Friday, April 18, 2025

Character Creation




    At the heart of every character are four core stats: Strength, Intelligence, Willpower, and Charisma. Players begin with 100 points to divide among them, with a hard cap of 50 on any one stat at character creation. These attributes are more than just numbers — they are anchors for roleplay, mechanics, and progression.

    Strength governs physical might and melee damage. Intelligence handles problem-solving, knowledge, and perhaps mystical insight. Willpower measures focus, resilience, and the ability to resist manipulation. Charisma shapes leadership, persuasion, and morale.

    Every character begins with four skills of their choosing. These are fully custom — if a player wants to specialize in Demonology, Blacksmithing, Cartography, or Street Fighting, they can. Each skill begins at 30, with two skills receiving an additional +10.

    This system favors creativity and immersion. Players are encouraged to name skills based on how they see the world and their character’s journey through it. That open-ended freedom is intentional — it invites emergent storytelling from the very first session.

    Characters start with just 2 hit points. This is not a game of spongey health bars and endless swings. Every hit has weight. Every decision in combat matters. Players can grow stronger over time, but only through experience — literally.

If a player rolls a 1–4 on a D100 skill check, they not only succeed critically — they gain 1d10 points to the corresponding stat. This means characters get better by doing, not grinding meaningless XP. After battles, they’ll earn experience that can also be spent to raise stats or skills, depending on the outcome of their journey.

Powers are not handed out freely. These are supernatural gifts, often world-specific, and should feel earned. Whether it’s Infravision, Mind-Speech, or control over elements, powers are meant to be a rare spice in a world where steel, will, and wit are the default tools of survival.

They may come from bloodlines, spiritual awakenings, mysterious encounters, or as gifts from ancient forces. They’re meant to add flavor and uniqueness — not become a crutch.

   [wargame rules] Some characters rise above the rest — they are heroes. Hero units grant a +1 bonus to all stats for allies within 3 feet of them. This aura represents the morale, presence, and inspiration they exude simply by being on the battlefield. But that power cuts both ways. If a Hero falls, nearby allies must make a morale test or flee. Morale is checked by rolling a D100 under your Willpower or Charisma — whichever is higher. This mechanic creates both tactical and emotional tension. Protecting a hero isn’t just strategic — it’s symbolic.




Armor is more than a number. In this system, armor has its own health — called Armor Condition (AC) — and each piece of armor corresponds to a location on the body: Head, Torso, Arms, Legs, and Shield.

Armor pieces add AC based on type:

  • Light armor adds 1 hit.

  • Heavy armor adds 2 hits.

  • Master-grade adds 3 hits and grants a +1 "battlefield hit" for the team.

  • Magic armor starts at 3+ and often includes special effects.

Damage targets locations at random, based on a D20 roll. When the AC at that location is depleted, the next blow goes straight to HP.

This design adds both strategy and immersion. The gear you wear matters — not just in numbers, but in where you're protected, and how long that protection lasts.


Combat hits aren't vague. When a character is struck, the attacker rolls a D20 to determine hit location:

1–4: Head
5–8: Torso
9–12: Arms
13–16: Legs
17–20: Shield

If the hit lands on "Shield" and the target has no shield equipped, their weapon is knocked from their hands — forcing them to retrieve it or switch weapons.

This rule was designed with cinematic flair in mind. RPG combat can grow stale when evenly matched units trade hits back and forth. But when a shield not only boosts your stats but physically prevents your weapon from flying out of your hand, that’s something you can feel. It makes gear meaningful. It makes combat memorable.

Critical hits occur when a player rolls a 1–4 on a D100 check. These attacks bypass light and heavy armor, but not master-grade or magic protection.

This keeps combat dangerous. Armor can turn the tide of battle — but it does not make you invincible. Criticals maintain tension, remind players of their mortality, and make every roll matter. That danger is the heartbeat of this system.

This system is built for storytellers and tacticians alike. It favors emergent growth, tactical combat, and roleplay grounded in mechanics that serve the narrative. Whether you’re playing a lone duelist, a mercenary captain, or a cursed knight searching for redemption, this world rewards conviction, caution, and courage.

Combat is deadly. Growth is earned. And every wound — physical, mental, spiritual — leaves its mark.


[post generated with the assistance of artificial intelligence]

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Character Builds

  Character Builds