Philosophy of Character Creation
In real life, our environment is large part of who and what where are, how we act, live, work, and play. It is what guides our morals and ethics. Unfortunately, when it comes to character creation, traditional roleplaying games generally only focus on the pure mechanics of skills and class abilitilies. Often little or no attention is given to how a character was shaped by their environment, their culture, or their family background.
Reluctant Heroes is different. In this system your characters will be full of life and personality before they even cast their first spell or don a suit of armor.
Part I: The Basics
1. Class: Basic Core Classes and Western World Supplementary Classes
2. Race and Ethnic Background: This is a human-centric world, but half-elves,half-orcs, dwarves, elves, gnomes and halflings are available. DM discretion otherwise. (see Languages)
3. Culture: Please consult the Western World Glossary for more information.
4. Character Name: Should be culturally and ethnically appropriate. See the Fantasy Name Generator for suggestions.
5. Socio-Economic Factor: Role two sets of Percentile Dice (d100) (see Socio-Economic Status).
6. Assign Ability Scores using 80 point-buy system (1 for 1 ratio)
7. List the Character's goals and aspirations. (i.e. be a renowned Knight, Lord of a modest barony, slay the local orc’s, learn how to tan hides and preserve animals, have a trophy hall in my manor).
Part II: The Developmental Phase
1. Assign Misc. Modifiers (i.e. racial, ethnic, class, etc...)
2. Skills and Feats: Unless otherwise noted, use standard Core Books for skills, feats, spells and classes. DM discretion for non-Core selections.
3. Physical Characteristics (see below)
4. Select starting gear from the Arms and Equipment Guide.
5. Record Combat and Skill modifiers.
6. Complete any other details the player might want to add to the character's history.
Physical Characteristics
HP: First level characters get max HP at first level only, then a random roll.
Birthdate: Player discretion for the day. DM discretion for the year.
Age/Weight/Height: Player discretion within racial guidelines
Physical traits: As per racial description (see Languages)
Part III: Character Building
1. Stay in character!!!
2. Consider the character's history when making decisions: social, racial and ethnic pressures have a great influence on how we act and react to most situations.
3. Use and develop a variety skills to reach the characters goals.
4. Update your characters list of goals. They are likely to change over time.
5. Keep a journal of your travels. Reluctant Heroes is particularly rich in detail and plot.
Level Caps
Upon reaching 12th level characters may decide to retire from active adventuring, becoming an Administrative Character, owning a fiefdom, and the trials and tribulations of ruling one's own country or tribe. Characters choosing this path may be brought back to active status for special campaigns or incidents.
Sample Character Construction
Bob decides:
1. He wants to play a Ranger and thinks he might want to add some druidical levels at some point.
2. Bob also decides he wants to be Human from the Frankish Ethnic background (mostly to get the axe throwing bonus).
3. Bob rolls his Social Class and the result is Lower-Upper Class; Bob’s character is a Noble. He then rolls his Economic Fate, the result is Upper-Middle Class; his character comes from a family that has a high station, but not the wealth of the local nobility.
4. Bob wants his character to get away from the strict, overbearing social demands that he grew up in, he wants to live wild and free, see fascinated features of the land and wilds, he wants to slay a dragon, learn enough druidical skills to be able to shape shift, wants to have a family after a long career of adventuring. Names his character Clovis (an old Frankish name, these can be found with simple Internet Searches)
DM makes decisions based on the Initial Phase of Character Construction and how the world works.
1. Clovis has been raised to be an Aristocrat, and will start out as a 1st level Aristocrat; with all the appropriate skills and abilities.
2. Clovis is the first-born son, from the ________________ Family of Frankish Nobles. In Frankish Society Rangers are from the Middle Class, being a Ranger and living life in the wilderness and consorting with forest creatures is thought to be below the status of a noble.
3. The ______________ Family is an old noble family line with aspirations. Childeric the patriarch of the family and Clovis’ father has groomed his first son to take the lead of a new generation of the family to glory, wealth and higher position in Frankish Society. Though old Childeric has little wealth, by the standards of nobility, he is sure his son will become a fine Knight and sends him into the world to gain fame and fortune for the family.
Childeric gives Clovis the following items to start his career:
Chainmail Armor (a family heirloom worn by Clovis’ father and grandfather), a matched pair of Dwarven made throwing axes (another family heirloom, +2 axes of distance made of adamantite), a Longsword with the family crest, a Light Warhorse, Leather Barding, scribes kit, Aristocrat clothing, 600 silver pieces and a servant-The 12-year old page Gedric.
