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Creating a Character

Rhunec is a rich world, but it needs characters! Below is a guide to creating your character for Rhunec. Below is a step by step guide  

  1. Decide the general type of character you want. Do you want a spellsword? A pure mage? How about a poison mage? A trap rogue? This will govern your backstory, your attribute choices, and your first perk picks. See Character Archetypes for some ideas.
  2. Decide on a backstory for your character. Pick a primary attribute and secondary attribute that would best reflect this backstory. The primary attribute corresponds to the school of magic you start out with and your Guardian's Mark.
  3. Roll for attributes. Roll 3d6 six times. Each time, re-roll the lowest die. Then, re-roll the lowest sum. These will be the Attribute Numbers for your character. You can assign the numbers to any Attribute you wish, the highest being your primary attribute. Read Character Attributes if you need a refresher.
  4. Pick three Skills you would like to train. Two are from your primary attribute, one from your secondary attribute. Peruse Character Skills for more details.
  5. Pick one Knowledge to gain, it can be from your primary or secondary attribute. See Character Knowledges for more information.
  6. Fill out your Character Sheet with all of the above choices!
  Download the Character Sheet, make a copy of it, and share it with the DM! This is your guide to everything about your character. Use all of the choices and dice roll results from above to fill it in. Filling it out properly and thoughtfully will make sure that your character is ready to take on Rhunec and that you are ready to have fun!   There are six different sections in the Character Sheet:
  • Backstory
  • Level Tracker
  • Character Sheet
  • Inventory
  • Spell Book
  • Alchemy Notes


This is where you describe and build your character's back story. This is possibly the most important part! A good back story gives the DM material to fill the world and rich back stories make better campaigns! There are a few prompts to get your mind rolling, then room to tell your character's origin story. Are they a child of rich noble family killed in cold blood? Are they an orphan, adopted by a hermit deep in the woods?  

Level Tracker

The Level Tracker is what I wish I had started with on my first campaign. This is a space where you can plan out the feats, skills, or attribute points you want to spend on your character each level. This is also where you can track what you roll for health each level. The DM can't keep track! You have to! Keep track of when and what you want to pick for your level ups. This can change with your character's experiences. Did your character go through something horrible that required a lot of resolve and roleplaying to overcome? Train Resolve! Your plan and your actual choice do not have to match. Make sure to keep track of what health you roll or take 4, each level! If you take a Feat during level up, make sure to put it in the Feats section of the Character Sheet.  

Character Sheet

This is where we get to the good stuff. All of the numbers and math that describe your character and its modifiers are contained in the Character Sheet. Put your freshly rolled attributes in the Attributes Table and watch as the Skill, Knowledges, Health, and Combat tables automatically update. Don't mess with my code! This is also where you can list your currently equipped Weapons, Armor, and Quick Use Items.  

Personal Information

First table in the Character Sheet is the personal info. This is like your ID card and is used for quick reference. If you meet someone, what are the first things they will see or learn about you? This is also where you track your experience. Don't forget to add it after each session!  


Next up is the Attribute Table. After rolling 3d6 seven times, put your top 6 sums in whichever attribute you wish. The Modifier for each Attribute is then calculated. Just a heads up, I use the full name of the Attribute to talk about the actual Attribute Number, ie Strength. I use the acronym abbreviation to talk about the Attribute Modifier, ie STR. You'll see that a lot. See Character Attributes for more information.  


Below Attributes are Knowledges. Knowledges are yes or no values that are based on one of the six Attributes. If you don't have the Knowledge, it is an N and a -5 to the Knowledge Modifier. If you have the Knowledge, then its a Y, and the -5 is removed. See Character Knowledges for more information on what each one does!  


This table is where you list all of your Feats. Please use the same language as in Character Feats so that my code recognizes it and correctly calculates Weapon, Spell, and Speed modifiers. Each time you take a new Feat, make sure you list it here!  


