Author Topic: 01.Character Creation  (Read 5279 times)

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01.Character Creation
« on: October 19, 2017, 03:29:31 PM »
Characters are defined by a few choices to be made by the players in this game.

Step 1 - Determine if your character is a Human or a Deryni.
Step 2 - Pick Traits (There are limits)
Step 3 - Pick a Weapon Group to be Proficient in. Pick a specific weapon in the group that you have Mastered.
Step 4 - Determine your character's appearance and gear. Armor doesn't matter in most cases. And all characters start with 10 Gold and a basic Adventure's Kit.
Step 5 - Pick a Family Trade, this is what the character was trained in before they became and Adventurer
Step 6 - Choose a Belief, this is a driving principle that the character lives by all the time. Just a simple statement.

Step 1 - Choose Race
Choose your race. In this game we only have 2 races to choose from (at least right now. If you want more we can add more.)

Humans are everywhere and out number the Deryni. Although it is hard to tell the difference by appearance alone.  Humans cannot choose any of the (Deryni) only Traits.

A Human has
  • 6 Hit Points
  • 1 Additional Trait

Deryni look just like Humans. However, they all have hereditary psionic/magical ability.

A Deryni has
  • 6 Hit Points
  • Power Trait is automatic

Step 2 - Trait List

Ambush Specialist
Anger Issues
Armor Master
Awaken (Deryni): You can give Deryni like power to a Human. Thus they have the ability to learn further Deryni only Traits, with the Game Masterís permission. The newly Awakened has the Power Trait automatically and can gain any others that the Deryni using this Trait has on a successful 1d6 Test. This Trait requires the Ritual Magic Trait.
Beastspeaker (Deryni): You are able to communicate with animals. This Trait requires the Power Trait.
Blocker (Deryni): You have the ability to make any Deryni into a human by blocking their Psionic abilities with just a Standard Test. You can also restore any blocked Deryni with a Standard Test. This Trait requires the Healer Trait. There is no save Test against this Trait.
Born Of Stone
Drunken Master
Eidetic Memory
Escape Artist
Fleet of Foot
Fly Swatter
Healer (Deryni): As an Action, you can Test 2d6 to heal another creature or Test 1d6 to heal yourself. If the Test is successful, the target creature is healed for 1d6 Hit Points or 1d6/2 (round up) Hit Point if used on yourself. This Trait can also be used to cure poison, disease, and other physical ailments that are non-magical. You must be next to the creature to heal it. This Trait requires the Power Trait.
Nimble Fingers
Precise Attacker
Predatorís Sense
Power (Deryni): You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a Test at a Disadvantage 1d6. If you are trying to manipulate an object or creature, you must have eye contact with it or better yet be touching it.
Quick Shot
Resourceful Fighter
Ritual Magic (Deryni): You are more adept at channeling the arcane power flowing through your veins and can empower greater magical effects through rituals. There are specific rituals for nearly every purpose. With a successful Test, you can affect a wider area, more targets, or create a more powerful result. As always, the Game Master is the judge of what you can and cannot attempt to do. Ritual Magic is a Standard Test that succeeds on a 4,5, or 6 due to the focal nature of Rituals. This Trait requires the Spell-Trained Trait.
Shapechange (Deryni): As an Action, you can Test 2d6 to transform into someone else, compleating changing oneís appearance and even gender. You can revert to your normal form as an Action. This Trait requires the Spell-Trained Trait.
Shield Bearer
Spell Master (Deryni): You have learned to push your inherent magical abilities to their upmost potential. All of your Deryni power Tests at an Advantage. The Game Master is the judge of what you can and cannot attempt to do. This Trait requires the Ritual Magic Trait.
Spell-Trained (Deryni): You have been given a full set of training in the Deryni Arts. There is almost nothing you cannot do with your powers. You use a Standard Test 2d6 on all of your Deryni powers now. This Trait requires the Power Trait.
Team Player
Telekinesis (Deryni): You can move small objects just by thinking about it. You must have eye contact with the object and make a standard 2d6 Test. This Trait requires the Power Trait.
Vocal Mimicry
Well Trained

Step 3 - Weapon Groups and Weapons

Light Melee Weapons
  • Dagger
  • Short Sword
  • Hand Axe
  • Rapier
  • Mace
  • Staff
  • Club
Heavy Melee Weapons
  • Great Sword
  • War Axe
  • Spear
  • Polearm
  • Two-Handed Flail
  • War Hammer
Ranged Weapons
  • Sling
  • Crossbow
  • Bow

Step 4 - Gear and Appearance

Choose what your character looks like, how they are dressed. Any appropriate armor they may be wearing. Note most armor has no impact on the game. As noted previously every Adventure starts with 10 gold coins. 1 Weapon of choice and a standard Adventurer kit which contains the following items: a bedroll, flint & steel, a belt pouch, a rucksack, a lantern, an empty waterskin, 3 pints of oil, a rope (50 feet), rations (7 days), a torch, and a cloak.

Additional weapons, equipment, horse and the like will cost gold coins.

Step 5 - Family Trade

There is  no list available for this ... pick something.

Step 6 - Belief

Again here this is no list. It's just a short statement that drives the character.

(( NOTE: Edited and removed specific content due to request by the game creator. For details of Traits and other issues please PM me directly. And also get a copy of Tiny-Dungeon-2e-Players-Guide ))
« Last Edit: June 30, 2019, 03:12:24 PM by Bynw »


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