Help Creating a Character
General
Character Information
- Give a name and description.
- Primary Cult helps assign Runes, Passions, Skills and Rune Spells.
- In a few cases Cult assigns preferred weapons. For example, Trolls use maces and slings.
- Race adjusts characteristics. e.g. Ducks are smaller, Trolls larger.
Character Archetypes
- These are mainly used to add occupational skills. Select any that apply.
Fighting Style
- Archer: The character will have a Composite Bow, and a Spot skill. They will be weaker (-20%) with Melee weapons.
- Melee: The character will be weaker (-20%) with their missile skill.
- Mixed: The character will combine all the good points of Archer and Melee. All weapon skills will be "Strong" at full level.
- Note: A non-fighter type (e.g. a healer or caster) should probably be designated "Mixed". Adjust their Average Weapon Skill down.
Character Level
Average Characteristic.
- Characteristics (STR, DEX, etc...) will be N ±2.
- This number actually represents the "average value for 3D6". So a typical human INT will be 3 higher.
Average Weapon Skill
- No Manipulation Bonus modifier is applied; these are the "final" skill levels.
- "Strong" skills (see Fighting Style) will be N ±10.
- Weaker skills will be N-20 ±10.
Average Non-Weapon Skill
- "Strong" skills will be N ±10.
- Weaker skills will be N-20 ±10.
Note: These two skill numbers are used to calculate an "overall level" for the character. This determines many other numbers like Reputation, Runes, Passions, and Rune Points.
Armor
- Ranges from nothing to iron.
Advanced
- Click on the arrow to show an "Advanced" section.
Rounding
- For simplicity, skills are rounded to the nearest 5%. Use this checkbox to change that.
Set a Characteristic
- You can set a characteristic (POW, DEX etc.) to a specific number.
- All others will be random, based upon the Average Characteristic plus racial modifier.
Use an existing JSON file
- If you saved a characters "raw JSON" to a file, (using the "Download JSON File" button from the next page) you can reload it here.
- You can also, carefully, edit the JSON file offline to add or modify skills or characteristics.
- Do so at your own risk. Little error checking is performed. I've done little testing.
- You must adjust derived stats, such as Strike Rank and Damage Bonus, yourself.
Notes and TODOs
- Intended mainly for "mid level" NPCs, not major Antagonists
- There are probably bugs and flaws.
- Spirit Magic is too hard to figure out automatically. Up to the GM.
- Reputation, Runes & Passions percentages, and Rune Points, are based on overall level.
- Up to the GM to determine Ransom, Bound and Allied Spirits, etc.
- Many Passions are "generic", e.g. "Loyalty" instead of "Loyalty Fazzur".
- Non-Human races and cults are based upon the Bestiary.
- For Rune Spells, I have chosen those most relevant as an adversary. Spells like "Bless Crops" are ignored.
Credits
Thanks to Greg, first of all, who made this possible.
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Contact
Please email Morgan Conrad
