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 All rights title and int erest in and to (a) t he ideas, concepts, brands and products the  Playtest Materials arise from, (b) t he  Playtest Materials, (c) all related and underlying intellectual property including all trademarks and copyrights, and (d) any and all derivatives of the foregoing belong to Grim & Perilous Studios, LLC Questions and comments regarding these Playtest  Materials can be directed t o Daniel Fox ([email protected]  ) CHARACTER CREATION “This is a quote”.  -Bold face, italic STORY THEMES AND CHARACTER CREATION  As a Player, you will create an alternate persona: a protagonist (or perhaps antagonist!) of the story, also known as your Character. Character Creation is relatively simple, but the considerations for what choices you make during this process can have long-term implications. Several themes dominate a grim & perilous game:  Dire circumstances recast your fate. You were a normal, everyday person (or as normal as you could  be in a Renaissance-inspired low fantasy world). But something in your immediate past changed the path you were on. Now that your life has changed dramatically, you find yourself amongst others who are in similar circumstances.  Prejudice, come-uppance and violence are the hallmarks of your unfortunate birthright. The world  you live in is largely ambivalent, cruel, and selfish. The fetid stink of the corrupt wafts from every cobbled street and echoing hillside. Its people are  bound to a strict social stratum, and rarely break free from the yoke of servitude. You likely know little of the world beyond where you were raised.   Bigotry is doctrinal and ethnic identity binds the community together. Sometimes, prejudice manifests in contradiction to one’s own traditions  and religion. In other cases, it is driven by social or economic issues. Rarely is it driven by the differences of race. Perhaps in your case, it’s related to the caste you were born and the envy of your  betters.  Superstition is preamble to religion - people genuinely believe that wearing charms made from dried cat eyes will legitimately ward away riotous spirits and if one prays hard enough for rain, it will. Like everyone else, your Character likely believes these things to be true.   Religious practices and rote dominate every facet of society. You pray hard and sacrifice to your own gods so that they may save your soul from eternal damnation - for all are born unto sin and must absolve themselves before death.   Medicine is truly esoteric; its practitioners few and far between. Quackery dominates the industry,  where snake oil salesmen makes up the bulk of the field. True physicians are generally at odds with the church, believed to be necromancers with their odd pursuit of vivisection in the name of scientific understanding. It would not be uncommon for your Character to imbibe mysterious remedies or other unusual concoctions to maintain balance of the “four humours”. Some even pay the same level of tribute to a local barber-surgeon as they would for a preacher.  Sorcery is reviled by all and those who would dare call themselves true “wizards” are oftentimes  burned at the stake for heresy. Most have a damning consideration towards Magick in all its forms. But, should you pursue these higher mysteries yourself, these gifts must be hidden from the ignorant and taken from others who are of the same ilk.  Capricious and sometimes sinister forces vie for agency over all. Behind the curtain, these dark powers play puppet master, pulling the strings of  both cast-asides and the well-bred alike. They  whisper into the ear of those chosen for a higher purpose. Perhaps, you have heard their whispers, too... Given these considerations, its easy to believe that a nihilistic principle pervades the world in which your Character lives. And it may be true. But, there is a glimmer of hope. Not all is lost, and fortune has smiled upon your Character for one reason or another. There is a greater role for you to play in the grand scheme of things. It may not result in changing the world as a whole, but a certain path has been set before you. Ultimately, you must ask yourself how these circumstances will change your Character’s primary motivation. Which of these paths will your Character follow?

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    All rights title and interest in and to (a) theideas, concepts, brands and products thePlaytest Materials arise from, (b) thePlaytest Materials, (c) all related andunderlying intellectual property includingall trademarks and copyrights, and (d) anyand all derivatives of the foregoing belongto Grim & Perilous Studios, LLC Questionsand comments regarding these PlaytestMaterials can be directed to Daniel Fox([email protected])

    CHARACTER CREATIONThis is a quote.-Bold face, italic

    STORY THEMES ANDCHARACTER CREATIONAs a Player, you will create an alternate persona: aprotagonist (or perhaps antagonist!) of the story, alsoknown as your Character. Character Creation is relativelysimple, but the considerations for what choices you makeduring this process can have long-term implications. Severalthemes dominate a grim & perilous game:

    Dire circumstances recast your fate. You were anormal, everyday person (or as normal as you could

    be in a Renaissance-inspired low fantasy world).But something in your immediate past changed thepath you were on. Now that your life has changeddramatically, you find yourself amongst others whoare in similar circumstances.

    Prejudice, come-uppance and violence are thehallmarks of your unfortunate birthright. The world

    you live in is largely ambivalent, cruel, and selfish.The fetid stink of the corrupt wafts from everycobbled street and echoing hillside. Its people are

    bound to a strict social stratum, and rarely breakfree from the yoke of servitude. You likely knowlittle of the world beyond where you were raised.

    Bigotry is doctrinal and ethnic identity binds thecommunity together. Sometimes, prejudicemanifests in contradiction to ones own traditionsand religion. In other cases, it is driven by social oreconomic issues. Rarely is it driven by thedifferences of race. Perhaps in your case, its related

    to the caste you were born and the envy of ybetters.

    Superstition is preamble to religion - peogenuinely believe that wearing charms made frdried cat eyes will legitimately ward away riotspirits and if one prays hard enough for rain, it wLike everyone else, your Character likely beliethese things to be true.

    Religious practices and rote dominate every facesociety. You pray hard and sacrifice to your ogods so that they may save your soul from eterdamnation - for all are born unto sin and mabsolve themselves before death.

    Medicine is truly esoteric; its practitioners few far between. Quackery dominates the indus

    where snake oil salesmen makes up the bulk offield. True physicians are generally at odds withchurch, believed to be necromancers with their pursuit of vivisection in the name of scienunderstanding. It would not be uncommon for y

    Character to imbibe mysterious remedies or otunusual concoctions to maintain balance of four humours. Some even pay the same levetribute to a local barber-surgeon as they would fopreacher.

    Sorcery is reviled by all and those who would dcall themselves true wizards are oftentim

    burned at the stake for heresy. Most havdamning consideration towards Magick in allforms. But, should you pursue these higmysteries yourself, these gifts must be hidden frthe ignorant and taken from others who are of same ilk.

    Capricious and sometimes sinister forces vie agency over all. Behind the curtain, these dpowers play puppet master, pulling the string

    both cast-asides and the well-bred alike. Twhisper into the ear of those chosen for a higpurpose. Perhaps, you have heard their whisptoo...

    Given these considerations, its easy to believe thanihilistic principle pervades the world in which yCharacter lives. And it may be true. But, there is a glimmof hope. Not all is lost, and fortune has smiled upon y

    Character for one reason or another. There is a greater for you to play in the grand scheme of things. It may result in changing the world as a whole, but a certain phas been set before you. Ultimately, you must ask yourhow these circumstances will change your Charactprimary motivation. Which of these paths will yCharacter follow?

    mailto:[email protected]:[email protected]
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    PATH OF ORDERRage against the dying of the light as a glimmer of hope,knowing the considerable risks you levy likely breeds painand helplessness?

    PATH OF NEUTRALITYStruggle in the morass of grey, torn between justifiedviolence, questionable intentions, and unyielding dogma?

    PATH OF CHAOSEmbrace these deviant times for your own opportunisticends, building a legacy and largesse for yourself off thesuffering of those less fortunate and clever?

    The Gamemaster will share ideas about what additionalthemes they wish to define the Campaign World, as well as

    the long-term story arc you will play. It is recommendedthat everyone understands these themes, along with anyother Campaign expectations, before they create theirCharacters together. But keep in mind that not all of theCampaigns secrets need be revealed by the Gamemaster, asyour story has yet to be told. In short, an idea of where youwould like to go with your Character is helpful; an idea ofwhere theyve been is an absolute necessity.

    CONSIDERATION AND CHOICESWhen you imagine your Character, how do you see them?Are you a despicable cur who relies on an imposing nature

    to hide his uncertainties? Perhaps youre a grifter in foolsclothing, using dopiness to conceal your base intentions?Maybe youre a jaded protagonistwho has been through thecrucible and is haunted by a terrible past? Perhaps youwant to play an ambassador that is terribly bigoted againstthose with whom he parlays? Maybe you want to create anall-knowing sage with crippling social anxiety? What if youwant to be a streetwise rake that is charismatic and randybut will abandon his friends at the drop of a hat? There arelimitless paths you can explore in the gritty and dark worldof any ZWEIHNDERgame.

    Consider not your Characters strengths first, but insteadyour weaknesses. Dont be afraid to think outside the box.We encourage you to create a style of Character youve neverplayed before or one that forces you to step outside of yourcomfort zone. Oftentimes in role-playing games, Players willselect a personality type or allocate ability scores in a waythat is already familiar or representative of a Character theyhave played in another role-playing game. Challengeyourself as a role-player, and think about other options. It isimportant to approach any role-playing game with a fresh

    perspective, particularly for Players who also GamemasIt can help you create new and interesting Non-PlaCharacter personalities, drawing from these nexperiences as a Player. Making these sort of decisions Gamemaster helps you become more well-rounded, whermaking these choices as a Player allows you to becomstronger role-Player yourself - particularly if you wanGamemaster your own ZWEIHNDERgame!

    Sidebar: Dice, Pencil, Paper, Character SheetYoure going to be recording several notes, and wneed two 10-sided dice, a pencil and scratch papfor the Character building process. Everything ytake down should be written in pencil, so anecessary changes can easily be made along

    way. You can use the Character Sheet presentedthis book or download it frGrimAndPerilous.com.

    THE NINE STEPS OF CHARACTECREATIONhttps://dl.dropboxusercontent.com/u/34934670/ZWEINDER_Character_Sheet.pdf

    STEP I: BEGIN YOUR BASIC TIERYour Character has a humble beginning, starting play inBasic Tier.

    STEP II: DETERMINE PRIMARATTRIBUTESThese are the basic ability scores your Character possesillustrating your raw physical and mental capabilitModified by your Archetype, they ultimately define how w

    you employ your Skills.

    STEP III: SELECT YOUR RACEThese are a matter of personal preference. Weve provifour basic races here in this book for you to choose frOnce you select your race, it will inform which two RACTRAITs you gain.

