1 to hit with bows, +1 to bow damage, cannot wear plate mail
- Mage (Spirit 9) - Fire (spell. Deals 1d6 fire damage per level. Takes 1 round to cast), Ice (spell. Deals 1d6 ice damage per level. Takes 1 round to cast), Bolt (spell. Deals 1d6 lightning damage per level. Takes 1 round to cast), can only equip daggers, but can equip any non-plate armor.
- Priest (Spirit 9) - Cure (spell. Heals 1d6 HP per level. Takes 1 round to cast), Cure All (spell. Heals 1d4 HP per level to all allies. Takes 2 rounds to cast), can equip any armor, but cannot use any weapons not allowed by their church (as determined by the GM)
- Paladin (Body 9, Spirit 9, must be good) - Can use any equipment they match the requirements for, Cure (as Priest spell, but requires touch), spells not affected by armor
- Warden (Body 9, Spirit 9, must be neutral) - Can use any equipment they match the requirements for, Cure Self (as a Priest's Cure, but can only target self), +1 with any weapon, spells not affected by armor
- Dark Paladin (Body 9, Spirit 9, must be evil) - Can use any equipment they match the requirements for, Harm Touch (spell. Deals 1d6 damage per level. Casts instantly. Requires touch), spells not affected by armor
- Elite ____ (same as the chosen class, only requires 16 instead of 9) - Same as other class, only spells are 1 point per level more effective (Cure heals 1d6+1, 2d6+2, etc; Fire deals 1d6+1, 2d6+2, etc). Fighters deal 1 extra point of damage per level with melee weapons and archers do the same with bows. There are no elite apprentices. Wardens also gain their damage bonus with every weapon the same as an elite fighter and archer (+1 at level 1, +2 at level 2, etc).
Step 3: Choose Alignment
Good, neutral, or evil. You know the drill.
Step 4: Abilities
Pick 5 from this list. The attribute needed for a bonus is listed in parentheses.
- Artistic Ability (Spirit)
- Baking (Spirit)
- Brewing (Spirit)
- Cooking (Spirit)
- Dancing (Body)
- Disguise (Spirit)
- Farming (Body)
- Language: ___ (None) [Pick a language to fill in the blank. All characters know their native language]
- Musical Instrument (Spirit)
- Pick Pockets (Spirit)
- Reading and Writing (None)
- Riding (Body)
- Singing (Spirit)
- Smithing (Body)
- Swimming (Body)
- Tailoring (Spirit)
- Tracking (Spirit)
Step 5: Money and Equipment
First, roll to see how much money you start with. These amounts are in gold.
- Apprentice: 2d6 x 10
- Fighter: 3d6 x 10
- Archer: 45 + (2d6 x 10)
- Mage: 1d8 x 10
- Priest: 2d4 x 10
- Paladin: 20 + (3d6 x 10)
- Warden: 20 + (3d6 x 10)
- Dark Paladin: 20 + (3d6 x 10)
Next, purchase a weapon:
- Dagger (4G, Deals d4 damage per hit, 1.5 attacks per turn (1 attack the first turn, 2 the next, 1 the next, etc))
- Axe (6G, deals d8-1 damage per hit, minimum of 1 damage)
- Mace (10G, Deals d6+1 damage per hit)
- Short Sword (12G, Deals d6 damage per hit)
- Longsword (20G, Deals d8 damage per hit, requires 9 Body)
- Spear (20G, Deals d8 damage per hit, Requires 11 Body)
- Scythe (45G, Deals d8 +5 damage per hit, Requires 13 Body, 7 Spirit)
- Shortbow (12G)
- --Arrows (1G for 20, Deals d6 damage per hit)
- Longbow (20G)
- --Arrows (1G for 20, Deals d8 damage per hit)
Next, classes with Body requirements may opt to buy a shield
- Buckler (5G, Armor 1)
- Small Shield (10G, Armor 1, 5% (a roll of 20 on a 20-sided die) chance to deflect arrows)
- Medium Shield (15G, Armor 2, 25% (A roll of 4 on a 4-sided die) chance to deflect arrows)
- Large Shield (20G, Armor 2, 50% (Flip a coin) chance to deflect arrows)
Next, purchase armor:
- Robes (1G, Armor 1, No casting penalty)
