Character Creation: Difference between revisions

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'''Character creation has changed a lot over the years. If you see references to stats or rules or the like on pages that don't seem to line up with the character creation process outlined here, assume the version of character creation on this page is the most up to date.'''
'''Character creation has changed a lot over the years. If you see references to stats or rules or the like on pages that don't seem to line up with the character creation process outlined here, assume the version of character creation on this page is the most up to date.'''


This is a step by step guide on how to create a character in Medaevum.
This is a step by step guide on how to create a character in Medaevum. If you have played with the Mothership system and this feels oddly familiar - that's because it is. This system uses the Mothership system as a framework to build off of.


To see how the choices that influence your character will be used in the course of play, consult this page: [[Systems]].
To see how the choices that influence your character will be used in the course of play, consult the [[Systems]] page. Don't feel like you need to memorize it all at once.
 
===[[Lineage]]===
The default is human. If you intend to play an Artificer or an elf, let a DM know. Elves and beastmen can be played as Knights, Scholars, or Freemen.


=Stats=
===Attributes===
===Attributes===
Roll 2d10 four times, and add 25 to the result of each roll. After rolling, distribute the results as you like across the four attributes.
Roll 2d10 four times, and add 25 to the result of each roll. After rolling, distribute the results as you like across the four attributes.
Line 31: Line 29:
Roll 2d10 for their starting wealth, and multiply the result by 10.
Roll 2d10 for their starting wealth, and multiply the result by 10.


==Class==
=Class=
{|class="wikitable sortable"
{|class="wikitable sortable"
!NAME !! STR !! SPD !! INT !! CBT !! SAN !! FEAR !! BODY !! WOUNDS !! OTHER
!NAME !! STR !! SPD !! INT !! CBT !! SAN !! FEAR !! BODY !! WOUNDS !! OTHER
Line 45: Line 43:
| Vitravn || +10 || - || - || - || - || +10 || +20 || - || Min 5 Stress
| Vitravn || +10 || - || - || - || - || +10 || +20 || - || Min 5 Stress
|}
|}
===[[Lineage]]===
The default is human. If you intend to play an Artificer or an elf, let a DM know. Elves and beastmen can be played as Knights, Scholars, or Freemen.


===Panic===
===Panic===
Line 57: Line 58:
===Skills===
===Skills===
Different classes have different starting skills. To take a more advanced skill, the character needs at least one of its requisite skills.
Different classes have different starting skills. To take a more advanced skill, the character needs at least one of its requisite skills.
-Knights have Military Training, Athletics, and either an additional 1 Expert skill or 2 Trained skills.
*Knights have Military Training, Athletics, and either an additional 1 Expert skill or 2 Trained skills.
-Scholars have 1 Master skill as well as one requisite Expert and Trained skill. All Scholars have Literacy.
*Scholars have 1 Master skill as well as one requisite Expert and Trained skill. All Scholars have Literacy.
-Freemen have 4 made up of any valid combination of Expert and Trained skills.
*Freemen have 4 made up of any valid combination of Expert and Trained skills.
-Artificers have Military Training, Etiquette, and Low Wisdom. They either have 1 additional Expert skill or 2 Trained skills.
*Artificers have Military Training, Etiquette, and Low Wisdom. They either have 1 additional Expert skill or 2 Trained skills.
-Vitravn have Husbandry and Labor. They can either have one Trained and Expert skill, or one Master skill that they meet the prerequisites for.
*Vitravn have Husbandry and Labor. They can either have one Trained and Expert skill, or one Master skill that they meet the prerequisites for.
 
Skills give a bonus on an attribute when they come into play. To use a skill, justify why it would be relevent and say you would like to use it - that's all that's necessary. If two or more skills could potentially come into play, you don't add all of them, add the skill that provides the highest bonus. Some skills are obvious when they come into play (all melee attacks made with a melee weapon would use the melee skill), while some will require creativity on the part of the player to justify their use.
 
