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CHAPTER 1: CHARACTERS CREATING A CHARACTER

You’ve taken the first step on your adventure, but you are still a 0th level human. Don’t despair, because you become 1st level when you create your first character, and progress from there! To create a character, follow the twelve steps below:

1. Break out a new character sheet. You can use the one provided in this book, download and print one of the many fanmade character sheets, or reproduce an existing sheet by hand on a piece of paper. If all else fails, just scribble down notes on scratch paper!

2. Roll for your character’s attributes, as described below in Character Abilities. Write the results after the names of the abilities and record the attribute bonus or penalty for each score. (Some campaigns might use optional rules that change how attributes are rolled. Your Judge will let you know if so.)

3. Choose a characters class which suits your character’s abilities from this chapter. Choose a class which suits your character’s attributes from the Character Classes section. All classes have key attributes, and some classes require that the character have minimum scores for other attributes. Write down the combat characteristics and class powers of your class. Note that, unlike some games, in ACKS a character’s race is part of his class; you do not separately choose a race.

4. If your attributes are not optimal for the class you have selected, see Classes and Attributes, below, for how to adjust your attributes. If you adjust your scores, be sure to adjust the bonus or penalty associated with the attribute.

5. Note on your character sheet that your character has zero (0) experience points (or XP); you might also want to note the number needed to advance to second level, as shown in the table for your class. Gaining experience points is explained in the Adventures and Campaigns chapters.

6. Roll hit points(hp) using the designated die for your class. If you roll 4 or less, treat the result as a 4. Add your Constitution bonus or penalty to the roll and note the result as your hit points on your character sheet. (Some campaigns might use optional rules that change starting hp. Your Judge will let you know if so.)

7. Find the appropriate template table for your character’s class, and roll 3d6 on the table to determine your character’s starting template. If you don’t like the template you rolled, you can choose a template from a lower roll, but not from a higher roll. Write down the name of the template you settle on.

8. Write down your character’s starting proficiencies as listed for your template. All characters always begin with the Adventuring proficiency in addition to those listed. Apply any modifiers to your attributes, hit points, attack throws, or saving throws from proficiencies. Write down your character’s proficiency throws.

9. If you have chosen to play a caster, write down your repertoire of starting spells from your template. If you aren’t playing a spellcaster, skip this step.

10. Write your character’s starting equipment and gold pieces as listed for your template. Since you now know what armor your character is wearing, what your Dexterity modifier is, and what powers and proficiencies modify your defenses, you can calculate and note your Armor Class (AC) on the character sheet. Calculate your character’s encumbrance based on how much weight he is carrying and use that to determine his four speeds (p. XX).

11. Decide your character’s homeland and whether your character is male or female. (In the Auran Empire campaign setting, some classes are restricted to certain sexes.) Roll for your character’s starting age and write down your character’s starting languages based on your race. Record your character’s size (man-sized) and weight (usually 15 stone).

12. Give your character a name, and create a brief summary of your character’s appearance, background, and personality based on his attributes, class, template, age, and other characteristics. choose an appropriate alignment for your character. Your Judge will have information on the setting of your character’s world that can be helpful in naming your new character and developing his background. He can also advise you on how the characters are coming together to form an adventuring party.

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