Skills are subsets of Attributes that govern how your character interacts with the world of Rhunec. See the color coding? Yup! Each skill is influenced by not only the level of training, but also by the attribute. For more information, please see the Character Skills page. Each skill has a -5 modifier if Untrained. When Trained, the -5 penalty is removed. When Focused, a +5 bonus to that skill is added. These modifiers are assessed when a skill check with a d20 is made.  

Quick Use Items

Quick Use Items is a list of things that you have close on hand to use as a Bonus Action in combat. If a thing is not on this list, then it is stowed away in your pack and will require an Action to fetch it. This is the place to list grenades, traps, extra daggers, runes, potions, or poisons. The amount of items you can list in here is up common sense and the DM. I don't think you'll be able to carry 43 daggers, 15 poison grenades, and 10 snare traps. Do not take that as a challenge!  


This little table is where you keep track of all things vital! A good place to keep track of damage and whatnot. Also, this is where you add those very nice health rolls to the total health. Notice the nice little box labled Health Roll? This is where your die roll for health based on Constitution is calculated. Don't delete the code! Thank you Austin for coming up with this.  


Oh goodness I'm proud of this one. The Combat Table lists the modifiers for reactions and movement in combat. Speed determines your movement during your turn and how quickly glyphs can be drawn for spells. The Speed Die is used for speed checks. See Magic Mechanic for more details on how speed affects your casting and Character Attributes for how it is calculated.   Block, Dodge, and Counter Attack are influenced by STR, DEX, CON, and armor. In Rhunec, Light armor increases Dodge, Medium armor increases Block, and Heavy armor increases Counter Attack. Please see Armor for more information. Or you can look at the code. Don't delete it!  


Here is where you list your equipped weapons. The modifier for each weapon is calculated based on the listed feats and the appropriate MOD based on Weapon Type and Weapon Attribute. List all damages and effects here so you can easily keep track in the heat of battle! See Weapons for more information.  


Rhunec is full of armor you can find, buy, loot, or craft. There are four types, Cloth, Light, Medium, and Heavy. There are also levels. Levels are based on the crafting roll that was used to make the armor. See Smithing Mechanic for more details. The Level of Cloth, Light, Medium, and Heavy armor determines the bonuses to Speed, Dodge, Block, and Counter Attack the wearer will receive. For each +2 in a specific armor type, there will be a +1 to the modifier. So, four pieces of legendary (+3 level) light armor will net you +6 to dodge. Speed is a little different, for each +1 in cloth level, there is a +1 to the base speed.  


When you learn a spell and want to use it quickly, this is the place to list it! This is the place that memorized spells go. If you have to look up the glyph to draw it, it doesn't belong here! Practice your glyphs so you can be lightning fast in combat! The modifier is calculated based on WIS and listed feats! The Speed Die used for each of your spells is determined by the spell level. The lowest Speed Die used is the d4. See Magic Mechanic for more information on how to fill in this table.
  • Novice Level = Speed Die
  • Apprentice Level = Speed Die - 1 Die Step
  • Adept Level = Speed Die - 2 Die Steps
  • Expert Level = Speed Die - 3 Die Steps
  • Master Level = Speed Die -4 Die Steps


There is a lot of cool stuff and loot in Rhunec! Here is where you keep track of it all. Currently, it's organized into neat categories, based on the types of items in Rhunec. You can customize this however you like! Keep track of all your armor, weapons, potions, and such here. If it isn't listed in your Quick Use Items though, it will take an action during combat to retrieve it from your Inventory.  

Spell Book

There are lots of spells, glyphs, and information to keep track of in Rhunec. The spell book is a handy place to store all of the information you learn on your travels! See Magic Mechanic for more information on how spells and glyphs work. You will get the Novice 1st spell of the school matching your primary attribute. Your character can use spells from the primary school and school matching your secondary attribute. If you want to add a third school, you need the Magic Scholar feat.  

Alchemy Notes

Alchemy is the art of making potions and poisons in Rhunec. See Alchemy Mechanic for more information. The Alchemy Notes section of the Character Sheet is a great place to keep track of the recipes and ingredients you find during your adventures.


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