mechaniccharacter-creation
Process
- Use 3d6 to roll each stat in order:
- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma
- If no stat is greater than 13, you have the option of re-rolling all stats.
- Choose one of the following:
- Begin with a luck token.
- Ignore the stat that has the highest value. From the remaining stats, you may choose one and swap its value with another non-maximal stat.
- Use 2d20 to roll for your Ancestry.
- Choose from one of the values you rolled.
- If you roll a 20, roll an extra 2d20.
- Roll 1d20. From the 2 Backgrounds tables (Standard and Alternate), choose from the rows that correspond to the number you rolled.
- Roll 1d4 for your Alignment.
- Set your total Hit Points to equal to your Constitution modifier. If this modifier is less than 1, se your HP to 1.
- Determine which Language(s) you speak, based on your Ancestry.
- Grab some gear.
- Roll 1d4.
- The number you rolled is the number of times you should roll 1d12 on the table below. What you roll is what you get.
- Determine your AC. This is equal to 10 + your Dexterity modifier, possibly modified further by your Ancestry.
- Give your character a Nickname! If they survive their first adventure, you can give them a Name.
Starting Gear
| d12 | Gear |
|---|
| 1 | Torch |
| 2 | Dagger |
| 3 | Pole |
| 4 | Shortbow and 5 arrows |
| 5 | Rope, 60’ |
| 6 | Oil, flask |
| 7 | Crowbar |
| 8 | Iron spikes (10) |
| 9 | Flint and steel |
| 10 | Grappling hook |
| 11 | Club |
| 12 | Caltrops (one bag) |