4. Clovis’ training as an Aristocrat has given him the following skills and abilities:
Bluff, Diplomacy, Handle Animal, Disguise, Knowledge-Church of the West-Heraldry-Etiquette-Tactics-Philosophy and Law, Perform-Dance, Ride, Sense Motive, and Speak Language-Frankish, Aquitanian, and Flemish. The Leadership feat. Clovis has also been trained in the Weapons and Armor of Nobility and Knighthood.
Clovis has had a long relationship with Eigan Tollbeck, the Highland Ranger, who has served Childeric on many occasions, as the Forrester of the family woods and scout when the family has been called upon to muster a military force to go to war. Clovis has been trained by Eigan how to be a Ranger, by the dark of knight in secret meetings and whenever Clovis’ father was away. Clovis has learned the following from Eigan: Language: Gaelic, Goblin, Ogham(Secret Language of the Druids), Knowledge-Religion: The Celtic Pantheon
Summary of Clovis
Clovis is going against social norms to be a Ranger and others will react to him differently for his decision to become a Ranger. His family may ostracize or even disown him. Other nobility will consider him unworthy and below them. However, commoners and other rangers might revere him. Clovis is likely to have many allies among the commoners, but few amongst the powerful nobility.
Clovis’ having looked to the gods of nature, may come under retribution from the Church of the West for wandering away from the teaching of his youth. How will his page, Gedric, react to him and these new revelations he is about to learn?
While Clovis has been given wealth far exceeding that of the usual starting character (in the form of fine weapons and armor), can he within the confines of social, and alignment pressures can he sell them to get things he will need as a Ranger?
What is Clovis to do with Gedric? The youth will need to be protected in the wilds and will likely be poorly suited to sneaking around in the woods.
Clovis has more questions than answers at the start of his adventuring days. However, the player has a rich history to draw from to help him make a memorable character, and it will help the DM customize a campaign for the player full of different situations and interactions by the NPC’s and other players.
Socio-Economic Status - This should be its own page and link out from Part I #5. Edited for final proof.
Reluctant Heroes uses a percentile dice system to determine random social and economic status for each character. The first roll is for inheritance: your financial and general asset resources. The second is for your family's social status in the Western World. These rolls are meant to be guidelines only. Based on your scored, your DM will give a specific family biography and resources available to your character.
While it is undeniable that these two rolls will have potentially significant implications for your character, do not despair if either of your rolls are very low. All characters will be given a chance to develop themselves as much as possible. Still it is important to remember that in the Western World, as in life, we don't all start out even.
Use the Secure Dice Roller for these rolls.
Divine Authority...roll 00
The High King (there currently is not one)
Inheritence Nearly unlimited
Upper Upper Class...roll 98-99
Royal Family
Dukes, Counts, Grand Master of Guilds, Dean of Bard University, Druids
Inheritence Extraordinary Wealth, 15,000sp-150,000sp in holdings and additional wealth of 15,000sp to 50,000sp
Middle Upper Class...roll 96-97
Baron's, Lords, Master of Woolmongers, Master of Beekeepers, High Clergy, Gaelic Clan Leaders, True Bards
Inheritence Abundant Wealth, holding valued at 5,000sp to 15,000sp and wealth of 5,000sp-15,000sp
Lower Upper Class...roll 91-95
Knights, Ladies, University Proffessors, Elves, Clergy, Artists, Cosmologists, Military Officers, Master in a Guild, Heralds, Succesful Merchants, Woolmongers
Inheritence Wealthy, Lands, structures and goods valued from 1500 to 10,000sp and additional wealth from 1000sp to 5,000sp
Upper Middle Class...roll 86-90
Masons, Forresters, Archers, Dwarves, Swordsmen, Duelists, Barbers, Chandlers, Falconers, Carvers, Glass Blowers, Dyers, Sergeants of the Guard, Barristers, Surgeons, Alchemists, Apothacaries, Guild Journeyman, Students
Inheritence Wealth-Extra Income, good lodging, possibly even owning a home and goods, valued at 500-1500sp, plus an additional 100-1000sp in disposable wealth
Middle Middle Class...roll 76-85
Flemish, Gaelic, Gnomes, Halflings, Tavern and Inn Keepers Guildsman, Crossbowmen, Carpenters, Weavers, Fullers, Tailors, Traders, Novice in Guilds, Friars and Monastic Brothers, Butchers, Minstrels
Inheritence Wealth-nearly all wealth goes to sustaining self, family and livelyhood live in a modest home or apartment goods worth 500sp, and 50-100sp in cash
Lower Middle Class...roll 61-75
Saxon's, Britons, Normans, Spellcasters, Shepards, Basic Guildsmen, Street Merchants, Street Entertainers, Petty Officials, Freemen
Inheritence Wealth-no extra income, a poor rented or leased abode with 80-100 sp worth of goods, perhaps up to 5sp of cash on hand
Upper Lower Class...roll 46-60
Norse, Burgundians, Foreigners, Potters, Farmers, Loggers, Servants, Men-At-Arms, Sheep Shearers, Cooks, Bartenders, Sailors, Warehousemen
Inheritence Wealth-Live day to Day, poor trappings, rented hovel or tennement, a few common items of 40-50 sp value
Middle Lower Class...roll 26-45
Goth's, Miners, Bakers, Mercenaries, Skullery Maids, Stable Boys, Orphans, Porters, Criers, Long Shoremen, identured servants, serf's
Inheritence Wealth-Officially Poor clothes and 6-10 sp worth of goods
Lower Lower Class...roll 01-25
Drow, Orc's, Half-Breeds, Villeins, Basket Makers, Street Sweepers, Convicts, Gamblers, Drunkards, Tatoo Artists
Inheritence Wealth-usually none, often in debt, commoners clothes only.
