Confronting the Character Sheet
When you are new to any RPG you may find yourself staring at the character sheet and the rulebook trying to figure out where to go next. The Legends of Kralis Fantasy RPG.
Filling it out could likely be a bit of a task. The rule book contains a Character Creation Summary section. We have tried to keep the layout of the character sheet both intuitive and laid out so you can find information you need during play quickly. This article will take you through the character generation and recording a sample Legends of Kralis character.
Getting Started
In order to create a character to the directions we will provide here you need to either have the character sheet provided at the end of the core book or download and print out the two pages of the character sheet provided at: http://www.fantasymakersindustries.com/wp-content/images/CharacterSheet.pdf
In addition, you could download the character sheet that was created for this character:
http://www.fantasymakersindustries.com/wp-content/images/CharacterSheet_howto.pdf
As you gain experience and knowledge with the game you will find that filling out a character sheet will become faster and easier as you learn the ins and outs of generation.
As with all character generations in most RPGs you will likely need scrap paper, a writing device (preferably a pencil of some sort), the LoK Book and a couple of d10.
Step 0: Pick a character concept.
If you are new to role playing games, this could be anything from a burly fighter, a sneaky thief, a robust priest, a mystical jinhuur or a spell slinging sorcerer. These concepts are important through out the entire character generation process.
Step 1: Pick a Race.
Determining which race you will represent within the game. If your GM allows you may also select a race from the Talarius Beastiary, the Player Race chapter. The core Legends of Kralis rulebook allows you to pick a race from one of 16 types.
Depending on your character concept you may wish to pick a race that has a tendency to fit into a specific archetype. However, you can decide to play a troll jinhuur just as easily as you could decide to play a syliph fighter. As a general rule of thumb small characters tend to be better at most anything other than a front line fighter, where as large creatures tend to be better at most things that are not stealth related. Medium sized creatures are the most round out character races as they can focus on anything from thieves to jinhuur to fighters.
- When choosing a race, be aware that the most successful adventuring parties include a range of races because they have the widest spread of abilities and skills. When you are creating a new player be sure to check in with your GM before choosing a race and try to pick a race that will not only be fun for you to play but that works well in the campaign setting and the party.
-A number of races have sub-races, meaning that there is a number of different types that make up the whole of a race. In this case Jakura have: the Leonis, the Tigris and the Pantera.
Example: I am going to decide to play a Jakura. As I am sticking with the core races in the Legends of Kralis rulebook, I will be using a Jakara-Leonis. Because of this I am going to write down the information from the racial features, along with racial traits. At the same time I get to pick a free racial ability, as this choice is a racial ability I do not need to meet the prerequisites for the ability as I might normally need to. I also get to add in the subrace racial trait.
Most of this information goes in the Character Information section of the character sheet (we will be skipping around the character sheet a lot before we finish). I am also going to name my character: Akmurha Tynoc.
I note his miscellaneous information in the Character Information Section.
Attribute Bonuses: +5 to any two: Agility, Perception or Wits
Age: Jakara begin play at 20, Maximum age of 175
Size: Jakara are medium creatures
Vision: Jakara have Heightened Nightvision
Speed: Base speed of 15 feet per Movement Action
Racial Skills: Jakara may gain Acrobatics, Climb or Hide as racial skills
Racial Abilities Jakara begin play with one of the following abilities: Arboreal Movement, Before You, Blindfighting, Combative Leap, Counterdefense, Create Totem, Death’s Door, Featherfoot, Fighting Style: Natural Weapons, Master Tracker
Languages: Jakara begin play speaking Al Zirr (Jakara), and may speak Azhdehak (Dwarven), or Rahvad (Aelwyn)
Resistances: None
Jakara Bonuses:Jakara gain +5’ to vertical jumps, +10 to Sneak Attacks, +5 to any two Social, Knowledge or General Skills, +10 Perception (Hearing) checks
Jakara Traits: Claws. A jakara’s claws allow them to run up walls, cliffs, and other vertical surfaces, gaining +20 to all climbing checks. In addition these claws have a base damage of 2 as a Natural Weapon Attacks and are able to penetrate light armors as a normal weapon does.
Roar. A jakara’s roar dwarfs even the roar of lions and other great cats. The jakara can cause non-ally, living creatures within 30’ to make a Willpower check or suffer -15 penalty to all Skills checks for 3 Turns. This can be used once per day.
As a Jakara the character also gains the ability to speak: Common, Al Zirr, Azhdehak, Rahvad and the Leonis Dialect. I mark these languages down on the back side of the character sheet in the Skills section. These are languages that I gain for free for being a Jakara, if I want to speak other languages I must take the Language Skill.
I choose Skepticism as my racial skill and write this somewhere in the Character Skills section, I will be adding additional skills later.
