OD3d6GS Character Tool
Name & Attributes
Think about the type of character you would like to play and give them a Name.
From each Domain (Body, Mind, Spirit), choose two attributes that best represent your character’s abilities and personality. For example, you might select Strength (STR) and Agility (AGI) for Body, Intelligence (MEN) and Perception (PER) for Mind, and Willpower (WIL) and Charisma (CHA) for Spirit.
The first selection that you make will be your Archetype Attribute. This is the characters most developed attribute. Later you will choose an Archetype Skill and derive your Archetype Bonus (AB) by adding the Skill and Attribute together. The AB will determine your base Save Score and Defense, as well as being the modifier on most dice rolls so this is the first crucial decision related to character creation.
Body Attributes:choose two |
Mind Attributes:choose two |
Spirit Attributes:choose two |
---|---|---|
Strength (STR): Physical Power | Intelligence (MEN): Reasoning/Memory | Charisma (CHA): Influence/Social Prowess |
Agility (AGI): Speed/Nimbleness | Mindfulness (MIN): Personal Awareness/Mental Clarity | Willpower (WIL): Inner Strength/Determination |
Dexterity (DEX): Coordination/Precision | Perception (PER): External Sensory Acuity/Interpretation | Luck (LCK): Statistics/Probability |
Beauty (BEA): Appearance/Attraction | Intuition (INT): Gut Feelings/Quick Judgments | Empathy (EMP): Understanding/Connection |
Constitution (CON): Endurance/Health | Discipline (DIS): Impulse Control/Conditioning | Grace (GRA): Composure/Elegance |
Progress
Name: Joe Shepard
Body |
Mind |
Spirit |
|||
---|---|---|---|---|---|
STR-1 |
CON-1 |
PER-1 |
DIS-1 |
EMP-1 |
WIL-1 |
Heritage
Your character's heritable traits reflect their physical form, natural talents, and cultural heritage, which will influence their abilities and outlook. Your heritable traits provide a unique starting point for your character, manifesting as a +1 bonus to a chosen attribute and two skills based on your heritage.
Consider what heritable traits best fit your character concept. Do they possess the Grace of an Elf, the Constitution of a Dwarf, or the Perception of a Goblin? Each set of heritable traits offers different advantages. Feel free to have mixed ancestry from as many/few people groups as you like, but remember you only increase one Attribute Point.
Heritage Attribute
Choose one of your six Attributes and raise the bonus by one increasing it to 0.
Heritage Skills
Choose two skills related to your heritage. These skills can be used as part of your Archetype when you create abilities later. You can chose from the specific skills listed in the skills categories or create one. Specific skills are one or two words (ie. Tracking, Heavy Lifting, Rapier, Dark Vision, Prehensile Tail) that describe a narrowly defined skill. This might be something most people in your culture learn or an innate ability based on genetic traits.
Suggested Heritages
There is a short list of Heritages with examples of Heritages from the Hyrule setting for my playtest settings. Hyrule: Heritages
There is a much longer more robust list of Heritages on the way. Wanna help build the system? Check this out!
Background
Your background represents your character’s life before they became an adventurer. It shapes their skills, knowledge, and motivations, offering insight into their past experiences. The GM might require players to choose an Attribute different from the one chosen for Heritable Traits.
Think about your character’s history. Were they a soldier, a scholar, or perhaps a merchant? Your background will inform your character’s worldview and provide them with a +2 bonus to one attribute.
Background Attribute
Choose any one of your six attributes, excluding the one chosen for the Heritable Trait to receive a +2 bonus. This bonus should align with the strengths, knowledge, or spiritual enhancements your character has gained through their background. For instance, a background as a Monk might lead you to assign the +2 bonus to Mindfulness, reflecting their inner knowledge, a Butcher has Dexterity, and Smith’s have their Strength.
Social and Economic Status
Decide if your character begins with a significant connection, such as an ally, mentor, or organization that can aid them during their adventures. Alternatively, you can opt to start with extra money, giving your character more resources to equip themselves or purchase valuable items. This choice reflects your character's social ties and financial status before the start of the game.
Connections should be relevant to the game being played. So, if your GM has created a world for you, ask them for help picking an appropriate NPC to have as a connection. The connection should have value and be helpful but not someone that the party will become dependent upon.
