Character Generation

What 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 characters

There 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 stats

1) - 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 Class

Before 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 Base

Each 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.

Natural Ability ScoreCombat base
01 - 10-5%
11 - 20-3%
21 - 30-1%
31 - 400
41 - 500
51 - 60+1%
61 - 70+3%
71 - 80+5%
81 - 90+7%
91 - 100+9%



Step 4. Character Life-Force


The 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.
ClassStartingEvery Level
Warrior2d10+1d10
Ranger2d10+1d8
Thief1d10 +1d8 +1d8
Bard1d10 +1d4+1d6
Priest 1d10+1d4
Magi 1d10+1d4

Step 5. Right or Left Handed

Choose 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 ability

Step 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
ClassStats to use
WarriorSTR + STA + AGI / 3
RangerSTA + AGI + WIS / 3
ThiefSTA + AGI + INT / 3
BardSTA + AGI + WIS / 3
PriestSTA + INT + WIS / 3
MagiSTA + INT + WIS / 3


Table B
Table B This table takes the value above and works out how much fatigue you gain per level
Statistic AverageFatigue Bonus
01 - 10-4
11 - 20-3
21 - 30-2
31 - 40-1
41 - 500
51 - 600
61 - 70+1
71 - 80+2
81 - 90+3
91 -100+4
101 -110+5
111 -120+6
121 -130+7
131 -140+8
141 -150+9



Step 7. Alignment

There 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. Initiative

Your 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
WISDOM
0102030405060708090100110120130140150
00369121518212427303336394245
1036912151821242730333639424548
20691215182124273033363942454851
309121518212427303336394245485154
A 4012151821242730333639424548515457
G 5015182124273033363942454851545760
I 6018212427303336394245485154576063
L 7021242730333639424548515457606366
I 8024273033363942454851545760636669
T 9027303336394245485154576063666972
Y10030333639424548515457606366697275
11033363942454851545760636669727578
12036394245485154576063666972757881
13039424548515457606366697275788184
14042454851545760636669727578818487
15045485154576063666972757881848790

Step 9. Character Skill Points

Use 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

Character Skill Points Table
Wisdom
5101520253035404550556065707580859095100
55075100125160185230255290315355380410435470495540565620645
1075100125150185210255280315340380405435460495520565590645670
15100125150175210235280305340365405430460485520545590615670695
20125150175200235260305330365390430455485510545570615640695720
I25150175200225260285330355390415455480510535570595640665720745
N30175200225250285310355380415440480505535560595620665690745770
T35200225250275310335380405440465505530560585620645690715770795
E40225250275300335360405430465490530555585610645670715740795820
L45250275300325360385430455490515555580610635670695740765820845
L50275300325350385410455480515540580605635660695720765790845870
I55300325350375410435480505540565605630660685720745790815870895
G60325350375400435460505530565590630655685710745770815840895920
E65350375400425460485530555590615655680710735770795840865920945
N70375400425450485510555580615640680705735760795820865890945970
C75400425450475510535580605640665705730760785820845890915970995
E804254504755005355606056306656907307557858108458709159409951020
8545047550052556058563065569071575578081083587089594096510201045
9047550052555058561065568071574078080583586089592096599010451070
95500525550575610635680705740765805830860885920945990101510701095
1005255505756106356807057407658058308608859209459901015107010951100


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.

Special UpgradesCost
Stats100 points for +1d10 added to one stat
Extra Level100 points see leveling


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 skills

The 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 Hallmarks

A 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. Money

You 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 weapons

Every 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.

ClassNum of Extra Slots
Warrior3
Ranger2
Thief1
Bard1


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