Character GenerationWhat do I need?You will need a standard set of roleplaying dice you containing a D4, a D6, a D8, a D10, a D12 and a D20. A pencil, an eraser and a character sheet, (or a piece of paper). Permission to photocopy the Swords & Scrolls © character sheet for personal use only is given. No other part of this book may be replicated or modified in any way without the permission of BloodMoon Games ™. Step 1. Generating the charactersThere are three ways of generating your characters nine statistics. (Strength (STR), Agility (AGI), Stamina (STA), Intelligence (INT), Wisdom (WIS), Appeal (APP), Magic Resistance (MR), Status (ST) and Cool (CL)).Methods available to generate stats1) - Roll 1d100 for each of the nine stats.2) - Rolls 2d10 add together and multiply by 5 for each of the nine stats. 3) - Roll 5d10 and double for each of the nine stats. Step 2. Picking Your Race and ClassBefore assigning your characters stats you need to decide which race and class that you want to be. The races are Dwarf, Elf, Gnome, Half-Elf, Half-Giant, Halfling, Human, Modrey, Pixie and Troll.The main Classes that are available are Bard, Magi, Priest, Ranger, Thief, Warrior and other classes as they get defined will appear in the Classes section. Once you have picked your characters race and class you will be able to assign the nine numbers to the statistics that you wish. As long as you meet the proper race requirements. (See Character Races for more information on race requirements). Step 3. Generating your Combat BaseEach character will have a natural ability with weapons. This is generated for each character by finding the average of your (STR + AGI + STA) and finding the appropriate value on the table below. This is the base value in your characters Bladed, Blunt, Missile, Brawling and Dodge skills. Your characters class will have a bonus to certain skills. If your class grants you a bonus to a combat skill you will be able to add the both together.
Step 4. Character Life-ForceThe life force of the character is how much damage that your character can take before you will fall unconscious. Below you will find a table that will tell you the dice necessary to generate your characters life force. Also the dice used to generate your characters life force each time that they rise a level is given.
Step 5. Right or Left HandedChoose which hand the character is proficient with. Using a one handed weapon with the wrong hand results in a -20 to that skill. A character might wish to be ambidextrous in which case they need to purchase a Hallmark Talent to allow this abilityStep 6. Fatigue Points (FP's)Your character will have a certain number of fatigue points. Warriors, Rangers and Thieves use these for special moves. While Magi and Priests use them to cast magic. Bards use them for both Special Moves and Magic. Each character class has a different method of generating their fatigue points. Some classes use physical statistics as their modifiers others use mental ability. Use table A below to find each classes average and find the fatigue bonus on table B.Table A
Table B
Step 7. AlignmentThere are only three alignments in Swords & Scrolls. There are however infinite numbers of ways these alignments may be focused by players. The alignments are positive, neutral or negative.Positive forces prefer to be constructive about life. Positive forces look for the good in things around them. They try to harness this good for themselves or for others they come into contact with. Neutral forces prefer to be both constructive and destructive about life. Neutral forces look not at the good or bad in life but at the situation in general. Neutral forces when in a situation try and find the answer to it, which creates the best balance for them and those around them. Negative forces prefer to be destructive about life. They look for the bad in things around them and try to harness it for their own ends. They see those around them as mere pawns in their overall plan. Step 8. InitiativeYour characters initiative is generated on this table the higher your stats the better. Armour will modify your initiative by reducing the amount of movement you can make in one round.Table: Initiative
Step 9. Character Skill PointsUse your INT and WIS to generate the total starting points for a player's character. The table below represents the amount of skill points that the character will get. If your characters, Wisdom is 55 and Intelligence is 26 then your starting points will be 480pts this is taken from the column 55% and row 30% as you take the column or row, which is Equal to or Greater
Now that you have your character skill points you need to know how to spend them. These points are different to experience as they are used only at character generation. You may add up to 40 points to any skill at character generation. Below is a table representing special Upgrades also available at character generation.
Note you can not upgrade your general (Bladed, Blunt and Missle) slots as these effect all weapons to get better at a weapon you must use a weapon slot see Step 13. Step 10. Choosing Aditional skillsThe character now has the option to purchase a secondary skill. A secondary skill is any skill that is not listed in the Race/Class page.Step 11. Choosing HallmarksA Hallmark is either a positive (Talent) or negative (Shortcoming) a character might decide to take some Shortcommings so that they can have more points to spend. Or a character might have points left over and purchase a Talent.Step 12. MoneyYou characters status will determine your starting money. You could add a revenue by purchasing an estate as a Talent. Revenue from estates available at character generation.Step 13. Choosing weaponsEvery Character gets one weapon slot at character generation. Some Characters are able to become proficent depending on class with Weapon Specialisation. The following table shows additional weapons slots at character generation.
So at character generation a Warrior would have four weapon slots. Your character can have the weapon slots but can only have the weapons if they have the money to buy them as before you started adventuring you were able to train with these weapons. You will also be looking to know if your character has multiple attacks Step 14. Choosing Armour
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