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In Diregrd, dice will be needed to resolve a lot of situations where the whims of fortune have an effect on the
outcome of a situation. In addition to the traditional sixsided dice, the game uses a variety of other dice of different
shapes. Since these each have different numbers of sides,
they are often called polyhedral dice.
If you have already played other roll playing games, you
may already own some of these dice. If not, you can buy
them at a local game store or online. In order to distinguish
between the different types of die that you can use,
Diregrd uses a standard terminology throughout.
Types of Dice
Each die is referred to using the letter d followed by the
number of sides that it has. For example, a regular die with
six sides is referred to as a d6, while a die with twenty
sides is referred to as a d20.
A normal set of polyhedral dice comes with a four-sided
die, a six-sided die, an eight-sided die, one or two ten-sided
dice, a twelve-sided die, and a twenty-sided dieor, to use
Diregrds terminology, a d4, a d6, a d8, one or two d10s, a
d12 and a d20.
When the rules say that you should roll a d20 for something, it means that you should roll the die with twenty
sides. If they state that you roll a d8 for something, it means
that you should roll the die with eight sides. And so on
There are a small number of special cases where there is
not a single die that fits the roll that is needed. For example,
sometimes you will be asked to roll a d2, d3 or d100. In these
cases, you must roll one or more of the other dice and interpret the result.
To roll a d2, roll any die. If the number shown is odd
then you rolled a 1. If the number shown is even then
you rolled a 2.
To roll a d3, roll a normal d6 and halve the result
(rounding up). This will give you:
d6 roll
d3 result
1-2
3-4
5-6
To roll a d100, take two d10s that are easily distinguished and roll them both. Read one of them as the
tens digit and the other as the ones digit. If both roll 0
then the result is treated as 100 rather than 00.
Sometimes, particularly with older dice sets, the two
d10s will be different colorsin which case you need to
say which will be tens and which will be ones before
Multiple Dice
Occasionally, you will need to roll more than one die at the
same time. In this case, there will be a number before the
d as well as after it. The number before the d shows how
many dice must be rolled. If this number is one then it is
sometimes skipped. When rolling multiple dice in this way,
simply add the numbers rolled on each die together in order
to generate a single result.
For example, if you are told to roll 3d6, you should roll
three six-sided dice and add the numbers rolled together. If
you are told to roll 2d8, you should roll two eight-sided
dice and add the numbers rolled together. If you are told to
roll d4, then this is exactly the same as being told to roll
1d4, and you should roll a single four-sided die.
Dice Modifiers
Sometimes your rolls will have additional modifiers. These
are numbers that are added or subtracted from the total
rolled.
For example, if instructed to roll 2d6+4, roll two sixsided dice and add the numbers rolled together; then add
four to the result. If instructed to roll d81, roll a single
eight-sided die and subtract one from the number rolled.
Character Creation
Creatures (including people) in Diregrd are split into two
broad categories, Player Characters (often abbreviated to
PCs), which are the adventurers controlled by the players;
and Foes which are the other creatures and people in the
world controlled by the Gamemaster.
Although creatures and characters controlled by the
Gamemaster are referred to collectively as Foes, they are
not necessarily particularly monstrous or hostile. Some of
them are simply neutral characters and even allies of the
player characters that are controlled by the Gamemaster.
Intelligent foesparticularly ones that the players interact
with socially as opposed to fightingare often referred to as
Non-Player Characters (abbreviated to NPCs).
This chapter describes how to create your own player
character by following six simple steps. It is helpful to have
a character sheet printed out to follow along with the character generation rules. This sheet can be found in the back
of this book.
Step One: Determine your characters Role.
Step Two: Pick your characters Class.
Step Two: Pick your characters Species.
Step Three: Roll your Ability Scores.
Step Four: Pick your characters Skills.
Step Five: Make a few Finishing Touches.
Adventurer
An adventurer is a Jack-of-all-trades. Adventurers can
fight fairly well, learn a bit of magic, and learn miscellaneous
skills too. While an adventurer will never be the best at any
of these activitiesspecialists will always be betterthey
will be good enough to stand alongside specialists.
As generalists, adventurers will usually be welcome in
any party as a good back-up for any other member of the
party who needs it. Although they will never be strong
enough spell casters to be a partys primary spell caster,
they can provide a few back-up or utility spells if they are
that way inclined, and make a good second rank fighter or
rear-guard.
Artificer
An artificer is a full arcane spell caster who specializes in
the crafting of enchanted items. Artificers dont fit very well
in adventuring parties. While they can go off to explore the
world and have adventures as much as anyone else can,
their particular talents require them to work in smithies and
laboratories for weeks on end and this is often at odds with
an adventuring lifestyle.
Still, many adventuring groups will put up with that in
exchange for the potential for cheap (or even free) items.
From a players perspective, the artificer can be a fascinating role to play, despite their lack of martial talent.
Assassin
Assassins have learned to disarm and avoid traps, pick
locks, and to strike people unawares in careful ways to disable them while avoiding accidentally killing them.