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    STEP IV: ARCHETYPE AND STANDARDPROFESSION

    Although you will grow and adapt to learn new things, thesetwo items underpins your basic abilities, Primary AttributeBonuses (and related penalties), Skills, Talents and otherperks youll carry throughout your Characters life. First,youll select an Archetype, filling out your role. Once youvepicked an Archetype, youll roll dice to determine yourStandard Profession.

    STEP V: DERIVE SECONDARYATTRIBUTES

    Secondary Attributes define how much you can carry, howfast you react in a fight, your overall stamina and howquickly you move during combat.

    STEP VI: YOUR BACKGROUNDHere, youll consider your Characters name, define theirappearance, select a social caste and select any hindrancesyour Character begins play with.

    STEP VII: YOUR TEMPERAMENTSThis is the most personal step in the Character Creationprocess, as it not only defines your Characters personalitybut also determines how your Character grows over time asyoure awarded Reward Points (a term we will speak aboutlater). Here you will define two strong emotional personalitytraits that motivates your Character throughout gameplay.One is called your Blessing; a strength of your persona. Theother is called your Curse; a weakness of personality andhabit. By selecting these Temperaments, it will largelyinform how your Character reacts in tense, grim situations.

    STEP VIII: HAND OF FATEYour Character, unwittingly or not, has been chosen - thedie has been cast for a greater purpose. Here, you will learnhow to tap into Fate, to fulfill a destiny yet untold inZWEIHNDER.

    STEP IX: ADOPT YOUR PROFESSIONOnce you have finalized all of the steps above, move to

    next chapter to spend all your Reward Points and beplay!

    STEP I: BEGIN YOUR BASITIERBefore you begin the Character Creation process, itimportant to understand the distinction between Tier

    play. A Tier is a measurement of competence, profilinCharacters experiences over the course of a CampaEach Tier represents a collection of choices youve mover the course of the story. In ZWEIHNDER, thereonly 3 Tiers - Basic, Intermediate and Advanced T

    Whenever you first create a Character, you begin in BTier.

    Each Tier has a certain number of Advances a Characmust have before moving onto a new Tier. The Basic Tlimits you to spend Reward Points in a specific woutlined in your Standard Professions descripti

    Characters gain promotion into the next Tier by fulfillingof the required Advances from the previous Tier. As move into both the Intermediate and Advanced Tier, select a new Standard Profession or may qualify for an EProfession with the Gamemasters approval.

    Go to the first page of the Character Sheet and record BTier. Well talk more about how to move into Intermedand Advanced Tier by spending Reward Points in Chap???: Professions.

    STEP II: DETERMINPRIMARY ATTRIBUTESPrimary Attributes are determined by using one of following methods. Your Gamemaster will determine wh

    you should use. It is strongly recommended that all Play

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    use the same method for generation during the CharacterCreation process.

    GRIM & PERILOUS METHODThis is the standard method for allocating PrimaryAttributes. Its compelling mix of strengths and flaws reflectsthe bleak nature of the world your Character inhabits andallows a flexible, customizable approach to PrimaryAttribute assignment.

    You begin with the following values: 40, 35, 35, 35, 35, 35,35, 35 and 30. Arrange these results in any order you wishon the first page of your Character Sheet under PrimaryAttributes.

    PUNISH!Using the Grim & Perilous Method, you can permanentlyreduce any one value to 30 in exchange for 1 additional FatePoint. You may only take advantage of this benefit once.Feel free to revisit this option at the end of the CharacterCreation process if youd like.

    OLD WORLD METHODThis second method is for Gamemasters who prefer for their

    Players to be more well-rounded. The results can varywildly, providing uneven distributions between PlayerCharacters yet can create an interesting mix ofCharacteristics.

    Roll 2D10 and add the result to 20. This means if you roll2D10 and generate 13, you end up with a 33%. As yougenerate each, arrange the results in this specific order onthe first page of your Character Sheet under PrimaryAttributes: Melee, Ranged, Strength, Agility, Toughness,Perception, Intelligence, Willpower and Fellowship. By thetime youre finished, youwill have 9 separate values.

    EXAMPLENick is ready to generate his Primary Attributes using theOld World Method. Rolling 2D10, he generates thefollowing results: Melee 31%, Ranged 40%, Strength 38%,Agility 34%, Toughness 36%, Perception 35%, Intelligence22%, Willpower 28% and Fellowship 29%.

    MERCY?Using the Old World Method, your Gamemaster may al

    you to adjust any one Primary Attribute of your choosin31%.

    STEP III: SELECT YOURACE

    You are now ready to choose what gender and species wish to play. For the sake of familiarity, we will use the trace throughout the rest of this work in reference to different species of Humanoids.

    Fantasy role-playing games and novels tend to portray fantasy races with a homogenous culture, casting a familight over them: Dwarves are squat and dour alcoholics waxes, Elves are tall and androgynous dendrophiles w

    bows, Halflings are shoeless, voracious pacifists wHumans are greedy, self-righteous imperialists. While wretained some of the popular portrayals of each race, wadded our own spin in hopes that it sparks some creativto deviate from the fantasy norm. Thematically, tpersonify the darkly comedic personalities already famito some Role-Players. However, there are literHUNDREDS of different personality types and phys

    traits amongst our own species; the same should be saidany fantasy race in ZWEIHNDER. Regional or cultudistinctions will be covered under RACIAL TRAITs witthe chapter below. Go to the first page of the CharaSheet and record your Race and gender beside it.

    sidebar: Humanocentric Campaign WorldsSome Gamemasters may prefer their Campa

    World to be humanocentric, while others mencourage Players to select other demihuman rasuch as Dwarves, Elves and Halflings. As with othsteps of the Character Creation process, it

    recommended that you discuss your racial choand its implications with your Gamemaster. Thmay have something very different in mind for kind of story they wish to present.

    GENDER INEQUALITY?Your gender has no immediate impact on the mechanicthe game, and ZWEIHNDER makes no basic physi

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    intellectual or societal distinctions between women and menof any race. However, there may be common socialperceptions that persist in your Gamemasters CampaignWorld regarding gender. Any social inequalities should beaddressed directly with the Gamemaster.

    RACIAL TRAITSEach race has its own set of unique features called RACIALTRAITs. These cultural distinctions help create variancebetween the core races and various ethnic differences withintheir own species. They also distinguish between oneanother within the Race itself; not all Elves can see at night,and not every Dwarf necessarily is a good craftsman.RACIAL TRAITs may also inform the philosophies, valuesand general outlook your Character possesses. They speakof the prejudices and traditions kept within their culture.Perhaps you want to play a Human whos lived in flea-ridden skins as a nomad or one that dwells within alabyrinthine, dirty urban sprawl. Maybe you want to play anElf that jealously guards their sanctuary with violence, orcalls the vast northern winter wasteland their home. What ifyou wanted to play a Halfling that has lived their life plyingthe riverways thieving or as a recluse within a xenophobicburg deep in the swamps? You may elect to play a Dwarffrom a primitive clan of man-eaters or one who livedbeneath the folds of the earth, compulsed to chip stone androck for a millenia. Each culture, despite their race, can bewell-represented with RACIAL TRAITs inZWEIHNDER.

    You automatically gain two RACIAL TRAITs during

    Character Creation. Each have been designed to be equallyattractive, granting different situational bonuses. ManyRACIAL TRAITs include a measure of abstraction, and inthese cases the Gamemaster will act as the final arbiterregarding their use. Keep an open mind, and try to applythese traits reasonably.

    DWARFProud but clannish, Dwarves possess a dour mein and are

    an incredibly obstinate race. They possess a singular,compulsive need to understand the inner workings of allthings. This desire extends far beyond love into an intenseyearning for unbridled perfection. Because of this, Dwarvestake great pains in their craftsmanship, laboring for weeksover the smallest of trinkets. It is because of this singulardedication that Dwarves often display a mercurialdisposition. It also explains the tendency to binge drinkwhen their work is complete as the frazzled Dwarf ismomentarily freed from the hold of his inner muse. Forever

    consumed by complex tasks, Dwarves are also notoriouunhygienic, allowing their matted beards to grow to sgreat lengths that they must tuck them into their be

    Amongst the Dwarven clans, there is an auspicifascination with the length of ones beard (beer-soaked amay be), for it is a respected symbol of tireless dedication

    Dwarves are not warlike by nature, but their endless purof perfection makes them ideal soldiers. Those Dwarves wfeel compelled to pursue a life of warfare bear particulcontemptuous grudges against foes who exhibit a shamlack of drive and focus. Their tireless concern oseemingly petty matters makes Dwarves the butt of m

    japes, thus giving birth to many popular stereotyconcerning their lack of personality, dulled insight austere resolve. Orange mohawks, tattoos that look akinthe scrawlings of a madman and two massive axes to grare amongst the most common of these images. Indethey hold some kernel of truth to them as Dwarven Slayhave a particular romanticism within song and story.

    DWARVEN RACIAL TRAITSSelect any two RACIAL TRAITs from those presen

    below. It is strongly recommended that you work with yfellow Players during this process. You should strive to hdifferent RACIAL TRAITs from other Players, even if are playing the same race. If youre unsure which to choo

    you can roll Percentile Dice to randomly determine whtwo you start with. Go to the first page of the Chara

    Sheet and record your RACIAL TRAITs and related bene

    Percentile Dice RACIAL TRAIT1 - 8 Children of the Earth9 - 16 Consume Ale

    17 - 25 Darksight26 - 33 Dwarven Warfare34 - 41 Grudgebearer42 - 49 Ironclad

    50 - 58 Oathkeeper59 - 67 Physical Prowess

    68 - 76 Rune-marked Glory77 - 85 Stentorian Voice86 - 92 Stoneheaded

    93 - 100 Strength of the Mountain

    TABLE FOLLOWS

    https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydDJuUkk0WlVQZVZBdHM0UWhMRmNUblE#gid=0https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydDJuUkk0WlVQZVZBdHM0UWhMRmNUblE#gid=0https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydDJuUkk0WlVQZVZBdHM0UWhMRmNUblE#gid=0
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    CHILDREN OF THE EARTHRACIAL TRAITDwarves have an almost magnetic pull toward the earth.This, combined with a lower center of gravity, makes aDwarf nigh impossible to topple. This obstinance isunmatched, save for the fact that the mountain does not

    bend for the wishes of the wind.