====Trained Skills (+10)====
{|class="wikitable sortable"
!SKILL !! LEVEL !! REQUISITE
|-
| Art || Trained || -
|-
| Athletics || Trained || -
|-
| Etiquette || Trained || -
|-
| Healing || Trained || -
|-
| Husbandry || Trained || -
|-
| Literacy || Trained || -
|-
| Low Wisdom || Trained || -
|-
| Military Training || Trained || -
|-
| Music || Trained || -
|-
| Theology || Trained || -
|}
 
====Expert Skills (+15)====
{|class="wikitable sortable"
!SKILL !! LEVEL !! REQUISITE
|-
| Alchemy || Expert || Literacy, Husbandry
|-
| Bushcraft || Expert || Husbandry
|-
| Climbing || Expert || Athletics
|-
| Craft¹ || Expert || Art
|-
| Dance || Expert || Athletics, Etiquette, Music
|-
| History || Expert || Literacy, Music
|-
| Horsemanship || Expert || Husbandry
|-
| Labor || Expert || Low Wisdom, Military Training, Athletics, Husbandry
|-
| Law || Expert || Literacy, Etiquette
|-
| Marksmanship || Expert || Military Training
|-
| Mathematics || Expert || Literacy
|-
| Melee || Expert || Low Wisdom, Military Training, Athletics
|-
| Mysticism || Expert || Theology, Art
|-
| Surgery || Expert || Healing
|-
| Thievery || Expert || Low Wisdom
|}
¹ You can craft any item for half cost. You have to make a crafting roll first. If you fail the roll, the materials are wasted and the craft fails to materialize. You can use abilities to modify your Craft skill to specialize in particular kinds of crafting.
 
====Master Skills (+20)====
{|class="wikitable sortable"
!SKILL !! LEVEL !! REQUISITE
|-
| Arcane || Master || Mysticism, History
|-
| Engineering || Master || Mathematics
|-
| Grafting || Master || Surgery
|-
| Martial Art¹ || Master || Melee, Marksmanship
|-
| Mounted Combat || Master || Horsemanship
|-
| Parkour! || Master || Climbing
|-
| Sailing || Master || Labor, Trade
|-
| Sophontology || Master || History, Mysticism
|-
| Generalship || Trained || History, Law, Mathematics
|}
¹You must choose a single weapon to master. A character with multiple master skills available could choose multiple different weapons to master.


==Abilities==
=Abilities=
An ability is either a unique thing the character can do, or a unique thing about the character. They come in a few forms. Characters can start with one ability. If it is an already existing ability, they do not need any kind of approval for it. If it is a novel ability, it must be approved first.
An ability is either a unique thing the character can do, or a unique thing about the character. They come in a few forms. Characters can start with one ability. If it is an already existing ability, they do not need any kind of approval for it. If it is a novel ability, it must be approved first.


'''Skill Abilities'''. These are abilities tied to a character’s skills. They modify how the skill is used in some way, giving extra mechanics to what would otherwise be a flat skill check.
'''Skill.''' These are abilities tied to a character’s skills. They modify how the skill is used in some way, giving extra mechanics to what would otherwise be a flat skill check.
 
'''Lineage.''' Abilities that are tied to a character’s lineage take many forms, and inform the ancestry of the character. They might be distantly related to a Valleyman and start exhibiting the traits of that lineage, for example.


'''Lineage'''. Abilities that are tied to a character’s lineage take many forms, and inform the ancestry of the character. They might be distantly related to a Valleyman and start exhibiting the traits of that lineage, for example.
'''Spells.''' Individual spells count as abilities, too.


'''Spells'''. Individual spells count as abilities, too.
'''Traits.''' Sometimes, you just change.


===Soulless===
===Soulless===
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If you choose to have your character be soulless, add this ability to their profile.
If you choose to have your character be soulless, add this ability to their profile.


  Soulless | This character has no soul. When they die, they do not pass onto the Halls of the Dead or any other afterlife. They are immune to curses that target the soul. They cannot cast spells except by external means. They have no true name. When they invoke another character's true name. Their blood cannot be used to empower magic.
  Name: Soulless  
Requirement: n.a., this was chosen at character creation.
Type: Trait
Description: This character has no soul. When they die, they do not pass onto the Halls of the Dead or any other afterlife. They are immune to curses that target the soul. They cannot cast spells except by external means. They have no true name. When they invoke another character's true name. Their blood cannot be used to empower magic.