I also write down on my scratch paper that I gain +5 to my Agility and Perception for choosing a jakara and a +5 to my Strength and Charisma.
I write the jakara and leonis traits under the Traits and Abilities section of the character sheet:
Attribute Adjustments: +5 Strength, +5 Charisma
Burst of Speed. Once per turn they can make a fifteen-foot move at no Action Point cost.
Step 2: Assign and Adjust Attribute Scores
While step 1 is important into setting up your character’s concept, step 2 is important in order to make an effective character. There are three types of generating attribute scores, check with your GM before choosing a specific generation type. I will be using the Standard Generation - Base +Racial Modifiers + Focus Modifier + Campaign Modifier + 3d10. In addition, you gain bonuses and penalties to these scores base on your choice of Focus.
You need to keep track of your racial attribute adjustments while you do assign your attributes.
- Depending on the character race you choose you are either a small, medium or large type character. This is important because it determines your base attributes, health and fatigue.
Example: The choice of Jakara-Leonis in our character example tells us that he is a medium size creature that begins with the following:
Strength: 50
Stamina: 50
Agility: 50
Perception: 50
Intelligence: 50
Wits: 50
Willpower: 50
Charisma: 50
I record the racial bonuses next to my base attributes:
Strength: 50+5(race) = 55
Stamina: 50
Agility: 50 +5(race) = 55
Perception: 50 +5(race) = 55
Intelligence: 50
Wits: 50
Willpower: 50
Charisma: 50 +5(race) =55
I write these scores down on a scrap piece of paper. Next, I must determine the random rolls for attributes, I use 3d10 and roll them 8 times each. I get the following scores.
5,25,16,20,5,30,5
Assign them as follows:
Strength: 55+5=60
Stamina: 50+25=75
Agility: 55+15=70
Perception: 50+15=65
Intelligence: 50+20=70
Wits: 50+5=55
Willpower: 50+25=75
Charisma: 50+5=55
Next, I decide what focus I want. Since my concept is to be a Jinhuur/Martial Artist and one is a Combat Focus and the other Knowledge Focus I need to decide which I want to focus on more. The Martial Arts description states that either Agility or Strength are the controlling Attributes (pg. 46) and the Jinhuur Discipline states that it requires a Willpower of 75 , it would be beneficial for me to focus on Knowledge skills to gain the bonus to my Willpower. I can always improve the Martial Arts through the use of skill improvement points.
I write the down my Focus in the Character Information section: Knowledge. I then make adjustments to my attributes on my scrap piece of paper. Because of the focus I gain +5 modifier to my Intelligence, and Willpower.
Strength: 60
Stamina: 75
Agility: 70
Perception: 65
Intelligence: 70+5(Focus)=75
Wits: 50
Willpower: 75+5(Focus)=80
Charisma: 55
Now that we have determined the attributes for Akmurha, we can now fill in the Character Attribute section with the correct information. We refer to page 26 for the modifiers.
Strength: 60 (+0)
Stamina: 75 (+4)
Agility: 70 (+3)
Perception: 65 (+2)
Intelligence: 75(+4)
Wits: 55 (-1)
Willpower: 80 (+5)
Charisma: 55(-1)
Step 3: Determine Derived Traits
Once we have figured our attribute points and their respective modifiers we can now look to the Derived Traits for the character. These include Health Points, Fatigue Points, the Defenses (Physical, Magical, Divine, Jinhu), Movement, Heroic Luck, and Initiative Modifiers.
As stated above the Attribute modifiers figure into these derived traits. A number of these traits are based on the size of your character: small, medium, large, etc.
Example: Akmurha is a medium sized creature. I record the following:
- Health Points = 40 (size base) + 4 (Stamina Modifier) + 5 (Willpower Modifier) = 49
- Fatigue Points = 75 (Stamina) + 5 (Willpower Modifier) + 0 (Racial Bonuses) =80
I mark these in the Life Section of the character sheet.
- Physical Defense = 35+ 2 (Perception Modifier) + 3 (Agility Modifier) = 40
- Magical Defense = 35+ 4 (Intelligence Modifier) + 4 (Stamina Modifier) = 43
- Divine Defense = 35+ (-1) (Wits Modifier) + -1 (Charisma Modifier) = 33
- Jinhu Defense = 35+ 5 (Willpower Modifier) + 4 (Intelligence Modifier) = 44
I mark these in the Defenses section of the character sheet.
- Movement = 15′ (Medium)
- Heroic Luck = 0 (Charisma Modifier) + Racial Modifiers = 1 (All characters begin with 1 Heroic Luck point)
I mark these down in the Character Information Section.
