Embarking Adventurers
Adventurers from all walks aspire to greatness.
To create an embarking Aspirant:
- Create a character, a name, backstory, inspiration.
- Assign your Attributes.
- Mark what Skills you know.
- Mark what Equipment you own.
- Select Interests.
Attributes
Assign your Attributes placing one of the two sets of values in each of the 5 attributes.
- 4,3,2,2,2
- 3,3,3,2,2
So, 4 Strength, 3 Agility, 2 Intelligence, 2 Intuition, 2 Communication is a valid stat line
Skills
Select 7 Skills which you have 1 rank in.
Equipment
An embarking aspirant begins play with:
- Basic-Storage
- 1 set of Camping-Gear, for the party.
- A Size-1-Basic, Size-2-Basic, or Size-3-Basic Weapon.
- Basic-Armour.
- Explorers-Kit.
- 20 Silver.
- One heirloom, either rolled for or selected from the following:
Roll 1d6 | Result |
---|---|
1-2 | An Artisan weapon such as: Arming-Sword, Ironbow-Crossbow, Heater-Shield, Spear. |
3 | Artisan armour such as: Scale-Mail, Studded-Leather, Waxed-Gambeson. |
4-5 | A toolkit such as: Craftsman-Kit, Healer-Kit, Dungeoneering-Kit. |
6 | A Harmonic Magic-Items of artisan quality or worse. |
Interests
Embarking Aspirants have some trainings to help them on the road. Select 2 Basic trainings to begin with.