Unwritten Legends: PC Creation
Unwritten Legends: The Heroes



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Character Creation Rules:

  1. Select class from the list below (NPC classes are not available to PC's).

  2. Select your own attributes or Roll infront of the GM.

    Selection: per cost in DMG. Total: 40 points.

    Rolling: Roll 3D6 per attribute in order, no swapping. If the total is above 84, keep them. If below 84, a player has the option of picking an attribute and rolling 1D6 and adding it to the attribute. If this puts the total over 84 or the attribute over 18, those points that go over are wasted. Keep track of points that go over and count them towards an effective total of 84. Repeat until 84 is reached at your option. Rolling takes place before racial modifiers. Players must improve any attribute under 8 first, as it is the minimum attribute before racial modifiers. If the total is over 84 and an attriute is below 8, bump it to 8.

    Example #1: A character is rolled with a total of 82, and an Attribute of 17 which the player wants to improve. The player rolls a 5 on the d6 and wants to add it to the 17. The 17 is moved to an 18, but since 5 + 82 > 84 the player is considered to have an effective total of 84 and cannot add to any other attribute.

    Example #2: A character is rolled with a total of 18, all attributes are 3. If the player were to roll a 1 on the d6 for every attempt and distributed the points evenly he would have six attributes at 14.

  3. Allowable Starting Alignments: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral. Most commoners (and non-player classes) are neutral or neutral evil.

  4. Alignment is invisible after the start of the game. The GM keeps track of every hero's alignment. It is not considered a prerequisite for any class. Alignment changes are penalized or rewarded based on giving the GM prior warning.

  5. Start at Adulthood, for your race, and not closer than five years until you reach Middle age.

  6. Character start from one region, this is your Home Region. See Regions. You can choose Region Feats from regions that are your home region, or that you have chosen to spend two points of Knowledge Local towards. Region Feats are not bonus feats, but only people from a given region can choose those feats.

  7. Allowable Races: Elf (Moon, Gold, or Wood), Dwarves (Shield or Gold), Gnomes (Rock only), Halfling (Lightfoot only), and Human. Also, see races. One exception can be made per Oath Circle, see below.

  8. Character's that want to play a non-PC race may do so, but only one per oath circle. Three things apply:

    • They do not gain the bonus drawback which can only be used on a skill feat at first level. Their equation for the number of extra feats they can gain from drawbacks is 2 + (level/10 rounded down).

    • The character must also XP tithe a distinction called Non-PC Race at first level.

    • They do not start with an ECL, instead they progress their first levels in their monster class, per Savage Species.

  9. Maximum hit points at first level. Each level afer that roll double the hit dice allowed and take the higher. Discard the lower.

  10. A bonus [Pulp] feat at first level for PC's and equivelant NPC's.

  11. Starting Gold at first is maximum.

  12. Being a preferred class from a region allows a starting charcter to choose one of the following: A) One masterwork weapon. B) One masterwork light or medium armor or shield. C) 300 gp.

  13. No psionics.

  14. Have a list of five short and long term items that are character goals and player goals for the game. That is a total of twenty (20) items.

  15. Have four closely held beliefs that flesh out your alignment. E.G. An elf "Do no burn the forest." Dwarf: "Collapse no cave." Monk: "Go through the gate." These are four statements of personal philosophy.

  16. Character concepts should be flexible and characters will be made at the first pre-session. Remember that the player characters must act as a team, so if you want to play a barbarian that hates elves, that is ok, only as long as no other PCs want to be elves. If one does, you must change. One player's charcter choices superscede another player's character concepts.

  17. Party Leader must be picked. It should be understood that the person chosen as leader is where the buck stops for the group. All are to be answerable to him for all actions, and he is answerable for all actions of the group. The leader does not have to be strongest, toughest, most powerful, sneakiest, or even the smartest, but he does have to have the respect and good will of those who choose to follow him.
    As players this is an experiment. Consider it Leadership and Followership (is that a word?). The leader must take into account good decision making, the groups happiness, and their closely held beliefs. He should not expect them to break these beliefs on account of his orders, but also expect his people to stand up for their beliefs. So basically, one person is the group is being chosen to ROLEPLAY the leader. Everyone else is choosing to ROLEPLAY those being led.

  18. Be part of an Oath Circle by 20th Level.

  19. Begin the game with up to three bonus feats gained from either Distinction points or Flaws. A character can never start with more than three bonus feats in this manner.

  20. No laptops, cell phones, or PDAs will be allowed for use in the game, during the game session.

  21. Notes: Characters are complete once the following is determined for each of the following. In no particular order.

    • Determine Role (Takes Priority to Objections in Demeanor) EG: Healer, Tank, Spell Casting, Spell Sword, Scout, Second Story Man, Face...

    • Determine Character Background

    • Determine Character Demeanor (Starting Alignment, 5 Short Term Goals, 5 Long Term Goals, 4 Closely Held Beliefs)

    • Generate Character Description

    • Determine Crunchy Bits: Level, Stats, Race, Languages, Region, Patron Deity, Class(es), Skills, Feats, Drawbacks/Disadvantages/Flaws, Starting Equipment Gold, Starting Magic Item Gold, Buy Equipment and Magic Items.

    • Determine Extras: Contacts, Code of Honor, Renown/Reputation (if any).

