Thursday, January 9, 2014

Barbarians of Phaedos -- Character Creation

GENERATING YOUR CHARACTER

ALIGNMENT
* LAWFUL characters impose structure and harmony on the world.  They defend civilization, conquer and convert others, or enforce The Way Things Should Be.
* CHAOTIC beings undermine the order of the universe.  Things fall apart, and their actions further the cause of entropy.  They promote anarchy, sow destruction, or threaten the nature of reality.
* NEUTRAL creatures act in their own best interests, or in the interests of their group.  Their actions neither drive the universe toward a more perfect state, nor disrupt its stability.

CLASS, LEVEL, AND EXPERIENCE
* There are 4 classes to choose from:
   - FIGHTING-MAN
   - SKULK
   - MAGICIAN
   - ELF
* Each character begins at LEVEL 1, with 0 EXPERIENCE.
* Experience is awarded at the end of each expedition.
* XP = value of bloodstained gold and plunder looted from the Underworld, divided evenly among surviving party members.

ARMOR CLASS
* base armor class (unarmored):  AC 10
* breastplate:  AC +3
* greaves:  AC +1
* helmet:  AC +2
* shield:  AC +3
* vambrace:  AC +1

ATTRIBUTES (CHA, CON, DEX, INT, STR, and WIS)
* 6d6 => assign result of each die to 1 attribute
* every 3rd level => attribute of your choice +1, max 6

ENCUMBRANCE
* Each BODY SLOT may hold up to 1 SIGNIFICANT ITEM without slowing you down.  Each significant item beyond the 1st adds 1 to encumbrance.  Any number of insignificant items may be carried, as long as you can describe where it is on your person.  Most worn items (cloaks, gloves, helmets, jewelry) are treated as insignificant.
* BODY SLOT
   1:  head
   2:  left arm/shoulder
   3:  left hand
   4:  left hip/leg
   5:  right arm/shoulder
   6:  right hand
   7:  right hip/leg
   8:  torso
* ENCUMBRANCE PENALTY = encumbrance - STR
* BACKPACKS may hold up to 6 significant items (provided they reasonably fit) while only counting as 1 item for encumbrance purposes.  Each item beyond the 6th adds 1 to encumbrance.
   - X/8 chance backpack bursts open under stress (falling, fighting, running, etc.)
     X = number of significant items contained beyond 6

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