Daruna - Characters
Character Creation
The following should guide your character creation:
- Characters should be residents of Shalish or the immediate
surroundings. The primary race of this locale is Darunite. Other
choices are possible but should be discussed with the GM.
- The most likely character background is as one of the Leshan,
a second or third child of a merchant, Sha, minor official,
wealthy farmer, or craftsman. Other choices are possible but
should be discussed with the GM.
- Characters should be relatively young. The age of majority in
this society is 15.
- Characters will begin play at 2nd level. Players should have
builds for 3rd and 4th level ready to go. I strongly recommend
using the character generation spreadsheet to manage character
leveling.
- Starting attributes will be determined by the point buy system
implemented in the character generation spreadsheet.
- Players should select a background from the listings at the
end of this document. The bonuses listed are in addition to normal
1st level spending.
- Starting coin: characters begin play with 275 gold.
Starting Gear
All characters have the following basic equipment at the start of game:
- A backpack
- 2 sets of rugged clothes
- A pair of sandals
- A light cloak
- A bedroll
- A mess kit
- One weapon from the following list:
- sling, short spear, long spear, spear, long knife, short sword
- 5 days rations
- Waterskin
- One of the following sets:
- cooking gear, flint and steel
- tent, 25' rope
- lantern, 3 flasks oil
- scroll case, 5 pieces parchment, ink and quills
The Party Mule
The party has a mule at their disposal. This creature will have
limited plot immunity. Provided you don't do something dumb (like
leave it outside the mountain unattended...) it will not be
harmed.
The party should establish what's on the mule, then I'll determine
a monthly cost for maintaining that, much like the ship's locker
in the Stars game. I'd rather not spend precious game time
detailing the gear load out for the mule after the first session.
Spending Guidelines
These are by no means hard rules, but the point buy system can be tough to
parse, so a couple of thoughts based on testing:
- If you use the default free saving throw values and distribute
them evenly, your saves will be below low average values. I would
recommend buying at least 1 save per 4 levels, or buying save
boosting mundane powers (i.e. Iron Will, Lightning Reflexes, Great
Fortitude).
- If you use the default free skill spending, your skills will
be below low average values. Intelligence bonus can raise this. If
you plan on being a 'skill monkey' you should consider a higher
Intelligence and spend accordingly.
- If you use the default free hit point spending, your HP will
be about average for a typical 2nd edition magic user. Spending on
2 HP per level is about an average d8 of HP. Spending for maximum
HP every level is probably a waste of character points.
Character Advancement
For at least the first session of this campaign, we'll be using an
all for one, one for all character advancement scheme. All
characters will advance levels simultaneously. This may change as
time passes, but I would like to avoid penalizing players when
real-life commitments prevent their attendance.
Character Death / Loss
If a character is permanantely lost from play, the player will
create a replacement at the same level as the party.
Backgrounds
Each character begins with one of the following backgrounds.
Craftsman
You have served a basic apprenticeship in a formal trade and have
worked in a guild hall or shop.
- Bluff 1
- Craft / Profession 1
- Diplomacy 1
- Manipulate Device 1
- Sense Motive 1
- Guild contact - you have a friend, patron, or relative within
a specific guild
Farmer
Though you lack in the area of education, you have a store of
practical knowledge from your occupation.
- Athletics 1
- Craft / Profession 1
- Handle Animal 1
- Manipulate Device 1
- Survival 1
- Salt of the Earth - You gain a +2 bonus to Bluff or Diplomacy
when dealing with commoners such as yourself.
Merchant
You have some formal education and have participated in a family
business in some role.
- Appraise 1
- Bluff 1
- Craft / Profession 1
- Perception 1
- Sense Motive 1
- Wealth - you have letters of credit worth a small amount of gold
each month
Outsider
Though you are now a resident of the city, your family is
originally from elsewhere and you still remember the perilous
journey here. Some of your neighbors view you with suspicion
because of your non-local origin.
- Perception 1
- Sense Motive 1
- Language 1
- Survival 1
- Bluff 1
- Unusual contact - you know a traveler, tinker or trader from a
distant locale
Performer
You have been part of a performing troupe, traveling from place to
place or making the rounds at the local taverns.
- Acrobatics 1
- Bluff 1
- Disguise 1
- Perform 1
- Sleight of Hand 1
- Street contact - you know someone from the streets of the
city
Priest
You attended a temple school and obtained at least a basic
education in language and current scientific knowledge.
- Concentration 1
- Decipher 1
- Diplomacy 1
- Heal 1
- Language 1
- Temple contact - you have a friend, relative or patron in the
local temple
Soldier
You were an active participant in military training beyond the
basic service required and have experience with life in the field
as part of some minor campaign.
- Athletics 1
- Perception 1
- Ride 1
- Survival 1
- Weapon Proficiency 1
- Military contact - you know someone in the local militia
hierarchy
Optimization & Oddities
Some gotchas for those not used to the system and optimizing
points for character building:
- Old AC 0 is new AC 20.
- Damage bonus from Strength varies depending on weapon style
used.
- Weapon size categories are wielder, not target, based.
- Constitution bonuses are applied retroactively to bonus hit
points
- If you are planning to increase an attribute, set it to an odd
value to start. It will shift to the next bonus category when you
buy it up.
- The martial kata Die Hard is very valuable to all
characters.
- If you are purchasing lots of skills be sure you look at the
mundane powers Natural Athlete, Sensitive Nature, and Sharp
Witted, which offer four ranks for specific skill groups.
- Similarly, if you are buying lots of saving throws Iron Will,
Lightning Reflexes and Great Fortitude are worth a look.
- If paying for skills, use your FREE ranks on skills that you
have a low attribute for and BUY skills you have a high attribute
for. High attributes reduce the cost of skills.