- Carrying Capacity and Encumbrance – A character can carry no more than 4 times their Strength in total pounds. In Akmurha’s case this is 240 lbs. Up to 60 lbs would be considered no load, while a light load would be 90 lbs., a moderate load would be 120 lbs., a heavy load would be 180 lbs., a severe load would be 240 lbs.
I mark this down on the back side of the character sheet in the Encumbrance section.
- Initiative = d10 + Agility Modifier + Wits Modifier. Since I cannot roll my d10 for initiative until actual combat begins, I will add my modifiers together and come up with +6 Initiative Modifier
I must now choose what type of philosophy that Akmurha will have. There are three types: Good, Evil and Neutral. Most beings and creatures fall into the Neutral Philosophy as this is the most common type of outlook on life. Both good and evil are extreme philosophical outlooks. Only those of good philosophy or evil philosophy gain the benefits and detriments “effects of philosophy” and these depend on the levels of dedication that a character takes.
We will make Akmurha follow a neutral philosophy, but he also tends towards a good philosophy.
Next comes Vision and Starting Money. All jakara are gifted with the ability to see in the dark to an extent. In moonlight, or torch light Akmurha will suffer no modifiers. However, in dark unlit dungeons Akmurha will suffer -40 penalty to checks that require vision. I mark this down as in the Character Information Section.
Finally, I get to find out how much silver Akmurha begins with. For this I will need to use 2d10 to represent a d100 roll to determine the Gift of the Gods bonus silver that I get. I make one a tens dice and the other a ones dice, you can purchase d10 dice that are already made for use as a tens dice. I roll….and come up with: 21 which is a result of 80 silver pieces,
I begin with 150 base silver + 140 for being a jakara and 80 for the Blessings of the Gods for a total of 370 silver pieces. We will explore spending this later.
Step 4: Skill Selections
Skill selection in Legends of Kralis is relatively easy. You have a number of beginning skills equal to your Intelligence Modifier + 4. In addition, you gain a bonus racial skill for free based on your race selection. All skills begin with a base of 35 points plus the skill’s controlling attribute as a starting score. Four of those that are within a Focus gain a +15 focus bonus modifier to their scores. Your racial skills, free or purchased, all begin at ½ the controlling attribute of the skill.
There are also a set of Basic Skills that characters gain: Jump, Leap, Climb (Basic), Lifting, Swim (Basic), Throw, Sneak, Bluff and Disbelieve.
Example: Akmurha Tynoc being a Jakara gains one of the following as a free racial skill: Hide, Climb or Skepticism. In the previous installment I selected Skepticism as his free racial skill.
In addition, all Focuses give you a number of free skills. With a focus in Knowledge I gain the Read Languages skill for free and I choose to be able to Read Derah (the common language) as well as two additional skills for free.
Akmurha Tynoc has an Intelligence of 70 with a modifier of +3. With his 4 base beginning skills Akmurha Tynoc has a total of 7 skills that he can begin play with. Since I decided that I wanted to be a Jinhuur/Martial Artists I know exactly what skills I want to choose.
There are a number of skills that require Training. As a starting character it is assumed that the first skills that I choose I have been trained in otherwise I would not have them.
- Jinhuur Discipline = 35 (Base) + 5 (Attribute Modifier) + 10 (Focus) = 57
- Martial Arts = 35 (Base) + 3 (Attribute Modifier) = 38
- Meditation = 35 (Base) + 7 (Attribute Modifier) + 10 (Focus) = 57
- Hide = 35 (Base) + 3 (Attribute Modifier) = 38
- Acrobatics = 35 (Base) + 3 (Attribute Modifier) = 38
- WeaponCraft (Agility) = 35 (Base) + 3 (Attribute Modifier) = 38
o I pick up this skill in case I ever need to use a weapon other than Martial Arts
o There are three types of Weapon Skills and they are all based on Strength, Agility or Perception
- Alertness = 35 (Base) + 3 (Attribute Modifier) = 38
- Read Languages: Derah (Focus Skill) = 35 (Base) + 3 (Attribute Modifier) + 10 (Focus) = 53
- Scribing = 35 (Base) + 3 (Attribute Modifier) + 15 (Focus) = 53
- Alchemy = 35 (Base) + 3 (Attribute Modifier) + 15 (Focus) = 53
I write these down in the Skill Section of the character sheet. Along with the Controlling Attribute, Skill Base Score, Focus Bonus and what my total skill is.
Akmurha Tynoc’s basic skills are written in the appropriate areas in the Skill Section.
- Jump = 3’ + 2’ (1’ per 25 points of Strength) + 5’ (Jakara Jump Bonus ) = 10’
- Leap = 5’ (1/2 Movement)
- Climb (basic) = 35 + 3 (Agility Modifier) = 38
- Lifting = Strength Check at a TS 1 for every 75 lbs.
