Wren's 2.0 Game
Use these rules to determine what the character looked like before they underwent the training to become their chosen class. Peasants and other NPCs use these rules.
- Roll your character’s ability scores using Method 2. Roll 3d6 twice for each ability score. Take the highest for each. Do not arrange to taste.
- Gain 1d6 hit points. Add your Constitution modifier.
- Gain one non-weapon proficiency from the General proficiency group.
- Gain proficiency in one weapon from the following: Club, Dart, Hand/Throwing Axe, Knife, Light Crossbow, Quarterstaff, Short bow, Sickle, Sling, or Spear.
- Add the Starter Package up with the rest of your Zero level package.
You can piece together a starter package that helps explain your character’s origin. You have no in game knowledge of any class mechanics other than one you already have, however you do have a vague description of them. All characters start out with clothing, up to three weapons you are proficient in, and an extra 10d10 gold.
You can spend a total of 35 points on the following below. You cannot purchase the same trait twice (unless otherwise stated). You must spend all your points.
|15||Raise an ability score by 1 (cannot exceed your racial maximums: If you’re a fighter raising strength past 18, you will only increase your strength score by a fraction of the exceptional strength percentile, up to a maximum of 18/00)|
|15||Raise an ability score to 16|
|15||Switch a physical prerequisite ability score with another physical ability score (strength, dexterity, or constitution)|
|10||Select one proficiency of your choice with most restrictions lifted (cannot take a proficiency worth more than three slots or skip a prerequisite martial art maneuver)|
|5||Gain a bonus two proficiency slots (This can be purchased multiple times)|
And finally add one of the following bonuses:
- Gain two nonweapon proficiencies from the Priest, Rogue, Warrior, or Wizard proficiency groups.
- Gain one weapon proficiency of your choice, proficiency in all armors that gives at most AC 5, Shield proficiency, and an extra +5 hit points.
- Gain 40 points to distribute among Rogue skills. No more than 15 points can go into any one skill.
Finishing Up: The Class Selection Process
Add these bonuses to your character when taking a class(es).
- Choose to single or multi class.
- Add your “number of bonus languages” from a high intelligence to the number of extra weapon and non-weapon proficiencies you have.
- Take from the selection of Additional Boons if your not going to play an Arcane or Skill-based kit.
- Upon every level up, you earn 25 Character Award points every level of experience. You only learn half (13/12) or one-third (9/8/8) when multiclassing.
- Quest completion awards 50 Character Award points.
OPTIONAL: Heroic Character Creation
Add these bonuses to create a larger than life character:
- Roll your character’s ability scores using Method 5 instead. Make 3 sets and choose one.
- OR take the following ability scores listed and arrange in any order: 18, 15, 15, 13, 12, 10.
- Gain an extra +1 to all ability scores. You cannot increase any score beyond the racial maximum.
OPTIONAL: Hardcore Character Creation
For a more traditional game that will still reward your character in the long run:
- Start out at zero level. You must earn your class in-game (cannot choose Unique Archetype class).
- Do not choose Additional Boons until you earn your class.
- Earn double Character Award points.
Additional Boons or Kit Selection
Characters can take the additional boons listed below. Arcane kits and skill-based kits cannot be taken with these abilities as this system replaces any bonuses normally found in kits (with three exceptions: the thaumaturge mage, lunar witch mage, and expatriate paladin).
You gain two tier I, two tier II, and one tier III ability. You cannot purchase the same trait twice. A multiclass (or dual class) character does not gain any extra boons.
Leadership (I): Your character gains a +2 to loyalty check and reaction rolls.
Journeyman (I): Gain an extra two proficiency slots.
Bruiser (I): Gain access to the Warrior proficiency group.
Schooled (I): Gain access to the Wizard proficiency group.
Pilgrim (I): Gain access to the Priest proficiency group.
Ruffian (I): Gain access to the Rogue proficiency group.
Fast Learner (I): Gain a 5% experience point boost.
Survivor (II): Gain a 3 point bonus to your base AC (does not stack with armor worn) and +1 to your saving throws.
Trial by Combat (II): Gain a +1 to your attack and damage rolls.
Toughness (II): Gain +2 hit points per hit dice.
Veteran (II): Gain a +1 to hit points per hit dice and a +1 to your damage rolls.
Evasive (II): Gain a 2 point bonus to your AC, and +1 to your saving throws.
Indomitable (III): First, your character gains an extra 10 hit points at first level. Secondly, the character may stay conscious and fight well into their negatives. He may fight at up to -20 hit points. Should they survive the battle while still in their negative hit points, they must make a save vs. death or begin to bleed out and fall unconscious (stabilization rules begin). If they succeed they are standing at 1 hit point.
Indestructible (III): You take half damage from physical blows of any sort. This ability cannot reduce damage below 1 point.
Combat Casting (III): First, you may cast touch spells at a 60’ foot + 5’ foot range per level. Second, you may also make a system shock check at -15% to resist losing a spell in combat due to damage. And finally, once every six rounds you may cast two spells in one round.
Free Action (III): You may take one additional action a round. You may make use of this ability once every three rounds, however the action you take must not be the same action you are already taking that round (cannot move twice, attack twice, cast a spell twice, ect).
Heroic Determination (III): Grants a full heal to your character once a day as a free action. For the next 3 rounds after activation, your character gains a +4 to hit, damage, saves, and AC.
Immunity (III): You may choose to be immune to two conditions, as follows on this list: Stun, Prone, Slow, Mind control (charm and domination-like abilities), Suggestion, Death spells (instant death effects, not transformation), and Surprise.
Right of Rule (III): Be it in your nature to assert leadership, use other as resources to the best of your ability, or you simply have a knack for penny-pinching for the last bit of coin on a project, your character finds ways to gather more resources. Should you own a province, you gain the following: when in your tax phase you gain an extra +3 GB plus +1 GB per level of province.