Discussion of currency is outside the scope of this document. Most campaign settings have their own currency with different buying power, so work with your GM to figure out how wealthy your character might be.
Often a character's background might include a combination of Wealth and Social status. Balance these by having characters with contradictory positive and negative starting life circumstances.
Progress
Name: Joe Shepard
Heritage Attribute: Perception +1
Heritage: Joe was a goat hearder. He is a Light Sleeper (creatures have disadvantage to sneak into Joe and his party's camp) and can Track creatures in mountainous terrain.
Background Attribute: Strength +2
Background: Joe left home to become a stone worker in the big city.
Connections: Joe has a good rapport with the common folk, and Harry Farmer lets Joe crash at his place whenever he's in town.
Economic Status: Joe is a saver. He maintains a comfortable lifestyle when not adventuring. He dreams of buying a space in the city to start a martial arts academy.
Body |
Mind |
Spirit |
|||
---|---|---|---|---|---|
STR1 |
CON-1 |
PER0 |
DIS-1 |
EMP-1 |
WIL-1 |
Heritage Skill: Tracking (0) |
|||||
Heritage Skill: Light Sleeper (0) |
Distribute Attribute Points
After choosing your Attributes, you'll need to assign values to them, shaping your character’s strengths and weaknesses. You have already distributed 3 points and now you will get 9 more points. Realize that this is the only time you will be able to buy higher bonuses for one point. During character growth increasing Attribute Bonuses becomes cost prohibitive.
Allocate 9 Points
You have 9 points to distribute among your six chosen attributes. Each point raises an attribute’s score by +1. Attributes start at -1. No attribute can be raised higher than +3 at this stage. This limitation ensures system integrity.
Decide whether to focus on a few strong attributes or spread your points evenly. For example, a character focused on physical combat might max out Strength (STR) and Agility (AGI), while a well-rounded character might distribute points more evenly.
Consider how the Attributes will combine with Skills and Abilities to have greater opportunities and more options during gameplay.
Consider that later in the character creation process you will choose a Primary Archetype associated with a single Attribute and single Skill Group. This determines the character’s Archetype Bonus, Defense, and Save score. That means that high numbers in those traits affect the maximum bonus for Defense and Save score.
Determine Attribute Domain Bonuses
Calculate the bonus for each attribute Domain (Body, Mind, Spirit). This bonus equals half the sum of the two chosen attributes in that Domain, rounded up. This Domain bonus will be used for checks and saves that fall under the Domain but aren’t specific to a single attribute and don't combine with skills. This number is also your character's base Effort Points.
Progress
Name: Joe Shepard
Heritage Attribute: Perception +1
Background Attribute: Strength +2
Distribution of Attribute Points
Starting Points: 9STR: -2 → 9 - 2 = 7
CON: -4 → 7 - 4 = 3
PER: -1 → 3 - 1 = 2
DIS: -2 → 2 - 2 = 0
Remaining Points: 0
Body3 |
Mind1 |
Spirit-1 |
|||
---|---|---|---|---|---|
STR3 |
CON3 |
PER1 |
DIS1 |
EMP-1 |
WIL-1 |
Heritage Skill: Tracking (0) |
|||||
Heritage Skill: Light Sleeper (0) |
Select Skills
During Character Creation, players make foundational choices about their character's skills, which will shape their abilities throughout the game. This is the only time players can select broad Skill Categories, which grant access to groups of related skills rather than individual skills. Choices made during this phase represent the most valuable use of Points, as these points have a greater long-term effect than the Character Growth Points earned later. You can find a full list of skills in the OD3d6GS rules. Think of Skills as the language used to build Abilities and as the link between Character Attributes and Abilities. Players will define their Abilities when they define their Archetype.
Skill Categories
Heritage Skills: These are specific, individual skills. Abilities created with these skills roll with their associated Attribute and Skill Mastery Bonus. If a player wants to use these skills as part of their Archetype, it requires Spent or Maintained Effort at the Novice Skill Mastery Level. You’ve already chosen these skills during Character Creation.
Archetype Skill: This represents two general skill groups chosen by the player. Abilities created with these groups roll with and contribute to the character’s Archetype Bonus.
Supplemental Skill: This is a single general skill group. Abilities created with these skills roll with their associated Attribute and Skill Mastery Bonus. Using these skills as part of the Archetype requires Spent or Maintained Effort at the Skilled Skill Mastery Level.