==Equipment==
=Equipment=
===Armors===
===Armors===
Heavy armor would be full plate or an equivalent, while medium and light armor can be made up of plate pieces as well as chainmail and robust fabric armors. Fabric armor would be just a gambeson.
Heavy armor would be full plate or an equivalent, while medium and light armor can be made up of plate pieces as well as chainmail and robust fabric armors. Fabric armor would be just a gambeson.
Line 86: Line 179:
!TYPE !! COST !! AP !! NOTES  
!TYPE !! COST !! AP !! NOTES  
|-
|-
| Heavy || 150 || 10 | DR 3 || Disadvantage on Speed checks.
| Heavy || 150 || 10 || Disadvantage on Speed checks. DR 3
|-
|-
| Medium || 100 || 7 ||
| Medium || 100 || 7 ||
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===Weapons===
===Weapons===
Two handed melee weapons can be used in one hand, incurring disadvantage on Combat checks.
*Two handed melee weapons can be used in one hand, incurring disadvantage on Combat checks.
*Armor piercing weapons ignore the AP but not the DR of worn armor, shields, and cover.
*Unarmed attacks deal 1d5 damage.


{|class="wikitable sortable"
{|class="wikitable sortable"
!NAME !! COST !! DAMAGE !! RANGE !! HANDS !!NOTES  
!NAME !! COST !! DAMAGE !! RANGE !! HANDS !!NOTES  
|-
|-
| Arquebus || 150 || 4d10 Piercing || Far || Two Handed || Armor piercing. Can only be reloaded outside of combat.
| Arquebus || 150 || 4d10 Piercing || Far || Two || Armor piercing. Can only be reloaded outside of combat. Unusable in melee.
|-
|-
| Axe || 20 || 2d10 B or S || Adjacent || One Handed ||
| Axe || 20 || 2d10 B or S || Adjacent || One ||
|-
|-
| Bardiche || 60 || 4d10 Slashing || Adjacent || Two Handed ||
| Bardiche || 60 || 4d10 Slashing || Adjacent || Two ||
|-
|-
| Crow's Beak || 60 || 4d10 B or P || Adjacent || Two Handed ||
| Crow's Beak || 60 || 4d10 B or P || Adjacent || Two ||
|-
|-
| Dagger || 15 || 1d10 S or P || Adjacent || One Handed ||
| Dagger || 15 || 1d10 S or P || Adjacent || One ||
|-
|-
| Goedendag || 20 || 3d10 B or P || Adjacent || Two Handed ||
| Goedendag || 20 || 3d10 B or P || Adjacent || Two ||
|-
|-
| Greataxe || 60 || 4d10 Gruesome || Adjacent || Two Handed ||
| Greataxe || 60 || 4d10 Gruesome || Adjacent || Two ||
|-
|-
| Greatsword || 60 || 4d10 Slashing || Adjacent || Two Handed ||
| Greatsword || 60 || 4d10 Slashing || Adjacent || Two ||
|-
|-
| Halberd || 50 || 4d10 S or P || Adjacent || Two Handed ||
| Halberd || 50 || 4d10 S or P || Adjacent || Two ||
|-
|-
| Heavy Bow || 50 || 4d10 Piercing || Extreme || Two Handed ||
| Heavy Bow || 50 || 4d10 Piercing || Extreme || Two || Unusable in melee.
|-
|-
| Heavy Crossbow || 125 || 4d10 Piercing || Extreme || Two Handed || Takes 2 actions to reload. Advantage on ranged attacks.
| Heavy Crossbow || 125 || 4d10 Piercing || Extreme || Two || Takes 2 actions to reload. Advantage on ranged attacks. Unusable in melee.
|-
|-
| Javelin || 20 || 3d10 Piercing || Close || Two Handed || Rolls damage with disadvantage against targets in Medium armor or heavier.
| Javelin || 20 || 3d10 Piercing || Close || One || Rolls damage with disadvantage against targets in Medium armor or heavier.
|-
|-
| Lance || 30 || 2d10 Piercing || Adjacent || One Handed || If used from a charge on horseback, deals 6d10 damage instead.
| Lance || 30 || 2d10 Piercing || Adjacent || One || If used from a charge on horseback, deals 6d10 damage instead.
|-
|-
| Light Bow || 25 || 2d10 Piercing || Extreme || Two Handed ||
| Light Bow || 25 || 2d10 Piercing || Extreme || Two || Unusable in melee.
|-
|-
| Light Crossbow || 75 || 2d10 Piercing || Extreme || Two Handed || Takes 1 action to reload. Advantage on ranged attacks.
| Light Crossbow || 75 || 2d10 Piercing || Extreme || Two || Takes 1 action to reload. Advantage on ranged attacks. Unusable in melee.
|-
|-
| Longsword || 30 || 3d10 S, B, or P || Adjacent || Two Handed ||
| Longsword || 30 || 3d10 S, B, or P || Adjacent || Two ||
|-
|-
| Mace || 20 || 2d10 Blunt || Adjacent || One Handed ||
| Mace || 20 || 2d10 Blunt || Adjacent || One ||
|-
|-
| Maul || 60 || 4d10 Blunt || Adjacent || Two Handed || Armor Piercing. Disadvantage on Combat checks.
| Maul || 60 || 4d10 Blunt || Adjacent || Two || Armor Piercing. Disadvantage on Combat checks.
|-
|-
| Petronel || 100 || 4d10 Piercing || Close || One Handed || Armor Piercing. Can only be reloaded outside of combat.
| Petronel || 100 || 4d10 Piercing || Close || One || Armor Piercing. Can only be reloaded outside of combat.
|-
|-
| Polehammer || 60 || 4d10 Blunt || Adjacent || Two Handed ||
| Polehammer || 60 || 4d10 Blunt || Adjacent || Two ||
|-
|-
| Quarterstaff || 10 || 3d10 Blunt || Adjacent || Two Handed ||
| Quarterstaff || 10 || 3d10 Blunt || Adjacent || Two ||
|-
|-
| Shortsword || 20 || 2d10 Slashing || Adjacent || One Handed ||
| Shortsword || 20 || 2d10 Slashing || Adjacent || One ||
|-
|-
| Sling || 5 || 1d10 Blunt || Close || One Handed || Can be used with stones to deal 1d5 damage.
| Sling || 5 || 1d10 Blunt || Close || One || Can be used with stones to deal 1d5 damage. Cannot be used in melee.
|-
|-
| Spear || 10 || 3d10 Piercing || Adjacent || One Handed ||
| Spear || 10 || 3d10 Piercing || Adjacent || One ||
|-
|-
| Staff Sling || 10 || 2d10 Blunt || Far || Two Handed || Can be used with stones to deal 1d5 damage.
| Staff Sling || 10 || 2d10 Blunt || Far || Two || Can be used with stones to deal 1d10 damage. Cannot be used in melee.
|}
|}
(If I missed any classics, let me know.)
(If I missed any classics, let me know.)