    Effect: You can never be forced off your feet or knockedProne onto the ground by the elements, your enemies oreven Magick.

    CONSUME ALERACIAL TRAITDwarves possess an unusually high resistance to the

    poisonous effects of alcohol and tobacco. But the stink ofthese vices cling to their clothes and breath.

    Effect: When resisting the effects of alcohol, narcotics andpoisons, you always succeed Resilience Tests.

    DARKSIGHTRACIAL TRAITDwarven senses are attuned to the earth below. Dwarven

    eyes have an odd dullness to them, almost pupiless when inthe dark. Using a combination of sound and sight, they cansee in complete darkness as if it were perfectly illuminated.

    Effect: You suffer no penalties to Perception-based SkillTests below ground or in caverns, even if it is completelydark.

    DWARVEN WARFARERACIAL TRAITDwarves use their lower mass to drive cold steel into theiropponent, crushing armor and shattering bones beneathits impact. Coupled with familiarity of stone-cutting andwood-splitting tools, it makes Dwarves incredibly efficientwhen defending themselves.

    Effect: When wielding an axe, battle axe, maulwarhammer two-handed, you may add your Strength Bo(SB) to Additional Soak.

    GRUDGEBEARERRACIAL TRAIT

    Dwarves harbor ancestral hatred toward a specific rand bring violence upon them when the situation wagetheir favor. Perceived grievances, both real and imaginand general bigotry fuel this rage.

    Effect: When facing enemies the Gamemaster decreehated by your Dwarven clan, those same foes suffer aBase Chance to hit you with attacks.

    IRONCLADRACIAL TRAIT

    Dwarves have an incredibly stalwart physique, sleepand eating daily in their armor. Rotund and rudcheeked, they could easily pass for Yuletides bearer of gas their non-Dwarven comrades may demand they wea

    fur-trimmed hat when the season comes

    Effect: While wearing a suit of armor, ignore

    Encumbrance Value.

    OATHKEEPERRACIAL TRAIT

    Like their forefathers before, Dwarves have become bearer of ancient trade secrets, working the natuelements with ease. Renowned as master builders, thcraft has been perfected over the ages. They jealouguard the secrets of their work, passing these ancirituals to their children. But their fingers are the sizeblood sausages and calloused, as Dwarves find it diffito work with things smaller than their hands. A rare f

    possess this gift, unlikely to share its secrets with othoutside of their clan.

    Effect: Whenever you succeed a Tradecraft Test withDegrees for Success or more (or with a Critical Success), item you craft automatically gains the Castle-forged Qual

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    PHYSICAL PROWESSRACIAL TRAIT

    Dwarves are naturally athletic, excelling at feats mostnormal people could never hope to achieve. Barrel-chestedand powerfully muscled, they have an excellent physiqueand constantly train to keep up their bodys image. Butwhen in private company, they enjoy binge eating on pies,sausages and blood pudding.

    Effect: You may substitute your Strength Bonus (SB) inplace of Agility Bonus (AB) for the purposes of CombatMovement. Additionally, you may substitute Athletics inplace of the Coordination Skill when Dodging any attack.

    RUNE-MARKED GLORYRACIAL TRAITSage and arcane, all Dwarves know their runes. Theymark keepsakes, armor and weapons with chalk and ink,foretelling of an ancient, forgotten glory that came beforethem. Some even tattoo themselves from head to toe inthese arcane symbols of might, evoking the age-oldcomplaint by other warriors dubbed naked dwarfsyndrome. Yet, these runes speak to an eldritch power,girding their body against the cold touch of steel and theirmind against the effects of sorcery.

    Effect: You never suffer from the effects of Bleeding.Additionally, add your Willpower Bonus (WB) to Soak whendetermining how much Damage you ignore when subjectedto Magick.

    STENTORIAN VOICERACIAL TRAITDwarves have a loud and booming voice, and when theyspeak, others listen. They break out in song often,recounting tales of unrequited vendettas, unending turmoiland unresolved grievances towards other races. It canbecome incredibly annoying to their non-Dwarvencomrades, as they must put up with their inability to hold atune.

    Effect: You may substitute your Toughness Bonus (TBplace of Fellowship Bonus (FB) for the purposes of SoIntrigue and other situations that warrant the use of yFellowship Bonus (FB).

    STONEHEADEDRACIAL TRAIT

    Dwarves are stern and taciturn, unyielding to magmanipulation. Born with an innate ability to see thromagical deception and trickery, their mind is practicimplacable. Changing their perception is increddifficult, unreasonable in assertion and belief.

    Effect: You are immune to Magick which may control ymind and automatically see through illusions without fai

    STRENGTH OF THE MOUNTAINRACIAL TRAITWhile Dwarves stand upon the earth, they can perfoincredible feats of stamina. They claim that even smallest runt of their clans can haul a hogshead of mwithout breaking a sweat. Are they tall tales, or is therkernel of truth to them?

    Effect: Any Skill Rank you acquire that relies off of Strength Primary Attribute modify your Base Chance+20, instead of +10.

    ELFFey and haughty, Elves believe they were created in image of the gods and seek to isolate themselves from company of other pitiably inferior races in thcommunities called a kindred. The feeling is often mutamong these other races, whod classify Elves in two dist

    camps: louche and supercilious or edgy and dismissive. Aconnoisseurs, there is no doubt that Elves are particuladisdainful of those who do not apply the same exactstandards in their own choices. Standing in imperiopposition to the long-bearded folk who dwell below earth, the Elves take to the magnificent beauty of the fora sanctuary far removed from other civilizations. Neit

    would admit to it, but Elves and Dwarves have a remarkasimilar desire for perfection.

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    Perhaps there is some truth to the divine origin of Elves, forthey uniformly appear ageless. There are many examples ofElves whose years span several Human lifetimes, and it iseven believed that some have attained true immortality.

    Elves who have left their kindred by choice or forced exileoften fall victim to an immortal grief, doomed to dwellamong the crude masses of the lesser folk. Life isparticularly cruel to these exiles, who oftentimes findthemselves enslaved by pompous merchant-princes andparaded about as curiosities in some personal menagerie.But in others, it manifests into cold neutrality as these Elvenoutcasts strike out on their own as corsairs. These sameElven dervishes are ought provoked by even the simplest ofinformalities or inconveniences, flying into a maddeningrage against all save their own.

    ELVEN RACIAL TRAITSSelect any two RACIAL TRAITs from those presentedbelow. It is strongly recommended that you work with yourfellow Players during this process. You should strive to havedifferent RACIAL TRAITs from other Players, even if youare playing the same race. If youre unsure which to choose,you can roll Percentile Dice to randomly determine whichtwo you start with. Go to the first page of the CharacterSheet and record your RACIAL TRAITs and related benefits.

    Percentile Dice RACIAL TRAIT1 - 8 Bewitching9 - 16 Beyond the Veil17 - 25 Deadly Aim

    26 - 33 Elven Immortality34 - 41 Fey Treachery42 - 49 Firstborn

    50 - 58 Kindred Warband59 - 67 Lament of the Ages68 - 76 Nature's Own

    77 - 85 Nighteyes86 - 92 Witchsight93 - 100 Woad Tattoos

    TABLE FOLLOWS

    BEWITCHINGRACIAL TRAIT

    Elves are striking to behold, and others have a diffitime concentrating on anything else but their beauty. Of

    fashion-forward, their clothing is striking and evocatliberal with its use of lace and high of collar. But benethis veneer lay an insidious and alien power to bend peoto their whim.

    Effect: Foes must flip their results to fail Discipline Testresist Magicks you employ.

    BEYOND THE VEILRACIAL TRAIT

    Elves share significant link with powers beyond mokith and kin and can manipulate them to their will. Bthey have slowly fallen prey to the mind-bending warp

    weft of the world beyond.

    Effect: You may automatically turn one of your own faor Critically Failed Incantation Tests into a Critical SuccHowever, this can have disastrous results upon your sp

    Any time you call upon this power, you suffer 1 CorrupPoint as a result.

    DEADLY AIM

    RACIAL TRAITThe world around Elves seems to fade to a blur as they ftheir bows, striking between the chinks in their foes armwith perfection. They sometimes purposefully blind one with a bandana to illustrate their prideful skills...or shothey grow insane, gouge it out entirely with a spoon

    prove their unyielding dedication.

    Effect: Foes must flip their results to fail when DodgingParrying ranged attacks you make.

    ELVEN IMMORTALITYRACIAL TRAIT

    Although not all Elves are immortal, some still hold tflicker of divinity within their blood, passed down frtheir ancestors. Their features may change over these lodecades, but some Elves appear neither aged nor ug

    Even horrid scars seem to accentuate their perfecchiseled features, youthful and vigorous.

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    Effect: You never suffer the debilitating effects of disease,old age or sickness - even by the hand of Magick.

    FEY TREACHERYRACIAL TRAITSome Elven kindred are suspicious and deeply secretive.Like them, you can be capricious and sullen. You arealways ready to spring upon interlopers without a secondthought.

    Effect: Your first successful attack against a foe alwaysinflicts maximum Damage. This can be used againstmultiple foes during combat, taking full advantage of your

    traitorous ways!

    FIRSTBORNRACIAL TRAITThe Elves came to this world first, the favored children ofnameless gods. Their radiant perfection has been carefullypreserved in the histories of your kin through written andoral traditions. This age-long lineage has made yourpeople distant and fickle, but it has also given them insightinto the magical nature of the world around them. Select

    one form of nature - forest, mountain or sea.

    Effect: When you stand within this environment andgenerate a Match with an Incantation Test, immediatelyattempt a Discipline Test. If successful, you reshape theChaos Manifestation as it simply winks out of existence.Otherwise, it takes hold.

    KINDRED WARBAND

    RACIAL TRAITElves can be perceived as being particularly aloof andcoldly neutral, sticking to their own. Contemptible as theirdisdain towards others may be, it is this preternaturalintuition that makes Elves incredibly dangerous whenfighting side-by-side.

    Effect: Whenever you fight alongside another Elf, ad+10 Base Chance to attack with weapons the Gamemahas decreed sacred to your kindred.