- Swim = Can swim for 38 turns before tiring
- Throw = 35 + 3 = 38
- Sneak = See book
- Bluff = 30 (1/2 Charisma)
- Disbelieve = 35 (1/2 Intelligence)
Step 5: Ability Selection
All characters begin with a number of abilities based on their race, their focus and they may choose to take one new ability per rank. As a new character, if you choose to take an ability, you do not have to check to see if you can gain the ability as described on page 35. You must be able to meet the prerequisites of the Ability. Depending on the level of game you are playing, you may only gain a number of Abilities other than those from your race or focus. Medium level games allow characters to gain 25 abilities, Low level games are restricted to 15 abilities, while High level games are unlimited. As a Focus bonus you are able to gain one of your Focus abilities once every 5 ranks.
These free abilities do not require you to meet the ability prerequisites, these abilities do not add onto your Merit Cost that you must attain to gain a new rank.
Example: As a first rank jakara character that has a Knowledge Focus, Akmurha Tynoc begins with a number of free Abilities.
As a jakara I could take one of the following abilities: Arboreal Movement, Before You, Blindfighting, Combative Leap, Counterdefense, Create Totem, Death’s Door, Featherfoot, Fighting Style: Natural Weapons, or Master Tracker.
Since I am focusing on the Martial Artist/Jinhuur concept I think that I will choose Combative Leap, as this allows me to leap double my normal distance as well as attack as though I am charging. I write this down in the Traits and Abilities section of the character sheet.
With a Knowledge Focus I am able to gain one of the following abilities for free. Once every 5 ranks I am able to select another ability from this list: Calm Mind, Fatigue Substitution, Nascent Dreaming, Harness Subconscious, One with Energy, Power, Ambitious Leader, Call Familiar, Create Totem, or Deep Faith. I will be able to select another ability at rank 6.
I decide to take Fatigue Substitution. This ability allows me to temporarily sacrifice attributes for fatigue points at a rate of 2 attribute points for 1 bonus fatigue point. There are penalties for doing this. I write this ability down in the Traits and Abilities section of the character sheet as well.
Finally, I am allowed to choose one more ability that I must “pay” for in Merit points. Since I have taken the Jinhu Discipline, if I want to learn and use Jinhu I must take the Enlightened ability. Doing so also increases my Jinhu Defense by +10. I write this ability down in the Traits and Abilities section of the character sheet as well as the bonus +10 in the Defenses Section of the character sheet.
Step 6: Purchasing Equipment
Characters do not come equipped, you must purchase their equipment located in Chapter 6. There is no restriction, other than your size or strength, on what type of equipment, armor or weapons that you can purchase other than are you able to wear it or use it. In addition, a character may be suffer penalties to skills should they wish to use or wear a specific type of armor or wield a specific type of weapon. You may always purchase a weapon from the weapon table and not use it as a weapon. Should you decide to use the weapon without having a skill in it your attempt to use it is 35 plus controlling attribute modifier.
Example: For the most part I am able to choose just about any type of equipment that I like. If I was a fighter I would likely go for a heavy set of armor in order to absorb as much damage as possible from hits. But I have chosen to go a more martial arts/jinhu discipline skill route. Since I am not trained in the use of a weapon right now, I will avoid buying weapons. In part 1 of this article I rolled Akmurha Tynoc’s wealth and gained 370 silver pieces. As I purchase equipment I write it down on page 2 of the character sheet along with its location and weight. This is important because I want to watch what I am carrying to avoid any penalties for having too much encumbrance. I can carry up to my Strength score in total weight before I suffer from encumbrance penalties.
So I mark my purchases as such:
- Studded Leather – 150 silver pieces – 10 lbs
- Staff – 30 silver pieces – 3 lbs (I may not use this in combat but it’s a good thing to have. I also write down the stats for it because I have the skill WeaponCraft: Agility)
- Clothes (plain belt, linen breeches, boots low hard, linen hood, leather jerkin, shirt) – 12 silver pieces, 5 copper pieces – 3lbs 11 oz
- Darksuit – 30 silver pieces – 2 lbs
- Backpack, Leather – 2 sp – 5 lbs
- Bag Cloth, Large – 10 copper pieces – 10 oz
- 2 Large Belt Pouches – 10 silver pieces – 4 oz
- Bed Roll – 10 silver pieces – 2 lbs
- First Aid Kit (Basic) – 30 silver pieces – 2 lbs
- 2 Torches – 2 copper pieces – 2 lbs
- 1 Weeks worth of rations – 30 silver pieces – 4 lbs
- Fling and Steel – 5 silver pieces – 1 oz
- Drinking Skin (Filled with water) – 5 silver pieces – 40 oz (2.5 lbs)
Total weight: 37 lbs 11 oz Total Silver left: 86 silver pieces
This is the essential make-up of character creation within Legends of Kralis, it is also the foundation for creating characters in any other games that use the Talarius Gaming System.
