Your party will consist of the following:
2 members of the Blake family. These will be minor nobles, either too young to have proven their worth, or having somehow fallen from earlier prestige.
1 native guide. This character may be a “savage” or barbarian from a hunter/gatherer society, or simply from a culture foreign to the rest of the group.
1 religious missionary. This character is not necessarily in service to the Blakes.
The remaining characters will be a mixture of mercenaries, or retainers/servants to the Blakes.
CREATING YOUR CHARACTER
Some sections have been spoiler-tagged for brevity, and ease of format.
First, determine your character’s attribute priority.
[spoiler]There are three attributes to choose from, which you will rank as first, second, and last priority.
ACTION: Represents your character’s physical ability. A character who prioritizes ACTION first will be strong, quick, and more dependable in a fight. They will move with confidence, and be less likely to hesitate in the face of danger. Characters who prioritize ACTION last will be more likely to shy away from danger, and more likely consider non-violent solutions to problems. They will not be particularly strong or quick, and won’t move with the same grace and confidence as others. This doesn’t imply a physical deficiency, but rather a “typical” level of physical prowess.
WITS: Represents your character’s mental prowess. A character who prioritizes WITS first will be more observant, and will make logical connections more easily. They can make excellent detectives, scholars, or inventors. They will be more likely to know the answer to a question, and develop a reputation as a “problem solver.” A character who prioritizes WITS last can still hold an intelligent conversation, but is unlikely to know another language, have specialized schooling, or be an “expert” in any field. They may miss clues or overlook something important. This doesn’t imply a mental deficiency, but rather a “typical” level of intelligence.
SOCIAL: Represents your character’s ability to influence others. Characters who prioritizes SOCIAL first will be natural leaders, excellent diplomats, or inspiring warlords or generals. They will have a knack for bartering, intimidating their foes, and inspiring their allies to great feats. People tend to have strong feelings for this character, and will tend to either admire or intensely hate him. A character who prioritizes SOCIAL last will be less likely to influence an NPC’s opinion. NPCs will not typically have strong opinions of them. He will have a harder time negotiating. This doesn’t imply a social deficiency, but rather represents a “typical” level of social ability.
Once you have determined your attribute priorities, it’s time to assign values to them.
Your first attribute priority has a value of 10.
Your second attribute priority has a value of 8.
Your third attribute priority has a value of 6.
This represents how many “sides” the die has whenever you must roll to test this attribute. For example, to knock down a door will test your ACTION attribute. If you prioritized ACTION first, your ACTION value would be 10. You would roll one 10-sided die when attempting to break the door down.
HITS – This quality determines how much punishment your character can take before he is knocked unconscious. To determine your character’s HITS, take the average of your ACTION and WITS scores. This will result in a HITS score of either 7, 8, or 9. As your character takes physical punishment, the damage is added to any previous damage you may have suffered. You will remain conscious as long as the total damage does not exceed your HITS score.[/spoiler]
Once you have determined your scores for your 3 attributes, and your HITS value, it’s time to decide your character’s talents and LUCK. Your character has 4 points to spend in this section, dividing these points as you see fit between the LUCK quality, and talents.
[spoiler]LUCK: Some people are born with that “special something.” When the odds are stacked against them, they stare down defeat and manage, somehow, to snatch victory from its jaws. Ordinary men with farming tools and sheer determination have occasionally single-handedly slain an orc in battle, or have fallen from great heights without a scratch to show for it. LUCK is a fickle friend, but powerful indeed! Characters who spend at least one point to develop the LUCK quality will be able to influence the game in various ways. When a player announces their character is using LUCK, they will temporarily reduce their LUCK quality by 1. LUCK can’t be used if its current value is 0. LUCK regenerates at the end of a campaign narrative chapter. You may use a point of LUCK to do one of the following:
- Manipulate the GM narrative. You may add to the Game Master’s description of an event or situation, as long as the effect still makes sense for the situation. For example, if your character is exploring a dungeon and comes to an ominous door with no way to see the other side, you could spend LUCK to discover a secret passage which leads to a hidden vantage point over the room. This effect may not “take back” dice rolls which have already occurred, and it can’t “change history” to prevent a disaster. This effect is subject to GM approval (although the GM will approve using this power for anything dramatic or entertaining that doesn’t unbalance the game.)