    LAMENT OF THE AGESRACIAL TRAIT

    Elves live many decades beyond other races, but longevity comes at a cost. In time, the petty concerns ofmortal coil weigh too heavily upon many Elves, birthinmelancholy that often gives way to bouts of unmitigarage, even nihilism. Others react instinctively to behavior with great trepidation.

    Effect: You may attempt an Intimidate Test. If successone foe who can clearly see and hear you must succee

    Discipline Test or suffer from the Supernatural brandFear. But be wary, as this trick only works once upon thwhom you face...and violence is a certainty afterwards!

    NATURES OWNRACIAL TRAITWild Elves have lived amongst the forest, beneath

    jungle canopy, atop the highest mountain and even bethe earth. Burrs, leaves, mud and the like tend to clingtheir clothing emerging unwashed from the wildernabating no reason to clean themselves up for civili

    company. Some Elvish kindreds handwave this frolickas wasteful, but there is no denying the beautiful grace exude when on the move.

    Effect: When you hide in natural surroundings, othalways fail Awareness Tests to find you.

    NIGHTEYESRACIAL TRAIT

    Although Elves are not able to see completely in the dathey can see clearly in the dim light of stars. Its evidthat youre an Elf when in these conditions, as your etend to flash with their own light like an animals. Thithe first sign of chaos made manifest in the Elven race. Ienough to drive dim-witted peasants to demand that demon be hung by his neck until the lights go out.

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    Effect: You suffer no penalties to Perception-based SkillTests under low light conditions outdoors, provided there isstarlight or moonlight to see by.

    WITCHSIGHTRACIAL TRAITThere is no doubt that Elves are innately connected to theworld in ways other races simply are not. From that, theyfeel the world in different colors, sensing the ebb and flowof Magick upon invisible, ethereal winds.

    Effect: With a successful Scrutinize Test, you can sense thepresence of Magick upon a person, place or thing withinsight. You may also be able to discern the specific type ofenchantment lain upon it and its relative strength with your

    Gamemasters approval.

    WOAD TATTOOSRACIAL TRAITIntricate knots of indigo ink are painted or tattooed uponthe bodies of Elven warriors, symbols of their might andprowess. Elves revel in this heritage, empowered by thevictories they tell. But these same symbols make itincredibly difficult to get a job in a respectable winesink, aseveryone knows the tattooed cannot be trusted with thecash till.

    Effect: Whenever you successfully strike with weapons theGamemaster has decreed sacred to your kindred, add +1Damage.

    HALFLINGAffable and friendly, these little people live in greatpastoral communities amongst the vast beauty of the

    countryside. Youthful and vigorous in appearance, theHalflings remind people of children - albeit grown andintelligent children - that choose to live in harmony withother races. They act as stewards to the land, working toprovide for the community first and the individual last.They have no qualms in dealing with outsiders, establishingcoaching stations and eateries that cater exclusively toHumans and Elves. Halflings pride themselves upon ashrewd but fair mercantile nature, and this reputation has

    spread throughout the civilized world...but only at casglance

    But for all of their friendliness, Halflings are tropportunistic, plying this trust into a life of conniv

    thievery and subsisting upon petty acts of larceny agaithose they deem easy marks. It is said that there is no begrifter than a Halfling, though this mischievous lot oftentimes shunned by others within the community their crimes. Beware the polite little urchin who claims toa mere chimneysweep!

    HALFLING RACIAL TRAITSSelect any two RACIAL TRAITs from those presen

    below. It is strongly recommended that you work with y

    fellow Players during this process. You should strive to hdifferent RACIAL TRAITs from other Players, even if are playing the same race. If youre unsure which to cho

    you can roll Percentile Dice to randomly determine whtwo you start with. Go to the first page of the CharaSheet and record your RACIAL TRAITs and related bene

    Percentile Dice RACIAL TRAIT1 - 8 Beguiler

    9 - 16 Cat-like Reflexes17 - 25 Craven26 - 33 Farsight

    34 - 41 Fettered Chaos42 - 49 Fieldwarden50 - 58 Fleet-footed59 - 67 Hijinks68 - 76 Legerdemain77 - 85 Low Blow

    86 - 92 Memento93 - 100 Pintsized

    TABLE FOLLOWS

    BEGUILERRACIAL TRAIT

    Halfling lies are hard to tell from truth, and they can this to your advantage. This may be a product of cunning, or simply good acting. With a string of insand chiding, you throw your opponents ability to str

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    you off-balance as your witticism serves your ability to rollwith the punches.

    Effect: Substitute your Fellowship Bonus (FB) in place ofToughness Bonus (TB) for purposes of Soak. You cannot

    take advantage of this benefit if you are wearing armor withthe Heavy Quality.

    CAT-LIKE REFLEXESRACIAL TRAITHalflings have excellent internal balance and can reactquickly to avoid obstacles.

    Effect: Add your Agility Bonus (AB) to Toughness Bonus

    (TB) when determining how much Damage or Peril youignore from a fall. Additionally, you always land on yourfeet.

    CRAVENRACIAL TRAITSome Halflings are almost laughably faint-hearted, readyto bolt at a moments notice. Cowardice has its place,particularly when a Halfling neer-do-well wishes to keeptheir hide intact.

    Effect: Whenever you spend 1 Action Point or more to useany Movement Action, foes suffer a -10 Base Chance tostrike you with Attack Actions until the beginning of yournext Turn.

    FARSIGHTRACIAL TRAITWhether Halflings are searching for something the size of a

    dormouse or making out the details of a coach laden withriches, they can clearly discern the smallest of details fromhalf a mile away.

    Effect: You suffer no penalties to Perception-based SkillTests for distance or other conditions that would normallyprohibit you from distinguishing details clearly (such assmoke, fog and mist). But, should you try to exercise this

    ability below ground, this sight become useless perfumery to a hog.

    FETTERED CHAOSRACIAL TRAITThe Halfling race are an incredibly resilient race, but in the ways of overall physique. They illustrate inexorable resistance towards the lure of chaos corruption, a blessing given to them by their maker.

    Effect: Increase each step along the path to Corruption+20 on your Character Sheet. Effectively, this means are not Tainted until you reach 30 Corruption PoiUnclean until 40, Profane until 50 and finally Damned atCorruption Points.

    FIELDWARDENRACIAL TRAIT

    Halfling women and men are taught at a very young to wield an array of weapons to defend themselves atheir homeland. When so armed, Halflings can unleasdevastating storm of death upon their enemies.

    Effect: When attacking with ranged weapons possess

    the Throwing Quality, you gain a +10 Base Chance to stri

    FLEET-FOOTEDRACIAL TRAIT

    In tense situations, Halflings hop madly like rabbremarkably fast on their feet. This is particularly fortunwhen they need to to tuck and roll when attacked, but dabsolutely no good when a Halfling needs to hike from end of the shire to the mouth of a far-flung volcano.

    Effect: Add +3 yards to your Combat Movement ratefoot.

    HIJINKSRACIAL TRAIT

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    Sly in their ways, Halflings use their vexing mannerismsand general under-footedness to jinx the tall folk. Thesepranks are meant to annoy, as Halflings love to makeothers an ass to their japes.

    Effect: If you succeed a Guile Test against a selected foe,they cannot target you with any Attack Actions as you runcircles around them. You must continue to spend 1 ActionPoint every Turn to continue utilizing Hijinks.

    LEGERDEMAINRACIAL TRAITHalflings are gifted with the ability to use illusion andsleight of hand tricks to make things disappear. Theirhands may wander off on their own to nick things, only to

    realize later they find something in your pocket thatdoesnt belong to you!

    Effect: The Gamemaster may make a Secret Test todetermine this outcome at their discretion, referencing yourSkulduggery Skill. Additionally, you may use theSkulduggery Special Skill without first possessing SkillRanks, treating it as an Ordinary Skill. Alternatively, theGamemaster may allow you to make the roll for yourself, asoften as three times a day!

    LOW BLOWRACIAL TRAITWhen cornered, a Halfling will resort to any dirty trick tofell a foe! Others gasp in horror whenever they bearwitness to this heinous tactic.

    Effect: If you roll a Critical Success with any Attack Actionwhere youre Engaged or generate a natural 12 (bothDamage dice generate a face of 6) with your Damage diceagainst foes that are taller than you, you automatically stun

    that foe, otherwise functioning as Stunning Blow.

    MEMENTORACIAL TRAITWhen a Halfling becomes an adult, theyre given akeepsake to cherish. Typically this is a bauble, cameo,necklace or ring - something Halflings can hold close to

    their hearts, reminding them of their youth and of homealso tends to be costly and pretty, worth no less thanshillings. This memento brings comfort and solace in

    face of danger. But this treasure may attract the unwanattentions of other Halfling pickpockets, seeking to sand fence the valuable for themselves.

    Effect: Providing you bear this memento, you are immto Fear wrought by Hopelessness.

    PINTSIZEDRACIAL TRAIT

    Some Halflings are born were born a head shorter ttheir kinfolk, sometimes mistaken for small children.

    Effect: Foes must flip their results to fail attacks usranged weapons to strike you. However, you cannot wtwo-handed weapons or carry a shield larger than a buck

    HUMANA vast race whose tribes have long splintered, Humans hevolved over an age from primal roots to become the mprodigious and adaptable civilization in the modern woHumans are a varied lot, marked by differences in langua

    culture, art and many other distinct ways. They value reaand intellect, but also reward avarice and opportunismthere is one shared trait amongst Humans, it is a burndesire to impose their will upon others using politics religion to justify their vicious ideologies. In times of oldis said that this vainglorious nature brought about a terrage of suffering and exile when Humankind attemptedexert its power over the the very gods themselves.

    Human society is adroit and intensely political, quicassimilating the ways of others and providing advancemto the ambitious and the talented. Their societies

    dominated by thinkers and tricksters, clerics and charlatapoliticians and even dictators. They huddle together

    walled cities, proclaiming themselves conquerors over vast wilderness outside their gates. It is this brash tenathat makes Humans the most populous race. It also mathem repugnant in the eyes of most Elves, who often Human perpetrators that enter their sanctuary on sight..

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    HUMAN RACIAL TRAITSSelect any two RACIAL TRAITs from those presentedbelow. It is strongly recommended that you work with yourfellow Players during this process. You should strive to havedifferent RACIAL TRAITs from other Players, even if youare playing the same race. If youre unsure which to choose,

    you can roll Percentile Dice to randomly determine whichtwo you start with. Go to the first page of the CharacterSheet and record your RACIAL TRAITs and related benefits.

