Characters (Red Age)

From The Hidden Room

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

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

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