Character Creation
Step One: Choose Race (not final but good enough for now gimme suggestions if you like)
Dwarf +1 Health +1 Strength, Stable
Goblin +2 Health Fast Healing
Dragonfolk (really just Kobolds) Small +2 agility, -2 strength, +4 sneaking
Truebloods (really just Warcraft 2 style orcs) +2 Strength, Tusks
Goliaths (really just Ogres) +4 str, Big, Carnivorous
Pigman (like the pig guys from star wars) +5HP, Fat,
Hyenaman (Tall Savages) Hackfrenzy, Strider
Lizardman (Imperial Militarists)Lung Capacity, Snout, Tough Scales+2
Snakeman (Cult Fanatics) Lung Capacity, Venom Spit, Slithers, Swimmer, Sees Underwater
Frogman (Canibalistic Hunters)+2 strength, Swimmer, Lung Capacity, Sharp Teeth
Ratman (Shrewd Expansionists) Flexible +2Inteligence, Iron Stomach
Goatman (Agressive Naturalists) Horns, Hooves, Stable, Charger
Spiderman (Curious Merchants) 2 extra arms, small, -2 strength, Venom Bite, Web shooter, Clingy, Exoskeleton +2 armor
Antman male 2 extra legs, exoskeleton +2 armor, Mandibles, Pincers cause low manual dexterity, Stable, +5 hit points
Antman Female 2 extra legs, Can Fly for 1fatigue/per second, Mandibles, Pincers cause low manual dexterity.
Step two: Choose Optional Trait
Poor: you start with only 500 Doubloons, But get to choose an additional Perk
Dreamcrusher: you cannot be critically hit, you cannot crit
Kamikaze: +2 initiative, cannot dodge on turn you moved
Heavy Handed: You spend fatigue when you hit but do more damage
Dodger: you spend fatigue when you dodge but dodge better
Step three: Choose 2 Stat-Blocks 20pt
Strong: +2 strength
Extra Strong: +2 more strength
Agile: +1 Agility
Extra Agile: +1 Agility
Wise; +2 Intelligence
Extra Wise: +2 more Intelligence
Healthy: +2 Health
Extra Health +2 more Health
Perceptive: +3 Perception +2 initiative
Combo: you attack twice in melee
Hide of Scars: +3 armor, resists pain
Action Boy: you may attack with 2 separate extremities, such as fire gun and swing sword
Brute: +10 hit points, you are very large
Speedy:+1 Dodge +1 move +1 initiative
Charismatic: good looks, commanding voice, natural confidence
Choose 2 Abilities 15pt
Sprint: you move +3 yards
Master of Anatomy: you target the vitals at no penalty
Tireless: +5 fatigue and are fit
Sniper: you negate 4 levels of range penalty
Commando: you shoot on the move less badly +4.
PTSD: you may dodge and drop prone against ranged attacks
Fastdraw: you dont take a second to ready something in your hand
Ambidexterity: you may attack additionally with your identical off hand weapon
Step four: Choose a Perk
Sea Legs: you suffer no penalties for footing at sea
Drunken Master: you get +1 if buzzed and +2 agility if Sloshed
Mcguyver: you may pull one bauble from your pocket that you may have been carrying per day
Berzerker: you have a tendency to go berzerk, this could be both good and bad
Die Hard: If killed, you instead stagger on for a few more seconds. unless exploded or something
Sucker Punch: enemies defend unexpected melee attacks at -2
Stonewall: you are hard to knock over
Savior: you may take a bullet or attack for adjacent people, preferably with a shield
Dwarf Toss: if you get your hands on someone you may hurl them immediatly
Overkill: if you do blowthrough damage, the damage hits somebody else
Corpulent: you take longer to starve, and float better
Animal Friend: animals are less likely to consider you food
Sixth Sense: an excuse to use OOC information
Photographic memory; takes a bit to focus
Tunnel Rat: you may low crawl at 1/2 move
Flying Tackle: you get a +4 to hit with it and get an extra yard or 2 distance
Solo: Bonus to tasks in solitude
Single minded: bonus to focused repetitive tasks
Execute: +4 to hit, +damage to kneeling, stunned, or lying down people
Cunning Linguist: you may choose an additional Language; Gothic, Runescript, Sylvan, Draconic, Infernal, Celestial, Undercommon
Bellower: You above all can be heard over the sounds of battle
Step Five: Distribute 10 Skillspoints no skill may begin at higher than +4
Combat: Buying the overlying skill includes the underlying skills
One handed melee weapon, Saber, Club, axe
Missile Weapon - bows, blowguns, slings
Two handed melee weapon- greataxes, greatclubs
Gunner, pistols muskets, blunderbusses
Pole weapons: Spears, Pike, Harpoons, whether used in one hand or two
Striking - punch kick bite headbut
grappling - grab, choke, throw, shove, trip, wrench, bite
Throwing - harpoon, javelin, discus
Shield
Trade Skills Buying the overlying skill covers all underlying skills.
Miner
Woodworker- Includes carpentry, woodcrafting, wooden bowyery, wood cutting, and bonecrafting why not
Stoneworker- Masonry, engraving, stonecrafting
Ranger- Ambusher, trapper, tracker camouflager
Jewler- Jem setting, gem cutting, glassmaker
Herder- Animal Care, Milker, Cheesemaker, Butcher, Animal Trainer
Grower- Growing, herbalist, miller, thresher
Engineer- Engineering, mechanic, architect, Aiming Ballista, Cannon, Catapult, Bombard.
Clothier- leatherworker, clothier, weaver, thresher, tanner
Smith- Woodburning, furnace, metalcrafting, armormaking and weaponsmaking.
armoury- assembling weapons, bows, arrows, stoneswords, crossbows, blowguns, shields, axes whatever weapons are assemblable.
Fisher- fishing, fishcleaning, fish dissector
Cooking and Brewing and Chemistry
Firstaid - Diagnosis, Bandaging
Surgeon - Bonesetter, Suture, Surgery, Dentistry
Crewman - Safety Measures, Damage Control, Steering, Oaring, Sailing, Maneuvering Boat, Smuggling
Naturalist - indentifying plants, incoming weather, geology, sandbars and reefs
Captaineering - Cartography, Navigation, Geography, Crew inspection, Captains Blogging, Maneuvering/Directing ship.
swimming