*Note: 10sp=1gp, this is a silver based economy
Languages in the Western World - This should have its own page and link out from Part 1 #2 and also in the physical characteristics section under Part 2 (it links to the d20srd which gives conflicting info on starting langauges). Also need to add information about specific human languages based on ethnicity/kingdom. I am assuming that this information exists somewhere. Otherwise, edited for final proof.
There is no 'common' tongue in the Western World. Instead, your character will have specific language options based upon both their race and ethnicity.
Human
Human's have so many languages, it is mind boggling. The only language they have that comes close to common is Aquilatian also known as "Latin". This is the common tongue of all merchants and wide spread, but it is not the easiest language to learn. Few peasants and yeoman learn this, most people look at others that know Aquilatian with respect, as learned people.
Dwarves
The Dwarves have the only language that is strictly regulated by a race. Moradinhas dictated to his preists that all Dwarves will speak exactly the same language, it is always the same from clan to clan. When new words pop up for something the dwarves make a ruling in the yearly council of how it will be used and ponounced. This rigid language requirements have helped the dwarves become master craftsmens as ideas can be shared and there is no mistake what is written or said.
Elves
There are many diverse dialects of the elven language, so much so that some elves cannot speak to others. Furthermore, the elven language is the hardest for a non-elf to learn, as the anatomy of the elven throat, hyphoid bone and tongue is very different from all others. It is nearly impossible for a non-elf to speak fluent and indistinguishable elven (even if magically disguised as an elf).
Gnome's and Gnomish
The Gnomish language is the most complex language of all. The gnomes have over 500 characters in there written language. They have over 150 words for mine alone. Most gnomes cannot even speak the full range of the language. Only the most studied masters can learn all the gnomish language.
Halflings
Halflings have only one language, with varying dialects. Most every halfling can still communicate with other halflings.
Humanoids
Humanoids do have a base for language, "Goblinese", but this has been so corrupted and changes over the centuries that it really is never spoken properely, except by ancients. Modern Goblinese is a mixture of verbal, facial and hand gestures.
Secret Languages
There are many secret languages
Arcanum-language of those who practice the arcane arts
Mono-Mono-a silent language conversed by clasping hands, different hand movements make communication possible.
Theives Cant-lip reading, body and hand gestures, only passed on through old theives guild's. They vary from guild to guild.
Training - This should be included in the TU and Experience page if at all. I feel like this isn't really used in game anyway.
All characters need to train. To train the characters need to have access to a trainer, financial resources and time.
Some classes can be trained nearly anywhere. While others will have to go to restricted locations to get their specific training. The Time management system will allow for your character to rapidly travel to your location and conduct your training. The following table details class and training specifics.
Class.Trainer.Location
Barbarian(Berserker)Shaman of Tribe.Wilderness
Bard..Journeyman or MasterBard U., College of Genoa
ClericAbbot..Seminary
Druid.High Druid. College of Forestry
Fighter...Master of Arms..Any
Paladin...Master of Arms..Palatinate
Ranger College of Forestry
Rogue.Rogues GuildAny
Sorcerer..Self ..Any
Wizard..Wizard.College of Wizardy
Adept
Aristocrat
Commoner
Expert
Warrior
Initial training time varies dependant on class, but further advancement is always the same. 4TU + 1 TU per level Intelligence modifier.