Assassins are good in a fight, and great at sneaking around.
Their training also comes in handy for dropping foes quickly
and anything that ends a fight more quickly is popular
with adventurers because it means there are fewer chances
of them getting injured or killed.
Adventuring parties also tend to have a bit more of a cavalier attitude to killing than most common folk, so they tend
to be more accepting of someone who does it for a living.
Bard
Bards are partial arcane casters whose talents lay in the
areas of sound, language and information. Not everyone
with a talent for arcane magic is professionally trained at an
arcane chantry. Whether through lack of funds to pay for
the education or a temperament that would find years of formal education stifling, no small number of talented mages
forgo formal schooling and instead channel their talents into
becoming bards.
Bards make great additions to an adventuring party.
While not exactly combat monsters they can usually hold
their own in a fightbeing used to the rough and tumble of
seedy bars teaches them to protect themselves. Their magical talents for information gathering and linguistics are also
incredibly useful for any adventuring parties who are going
to venture far from home.
Conjurer
A conjurer is a full spell caster of both the arcane and psychic spheres who specializes in creating things from nothing.
Although the things they create are unreal, made purely
from magic, they easily fool the senses and even have a limited physicality to them which lets them be used as if real.
Conjurers are well liked in adventuring parties. Their
spells are almost always useful and can help a surprising
amount in combat if used imaginatively; yet can also be subtle when needed.
Elementalist
Elementalists are pure arcane casters who deal with the
elements. It is the least subtle of any arcane magic, but can
also be the most powerful in its own way. There is no real
criterion for channeling students into this type of magic. The
elements themselves are varied and students of all temperaments can find themselves excelling as elementalists by
specializing in different elements.
With fireballs and lightning bolts, elementalists are
always hugely popular with adventurers. They are the best
type of caster to have around in a fight, and their magic does
have its uses at other times.
Empath
Empaths are full psychic casters who have the talent to
heal others. Like most psychic casters, empaths are generally taught over a number of years by a mentor. Only those
with great compassion are able to develop the talents
needed for this profession.
Everyone likes a healer, and one that can also cast other
useful psychic spells is bound to be popular. Empaths can
almost always find an adventuring party that wants to take
them, and an adventuring life gives them plenty of opportunities to do good and to heal people.
Guide
Guides are often followers of an old pagan faith. They are
partial divine spell casters who back up their nature oriented spells with good fighting ability. As explorers,
survivalists, and protectors of the wild they are without
equal, although they are somewhat of a fish out of water in
an urban environment. Canny guides are able to adapt their
talents to life in the city, but they always feel more at home
in the wilds.
Guides are particularly useful for any adventuring party
that will be exploring or traveling through the wilds.
Adventurers tend to be less judgmental about the guides
pagan beliefs than regular city folk, so guides get on with
them wellespecially when they have a common goal of
making the place safe for farmers and settlers.
Martial Artist
The study of Martial Arts is time consuming and is something that needs focus and devotion. While anyone can learn
a bit for self defense, it takes years of practice to get to the
stage where the martial artist can hold their own in a fight
with armed and armored opponents or even monsters.
In an adventuring party, martial artists make excellent
front line fighters, as combat able as any armored warrior.
Their ability to fight without weapons or armor can make
them useful for infiltration too.
Martyr
Most divine spell casters are able to heal others. Some
take this one step further. They selflessly take the wounds
of others onto themselves, and then heal themselves over
time. Th is self-sacrifice for the sake of others has naturally
led to them being called martyrs. Martyrs are full divine
spell casters whose spells are dedicated to healing themselves and taking the wounds of others.
As would be expected, the ability of a martyr to get a
combatant back onto their feet almost instantly is a great
boon to those who are exploring and adventuring. Martyrs
almost always find themselves at the center of a party with
everyone striving to protect them.
Necromancer
Necromancers are full spell casters of both the arcane and
divine spheres. Their magic deals with the dead and the
undead, as well as darkness and decay. This less than wholesome approach to magic means necromancers often do not
attend a formal school of magic.
Necromancers find themselves more accepted by adventuring types than by the common folk. This is partly because
their magic can prove very useful for information gathering
and also because they can provide an almost endless supply
of archery fodder in the form of husks or even skeletons.
Priest
Priests are full divine spell casters who form the backbone
of their faith. Their spells deal with life in all its aspects, and
they back this up with a small amount of martial ability.
Priests tend to form the moral backbone of an adventuring party. Their divine magic is useful in many situations,
not least in the raising of the dead; and this makes them
popular adventuring companions.
Scourge
Scourges are instruments of divine justice. They hunt
down and punishing wrongdoers. However remit is usually
controlled, in that they punish heretics who pervert their
Telepath
Telepaths are full psychic spell casters. Their psychic talents lie in their ability to directly contact the minds of
others for communication, control or direct mental assault.
They are often social pariahs due to their oft-misunderstood
mental abilities.
The abilities of a telepath can prove very useful to an
adventuring party for locking down and dealing with single
opponents. As pure spell casters they are also able to bring
a wide variety of miscellaneous psychic spells to the situation as well.