===Other Equipment===
===Other Equipment===
Most equipment, with few exceptions, is closely tracked. If you want your character to have a lantern, they have a lantern. If it makes sense for them to bring a rope, they brought a rope. You may be asked to list all the equipment your character is bringing with them ahead of an event, but in all other cases if a piece of equipment isn’t listed on here and it fits with the setting, you can just have it.
Most equipment, with few exceptions, is not closely tracked. If you want your character to have a lantern, they have a lantern. If it makes sense for them to bring a rope, they brought a rope. You may be asked to list all the equipment your character is bringing with them ahead of an event, but in all other cases if a piece of equipment isn’t listed on here and it fits with the setting, you can just have it.
 
'''Specialized Tools'''. These cost 30 pence. They confer advantage on all checks made with one specific skill. These take whatever form makes sense for the skill in question - lockpicks for thievery, glass vials for alchemy, etc. These are mundane tools, something like an enchanted bookmark for mathematics wouldn’t fit while a very well made abacus would.


====Clothing====
====Clothing====
Only one clothing set can be worn at a time. This only covers clothing that conveys some kind of mechanical benefit, any other outfit a character wears is free.
{|class="wikitable sortable"
Name
!NAME !! COST !! EFFECT
Cost
|-
Effect
| Winter Clothes || 20 || Advantage on Body saves against cold weather.
Winter Clothes
|-
20
| Noble Regalia || 100 || The minimum standard of dress to be taken seriously by Empyrean nobility.
Advantage on Body saves against adverse cold weather.
|-
Noble Regalia
| Senatorial Dress || 400 || What the highest echelons of Empyrean society wear.
100
|}
The minimum standard of dress to be taken seriously by nobility.
 