This rest of this stuff is all specific to Pont Du Falx and/or Flanders. I think it needs its own section or to added to an existing Flanders/Pont du Falx file. Has not been edited.
THE PRICE OF CITIZENSHIP
"City air makes you free"-unknown Medieval scource
In the Late Middle-Ages just before the rise of the Rennassance Sovereign City States grew up, paying allegiance to no king, they were generally run by merchant guilds. In these city's hungry for workers many had a law that stated anyone who's lives in the city for one year is automatically a citizen of the city and free from any other bondage. Thus just to breath the air of the city would makes one free or a Freeman.
Thus it is that in Pont do Falx(Falcon's Point), anyone who lives for a year and a day in the city will be a free citizen of the city.
With Citizenship came taxes to keep the city up, service in the way of joining the militia if not standing military, and the priveledge of self determination.
All citizens must be part of the militia in some way, as a scout, guardsman or in other capacities.
The advantages:
Characters who are citizens will be trained in arms as a part of the cumpulsory service to the Free City of Falcon's Point. This training they can keep with them forever. Unfortunately few citizens get to choose what they are trained. Most characters will start as fighters or rogues, (90% chance).
-60%Fighters
-30%Rogues
-5% Cleric or Druid
-3% Bard
-2% Spell Caster or Other
This means that a citizen who grows up in the city, serves in the military as a Fighter until he or she completes wizards school, will retain their fighting skills when he or she completes wizard training and continues on to become a full time wizard.
This advantage however is limited. The character can only retain one level in the learned military trade, can only be proficient in one weapon or the charcter can choose to learn skills and feats from a military class.
This is a DM House Rule and I know many may not agree with it.
SOCIAL IMPLICATIONS
Most charcters will start out living in a Ethnic Quarter matching his or her own Ethnicity and likely have family responsibilities. Or the character will start out in a District and have, guild, trade, church or other responsibilities. Players should be encouraged to develop their own histories and family unit's once they have chosen their ethnicity and the DM has determined the characters Inheritance and Heritage.
Remember your ethnic background will be subject to fears, prejudice or other assumptions. Like; all Halflings are theives, all Drow are evil, Goth's have strong backs and weak minds.
Character Classes, bonuses and restrictions
Barbarians
Barbarians are of just about any type, but most are vikings and other nordic types. Barbarians are still are not necassarily common, maybe just unsual to encounter. If you go North you will encounter many barbarians of many tribes and cultures.
If your going to run a barbarian, run them as a person from a different and more primitive culture, not just a tougher fighter. Primitive and different does not mean stupid, foolhearty or suicidal. Historically Vikings would only atack a settlement if they thought the odds of winning we few losses were on their side, if the odds were against them they came under a sign of peace and traded goods rather than blows.
Fighters
Just about any type of fighter can be found in Flanders. The dominant type of fighter encountered is the Man-At-Arms. The typical Flemish Man-At-Arms is no push over, they average 2nd level, most of them being hardened by the recent wars. In Pont du Falx(Falcon's Point) all citizens are required to have and know how to use arms.
Specialized fighters are starting to emerge in Flanders. This includes, but is not limited to; Paladins, Cavaliers, Archers, Crossbowmen, and Bucaneers. Fighters can arrange to attend the War Colege at Bard University to increase their skills.
Druids
Approximately 100 years ago a strange phenomena occured. Slowly over a period of a decade or less all the non-human, non-celtic druids dissapeared from the region. No sensible answer has ever come to light that would explain this occurance. That has all changed recently with one unlikely Halfling named Percy. Percy has demonstrated himself to be quite adept at druidical skills with no explanation of how he came to hold the powers.
Rumor has it that Percy is a chosen one of the gods to set things right after Celtic Druids murdered all druids other than their own.
Rogues
In times of chaos and turmoil theives and cutthroats seem to sprout from the earth to prey on the unfortunate. In this time of calm after the storms of war, theives are not quite as overt as they had been, but many still lurk. Some of these rogues have develop specialized skills and run in small bands, stealing everything that's not nailed down and some things that are naeiled down.
Roguewulf the Half-Orc Pirate and Ian MacKlellan are two of the most notorius rogues. They both prey on the common traveler way laying them on both sea and land.
Monks
True martial art yype monks are a rarity in Flanders. Typically Monk is use to describe an ecclesiactical preist in a monastery.
Bards
Bards abound in the region, due to Bard University at Falcon's Point. Bards come from over the globe to learn from great masters.
