| Occupation_____________ Religion_______ Race _______________ Origin ___________ Parents occupation_______ Age___________ Titles_________________________________ Appearance____________________________ Distinguishing marks/mannerisms__________ Family/next of kin______________________ Affiliations/Alliances/Enemies____________ Other | Agility dex/5 Boat 1 ___o Climb 4 ___o Jump 4 ___o Ride 5 ___o Swim 3 ___o Throw 3 ___o Run 5 ___o ___________ ___o | Perception int+will/5 Listen 5 ___o Scan 5 ___o Search 5 ___o Track 5 ___o Scout 1 ___o ___________ ___o |
| Melee Weapon str+siz/5 Attack ___________ ___o Parry ___________ ___o Attack ___________ ___o Parry ___________ ___o Missile Weapon str+dex/5 Attack ___________ ___o Attack ___________ ___o | Communication int+cha/5 Fast-talk 1 ___o Orate 1 ___o Sing 1 ___o Speak Languages: Own 2 ___o Common 4 ___o Read 0 ___o Write 0 ___o ___________ ___o | Stealth dex/5 Hide 2 ___o Sneak 2 ___o Pick Pockets ___o ___________ ___o ___________ ___o ___________ ___o |
| Magic int+will/5 Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o Cast ( )_____________ ___o | Knowledge int+will/5 Lore Animal 1 ___o Human 1 ___o Mineral 0 ___o Plant 0 ___o World 0 ___o Craft 2 ___o Smith 1 ___o __________ ___o ___________ ___o Armourer ___o Brewer ___o Cooking 2 ___o Evaluate 1 ___o First aid 2 ___o | Armor str+con/5 ___________ ___o ___________ ___o ___________ ___o Shield dex+str/5 ___________ ___o |
| Hit points con+siz/2 | Manipulation dex/5 Conceal 1 ___o Devise 1 ___o Sleight 1 ___o Play instrument ___________ ___o | |
| Runeskills will/5 _____________ ___o _____________ ___o _____________ ___o _____________ ___o _____________ ___o _____________ ___o | Traits ________/__/_______/__ ________/__/________/__ ________/__/_______/__ ________/__/________/__ ________/__/_______/__ ________/__/________/__ | |
You live in a world infused with magic. The sun in the sky cycles through a rainbow of colors, each of the seven moons in the sky is home to a hero-saint, and magic is real.
The world itself, seen from a distance, looks like a ball of frayed steel wool, floating in seas of mist. People live on islands that thrust themselves out of the mist, they travel between islands on flying boats, magical pathways and trade routes that do not go too far into the mist.
Deep below, where the light of the seven moons does not reach, in the perpetual dark, are undead, of seven kinds. There are mysteries of mastery that one can reach after a lifetime of study, or, one can gain access to matrix magic by being initiated to one of the pathways of the seven saints. In return, the initiate has a duty, a compulsion, to travel and strive against evil for a season. Many people choose the "easy" path to magical enlightenment, wear the colored magical shirt of their patron saint, and travel for somewhere between eighteen months and two years.
This is your world, this is Mistworld. Rather than just "fill in a character sheet" you ask yourself:
- "Where do you come from and what was it like?"
- "What do you do"
- "Who do you worship"
- "What do people first notice about you?"
- "What do people who get to know you discover about you?"
- "Who are your friends and why?"
- "Who do you love and do they love you?"
- "Who are your enemies?"
- "What are your prized possessions?"
- "What secrets do you have?"
- "What ambitions do you have"
- "What do you fear most?"
- "What is your catch-phrase?" (makes me think of Get Fuzzy the comic strip).
