Characters (Red Age)

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Red Age > Rules > Characters

Basics

Level

Base stats By Level
Level XP PROF (HALF) HP Life Feat Points Attack
High Mid Low
1 0 1 (0) 4 11 2 2 1 0
2 2k 1 (0) 4 11 3 2 1 0
3 4k 2 (1) 4 12 3 2 1 0
4 8k 2 (1) 4 12 4 2 1 0
5 16k 3 (1) 4 13 4 2 1 0
6 32k 3 (1) 4 13 5 2 1 0
7 65k 4 (2) 4 14 5 2 1 0
8 130k 4 (2) 4 14 6 2 1 0
9 250k 5 (2) 4 15 6 2 1 0
10 120k 5 (2) 4 15 7 2 1 0
+1 +120k 4 +1


High: MOD + Level + 1 Medium: MOD + 2 x (Level / 3) Low: MOD + (Level / 3)

Stats

Vigor (VIG)

  • Strength, toughness, stamina, health
  • +VIG to forceful attack and damage (melee and thrown)
  • +VIG to HP per level
  • Vigor = encumbrance threshold

Dexterity (DEX)

  • Speed, agility, coordination, reflexes
  • +DEX to defense (capped by armor)
  • +DEX to finesse attacks and damage (melee, thrown, and ranged)
  • +(DEX or WIT) to initiative
  • Readied Items = (Dexterity or Wits) / 2, rounding up

Wits (WIT)

  • Craftsmanship, perception, memory, intuition, quick wits
  • +(DEX or WIT) to initiative
  • +WIT to feat points (can't be used for Growth)
  • Readied Items = (Dexterity or Wits) / 2, rounding up

Spirit (SPT)

  • Force of personality, willpower, personal magnetism, spiritual power
  • +SPT to reaction rolls
  • +SPT to morale / loyalty rolls
  • 1+SPT max number of Companions

Stat Bonus

  • Stat Bonus = stat - 10
  • Stat Bonus shorthand: SB
  • Static Stat DC = 11 + Stat Bonus

Stat Modifier

  • Modifier shorthand: MOD (but specific stat mods have their own shorthand, VIG, DEX, WIT, SPT)
    • (stat / 3) - 3, rounding down
  • Values
    • 3-5) -2
    • 6-8) -1
    • 9-11) +0
    • 12-14) +1
    • 15-17) +2
    • 18-20) +3

Personality and Intelligence

  • A low Wits does not mean a character is necessarily stupid. They are less observant, less quick to react, and more methodical working through things, but they can come up with clever plans, be well-educated, etc. Or not. However you feel like portraying them.
  • Similarly a low Spirit means you lack a certain magnetism and force of personality, but you can be as eloquent and social as you like.

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

Attack

  • Attack Bonus (up to 10th, rounding normally)
    • High: MOD + Level + 1
    • Medium: MOD + 2 x (Level / 3)
    • Low: MOD + (Level / 3)
  • Static Attack DC: 12 + Attack Bonus
  • Forceful attacks add VIG to attack and damage; Finesse attacks add DEX.
  • If multiclassing, gain the partial benefits from each class level, summing and rounding normally.

Defense

  • Defense Bonus: +armor value + DEX (only when mobile and aware)
    • You may use your Dexterity Save bonus instead of Defense bonus when you take the Dodge action.
  • Static Defense DC: 11 + Defense Bonus
  • Armor: light (+2), medium (+4, Clumsy 15 / +2), heavy (+6, Clumsy 13 / +1), shield (+2)
    • If not proficient with your armor or shield, halve its effective armor value and apply Clumsy 11 / +0.
    • 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.

Starting Saves

Gain the save proficiency granted by your class, and one free choice.

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.

Save Bonus

Proficient: MOD + PROF

Non-Proficient: MOD + HALF

Static Save DC = 12 + Save Bonus

Effect

Effect is simply 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

Clerics use SPT. Sorcerers and Malisons may use WIT or SPT.

Spells and other effects can be Direct or Resisted.

Direct: no modifier

Resisted: -3 to Effect Bonus

Static Effect DC: 11 + Effect Bonus


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.

Feats

Classes

Fighter

Rogue

Sorcerer

Theurge

Abhuman

Multiclassing