Create a Character

= Creating a Character =

Calculate modifiers
Your character's modifiers will be added to each combat or action roll throughout the campaign.

Base modifiers
In life we cannot choose who we are. Roll one 6-sided die to determine your class. This will set your starting modifiers. ( R anged, M elee, S trength, W isdom, Speed)


 * 1) Gunman (r:+3, m:+1, s:+0, w:+1, speed:1)
 * 2) Soldier (r:+0, m:+3, s:+1, w:+0, speed:3)
 * 3) Defender (r:+0, m:+1, s:+3, w:+0, speed:2)
 * 4) Healer (r:+0, m:+0, s:+0, w:+3, speed:2)
 * 5) Wizard (r:+2, m:+2, s:+1, w:+3, speed:2)
 * 6) Player choice: choose any of the above classes

Weapons & Items
Weapons you hold will add to your base modifiers. A character can hold a total of two weapons, but when starting a campaign a player can choose only one starting weapon:


 * Gun (r:+1)
 * Crowbar (m:+1)
 * Shield (s:+1)
 * Relic (w:+1)

Items are different from weapons and do not count toward the player's two weapon limit. An item does not come with any modifiers to add to action or combat rolls. An example of an item would be a key used to unlock a specific door.

Throughout the campaign the campaign leader can make additional weapons & items available. If the character is already holding two weapons the player must choose which weapon to drop in order to pick up a new weapon. The campaign leader should pre-determine the modifier for any new weapons. Modifiers max out at 5.

Experience Quests (EQ)
Experience Quests are side quests created on the fly by the campaign leader upon request by a player. A player can ask the campaign leader to provide a personalized quest to add +1 to one modifier (Ranged, Melee, Strength, Wisdom, Speed) per EQ. This can be done at any point during the campaign, but can only be done once per "day" in the game. Other players can participate in the quest but only the player who requested the EQ will benefit from a +1.

A player can decline the campaign leader's EQ. If an EQ is declined it does not count toward the "daily" EQ limit. In this example, since the EQ lasts 3 "days" the 2 subsequent "days" cannot be used to start another EQ. Modifiers max out at 5.

e.g.: A player with a low strength modifier can request a strength EQ. In this case the campaign leader may propose the character participate in a 3 "day" strength training workshop. While away, the campaign will continue. At the end of the 3rd "day" the player can participate in the campaign again with their new strength modifier. The player declines the EQ and their strength modifier does not change.

Modifier Totals
Add your character's base modifier + current weapons + EQs to determine current modifiers. Modifiers max out at 5.

Starting HP
To determine starting HP, roll 2 dice. Add rolls together. The sum is your HP. Additional HP is increased through leveling up only. EQs cannot be used to raise HP.

Character Sheet
Print your character sheet, fill in your modifiers/class, name your character, and draw a picture of your new self. Campaign leaders can use this spreadsheet to keep track of each player's character and their modifiers. As a character levels up or increases their modifier be sure to update the character on your sheet/spreadsheet.

Next: Gameplay