Creating a Character
Creating your Adventurer is a quick and easy process. You don’t necessarily need to follow this specific order, but it serves as a nice outline. You will need an Adventurer Sheet to track all of your Adventurer’s information.
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Choose your Heritage
- Select a Heritage from the heritages section. When you choose a Heritage, you gain traits/abilities that are particular to that Heritage, as well as giving your Adventurer a starting point for their worldview. Choosing a Heritage first helps give you a sense of where your Adventurer fits in the world.
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Choose Your Class or Gain +3 Skill Pts
- Class Path
- You must take the Prerequisite Traits/Abilities these count toward your 8 base traits
- Some Classes allow you to pick a second Trait or Ability of your choice
- Classless Path
- You don't need a class to be powerful in LittleP6. You can use the open traits and abilities to make a very powerful character. See The Doctor
- You must choose a class by level 6 if you don't you can never choose a class, but you can gain up to 16 base traits!
- Also you are allowed +2 to each level on the Max Traits Table
- Class Path
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You gain 2 weapon skill Points to spend on either Weapon Skills and/or Armor Skills.
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You Gain 1 Attribute Point to spend on either your Physical Attribute Level or your Mental Attribute Level
- You start at 1 PL and 1 ML
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Create a backstory for your character
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Pick A Family Trade
- You gain +1 ADV on any Test regarding this trade
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Set a goal
- One sentence describing what you want to accomplish more than anything
- Goals should be hard to obtain, but not impossible
- Examples:
- Avenge my family
- Learn a really cool spell, that I saw that enemy sorcerer do
- Find a powerful sword, from a dark tower
- The Goal is achieved when you and the GM have decided it was achieved
- Once you have achieved this goal gain a reward defined by the GM. Either in the form of Experience Points (typical 1 EXP), or an item, such as the really cool spell
- After achieving a goal, set a new goal
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Set a Belief
- One sentence describing something that drives you to make the decisions you do
- This SHOULD change overtime as your character grows. Typically it should happen after each session if some form of social interaction happens during a scene that discusses themselves, typically relating back to their backstory
- See the Beliefs section the optional Rule social-combat#Social Combat. This talks about making good Beliefs
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Optionally you can take one weakness. This allows you to start with an extra base trait
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Play!
Easy Peazy
Examples
Drake
Attributes
- PHY = 2
- MEN = 2
Class
Bard
Traits
- Musician
- Magically-Touched
- Magic Category: Enchantment
Abilities
Backstory
Born in the suburbs with a really cool mom. Learned to play the guitar early on.
Family Trade
Accounting
Goal
Be come well known as a muscian in my local nieghborhood
Belief
I'm the best!
The Doctor
Attributes
- PHY = 1
- MEN = 3
Class
Classless
Heritage
InfoTimelord
HP: 12
Heritage Trait
Magic Category: Spacetime
Spell:
TipReverse Time
Cost: 1 MP per Action Reversed
Magic Category: Spacetime
Description: Rewind all actions within the spells time frame, even movement, these actions must be in reverse order leading up to this spell, This includes any actions you have take before this spell. Can only be used during your turn. You lose the rest of your turn. The turn order starts where Your spell leaves off. Every one rerolling their actions or doing different actions
Example: Before your turn an enemy moved toward your ally and successfully attacked them once. You use this spell to reverse time one action. The enemy rolls again and this time misses your ally. Then you skip the rest of your turn and the next player goes.
Duration: None
Duration Cost: None
Damage: Damage
Area Effect: None
Reaction Effect: None
Traits
Abilities
See above
Backstory
I am an timelord from a planet called Gallifrey. I travel through time and space seeking to help others
Family Trade
Time Accountants
Goal
To save Gallifrey from it's fate
Belief
Must help everyone I can
Table of Contents
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How to Play
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Resources
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Optional Rules