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Languages
Characters with Intelligence 3-8 must choose to speak Common or their national language. Choose an additional language for Intelligence scores of 9-12, 13-15, 16-17, and 18. Additional Languages can be any national language; Common, Ghael (from the Ghael Isles, home of voodoo), MordStavian (from the desert kingdom of sorcery and death), Goblin, Bestial (Beastman), Troll, Ogre, Huldefolkan (Elf), Dwergish (Dwarf), or Abyssal (Demonic).
Experience Goals
Choose or roll one major (10% bonus) and one minor (5% bonus) experience goal (see House Rules): 1-2 Glory, 3-4 Guile, 5-6 Fortune, 7-8 Discovery, 9-10 Luck.
Character Background
Background
Backgrounds reflect social, environmental and family background, apprenticeship or a previous profession. The background may allow a benefit in related situations and rolls.
Augerer, Sorcerer, Warlock 1 Thief 2 Mercenary 3 Soldier 4 Hunter 5 Sailor 6 Fanatic 7 Charlatan 8 Monk 9 Watchman 10 Servant 11 Merchant 12 Scholar 13 Official (+3 to Age roll) 14 Priest (+3 to Age roll) 15 Artisan 16 Occultist 17 Spy 18 Scribe 19 Physician 20 Courtier Fighter, Rogue, Scout 1 Entertainer 2 Bandit 3 Mercenary 4 Smuggler 5 Charlatan 6 Vagabond 7 Soldier 8 Assassin 9 Thief 10 Bounty Hunter 11 Hunter 12 Sailor 13 Warden 14 Watchman 15 Artisan 16 Farmer 17 Labourer 18 Animal Handler 19 Servant 20 Fanatic
Morality
You can choose this, but rolling 3d6 is recommended; players may reroll results of 3 or 18 as they would interfere with typical gameplay. In reality, people rarely choose their moral outlook, and in games, players often don't give enough thought to their character's morality. This system allows the use of alignment terms for game mechanic purposes, but gives a more tangible yet flexible guide for roleplaying. A score of 8 or less means you are considered evil in game terms. A score of 13 or more means you are considered good in game terms. A score of 9-12 means you are treated as neutral in game terms.
Score Description 3 Sociopath: Everything you do is aimed at harming humanity. Players may reroll. 4-5 Villain: Bad to the bone, you can't help yourself - even with the best intentions you still end up hurting people. 6-8 Selfish: While not wholly evil, you are wholly selfish. Your own interests always win any moral debate. 9-12 Only Human: You tend to make moral decisions based on your mood. While you see evil acts as distasteful, you know that honesty isn't always the best policy. 13-15 Decent: You keep the best interests of others in mind, but you're not giving everything to charity either. 16-17 Upright: You are honest, upstanding and reliable. Deliberately helping others gives you pleasure. 18 Virtuous: You're a paragon of virtue, honest to a fault, charitable and totally self-sacrificing. Players may reroll.
Alignment
Characters choose or roll their Morality. They may also choose their attitude toward civilization: Lawful means the character believes in the benefits of civilization, law, and cosmic order. Supernatural powers and entities are part of a lawful universe, and can therefore be controlled, irrespective of their moral outlook. Chaotic means the character believes civilization and government are fleeting, corruptible, and often against mankind's interests, or his own. He believes in personal freedom, and that the universe cannot be truly controlled.