U8TT Character Creation
First, select a species from this list of finished species:
-
Elf (Basal): 6HP. -1 Willpower threshold. 1 Spell Point. Can spend Spell Points for a one-time bonus on Willpower thresholds, 1:1.
Elves are roughly human in height, though spindly. The basal elf looks more or less like a human, though with pointy ears and occasionally inhuman hair and eye colors. Elves are highly adaptable and able to integrate foreign genes into their bloodline, which has resulted in a plethora of subspecies.
-
Elf (Mud): 6HP. Attackers have +2 Grab threshold to grab or move the elf against their will. Can swim through mud as if it were water, and walk through mud as if it were a solid floor.
Mud elves are distinguished by their brown eyes, hair that runs in colors of green and brown, and particularly by their skin which dries easily. Most of them keep a layer of mud on their extremities, particularly their feet; this mud is faintly magical, and draws in moisture from their environment to keep them hydrated.
-
Elf (Deep): 6HP. +1 Threshold to dextrous tasks in sunlight. -1 Sneak and Willpower threshold. Can see in the dark.
Deep elves have acclimated to life underground. Their eyes are extremely sensitive, and they can even see in total darkness so long as there are traces of heat. Their skin is very dark, between deep purples and true blacks. They retain the strong, complex minds of their basal ancestors, but do not have the inborn magical talent.
-
Kobold (Spiked): 4HP. Natural Armor (Head, Hard, 1). Unarmored attackers who roll a miss or critical miss take 1 Pierce damage. Headbutts and tail whips deal 1d/2 Pierce and 1d/2 Cut respectively. Cannot wear torso armor.
Spiked Kobolds, as the name implies, are covered in spikes, with one long, bladelike spine. Spiked kobolds often live in caves and ruins, especially tunnels. When expecting a fight, they generally set traps and ambushes. Often, if the first few traps do not substantially harm a foe, the kobolds will disperse and regroup elsewhere. Among Spiked Kobolds who accrue enough wealth to afford quality armor, a few will have their sharp spine reduced to the point that it is no longer useful; doing so allows them to wear armor on their torso.
-
Human: 6HP. Over the course of any given week, can grow particularly fond of a creature or object, and gain a -1 Threshold bonus to any task undertaken in concert with the creature or object.
Humans originate from Maredia, a veritable garden suited perfectly for them. Though they can muddle through and survive in many places, they will generally be outmatched by the locals. Their strength comes in numbers, and their armies are renowned for their balance of size and organization, and for their varied tactics. They come in a number of shapes, sizes, and colors, though mostly earthy shades of brown and pink.
Second, select a Career. This reflects your training and life experiences up to the moment you set out for adventure.
-
Layabout: +2 HP
Layabout is right to describe adventurers who did little useful with their formative lives. Perhaps they chose to do little other than eat good food and work out, or perhaps their lazy lifestyle simply resulted in an undamaged body.
-
Workman: -1 Threshold to three skills
Workmen are laborers, shop owners, farmers, and such. This may also be mechanically appropriate for those who "hop" careers a lot rather than focusing on one life path.
-
Adept: -2 Threshold to one skill and -1 Threshold with one weapon
Adept is appropriate for detectives, woodsmen, doctors, and other specialists who handle sharp objects regularly or may need to defend themselves in their line of work.
-
Scholar: -1 Threshold to one skill and one spell known from any list
Scholar is paradoxically appropriate for the naturally talented, who have trouble picking up trained skills, and also for those who forego worldly education in favor of the esoteric.
-
Brawler: -2 Threshold with one weapon and familiarity with one form of armor
Brawler is appropriate for town guards, knights' squires, warrior-princes, and bandits.
-
Inheritor: 200 gold pieces
Inheritor is right to describe adventurers who spent their formative years sitting around, doing nothing especially productive, and whether through lottery or family inheritance, gained a large sum of money at their start.
Third, select a package. This is your possessions accrued in life up to the moment you set out for adventure. All include clothes of any description that are not worth reselling whether due to bespoke tailoring or poor condition.
-
Guardsman: One 1d/2 weapon, one light armor (torso, head, boots), one day's meals, 5 gold pieces, and guardsman's papers.
Common candidates for the Guardsman kit are militia recruits, knights' squires, and amateur adventurers.
-
Craftsman: Three tools, one day's meals, 10 gold pieces, and enough materials to make an object worth 10 additional gold pieces.
-
Scholar: 1 thick book of magical lore which provides a -2 bonus to identify magical phenomena when referenced over the course of an hour, materials to cast any level 1 spell three times, one day's meals, and a stationery kit.
-
Pit Fighter: One 2d or two 1d weapons, one light armor (head, gauntlets), 5 gold pieces.
-
Ascetic: One staff, a change of clothes, two days' meals, a book of prayers, and a map.