MankQuest

Character Creation

version 1.56

updated Oct 2 2009


Each Player begins by creating a character. Name your hero and spend 200 EXP to buy HP, and Attributes, Skills and Abilities from the tables below. You can also take the easy way out by chosing a class from one of the Starter Templates. Fill this infomation in on your Character Sheet. Some of these numbers will change throughout your adventures, so use a pencil.

Starting Characters must have at leave at least1 HP, and a value for all 4 Attributes (1 point in each of these cost 0 EXP). You'll also probably want to spend some points to buy skills and abilities Unspent points can be saved, but it's usually a good idea spend as much of the 200 EXP as possible before heading out on your first adventure.

Starting Characters get 500g for equipment

Character Advancement: Through out your characters adventures, you'll be rewarded experience points, which may be spent on skills and abilities.


Hit Points:

Hit points determine how much damage you can take before you lose conciousness (0 HP) and eventually die (passing half your max HP in negative HP). Raise your Max HP one point at a time by spending an ammount of EXP equal to the new Max HP Value. For example, to raise your Max HP from 6 to 7 would cost 7 EXP. To raise from 7 to 8 would cost 8 EXP


Attributes:

Dexterity: A measure of grace and hand-eye coordination. Adds attack dice with ranged weapons and Defence dice. Note that heavier armours may have limits on dexterity bonus. This means that if you have a dexterity of 3 and you're wearing any heavy armour, you only get +2 defence from your dexterity. You would still get +3 attack dice with ranged weapons.

Dexterity 1: Clumsy (0 EXP) You're clumsy and you throw like a girl.

Dexterity 2: Average (10 EXP)

Dexterity 3: Graceful (+40 EXP) You're very graceful

Dexterity 4: Cat Like (+100 EXP) You have the reflexes of a jungle cat.

Intellect: A measure of how smart you are. Used for many skills and casting and resistance. defending against spells.

Intellect 1: Dim-Witted (Level 1): (0 EXP) illiterate

Intellect 2: Average (Level 2): +10 EXP Requires Intellect: Dim-Witted (10 EXP total) Basic math, literacy, and comprehension.

Intellect 3: Clever (Level 3): +40 EXP Requires Intellect: Average (50 EXP total)

Intellect 4: Genious (Level 4): +100 EXP Upgrade from Intellect: Clever, (150 EXP total)

Mobility: A measure of how fast you can move.

Mobility 1: Slothlike (Level 1): (0 EXP) You're capable of moving and don't need to be carried!

Mobility 2: Average (Level 2): 10 EXP (10 EXP total) You can move at a normal speed.

Mobility 3: Quick (Level 3): +40 EXP (50 EXP total) You run fast

Mobility 4: Lightning Fast (Level 4): +100 EXP (150 EXP total) You run stupid fast.

Strength: A measure of how strong you are. Adds to attack dice for mellee attacks.

Strength 1: Weak (0 EXP) you're a pansy and you hit like a girl

Strength 2: Average (10 EXP)

Strength 3: Strong (+40 EXP, 50 EXP total) You have some serious muscles

Strength 4: Brute (+100 EXP, 150 EXP total) You have an ass load of muscles


Skills: When using a skill, add the number of Ranks you have in that skill to the Abilities you have in a skill lets you use one dice when making a skill check. 4's, 5's, and 6's are considered to be "successes". Usually the DM determines how many successes are needed to pass a skill check, one success being very easy, 3 successes being challenging, 5 successes being neigh impossible. Each skill has a corresponding attribute (Usually INT) that is added to the number of ranks in that skill when making a skill check. Some items may grant bonuses to skill checks as well.

Advancement Costs:

0-1 Rank: 1 exp

1-2 Ranks: +4 exp (5 exp total)

2-3 Ranks: +9 exp (14 exp total)

3-4 Ranks: +16 exp (30 exp total)

4-5 Ranks: +20 exp (50 exp total)

Athletics: (+ Mobility) Make an athletics check as part of a Move or Hustle action. The number of successes determines how many squares you can jump, swim, or climb as part of that movement.

-Jump (Part of a Move or Hustle Action). Jump over 1 unoccupied square for each success rolled. Successes may be used in one big jump, or divided between a series of smaller jumps. You cannot jump farther than your movement roll would allow you to move. Failed attempts to jump over rough or hostile terrain mean you suffer damage or slowed movment from that terrain. Jumping over a square occupied by a hostile enemy requires 2 successes, and counts as moving 2 squares. Failed attempts to jump over an enemy instantly halt your movement and end your turn (even if you have unspent actions).

-Climb (Part of a Move of Hustle Action) Roll an athletics check and move up a vertical surface, 1 square per success. You can't climb up more squares than your movement would normally allow you to travel. Failure means you stop part way up the surface. If all dice are 1's, you lose your grip and fall, taking 1 damage per 2 squares fallen. Success may be easy (2 3 4 5 6), average (3 4 5 6), challenging (4 5 6), difficult (5 6) or nigh impossible (6), depending on the type of surface you're trying to climb, and any climbing gear you might have.

