Difference between revisions of "Characters (Red Age)"
From The Hidden Room
Line 82: | Line 82: | ||
A brief description of your culture, upbringing, and previous life (e.g. escaped northern slave turned sailor). | 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. | * 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. | * Through play and downtime actions, you can add to your background, learning new skills, languages, etc. |
Revision as of 03:50, 24 April 2022
Red Age > Rules > Characters
Basics
Level
Level | XP | PROF (HALF) | HP | Life | Feat Points | Attack | ||
---|---|---|---|---|---|---|---|---|
High | Mid | Low | ||||||
1 | 0 | 1 |
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. Converted into HP through rest, putting an upper limit on near-term natural recovery.
- Life (rounding down) = 10 + VIG + SPT + PROF
Attack, Defense, & Saves
Combat Proficienies
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.