The Advanced XD20 Game, taken from the X-treme Dungeon Mastery GuideCharacter GenerationPick a character
name and
race from the available races in the
Godhood setting.
Determine the
type of character being played. You can pick any type, such as
ranger,
wizard,
thief or
plumber, so long as it is accessible to the base civilisation from which your character comes. (Again, see the setting notes.) It is worth noting that the vast majority of civilisations in the Godhood setting are at Stone Age or early Bronze Age technology levels.
Determine your character's three
stats. Unlike the Basic XD20 system, in which you get one stat (called STAT), in AXD20 you get as many as
three!
TAC: Toughness and constitution, representing your physical strength and health.
PSYCH: Representing your intelligence, wisdom and smarts.
WAH: Representing your mystical power, karma and even luck.
Roll a d8 and
subtract the result from 15.
Lower scores are better. Do this for each of your stats.
If your character has mystical or magical powers, subtract 2 points from your character's WAH stat and add a total of 4 points to your TAC and/or PSYCH stats. This represents a tradeoff of physical or mental ability for supernatural power.
Determine your character's
Health. This is done by taking the two
lowest numbers from your stats and adding them together. This represents how much physical or mental punishment you can take before succumbing.
Determine your character
level. Write '1'. Levels are more or less completely meaningless in the AXD20 system, they're just there so you can feel happy for having a level.
Equipment is determined by situation, but you can list any favourite objects or items your character would be inclined to take with them.
RollsVirtually all conflicts that have a
substantial element of chance are resolved by rolls. These are always d20 rolls. In general, you will aim to roll
above your given stat, plus or minus however much the XDM feels is appropriate for the task. This applies to combat as well. This
also applies to trying to cast spells. In fact, this applies to pretty much anything where there is a reasonable chance that you will screw up. Just roll with it.