Adventurer Creation

All characters are human

Roll 2d6+6 seven times in order for Characteristics

Strength (STR)

Constitution (CON)

Size (SIZ)

Dexterity (DEX)

Intelligence (INT)

Power (POW)

Charisma (CHA)

 

After assigning Characteristics, you determine your

Derived Attributes

 

Skills

Skills are divided into categories and how many starting points an Adventurer may spend in each category depends upon the type of background they have.

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Resistances   Practical Skills
Dodge DEX + 10   Animals CHA + POW
Persistence POW + 10   Athletics STR + DEX
Resilience CON + POW   Craft (Specific) INT + 10
      Deception DEX + INT
Combat Skills   Engineering INT
Archery DEX + INT   Healing INT
Dual Weapon (STR + DEX)/2   Influence CHA + 10
Single Handed STR + DEX   Mechanisms DEX + INT
Thrown Weapons STR + DEX   Perception INT + POW
Two Handed STR + DEX   Performance (type) CHA + 10
Unarmed Combat STR + DEX   Riding DEX + POW
Weapon & Shield STR + DEX   Streetwise CHA + POW
      Teamster DEX + INT
Knowledge Skills   Trade INT + 10
Culture (specific) INT   Watercraft DEX + INT
Language (Specific) INT      
Lore (specific) INT      
Language (native) INT + 50   RELATIONSHIPS  
Natural Lore INT + 10   Relationship (Specific) CHA + 10
         
Magic Skills      
Spirit Binding POW + CHA      
Sorcery (by spell) INT + POW      
Miracles (specific religion) INT + CHA      

 

Adventurer Type

Resistances

Combat

Knowledge

Practical

Magic

Craftsman

50

30

75

95

0

Mage/Priest

50

25

75

25

75

Scholar

50

50

100

50

0

Typical Adventurer

50

60

50

75

15

Warrior

75

90

25

60

0

 

Relationship points are given separately

No more than 30 points can be added to any one skill at this time.

Free Skill Points

 

Every adventurer now receives a number of free points to spend on skills to round out their abilities.

Your adventurer receives  INT + CHA + Age points.  These points may be used to improve existing skills or purchase new specialty skills of the players choice.  The only restriction is that no more than 15 points may be spent on any one skill using these points.  

 

Once you’ve spent your allotted skill points, and spend all of them; if you don’t use them, they are lost, it will be time to finalize your adventurer and get ready to play.

 

Skill Rankings

0-25%

 Novice

Someone with virtually no experience with the skill

26-50%

Apprentice 

Someone who is learning the skill

51-75% 

Veteran 

Someone who regularly uses the skill as part of their everyday life.

76-99% 

Expert 

A local expert within the skill, who can perform it under most conditions with ease and elegance.

100+  

Master 

Among the acknowledged best in that skill, and regularly performs the impossible in extremely difficult conditions.

 

 

 

Relationships

Each Adventurer may specify three relationships with the following bonuses:

one at +40; one at +20; three at +10.  Name the individuals (or at least give a general description of them), these are people who your Adventurer knows and has a relationship with (could be good, could be a rivalry).

 

Adventurer Creation

Adventures in Skalara AnthonyHunter AnthonyHunter