Specific Skills: These are individual, specific skills. Abilities created with these skills roll with their associated Attribute and Skill Mastery Bonus. Using these skills as part of the Archetype requires Spent or Maintained Effort at the Expert Skill Mastery Level.
Archetype Skill
The Archetype Skill represents your character’s most broadly defined and developed skill set. You will select two Skill Categories to combine under a single Archetype Skill. For example, consider calling your Archetype Skill “Weapon Master” and choosing the Skirmisher/Soldier and Shield Arts Skill Categories. You now have a range of weapons- and armor-related skills ready to wield in combat, including special abilities for using your shield. These skills will be associated with your character’s Archetype Attribute, which should be chosen carefully in collaboration with your GM. For instance, it’s uncommon for a warrior to use Empathy as their main attribute for swinging a sword, but if it fits your concept, work with your GM to ensure it meshes well with your character’s Archetype, Attribute, and associated Skill Categories.
Spending Character Creation Points in the Archetype Skill to raise mastery confers that mastery level to the two associated skills, making this the most cost-effective use of creation and growth resources.
For suggestions on Archetype Skills, see the Archetype Samples section of the OD3d6GS rules.
Supplemental Skill
The Supplemental Skill is the third and final broad skill category you select. Think of it as the skill set that complements your Archetype Skill, rounding out your character. Continuing with the “Weapon Master” example, you might choose Athletics as a Supplemental Skill, giving you access to abilities like Intimidate, Leap, Shove, and Braced—all useful for a front-line fighter. Supplemental skills can be associated with your Archetype Bonus once they reach the Skilled (3) Mastery Level. More details on point distribution for character creation follow in the next section.
For additional Supplemental Skill ideas, see the Archetype Samples section of the OD3d6GS rules.
Distribute 9 Skill Mastery Points
At this point, your sheet should show four skills: an Archetype Skill, a Supplemental Skill, and two Heritage Skills. You must spend two of your nine available skill mastery points to raise the Archetype and Supplemental Skills to the Apprentice Level. Refer to the Skill Mastery Table for details. The remaining seven points can be spent freely, either improving existing skills or gaining specific new skills. The highest mastery level for new characters is Skilled (3).
Some skills naturally align with certain Attributes (e.g., using Strength for swinging a sword or Empathy for influencing someone’s motivation). However, if you want your character to swing a sword using Empathy, it would require Maintained Effort and a Skill Mastery Level of Expert. Here’s why: Empathy, a Spirit Attribute, is typically intended for magic or social abilities. This means the character would need the Expert mastery level in the sword skill before they could use Empathy to swing a sword.
In this example, the player would regularly improve their chance to hit but not their damage until their mastery level in sword skills reached Expert. This reflects a character who always knew where to strike but lacked the skill to know how to strike effectively. The GM might suggest pairing the Grace attribute with sword skills as a secondary Spirit Domain Attribute, which would allow this player to focus their Character Creation points into the Spirit Domain. This increases their Effort Pool and builds stacked options within that domain, all while retaining access to sword skills.
Note: Like Attributes, the maximum mastery level for any skill during Character Creation is Skilled (3). Players are encouraged to invest at least two more points in their Archetype Skill during Character Creation, as this significantly impacts the character’s Save and Defense, which are locked after Character Creation. This means that achieving the maximum Save and Defense later is more costly.
Design Philosophy
This system emphasizes character-building over min-maxing, encouraging players to consider their character as a complex persona rather than just a set of stats. The game’s design discourages gaming the rules and rewards those who think creatively about their character’s growth and challenges. Unlike traditional systems that tempt players to uncover “power gaming” approaches, this system’s predictable odds encourage players and GMs to focus on story-rich and interesting outcomes rather than pure advantage. Gaining advantage is obvious, dump all your stats in the Archetype Skills and Attributes to get the highest To Hit, Damage, Save, and Defense. Gaining Character will require consideration and growth.
