Character Generation

Starting Characters

Most characters should have a Norse-sounding name; for pronunciation and naming advice, see here. Foreigners (see Backgrounds, below) should have a name appropriate for their own culture.

Ability Scores
To generate your ability scores, roll 4d6, drop the lowest die, and total the other three; do this six times, and arrange the six scores in order. If you have no score above 13 or the total of your ability modifiers is less than +1, reroll until these conditions are met.

Then, swap any two ability scores you wish. For instance, if you rolled Str 9 Dex 12 Con 11 Int 11 Wis 15 Cha 14 for your scores, you might swap your Str and Wis scores if you plan to make a fighter. This swap is optional, and may be done only once.

Finally, add +1 to each ability score, due to starting at level 3; see (Level-Dependent Benefits) below for more information.

Background and Class
Choose one of the six backgrounds for your character and one or more of the allowed classes for your character. See here for notes on generating starting hit points.

Whichever class is chosen at 1st level is a character’s primary class. A character only gains access to skill groups and proficiencies from his primary class, regardless of how many classes he may possess, but his primary class has no other effect.

Skills, Proficiencies, and Feats
Assign skill points as normal. Keep in mind that your character gains a bonus skill point per level for being human, and has reduced skill point costs (and possibly bonus skill ranks) based on his skill groups.

Assign and advance proficiencies as described here. In addition to those proficiencies, every character begins with Master rank in his native region (Norse for most backgrounds or the appropriate region for utlendrs).

Choose three feats, two for which you qualify at 1st level and one for which you qualify at third level.

Level-Dependent Benefits

In this campaign, all adult humans begin play at 3rd level (with lower levels being reserved for children and weaker creatures) and can advance up to 12th level (with higher levels being reserved for the gods and particularly powerful monsters). The experience required to reach each level, and the benefits gained for reaching a particular level, are given by the following table:

Level XP Benefit
1 0 Feat
2 1,000 +1 to all ability scores
3 2,000 Feat
4 4,000 +1 to all ability scores
5 8,000 Feat
6 16,000 +1 to all ability scores
7 32,000 Feat
8 64,000 +1 to all ability scores
9 128,000 Feat
10 256,000 +1 to all ability scores
11 512,000 Feat
12 1,024,000 +1 to all ability scores

Leveling Downtime
Each time a new level is earned, a character must spend some amount of downtime in training to advance to the next level.

Creating Characters at Higher Levels

If creating a character above 3rd level due to your previous character leaving or suffering a messy death, you gain a certain amount of effective downtime and wyrd points to mimic the benefits other characters have already received.

Your character can spend a number of days of downtime towards whatever he wishes equal to the current number of days in the campaign divided by 2, minus the cumulative number of days of training he’d need to get from 3rd level to his current level. As of session 23, the campaign has lasted 243 in-game days, so a 7thth-level character created between sessions 23 and 24 would have (243/2 – 3*[4+5+6+7] = 121 – 66 = 55) 55 days of downtime to spend.

These effective days of downtime cannot be increase by “Working Smarter or Working Harder”":

Determine starting Wyrd as normal, then add the following modifiers:

  • For each session that has passed in the campaign, add +1 to two attributes or +2 to one attribute. This decision for which attributes to add each bonus can change for each session. A character created between sessions 8 and 9 would thus apply this process 8 times.
  • For every two sessions that have passed in the campaign, add +3 to one attribute and either subtract -2 from two attributes or subtract -4 from one attribute. A character created between sessions 8 and 9 would thus apply this process 4 times.

Regardless of which attributes to which you apply these bonuses, none of your character’s attributes can be high enough to give him the second-highest value for that attribute in the party. For instance, as of the end of session 8, the party has the following Valor point totals: AlfraĆ°r has 12, Asa has 9, Eirlif has 6, Kulgan has 16, and Skogur has 13, so a new character’s Valor cannot exceed 12 (as that would give him the second-highest Valor total, tied with Skogur for 13).

The maximum values for a character created between sessons 8 and 9 are thus Nobility 5, Guile 11, Valor 12, and Subtlety 7.

If your previous character died in a particular impressive or dramatic way, add +6 to one Honor attribute of your choice (Nobility or Guile) and +6 to one Glory attribute of your choice (Valor or Subtlety). These bonuses can allow you to exceed the above limits. If your previous character instead died in a particularly pathetic or lackluster way, subtract -6 from one Honor attribute of your choice and -6 from one Glory attribute of your choice.

Character Generation

Saga of the Northlands PsychicTheurge