Filling it out could likely be a bit of a task. The rule book contains a Character Creation Summary section. We have tried to keep the layout of the character sheet both intuitive and laid out so you can find information you need during play quickly. This article will take you through the character generation and recording a sample Legends of Kralis character.
Getting Started
In order to create a character to the directions we will provide here you need to either have the character sheet provided at the end of the core book or download and print out the two pages of the character sheet provided at: http://www.fantasymakersindustries.com/wp-content/images/CharacterSheet.pdf
In addition, you could download the character sheet that was created for this character:
http://www.fantasymakersindustries.com/wp-content/images/CharacterSheet_howto.pdf
As you gain experience and knowledge with the game you will find that filling out a character sheet will become faster and easier as you learn the ins and outs of generation.
As with all character generations in most RPGs you will likely need scrap paper, a writing device (preferably a pencil of some sort), the LoK Book and a couple of d10.
Step 0: Pick a character concept.
If you are new to role playing games, this could be anything from a burly fighter, a sneaky thief, a robust priest, a mystical jinhuur or a spell slinging sorcerer. These concepts are important through out the entire character generation process.
Step 1: Pick a Race.
Determining which race you will represent within the game. If your GM allows you may also select a race from the Talarius Beastiary, the Player Race chapter. The core Legends of Kralis rulebook allows you to pick a race from one of 16 types.
Depending on your character concept you may wish to pick a race that has a tendency to fit into a specific archetype. However, you can decide to play a troll jinhuur just as easily as you could decide to play a syliph fighter. As a general rule of thumb small characters tend to be better at most anything other than a front line fighter, where as large creatures tend to be better at most things that are not stealth related. Medium sized creatures are the most round out character races as they can focus on anything from thieves to jinhuur to fighters.
- When choosing a race, be aware that the most successful adventuring parties include a range of races because they have the widest spread of abilities and skills. When you are creating a new player be sure to check in with your GM before choosing a race and try to pick a race that will not only be fun for you to play but that works well in the campaign setting and the party.
-A number of races have sub-races, meaning that there is a number of different types that make up the whole of a race. In this case Jakura have: the Leonis, the Tigris and the Pantera.
Example: I am going to decide to play a Jakura. As I am sticking with the core races in the Legends of Kralis rulebook, I will be using a Jakara-Leonis. Because of this I am going to write down the information from the racial features, along with racial traits. At the same time I get to pick a free racial ability, as this choice is a racial ability I do not need to meet the prerequisites for the ability as I might normally need to. I also get to add in the subrace racial trait.
Most of this information goes in the Character Information section of the character sheet (we will be skipping around the character sheet a lot before we finish). I am also going to name my character: Akmurha Tynoc.
I note his miscellaneous information in the Character Information Section.
Attribute Bonuses: +5 to any two: Agility, Perception or Wits
Age: Jakara begin play at 20, Maximum age of 175
Size: Jakara are medium creatures
Vision: Jakara have Heightened Nightvision
Speed: Base speed of 15 feet per Movement Action
Racial Skills: Jakara may gain Acrobatics, Climb or Hide as racial skills
Racial Abilities Jakara begin play with one of the following abilities: Arboreal Movement, Before You, Blindfighting, Combative Leap, Counterdefense, Create Totem, Death’s Door, Featherfoot, Fighting Style: Natural Weapons, Master Tracker
Languages: Jakara begin play speaking Al Zirr (Jakara), and may speak Azhdehak (Dwarven), or Rahvad (Aelwyn)
Resistances: None
Jakara Bonuses:Jakara gain +5’ to vertical jumps, +10 to Sneak Attacks, +5 to any two Social, Knowledge or General Skills, +10 Perception (Hearing) checks
Jakara Traits: Claws. A jakara’s claws allow them to run up walls, cliffs, and other vertical surfaces, gaining +20 to all climbing checks. In addition these claws have a base damage of 2 as a Natural Weapon Attacks and are able to penetrate light armors as a normal weapon does.
Roar. A jakara’s roar dwarfs even the roar of lions and other great cats. The jakara can cause non-ally, living creatures within 30’ to make a Willpower check or suffer -15 penalty to all Skills checks for 3 Turns. This can be used once per day.
As a Jakara the character also gains the ability to speak: Common, Al Zirr, Azhdehak, Rahvad and the Leonis Dialect. I mark these languages down on the back side of the character sheet in the Skills section. These are languages that I gain for free for being a Jakara, if I want to speak other languages I must take the Language Skill.
I choose Skepticism as my racial skill and write this somewhere in the Character Skills section, I will be adding additional skills later.
I also write down on my scratch paper that I gain +5 to my Agility and Perception for choosing a jakara and a +5 to my Strength and Charisma.
