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.

Link to: Character Sheet

File > Make a copy

Index:

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.

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.

Races:

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

Dwarf

Hearty Crafty Cavers!

+1 to: CON, STR, INT

Languages: Dwarven, Common

Elf

Agile Forest Folk!

+1 to: AGI, AWA, CHA

Languages: Elven, Common

Gnome

Mystical Little People!

+3 to: MAG | +1 to: AGI | -1 to: CON

Languages: Gnomish, Common

Goblin

Mischievous Scavengers!

+1 to: AWA, INT, MAG

Languages: Goblish

Hobett

Sneaky Comfort Seekers!

+2 to: AGI, AWA | -1 to: CON

Languages: Hoblish, Common

Human

Ol’ Reliable, and Basic!

+1 to: INT, CHA, MAG

Languages: Common

Ork

Rough and Tough!

+2 to: CON, STR | -1 to: INT

Languages: Orken

Classes:

Choose what your character specializes in. Magic classes require you to keep your magic stat.

Brawler

Heavy Hitter!

+3 Athletics | +2 Block

Duelist

Swift and Precise!

+3 Dexterity | +2 Dodge

Ranger

A Good Shot!

+3 Range | +2 Perception

Rogue

Sneaky!

+3 Stealth | +2 Investigation | +1 Persuade

Tinkerer

Build things!

+3 Crafting | +2 Motivate

NOTE: Below are the magic classes. A -1 on Learn costs means unlocking those spells are cheaper, and +1 more expensive. The spell type, such as Elemancy, is referring to that spell tree of spells you can unlock in that category.

Wizard

Mental Magic!

+3 Utility | +1 Combat

Learn cost -1 for: Transposition & Enchanting type spells.

Learn cost +1 for: Elemancy & Animancy type spells.

Unlock: Minor Telekenisis or Detect Magic at 0 cost.

Sorcerer

Dark Magic!

+3 Combat | +1 Utility

Learn cost -1 for: Necromancy & Illusion type spells.

Learn cost +1 for: Restoration & Conjuration type spells.

Unlock: Necrotic Pet or Detect Ilusion at 0 cost.

Druid

Natural Magic!

+4 Combat

Learn cost -1 for: Elemancy & Animancy type spells.

Learn cost +1 for: Transposition & Enchanting type spells.

Unlock: Minor Element or Beast Talk at 0 cost.

Cleric

Holy Magic!

+3 Utility | +1 Combat

Learn cost -1 for: Restoration & Conjuration type spells.

Learn cost +1 for: Necromancy & Illusion type spells.

Unlock: Minor Healing Light or Minor Ethereal Conjuring at 0 cost.

Inventory:

Players can carry 10 pounds, plus 10x their STR. Ex. STR of 9, they can carry 100 pounds of inventory. If players want to carry over this amount they become encumbered. When encumbered players take a -1 penalty to AGI for every 10 pounds over, rounded up.

Inventory Slots:

Armor: Items that provide a bonus to blocking or dodging.

Active Weapons/Tools: Items available at a moment's notice without having to spend a minor action retrieving it from your inventory.

Accessories: Items worn or carried that have an effect.

Cosmetics: Items that are purely visual with no effect or value.

All other Inventory, such as in a backpack is considered stashed. This means it will take a minor action to access.

Beginning Inventory:

Roll a d20, 10x this is your beginning silver to spend in the starting equipment shop. If you roll a 7 or lower, roll again. You start with a free backpack that can hold up to 25lbs. Storage items such as backpacks do not increase your carry weight.

In addition to this you can choose any starting cosmetic items within reason such as clothes, but it may not be of significant value or give any bonuses unless it comes out of your beginning silver.

Magic:

Work in Progress. This will be a list of spells. Need to include info on the spell unlock system.