Transcendental
Although the philosophy that includes the practice of martial arts does not lend itself to divine casting, the meditation
and mental techniques can bring forth any psychic talent
that the practitioner might have. Those who learn to master
this talent become transcendentals rather than simply martial artists; able to use their psychic magic to push their
body into feats of supernatural acrobatics by using their
specialized spells. Transcendentals are partial psychic spell
casters.
Just as with the common folk, adventurers distinguish little between transcendentals and other martial artists. They
are all good fighters, and the subtleties of whether or not
their fighting is magically enhanced matter little in most situations.
Visionary
Those psychics whose talents lie in oracular visions and
extra sensory perception are known as visionaries. The path
of the visionary tends to attract more quiet and introspective people than the other psychic paths. Visionaries are full
psychic spell casters. While the spells of visionaries arent
all that great in combat situations, they do have their uses
there. Being full casters means that they are handy with
miscellaneous spells too.
The often introverted and thoughtful nature of visionaries
means that few have a desire to go off adventuring, but
those that do are competent and tend to fit in well within the
diversity of an adventuring party.
Warlock
Warlocks are full arcane spell casters who specialize in the
magic of chaos and change. Warlocks are often taught at
arcane chantries alongside elementalists, artificers and conjurers. Warlocks make people nervous. Although they still
have the air of a mage, the confusing nature of their magic
worries people more than with other mages.
Warlocks make excellent spies, scouts and infiltrators; and
they are supremely useful to any adventuring party in need
of such roles. However, as with any mage their academic
background makes them unsuited to fighting and their spells
tend to be a bit less combat oriented than those of other
mages. Because of this, they often find themselves in the
role of the backup mage playing second fiddle to an elementalist or conjurer in combat but stepping to the fore
when situations suited for their specialist skills and spells
crop up.
Warrior
Warriors fight. They fight better than members of any
other class and are adept with multiple weapons. Like
adventures, warriors tend not to come from a single background, but can come from any walk of life. The only thing
they have in common is intensive combat training.
Although the role can be filled by some other classes,
theres nothing quite like a heavily armored warrior to act
as the first line of defense against hostile foes. Most adventuring parties welcome a warrior to fill that role, and
warriors themselves find the challenge and excitement of
adventuring to be a welcome change from the boredom of
guard or army duty. Theyre also often happy to be in a
group where their skills are valued and they arent taken for
granted as merely one of a large group of similar warriors.
Witch
Witches are the priestesses (or priests) of old pagan religions. These religions have their roots in nature worship,
and this connection to nature makes witches powerful spell
casters. They are full divine casters whose spells deal with
nature in all its forms. Witches are rarely seen without animal companions that accompany them in pacts of mutual
protection.
As full divine casters, witches are useful to have around
for their ability to cast healing spells, although not as good
in that respect as a dedicated healer such as a martyr or an
empath. However, the witchs own spells are incredibly useful for any adventuring party that is going to be traveling
through or surviving in the wild for any length of time. Similarly, their animal companions can be very useful to a party
in a variety of situations (depending on the type of animal).
Wizard
Mages use arcane magic. Priests of various types use
divine magic. Psychics use psychic magic. Some individuals
such as conjurers, scourges and necromancers are able to
master two types of magic. It is a rare individual indeed that
can master all three types; and those individuals are wizards. They tend to be rather individualistic, and each one
seems to learn different magic mastering whatever their talents lead them to. Wizards may choose any six spell paths
(including those normally exclusive to other classes) to be
their exclusive spell paths.
Wizards are rare enough that having one in an adventuring party would be seen as a novelty, although how much
use the wizard is to the party will depend on exactly what
type of spells they haveand that varies from wizard to
wizard.
Ability Scores
to how attractive a character looks; although charismatic individuals often have better bearing and
confidence which enhances their attractiveness.
Charisma bonuses or penalties apply to Ki focusing
skills and to both casting and resisting psychic magic.
Childhood Skills
Childhood skills are talents and aptitudes that your character develops during their childhood and early teenage
years. . Follow steps 5b and 5c below (steps 5a and 5d are
not relevant to 0th level characters) to spend your skill
points. Dont bother looking up your base skill bonuses when
doing step 5c. As a 0th level character you dont yet have
any!
Skill Bonuses
Once you have spent all your skill points (and doublechecked to make sure youve spent the correct number!) you
must calculate the total bonuses for each of your skills.
Since your base skill bonus to a skill is based on your
level, you must check every skill you have, not just the ones
that you have increased this level.
Most skills follow a standard progression, but some (such
as Toughness, Sneak Attack and Spell Path Research) follow
unusual progressions.
Check Chapter 4: Skills for more details on how to calculate your skill bonuses for each skill.
During this step, you must also roll for any partial Spell
Path Research skill that you have (whether you bought
ranks in it this level or not) to see if you have successfully
learned the spells that the skill covers. See Chapter 4: Skills
for more details about Spell Path Research skills.