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Chapter 2: Character Creation

Sample Characters


Hatchetman

Hatchetman

Hatchetman is a term used to describe Spies and Assassins. Hatchetmen are good at infiltrating organizations and gaining trust. They are also good at learning secrets and performing other covert actions. Most Hatchetmen work in the service of their Kingdom. Their talents can easily be put to use outside of their primary purpose when working with other groups.

General Concept: Spy, Assassin

Ancient Sign: Danar

Social Class: Worker

Magical Pollution and Traits: None selected, add at player's option.


Attributes

Attribute Score Modifier
Strength 14 +2
Dexterity 16 +3
Constitution 14 +2
Intelligence 12 +1
Wisdom 10 +0
Charisma 14 +2

Statistics

Hit Points 7 HP
Skill Points 7 SP
Magic Points 6 MP
Empowerment Points 10 EP
Initiative Bonus +3

Combat Feats (3)

Base Attack Bonus

Type Level Bonus Attribute
Modifier
Total
Ranged Good +0 +3 +3
Melee Best +1 +2 +3

Skill Categories (7)

  • Basic Dexterity Based Skills:
    • (Balance, Drive, Hide and Move Silently, Pilot, Ride, Use Rope)
  • Advanced Dexterity Based Skills:
    • (Acrobatics and Tumbling, Escape Artist, Locks and Traps, Melee Slash, Sleight of Hand)
  • Basic Intelligence Based Skills:
    • (Appraise, Craft, Knowledge: common or popular, Repair, Speak Languages)
  • Advanced Intelligence Based Skills:
    • (Decipher Script and Write Languages, Forgery and Detect Forgery, Gather and Analyze Evidence, Investigate, Knowledge: academic, specific or obscure, Research)
  • Basic Wisdom Based Skills:
    • (Cooking, Domestic proficiency, Gamble, Listen and Spot, Professional proficiency)
  • Basic Charisma Based Skills:
    • (Bluff, Diplomacy, Handle animal, Perform)
  • Advanced Charisma Based Skills:
    • (Disguise, Gather Information, Interrogate, Intimidate)

Spell Categories (4)

  • Death:
    • (Conjure Poison, Death Ray, Disintegrate Body, Slay Constitution, Steal Life)
  • Insight:
    • (Examine Supernatural, Last Moment, Remote Senses, Sense Aim, Sense Hidden, Sense Truth)
  • Shadow:
    • (Mask, See in Dark, Shadow Slip, Shadow Stealth, Shadow Tool)
  • Telepathy:
    • (Animal Communication, Broadcast, Mind Grip, Mind Link, Mind Read, Telepathic Communication)

Saving Throws

Saving Throw Progress Level Bonus Attribute
Modifier
Total
FORT (6/20) +0 +2 +2
REF (12/20) +2 +3 +5
WILL (9/20) +0 +0 +0

Per Level Feat (1)


Equipment (via Package 3)

  • Atlurg M Spellchrome Pistol
    • Damage: 2d8
    • Empowerment Cost: 4 EP
    • Range: 40' (8 Squares)
    • Silver Credits: 90sc
  • N2 Sound Negator
    • Significantly reduces the sound a Spellchrome pistol makes when fired.
    • Attaches to any pistol, using 1 available slot.
    • Empowerment Cost: 2 EP
    • Silver Credits: 100sc
  • Sevrokk Silver Combat Sword
    • Damage: 1d8 + 1d10 + 2(STR)
    • Empowerment Cost: 5 EP
    • Silver Credits: 140sc
  • DE1 Double Edged Combat Dagger
    • Damage: 2d6 + 2(STR)
    • Empowerment Cost: 2 EP
    • Silver Credits: 90sc
  • Silver-Coat Medium Empowered Armour
    • Armour Class: +3 AC
    • Damage Reduction: 1d8 DR
    • Extraordinary Hit Points: 8 EX-HP
    • Empowerment Cost: 5 EP
    • Silver Credits: 240sc
  • Sprevtec R7 Long Range Comlink
    • Range: up to 200 miles
    • Empowerment Cost: 2 EP
    • Silver Credits: 140sc
  • Dronddii ’53 Fusion Bike (used)
    • Speed: up to 50 miles per hour on a very good road
    • Empowerment Cost: 3 EP
    • Silver Credits: 370sc
  • A set of plain clothes (shirt, pants, boots, coat, belt)
  • 3 days Rations
    • Silver Credits: 6sc
  • 24 Silver Credits

Armour Class

  • Base AC: 10 + 3(Dex) = 13 AC
  • With Silver-Coat Armour (5 EP)
    • Armour Class: 13 + 3 = 16 AC
    • Damage Reduction: 1d8 DR
    • Extraordinary Hit Points: 8 EX-HP

Weapons

  • Atlurg M Spellchrome Pistol (4 EP)
    • Attack Bonus: +3
    • Damage: 2d8
    • Range: 40' (8 Squares)

  • Sevrokk Silver Combat Sword (5 EP)
    • Attack Bonus: +3
    • Damage: 1d8 + 1d10 +2(STR)

  • DE1 Combat Dagger (2 EP)
    • Attack Bonus: +3
    • Damage: 1d6 + 1d8 + 2(STR)


Finishing Touches


Possible Affiliations and Rivals


Commentary:

If a Hatchetman needs to acquire some important item or information from a building, they are more likely walk through the front door than go through the window. And when the enter the front door, to will do so as the occupant’s new friend. (They may even come posed as the occupant’s old friend if they are talented enough.)

Hatchetmen reley on their skills and spells for infiltration. Some these skills are: Appraise, Knowledge: Common or Popular, Speak Languages, Decipher Script and Write Languages, Forgery and Detect Forgery, Gather and Analyze Evidence, Knowledge: Academic, Specific or Obscure, Research, Cooking, Domestic Proficiency, Gamble, Listen and Spot, Professional Proficiency, Bluff, Diplomacy, Handle Animal, Perform, Disguise, Gather Information, Interrogate, and Intimidate.

Some of their infiltration spells include: Remote Senses, Sense Truth, Mask, and Mind Read.

Most Hatchetmen are taught Death spells. Few cast Death spells openly, due to the negative stigmas attached to them. In some places it is even illegal to know how to cast Death spells. Hatchetmen learn the Spell Category mostly so they can Conjure Poison, if the situation requires it.



Notes:

This character uses their level 1 feat to gain Ranged Training: Basic, making them decent at shooting. This build has no other skills or feats to be factored.






Up Next: Battle Caster

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