Characters (Red Age)
From The Hidden Room
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, dueling
- Save Proficiency Choice: Vigor or Dexterity
- +2 starting HP and +2 HP per level (+1 heroic)
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 6th level.
Weapon Master
- Victories
- At 1st level, distribute 15 victories among your weapon categories.
- Track your victories with each category of weapon. For each threshold (5, 15, 25, 35) passed, choose 1 benefit that now applies to that category.
- If a weapon fits multiple categories, choose where to place the victory (e.g. a thrown spear could be a pole weapon or thrown weapon victory).
- At 1st level, distribute 15 victories among your weapon categories.
- Gaining Victories
- Foe level < (your level / 2): you must deliver the final blow to count a victory.
- Level >= Foe level >= (your level / 2): if you don't deliver the final blow, you must land at least 2 hits.
- Foe level > level: you just need to participate in the fight against it. Gain 1 + (foe level - your level) victories.
- In a serious fight, a victory can be lethal or non-lethal (disarming, surrender, knock-out), but in a friendly duel, if the opponent yields, roll 1d20. If the result is greater than or equal to their remaining HP, you score a victory, otherwise you don't. Only 1 friendly duel per opponent.
- When you receive intensive training from or fight a serious duel with a master, gain (their level - your level)d4 victories with the weapon used. Reading a rare manual of martial techniques might also grant some victories with the weapon(s) it focuses on.
- Benefits
- Deadly: +PROF to weapon damage.
- Brutal: +1d damage at 1st, critical on a 19-20 at 5th.
- 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'.
- 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 any amount of attack bonus to use against subsequent OA targets this turn.
- 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)