Difference between revisions of "Characters (Red Age)"
From The Hidden Room
(→Level) |
|||
Line 65: | Line 65: | ||
'''Heroic Levels''' | '''Heroic Levels''' | ||
* Levels up to 10th are considered "normal" | * Levels up to 10th are considered "normal", while those above 10th are considered "heroic". A lot of advancement is soft-capped at 10th, but heroic levels grant heroic Feat Points, which can be used as normal, but may be spent on Heroic Feats as well. | ||
|} | |} |
Revision as of 07:18, 24 April 2022
Red Age > Rules > Characters
Basics
Character Generation
- Start with 0 XP at level 1.
- If you are making a character to replace one who died, start with half the dead character's XP.
- Determine stats, rolling 4d6, summing the best 3, for each stat in order. Then swap any two stats of your choice.
- If the sum of all your stat MODs is less than +1, you can scrap the character and roll again.
- Choose a class.
- Gain its extra HP, combat proficiencies, attack, abilities, etc. Make any choices it offers.
- Choose 2 Saves to be proficient in (1 free choice and 1 choice from the options offered by your class).
- Describe your Background.
- Spend your Feat Points (and any Rogue or Mutation Points from your class).
- Determine your caster level (gaining Mana and Panoply) any starting spells.
- Determine starting weapons, armor (and defense), and gear.
Level
Stats
Hit Points & Life
- HP (up to 10th) = 2 + class starting bonus hp + ((3+VIG+class bonus hp) x level)
- Above 10th: +(1+heroic class bonus hp) per level
- If multiclassing, use your single highest (class starting bonus hp) and the (class bonus hp) and /or (heroic class bonus hp) for the individual class levels gained.
- Reserve HP: equal to normal HP.
- Reserve HP is converted into normal HP through rest, putting an upper limit on near-term natural recovery.
- Life (rounding down) = 10 + VIG + SPT + PROF
Attack, Defense, Saves, & Effect
Combat Proficienies
- Weapon: without weapon proficiency, take +D to attack rolls.
- Armor: without armor proficiency, gain only half the equipment's armor bonus, and take Clumsy 11 / +0.
- Shield: without shield proficiency, gain the shield's benefits only while taking a Dodge action.
Background
A brief description of your culture, upbringing, and previous life (e.g. escaped northern slave turned sailor).
- You may know how to play an instrument, sail a boat, herd animals, perform court etiquette, forge a plow, recite local history, etc. You aren't masterful, but you can be competent, or even professional (mastery or unique prowess requires a feat).
- You can perform actions using the knowledge and skills of your background. If the outcome is in doubt, make a check using the appropriate Stat Bonus.
- PCs are assumed to be competent adventurers as part of their background, able to handle pack animals, start campfires, forage and hunt a little, tie knots, make camp, etc.
- Through play and downtime actions, you can add to your background, learning new skills, languages, etc.
Feats
- Feats are unusual knacks or specialist training and knowledge.
- Feat Points
- 1st to 10th: WIT + 2 + (level / 2, rounding down)
- 11th and above: +1 per level
- Different Feats costs different amounts. Some Feats have prerequisites.
- Feat List
Classes
Fighter
Base Benefits
- High Attack
- Combat Proficiencies: all armor, shields, all weapons
- Save Proficiency Choice: Vigor or Dexterity
- +2 starting HP and +2 HP per level (+1 at heroic levels)
- You have the Dueling feat.
Heroic Deeds
- Choose a number between 2 and 19. When you roll this number naturally on an attack, hit or miss, you may also follow up with a Force or Inflict Condition (rolled separately).
- Choose a second number at Fighter level 6.
Weapon Master
- Victories
- Track your victories with each category of weapon. For each threshold (5, 15, 25, 35) passed, choose 1 benefit that now applies to that weapon category.
- If you begin 1st level as a fighter, distribute 15 victories among your weapon categories.
- To count a victory against a foe, you must land at least 1 hit against it in open battle (not by stealth, etc). It's defeat can be lethal or non-lethal (surrender, knock-out).
- A friendly duel against a warrior close to your own skill can grant a victory if you win. You can't get more than one victory from a given person through friendly duels.