    Percentile Dice RACIAL TRAIT1 - 8 Blessing In Disguise9 - 16 Danger Sense

    17 - 25 Dauntless26 - 33 Esoteric Memory34 - 41 Exceptional Senses

    42 - 49 Fortune's Wheel50 - 58 Human Drive59 - 67 Manifest Destiny

    68 - 76 Mixed Blood77 - 85 Mountain Amongst Men86 - 92 Natural Resistance

    93 - 100 Star Sign

    TABLE FOLLOWS

    BLESSING IN DISGUISERACIAL TRAITHumans have been watched over by a god who favorsthem above all others. But a blessing such as this may bejustified by the wanton attentions of Abyssal servantsacting in their accord, only to turn you into a thrall onceyour fate runs dry!

    Effect: Whenever the time calls for you to suffer adebilitating Injury or even face death, you may alternativelygain 3 Corruption Points (instead of spending a Fate Point)to ignore their effects entirely.

    DANGER SENSERACIAL TRAITA rare few Humans tend to get a "funny feeling" whenevera situation may turn dangerous. This danger sense also

    leads to some odd dreams, and plagues them with unusvisions and nightmares during the waking hour.

    Effect: When Surprised, you are never left Defenseless.

    DAUNTLESSRACIAL TRAIT

    Humans sheer force of will helps them withstand the ghorrors of the brutal world they inhabit. Rarely do tcross through the threshold to madness, save for trhorrific events.

    Effect: You are immune to the effects of the IntimidSkill, and never gain Corruption Points as a result fr

    Fear.

    ESOTERIC MEMORYRACIAL TRAIT

    Some Humans have a mystical (and disturbing) abilityremembering details and subconsciously commit thingmemory. This uncanny ability causes them to manifest rituals to remember things through repetition and rOne could say that these Humans have an eidetic memorecalling every visceral detail with great clarity.

    Effect: When attempting to recall a particular detail or about what you saw, you always succeed Scrutinize Testremember.

    EXCEPTIONAL SENSESRACIAL TRAIT

    Humans have one sense that is exceptionally keen, particularly prone to allergies as the seasons change.

    Effect: Choose either sight, hearing or smell. Wattempting to use this sense, you always succeed AwarenTests to discern detail.

    FORTUNES WHEEL

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    RACIAL TRAITHumans are favored by Lady Luck. In a sense, they are anemissary to the unkind and capricious world, made eithervictim to its accidents or benefactor by its boons.

    Effect: Anytime you roll a Critical Success, youautomatically add 1 Fortune Point into the Fortune Pool.Unfortunately, anytime you roll a Critical Failure, youautomatically remove 1 Fortune Point from the FortunePool.

    HUMAN DRIVERACIAL TRAITThe Human race is extremely durable and their force ofwill unparalleled. When the chips are down, they manage

    to pull themselves up by the bootstraps to overcome anyobstacle. After all, the protagonist always seems to surviveat the end of a horror-themed stage play until the sequel.

    Effect: Once during combat, you may ignore all Damagefrom any single attack - even after the results have beenrevealed to you.

    MANIFEST DESTINY

    RACIAL TRAITHumans are a quick study and carry with them a wealth ofexperiences. Unlike other races, their people are extremelyadaptable and can use a number of techniques with aminimal level of understanding. This is particularly uniqueto Humans, as they conscript themselves to toil for theirown endless self-interest.

    Effect: You gain a +5 Base Chance when using anyOrdinary Skill you do not possess Skill Ranks in. However,this proficiency does not apply to Special Skills whatsoever.

    MIXED BLOODLINERACIAL TRAITOne of your Human ancestors or parents mated withanother race, and passed elements of this bloodline downto their children.

    Effect: Select another race other than your own. Shoyou elect to share Dwarven heritage, you may havmercurial disposition. If sharing Halfling heritage, you mexhibit an insatiable appetite for larceny. If sharing El

    heritage, you may fly into fey rages when things dontyour way. Whichever you choose, consider any particdistinctions in your appearance and cultural values. Aresult, you may select another Racial Trait outside of yown in addition to Mixed Bloodline (resulting in MiBloodline, one Human Racial Trait and one other RaTrait other than Human).

    MOUNTAIN AMONGST MENRACIAL TRAIT

    Some Humans are incredibly tall, towering over their okind. Being a hulking brute may have negative soconsequences, as they are oftentimes perceived as beinclumsy dunderhead. Are they right in this assertion? Ydecide.

    Effect: You are able to wield any two-handed mweapon with one hand. However, you must double the of clothing and armor to accommodate your hulking fram

    NATURAL RESISTANCERACIAL TRAITWhether through purposeful training or accident, Humhave developed a natural resistance towards one specelement.

    Effect: Choose either cold or hot conditions. Wattempting to travel or live within these conditions, always succeed Resilience Tests to ignore their effects.

    STAR SIGNRACIAL TRAIT

    Favored above all others, Humans are the livinstruments of gods beyond. A thankless few are grantemere inkling of their might. To those born beneath the rstars, a great blessing may be bestowed upon them.

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    Effect: Add a permanent +5% to any one of your PrimaryAttributes.

    STEP IV: ARCHETYPE ANDSTANDARD PROFESSION

    WHAT IS AN ARCHETYPE?Its assumed that most Characters have lived a good part oftheir life toiling, working, spending and praying. Every

    Player Character begins their Basic Tier within anArchetype. This choice lays the foundation of how you beginthe story and governs how you can grow your Characterduring the first handful of Game Sessions. Each of theseArchetypes defines in loose terms what role you will play inthe group, particularly when considering each othersstrengths and weaknesses in Skill and Talent. YourArchetype also informs any additives and penalties you gainto your Primary Attribute Bonuses. Finally, it determineswhat Standard Profession you start out in during the BasicTier and other Professions you may adopt duringIntermediate and Advanced Tier.

    SELECTING YOUR ARCHETYPEMost Players will already have in mind what sort of role theywish to play. Perhaps you wish to play a Character who hasbeen formally educated with a focus on intellect, such as theAcademic. Filling a Commoner role may be more yourstyle; given a sterner physique but less willful in mind.Perhaps you prefer to have a shady past as the Knave,quick of wit but a dullard when it comes to martial studies.A Rangerperfectly suits a wilderness role, wandering as avagabond of some sort with nothing but their ownproficiencies to live by. The Socialitemay be a good fit foryou if you want to be a talking head, spin doctor or even a

    leader of some sort. Lastly, you may want to focus more on amore traditional martially-aligned role, like theWarrior.

    DETERMINING YOUR ARCHETYPEUncertain of which role youd wish to play inZWEIHNDER? Then let the hand of fate decide for you.Randomly determine your Archetype by rolling PercentileDice, consulting the table below. Once determined, go to thefirst page of the Character Sheet and record your Archetype.

    Percentile DiceArchetype1 - 14 Academic

    15 - 31 Commoner

    32 - 48 Knave49 - 56 Ranger57 - 75 Socialite

    76 - 100 Warrior

    TABLE HERE

    WHAT IS A STANDARD PROFESSION?Standard Professions are the hallmark of ZWEIHNDER system. They represent people from

    walks of life: amorous Troubadours, shrewd Cheapja

    sweat-drenched Artisans, surly Watchmen, loquaciCourtiers, timid Servants, unctuous Valets, stoic Reevaustere Adherents, indolent Beggars, swarthy Laborers,Seers, bumbling Scholars, wretched Footpads, indifferBounty Hunters, unscrupulous Sellswords, feloniSmugglers, corrupt Preachers, enigmatic Wiza

    vociferous Rabblerousers and many, many others!

    Each Archetype has a list of Professions proceedingoffering many different options for Players. Odetermined, it set the path your Character walks throthe Basic Tier. As you continue to grow, youll spend Rew

    Points to gain new Primary Attribute Bonuses, ProfessioTraits, Skills and Talents. When your Character reachesprecipice of the Basic Tier, youll move into a new Standor Elite Profession.

    DETERMINING YOUR STANDARD PROFESSIONSelecting a Standard Profession can prove daunting,there are 72 to choose from. However, each are broacategorized by their related Archetype. It is stronrecommended that you work with your fellow Playduring this process. You should strive to have a differStandard Profession from other Players, so that e

    Players Skill and Talent pool is different.

    Sidebar: Unique CharactersAt first glance, you may realize that your iniPrimary Attribute placement may not match typical vision of each Archetype. It may feel jarrplaying an Academic who has a middling wit oSocialite thats a uncharismatic dullard. This

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    intentional, as not every personality in a grim &perilous world is built equally. This goes for notonly Characters, but Non-Player Characters. Itcreates interesting role-play challenges, whilefurther underscoring the uncaring and unwittingworld that ZWEIHNDER supports. Its up to youto turn these perceived weaknesses into Characterstrengths. Some of the most interestingpersonalities are born from disadvantage.

    ACADEMICGiven the privilege of a formalized education, Academicspossess formal training in some vocation or another. Thetireless pursuit of scholarly or philosophical knowledgedrives them. Their natural lust for experience leads tointeresting adventures, placing these neophytes in

    dangerous situations which may demand they pick up asword (or lean upon those more inclined barbarism) touncover the hidden mysteries of the world. And in somecases, they may serve higher powers as a focus of theirdivine might, or even bend reality to their own devices withsorcery. An Academic may be a sniveling bureaucrat, a wanstudent of the black arts, a corrupt agent of the courts oreven a religious maniac.

    ARCHETYPE CHARACTERISTIC ADJUSTMENTEach Archetype possesses a few basic traits, definingpositive and negative modifiers to their Primary Attribute

    Bonuses. Denote your Archetype Characteristic adjustmentsabove the related Bonus Advance on the first page of yourCharacter Sheet. Reference them when deriving yourSecondary Characteristics later in this chapter.

    Gain a permanent +1 to Intelligence Bonus (IB),despite your current Primary Attribute Bonus.

    Gain a permanent +1 to Willpower Bonus (WB),despite your current Primary Attribute Bonus.

    Suffer a permanent -1 to Melee Bonus (MB), despiteyour current Primary Attribute Bonus.

    Suffer a permanent -1 to Ranged Bonus (RB),despite your current Primary Attribute Bonus.

