Character Creation

We use to roll random numbers.

Character creation goes like this:

Tweets:

First tweet:
1d100

Second tweet:
3d6 3d6 3d6 3d6 3d6 3d6

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After the first tweet, will tell you your secondary skill. Sometimes you have multiple choices, sometimes you get one. This is a basic skill your character learned either as a family business or perhaps on the street as an orphan. The background filling is up to you. The second tweet gives you -in order- Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.

If your roll (ask the GM first) has 2 or more negative modifiers and no positive modifiers, you can request a re-roll. The next character automatically gets one random quirk.

Then you must pick a race:

Human more flexibility with classes, popular with other Humans who breed like rabbits and run the land, attributes raise slightly faster
Ilf +1 Charisma, -1 Constitution; 90% resist sleep and charm; +1 to hit with pulled bows, longswords and shortswords; infravision; bonus to find secret doors; Waylaying 20/30
Half-Ilf 30% resist sleep and charm; bonus to find secret doors, infravision
Dwarf +1 Constitution , -1 Charisma; +1 to hit Goblins, Half-Orcs, Hobgoblins and Orcs; bonus vs poison and magic; infravision; Spelunca 18/30; -4 to be hit by giant-types
Gnome +1 Intelligence, -1 Wisdom; infravision; Spelunca 20/30; +1 to hit Kobolds and Goblins; bonus vs poison and magic; -4 to be hit by giant types
Gnobbit +1 Dexterity, +1 Charisma, -2 Strength, -1 Wisdom; +2 all saves, Stealth 7/30, Spelunca 15/30, infravision, -4 to be hit by giant types
Hobbit +1 Dexterity, -1 Strength; bonus vs poison and magic; +3 to hit with bow or sling, infravision, Waylaying 20/30
Half-Orc +1 Strength, +1 Constitution, -2 Charisma; most other races listed are prejudice against half-orcs; infravision; some type of physical quirk
Hobgoblin +1 Dexterity, -2 Charisma, starts with half the normal honour, most other races listed dislike Hobgoblins, infravision, +1 to hit Elf-kind (natural emnity), Stealth 6/30, Arms & Armour Maintenance 20/30; languages Common and Goblin; usually Lawful; Assassin 15, Fighter 9, Thief 8, Fighter/Thief, Fighter/Assassin
Oaf +2 Strength, +1 Constitution, -2 Intelligence, -1 Wisdom, -2 Charisma, half-infravision, +1 save vs poison, double starting hit points, +1 damage with melee weapons, giant-type, hide like leather
Pixie +1 Intelligence, +2 Dexterity, +1 Charisma, -6 Strength; flight, heal +1 hit point per day, reincarnation, cast Faerie Phantom once per day, reincarnation, short life span, cost of food is three times normal, half the starting hit points and hit points for every level, invisibility once per day
Aardvarkian
not yet!

Special abilities are run on a 1d30 where if you roll equal to or under your score, you succeed however the amount you beat your score by may matter.
-Spelunca- is basic underground abilities like knowing depth, shifting walls, direction, climbing with equipment, etc.
-Waylaying- is the ability to ambush or surprise others.
-Stealth- is a combination of hiding in shadows and moving silently.

You may now add +1 to any attribute.

You start with 4 Hit Points.

The GM will give you your Honour Die. Honour dice can be used once per game day to add to an attack roll, damage roll, or just about any other roll as well as offer an immediate hit point increase that can go above normal maximum temporarily. They do not accumulate from day to day. You get to use one per day. As your honour increases and/or decreases based on actions and class level, the die can go up or down.

Now, the player can add one thing to their character. Be imaginative as you'd like. It can be another +1 to any attribute, 1d4 more hit points, another secondary skill, a knack like +1 with bows, +1 to save vs magic, -1 per die to falling damage, +5 Waylaying or Spelunca, etc etc etc...

You do not need a class or equipment.

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