- Pick the value of any die roll, prior to the roll. This can be your own roll, or a NPC’s roll. This may not be used to pick rolls for other players, unless that player agrees to it. This power can be used at any time and is not subject to GM approval. Instead of rolling the die, I will simply resolve the roll as if it had landed on the number of your choice. (Some instances allow characters to “pick the better result” among 2 or more dice. Using this power will negate that effect. No dice will be rolled.)
- Stand heroically. If your character has taken more damage than their HITS total, you may spend LUCK to fight through the pain and remain conscious. You will participate in the remainder of this combat as normal, using sheer force of will to remain standing. You will not suffer any combat penalties for injury while using this power. At the end of the current combat (once final victory or defeat has been determined) this effect ends, and your character will lose consciousness. Taking damage equal to 2X your HITS will still result in death, as normal.
Talents: This is where you flesh out your character’s particular abilities. Your character will have skills they excel at, or a knack for something nobody else can quite “get.” Talents represent those things that your character does better than just about anyone else!
Inspiring: This talent allows you the option to “inspire” nearby allies with words or a battle cry. Requires a “simple” combat action. Test your SOCIAL. On a roll of 4+, nearby allies will add +1 to any roll of 1, 2, or 3 for the remainder of this combat. This helps mitigate the danger caused by extremely low combat rolls. If you roll 8+, allies will add +1 to ALL combat rolls, or +2 to rolls of 1, 2, or 3. You may only attempt to use Inspiring once per combat.
Lock picking: This talent allows the option to pick locks. Lock picking tests the WITS attribute. Different locks will have varying degrees of difficulty. Failing a lock picking roll damages the lock, and increases the difficulty of the next attempt.
Sentinel: When attempting to draw fire from enemies (taunting), your character rolls their SOCIAL twice and picks the higher result, instead of rolling once as normal.
Warlord: When using a two handed weapon, your character rolls their ACTION twice and picks the higher result, instead of rolling once as normal.
Hawkeye: When using a bow or ranged weapon, your character rolls their ACTION twice and picks the higher result, instead of rolling once as normal.
Haggler: When negotiating with a non-hostile NPC, your character rolls their SOCIAL twice and picks the higher result, instead of rolling once as normal.
Backstab: While wielding a dagger, if your character has not yet received damage this combat, you may test your WITS in an opposed roll with an enemy. If you succeed, any damage caused by your next attack against that enemy is tripled. If you fail, damage is calculated normally. (This effect will end up greatly increasing damage against lightly armored targets, and will have a lesser effect against heavily armored opponents.)
Language: Your character has a knack for communication. He has picked up some vocabulary from almost every language known, without really trying. You may test your WITS any time you hear a foreign language. 4+ can understand a human conversation. 6+ can understand non-human conversation. 8+ can understand a demonic or angelic conversation.
Bulwark: Your skill with a shield is unmatched. Instead of multiple attacks reducing your block effectiveness by 1 for each attack beyond the first, your block effectiveness is reduced by 1 for each TWO attacks beyond the first. This makes it very difficult for weaker enemies to overwhelm your defense with pure numbers.
Medium Armor: Your character can wear and fight effectively in chainmail or other similar (non-heavy) armor.
Heavy Armor: Your character can wear and fight effectively in any type of armor, including heavy full plate. (Requires 2 points to purchase)
Intrigue: Your character has a natural ability to determine what people want, or when they’re lying. An NPC must succeed in an opposed SOCIAL roll against your character twice in order to lie to you, instead of only one success as normal. Also, you can spot half-truths almost effortlessly. Any time you try to determine whether someone is withholding information, roll your SOCIAL twice and pick the highest result, instead of rolling once as normal.