Pick five traits. The available trait pairs are:
Chaste ......./.....Lustful
Energetic..../.....Lazy
Forgiving..../.....Vengeful
Generous..../.....Selfish
Honest......../.....Deceitful
Just ........./.....Arbitrary
Merciful...../.....Cruel
Modest......./.....Proud
Pious ......../.....Worldly
Temperate.../.....Indulgent
Trusting ...../.....Suspicious
Valorous...../.....Cowardly
Hero/Saints are:
- Smith/Maker
- Gardener
- Herdsman
- Harpist/Loremaster
- Sailor/Trader/Scout
- Builder/Architect
- Peacemaker/Purifier
Category / Weapon / Damage Required STR/DEX ENC Armor Strike Rank
2H Axe / Bardiche 2d6+1 11/8 2.5 11 1 (no shield)
1H Axe / Battle Ax d6+2 9/9 1.5 5 2
Dagger / Dagger d3+1 1/2 .5 3 3
Dagger /Long knife d4+1 4/6 .3 4 3
Spear / 1HSpear d6 6/7 1.5 3 2
Spear / 2H d6+2 8/9 2.0 10 1 (no shield)
Sword / d8+1 9/7 1.2 7 2
Staff / d6+1 9/9 1.5 11 2 (no shield)
Bow / d6 7/10 1.5 0 0
Pilum / d6+1 8/10 1.0 0 0
Spells: (maximum points = max level of skill in spell)
First Aid: Cost one point, Range touch
No target resistance.
Heal d3+1 over ten minutes, 1 point per day there after on success.
Heal: Cost = points healed, Range touch
No target resistance
Heal = points.
Blade Magic: Cost = points, Range touch
No target resistance
+1/+1 to damage and skill for Will minutes
StaffBlunt: Cost = points of blunt, Range touch.
No target resistance
+1 to damage, +1 to armor/parry for Will minutes
Mistwall: Cost = one per 10x10' wall section, Range = will in yards with shirt, will in feet without.
No target resistance
Obscures an area with mist for Will minutes (creates a wall of mist).
Detect: Cost = one per +10 to detect, Range = will in yards with shirt, will in feet without.
No target resistance
Detects the condition/substance specified. (usually different spells for each).
Fire Dart: Cost = one per d6 damage dart, Range = will in yards with shirt, will in feet without
Target resistance = Will of Target
Does d6 damage per point. Armor absorbs damage.
Resolving skill contests;
Every time the rules day roll d20 you may roll 1d20 or 2d10 or 3d6. A berserker always uses a d20, a typical fighter usually uses 2d10. A typical man at arms uses 3d6 for all tasks.
Roll d20 + skill - defense. Positive number = a hit. Net positive points = damage hit does. Negative number = a fumble. Negative number = damage done to weapon. Default defense = 5.Skill = skill + bonuses + magic + weapon
Defense = skill + bonuses + magic + armor
So, if a skill of 7 in fist (a d0 weapon), vs. 4 points of armor, 10 points of defense (default amount) 5 points of parry it is 7+d20 - 19. or d20-12 On a rol1 of 13 or more, it is a hit, on a rol1 of 12 or less a miss.
A weapon would make a difference, since it is added to the attack chance of success. The amount of damage is the amount by which a hit occurs, with special effects (poison, etc.) applying on only if damage occurs. In our example, if a 20 were rolled it would be 20-12 for damage (8 points).
In greater depth:
Most tasks are determined by (skill + d20) - base (the base is usually the average value of the randomizer). If the matter is not random it may be skill - 0, or skill +d6 -3; or skill + d10 - 5; etc. For example, running at level 12. Running on a track is a minimal level difficulty task. Running on a track would usually be a 12 (skill) to determine progress. Running cross country might be a skill + 10 + d10 task - 5. Without a path, it might be a skill +3d6 - 11 for progress. Tools would add something. Good shoes might be a +1. Magical leggings might be +3 or more. Brambles might add 5 or 10 to difficulty. You can see the system in full force in combat, per the above. You can also apply it to other tasks. Take Eregorn at level 6 skill sailing when he is sailing the Wavestalker out of port. It is enchanted (+3) a superior ship (+1) and leaving the port with the wind is a simple task. The task is simple and requires overcoming three points a round. To successfully leave the harbor, Eregorn has to earn 3 points a round until he is out. His base is 6+3+1. With no hurry, and no opposition, he earns 10 points a round and easily leaves the harbor. But if he encounters a mild squall, which would be a 3d6 problem with 5 points of armor, he would be rolling d20/3d6/2d10 (depending on his approach)+10 minus 10+5 (base + the additional problem of a squall) or d20+10-15 -- He needs to roll a six or better to avoid problems and a 9 or better every round to avoid losing ground (and to keep making his 3 points necessary a round). He might want to take the cautious approach (3d6) vs. the berserker approach to life (the d20) roll in this situation. He makes it out of the port and docks at Helvetica. He has a 3 in the language. To read a menu he needs to earn 3 points. However, the menu has 3 points of armor, due to the handwriting and format problems. The randomness level is d6. So, he rolls d6+3-3 every round. It takes 2 points of success to read the menu. In a round or two he has succeeded. INT 3D6-1 9.5 average
CHA 3D6-1 9.5 average
SIZ 2d6+6 13 average (-3 for female)
CON 2d6+2 9 average (+3 for female)
DEX 21-Size + (2d6-1d6)
Will 76- total points
Add nine points per player allocation.