- When you receive intensive training from or fight a serious duel with a master, or read a rare manual of techniques, you may gain 1 or more victories with the weapon(s) it focuses on.
- When a weapon fits multiple categories, choose where to place a victory gained with it, as long as it was used that way in the battle (e.g. a thrown spear could be a pole weapon or thrown weapon victory).
- Track your victories with each category of weapon. For each threshold (5, 15, 25, 35) passed, choose 1 benefit that now applies to that weapon category.
- Benefits
- Deadly
- +(Fighter level / 2, rounding up) to weapon damage.
- Brutal
- +1d damage at Fighter level 1. Critical on a 19-20 at Fighter level 5.
- Cleave
- If you fell an enemy, you may carry over any excess damage to another target your attack roll could have hit. With a ranged weapon, the follow-up target must be within 10'.
- You cannot cleave as part of an Opportunity Attack.
- Flurry
- When you use the Attack action, you can split your attack bonus (including MOD, magic weapon bonus, etc) among up to (PROF+1) targets, with a minimum of +1 per target.
- You can draw fresh ammo and draw Readied throwing weapons, but can't reload a weapon with the Loading tag.
- You may use Flurry with an Opportunity Attack as well, holding back some amount of attack bonus to use against subsequent OA targets this turn. You can only make OA attacks against those that provoke.
- Deadly
- Weapon Categories
- Brawling (daggers, fists, grappling, broken bottles)
- One-handed (swords, axes, maces, hammers)
- Great (great axes, great swords, mauls)
- Pole (staves, halberds, spears)
- Thrown (knives, spears, javelins, axes)
- Missile (bows, crossbows, slings)
- Exotic (each is its own category)
Rogue
Base Benefits
- Medium Attack
- +1 starting HP and +1 HP per level
- Choose 1 Modus Operandi
Modus Operandi
- Assassin
- Combat Proficiencies: light armor, 1h melee weapons, finesse thrown weapons, short bows, hand and light crossbows, garrotes, blackjacks, blowguns.
- Choose either the Dueling feat or 1 additional proficiency from among: slings, heavy crossbows, long bows.
- Save Proficiency Choice: Dexterity or Wits
- Sneak Attack
- When your target is fully vulnerable (trusting, doesn't perceive you, immobilized), treat a hit with a finesse weapon as a crit (ranged attacks must be from within 30').
- +1d to sneak attack damage at 3rd, 5th, 7th, and 9th Rogue levels.
- A sneak attack with a blackjack against a suitable target (humanoid, no helm) deals 1d6 damage (non-lethal) and Vigor Save or fall unconscious. If successful, the target is still Stunned until the end of their next round.
- A sneak attack with a garrote against a suitable target (humanoid, no throat protection) deals 1d6 and the target is grappled, restrained, and mute. Each subsequent round the grapple is maintained deals +1d6 damage (1d6, 2d6, 3d6...)
- You may sacrifice 1d6 of your sneak attack damage to add a Force, Grapple, or Inflict Condition (rolled separately), provided it makes sense with the nature of your attack.
- When your target is fully vulnerable (trusting, doesn't perceive you, immobilized), treat a hit with a finesse weapon as a crit (ranged attacks must be from within 30').
- Combat Proficiencies: light armor, 1h melee weapons, finesse thrown weapons, short bows, hand and light crossbows, garrotes, blackjacks, blowguns.
- Brawler
- Combat Proficiencies: light and medium armor, 1h melee weapons, thrown weapons, short bow, light crossbow
- Choose either the Dueling feat + 1 additional proficiency, or 2 proficiencies from among: polearms + great weapons, shields, heavy armor, slings, bows and crossbows
- Save Proficiency Choice: any one save
- Combat Proficiencies: light and medium armor, 1h melee weapons, thrown weapons, short bow, light crossbow
Expertise
- Once per Long Rest, reroll a stat or talent check and use the better outcome.
- For extended endeavors (with one or more rolls), you cannot reuse this ability until the endeavor ends. E.g. when navigating a ship through a weeks-long voyage, if you use Expertise, it doesn't refresh until the end.
Talented
- You have Rogue Points = (5 + Rogue level).
- Spend Rogue Points like extra Feat Points, but only on feats with the Rogue keyword.