Progress
Name: Joe Shepard
Distribution of Skill Points
Starting Points: 9Sword & Board: -3 → 9 - 3 = 6
Athletics: -2 → 6 - 2 = 4
Slow Bleeder: -3 → 4 - 3 = 1
Tracking: -1 → 1 - 1 = 0
Remaining Points: 0
Body3 |
Mind1 |
Spirit-1 |
|||
---|---|---|---|---|---|
STR3 |
CON3 |
PER1 |
DIS1 |
EMP-1 |
WIL-1 |
Archetype Skill: Sword & Board (3) Skirmisher/Soldier & Shield Arts |
Specific Skill: Slow Bleeder (3) |
Heritage
Skill: Tracking (1) |
|||
Supplemental
Skill: Athletics (2) |
Heritage Skill: Light Sleeper |
||||
Create your Archetype
By now we are learning a lot about Joe Shepard but we are missing key important information. Like how did he become a fighter? What are his defenses and vital stats? What does it mean to have a 3 next to a skill now that I have put it there? And, why am I choosing skills without picking a class?
Well, there is no class. By now you should have an idea of some archetype that your character fits into. Or, maybe you have some new concept that you have created. Joe is simple. He is Joe Shepard a Frontline Skirmisher who’s Archetype Skill is Sword & Board. Below we will answer all the questions and more.
Choose a Name for your Character Archetype
This name should make sense to you and the GM but is functionally inconsequential. I called Joe’s Archetype Frontline Skirmisher because I thought it sounds cool and reminds me that Joe is skilled with all Skirmisher/Soldier Weapons. I also chose a cool name for my archetype skill that reminds me that I have Weapon and Shield Skills in my Archetype. These choices are up to the Player and GM with the goal of helping to clean up the character sheet later. The important part about these names is that it helps players to personalize their character sheet in the hope they will spend less time searching for stuff on it.
Character Conceit
Each character must choose one of the following Character Conceits as part of their Character Archetype, representing a core aspect of how they engage with the world. These Conceits—Innate, Prepared, and Learned Abilities—reflect the unique ways in which a character utilizes their skills, powers, and magic. Whether a character relies on natural talents, carefully prepared strategies, or abilities honed through training, this choice helps define their role and approach to challenges.
Innate Abilities
Definition: A natural talent or power that manifests without training or preparation.
Description: Innate abilities are powers or skills that emerge from a character’s core essence. These abilities are instinctive, often manifesting in moments of need or high emotion. Characters with innate abilities have a natural affinity for certain types of magic, combat styles, or skills, making them uniquely suited to certain tasks without the need for study or ritual.
Prepared Abilities
Definition: An ability activated through ritual, practice, or specific preparations.
Description: Prepared abilities are skills or powers that require planning, rituals, or specific actions to activate. These abilities often involve components, detailed instructions, or physical conditioning. Characters using prepared abilities are strategic, ensuring that the circumstances are right before unleashing their power.
Learned Abilities
Definition: An ability gained through study, training, or experience.
Description: Learned abilities are developed through dedication, practice, and repetition. Characters with learned abilities invest time in mastering their craft, and their powers or skills reflect their hard-earned knowledge. These abilities can grow over time as the character continues to practice and refine their talents.
Archetype Base Scores
Archetype Bonus
Your character’s Archetype Bonus (AB) is your Archetype Skill Mastery Level plus your Archetype Attribute.
Archetype Save
Your character’s Archetype Save (Save) is your AB+8.
Archetype Defense
Your character’s Archetype Defense (Defense or DEF) is your AB+10. Adversaries will try to hit your character by rolling (equal to or) higher than your Defense.
Hit Points
All characters start with six Hit Points (HP). There is no way for players to raise this value at the time of writing.
Damage Threshold
In this system, Damage Thresholds (DT) categorize incoming damage into levels, affecting how much health a character loses:
Minor Damage (1+ dmg): Deals 1 HP.
Moderate Damage (7+ dmg): Deals 2 HP.
Severe Damage (13+ dmg): Deals 3 HP.
Deadly Damage: A special case, dealing 4 HP.
Each threshold corresponds to a specific damage range, determining the HP loss based on the intensity of the attack.
All characters start with their DT at 1/7/13. Players can raise these scores with Skills using Abilities.
Abilities
Abilities are what you will be using most during gameplay. Players will create their own Abilities based on the language available in the Skills section or the list of available pre-made Abilities associated with their respective Skills. BUT HOW!!!!!
Gaining Abilities
You gain Abilities when you attain the (0) Novice and (3) Skilled Skill Mastery Level in any Skill.