Senatorial Dress
===Pets===
400
[[File:petstable.png|800px]]
What the highest crest of Empyrean society commonly wears.
 
Pets provide advantage on Rest saves. Whenever they take damage, its master accumulates 1 stress. If the pet dies, they must make a panic check.
 
=Becoming the Monster=
If you would be interested in having your character starting with some abilities that would drastically alter their story, '''let a DM know.''' Including if you have any ideas of your own that aren't listed here. The tradeoff is that since your character becomes integral to some aspect of the story, some narrative freedom is taken away from you. Your character doesn't become an NPC, but there is some expectation that you play ball with other players more than if you were just a mundane addition to the server.
 
This same caveat applies if your character does not start out this way, but starts becoming the monster in the course of play.
 
====Magic====
The magic of the Hours requires cannibalism. Even if they do not steal an existing mage’s Second Heart to make their own, growing in power all but requires consuming the soul of other mages.
 
====Lineage====
There is something monstrous in their blood. Something more than human. Their ancestry affects changes in their body and sometimes to their mind, the sins of their fathers becoming manifest.
 
====Vampirism====
The Red Dream, the Blooded curse. There is no cure. There is only the gradual descent into violent madness.


'''Specialized Tools'''. These cost 30 pence. They confer advantage on all checks made with one specific skill. These take whatever form makes sense for the skill in question - lockpicks for thievery, glass vials for alchemy. These are mundane tools, something like an enchanted bookmark for mathematics wouldn’t fit while a very well made abacus would.
====Other====
You never know. There’s always something weird going on.

Latest revision as of 05:08, 12 September 2025

Character creation has changed a lot over the years. If you see references to stats or rules or the like on pages that don't seem to line up with the character creation process outlined here, assume the version of character creation on this page is the most up to date.

This is a step by step guide on how to create a character in Medaevum. If you have played with the Mothership system and this feels oddly familiar - that's because it is. This system uses the Mothership system as a framework to build off of.

To see how the choices that influence your character will be used in the course of play, consult the Systems page. Don't feel like you need to memorize it all at once.

Stats

Attributes

Roll 2d10 four times, and add 25 to the result of each roll. After rolling, distribute the results as you like across the four attributes.

  • Strength
  • Speed
  • Intellect
  • Combat

Saves

Roll 2d10 three times, and add 10 to the result of each roll. After rolling, distribute the results as you like across the three saves.

  • Sanity
  • Fear
  • Body

Health & Stress

Roll 1d10 to determine their health, and add 10 to the result.

All characters start with 2 maximum Wounds.

All characters start with a minimum of 2 Stress.

Starting Wealth

Roll 2d10 for their starting wealth, and multiply the result by 10.

Class

NAME STR SPD INT CBT SAN FEAR BODY WOUNDS OTHER
Knight - - - +10 - +20 +10 +1 -
Scholar - - +10 - +30 - - - +5 to 1 Attribute
Freeman +5 +5 +5 +5 +10 +10 +10 - -
Artificer - - +20 - - +60 - +1 -10 to 1 Attribute
Vitravn +10 - - - - +10 +20 - Min 5 Stress

Lineage

The default is human. If you intend to play an Artificer or an elf, let a DM know. Elves and beastmen can be played as Knights, Scholars, or Freemen.

Panic

Each class has a unique effect when they panic.

  • Knight. Whenever you panic, every close friendly player must make a fear save.
  • Scholar. Whenever you fail a sanity save, all close friendly players gain 1 stress.
  • Freeman. Once per scene, you may take advantage on a panic check.
  • Artificer. Fear saves made by close friendly players are at disadvantage.
  • Vitravn. You must succeed on a Sanity save or immediately attack the closest threat.

Skills

Different classes have different starting skills. To take a more advanced skill, the character needs at least one of its requisite skills.

  • Knights have Military Training, Athletics, and either an additional 1 Expert skill or 2 Trained skills.
  • Scholars have 1 Master skill as well as one requisite Expert and Trained skill. All Scholars have Literacy.
  • Freemen have 4 made up of any valid combination of Expert and Trained skills.
  • Artificers have Military Training, Etiquette, and Low Wisdom. They either have 1 additional Expert skill or 2 Trained skills.
  • Vitravn have Husbandry and Labor. They can either have one Trained and Expert skill, or one Master skill that they meet the prerequisites for.