I write the jakara and leonis traits under the Traits and Abilities section of the character sheet:
Attribute Adjustments: +5 Strength, +5 Charisma
Burst of Speed. Once per turn they can make a fifteen-foot move at no Action Point cost.
Step 2: Assign and Adjust Attribute Scores
While step 1 is important into setting up your character’s concept, step 2 is important in order to make an effective character. There are three types of generating attribute scores, check with your GM before choosing a specific generation type. I will be using the Standard Generation - Base +Racial Modifiers + Focus Modifier + Campaign Modifier + 3d10. In addition, you gain bonuses and penalties to these scores base on your choice of Focus.
You need to keep track of your racial attribute adjustments while you do assign your attributes.
- Depending on the character race you choose you are either a small, medium or large type character. This is important because it determines your base attributes, health and fatigue.
Example: The choice of Jakara-Leonis in our character example tells us that he is a medium size creature that begins with the following:
Strength: 50
Stamina: 50
Agility: 50
Perception: 50
Intelligence: 50
Wits: 50
Willpower: 50
Charisma: 50
I record the racial bonuses next to my base attributes:
Strength: 50+5(race) = 55
Stamina: 50
Agility: 50 +5(race) = 55
Perception: 50 +5(race) = 55
Intelligence: 50
Wits: 50
Willpower: 50
Charisma: 50 +5(race) =55
I write these scores down on a scrap piece of paper. Next, I must determine the random rolls for attributes, I use 3d10 and roll them 8 times each. I get the following scores.
5,25,16,20,5,30,5
Assign them as follows:
Strength: 55+5=60
Stamina: 50+25=75
Agility: 55+15=70
Perception: 50+15=65
Intelligence: 50+20=70
Wits: 50+5=55
Willpower: 50+25=75
Charisma: 50+5=55
Next, I decide what focus I want. Since my concept is to be a Jinhuur/Martial Artist and one is a Combat Focus and the other Knowledge Focus I need to decide which I want to focus on more. The Martial Arts description states that either Agility or Strength are the controlling Attributes (pg. 46) and the Jinhuur Discipline states that it requires a Willpower of 75 , it would be beneficial for me to focus on Knowledge skills to gain the bonus to my Willpower. I can always improve the Martial Arts through the use of skill improvement points.
I write the down my Focus in the Character Information section: Knowledge. I then make adjustments to my attributes on my scrap piece of paper. Because of the focus I gain +5 modifier to my Intelligence, and Willpower.
Strength: 60
Stamina: 75
Agility: 70
Perception: 65
Intelligence: 70+5(Focus)=75
Wits: 50
Willpower: 75+5(Focus)=80
Charisma: 55
Now that we have determined the attributes for Akmurha, we can now fill in the Character Attribute section with the correct information. We refer to page 26 for the modifiers.
Strength: 60 (+0)
Stamina: 75 (+4)
Agility: 70 (+3)
Perception: 65 (+2)
Intelligence: 75(+4)
Wits: 55 (-1)
Willpower: 80 (+5)
Charisma: 55(-1)
Step 3: Determine Derived Traits
Once we have figured our attribute points and their respective modifiers we can now look to the Derived Traits for the character. These include Health Points, Fatigue Points, the Defenses (Physical, Magical, Divine, Jinhu), Movement, Heroic Luck, and Initiative Modifiers.
As stated above the Attribute modifiers figure into these derived traits. A number of these traits are based on the size of your character: small, medium, large, etc.
Example: Akmurha is a medium sized creature. I record the following:
- Health Points = 40 (size base) + 4 (Stamina Modifier) + 5 (Willpower Modifier) = 49
- Fatigue Points = 75 (Stamina) + 5 (Willpower Modifier) + 0 (Racial Bonuses) =80
I mark these in the Life Section of the character sheet.
- Physical Defense = 35+ 2 (Perception Modifier) + 3 (Agility Modifier) = 40
- Magical Defense = 35+ 4 (Intelligence Modifier) + 4 (Stamina Modifier) = 43
- Divine Defense = 35+ (-1) (Wits Modifier) + -1 (Charisma Modifier) = 33
- Jinhu Defense = 35+ 5 (Willpower Modifier) + 4 (Intelligence Modifier) = 44
I mark these in the Defenses section of the character sheet.
- Movement = 15′ (Medium)
- Heroic Luck = 0 (Charisma Modifier) + Racial Modifiers = 1 (All characters begin with 1 Heroic Luck point)
I mark these down in the Character Information Section.
- Carrying Capacity and Encumbrance – A character can carry no more than 4 times their Strength in total pounds. In Akmurha’s case this is 240 lbs. Up to 60 lbs would be considered no load, while a light load would be 90 lbs., a moderate load would be 120 lbs., a heavy load would be 180 lbs., a severe load would be 240 lbs.