Augmenting Abilities
You augment Abilities when you attain the (1) Apprentice and (2) Adept Skill Mastery Level in any Skill.
Creating Archetype Abilities
Now that we know when we Gain or Augment an Ability how do we do it. Character Creation offers a unique opportunity to create Two Abilities that cost NO EFFORT. These Abilities are generally a ranged and melee attack actions, but players can use these two abilities how they like. These abilities are also available to chain with other Abilities you will see how soon. We will use Joe as an example. Consider Joe’s Skill choices during Character Creation:
Sword & Board (3)
Novice: Gain
Apprentice: Augment
Adept: Augment
Skilled: Gain
Athletics (2)
Novice: Gain
Apprentice: Augment
Adept: Augment
Slow Bleeder (3)
Novice: Gain
Apprentice: Augment
Adept: Augment
Skilled: Gain
Tracking (1)
Novice: Gain
Apprentice: Augment
Light Sleeper (0)
Novice: Gain
Free Ability 1
Free Ability 2
That is 7 Abilities and 7 ways to Augment them. Your character will be different based on your choices. You have to link the Augments to Abilities that are in the same Skill. I also encourage players to start with the two free Abilities and then think about what their character can Maintain Effort on. By doing this, the player can Augment the Abilities by finding ways to Spend or Burn effort while Maintaining it, this give players access to more abilities. And finally, the Archetype Skill, in Joe’s case Skill Categories Skirmisher Weapons and Shield Arts, are one effectively one Skill, Sword & Board. That means that you can use Melee language and Shield language at the same time in the Abilities Language. This is confusing, let me show you with Joe;
Abilities have a Name, a Trigger (i.e. To Hit, On Miss, Maintain Spend or Burn Effort, Save,) an Effect, and a Description. We start with the two free Abilities.
Weapon Strike | To Hit +AB | Weapon Damage +STR | Joe can attack with any weapon on the Skirmisher/Soldier Skill menu using his AB and adds his Strength score to the damage.
Shield Parry | -5 On Miss | No Effort, Setup Riposte | When a player attacks Joe and misses by more than 5 it is considered an automatic shield parry and Joe can Spend Effort to Riposte.
The Weapon Strike was basic but Joe has no effective range weapons or healing or anything. He could take the Light Sleeper skill to create a passive ability, but I prefer something cooler.
Normally Parry is a Skill reserved for spent effort when an adversary misses. The ability to shield parry like that is too over powered for a free effort, so we add the caveat that the attack must miss for more than 5 under Joe’s Defense to balance it out. The Riposte allows Joe to take an attack immediately after a parry, which is part of the Parry language. A Parry always sets up a Riposte. Joe got a two for one deal by negotiating with the GM! We will continue to find ways for Joe to conserve his Actions so he can make attacks. As the GM I would also consider Shield Parry can work normally by spending an Action and Effort to try a Parry before an attack roll.
Let’s see how else we can gain the system by gaining a way to Maintain Effort with the first Ability gained from Sword & Board. Then two ways to spend effort and one way to burn that Maintained Effort.
Ready Stance | Maintain Stamina | Action Conservation | While maintaining Stamina in Ready Stance. If an Ability using Sword & Board Skills would normally cost Spent Action and Effort, Joe can just Spend Effort saving the action.
Block | Spend Action & Effort | +AB to Minor DT | In Ready Stance Joe can Spend Effort before a creature makes an Attack to raise his shield. Joe adds his AB to his Minor Damage Threshold if the Attack Hits. If the Moderate DT < Minor DT the Moderate DT increases to match it.
Riposte | Spend Action & Effort | To Hit +AB, Reduce Damage + STR | In Ready Stance Joe can Spend Effort after a Parry to immediately make an attack for Reduced Damage + Strength.
Berserker | Spend Action & Burn Effort | Extra Attacks | Joe goes crazy and makes three attacks with his weapon.
Ready Stance for Joe means he can conserve his actions very effectively being able to Block, Parry, Riposte, and even go Berserker without spending any actions or reactions, just effort. Notice that Joe must Maintain Stamina to be in Ready Stance. Maintained and Burnt effort require players to use effort from their Domain Pool. But, Berserker doesn’t, let’s exploit that. With the Supplemental Athletics Skills.