    SELECT YOUR STANDARD PROFESSIONRandomly determine your Standard Profession by rollingPercentile Dice, consulting the table below. Oncedetermined, go to the first page of the Character Sheet andrecord your starting Standard Profession.

    Editors note - only Standard Professions indicain BLUE are available for the public playtest. Clto view!

    Percentile Dice Standard Profession1 - 8 Adherent 9 - 16 Anchorite

    17 - 25 Apothecary26 - 33 Astrologer34 - 41 Lawyer42 - 49 Medium50 - 58 Monk

    59 - 67 Preacher68 - 76 Seer77 - 85 Student

    86 - 92 Theologian93 - 100 Wizard

    TABLE FOLLOWS

    COMMONERCommoners are salt of the earth menial folk who are mpopulous in a grim & perilous world. They occupy a brsocial division of people given neither to come-uppance

    begging for a living - although drudgery and ted

    oftentimes make up the bulk of their work. While underprivileged, their trades have earned them an honliving in some fashion or another. Tenacity, marked wrank superstition, are aspects of the Commoner. They the very backbone of society, from the wenches tpopulate wine sinks, stevedores who work the dopedlars that sell their wares in the streets, pest conoperatives who toil in the sewers and crofters that work farm and field.

    ARCHETYPE CHARACTERISTIC ADJUSTMENTEach Archetype possesses a few basic traits, defin

    positive and negative modifiers to their Primary AttribBonuses. Denote your Archetype Characteristic adjustmeabove the related Bonus Advance on the first page of yCharacter Sheet. Reference them when deriving ySecondary Characteristics later in this chapter.

    Gain a permanent +1 to Strength Bonus (Sdespite your current Primary Attribute Bonus.

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    Gain a permanent +1 to Toughness Bonus (TB),despite your current Primary Attribute Bonus.

    Suffer a permanent -1 to Intelligence Bonus (IB),despite your current Primary Attribute Bonus.

    Suffer a permanent -1 to Willpower Bonus (WB),despite your current Primary Attribute Bonus.

    SELECT YOUR STANDARD PROFESSIONRandomly determine your Standard Profession by rollingPercentile Dice, consulting the table below. Oncedetermined, go to the first page of the Character Sheet andrecord your starting Standard Profession.

    Editors note - only Standard Professions indicatedin BLUE are available for the public playtest. Clickto view!

    Percentile Dice Standard Profession1 - 8 Artisan9 - 16 Barber Surgeon17 - 25 Camp Follower26 - 33 Cheapjack

    34 - 41 Coachmaster42 - 49 Jailer

    50 - 58 Laborer59 - 67 Peasant68 - 76 Penitent

    77 - 85 Rat Catcher86 - 92 Sailor93 - 100 Servant

    TABLE FOLLOWS

    KNAVEGuttersnipes, scoundrels, the larcenous and other neer-do-

    wells fit this Archetype. The world is rife with their ilk,congregating like flies to dung in guilds to ply their illicittrades. Knaves may pass themselves off as viciously-armedthugs, but dont truly possess the same martialunderstanding as their Warrior counterparts. Others may besimple pickpockets, with the risk of running afoul of the law.Gypsies and roadside buskers fall into this same category astheir line of work - although not inherently illegal - requiressome measure of guile to make an honest coin. Truthfully,

    they are the antithesis to civilized order, employing thown means to skirt the law to their own benefit. Maybe tlack the wherewithal to practice an honest trade, or perhthey simply wish to remain unfettered by the law. Desthe risks, the rewards can be great should a Knave findtrue niche. Knaves may be a care-free loner, rebelliscum, a robber, snake oil salesmen, pimp or grifter.

    ARCHETYPE CHARACTERISTIC ADJUSTMENTEach Archetype possesses a few basic traits, definingpositive and negative modifiers to their Primary AttributBonuses. Denote your Archetype Characteristic adjustmeabove the related Bonus Advance on the first page of youCharacter Sheet. Reference them when deriving yourSecondary Characteristics later in this chapter.

    Gain a permanent +1 to Agility Bonus (AB), despyour current Primary Attribute Bonus.

    Gain a permanent +1 to Fellowship Bonus (Fdespite your current Primary Attribute Bonus.

    Suffer a permanent -1 to Toughness Bonus (Tdespite your current Primary Attribute Bonus.

    Suffer a permanent -1 to Willpower Bonus (Wdespite your current Primary Attribute Bonus.

    SELECT YOUR STANDARD PROFESSIONRandomly determine your Standard Profession by rolPercentile Dice, consulting the table below. Odetermined, go to the first page of the Character Sheet

    record your starting Standard Profession.

    Editors note - only Standard Professions indicain BLUE are available for the public playtest. Clto view!

    Percentile Dice Standard Profession1 - 8 Beggar9 - 16 Charlatan 17 - 25 Cutthroat

    26 - 33 Footpad

    34 - 41 Forger42 - 49 Gambler

    50 - 58 Graverobber59 - 67 Guttersnipe68 - 76 Prostitute

    77 - 85 Smuggler86 - 92 Thief93 - 100 Vagabond

    https://docs.google.com/document/d/1qwkbUldrF6ltJ8d211e9QkTQw7SfLFg_bSmue6EEgPM/edit?usp=sharinghttps://docs.google.com/document/d/1qwkbUldrF6ltJ8d211e9QkTQw7SfLFg_bSmue6EEgPM/edit?usp=sharinghttps://docs.google.com/document/d/1M4HjF1aAAheoMmXF6tfKOBs9uHN3UpHxNVM_cZ8PstY/edithttps://docs.google.com/document/d/1M4HjF1aAAheoMmXF6tfKOBs9uHN3UpHxNVM_cZ8PstY/edithttps://docs.google.com/document/d/1E4qkPiK9_iP0khy9A6vDlTCntOSqf57RK5F-uHTyKec/edit?usp=sharinghttps://docs.google.com/document/d/1E4qkPiK9_iP0khy9A6vDlTCntOSqf57RK5F-uHTyKec/edit?usp=sharinghttps://docs.google.com/document/d/1MwFuMazGqNBf1zPiJjo3g1m2ihego4z3x2irLxO0-WI/edit?usp=sharinghttps://docs.google.com/document/d/1MwFuMazGqNBf1zPiJjo3g1m2ihego4z3x2irLxO0-WI/edit?usp=sharinghttps://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHFJZFJNSVF3TTlMS2FteWl5a0F5YVE#gid=7https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHFJZFJNSVF3TTlMS2FteWl5a0F5YVE#gid=7https://docs.google.com/document/d/1WjC256I_Amp6XMHTDkiJqa2SmeZ_xWwZ2q86DC9Ixpc/edit?usp=sharinghttps://docs.google.com/document/d/1WjC256I_Amp6XMHTDkiJqa2SmeZ_xWwZ2q86DC9Ixpc/edit?usp=sharinghttps://docs.google.com/document/d/1E20lzJh76IDbZwzJkQv17s8aos1--OAid-P6c8tGWWg/edit?usp=sharinghttps://docs.google.com/document/d/1E20lzJh76IDbZwzJkQv17s8aos1--OAid-P6c8tGWWg/edit?usp=sharinghttps://docs.google.com/document/d/1cYhWSmDZDX32KYeMlqpISZbZ_MVCcjFhrtPTVQ7yiwk/edithttps://docs.google.com/document/d/1cYhWSmDZDX32KYeMlqpISZbZ_MVCcjFhrtPTVQ7yiwk/edithttps://docs.google.com/document/d/1XfMQcHSpSomj9YIDcAh9Mj0mNvHY1XhNA3qoh9fSzMU/edit?usp=sharinghttps://docs.google.com/document/d/1XfMQcHSpSomj9YIDcAh9Mj0mNvHY1XhNA3qoh9fSzMU/edit?usp=sharinghttps://docs.google.com/document/d/1i3s5PEFl4EMgfhzEVSAQy0NoibWaDZsDNLBi2VbHep8/edit?usp=sharinghttps://docs.google.com/document/d/1i3s5PEFl4EMgfhzEVSAQy0NoibWaDZsDNLBi2VbHep8/edit?usp=sharinghttps://docs.google.com/document/d/1i3s5PEFl4EMgfhzEVSAQy0NoibWaDZsDNLBi2VbHep8/edit?usp=sharinghttps://docs.google.com/document/d/1XfMQcHSpSomj9YIDcAh9Mj0mNvHY1XhNA3qoh9fSzMU/edit?usp=sharinghttps://docs.google.com/document/d/1cYhWSmDZDX32KYeMlqpISZbZ_MVCcjFhrtPTVQ7yiwk/edithttps://docs.google.com/document/d/1E20lzJh76IDbZwzJkQv17s8aos1--OAid-P6c8tGWWg/edit?usp=sharinghttps://docs.google.com/document/d/1WjC256I_Amp6XMHTDkiJqa2SmeZ_xWwZ2q86DC9Ixpc/edit?usp=sharinghttps://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHFJZFJNSVF3TTlMS2FteWl5a0F5YVE#gid=7https://docs.google.com/document/d/1MwFuMazGqNBf1zPiJjo3g1m2ihego4z3x2irLxO0-WI/edit?usp=sharinghttps://docs.google.com/document/d/1E4qkPiK9_iP0khy9A6vDlTCntOSqf57RK5F-uHTyKec/edit?usp=sharinghttps://docs.google.com/document/d/1M4HjF1aAAheoMmXF6tfKOBs9uHN3UpHxNVM_cZ8PstY/edithttps://docs.google.com/document/d/1qwkbUldrF6ltJ8d211e9QkTQw7SfLFg_bSmue6EEgPM/edit?usp=sharing
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    TABLE FOLLOWS

    RANGERRangers tend to live outside of urban centers, living in thewilderness. Rangers tend to prefer the country life, far awayfrom the squalor of cramped cities and the buzzing of themarkets. It is instead replaced by eking out a harshexistence outside of society, replete with exposure to theweather, contention with wild beasts while wardening theirlands from interlopers and thieves. However, there isfreedom to be had once the trappings of civilized life arecast aside. Many of those who have lived in hermitage havefound true enlightenment amidst the wilderness. Some havegiven to the road to make their coin as traders. Othersdevolve to a more primal root, oftentimes appearing no

    different than the animals they live amongst. Rangers couldbe barbarians, trappers, muleskinners or even sheriffs thatpatrol the roads between settlements.