I mark this down on the back side of the character sheet in the Encumbrance section.
- Initiative = d10 + Agility Modifier + Wits Modifier. Since I cannot roll my d10 for initiative until actual combat begins, I will add my modifiers together and come up with +6 Initiative Modifier
I must now choose what type of philosophy that Akmurha will have. There are three types: Good, Evil and Neutral. Most beings and creatures fall into the Neutral Philosophy as this is the most common type of outlook on life. Both good and evil are extreme philosophical outlooks. Only those of good philosophy or evil philosophy gain the benefits and detriments “effects of philosophy” and these depend on the levels of dedication that a character takes.
We will make Akmurha follow a neutral philosophy, but he also tends towards a good philosophy.
Next comes Vision and Starting Money. All jakara are gifted with the ability to see in the dark to an extent. In moonlight, or torch light Akmurha will suffer no modifiers. However, in dark unlit dungeons Akmurha will suffer -40 penalty to checks that require vision. I mark this down as in the Character Information Section.
Finally, I get to find out how much silver Akmurha begins with. For this I will need to use 2d10 to represent a d100 roll to determine the Gift of the Gods bonus silver that I get. I make one a tens dice and the other a ones dice, you can purchase d10 dice that are already made for use as a tens dice. I roll….and come up with: 21 which is a result of 80 silver pieces,
I begin with 150 base silver + 140 for being a jakara and 80 for the Blessings of the Gods for a total of 370 silver pieces. We will explore spending this later.
Step 4: Skill Selections
Skill selection in Legends of Kralis is relatively easy. You have a number of beginning skills equal to your Intelligence Modifier + 4. In addition, you gain a bonus racial skill for free based on your race selection. All skills begin with a base of 35 points plus the skill’s controlling attribute as a starting score. Four of those that are within a Focus gain a +15 focus bonus modifier to their scores. Your racial skills, free or purchased, all begin at ½ the controlling attribute of the skill.
There are also a set of Basic Skills that characters gain: Jump, Leap, Climb (Basic), Lifting, Swim (Basic), Throw, Sneak, Bluff and Disbelieve.
Example: Akmurha Tynoc being a Jakara gains one of the following as a free racial skill: Hide, Climb or Skepticism. In the previous installment I selected Skepticism as his free racial skill.
In addition, all Focuses give you a number of free skills. With a focus in Knowledge I gain the Read Languages skill for free and I choose to be able to Read Derah (the common language) as well as two additional skills for free.
Akmurha Tynoc has an Intelligence of 70 with a modifier of +3. With his 4 base beginning skills Akmurha Tynoc has a total of 7 skills that he can begin play with. Since I decided that I wanted to be a Jinhuur/Martial Artists I know exactly what skills I want to choose.
There are a number of skills that require Training. As a starting character it is assumed that the first skills that I choose I have been trained in otherwise I would not have them.
- Jinhuur Discipline = 35 (Base) + 5 (Attribute Modifier) + 10 (Focus) = 57
- Martial Arts = 35 (Base) + 3 (Attribute Modifier) = 38
- Meditation = 35 (Base) + 7 (Attribute Modifier) + 10 (Focus) = 57
- Hide = 35 (Base) + 3 (Attribute Modifier) = 38
- Acrobatics = 35 (Base) + 3 (Attribute Modifier) = 38
- WeaponCraft (Agility) = 35 (Base) + 3 (Attribute Modifier) = 38
o I pick up this skill in case I ever need to use a weapon other than Martial Arts
o There are three types of Weapon Skills and they are all based on Strength, Agility or Perception
- Alertness = 35 (Base) + 3 (Attribute Modifier) = 38
- Read Languages: Derah (Focus Skill) = 35 (Base) + 3 (Attribute Modifier) + 10 (Focus) = 53
- Scribing = 35 (Base) + 3 (Attribute Modifier) + 15 (Focus) = 53
- Alchemy = 35 (Base) + 3 (Attribute Modifier) + 15 (Focus) = 53
I write these down in the Skill Section of the character sheet. Along with the Controlling Attribute, Skill Base Score, Focus Bonus and what my total skill is.
Akmurha Tynoc’s basic skills are written in the appropriate areas in the Skill Section.
- Jump = 3’ + 2’ (1’ per 25 points of Strength) + 5’ (Jakara Jump Bonus ) = 10’
- Leap = 5’ (1/2 Movement)
- Climb (basic) = 35 + 3 (Agility Modifier) = 38
- Lifting = Strength Check at a TS 1 for every 75 lbs.
