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Character creation: Exalted third edition

The new edition of Exalted is already here, at least for the backers of its successful Kickstarter campaign.

In Exalted you are one of the returning powerful Solar Exalted, champions of the greatest god, the Unconquered Sun, forsaken by the Creation they were given to rule.

Step 1: Character Concept and Caste

I’m going to be a freed slave from Makelo, in the western island of Sinti. Picked from among the other slaves thanks to his ability in the forge, Son of Hammer and Fire was blessed by the forge goddess Ninegala herself when she chose him in the Cave of Judgement. Later, Son of Hammer and Fire received his exaltation when rose to defend a pack of slaves from an infiltrated wyld beast: he jumped and picked a ritual spear still red-hot from the fires of Ninegala forge, and used it to vanquish the creature. Now Ninegala has him as prime pupil and honoured guard, but Son of Hammer and Fire is growing restless about the way the rulers of Makelo treat their slaves, and Ninegala is noticing it…

Pick out the Caste that fits best, and note down its anima effects.

Son of Hammer and Fire fits best as a Twilight, as he is a peerless smith and artisan.

As a Twilight, my anima gives me the following powers:

  • For 5 motes (5m), it gives me a Hardness of 5 for one turn.
  • For 10 motes and 1 willpower (10m 1w) the anima consumes my body. It reappears next sunset in a close place of power.
  • For 10 motes I can try to turn an Essence 1-3 elemental or demon into my familiar.

Step 2: Attributes

Attributes are the innate aptitudes of the character. They are divided in physical (strength, dexterity, stamina), social (charisma, manipulation, appearance) and mental (perception, intelligence, wits). They go from 1 to 5 dots.

You have one dot free in each, and then have to divide 8 dots among your chosen primary category, 6 among the secondary and 4 among the tertiary.

For Son of Hammer and Son, physical attributes are the primary, mental are the secondary and social are the tertiary.

  • Physical (primary, 8 dots)
    • Strength ●●●●
    • Dexterity ●●●●
    • Stamina ●●●
  • Social (tertiary, 4 dots)
    • Charisma ●●●
    • Manipulation ●●
    • Appearance ●●
  • Mental (secondary, 6 dots)
    • Perception ●●●
    • Intelligence ●●●
    • Wits ●●●

Step 3: Abilities

Abilities are the skills developed by the character. There are twenty six abilities, but one of them (Martial Arts) can only be bought with the appropriate Merit. Abilities go from 0 to 5 dots, but during character generation you can only raise an ability beyond 3 using Bonus Points (see later).

First, I need to choose my caste abilities: five abilities related to my caste (twilight) which are easier for me to learn. I choose CraftIntegrity, Lore, Medicine and Occult.

Now I have to choose five favored abilities from the full list. These can not be the same as my caste abilities, but are also skills I have a easier time improving. I choose Resistance, Dodge, MeleeThrown and Sail.

Next I have to select one supernal ability from my five caste abilities. I can learn charms of my supernal ability ignoring their essence requirements: it’s the ability I can be a legend in more easily. I choose Craft.

And now to divide 28 dots among all abilities. All my favored abilities must have at least one dot. My ability list ends like this:

  • Archery
  • Athletics 
  • Awareness 
  • Brawl
  • Bureaucracy
  • Craft (supernal) (Weaponsmith) 
  • Craft (supernal) (Artifacts) 
  • Dodge (favored) ●●
  • Integrity (caste) 
  • Investigation
  • Larceny
  • Linguistics 
  • Lore (caste) ●●
  • Martial Arts
  • Medicine (caste) 
  • Melee (favored) ●●●
  • Occult (caste)
  • Performance
  • Presence
  • Resistance (favored) ●●
  • Ride
  • Sail (favored) ●●
  • Socialize
  • Stealth 
  • Survival
  • Thrown (favored) ●●●
  • War

Finally, I have to assign four specialties: narrow fields inside an ability that give +1 when applicable. I choose:

  • Craft – spears
  • Thrown – spears
  • Lore – Gods of the west
  • Resistance – Heat

Step 4: Merits

Next step is buying merits. Merits are miscellaneous advantages. Some are innate (like being very big), some are learned (like Martial Arts), some are social (like Contacts), and so. Every merit has its own cost, between 1 and 5. You have 10 points to buy merits.

