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Old Feb 9th, 2021, 12:12 AM
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Playbooks

Playbook OverviewThe Character Playbooks presented in this book come in four varieties:

The Great City - characters from these Playbooks were raised in the great city itself. For some of them, the city is all they have ever known.

Foreign Lands - these characters were raised in other “civilized” lands and have now made their way to the great city in search of adventure.

Barbarian - these characters are from distant lands where men still live in loose tribes or clans. They bring different skills than their companions from urbanized regions.

Eldritch - this character is a remnant of the great sorcerer kings and queens of the eldritch race and has entered the world of mortals.

If one character shares the same background as another (that is to say, if two players picked Playbooks of the same variety), the players should feel free to bounce off of each others’ results. To this end, if one player with the same variety of Playbook has already rolled on the first early life table, other players with the same type of Playbook are allowed to skip rolling altogether and choose the same result if they would like. This can help to ensure that two barbarians are from the same tribe or that two citizens of the great city are related if that is what the players want.


Early LifeThe first two tables in each Playbook deal with a character’s family and early life. Some of the characters probably come from disparate backgrounds, but others may well have known each other since childhood. Did two of the characters grow up in the great city? If so, does that mean that they knew each other in those days? Things like this can make your adventurers a tighter group, one with even more
shared history.


Class TrainingThe next five tables in each playbook determine how a character became a warrior, rogue, or mage, and what his early adventures were like. These tables are different for all the Character Playbooks, so the players are unlikely to have any repeat actions showing up here.

By the third table in this section all characters, regardless of background, will have made it to the great city where the game will begin. The third table describes someone in the city whom the character has befriended or whom he trusts. There is a lot of overlap across Playbooks on this table, so this is another good time to find common ground between the characters. It is likely that several of them share friends or contacts in the city.

Players can learn a lot about a character’s life in the great city as they make these rolls. Did the character study at the temples and libraries there? Does she still visit them? Do the other characters spend time there too?

The fourth table in this section is special, as it involves not just one character, but also another character of the player's choosing (to be decided once the final party is selected). This may be the first time the two characters met, or they could have known each other beforehand; that is up to the players to decide. The group will learn about something that the two characters did together from this table, and the result will affect both of the characters. These past events will all lead to the entire group meeting up and having an adventure together when the game begins.


Overwriting Table Results
While rolling on the various tables in the Character Playbooks, a player may get a particular result that he absolutely hates, or may just see a result that he missed but that he really loves. Once during each character creation, a player may ignore the result of a roll and pick anything he likes from that particular table. It is no fair going back and doing this later! The player should do this when it feels like he needs to so that he can make the character conform to his vision.


Unusually High Ability ScoresVery rarely, a player may defy the odds and end up with an ability score of 20 or even higher while making a character with a Playbook. The highest that any ability score can start at is 19, and any points over that limit are simply wasted. While this might be disappointing, the player should not feel cheated! The benefits of having such a marvelous score will probably outweigh any points which might be lost by going over, and the ability score in question is likely to be one very important to the character’s class.

Characters with a greater than 19 can spend two points from the high score to raise any other ability score by a single point.


The Other BitsAfter rolling on all of the tables, the character is almost complete. The player should total up the character’s Ability Scores and jot them down on the character sheet, as well as any other information needed from the Playbook, such as saving throws. The player should also pick an Alignment now. The character also probably has some money to spend, so the player can pick a couple items that he might really want.

The player also will need to record the character’s class abilities. Most of these will have been taken care of when rolling on the charts in the Playbook. For instance, rogues will have already generated their extra skills, mages their various spells, and warriors their weapon specialization. However, a rogue’s special ‘Fortune’s Favor’ ability, and a mage’s ‘Sense Magic’ ability should be recorded now.

The player can pick the languages that the character knows. Everyone speaks a common language which they share, but characters with high Intelligence scores can know more.



Last edited by Silent Rain; Feb 9th, 2021 at 11:25 AM.
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Old Feb 9th, 2021, 12:13 AM
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Old Feb 9th, 2021, 12:14 AM
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Old Feb 9th, 2021, 12:15 AM
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Old Feb 9th, 2021, 12:16 AM
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