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Character Creation Example

The 4 example characters (Astril, Brynjolf, Cerrig, and Derrian) have been included below to see character creation being done for a variety of classes. Use the tabs below to navigate to each character’s class.

Our example players are Sarah, Maria, James, and Ronnie. Our example GM is Clint.

Sarah is starting to play ITD&TD with her partner, Maria, an experienced player, but is otherwise a complete beginer.

Sarah rolls 4d6 and gets a 3, 6, 3, and 1. She must select a dice to discard, and she discards the 1. She then adds the remaining 3, 6 and 3 to get 12. This is her character’s brawn score. She repeats the process 7 times to get her abiliy scores in order: brawn, heartiness, agility, precision, logic, reason, savvy, and presence.

ScoreRoll 1Roll 2Roll 3Roll 4DiscardTotal
Brawn3631Roll 4 (1)12
Heartiness1532Roll 1 (1)10
Agility4434Roll 3 (3)12
Precision3153Roll 2 (1)11
Logic4644Roll 1 (4)14
Reason3625Roll 3 (2)14
Savvy1343Roll 1 (1)10
Presence1314Roll 1(1)8

Sarah is very happy with these scores, with no poor scores (a roll of 8 still constitutes no penalties). This set of rolls would make all classes be great. However, Sarah doesn’t need to select her class quite yet, she has a little time to think.

She records her scores on her Character sheet.

  • Her Brawn Score of 12 gives her no bonuses or penalties to attack rolls, damage rolls, or encumbrance. It is not high enough to modifier her X-in-Y tests when using force.
  • Her heartiness score of 10 gives her 4 hit points, and contributes 3 points to her Grit.
  • Her agility score of 12 gives her no bonuses or penalties to movement speed or armor class.
  • Her precision score of 11 gives her no bonuses or penalties to attack rolls, damage rolls, or encumbrance. It is not high enough to modifier her X-in-Y tests when using manipulation.
  • Her logic score of 14 means she can speak her naitive languages just fine, but does not start play literate unless her class allows her to.
  • Her reason score of 14 means she has no bonuses or penalties to spells that alter the mind. It is not high enough to modifier her X-in-Y tests when using her acuity.
  • Her Savvy score of 10 means she has no impact on NPC reactions, she increases the maximum number of henchmen she can hire by +2, and any henchmen she hires has a loyalty base of 5.
  • Her presence score of 8 gives her an additional +3 contribution to her grit, increases the maximum number of henchmen she can hire by +2, and increases her henchment’s loyalty base by +1.

Looking at all the ancestries, Sarah is torn between playing an elf and a human. She decides to simply be a half-elf. Her ancestry is decided, and she writes down several peices of information on her character sheet:

  • She has the animus, fey, humanoid, elf, and human ancestry tags.
  • Her base move speed is 25 feet. Her agility does not change this.
  • She notes she is of medium size.
  • She notes her naitive languages are common and elvish. She gains no additional languages based on her logic.
  • She notes that she has low-light vision.
  • She notes that she has the Dual Heritage, and Silver Heart ancestry features.
  • Upon selecting her class, she will gain access to a class keyword feature, but she has not selected a class yet.

For a background, she decides her half-elf was a farmer. Her GM should take that into account when having her preform attribute tests.

Finally, she can select a class. She had no poor rolls for her attributes, but being either a magic-user or cleric would give her a bonus to experience points earned, due to her high logic and reason scores. She settles on Cleric. She does the following

  • First, she handles her class gameplay
    • She adds the priest class keyword to her list of keywords.
    • She notes her reason attribute is high enough to grant her a +5% bonus to XP gains.
  • Next, she deals with her proficiencies.
    • She is proficient with light, medium, and heavy armor, noting it on her sheet.
    • She is also proficient with bucklers, small, and medium shields, noting it on her sheet.
    • She starts play familiar with blugeons, crossbows, flails, maces and staves. Because he combat bonus (listed below) is +2, she gains 4 Weapon Proficiency Points to spend on purchasing weapon proficiencies, and she can have a maximum proficency level of Proficient.
      • She spends 1 point to upgrade her maces from familiar to proficient.
      • She spends 1 point to upgrade her flails from familiar to proficient.
      • She spends 1 point to upgrade her bows from non-proficient to familiar.
      • She spends 1 point to upgrade her bows from familiar to proficient.
  • Looking at the Cleric Class table, she notes:
    • She gains 1d6 + 2 grit. She rolls a 2 (4 total from her class).
    • She has a Combat Bonus of +2.
    • She has a Skill Bonus of +0.
    • Her Save vs Doom is 12.
    • Her Save vs Device is 14.
    • Her Save vs Binding is 12.
    • Her Save vs Breath is 14.
    • Her Save vs Spell is 12.
  • She also gains the Holy Symbol and Turn Undead feature.

Now that she has selected a class, she goes back to her half-elf ancestry to button up a few items. First off, she gains an additional benefit based on the keyword she gained by her class (priest). As a half-elf, she can select if she wants the human or elven feature. She selected the human feature, allowing her to upgrade her armor or shield proficeny by 1 step heavier. She selectes armor, allowing her to become proficient with plate armor.

Next, she has to roll for her age. A Half-Elf priest has a base age of 18, and rolls 3d8 to add to that. She rolls a 3, 6, and 2 (11). 18 + 11 = 29. Her cleric is 29 years old, putting her in her Prime, and allowing for some attribute adjustments.

  • When she was young, she was allowed to increase 1 attribute by +1 in exchange for a -1 to a different attribute, if she wished to. She selects reason for a +1, and precision for -1. She now has a 15 Reason and 10 Precision.
  • When she reached her Prime, she was able to select 2 attributes for a +1 each. She selected reason and heartiness. This brings her Reason up to 16, and her heartiness up to 11.
    • With her Reason score reaching 16, she gains 2 benefits. First off, she gains a +1-in-Y to certain tests, when her acuity is called into question. Second, as a cleric, she gains +10% bonus to all XP earned (up from 5%).
    • With her Heartiness reaching 11, she increases her maximum hit points to 5. Her grit contribution remains the same.