- If multiclassing into Rogue, don't immediately gain the 5 free starting Rogue Points. Instead gain 1 extra Rogue Point per Rogue level, until you reach 5.
Bragging Rights
- Fortune
- After a die roll (any type) by or directed at you, you may spend 1 Fortune to add or subtract 1d6 from the roll.
- After a Long Rest, refresh your pool of Fortune to your Fortune Level.
- Fortune Level
- Start with Fortune Level 0.
- When you steal a singular treasure, convert its value into XP normally and determine what level that alone would earn you (e.g. 2000 xp = 2nd level). It takes 500 XP to count for 1st level.
- If this is higher than your current Fortune Level, it becomes your new Fortune Level.
- A treasure can be multiple items, but must be carried off at the same time. The DM will assign value to things with circumstantial values (e.g. battle plans from the enemy general, etc).
- "Stolen" means it was guarded or perilous to obtain and you successfully employed at least a degree of stealth, finesse, or cunning. Violence can play a part, but it can't just be "kick down door, kill everyone, take thing". You must return to safety with it, just like any XP-for-treasure award.
- Start with Fortune Level 0.
Sorcerer
Base Benefits
- Low Attack
- Combat Proficiencies: light melee weapons, staff, javelin
- Save Proficiencies: Wits or Spirit
Gnosis
- If you begin 1st level as a sorcerer, gain the Gnosis 2 feat.
- If you multiclass into it, gain Gnosis 1 at Sorcerer level 2, and Gnosis 2 at Sorcerer level 4.
Sorcery
- You have Second Sight.
- Choose whether to use Wits or Spirit as your casting stat.
- Add (Sorcerer level) when determining your Mana.
- You have Sorcerer Panoply = (Sorcerer levels / 2), rounding up (max 5).
- You can act as a living vessel for (1 + Sorcerer level + MOD) spells.
Theurge
Base Benefits
- Medium Attack
- Combat Proficiencies: light and medium armor, 1h melee weapons, forceful thrown weapons.
- Choose 2 additional proficiencies: polearms + great weapons, shields, heavy armor, finesse thrown + missile weapons
- +1 starting HP and +1 HP per level
- Save Proficiency Choices: Vigor, Dexterity, or Wit
Godtouched
- Gain proficiency in Spirit saves.
- Gain 2 Feat Points to use on Gnosis and/or something related to the divine domain of your main / first patron deity (Master Craftsman for a forge god, Strategist for a war god, et cetera).
- If you multiclass into Theurge, gain 1 Feat Point at 2nd, and 1 at 4th.
Turn the Eldritch
- If you concentrate (total) and present your holy symbol while chanting, eldritch creatures (undead, demons, elementals) cannot approach within 15' and those closer must back away. Trapped creatures may "squeeze past" to get away. They are not prevented from striking at you from beyond this distance or using powers, but you and companions within the area have +A to defense and saves against them.
- Creatures of double your Theurge level can make a Spirit save with +D to ignore the turning, and those of triple can make a normal Spirit save.
- If you or your allies violate the peace toward them (attacking, casting spells on them, etc), the delicate aura of sanctuary is broken, and the creatures may act freely.
- Every 10 minutes of maintaining your focus, make a Spirit save to keep going.
- After turning ends, you must take a Brief Rest before you can do so again. If you failed a Spirit save to maintain it, you must take a Short Rest including 10 minutes of ritual purification before you can turn again. If the peace was broken, you cannot turn until after a Long Rest, including an hour of ritual purification.
Theurgy
- You have Second Sight.
- Add (Theurge level) when determining your Mana.
- You have Theurge Panoply = (Theurge levels / 2), rounding up (max 5).
- World Affinities
- You can access (Theurge level + 1) World Affinities (effectively packages of Innate spells) from the World-Spirit).
- Divine Bonds
- You have (Theurge level) Bond points you can use to forge bonds with select divine / unholy / otherworldly beings.
- Each Bond point invested in a particular being grants you additional Innate spells from their domain. You can cast these spells at up to Power = Bond (still limited by Panoply, as usual).
- You may need to negotiate observances, taboos, and similar demands from these patrons.
Abhuman
Base Benefits
- Medium Attack
- Choose a Phenotype.
