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Character Creation

OVERVIEW

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Stats
Point-buy method.

Races
PHB races + Goliath. Some of the races are reskinned, but they are otherwise RAW.
Link: Races

Classes
PHB classes. Some of the classes are reskinned, but they are 99% RAW.

Link: Classes
NOTES:
  • Arcane casting is illegal in Kaldor (exceptions: bard), and warlocks are particularily feared and hunted.
  • Cleric must choose one of the Harn Religions, some of which are illegal in Kaldor.

Starting equipment
PHB RAW.

Languages
Generally RAW.   But most PCs and NPCs are illiterate. Two proficiences (tool, language, skills) must be spent to be literate. Also, starting PCs get bonus starting proficiences equal to the INT modifier, including reduced proficiencies for a negative INT modifier.
Details here: PC Languages
 

SINS & STRENGTHS

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BEFORE PLAY
During character creation, choose zero to five sins. Also choose the same number of strengths. Pair up each sin with a strength. Write the sin on the front of a card; write the corresponding strength on the back. Start play with the sin-side up.  
SINS
These are actions your PC takes due to their nature that have a story cost. Anything is possible, including something that might otherwise be considered a strength. The keys to picking a sin are (1) make it actionable, and (2) you & your table will enjoy when you take the action.  
STRENGTHS
These are things your PC is naturally successful at. Anything is possible, including something that might otherwise be considered a sin. The keys to picking a strength are (1) make it actionable, and (2) make that action possible to apply to some rolls. "Lucky" is not a good strength - it would apply to all rolls. "Lucky at Cards" is better.  
DURING PLAY
SINS
During roleplay, when the player feels they have roleplayed their sin, they will ask the DM to impose a cost/penalty for the sin. If the player agrees to the price, it is paid and the card is flipped, now showing the strength-side.  
STRENGTHS
After an action is taken that results in a D20 roll to which the player feel their strength applies, they can add +10 to the result. This can change a failure to a success.  
PLAY EXAMPLE
Hopi's sin is impulsive. "I'll stick my hand into the trap to set it off." Cost: take d6 damage? "I'll take it!" Rolls a 4 and flips to strength Bravery. Later in play, Hopi faces as fear effect and rolls a 7 on the save, resulting in a failure. "I'll add plus 10 for a total of 17."  
AFTER PLAY
At session's end, based on each player's own judgement of the character's development, they add and/or remove sins & strengths. Remember, the limit is zero to five.  
NOTES[/hh42] This RPG mechanism is inspired by Kult's relation inspiration mechanism.  
LIST

 

CONNECTIONS - PC

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Each PC has 2 PC connections - backstory connections to another PC or NPC. Each connection gives a permanent +1 in a skill related to that connection. The PCs can determine these connections and skills during character creation or during play. "Remember that time Rolando & I had to sneak out of the goblin slaver camp? That's why I have +1 in Stealth."   PCs can have more than 2 connections, but you can only have +1 in a skill 2 times. And this can change session to session. Simply share your short and sweet story to with the other players to update the table at the beginning of the session.   This is similar to "PC connections" in Call of Cthulhu.
 

CONNECTIONS - NPCS

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RELATIONSHIPS
PCs have relationships with other NPCs.  
RELATIONSHIP SCORES
Each significant relationship is represented with a score of 1 to 3. A score of 1 indicates a relationship with an influential NPC. Scores of 2 & 3 represent even stronger relationships.  
RELATIONSHIP TYPES
There are three relationship types:
  • Positive
  • Negative
  • Complicated
 
STARTING RELATIONSHIPS
Each PC can start with up to three relationships, one of each type. The sum total of the relationship scores is limited to three. So one relationship with a score of three or three relationships with a rating of one are both OK.   Example:
Positive (1): Sgt. Parkinson, 3rd Infantry
Negative (1): Mrs. Kinniki, wealthy merchant, ex-girlfriend
Complicated (1): Veronica Styles, my mother the socialite, never liked children
 
GROWING RELATIONSHIPS
After each session of play, consider adjusting existing relationships up or down by one point. Also consider adding new relationships as they are uncovered.  
RELATIONSHIPS IN PLAY
ROLL
At the end of each play session (to give the DM time to plan), each relationship of each PC can be rolled for. Simply roll 1D6 for each point of a relationship score. Let the DM know about all 5's and 6's rolled and they will do their best to include these effects in the next session. NOTE: Each player can withhold one of the 5's or 6's from the DM and keep it in reserve, to be spent for aid when they choose in the next session. Withheld dice expire in the next session. Withheld dice can be spent to call upon for aid. 6's = aid. 5's = aid with a complication.   AID
When spending relationship dice, the player and DM discuss to determine what type of help is coming. This could be direct relationship-NPC involvment, or it could simply be related. You bond with the prisoner in the cell next to you, because you both know (and despise) Mrs. Kinniki.   COMPLICATIONS
As mentioned above, when 5's are rolled, the aid comes with a cost or a complication. For example, Mrs. Kinniki, your negative relation, could show up in prison to visit the other prisoner and cause some trouble for you and your new cellmate.   Source: 13th Age RPG, Icon relationships
Harn - Where
Harn - Who
Harn - When
Harn - How
Harn - What


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