Wizards
14 years ago a Wizard War started in Parthenos, the mighty city of the east. Parthenos was the oldest and largest city in the world, some say it had over one million inhavitants, most human. The city was ruled by the Imperial Wizards. These Imperial Wizards had innumerable factions within their ranks, most of the factions were politically motivated, this led to corruption en mass. One small wizards guild stood against this massive and imposing entity known as the Imperial Wizards. That small guild was called the Tesian Mages Guild.
What started as a cold, covert war fought in dark alleys and abondoned warehouses, eventually spilled into crowded public streets and busy temples and government buildings. The war was fought by spying, bribery, vigilantiism and out fight murder by both groups. The Wizard War eventually sparked off religous and class wars across the city and beyound the city gates. After a decade of war Parthenos was destabilized, kingdoms were destroyed and many a trade route dried up. Then the great viking, Klyster Aethylred, assembled a vast fleet and sacked Parthenos. Klyster left Parthenos a nearly desserted and desroyed shell of a once great city. This attack sealed the fate of Perthenos and a massive migration of refugees in the east headed west along the old trade routes. The refugees were not able to escape the Wizard War, they merely carried it with them. A decade later a epic battle broke out at the Argossean Wizards School and destroyed the island that held it, the remainder sank beneath the waves of the Western Ocean.
Along the way Wizard Battles were fought on the Mighty Wirdsoth Range, on and under the Vilyaet Sea, under and on the Vulyaet sea, in Billingsgate, in the Damelands, in Palmyra, in Ghent, Grenada and Argos.
This massive destruction has soured the people of Falcon's Point on magic. Wisards of Falcon's Point go about their business Quietly and are generally left alone.
Ethnic Background Part II
You will see me referring to character's ane NPC's ethnic background a great deal and you will see that the city of Falcon's Point is divided into different Ethnic Quarters. Here I will lay out the basic's of Ethnic Background.
Albion/Welsh
These are human people from the Isle of Albion, which we would relate to Great Britian. Nearly all humans fled Albion after the Kingslayer Wars and the death of The Merlin. Pushing the humans out of Albion were the Fomorians, a race of evil giants. The Fomorians ruled Albion without dispute for two decades. Then the elves of the the west convened a great council and chose to retake their ancient homeland from the Fomorians. The elves expelled the giants in less than a decade. A few rogue giants remain, but not a seriously threatening force. Now the Elves permit none except elves the enter Albion.
Welshmen are extremely proficient with the longbow and recieve a +1 to all attack and damage with the longbow.
next Franks and Normans
then Gaels and Celts
weapon bonuses
Franks +1 w/ throwing ax
Normans +1 w/ horse cavalry
Gaels +1 w/ Claymore
Celts +1 w/ spear
Norsemen +1 w/ battle ax
Flemish +1 w/crossbow
Dwarves
Dwarves of the Area are generally of the two basic types, HILL and MOUNTAIN.
Each group has it's own distinctive custom's and tastes and sometimes they are at odds with the other. Mountain Dwarves consider themselves superior for they work harder to extract minerals from solid rock, Hill Dwarves consider themselves superior because they are smart enough to dig it from the looser soil and stone of the low hills.
One memorable argument between the Mountain Dwarf Tondel and the Hill Dwarf Boarigar is rumored to have lasted for 8 days straight on the superiority of Mountian Dwarves over Hill Dwarves and visa versa. The two eventually went unconscious from lack of sleep and food, and had skin left on their knuckles from beating on each other. In Hill Dwarf lands this great tale is told with Boarigar being the victor and displaying his superiority to Mountain Dwarves. Then again in Mountain Dwarf Halls Tondel is substituted for
Boarigar.
Mountain Dwarves tend to prefer the Hammer over the any other weapon and argue it is what the creator, Moradin, has blessed. Hill Dwarves favor the Battle Ax and point out that Moradin bestowed upon the Hill Dwarves the invention of the Ax which also can be used for felling timbers to be used in mines. Dwarves prefer short bows to long bows, but would make kindling of either if a good crossbow were at hand.
Dwarves of all kinds can agree on a few things:
Honey Mead is the best drink ever invented by dwarves.
Elves are only held together with magic and make sorry fighters
Mules are the only way to go, horses are for humans
Water is only here to be used as an ingreidiant for ale
Dwarves can't swim, all have a very negative bouyancy
All Halflings are theives
All Orc's and Half-Breeds are cutthroats
Moradin is the all father of all dwarves
no one is more valuable than a dwarven life.
and so on ...............................
more to come
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