Son of Hammer and Fire has the following merits:

  • Artifact ●●●: Slave Salvation, the longfang (artifact spear) made of steel and red and black jade that he used to defeat a wyld beast. It was being made for a Dragon Blooded, who may not be totally happy of it being now of Son of Hammer and Fire.
  • Boundless Endurance ●●: He is very resilient. Difficulties of remaining awake and resisting fatigue are 2 less.
  • Contacts ● (slaves of Sinti): He keeps in touch with as many slaves as he can.
  • Influence ● (blessed by Ninegala): Those who follow  and/or serve Ninegala know Son of Hammer and Fire is favored by her.
  • Language ● (Old Realm): Ninegala didn’t intend to teach him this language, but he learned it anyway, listening to her.
  • Mentor ●● (Ninegala): Ninegala is teaching him about the forge, the gods and the world. But also she is starting to be slightly afraid of how fast he learns, and of how much he infers.

Step 5: Charms

Here comes the meatiest part of character creation: Charm selection.

Charms are the standard magical abilities of the exalted. There are a lot of charms to choose from in third edition, and in one ability (the supernal ability) you can buy them regardless of Essence requirements. As some charms will have higher ability requirements, I’ll note down which abilities I need to rise with bonus points.

So, I have to select 15 charms. Let’s go to it.

  • Craft
    • Arete-Shifting Prana (change one crafting speciality into another)
    • Sublime Transference (change one crafting xp into another)
    • Brass Scales Falling (win additional silver crafting xp)
    • Craftman Needs no Tools (can shape rock, metal, etc… just with hands, breath and voice)
    • Shattering Grasp (destroy things)
    • Flawless Handiwork Method (reroll 10s on crafting rolls)
  • Dodge
    • Reed in the Wind (spend initiative to improve evasion)
  • Integrity
    • Enduring Mental Toughness (ignore penalties to Resolve or Guile)
  • Lore
    • Wyld-Dispelling Prana (defend against the wyld)
  • Medicine
    • Ailment-Rectifying Method (cure illness)
  • Melee
    • Excellent Strike (one automatic success and reroll 1s)
    • Fire and Stones Strike (add damage)
    • Dipping Swallow Defense (ignore penalties to parry and win initiative when parrying)
    • Call the Blade (bring weapon to hand)
  • Resistance
    • Ox-Body Technique (get one -1 and two -2 health levels)
  • Sail
    • Salty Dog Method (hardened sailor)
  • Thrown
    • Precision of the Striking Raptor (attack as if close range)

That’s 17 charms in total, and I need to raise my craft to 5 and my dodge to 3. I’ll check later if I have enough bonus points, or if I have to shorten the list.


Step 6: Intimacies and Limit Trigger

Intimacies are things, people or ideas that matter to my character. I have to choose at least four, and one has to be Defining (a very, very important thing, a base of his personality), one Major (a very important thing). And one has to be positive and one negative.

I choose:

  • Ninegala (trust) (Major)
  • I think that slaves should live better (Defining)
  • Fair folk (hate) (Major)
  • The sea (love) (Minor)
  • The fire of the forges feels like home (Major)

I also need to choose a Limit Trigger, a stressful situation which makes Son of Hammer and Fire win Limit and get closer to the cathartic meltdown of a Limit Break, when the Great Curse that haunts the exalted is made manifest and their immense passions can cause immense disasters.

As a Limit Trigger, I choose witnessing slaves being treated wrong, unfairly or being hurt.

Step 7: Bonus Points

Now I have 15 bonus points to raise anything. Each thing has a different cost.