Braced Stance | Maintain Stamina | Defense +STR, Reduce Movement | While maintaining Stamina in Braced Stance and holding a Shield. Add Joe’s Strength Bonus to his Defense. Decrease Joe’s Movement Range.
Shove | Spend Effort, Save 14 | Move Back, Prone | While in Braced Stance Joe can Shove an adversary in Very Close Range as part of an action forcing them to move back with a chance of being knocked prone.
Deflect Projectile | Spend Action & Effort | Ranged Attacks Miss | While in Braced Stance and before the adversary makes the attack roll, Joe can use his Shield to block Ranged Attacks from Weapons who’s size is equal to or less than the Shield’s size. Successful Saves against AOE Attacks do no damage.
We see that Joe has used his Supplemental Skills to increase his survivability in combat. Again, I made new Abilities with augment by tying them to Maintained effort. It is important to know that Parry, Block, and Shove are all standard actions available with Joe’s weapons, but they have extended and augmented effects because of the Spent or Maintained Effort. There are other ways to augment abilities other than tying them to Maintained Effort. I’ll show you how with Slow Bleeder.
Slow Bleeder | Passive Effect | MinDT + CON | Add Joe’s Constitution to his Minor Damage Threshold.
Slow Bleeder | Passive Effect | MinDT, ModDT + CON | Add Joe’s Constitution to his Minor and Moderate Damage Threshold.
Slow Bleeder | Passive Effect | MinDT, ModDT, SevDT + CON | Add Joe’s Constitution to his Minor, Moderate, and Severe Damage Threshold.
Slow Hemorrhage | Passive Effect | Bleed Round + 1 | Damage or HP loss from Bleeding or Hemorrhaged conditions do damage every 4th Round of Combat.
And, now I can combine all that into one passive ability like this.
Slow Bleeder | Passive Effect | Min/Mod/Sev DT + CON, Slow Hemorrhage | Add Joe’s Constitution to his Minor, Moderate, and Severe Damage Threshold. Damage or HP loss from Bleeding or Hemorrhaged conditions do damage every 4th Round of Combat.
Here you can see that I have greatly increased Joe’s combat survivability by putting every augment and the skilled ability into the same skill Ability. Slow Bleeder had no effect or definition until I tied it to Abilities that have Effects. Understand that players should interpret what an effect is liberally, but should be conservative about how the effect is applied. For instance, Joe could have decided to Spend Effort to increase the damage of a Weapon Strike earlier, and call it a Power Strike Ability. He would only go up one level on the Damage Dice Scale, but still Spend Action & Effort to perform it. If the language starts to include words like and, or, with, words like that, you should consider adding negative effects, wait for another chance to augment, or maybe the language needs to change completely. Consider that I did not include Slow Hemorrhage until I Gained a new ability, and then included it into the old one. Now we can see how powerful those Heritage Skills can be.
Light Sleeper | Spend Focus or Inspiration | Add to Archetype | If Joe has Focus or Inspiration to Spend he can do it before setting up camp. Adversaries have disadvantage to sneak up on the camp. Use Joe’s Archetype Save for this camp.
As a passive ability Light Sleeper would allow Joe to add his Perception to 8 and sneaking adversaries would have advantage to ambush a sleeping Joe. Sneak Save 9 with Advantage, not good Joe. Spend an effort before a rest and now they Sneak Save 14 with a normal roll. Much Better! But you still spend effort from Inspiration or the Focus Domain. Now we can figure out Tracking Abilities.
Tracking | Maintain Effort | Add to Archetype | Joe can Maintain Effort while tracking creatures as an Archetype Ability.
Joe makes Voluntary Saves to track creatures that are Medium or Larger and Aren’t Expert in Survival over Mountainous Terrain.Tracking | Maintain Effort | Add Environment | Joe can Maintain Effort while tracking creatures as an Archetype Ability.
Joe makes Voluntary Saves to track creatures that are Medium or Larger and Aren’t Expert in Survival over Forest Terrain.
Now I can maintain effort to make Voluntary Tracking rolls with my Archetype Save instead of rolling against the target’s save with only +Track+PER(+2) to the roll. I get a new environment as an augment and I can combine this as a single Ability.
Tracking | Maintain Effort | Voluntary Save | Joe can Maintain Effort while tracking creatures as an Archetype Ability.
Joe makes Voluntary Saves to track creatures that are Medium or Larger and Aren’t Expert in Survival over Mountainous and Forest Terrain.