    ARCHETYPE CHARACTERISTIC ADJUSTMENTEach Archetype possesses a few basic traits, definingpositive and negative modifiers to their Primary AttributeBonuses. Denote your Archetype Characteristic adjustmentsabove the related Bonus Advance on the first page of yourCharacter Sheet. Reference them when deriving yourSecondary Characteristics later in this chapter.

    Gain a permanent +1 to Perception Bonus (PB),despite your current Primary Attribute Bonus.

    Gain a permanent +1 to Willpower Bonus (WB),despite your current Primary Attribute Bonus.

    Suffer a permanent -1 to Fellowship Bonus (FB),despite your current Primary Attribute Bonus.

    Suffer a permanent -1 to Intelligence Bonus (IB),despite your current Primary Attribute Bonus.

    SELECT YOUR STANDARD PROFESSION

    Randomly determine your Standard Profession by rollingPercentile Dice, consulting the table below. Oncedetermined, go to the first page of the Character Sheet andrecord your starting Standard Profession.

    Editors note - only Standard Professions indicatedin BLUE are available for the public playtest. Clickto view!

    Percentile Dice Standard Profession1 - 8 Animal Tamer9 - 16 Bounty Hunter

    17 - 25 Forester26 - 33 Hedgewise34 - 41 Herder

    42 - 49 Old Believer50 - 58 Pilgrim59 - 67 Reeve68 - 76 Road Agent77 - 85 Scout86 - 92 Slayer 93 - 100 Trapper

    TABLE FOLLOWS

    SOCIALITEThe Socialite uses their self-import and notoriety to ahead in this world. Should they lack reputation, tsubstitute by putting on airs, manipulating others wsmooth words and trickery to get ahead in this world. Thshield of reputation, whether perceived or real, is mimportant to them. Garish costumes, foppish manneriand fey, lilting accents dominate their social circles. Grlies and subtlety are their watchwords, conniving with o

    those who possess (and may impart) real ultimate powAnd when the chips are down? Most Socialites keep hknives onhand to take care of their dirty work...or simplyit themselves through seduction or poison. Socialites maydebutantes, political firebrands, minstrels, spies or estreetwise entertainers.

    ARCHETYPE CHARACTERISTIC ADJUSTMENTEach Archetype possesses a few basic traits, definpositive and negative modifiers to their Primary AttribBonuses. Denote your Archetype Characteristic adjustmeabove the related Bonus Advance on the first page of y

    Character Sheet. Reference them when deriving ySecondary Characteristics later in this chapter.

    Gain a permanent +1 to Fellowship Bonus (Fdespite your current Primary Attribute Bonus.

    Gain a permanent +1 to Perception Bonus (Pdespite your current Primary Attribute Bonus.

    https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHFJZFJNSVF3TTlMS2FteWl5a0F5YVE#gid=6https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHFJZFJNSVF3TTlMS2FteWl5a0F5YVE#gid=6https://docs.google.com/document/d/1Xp5n-ZQ5H0N6urvWXkSebl1bV6TMD7fmtTqh12uSro8/edit?usp=sharinghttps://docs.google.com/document/d/1Xp5n-ZQ5H0N6urvWXkSebl1bV6TMD7fmtTqh12uSro8/edit?usp=sharinghttps://docs.google.com/document/d/1AoPUzoMrprk4MEdsxhh1ZfLgVO8XMkF5szMkGAL3vfA/edit?usp=sharinghttps://docs.google.com/document/d/1AoPUzoMrprk4MEdsxhh1ZfLgVO8XMkF5szMkGAL3vfA/edit?usp=sharinghttps://docs.google.com/document/d/1KL0cVTJB-C_tZ2i71S8Bzn3Eg09GoLXcgUPDvcbfpVc/edit?usp=sharinghttps://docs.google.com/document/d/1KL0cVTJB-C_tZ2i71S8Bzn3Eg09GoLXcgUPDvcbfpVc/edit?usp=sharinghttps://docs.google.com/document/d/1uHmDj94ykgLfvbUfUOrbtomNHvCKEKNeONMkIg4SGu8/edithttps://docs.google.com/document/d/1uHmDj94ykgLfvbUfUOrbtomNHvCKEKNeONMkIg4SGu8/edithttps://docs.google.com/document/d/1t8WngYm9JzHrdmxu3MB7zdN79vW3ntObrhU7YSzVNZA/edit?usp=sharinghttps://docs.google.com/document/d/1t8WngYm9JzHrdmxu3MB7zdN79vW3ntObrhU7YSzVNZA/edit?usp=sharinghttps://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHFJZFJNSVF3TTlMS2FteWl5a0F5YVE#gid=8https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHFJZFJNSVF3TTlMS2FteWl5a0F5YVE#gid=8https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHFJZFJNSVF3TTlMS2FteWl5a0F5YVE#gid=8https://docs.google.com/document/d/1t8WngYm9JzHrdmxu3MB7zdN79vW3ntObrhU7YSzVNZA/edit?usp=sharinghttps://docs.google.com/document/d/1uHmDj94ykgLfvbUfUOrbtomNHvCKEKNeONMkIg4SGu8/edithttps://docs.google.com/document/d/1KL0cVTJB-C_tZ2i71S8Bzn3Eg09GoLXcgUPDvcbfpVc/edit?usp=sharinghttps://docs.google.com/document/d/1AoPUzoMrprk4MEdsxhh1ZfLgVO8XMkF5szMkGAL3vfA/edit?usp=sharinghttps://docs.google.com/document/d/1Xp5n-ZQ5H0N6urvWXkSebl1bV6TMD7fmtTqh12uSro8/edit?usp=sharinghttps://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHFJZFJNSVF3TTlMS2FteWl5a0F5YVE#gid=6
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    Suffer a permanent -1 to Agility Bonus (AB), despiteyour current Primary Attribute Bonus.

    Suffer a permanent -1 to Strength Bonus (SB),despite your current Primary Attribute Bonus.

    SELECT YOUR STANDARD PROFESSIONRandomly determine your Standard Profession by rollingPercentile Dice, consulting the table below. Oncedetermined, go to the first page of the Character Sheet andrecord your starting Standard Profession.

    Editors note - only Standard Professions indicatedin BLUE are available for the public playtest. Clickto view!

    Percentile Dice Standard Profession1 - 8 Busker9 - 16 Courtier 17 - 25 Dilettante 26 - 33 Envoy34 - 41 Jester42 - 49 Provocateur50 - 58 Rabblerouser59 - 67 Raconteur68 - 76 Rake77 - 85 Rapscallion86 - 92 Troubadour

    93 - 100 Valet

    TABLE FOLLOWS

    WARRIOROccupying the military caste of society, the Warrior standsalone, world-weary while implying violence as a means to anend. Whether formally trained within a military academy,amongst a militia or even self-taught, Warriors areunparalleled in their practice in the art of war. Theyve beenthrough the crucible and emerged victorious. While manygraveyards are filled with middlings swordsmen, rarely areWarriors left for crows food as fodder in war. Standingabove their peers, they are the makings of myth and legend,one swing of the axe at a time. Despite this, not all Warriorsfight for whats just and true. Some make their living ashired swords, or even turn to brigandry. A life of violencetends to lead to great fortune in a grim & perilous world,and Warriors fill this niche the best of all Archetypes.Warriors may manifest as an intrepid peasant hero, a loyal

    retainer, a professional mercenary-for-hire, a middsoldier or even a doughty protector of the weak.

    ARCHETYPE CHARACTERISTIC ADJUSTMENTEach Archetype possesses a few basic traits, defin

    positive and negative modifiers to their Primary AttribBonuses. Denote your Archetype Characteristic adjustmeabove the related Bonus Advance on the first page of yCharacter Sheet. Reference them when deriving ySecondary Characteristics later in this chapter.

    Gain a permanent +1 to Melee Bonus (MB), desyour current Primary Attribute Bonus.

    Gain a permanent +1 to Ranged Bonus (Rdespite your current Primary Attribute Bonus.

    Suffer a permanent -1 to Agility Bonus (AB), desyour current Primary Attribute Bonus.

    Suffer a permanent -1 to Fellowship Bonus (Fdespite your current Primary Attribute Bonus.

    SELECT YOUR STANDARD PROFESSIONRandomly determine your Standard Profession by rolPercentile Dice, consulting the table below. Odetermined, go to the first page of the Character Sheet record your starting Standard Profession.

    Editors note - only Standard Professions indicain BLUE are available for the public playtest. Clto view!

    Percentile Dice Standard Profession1 - 8 Berserker9 - 16 Bravo17 - 25 Buccaneer26 - 33 Dragoon

    34 - 41 Hedge Knight 42 - 49 Man-At-Arms50 - 58 Militiaman59 - 67 Pit Fighter

    68 - 76 Pugilist77 - 85 Sellsword86 - 92 Squire93 - 100 Watchman

    TABLE FOLLOWS

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    MOLDING YOUR STANDARD PROFESSIONWe strongly encourage you to interpret each StandardProfession specifically to meet the vision the Gamemasterhas laid for the Campaign World with careful consideration

    towards how you wish to portray your Character.ZWEIHNDER does not impose any cultural or raciallimits on what Professions you may select. These sort ofconsiderations are purely the province of the Gamemaster.Any limits on what Profession your Character may inhabit isleft in their hands, with the Campaign Worlds storyinforming these decisions.

    EXAMPLEAdam picks the Socialite Archetype and randomlygenerates his Standard Profession - Rake. He has decidedto further flesh out his Profession by making a few basic

    assumptions for his Characters beginnings. First, his Rakeis a disenfranchised noble himself. While not truly aninheritor to his familys name, he still has to carry himselfwith some manner of dignity. Secondly, hes left the nest, soto speak. Spiraling downwards, the Rake landed amongstthe wretches of society. Gambling, illegal fisticuff matchesand cart racing became his vices. Street urchins andlickspittles now call him friend. Hes enjoyed thechampions buffet of sleazy trollops nightly and has noidea how many bastards hes sired at this point. HisCharacter whittled away his inheritance, until he wasnearly penny-poor. Satisfied, Adam proposes these storyideas to the Gamemaster in consideration of hisCharacters history.