Skills give a bonus on an attribute when they come into play. To use a skill, justify why it would be relevent and say you would like to use it - that's all that's necessary. If two or more skills could potentially come into play, you don't add all of them, add the skill that provides the highest bonus. Some skills are obvious when they come into play (all melee attacks made with a melee weapon would use the melee skill), while some will require creativity on the part of the player to justify their use.

Trained Skills (+10)

SKILL LEVEL REQUISITE
Art Trained -
Athletics Trained -
Etiquette Trained -
Healing Trained -
Husbandry Trained -
Literacy Trained -
Low Wisdom Trained -
Military Training Trained -
Music Trained -
Theology Trained -

Expert Skills (+15)

SKILL LEVEL REQUISITE
Alchemy Expert Literacy, Husbandry
Bushcraft Expert Husbandry
Climbing Expert Athletics
Craft¹ Expert Art
Dance Expert Athletics, Etiquette, Music
History Expert Literacy, Music
Horsemanship Expert Husbandry
Labor Expert Low Wisdom, Military Training, Athletics, Husbandry
Law Expert Literacy, Etiquette
Marksmanship Expert Military Training
Mathematics Expert Literacy
Melee Expert Low Wisdom, Military Training, Athletics
Mysticism Expert Theology, Art
Surgery Expert Healing
Thievery Expert Low Wisdom

¹ You can craft any item for half cost. You have to make a crafting roll first. If you fail the roll, the materials are wasted and the craft fails to materialize. You can use abilities to modify your Craft skill to specialize in particular kinds of crafting.

Master Skills (+20)

SKILL LEVEL REQUISITE
Arcane Master Mysticism, History
Engineering Master Mathematics
Grafting Master Surgery
Martial Art¹ Master Melee, Marksmanship
Mounted Combat Master Horsemanship
Parkour! Master Climbing
Sailing Master Labor, Trade
Sophontology Master History, Mysticism
Generalship Trained History, Law, Mathematics

¹You must choose a single weapon to master. A character with multiple master skills available could choose multiple different weapons to master.

Abilities

An ability is either a unique thing the character can do, or a unique thing about the character. They come in a few forms. Characters can start with one ability. If it is an already existing ability, they do not need any kind of approval for it. If it is a novel ability, it must be approved first.

Skill. These are abilities tied to a character’s skills. They modify how the skill is used in some way, giving extra mechanics to what would otherwise be a flat skill check.

Lineage. Abilities that are tied to a character’s lineage take many forms, and inform the ancestry of the character. They might be distantly related to a Valleyman and start exhibiting the traits of that lineage, for example.

Spells. Individual spells count as abilities, too.

Traits. Sometimes, you just change.

Soulless

Not every living person on Ayaria is born with a soul. A soul is necessary to cast most magic. More pressingly, a soulless character will not go to the Halls of the Dead should they die. If a soulless character dies, they're dead forever. However, lacking a soul, a soulless character has no true name and is immune to some of the most powerful magics and curses to be found on Ayaria.

If you choose to have your character be soulless, add this ability to their profile.

Name: Soulless 
Requirement: n.a., this was chosen at character creation.
Type: Trait
Description: This character has no soul. When they die, they do not pass onto the Halls of the Dead or any other afterlife. They are immune to curses that target the soul. They cannot cast spells except by external means. They have no true name. When they invoke another character's true name. Their blood cannot be used to empower magic.

Equipment

Armors

Heavy armor would be full plate or an equivalent, while medium and light armor can be made up of plate pieces as well as chainmail and robust fabric armors. Fabric armor would be just a gambeson.

TYPE COST AP NOTES
Heavy 150 10 Disadvantage on Speed checks. DR 3
Medium 100 7
Light 50 5
Fabric 30 3

Shields

A shield is hit before your armor, assuming the attack isn’t coming from a flank or otherwise able to circumvent the shield. Pavise shields are represented mechanically by tower shields that you can set up in the field as cover.

