Character Creation
  Follow these steps in order to make a character for The Blackguards.  If you have any questions, please e-mail me.

1. Ability Scores
   Every character has the following Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.  Each Ability Score is rated on a scale of 3-18 (not counting modifiers for Race).
   You have 28 points with which to purchase ratings in your Ability Scores.  Use the following chart to find point costs for each rating.
   Bear in mind that your Ability Scores will be modified after you pay for them according to the Race you've chosen to play a member of.
Score          Cost     Score          Cost
6 (Poor)........-2       12............... 4
7...................-1       13 (Good)....5
8 (Mediocre)...0       14...............6
9....................1       15...............8
10 (Average)...2       16 (Great)....10
11..................3       17...............13
                              18...............16   
1a. Descriptors
   Once you've purchased all of your Scores, choose Descriptors for any Score above or below average (9-12) range.  A Descriptor is a word or phrase which describes precisely how that Ability is notable.  For example, Descriptors for a Dexterity of 16 might be Lithe Build, Steady Aim, Nimble Fingers, etc.  A Wisdom of 8 might have a Descriptor like Gullible, Ignorant, Impulsive, and so on.

2. Race
   While Humans are the dominant race in Bissel, you can instead choose to play a Dwarf, a Hobbit, a Gnome, a Half-Orc, or even a Half-Elf.  Each Race has different special abilities, and your choice of a Race other than Human will affect your Ability Scores, as well.
   However, certain Classes are not generally available to some Races; most of the time, this reflects a societal/psychological tendency within the chosen Race, such as the Hobbits' lack of Clerics (their societies tend toward very informal religious structure), but it may be an actual physical inability, such as Dwarves' natural resistance to Magic which prevents them from being Magic-Users.  Nonetheless, if you're absolutely dying to play a Half-Orc Magic-User or an Elven Cleric, we can work out reasons for it.  Nothing here is set in stone, and we're all here to have fun.
   For further descriptions of the various Races, see
Peoples of the Northern Sheldomar.
   Here are the following Races available for play in
The Blackguards:
Hill Dwarf: Constitution +1, Charisma -1.  Special Abilities: Darkvision (Can see up to 60' in the dark, but only in black and white), Stonecunning (Has +2 bonus to notice unusual stonework, such as sliding walls, traps, and new construction), Magic Resistance (+2 bonus to saving throws versus Magical effects).  Base Speed: 20'.  Classes Available: Fighter, Cleric, Rogue.

Sundered Dwarf: Strength +1, Constitution +1, Charisma -1.  Special Abilities: Darkvision (as above, but only to 30'), Magic Resistance (as above, but only +1). Hinderances: Claustrophobic (Must Save vs. Will to overcome fear of the underground when entering caves, dungeons, etc.).  Base Speed: 20'.  Classes Available: Fighter, Cleric, Rogue.

Rock Gnome: Constitution +1, Charisma -1.  Special Abilities: Low-Light Vision (can see twice as far as Humans by starlight, torchlight, or moonlight), Sensitive Nose (+2 to notice based on smell), Stonecunning (+2 to notice unusual stonework, such as sliding walls, traps, and new construction). Base Speed: 20'.  Classes Available: Any.

Forest Gnome: Constitution +1, Wisdom +1. Special Abilities: Low-Light Vision (as above), Sensitive Nose (as above), Illusion Cunning (+2 to save versus Illusory effects), Fae Blood (Gnomes with Intelligence of 10 or higher may cast the following cantrips once each per day: Dancing Lights, Ghost Sound, and Prestidigitation).  Base Speed: 20'.  Classes Available: Any.

Hairfoot Halfling: Strength -1, Dexterity +1.  Special Abilities: Keen Hearing (+2 to notice based on hearing), Gift of Gjarti (+1 bonus to all Saving Throws).  Base Speed: 20'.  Classes Available: Fighter, Rogue.

Stout Halfling: Dexterity +1, Constitution +1.  Special Abilities: Keen Hearing (as above), Weapon Specialty (+1 to THAC0 when using thrown weapons, including slings).  Base Speed: 20'. Classes Available: Fighter, Rogue.

Tallfellow Halfling: Strength -1, Dexterity +1.  Special Abilities: Keen Hearing (as above), Weapon Specialty (+1 to THAC0 when using missile weapons). Base Speed: 20'.  Classes Available: Fighter, Rogue, Magic-User*.

Half-Elf: No Ability Score modifiers.  Special Abilities: Low-Light Vision (Can see twice as far as Humans by starlight, torchlight, or moonlight), Fae Blood (Immunity to Sleep or similar magical effects, and +2 bonus to save versus Enchantment or similar magical effects).  Base Speed: 30'.  Classes Available: Any. [Note: I will only allow one Half-Elf character in the party.]

Half-Orc: Strength +1, Constitution +1, Intelligence -1, Charisma -2.  Special Abilities: Darkvision (Can see in the dark up to 60', but only in black and white), Orc Blood (+3 to save versus poison), Sensitive Nose (+1 to detect by smell). Base Speed: 30'.  Classes Avilable: Fighter, Cleric*, Rogue.

*There are special circumstances to playing one of these; talk to me privately if you want to play one.

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