Detective: You can spot things slightly out of place, and put together clues better than anyone else. When making a perception test, roll your WITS twice and pick the higher result, instead of rolling once as normal.
Brute: You are mighty, indeed! Whenever you test your strength with a (non-combat) ACTION roll, reroll any result of 1, 2, or 3. In addition, add +1 to the final result of all (non-combat) strength tests. Also, all successful melee attacks you make deal +1 damage. However if you roll your natural maximum in a WITS or SOCIAL test, ignore the result and re-roll the die. The second result stands.
Physician: You have a good understanding of human anatomy, and how the human body works. When you attempt to heal damage through magic, prayer, or medicine, two extra points of damage are healed.
Genius: Your character has almost perfect memory, and has had extensive schooling. You automatically pass any easy or medium knowledge test. Hard and Very Hard knowledge tests are treated as if they are one-tier easier. [/spoiler]
Equipment: Once you have finished determining your character’s Attributes, HITS, LUCK, and Talents, pick your character’s equipment. Melee weapons come in three tiers: small, medium, and large. A weapon’s in-game effect depends on its size, not its type. A small weapon adds +1 damage. A medium weapon adds +2 damage. A large weapon adds +3 damage, and requires 2 hands. Some examples of weapons and armor:
[spoiler]Dagger (small) – A scoundrel’s weapon of choice. When making an attack with a dagger, add +1 to your damage. Easily concealable.
Sword (medium) – A civilized soldier’s weapon of choice. When making an attack with a sword, add +2 to your damage. Difficult to conceal.
Battle Axe (large) – A warrior’s weapon of choice. When making an attack with a Battle Axe, add +3 to your damage. Cannot conceal. Requires two hands.
Bow – A scout or hunter’s weapon of choice. When making an attack with a bow, add +2 to your damage. A character wielding a bow may “take aim” for any number of turns. Each action spent “taking aim” increases your aim score by 1 for the next shot. When you fire your bow, continue rerolling any ACTION dice which are equal to or less than your aim score until you have a result higher than your aim score.
Shield – Standard issue for professional soldiers. A shield allows the wielder to block melee and arrow attacks. +1 damage reduction. In addition, at the beginning of each combat round, make an ACTION test. The result represents your block value that round. Any opponent who makes a physical attack against you must first make an ACTION roll higher than your block value, or the attack automatically fails. Every attack after the first reduces your block value by 1 for the rest of the combat round.
Thrown Weapons – This class of weapon covers darts, or more exotic weapons like weighted knives, or throwing stars. These weapons do not add any bonuses to damage, but are easily concealable. You may “take aim” with thrown weapons.
Clothing – Standard clothing. Provides no combat bonuses.
Light armor – Typically leather or fur. Provides +1 damage reduction.
Medium armor – Typically a combination of leather with vital areas covered by steel, or chainmail. Provides +2 damage reduction. Requires Medium Armor or Heavy Armor talent.
Heavy armor – Typically an impressive suit of plate armor, durable and intimidating. Provides +3 damage reduction. Requires Heavy Armor talent.
Other than combat-related items, your character will carry miscellaneous items which would make sense for him to own given his status and talents. Things such as ink and parchment, lock picking tools, clothing, religious trinkets, tools, or other similar items can be freely included in your inventory during character creation, keeping in mind that such items must make sense for you to own and carry.
The Blakes will have horses on this journey, while the others will start on foot. For currency, the group has a total of 10 gold fulcrums (golds) controlled by the Blakes, while each other character will have 5 silver fulcrums (silvers), and 5 copper fulcrums (coppers) each. One gold is worth 10 silver. 1 silver is worth 10 copper. 1 copper will buy a meal and a bed almost anywhere. The Blakes will be expected to supply food and standard accommodations for the others, when available. The others will be expected to supply their own luxuries: booze, gear upgrades, fortune-telling, bribes, etc.[/spoiler]