-Swim (Part of a Move or Hustle Action) Usable only while in deep water (Shallow water counts as rough terrain), make an athletics check, move 1 square for each success rolled. You can't swim more squares than your movement roll would normally allow.

Brawling: (+Strength) The art of fighting with your bare hands. Brawling attacks are made against a target's Defense Dice.

-Grab: Requires empty hand. Primary Action: Roll a Brawling Check, each success puts one ensnared counter on a close target. As the target struggles and removes ensnared counters, you may grab again to add additional ensnared counters.

-Hold: Secondary Action: Required each turn to keep ensnared counters on a grabbed target.

-Shove: Roll a Brawling check, each success pushes a close target back 1 square.

-Slam attack: when you make slam attacks, add 1/2 your brawling ranks (rounded down) to your STR value. Spikes or fist weapons add +1 to this.

Crafting: (+ Intellect) Make your own items cheaper than buying them. Each crafting skill counts as a different skill selection - an alchemist couldn't forge a battleaxe, for example, but different skills could be used to make the same item, for example, a fletcher or a woodworker could make a longbow. Some other skills will allow you to craft specific items.

Alchemy - make healing potions and other alchemical items

Blacksmithing - make metal items, primarily weapons and armour.

Fletching - make bows, crossbows, arrows and quarrels

Gunsmithing - make guns and bullets.

Leatherworking - make leather items, including armour, use a bladed weapon to skin an animal for a valuable hide (roll 1d6 squared, add this to your loot)

Scribe - make magic books and scrolls, inscribe Runes of Warding

Woodworking - make items out of wood

When crafting an item, it's cost is 10% less than the basic price for each success rolled. If no successes are rolled, the attempt to make the item fails.

Healing: (+ Intellect) Craft First Aid kits, Healing potions and Phoenix Downs. Adds bonus HP to Healing Spell

-First Aid: Expend 1 First Aid Kit, Roll a Healing skill check, each Success heals 1 HP, or removes 1 poison counter. If you roll no successes, you don't expend a First Aid Kit.

Perception: (+Intellect) Intuition, alertness, observation.

-Discern Lies: Know if an NPC is lying to you. The DM makes a secret roll based on your perception skill and tells you if the NPC seems trustworthy.

-Forraging: (1 hour) Search for food or firewood in the wilderness or dungeon. 1 success: Snack or fire wood, 3 successes: Meal, 5 successes: Feast.

-Navigation: Finding your way when you're lost.

-Search: (Primary Action) Make a Perception check to take a thorough look around for hidden traps, treasure, and enemies. For each success, the DM removes 1 hidden counter from an hidden object within 8 squares (provided there is sufficient light and line of sight for the searching player to see a full 8 squares).

-Tracking: (used out of combat) Find and follow tracks.

Persuasion: (+ Intellect) Use to influence NPCs through diplomacy, intimidation, negotiation, or bartering.

-Barter: Each success gives you a 5% discount when buying items or 5% markup when selling

-Begging: Mooching money or food from people who actually earned it.

-Bluff: (out of combat) Lie to get out of trouble. Or into it!

-Diplomacy: negotiate with authorities, quest givers,

-Taunt: Secondary Action. Provoke an enemy into attacking you instead of an ally. Each success holds an enemy's agro for 1 round, a tauted enemy may still choose to attack you even after the duration of the taunt has ended.

-Surrender: Secondary Action: Attempt to convince an enemy to retreat or surrender. DM determines number of successes required. (1 success if enemy is wounded and outnumbered, for example). DM may rule that certain enemies will not retreat or surrender.

Stealth: (+ Dexterity) Using a stealth check is a primary action. It can't be used while enemies are in line of sight. Each success grants the user one Hidden counter (Maximum 10 counters). You may make additional stealth checks while hidden to stack additional Hidden counters. Attacking in any way or moving except by sneaking instantly removes all Hidden counters. When making an attack from Stealth, add one attack dice. This stacks with the Rogue's Backstab ability.

-Sneak: Primary or Secondary Action: Move 1d6 squares without losing any Hidden counters.

Theivery: (+Dexterity)

-Steal: Primary Action: pilfer an object from an enemy's inventory (not equipped)

-Pick Lock: Primary Action: expend lockpicks to attempt to open a lock.

Trapping: (+ Intellect) Used to set up and disarm traps, Craft trap kits

-Craft Trap Kit (1 hour) attempt to make your own trap kit cheaper than buying one. Save 10% of basic trap kit cost per success on a Trapping roll.