- Abhumans may be members of true-breeding populations, deviations from their parental human or abhuman kind, human-born but transformed by exposure to eldritch forces, or parahumans intentionally bred by Yellow or Red Age sorcerers.
Phenotype
- Brute
- +3 starting HP and +3 HP per level (+2 at heroic levels)
- Combat Proficiencies: all armor, melee and thrown forceful weapons, crossbows
- Save Proficiency Choice: Vigor
- Brawn
- Vigor should be your highest or second highest stat. If it isn't, you may swap either the highest or second highest value with your current Vigor.
- Ironhide
- Your body is naturally as durable as Medium Armor. This doesn't stack with armor, but you may wear Heavy Armor and use its superior rating.
- Skulk
- +1 starting HP and +1 HP per level
- Combat Proficiencies: light armor, 1h melee weapons, thrown weapons, short bows, hand and light crossbows, garrotes, blackjacks, blowguns.
- Choose either the Dueling feat or 1 additional proficiency from among: medium armor, slings, heavy crossbows, long bows
- Save Proficiency Choice: any one save
- Adaptable
- You have Skulk Points = (3 + PROF). Spend these as Mutation Points on Skulk-specific mutations.
- If multiclassing into Skulk, don't immediately gain the 3 free starting Skulk Points. Instead gain 1 extra Skulk Point per Skulk level, until you reach 3.
- Malison
- +1 starting HP and +1 HP per level
- Combat Proficiencies: light armor, 1h melee weapons, thrown weapons.
- Choose 2 additional proficiencies: medium armor, polearms + great weapons, shields, bows + crossbows
- Save Proficiency Choice: Spirit
- Innate Sorcery
- You have Second Sight.
- Choose whether to use Wits or Spirit as your casting stat.
- Add (Malison level / 2, rounding up) when determining your Mana.
- You have Malison Panoply = (Malison levels / 4), rounding up (max 3).
- You act as a living vessel for (1 + Malison level + MOD) spells.
- When you gain a Malison level, you attract a new, random spell and absorb it (DM rolls 3 possibilities, from which you choose).
- Spells can't be removed from you while you live. You digest a spell you contain when taking a Short Rest, making room to absorb a new one encountered in your adventures, which becomes permanently bound.
- You can't access spells in vessels outside yourself, nor those imbued into Instruments of Panoply.
Flaw
- You have a negative mental, physical, or spiritual mutation, chosen or rolled from the list on the Mutations page.
- Mutation Points = 3 + abhuman level (up to 10th)
- You may buy mutations from the general and Phenotype-specific lists (some mutations are, or duplicate, existing Feats).
Outsider
- To most human societies, abhumans are feared and mistrusted outsiders, at best. Many (NPC) abhumans are monstrous, insane, demon-ridden, or all three. Others simply meet a cruel and indifferent world with their own cruelty and indifference, forming insular tribes with no love for humans.
- PC abhumans are likely to be more sane and less aberrant in appearance, and can usually enter settlements to conduct business, especially if accompanied by humans.
- An individual abhuman might win acceptance in a particular society through their deeds, or as a servant / companion of a respected human. They are generally more accepted among the criminal, outcast, and occult.
- An abhuman will have a hard time gaining human Companions, but can have abhumans or other sorts. Hirelings will often be more expensive and less loyal.
Multiclass
- Each time you gain a level, you may choose what class to take it in, as long as it suits the fiction.
- PROF is determined by your overall level.
- You do not gain additional Save proficiencies after 1st level.
- Classes only advance their capabilities based on levels invested in them. Some withhold benefits normally granted at 1st level until further levels are invested.
- Gain the per-level attack bonus granted by the class you invested the level in. If you go above 10th level, use the 10 best class levels to determine this.
- Use the single highest starting HP bonus from among your classes (e.g. if you have Sorcerer 1 (+0 hp) and Fighters 1 (+2 hp), use the latter).
- Gain the per-level HP granted by the class you invested the level in. If you go above 10th level, use the 10 best class levels to determine this, and gain the heroic bonus from all other levels.
- Sum the caster levels granted by all your casting classes to determines your Mana, which is spent from a single pool for spells from all classes.
- Each class has its own Panoply rating, determined by the caster level granted only by its own levels.