Difference between revisions of "Characters (Red Age)"
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'''Defense''' | '''Defense''' | ||
* Defense Bonus: + | * Defense Bonus: +Armor Defense Value + DEX (only when mobile and aware) | ||
** You may use your Dexterity Save | ** You may use your Dexterity Save Bonus instead of your Defense Bonus while benefiting from a Dodge action. | ||
**If not proficient with your armor or shield, halve its effective armor value and apply Clumsy 11 / +0. | |||
* Static Defense DC: 11 + Defense Bonus | * Static Defense DC: 11 + Defense Bonus | ||
* Armor | * Armor | ||
** light (+2) | |||
** medium (+4, Clumsy 15 / +2) | |||
** heavy (+6, Clumsy 13 / +1) | |||
** shield (+2) | |||
* Clumsy limits your Dexterity and DEX to the listed values for all purposes (not just defense), and you are considered to bear a Medium Load, at minimum. | |||
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'''Saves''' | |||
* Vigor: used to resist poison, disease, fatigue, privation, magical manipulation of the body, and forced movement. | |||
* Dexterity: used to avoid trouble by fast reactions, dodging, and taking cover from rays, explosions, falling into pits, etc. | |||
** A shield (w/ proficiency) gives +2 Dexterity Save against blasts, bolts, beams, falling rocks, and other things you can use it to take cover from. | |||
* Wits: used to spot incoming trouble, see through deceptions, illusions, and manipulations, and cope with ambushes or confusion. | |||
* Spirit: used to resist mental, emotional, or spiritual influence by magical or social means, and the imposition of enchantments. | |||
Vigor: used to resist poison, disease, fatigue, privation, magical manipulation of the body, and forced movement. | |||
Dexterity: used to avoid trouble by fast reactions, dodging, and taking cover from rays, explosions, falling into pits, etc. | |||
A shield (w/ proficiency) gives +2 Dexterity Save against blasts, bolts, beams, falling rocks, and other things you can use it to take cover from. | |||
Wits: used to spot incoming trouble, see through deceptions, illusions, and manipulations, and cope with ambushes or confusion. | |||
Spirit: used to resist mental, emotional, or spiritual influence by magical or social means, and the imposition of enchantments. | |||
Non-Proficient: MOD + HALF | * Save Bonus | ||
** Proficient: MOD + PROF | |||
Static Save DC = 12 + Save Bonus | ** Non-Proficient: MOD + HALF | ||
* Static Save DC = 12 + Save Bonus | |||
'''Effect''' | |||
* Effect is the inverse of a Save (like Attack and Defense). The player rolls Effect to try to bypass the target's Save. | |||
Effect Bonus = MOD + PROF | Effect Bonus = MOD + PROF | ||
Clerics use SPT. Sorcerers and Malisons may use WIT or SPT. | Clerics use SPT. Sorcerers and Malisons may use WIT or SPT. | ||
Spells and other effects can be Direct or Resisted. | Spells and other effects can be Direct or Resisted. | ||
Direct: no modifier | Direct: no modifier | ||
Resisted: -3 to Effect Bonus | Resisted: -3 to Effect Bonus | ||
Static Effect DC: 11 + Effect Bonus | Static Effect DC: 11 + Effect Bonus | ||
|} | |} |
Revision as of 04:36, 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
Level | XP | PROF (HALF) | HP | Life | Feat Points | Attack | ||
---|---|---|---|---|---|---|---|---|
High | Mid | Low | ||||||
1 | 0 | 1 (0) | 5 | 11 | 2 | +2 | +1 | +0 |
2 | 2k | 8 | 11 | 3 | +3 | +1 | ||
3 | 4k | 2 (1) | 11 | 12 | +4 | +2 | ||
4 | 8k | 14 | 12 | 4 | +5 | +3 | ||
5 | 16k | 3 (1) | 17 | 13 | +6 | +2 | ||
6 | 32k | 20 | 13 | 5 | +7 | +4 | ||
7 | 65k | 4 (2) | 23 | 14 | +8 | +5 | ||
8 | 130k | 26 | 14 | 6 | +9 | +3 | ||
9 | 250k | 5 (2) | 29 | 15 | +10 | +6 | ||
10 | 370k | 32 | 15 | 7 | +11 | +7 | ||
+1 | +120k | +1 | +1 |
Retiring
- Once you reach 5th level, any time you are in a place of safety, you can Retire to Safety. You take your personal share of money and items (some gifts to the party might be negotiated with the DM) and either head off into the sunset or settle down to a (probably) comfortable but not earthshaking position (perhaps running a popular tavern, becoming a civic official, etc). You're safe from personal peril, and might be in a position to offer some occasional support to your old companions.
- Once you reach 9th level, you can Rest on Your Laurels. You depart or settle down, becoming a person of influence and importance, perhaps becoming a local lord, court wizard, wealthy merchant, guildmaster, criminal boss, etc. You can even become a major leader as long as you do it somewhere comfortably far away from the rest of the adventure.
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.