- Leather Armor (15G, Armor 3, 20% chance of spell failure)
- Studded Leather Armor (40G, Armor 4, 25% chance of spell failure)
- Chainmail (75G, Armor 5, 50% chance of spell failure)
- Plate Mail (150G, Armor 7, 75% chance of spell failure)
Next, FOOD!:
- Rations (Per day) - 1G
- Rations (Per week) - 6G
- Rations (Per 30 days) - 28G
Clothes!:
- Common Outfit (the typical everyday peasant garb) - 1G
- Attractive Outfit (better looking, but equally as useful, peasant garb) - 3G
- Priestly Vestments (clothes worn by priests during services) - 5G
- Tailored Outfit (very high quality and flattering in appearance) - 8G
- Adventuring Outfit (lots of pockets, very high quality, not fashionable) - 10G
- Courtier's Outfit (Something a noble would wear, complete with jewelry) - 100G
- Noble's Outfit (Fancier version of Courtier's Outfit) - 200G
- Royal Outfit (King or Queen, but without the crown, scepter, and other stuff) - 500G
Other Stuff you'll likely need:
- Backpack - 2G
- Sleeping Bag or Bedroll - 1G
- Tent - 10G
- Torch - 1G
- Book of Matches (20) - 2G
- Lantern - 4G
- --Lamp Oil (6 hour's use) - 3G
- Musical Instrument - 10G
- Superior Musical Instrument - 100G
- Masterwork Musical Instrument - 500G
Step 6: Roll for HP
You'll do this when you level up, too, including the bonus for a high Body score (same as the Body bonus described in the next section for weapon damage. Initial HP is never below 1, though if it falls from damage, 0 is incapacitated, -10 is death. Incapacitated targets can be brought back into play after another character spends 1 round bandaging their wounds. At level 1, you get the maximum HP roll (for example, a mage would get 4 HP +/- Body bonus)
- Apprentice: d4
- Fighter: d10
- Archer: d8
- Mage: d4
- Priest: d6
- Paladin: d12
- Warden: d12
- Dark Paladin: d12
Damage from attacks is the weapon's damage plus Body bonus (-5 for 1-2, -4 for 3-4, -3 for 5-6, -2 for 7-8, -1 for 9, no change for 10, +1 for 11, +2 for 12-13, +3 for 14-15, +4 for 16-17, +5 for 18. +7 for 19+) plus any other bonuses and minus any other penalties.
Damage from spells is the same as weapon damage, except the base damage is that of the spell, + Spirit bonus (same as Body bonus for weapons) plus any other bonuses and minus any other penalties.
Damage from unarmed attacks is d3 plus Body bonus plus any other bonuses minus any other penalties.
Damage never goes below 0.
The hit roll (d20) determines if a target is hit. The requirement to hit is any number above (10 + target's armor + target's Body/Spirit bonus (for physical or magical attacks, respectively)). The roll is modified by any other bonuses or penalties, like the archer's +1 to hit with bows, or their Body bonus (for weapons) or Spirit bonus (for spells).
For example, Bob is attacking Tom. Bob is a Fighter using a short sword and Tom is a Mage wearing robes. Bob rolls a 12 on the 20 sided die. This is modified by his Body bonus (+3, as his Body score is 15). The required roll to hit Bob is 12 (10 + 1 for robes + 1 for a Body score of 11). Bob's modified roll is 15, so he hits Tom, dealing 8 damage (roll of 4 + 1 for using a melee weapon + 3 for his Body bonus). Tom is level 6 with 19 HP. This attack brings him down to 11 HP.
A character can dual-wield daggers or short swords (one in each hand) or a longsword in one hand and one of these in the other. This gives them a -2 penalty to their chance to hit. Only classes with Body requirements may do this. Turn order is determined by a roll of a 20 sided die, modified by the body bonus, for each individual (or groups for large groups of monsters). The highest roll goes first.