|Step 1| Skills. Choose a total of seven Skills. Skills with the
O tag are Origins and can only be taken during Character Creation.
Skills the CE or M tag require that you first take the Combat
Expertise or Musician Skill. |Step 2| Ability Scores. Choose
between Average Set (6/6/6/6), Standard Set (4/6/6/8) or
Specialized Set (4/4/8/8). Assign dice to your scores once you have
selected a set. Keep in mind the Skills you chose. |Step 3| Stats.
HP = (STR x 2). MP = (SPI x 2). Carrying Capacity = (STR + 3).
|Step 4| Gear. You have one Favorite Item and 1,000 gold to
purchase stuff. |Step 5| Details. Name, age, gender, favored color,
appearance, hometown, reason for journeying, personality, etc.
LevelBonusHP/MPCCSkillsLevelBonusHP/MPCCSkills 1st-0376th+Stat15812
2nd+Stat3487thSpecialty18913 3rdSpecialty6598th+Stat211014
4th+Stat96109thDragon Favor241115 5thImmunity1271110th+Stat,
Legendary Journey271216 You have a talent or aura that calms
animals. While an animal is under your care you may choose one of
the following; add the Loyal characteristic, remove both the Bad
Attitude & Loud characteristics or add the Clever
characteristic. (Animal Keeper) (Pocket) You are an opportunist and
a scrapper, skilled at using your surroundings to devastating
effect. When you make a successful attack while using an object you
deal +2 damage. You have undergone basic combat training and are
effective at wielding one type of weapon of your choice. You may
take this Skill multiple times to become proficient with multiple
weapons. You have mastered the use of one particular weapon. Choose
a weapon you are proficient with, you gain +1 on all Checks made
with it. Additionally, once you have taken Combat Expertise you are
given permission to take any Skill with the CE tag. You have
mastered the art of long range combat. Due to this you have access
to two special attacks; Pin and Rain. Pin. When you damage a foe
with a ranged attack you may spend 2 MP to decrease their
Initiative by 1 until your next turn. Rain. Prior to a ranged
attack you may choose target up to four enemies at once by spending
2 MP per target beyond the first. You have mastered the art of
wielding long arms. Because of this you know two attacks; Skewer
and Pierce. Skewer. When you deal damage to an opponent in the
Front Area with a long arm you may pay 2 MP to instantly make an
attack against an enemy in the Back Area.Pierce. When you deal
damage to an opponent with a long arm you may 2 MP to reduce their
Defense by 1 until your next turn. You are a stalwart ally that
always keeps an eye out for his friends. Once per Round you may
become the target of an attack that would have targeted an ally.
For this attack only you gain +1 Defense. Additionally, you gain +1
on any Check meant to avoid or detect an ambush. You have mastered
the use of the shield as more than just a defensive tool. When you
deal damage and are wielding a shield, your minimum damage dice
result is 3 for light shields and 4 for heavy shields.
Additionally, you may use your shield as a ranged weapon. Acc:
STR+DEX-1 Dam: STR (+1 if heavy shield). You will either need to
retrieve your shield after battle or spend an action picking it up.
You have harnessed magic to enhance your martial skills. You may
not cast damaging spells. However, prior to make a weapon attack
you may spend 4 MP to increase the damage dealt by a roll of your
SPI. You must have the Sorcerer or Mage Skill to take this Skill.