Progress
Name: Joe Shepard
Archetype: Frontline Skirmisher
Conceit: Innate Fighter
Domains | Attributes | Skills
Body3 |
Mind1 |
Spirit-1 |
|||
---|---|---|---|---|---|
STR3 |
CON3 |
PER1 |
DIS1 |
EMP-1 |
WIL-1 |
(A) Sword & Board (3) Skirmisher & Shields |
Slow Bleeder (3) | (H)Tracking (1) | |||
(S) Athletics (2) | (H) Light Sleeper |
Score Card
Stamina Pool /3 | Focus Pool /1 | Resolve Pool /-1 | |||
---|---|---|---|---|---|
Archetype Save | Archetype Bonus | Defense Score | |||
14 | 6 | /16 | |||
Damage Thresholds | |||||
Minor 4 |
Moderate 10 |
Severe 16 |
|||
Vitalix (HP) | |||||
Combat Abilities
Ability | Trigger | Effect | Description |
---|---|---|---|
Weapon Strike | To Hit +AB | Weapon Damage +STR | Joe can attack with any weapon on the Skirmisher/Soldier Skill menu using his AB and adds his Strength score to the damage. |
Shield Parry | -5 On Miss | No Effort, Setup Riposte | When a player attacks Joe and misses by more than 5, it is considered an automatic shield parry, and Joe can spend Effort to Riposte. |
Ready Stance | Maintain Stamina | Action Conservation | While maintaining Stamina in Ready Stance, if an Ability using Sword & Board Skills would normally cost Spent Action and Effort, Joe can just spend Effort, saving the action. |
Block | Spend Action & Effort | +AB to Minor DT | In Ready Stance, Joe can spend Effort before a creature makes an attack to raise his shield. Joe adds his AB to his Minor Damage Threshold if the attack hits. If the Moderate DT is less than the Minor DT, the Moderate DT increases to match it. |
Riposte | Spend Action & Effort | To Hit +AB, Reduce Damage + STR | In Ready Stance, Joe can spend Effort after a Parry to immediately make an attack for Reduced Damage + Strength. |
Berserker | Spend Action & Burn Effort | Extra Attacks | Joe goes crazy and makes three attacks with his weapon. |
Braced Stance | Maintain Stamina | Defense +STR, Reduce Movement | While maintaining Stamina in Braced Stance and holding a Shield, Joe adds his Strength Bonus to his Defense and decreases his Movement Range. |
Shove | Spend Effort, Save 14 | Move Back, Prone | While in Braced Stance, Joe can shove an adversary in Very Close Range as part of an action, forcing them to move back with a chance of being knocked prone. |
Deflect Projectile | Spend Action & Effort | Ranged Attacks Miss | While in Braced Stance and before the adversary makes the attack roll, Joe can use his Shield to block Ranged Attacks from weapons whose size is equal to or less than the Shield’s size. Successful Saves against AOE Attacks do no damage. |
Slow Bleeder | Passive Effect | Min/Mod/Sev DT + CON, Slow Hemorrhage | Add Joe’s Constitution to his Minor, Moderate, and Severe Damage Threshold. Damage or HP loss from Bleeding or Hemorrhaged conditions does damage every 4th round of combat. |
Light Sleeper | Spend Focus or Inspiration | Add to Archetype | If Joe has Focus or Inspiration to spend, he can do it before setting up camp. Adversaries have disadvantage to sneak up on the camp. Use Joe’s Archetype Save for this camp. |
Tracking | Maintain Focus | Voluntary Save | Joe can Maintain Focus while tracking creatures as an Archetype Ability. Joe makes Voluntary Saves to track creatures that are Medium or larger and aren’t expert in Survival over Mountainous and Forest Terrain. |
Heritage
Heritage Attribute: Perception +1
Heritage: Joe was a goat hearder. He is a Light Sleeper (creatures have disadvantage to sneak
into Joe and his party's camp) and can Track creatures in mountainous terrain.
Background
Background Attribute: Strength +2
Background: Joe left home to become a stone worker in the big city.
Connections: Joe has a good rapport with the common folk, and Harry Farmer lets Joe crash at his place whenever he's
in town.
Economic Status: Joe is a saver. He maintains a comfortable lifestyle when not adventuring. He dreams of buying a
space in the city to start a martial arts academy.
