Roll a character class and career
Every Player Character must choose a class or roll for it. All people encountered in the game world will have a class, most with no career advances, and those are known as zero level characters. Class represents the social stratum of a character. Most Characters can expect others to instantly recognize their occupation and social position, and many Characters wear livery that clearly identifies their exact origin. Magic-users are a special class as they form a very specific community within themselves and rarely fit well with commoners. Lastly, other races never blend with human society, and such minorities as Dwarves, Elves and Halflings always form a separate social group, many believe them to be lost to history or be just a myth from the start. You can either choose a class, or roll using the table below.
| 2d6 roll | Class |
|---|---|
| 2 | Dwarf |
| 3 | Halfling |
| 4 | Rogue |
| 5 | Ranger |
| 6 | Townsman |
| 7 | Peasant |
| 8 | Warrior |
| 9 | Cleric |
| 10 | Academic |
| 11 | Magic-User |
| 12 | Elf |
Elves may opt to use the Wood Elf class if the Referee decides that it is available for campaign. Next, choose a career from the following table
Determine Wounds
Randomly determine the character’s starting Wounds (W) according to the level chart. First level characters have a minimum number of Wounds they possess. If the rolled amount is less than the indicated number on the following chart, simply use the number shown on the chart instead. Then add the character’s Toughness bonus to the number to determine the Character's starting Wounds.
| Class | Minimum Wounds |
|---|---|
| Dwarf | 6 |
| Halfling | 4 |
| Rogue | 4 |
| Ranger | 4 |
| Townsman | 4 |
| Peasant | 4 |
| Warrior | 8 |
| Cleric | 4 |
| Academic | 3 |
| Magic-User | 3 |
| High Elf | 4 |
| Wood Elf | 4 |
The character’s starting Wounds are the maximum Wounds the character can ever have without gaining a level. While the character will lose Wounds in various ways during the course of adventuring, there are different methods of healing damage done. No amount of healing can cause the character to gain more than his normal maximum number of Wounds.
Determine Stamina
Stamina represents a character’s ability to control a dangerous situation — the reflex to duck under a swing, redirect a blow before it lands, or keep moving when exhaustion sets in. It is not physical toughness but trained readiness. See Damage for the full rules on how Stamina interacts with combat and what bypasses it.
Roll the class Stamina die once at first level to determine starting Stamina. The Toughness modifier never applies to Stamina.
| Class tier | Classes | Stamina die |
|---|---|---|
| Martial | Warrior, Ranger, Dwarf | 1d4 |
| Semi-martial | Cleric, Rogue, Halfling, High Elf, Wood Elf | 1d3 |
| Non-martial | Magic-User, Academic, Peasant, Townsman | 1d2 |
Record Weapon Skills and Saving Throws
Weapon Skill (WS) and Ballistic Skill (BS) modifiers are added to Attack Rolls (as described in Combat Actions). Many characters, including Player Characters, get a bonus to their Weapon and Ballistic Skills as determined in appropriate tables. WS/BS can be improved after gaining a level.
Apart from determining the success of the attack, WS/BS determines the character’s capability of using certain weapons. For some characters, their region-specific weapons count as Untrained even for Untrained Characters. For example, a Tilean may wield thrusting swords as Untrained weapons.
Weapon Requirements
| WS/BS | Melee Weapons (WS) | Ranged Weapons (BS) |
|---|---|---|
| 0 (Untrained) | Axes, Spears | Darts, Crossbows |
| +1 (Trained) | Swords, Polearms, Great Weapons | Heavy Crossbows, Flintlocks, Bows, Matchlocks |
Saving Throws
Saving Throw charts for Player characters of all classes and levels are found within individual class descriptions. The Referee will inform the player when a saving throw needs to be made, and what category of save it is. The number on the chart is the number that needs to be rolled (after all modifiers are applied), or higher, to successfully save. A natural 20 is always a successful save, and a natural 1 is always a failed save.
These saving throws cover all possible save situations. When there is a doubt as to which save category to use, start at the left column on the Saving Throw chart and move to the right, using the first category which matches the particular effect.
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Paralyzation will cover any effect in which the victim is unable to move (such as petrification, being the subject of a Hold Person or Web spell, etc.)
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Poison will be used for any situation where Wounds are irrelevant and the result is unconsciousness or death.
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Breath Weapon is used for area effects.
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Magical Device includes situations with all magic items that have spell-like effects, be they wands, staves, rings, etc.
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Magic includes any magical effect from a cast spell or innate ability.