(Crafting) Dwarven Crafters are much like other crafters except
their talents have been handed down for centuries. You build
excellently and only with the finest materials. This Skill operates
exactly as Crafter except that you have a +1 on all Craft Checks,
your items cost 50% more than normal and your items gain a
Durability bonus of +2. While usually only Dwarves practice their
specific form of crafting it is possible for humanoids of other
stock to have learned this trade. Elven Crafters are unique in that
they mold nature itself into objects using magic that doesnt cause
harm to the materials used. In fact, the wood borrowed used to
craft remains very alive and often continues to grow. This Skill
operates just like Crafter except the following; choose two
categories, you must work with untainted, natural, living materials
and anything you create has the Living characteristic. Your
character must be Elven to take this Skill. (Etiquette) (Herb
Gathering) (Accurate) (Grog Drinker) (Healing) (one-half of Robust)
(Hunting) (Spellbook) (borrowed from Aaron der Schaedel)You have
studied the ancient art of fighting unarmed. You may make unarmed
attacks at no penalty using the following statsAccuracy: DEX+INT+1
Damage: SPI (First-Aid) (Music) Additionally, you can take Skills
with the M tag. You have come to understand the mystical qualities
of music even better. When you take this Skill choose one, you may
choose more by taking this Skill multiple times. This Skill gives
Musician an extra effect but each one increases the MP cost by 2.
Death. Increase each allies next attacks damage by 2. Crits are +4,
Fumbles are -2. Fear. Apply a penalty of -1 to each opponents next
roll. Crits are -3, Fumbles give a +1 instead. Inspiration. Bonus
for next roll is +2 instead of 1. Crits are +4, Fumbles inflict the
High [8] Ailment. Life. Restore your allies HP by 2. Crits heal 4
HP, Fumbles deal 2 damage to each ally. You have learned the dread
song of Hameln, a dark melody capable of bringing the dead back to
their feet. Spend 10 MP during a battle to choose up to three
defeated or deceased creatures. Crits increase the number chosen to
four, fumbles decrease the number chosen to one. These creatures
rise up and fight for you, choose their position. If one of your
puppets takes 3 or more damage from a single blow, they are
defeated. While your puppets are active you cannot take turns.
However, you issue commands that your puppets execute unerringly.
You may only use this Skill once per battle. You have studied the
flow of energy in the body and can control it to some degree. Once
per scenario you may use Concentration after rolling for a Check.
Additionally, you may use Concentration to affect Condition,
Initiative and Damage rolls but doing so always cost an extra 1 MP.
(Navigator) (Well-Spoken) You are a Dwarf which means you are
short, tough and gruff. You have +2 HP. You also roll an extra D8
for Condition Checks and drop the lowest die. You are an Elf which
means you are long living, wise and inherently magical. Traditional
Elves only use gear that is Living. You have +2 MP. When
Concentrating you may roll an extra D8 and drop the lowest die. You
are a Hobbit which means you are naturally small, quick and silent.
You take +1 on any Check where size and/or stealth impact your
success. (Cats Eye) (Quick) (Repair) (Trivia/Knowledge of
Tradition) (Seasonal Sorcerer) (Toughness) (Animal Tracking)
(Trader) (Trapper) (Well-Traveled) (Will) The following are Skill
sets that form a theme or archetype. Useful for those that dont
want to mull over the Skill list. Feel free to swap out a Skill or
two to better fit your vision. Beast of Burden, Combat Basics,
Diplomat, Genius, Orator, Sage, Traveler Elven Crafter, Hunter,
Mystic, O: Elf, Sorcerer, Tracker, Traveler An. Whisperer, An.
Wrangler, Beast of Burden, Combat Basics, Healthy, O: Hobbit,
Toughness Combat Basics, Combat Expertise, Hunter, Quick,
Toughness, Tracker, Trapper Animal Wrangler, Beast of Burden,
Combat Basics, Diplomat, Genius, Orator, Trader Combat Basics,
Music, Orator, Sage, Sorcerer, Traveler, Will Gatherer, Genius,
Healer, Healthy, Martial Artist, Medic, Mystic Beast of Burden,
Combat Basics, Combat Expertise, Genius, O: Nekogoblin, Quick,
Toughness Combat Basics, Combat Expertise, Diplomat, Orator, Quick,
Sage, Toughness Beast of Burden, Combat Basics, Dwarven Crafter,
Genius, O: Dwarf, Repair, Trapper Brawler, Combat Basics, Combat
Expertise, CE: Shield Master, Healthy, Quick, Toughness Combat
Basics, Combat Expertise, CE: Spell Blade, Mage, O: Elf, Sorcerer,
Will