A typical male character:
- SIZ 12
- STR 13
- CON 8
- CHA 9
- INT 10
- Will 10
- DEX 14
Total points = 76. The player has 9points left to allocate to reach the 85 point limit. That is just enough to make a difference in a few areas, perhaps creating a character with extraordinary STR or with good INT and POW.
Premade Characters: Addorilla (all bonuses round down)- SIZ 10 12 hit points
- STR 13 Melee +4; Shield +5
- CON 14 Armor, can wear up to 5 points of armor
- CHA 9 Communication Skills +4
- INT 12 Perception Skills +4; Knowledge Skills +4
- Will 12 Magic +4
- DEX 15 Agility skills +3; Missile Weapons +5; Stealth +3; Manipulation +3
Herd lesser Llamas 3+4 Start 7Ride greater Llama 6+3 Start 9Throw Pilum 7+5 Start 12Shield 4+5 Start 9 to defenseSword 6+4 Start 10Blade Magic 3+4 Start level 7 Speak Origin language Start 6 Common Start 8 Lore Animal 1+4 Start 5 Sneak 2+3 Start 5 First Aid 1+4 Start 5 (note, first aid requires magic to use). Owns: Greater scaled llama Pilum x 4 Sword Shield Clothes Other Premade Characters: FiatLux (all bonuses round down)- SIZ 15 15 hit points
- STR 15 Melee +6;
- CON 15 Armor, can wear up to 6 points of armor
- CHA 11 Communication Skills +4
- INT 10 Perception Skills +4; Knowledge Skills +4
- Will 10 Magic +4
- DEX 10 Agility skills +2; Missile Weapons +5; Stealth +2; Manipulation +2
Throw Pilum 6+5 Start 11Armor 6 (6 points of armor worn)Bardiche 6+6 Start 12 Parry 4+6 Start 10Blade Magic 3+4 Start level 7 Speak Origin language Start 6 Common Start 8 Lore World 1+4 Start 5 Climb 4+2 Start 6Jump 4+2 Start 6 Heal 1+4 Start 5 Owns: Bardiche Armor Heavy Boots Rope Other Premade Characters: Savarian (all bonuses round down)- SIZ 10 10 hit points
- STR 10 Melee +4;
- CON 10
- CHA 11 Communication Skills +5
- INT 17 Perception Skills +7; Knowledge Skills +7
- Will 18 Magic +7
- DEX 10 Agility skills +2; Missile Weapons +4; Stealth +2; Manipulation +2
Run 4+2 Start 6Climb 4+2 Start 6Staff 2+4 Start 6 Parry 2+4 Start 6 Speak Origin language Start 9 Common Start 11Read Common Start 7Write Common Start 7 Lore Human 1+7 Start 8Brew 1+7 Start 8Cook 1+7 Start 8 First Aid 1+7 Start 8 (note, first aid requires magic to use).Fire Arrow 5+7 Start level 12Heal 1+7 Start 8 Owns: Staff Brew/Cook Gear Clothes Other

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