TYPE COST AP NOTES
Tower 50 7 Disadvantage on Combat checks.
Robust 50 5
Simple 20 3

Weapons

  • Two handed melee weapons can be used in one hand, incurring disadvantage on Combat checks.
  • Armor piercing weapons ignore the AP but not the DR of worn armor, shields, and cover.
  • Unarmed attacks deal 1d5 damage.
NAME COST DAMAGE RANGE HANDS NOTES
Arquebus 150 4d10 Piercing Far Two Armor piercing. Can only be reloaded outside of combat. Unusable in melee.
Axe 20 2d10 B or S Adjacent One
Bardiche 60 4d10 Slashing Adjacent Two
Crow's Beak 60 4d10 B or P Adjacent Two
Dagger 15 1d10 S or P Adjacent One
Goedendag 20 3d10 B or P Adjacent Two
Greataxe 60 4d10 Gruesome Adjacent Two
Greatsword 60 4d10 Slashing Adjacent Two
Halberd 50 4d10 S or P Adjacent Two
Heavy Bow 50 4d10 Piercing Extreme Two Unusable in melee.
Heavy Crossbow 125 4d10 Piercing Extreme Two Takes 2 actions to reload. Advantage on ranged attacks. Unusable in melee.
Javelin 20 3d10 Piercing Close One Rolls damage with disadvantage against targets in Medium armor or heavier.
Lance 30 2d10 Piercing Adjacent One If used from a charge on horseback, deals 6d10 damage instead.
Light Bow 25 2d10 Piercing Extreme Two Unusable in melee.
Light Crossbow 75 2d10 Piercing Extreme Two Takes 1 action to reload. Advantage on ranged attacks. Unusable in melee.
Longsword 30 3d10 S, B, or P Adjacent Two
Mace 20 2d10 Blunt Adjacent One
Maul 60 4d10 Blunt Adjacent Two Armor Piercing. Disadvantage on Combat checks.
Petronel 100 4d10 Piercing Close One Armor Piercing. Can only be reloaded outside of combat.
Polehammer 60 4d10 Blunt Adjacent Two
Quarterstaff 10 3d10 Blunt Adjacent Two
Shortsword 20 2d10 Slashing Adjacent One
Sling 5 1d10 Blunt Close One Can be used with stones to deal 1d5 damage. Cannot be used in melee.
Spear 10 3d10 Piercing Adjacent One
Staff Sling 10 2d10 Blunt Far Two Can be used with stones to deal 1d10 damage. Cannot be used in melee.

(If I missed any classics, let me know.)

Other Equipment

Most equipment, with few exceptions, is not closely tracked. If you want your character to have a lantern, they have a lantern. If it makes sense for them to bring a rope, they brought a rope. You may be asked to list all the equipment your character is bringing with them ahead of an event, but in all other cases if a piece of equipment isn’t listed on here and it fits with the setting, you can just have it.

Specialized Tools. These cost 30 pence. They confer advantage on all checks made with one specific skill. These take whatever form makes sense for the skill in question - lockpicks for thievery, glass vials for alchemy, etc. These are mundane tools, something like an enchanted bookmark for mathematics wouldn’t fit while a very well made abacus would.

Clothing

NAME COST EFFECT
Winter Clothes 20 Advantage on Body saves against cold weather.
Noble Regalia 100 The minimum standard of dress to be taken seriously by Empyrean nobility.
Senatorial Dress 400 What the highest echelons of Empyrean society wear.

Pets

Pets provide advantage on Rest saves. Whenever they take damage, its master accumulates 1 stress. If the pet dies, they must make a panic check.

Becoming the Monster

If you would be interested in having your character starting with some abilities that would drastically alter their story, let a DM know. Including if you have any ideas of your own that aren't listed here. The tradeoff is that since your character becomes integral to some aspect of the story, some narrative freedom is taken away from you. Your character doesn't become an NPC, but there is some expectation that you play ball with other players more than if you were just a mundane addition to the server.

This same caveat applies if your character does not start out this way, but starts becoming the monster in the course of play.

Magic

The magic of the Hours requires cannibalism. Even if they do not steal an existing mage’s Second Heart to make their own, growing in power all but requires consuming the soul of other mages.

Lineage

There is something monstrous in their blood. Something more than human. Their ancestry affects changes in their body and sometimes to their mind, the sins of their fathers becoming manifest.

Vampirism

The Red Dream, the Blooded curse. There is no cure. There is only the gradual descent into violent madness.

Other

You never know. There’s always something weird going on.