- Swim = Can swim for 38 turns before tiring
- Throw = 35 + 3 = 38
- Sneak = See book
- Bluff = 30 (1/2 Charisma)
- Disbelieve = 35 (1/2 Intelligence)
Step 5: Ability Selection
All characters begin with a number of abilities based on their race, their focus and they may choose to take one new ability per rank. As a new character, if you choose to take an ability, you do not have to check to see if you can gain the ability as described on page 35. You must be able to meet the prerequisites of the Ability. Depending on the level of game you are playing, you may only gain a number of Abilities other than those from your race or focus. Medium level games allow characters to gain 25 abilities, Low level games are restricted to 15 abilities, while High level games are unlimited. As a Focus bonus you are able to gain one of your Focus abilities once every 5 ranks.
These free abilities do not require you to meet the ability prerequisites, these abilities do not add onto your Merit Cost that you must attain to gain a new rank.
Example: As a first rank jakara character that has a Knowledge Focus, Akmurha Tynoc begins with a number of free Abilities.
As a jakara I could take one of the following abilities: Arboreal Movement, Before You, Blindfighting, Combative Leap, Counterdefense, Create Totem, Death’s Door, Featherfoot, Fighting Style: Natural Weapons, or Master Tracker.
Since I am focusing on the Martial Artist/Jinhuur concept I think that I will choose Combative Leap, as this allows me to leap double my normal distance as well as attack as though I am charging. I write this down in the Traits and Abilities section of the character sheet.
With a Knowledge Focus I am able to gain one of the following abilities for free. Once every 5 ranks I am able to select another ability from this list: Calm Mind, Fatigue Substitution, Nascent Dreaming, Harness Subconscious, One with Energy, Power, Ambitious Leader, Call Familiar, Create Totem, or Deep Faith. I will be able to select another ability at rank 6.
I decide to take Fatigue Substitution. This ability allows me to temporarily sacrifice attributes for fatigue points at a rate of 2 attribute points for 1 bonus fatigue point. There are penalties for doing this. I write this ability down in the Traits and Abilities section of the character sheet as well.
Finally, I am allowed to choose one more ability that I must “pay” for in Merit points. Since I have taken the Jinhu Discipline, if I want to learn and use Jinhu I must take the Enlightened ability. Doing so also increases my Jinhu Defense by +10. I write this ability down in the Traits and Abilities section of the character sheet as well as the bonus +10 in the Defenses Section of the character sheet.
Step 6: Purchasing Equipment
Characters do not come equipped, you must purchase their equipment located in Chapter 6. There is no restriction, other than your size or strength, on what type of equipment, armor or weapons that you can purchase other than are you able to wear it or use it. In addition, a character may be suffer penalties to skills should they wish to use or wear a specific type of armor or wield a specific type of weapon. You may always purchase a weapon from the weapon table and not use it as a weapon. Should you decide to use the weapon without having a skill in it your attempt to use it is 35 plus controlling attribute modifier.
Example: For the most part I am able to choose just about any type of equipment that I like. If I was a fighter I would likely go for a heavy set of armor in order to absorb as much damage as possible from hits. But I have chosen to go a more martial arts/jinhu discipline skill route. Since I am not trained in the use of a weapon right now, I will avoid buying weapons. In part 1 of this article I rolled Akmurha Tynoc’s wealth and gained 370 silver pieces. As I purchase equipment I write it down on page 2 of the character sheet along with its location and weight. This is important because I want to watch what I am carrying to avoid any penalties for having too much encumbrance. I can carry up to my Strength score in total weight before I suffer from encumbrance penalties.
So I mark my purchases as such:
- Studded Leather – 150 silver pieces – 10 lbs
- Staff – 30 silver pieces – 3 lbs (I may not use this in combat but it’s a good thing to have. I also write down the stats for it because I have the skill WeaponCraft: Agility)
- Clothes (plain belt, linen breeches, boots low hard, linen hood, leather jerkin, shirt) – 12 silver pieces, 5 copper pieces – 3lbs 11 oz
- Darksuit – 30 silver pieces – 2 lbs
- Backpack, Leather – 2 sp – 5 lbs
- Bag Cloth, Large – 10 copper pieces – 10 oz
- 2 Large Belt Pouches – 10 silver pieces – 4 oz
- Bed Roll – 10 silver pieces – 2 lbs
- First Aid Kit (Basic) – 30 silver pieces – 2 lbs
- 2 Torches – 2 copper pieces – 2 lbs
- 1 Weeks worth of rations – 30 silver pieces – 4 lbs
- Fling and Steel – 5 silver pieces – 1 oz
- Drinking Skin (Filled with water) – 5 silver pieces – 40 oz (2.5 lbs)
Total weight: 37 lbs 11 oz Total Silver left: 86 silver pieces
This is the essential make-up of character creation within Legends of Kralis, it is also the foundation for creating characters in any other games that use the Talarius Gaming System.