    • Fill out Character Sheet: Derive Saves, Derive Attacks, Derive Encumbrance.

  22. Plan: The first session will revolve around determining the following before characters are made. They all need to be resolved, first one, then two in no particular order. At any point during the cycle, the group can stop, go back and re-evaluate past decisions and modify them.

    • Determine which player is to be leader and get agreement that others will follow.

    • Determine levels, classes, and roles of characters (associated followers if applicable).

    • Determine demeanor and relationship between members.

    • Determine histories and how group came together.

    • Determine why the group fights for good and why they follow the oath.

    • Determine the Oath Circle's name.

    • Determine what region they are from, and what city(ies) they call home.

  23. Optional: Character Creation Rule Upon building a first level character after the group creation session, a player can detail their background further to achieve higher starting level. Alternately, details about their character can raise the level of another character if they share a common background. This is intended to reflect the sometimes non-uniform power of groups in fiction and film.
    The more indepth the background, the higher level the character can start at. The volume of the background is not rewarded. Quality is; and quality is defined as the number of things or hooks, called 'features' you provide that the GM can use to make his life intresting, and the number of ways in which you limit your own character (without drawbacks). For the first three features, the character can gain one level. Each additional level costs double the previous number of features. Each successive feature cannot resemble a similar previous feature, because the bar is rasied for each additional level.
    Also, once features are added, they should not be removed. Features not used for levels can be converted to Drawbacks.

  24. All non-stat features of the PC's must meet approval of all players and GM. Lets all be flexible, but I'd like to keep this on the table.

  25. All stat features of the PC's must meet approval of the GM. I'll be flexible, and I hope everyone else will be too; again, just keeping it on the table.


Supplamental Character Creation Rules:

  1. Characters have 2 out of 5 (rounded down to nearest whole number) of the time chits that pass between sessions for personal activities, the remaining 3 out of 5 are spent on adventuring and hijinks. See also Time Chits. This translates to 3 out of 5 days being spent adventuring and 2 out of 5 days being spent for personal reasons.


Supplamental Character Creation Rules:

Characters may die. Should that happen, new Oath Circle members can be created in the following way. All guidelines above apply unless noted below.

  1. New characters enter the group at five levels lower than where they left.

  2. A new character cannot be closer than 50% similar to a previous character. Generally, half of one level is zero, so if you had one level of a class, the replacement cannot have that level.

    E.G. A 20th level fighter dies, the new party member may be 15th level, but may not have more than ten fighter levels. Or, if a Fighter 19 / Wizard 1 dies, his replacement could not have wizard levels.

  3. Follow the advanced character creation rules.


Advanced Character Creation Rules:

For making characters above first level, do the following:

  1. Value that can be spent on equipment is 5% of book starting gold.

  2. Value that can be spent on magic items is book starting gold (and gold not spent is lost.)

  3. Random magic items will be assigned by the GM as appropriate.

  4. Most character(s) with GM approval can earn one wish at each even numbered level between 11th and 30th, after 30th level one wish can usually be gained per level; none are gained before 12th level. See Wishes.

  5. Characters with Income from Distinctions earn an average of three months per level.

  6. Characters can gain one additional Trait per five levels (one more at 5th, 10th, etc.)

  7. Characters can gain one additional Flaw per fifteen levels (one more at 15th, 30th, etc.)

  8. Wizards gain one free spell per level if they took the Distinction: Respected Journeyman; if they took the Distinction: Special Agent, they gain two per level. The Distinctions can be taken multiple times with GM approval.

  9. Finally starting XP will be set by the GM. GP in magic items can be chosen using Starting Gold above first level charts from the appropriate book. Only this GP may be used for purchasing magic items. Other money from other sources cannot be used to purchase magic items.


Experience Point Awards:

Characters will earn xp in addition to xp from just encounters, and traps.

Item Level of Enemy for XP Purposes
Winning a non-conflict social encounter CR of controlling opponent - 2
Winning a conflict social encounter CR of controlling opponent - 2
Creative Playing (Sense of Drama, Action) CR of character - 2
Doing something unique CR of character - 2
Not playing your Drawbacks -CR of character -2


Tier One Objectives
Reachinging a Long Term Player/PC Goal CR of character - 3
Earning a Hero Point CR of character - 3
Helping Others CR of character - 3
Showing Charity CR of character - 3
Providing Healing CR of character - 3
Personal Sacrafice CR of character - 3
Worshiping Good Deities CR of character - 3
Casting Good Spells CR of character - 3
Having Mercy CR of character - 3
Giving Forgiveness CR of character - 3
Bringing Hope CR of character - 3
Redeeming Evil CR of character - 3


Tier Two Objectives
Bringing requisite material CR of character - 4
Staying in Character CR of character - 4
Creative Problem Solving CR of character - 4
Reachinging a Short Term Player/PC Goal CR of character - 4


Tier Three Objectives
Showing up CR of character - 5

Explanations:

Requisite Material: books and character sheets, maps, notes, etc.



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E M P O W E R E D _ by GURPS by Steve Jackson Games



© Perpetual copyright 5,000 B.C. (Sumerian copyright) to and including 2057 A.D., Jeff Brawley, Minneapolis, Minnesota, United States. All rights reserved under penalty of whatever I can get in the cheapest court, with the meanest judge, in your jurisdiction.