Gold & Goblins



Character Creation!

Here is where adventurers are born! G&G’s character creation takes just a few steps to get the essentials ready. The DM should tell you a little about the world before you create your character. To begin, choose your race, class, and starting STATs/Skills, this can be done in any order. However it is advised to check STATs and Skills first to see what they mean. Selecting your starting inventory comes last. Consider creating a backstory to help guide your creation decisions. It’s advised to skim this whole brief section before starting.

Index:

Rolling for Stats:

First roll 9 dice, d6s for a low level start or d10s for a medium level start. Write down the numbers of the 9 dice you rolled, remove the lowest 2 numbers. These are the numbers you will distribute to your STATs (see below).

If you desire magic potential, distribute all 7 of them. However, abandoning all magic potential gives you the perk of doubling your lowest remaining rolled number and putting those points in any STATs as you see fit after you have distributed your highest rolled 6 numbers.

Now that your STATs are chosen, distribute that value within that STATs skills. Ex. If you have a STR of 7 you can put 4 in Athletics and 3 in Block.

Your character’s initial Stats will impact the beginning of the game, but your decisions during the campaign will far outshine your start. I recommend you base your choices on what sounds fun and let the numbers take a back seat.

Stats and Skills:

CONstitution, STRength, AGIlity, AWAreness, INTelligence, CHArisma, MAGic. These are the STATS. They are a multiplier against your overall LVL and your roll modifier. Then they get a bonus based on the skills.

CON - Constitution

How durable you are. Health is 10x CON.

  • Immunity: Your resistance towards poisons and illness.
  • Will: Your determination and resistance towards possession.

STR - Strength

How big your muscles are.

  • Athletics: Using 2 handed weapons. Lifting heavy things, Anything you do with your arms, including climbing. (Great Swords, War Axes, Clubs)
  • Block: Absorbing attacks.

NOTE: Carry weight is 10x your STR. (more details in Inventory section)

AGI - Agility

How skilled you are at getting around and precise movements.

  • Dexterity: Using 1 handed weapons. (Daggers, Short Swords, Spear)
  • Movement: How quickly you can get from one place to another with your legs.
  • Dodge: Getting out of the way of attacks.

AWA - Awareness

What you see, what sees, you, and who you can attack from a distance.

  • Ranged: Your accuracy and damage when attacking from afar.
  • Perception: How well you can see things around you.
  • Stealth: How well you can keep others from seeing you.

INT - Intelligence

How big your brain is.

  • Investigation: What you know about the world and what you can figure out.
  • Crafting: Creating items from materials, including weapons, traps, and clothes.

CHA - Charisma

How charming you are.

  • Persuade: How well you can convince someone to do something they wouldn’t do.
  • Motivate: How well you can uplift your allies. (More details in Motivate section)

MAG - Magic

How well you can bend the energies of reality and unreality to your whim.

  • Combat: Magic that affects health, whether that be taking it away from someone or healing.
  • Utility: Magic that does anything that isn’t hurty or healy.

NOTE: Spells require at least 1 point in power.

Races:

Choose what your character looks like, and some some small bonuses.