-Trap Small Game / Fishing: 1 hour: Use your trapping skill to get food. 1 Success: Snack, 3 Successes: Meal, 5 Successes: Feast

-Set Trap (varies by trap), attempt to set a trap (see traps in the Trap section for details)

-Disarm Trap: Attempt to disarm a trap. 1 success disarms a simple trap, 2 successes disarm a complex trap, 3 successes disarm a deadly trap.


Abilities:

Aimed Shot: 25 EXP, Full Turn Action, make an attack with a ranged weapon, it hits on 3's, 4's, 5's, and 6's

Armour Proficiency: Light (Level 1) 0 EXP You are proficient in the use of Light Armour

Armour Proficiency: Medium (Level 2) +10 EXP Upgrade from Armour Proficiency: Light. (10 EXP total) You are proficient in the use of Medium Armour

Armour Proficiency: Heavy (Level 3) +40 EXP Upgrade from Armour Proficiency: Medium (50 EXP total). You are proficient in the use of Heavy Armour

Back Stab: 25 EXP, gain 1 Attack Dice when attacking an enemy from behind

Cover: 25 EXP. Instant reaction: When an enemy declairs an attack on an ally within reach, you may switch places with your ally and the attack is made against you instead.

Dirty Fighting: 25 EXP. Primary action: Use your brawling skill to apply blind, ensnared, or bound counters to a target at close range (no damage).

Dodge: 25 EXP, Gain 1 Defence Dice when wearing light or no armour.

Drunk Bastard: 10 EXP, Double HP and MP gained from alcoholic beverages. Treat Drunk Counters as though you always have 1 less, Guzzle alcoholic beverages as a secondary Action, instead of a primary.

Fat Bastard: 10 EXP, During a rest, you may eat up to 9 rest points worth of food items, gaining cumulative rest points for all food consumed.

Flight: 100 EXP, you can fly. Usually via magic or a racial thing. Flying takes effort. Each turn, you must Flap, Hover, or Glide.

-Flap: Primary Action, Roll an Athletics Check, gain 1 Aloft counter for each success rolled.

-Hover: Secondary Action, at the end of your turn, you keep all your aloft counters.

-Glide: Free Action, If you haven't spent an action Flapping or Hovering during your turn, remove 1 Aloft counter at the end of your turn.

-Swoop: Free Action, remove as many Aloft Counters as you wish. If you remove all Aloft counters, you take no falling damage.

-Dive Attack: Primary Action, requires at least 3 aloft counters. Remove all Aloft Counters and add one attack dice to a weapon attack.

Hunting: 5 EXP. Add attack dice from an equipped weapon to your a Perception: Forraging skill check.

Magic: See Magic Section for abilities related to magic.

Martial Arts Master: 100 EXP, When making Slam attacks, use the full value (instead of half) of your brawling ranks plus your STR value.

Parry: 10 EXP Secondary Action: gain 1 Defence Dice until your next turn.

Power Attack: 25 EXP, Full Turn Action. Make an attack with a mellee weapon, each successful hit on your mellee attack deals 2 damage instead of 1

Quick Reload: 10 EXP, when using a weapon that needs to be reloading, downgrade the action required to do so. Full turn action reloadbecomes a Primary Action. Primary Action reload becomes primary or secondary action reload. Primary or secondary Action reload becomes a free action once per turn.

Rage: 25 EXP (Free Action, may only be toggled on or off once per turn), temporarily gain +1 STR, -1 DEX.

Shield Specialization: 25 EXP, Gain 1 extra Defence Dice when using a shield

Treasure Hunting: 25 EXP, whenever you roll for treasure, roll twice and choose the desired result

Weapon Focus: 25 EXP, requires Weapon Skill to use selected weapon type. Gain 1 Attack Dice when using selected weapon type

Weapon Mastery: +75 EXP (100 EXP total), upgrade from Weapon Focus with selected weapon. Gain 2 Attack Dice when using selected weapon type

Weapon Proficiency: Basic (Level 1) 0 EXP, you can swing a sack of hammers and use basic weapons (1 attack dice)

Weapon Proficiency: Martial (Level 2) +10 EXP, upgrade from Weapon Proficiency: Basic (10 EXP total), you are trained with most common weapons (2-3 attack dice)

Weapon Proficiency: Exotic (Level 3) +40 EXP, upgrade from Weapon Proficiency: Martial (50 EXP total), you are trained with weapons of all kinds (up to 4 attack dice)


Calculated Starting HP AND MP Costs:

1 HP/MP: 1 EXP

2 HP/MP: 3 EXP

3 HP/MP: 6 EXP

4 HP/MP: 10 EXP

5 HP/MP: 15 EXP

6 HP/MP: 21 EXP

7 HP/MP: 28 EXP

8 HP/MP: 36 EXP

9 HP/MP: 45 EXP

10 HP/MP: 55 EXP

11 HP/MP: 66 EXP

12 HP/MP: 78 EXP

13 HP/MP: 91 EXP

14 HP/MP: 105 EXP

15 HP/MP: 120 EXP