Adventure Hook: Joe volunteered to fight orc hoards in the mountains to the north. Turns out he's a good fighter.
Inventory and Journal
Joe is turning into an indelible force able to defend the frontline of any battlefield. But wait, he has no gear! How do I get gear?
Select your gear
You should already have some starting money and economic status from your heritage, you will have negotiated that with your GM based on the campaign setting. You can use that money to upgrade the gear you choose, or have extra stuff based on wealth status. This may seem like an easy way to get great gear, but consider that the GM has lots of tools to turn good fortune bad for the sake of an interesting narrative. Character’s claiming to be Princes or Children of Wealthy Merchants should have complicated social responsibilities that preclude their flaunting wealth, or maybe they are a person with a big target on their back. Consider the consequences the GM is likely to have your character incur based on their optics.
Start by picking gear based on your character’s economic status and skills. Does your character have Weapon Skills, choose a Main weapon and two backups. If your character only has magic choose a Wand or Staff and some components. Your character should have enough of what they need to get them through the next couple of sessions, but not more than they can reasonably carry. This is an easy task, but check with your GM, they can veto or change your gear based on the Campaign Setting. That was all a little abstract and vague so let’s use Joe as an example.
Joe’s Inventory
Ready
Common Clothing, Sword, Shield, Dagger, Chainmail, Signet Ring (Credit with Company Bank)
Carried
Backpack, Kits, War Pick, Rope 50ft, Rations, Blanket & Pillow
Pouch, Spending Money, Journal, Pencil
Chest at home
Heirloom Plate Armor (Orcish War Spoil), Fur-Lined Cloak, Well-Made Clothing Set, War Medals, Company Banner, Mason’s Tools, Herding Staff, Company Bank Ledger, 200 Company Gold Coins
Gear from Skills
Sword & Board
Longsword (Well Made)
Round Shield (Well Made, Long Class)
Rondel Dagger (Excellent)
War Pick (Common, Fast Size)
Athletics
Chainmail (Common)
Optional Journal
I use AI. If you don’t like that and/or enjoy writing about your campaign, write a journal for your character. I suggest you start with a general description of what is in the journal at the start of the campaign. Then write another entry that covers the character’s Heritage, Backstory, and Adventure Hook. Here is the example I had ChatGPT generate for Joe. I prompted the chat to return the two entries I described and gave it his inventory to reference and the text from his Background and Heritage. This is what I got. I like it and don’t have to make any changes. If I were to play Joe, I would keep session notes like I always do and prompt the AI for a journal entry. You are welcome to just keep your session notes as is. This is a personal reference tool for the player and they should use it however they like, if at all.
Joe Shepard’s Journal Description
Joe Shepard's Journal is a well-worn leather-bound book secured with a simple strap. Inside, most pages are filled with meticulous bank ledgers, detailing every coin earned, saved, or spent. Joe has an eye for numbers, honed by years of keeping his financial affairs in order and preparing to fulfill his dream of owning a martial arts academy in the city. Interspersed throughout are lists of confirmed kills from his time fighting the orc hordes in the north, each name and location carefully recorded for payment and personal reflection. The journal captures the life of a practical mercenary, diligent about both his reputation and his savings.
Journal Entry
4th of Summer’s Tide, Year 718
I sometimes think about those early days, herding goats in the hills or hauling stone in the city. Back then, I didn’t know what I was capable of. I was just another laborer, hoping for a steady day’s wage and enough coin to eat. Funny, I don't miss it at all. The quiet of the mountains isn’t something I yearn for when I’ve seen how well I can handle a sword. Sure, the goats never tried to run me through with a blade, but I never felt alive chasing after them either.
Fighting in the Doge’s company, standing side by side with men and women who know how to hold a line, there’s nothing like it. The clang of steel, the split-second decisions, knowing your own strength—it gives purpose in a way that stacking stones never did. Maybe I’m not a hero, and I won’t pretend I’m some noble champion. But I’m good at this. Good enough to dream a little bigger, maybe build something of my own when the fighting is done. Until then, I’ll keep saving, keep fighting, and keep looking forward.
Slow Bleeder
Healing Kit (light kit)
Tracking
Camping Gear (light kit)
Light Sleeper
Hay Pillow and Wool Blanket