    Sidebar: A Reeve, a Thief and a Rabblerouser walkinto a winesink...With the vast number of Professions, sometimesyour selection may seem at odds with other Playerschoices. After all, why exactly would a lawfully-minded Reeve elect to rub shoulders with thecriminal predilections of a Thief? Shared hardshipcan sometimes make for strange bedfellows,cultivating camaraderie in the face of adversity(and diversity). These meta-plots are handled bythe Gamemaster, cleverly devised to bring togethera motley crew of miscreants and the honorific

    towards a shared goal. While the motivation to joinforces during the Character Creation process maynot be entirely clear (but will be covered at the endof this chapter), the reasons will become moreapparent as the adventure unfolds for you and theother Players. Keep an open mind, but dont castaside the precepts of your Characters Profession tosimply get along with the group. These subtle, andsometimes obvious, differences can lead tointeresting developments within the relationship

    between your Characters group. An odd mixProfessions creates powerful, lasting stories t

    will reverberate throughout the Campaign Wobeyond the game table.

    STEP V: DERIVSECONDARY ATTRIBUTESEach Character possesses Secondary Attributes. Second

    Attributes focus on in-combat statistics, relying on yPrimary Attribute Bonuses as a baseline. A combinationthese Characteristics determine how much you can hcomfortably in a fight, how quickly you react to danger, hfast you move during combat, how many hits you can t

    before dying and how much strain you can sustain be

    passing out.

    ENCUMBRANCE THRESHOLDEncumbrance Threshold is a measure of how mequipment you can haul without having to toss it doduring a fight. Should you haul more than you can susta

    you become encumbered.

    Your Character has a starting value equal to 3 + StrenBonus (SB), which changes as your Strength grows o

    your Basic, Intermediate and Advanced Tier. Additionathere are traits which allow you to grow your tEncumbrance Threshold permanently. For every po

    beyond this initial value (otherwise called Overage), suffer an ongoing, cumulative -1 to your Initiative. Despthis, you can never haul more than 6 + Strength Bonus (S

    Well talk more about this in Chapter ???: Trappingsto the second page of the Character Sheet and record yEncumbrance Threshold.

    INITIATIVEInitiative determines when you take your Turn durcombat within the Initiative Order.

    Your Character has a starting value equal to 3 + PercepBonus, which changes as your Perception grows over yBasic, Intermediate and Advanced Tier. Additionally, th

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    are traits which allow you to grow your total Initiativepermanently. We will speak more about the Initiative Orderin Chapter ???: Combat. Go to the second page of theCharacter Sheet and record your Initiative.

    COMBAT MOVEMENTDuring battle, your ability to move about the field is whollygoverned by Combat Movement. It reflects your ability toquickly traverse the battlefield while fighting, reflecting thenumber of yards you can move in combat on foot.

    Your Character has a starting value equal to 3 + AgilityBonus (AB), which changes as your Agility grows over yourBasic, Intermediate and Advanced Tier. Additionally, thereare traits which allow you to improve your CombatMovement permanently. We will speak more about Combat

    Movement in Chapter ???: Combat. Go to the secondpage of the Character Sheet and record your CombatMovement under Move.

    DAMAGE THRESHOLDThe ability to withstand pain is paramount in a fight. Acombination of tenacity, grit, mental fortitude and a bit ofluck makes up the Damage Threshold attribute. Ultimately,it represents a form of physical durability, governing theamount of bodily harm you can withstand before suffering

    from grievous injuries or even death. The vast majority ofthe time, Damage is caused by wounds inflicted fromweapons or nasty environmental effects. All Characters,creatures and Non-Player Characters possess a tolerance forpunishment. Damage Threshold recovers very slowly,requiring bed rest or the attendance of someone with theHeal Skill.

    Randomly determine your starting Damage Threshold byrolling Percentile Dice, consulting the table below. After youhave rolled, add this result to your Toughness Bonus (TB),which changes as your Toughness grows over your Basic,

    Intermediate and Advanced Tier. Additionally, there aretraits which allow you to grow your total Damage Thresholdpermanently. We will speak more about how your Charactersustains and withstands Damage in Chapter ???:Combat. Go to the second page of the Character Sheet andrecord your total Damage Threshold value.

    Percentile Dice Result

    01 to 29 18

    30 to 89 1990 to 100 20

    TABLE FOLLOWS

    PERIL THRESHOLDPsychological strain, fatigue, exposure to environmeelements, terror invoked by fear, intimidation, emotiotrauma, shame and the effects of narcotics psychologicharm Characters with short-term effects. This temporphysical and mental trauma is called Peril. A CharactPeril Threshold represents how much fatigue and strthey can withstand before suffering penalties to their STests. Typically, other foes dont have a Peril Threshold; mainly reserved for Player Characters, unique creatureother Non-Player Characters the Gamemaster has conceias important or unique. Thankfully, the more willful internally resolute a Character is, the better their resistato Peril. Unlike Damage Threshold, Characters can recofrom Peril at a faster rate than if theyd suffered Damarestored fully after a good nights rest.

    Randomly determine your starting Peril Threshold rolling Percentile Dice, consulting the table below. After have rolled, add this result to your Willpower Bonus (W

    which changes as your Willpower grows over your BaIntermediate and Advanced Tier. Additionally, there traits which allow you to grow your total Peril Threshpermanently. We will speak more about how your Charasustains and withstands Peril in several chapthroughout the book. Go to the second page of the CharaSheet and record your total Peril Threshold Thresh

    value.

    Percentile Dice Result01 to 29 18

    30 to 89 19

    90 to 100 20

    TABLE FOLLOWS

    SOAK

    https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHB1bFcyQ3kxVml5Umg4TE9CVXZIdlE#gid=0https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHB1bFcyQ3kxVml5Umg4TE9CVXZIdlE#gid=0https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHB1bFcyQ3kxVml5Umg4TE9CVXZIdlE#gid=1https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHB1bFcyQ3kxVml5Umg4TE9CVXZIdlE#gid=1https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHB1bFcyQ3kxVml5Umg4TE9CVXZIdlE#gid=1https://docs.google.com/spreadsheet/ccc?key=0AjBW3uJTeayydHB1bFcyQ3kxVml5Umg4TE9CVXZIdlE#gid=0
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    It takes far more than ones physical fortitude to protectagainst the risk of death. A harness of plate and mailoftentimes bridge the gap between those who have littlefortitude and those whore naturally more hearty. Whilesome elect not to wear armor (a penchant perhaps of nakedDwarven Slayers), it is always wise to wear some sort ofprotection - regardless if youre simple fop or a politicalmastermind.

    The combination of both armor and Toughness make upyour Soak, which you reference any time you suffer Damage.Determine your Soak by adding your Toughness Bonus (TB)to your armors Damage Resistance value. While you maynot know what sort of armor you have at this point in theCharacter Creation process, be mindful that your Soak willchange once you know what trappings your Professionconfers. Go to the second page of the Character Sheet andrecord your Soak value.

    PARRY AND ADDITIONAL SOAKWhile armor may be enough to turn away blows, yourAdditional Soak is referenced any time you attempt to Parryblows with weapons and shields. We will talk more aboutthis in Chapter ???: Combat.

    STEP VI: YOUR

    BACKGROUNDDespite what Elves may prattle on about in privatecompany, not all Dwarves, Halflings and Humans lookalike. When you picture your Character, what do you see?How do they wear their hair? Are they grossly obese or railthin? Do they look like just another face in the crowd, ordoes something else set them apart?

    WHATS IN A NAME?You likely have already thought about your Charactersname by this point in the process. Players around the tablewill refer to you by this name during your in-Characterconversations, so picking a name is very important to theCharacter Creation process. Many Players will already havethought of a name. Others tend to find naming theirCharacter one of the most difficult decisions to make. Afterall, youre going to have to live with the name for some time!

    There really isnt any strict naming conventions you shofollow. However, it is best to consult your Gamemastepick a name that is appropriate to the Campaign settiSelecting a name such as Bobby the Bold may not

    within their vision of a Campaign set during the War ofRoses (but perhaps Bold Robert would). Similarly, sfantasy names such as Carlos the Dwarf may not evenanywhere within the realm of acceptance. When in douselect something evocative that rolls off the tongue easReal-world names tend to work, particularly if they evthe age of old antiquity (Germanic-sounding names tend

    work well for those playing a Campaign set in the World). Informal names are fun as well - likely earnedyour misdeeds or given by friends. Picking names wseveral consonants or otherwise unpronounceable nammay be bothersome to other Players and the GamemasBut dont be afraid to get creative. Evocative names suchSebastian Bastian, Blixa Killbride or Lars Ninefinger has a distinct ring to them; ones that areeasily forgotten.

    Consider the Campaigns milieu and other namconventions that the Gamemaster may prefer befselecting a name. Once decided, go to the first page of Character Sheet and record your name.

    HOW OLD ARE YOU?ZWEIHNDERassumes that most Characters are in thearly adult years. Whatever race you may be, you can saassume that their mentality is similar to our own real wo- inexperienced, willful, brazen and open to exploreverything the world has to offer. Theyre not yet corrup

    by the world, but their self-interest may drive them towathis end.

    All Characters typically begin play in Adulthood. Howeif you wish to create a Character thats past their prime,

    begin play with bonus Reward Points. Your Profession

    Archetype may inform your decision to play an oCharacter. A Preacher may be Venerable, whereas a Studhas just reached Adulthood. A Sellsword likely has so

    victories underneath their belt, so they may be MidAged.

    Consider some of the ideas you have about your Characthistory, and let it inform your choice to play an ol

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    Character. If youre unsure which to choose, you can rollPercentile Dice to randomly determine which age groupyour Character is in. Go to the first page of the CharacterSheet and record your Characters age under Background.

    PercentileDice Age Group Dwarf Elf Halfling Human1 to 60 Adulthood 42 46 29 16

    61 to 89Middle-

    age43 to119

    47to

    131 30 to 135 17 to 46

    90 to 100 Venerable120 to

    195

    132to

    215136 to

    150 47 to 75

    TABLE FOLLOWS

    ADULTHOODAGE GROUPYou are a full grown adult, along with all theresponsibilities it entails. You are acutely aware of therealities of the world around you, pulled in differentdirections to fulfil your dreams. But prepared for them tobe stomped upon by the unyielding weight of