CHARACTER CREATION:
Name: Appropriate for the race. Check
Name Generators for inspiration and/or to find one.
Race: Choose one from the list below. Please keep the format as "Race (Trait)"
Skills: Choose two from the list below. Please keep the formar as "Trait 1, Trait 2"
Starting Inventory: You start with 10 Denarii (usually), and to have a 'valid' starting inventory, you need an Armor and a Weapon at the very least.
Irrelevant Backstory: No more than 256 characters.
EQUIPMENT:
It is structured as thus:
Weapon:
Shield: (or 2nd Weapon for Ambidextrous)
Armor:
Accessory A:
Accessory B:
Inventory: 4 slots of currently non-equipped Items, Throwables and Utilities.
COMBAT MECHANICS:
Scoring a hit: 1d10 + your Hit bonuses, VS 1d6 + enemy Evasion bonuses; if Hit is higher than Evasion, you score a hit
Damage dealt: (Your Weapon damage range + your flat Damage bonuses - enemy flat Damage reduction bonuses), then multiplied by enemy Resistance value (if present, rounded down).
RESISTANCES:
There are Physical [PHS], Fire [FIR], Magical [MAG] and Poison [PSN] resistances. The first 3 provide a reduction to incoming Damage of the same type: [
+] is 25% damage reduction, [++] is 50%, and [+++] is 75%.
Poison [PSN] reduction instead reduces the maximum level of Poison that can affect you. [
+] restricts Poison to lvl 3, [++] to lvl 2, and [+++] to lvl 1.
Resistances do NOT stack; in case of multiple items providing a Resistance value of the same type, only the 'strongest' applies.
POISON:
There are 4 levels of Poison that can affect a character. Poison lasts until cured or end of Combat.
I: -1 Hit and Evasion penalty.
II: same as above + -1 Health at end of every Turn.
III: same as above + 1 extra Damage from all sources.
IV: all above effects doubled.
RACES: Pick a race and 1 of the two Racial perks.
Assyrian: 20 Health, +1 Evasion.
Untouchable: +1 Evasion.
Vicious: +1 Hit and Damage with Knives
Celt: 25 Health.
Mountain: -1 Damage from all sources and -1 Evasion.
Virile: [++PSN], +6 max Health.
Greek: 20 Health, +3 starting Denarii.
Chtonic: [+MAG]
Heroic: +1 Damage with all [PHS] Weapons.
Egyptian: 22 Health.
Brood of Seth: [+FIR]
Desert Viper: Once per Combat can apply Poison II to Weapon/Throwable until next succesful Hit.
Fae: 18 Health.
High-born: +2 Damage with all [MAG] weapons and Scrolls.
Mist-born: [+FIR], [+MAG]. Increases incoming [PHS] damage by 1.
Jew: 15 Health, [+MAG].
Mystic: +1 Damage with all [MAG] weapons and Scrolls. Reduces incoming [MAG] damage by 1.
Shrewd: +5 starting Denarii. When selling items, gain +1 Denarii extra.
Roman: 27 Health.
Army Veteran: +1 Hit and Damage with Polearms and Swords, +1 Evasion when using Shields.
Orator: +2 Denarii from surviving Combat (Arena). +2 Reputation when dealing with important personas (Quest).
SKILLS: Pick two at character creation; each survived Arena/Chapter lets you pick 1 more.
Ambidextrous: Can wield 2 1-Handed Weapons at once, each rolling for Hit separately against same Target with -1 Hit penalty.
Axe Mastery: +1 Hit and Damage with Axes.
Bludgeon Mastery: +1 Hit and Damage with Bludgeons.
Famous: +2 Denarii from surviving Combat (Arena). +2 Reputation when dealing with important personas (Quest).
Fleet-footed: +1 Evasion.
Healthy: +5 Health.
Knife Mastery: +1 Hit and Damage with Knives.
Pole Mastery: +1 Hit and Damage with Polearms.
Quick Thinking: Can use Throwables or Utilities without spending an Action.
Shield Mastery: +1 Evasion when using Shields.
Strong: +1 Damage with all [PHS] Weapons.
Sword Mastery: +1 Hit and Damage with Swords.
Throw Mastery: +2 Damage with all Throwables.
Two-handed Mastery: +1 Hit and Evasion with 2-Handed Weapons.