A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
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Join date : 2015-12-01

PostSubject: Write up Rules   Fri Dec 04, 2015 2:24 pm

Determine Ability Scores

Start by generating your character's ability scores. Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma are your base Ability Scores and they determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities. There are several methods to choose from for generating these scores so consult your GM to determine which method he is using.

Rolling: You can roll to acquire your Scores randomly, this is the mostly widely used way in #Old_Night to get your scores.  Take four 6 sided dice and roll them, rerolling any 1's that come up, then you drop the lowest score, and add the remaining three together.

Note: Your choice of race will offer one or more bonuses to apply to your Ability Scores.

Choose a Race

Pick a race, applying any modifiers to your ability scores and any other racial traits.  Each character has the starting language of Common, and may add as many other languages as they have in their Intelligence modifier.

Choose a Class

A character's class represents a profession, such as fighter or rogue. If this is a new character, he or she starts at 1st level in this chosen class. As the character gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.

If your character is a psyker, you will be able to choose from a list of psyker abilities at creation.

 Allocate Skill Ranks

Determine the number of skill ranks your character gets based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans).
Class Skills Each class has a number of favored skills, called class skills and it is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into. 
Then allocate these ranks to desired skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).
Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Inelegance modifier. Investing a rank in a skill represents a measure of training in that skill.

Choose Feats

Determine how many Feats your character receives, based on his class and level.

  • All characters begin with 2 feats.

  • If your characters race is human you get 1 additional feat (for a total of 3).

Determine Starting Hit Points (HP)

A character starts with maximum hit points at 1st level (the maximum number on its Hit Die) or if its first Hit Die roll is for a character class level.
To determine a hit points for levels beyond 1st, roll the dice indicated by its Hit Dice. Creatures whose first Hit Die comes from an NPC Class or from his race roll their first Hit Die normally.

Get Equipped

Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear. This gear helps your character survive while adventuring. Usually you cannot use this starting money to buy magic items without the consent of your GM.

Determine Saving Throws, Initiative, and Attack Values.

Determine all of the character's other mechanical details, such as his or her saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps, usually determined by your class choice.

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