Sunday, 4 October 2015

Character Creation Guide for White Box Hangouts in the Grim North

It occurs to me that a character generation guide for my White Box hangouts game, which is going really well (thanks for asking,) would probably be useful.

So, for those who do not wish to spend the first five minutes of the hangout on character generation (always an option)....

For stats roll 3d6 in order. Average range is 7-14 above or below that is +/-1. Strength bonus only applies to fighters.

Class choices:

Fighter, by the book

Magic User, the same

Mystic, a reskinned cleric. Is a seeker of enlightenment in the mortal world not a worshipper of a specific deity or pantheon, more akin to a zen Buddhist.  Uses cleric advancement tables for XP, hp, attack bonus and saves. May use blunt weapons only and wear up to chain mail and use a shield. Has psychic powers that reflect the cleric spell list except that a mystic does not need to memorise spells in a Vancian fashion. He or she may select from the list of mystic powers they are trained in according to their available power slots. At first level they have one first level power slot. They may not turn undead.

Thief, uses James Spahn's Whitebox Companion as a template. Thievery is initially 2 in 6 for most tasks but 4 in 6 for climb walls.

Ranger, as Whitebox Companion

Bard, (if you must) as Whitebox Companion

Acrobat, as White box companion 2

Barbarian, as White box companion 2

Duelist, as Whitebox companion 2 except bonus while wielding a sword is +1

All characters start with max hit points at 1st level, so 6. Or, if a fighter, ranger, barbarian or duelist it's 7.

Race choices: None. Humans are the only PC race in this setting

Equipment

Starting characters may choose

Appropriate weaponry, the carriage of more than two weapons and a dagger is considered inappropriate

Appropriate armour, although no starting PC may possess plate mail

One of these equipment bundles

Either,

Backpack, large sack, lantern, 2 flasks of oil, tinderbox, 12 iron spikes, small hammer, water skin, normal rations, 5 silver pennies

Or,

Backpack, 2 large sacks, 6 torches, 3 oil flasks, tinderbox, 10' pole, 50' rope, water skin, normal rations, mirror

Or,

Backpack, 4 small sacks, thieves tools or holy water, 12 iron spikes, 50' rope, water skin, normal rations

Characters desperate for further equipment items can explain their rationale to the GM in the hangout and are subject to a case by case ruling. (Although so far this has not been an issue.)

The setting uses a silver standard where the main currency is silver pennies.

This document will almost certainly be subject to major revisions at a later date.


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