I need three ability points. As they are for caste/favored abilities, that’s 3 points spent.

Two favored/caste charms are 8 more points.

Now I have 4 points left. I use them to raise my Intelligence to 4.

Step 8: Finishing Touches

Final things to note down.

My Essence rating is 1. It will go up as I win experience.

My personal essence pool is 13, and my peripheral essence pool is 33. These pools are used to pay for charms, and using the peripheral motes can make my anima appear and flare.

I have the following health levels: -0, -1, -1, -1, -2, -2, -2, -4, Incapacitated.

My Willpower is 5.


I also want to calculate my static values:

  • My Parry is 5 with Slave Salvation.
  • My Evasion is 4, without armor.
  • My Soak is 3.
  • My Resolve is 3.
  • My Guile is 1.

Finalized Character

Son of Hammer and Fire, Twilight Exalted


Strength ●●●●, Dexterity ●●●●, Stamina ●●●, Charisma ●●●, Manipulation ●●, Appearance ●●, Perception ●●●, Intelligence ●●●●, Wits ●●●


Athletics ●, Awareness ●, Craft (supernal) (Weaponsmith) ●●●●●, Craft (supernal) (Artifacts) ●●, Dodge (favored) ●●●, Integrity (caste) ●●, Linguistics ●, Lore (caste) ●●●, Medicine (caste) ●●, Melee (favored) ●●●, Occult (caste), Resistance (favored) ●●, Sail (favored) ●●, Stealth ●, Thrown (favored) ●●●

Specialities: Craft (spears), Thrown (spears), Lore (gods of the west), Resistance (heat)


Artifact ●●●: Slave Salvation, a Longfang.
Boundless Endurance ●●
Contacts ● (slaves of Sinti).
Influence ● (blessed by Ninegala).
Language ● (Old Realm).
Mentor ●● (Ninegala).


Arete-Shifting Prana, Sublime Transference, Brass Scales Falling,
Craftman Needs no Tools, Shattering Grasp, Flawless Handiwork Method, Reed in the Wind, Enduring Mental Toughness, Wyld-Dispelling Prana, Ailment-Rectifying Method, Excellent Strike, Fire and Stones Strike, Dipping Swallow Defense, Call the Blade,
Ox-Body Technique, Salty Dog Method, Precision of the Striking Raptor


Ninegala (trust) (Major)
I think that slaves should live better (Defining)
Fair folk (hate) (Major)
The sea (love) (Minor)
The fire of the forges feels like home (Major)

Limit Trigger

Witnessing slaves being treated wrong, unfairly or being hurt.


Essence 1 (13 / 33)

Willpower 5

Health Levels -0, -1, -1, -1, -2, -2, -2, -4, Incapacitated.

Especial Star Wars: Creación de personaje – La Era de la Rebelión

Continúo mi especial de Star Wars con otra muestra de creación de personajes. Esta vez, para el segundo juego de FFG ambientado en Star Wars: La Era de la Rebelión. Tras Al Filo del Imperio, centrado en los sinvergüenzas y canallas de la galaxia, La Era de la Rebelión pone el foco sobre la gran contienda galáctica: la lucha de la Rebelión contra la tiranía del Imperio.

La Era de la Rebelión es publicado por la editorial Fantasy Flight Games, publicado en España por Edge Entertainment, está diseñado por Jay Little, y traducido por Juanma Coronil, Alfredo Moragas y Alberto Camargo.

La creación de personajes para La Era de la Rebelión es casi igual a la de Al Filo del Imperio (ya mostrada en una entrada anterior del especial). La principal diferencia es que en lugar de una Obligación (que es básicamente una deuda, negativa para el personaje), los miembros de la Alianza Rebelde obtienen un Deber, una tarea dentro de la Rebelión que cumplir, y van subiendo de rango en la estructura militar y obteniendo acceso a más recursos. Además, obviamente, las profesiones son distintas (aunque algunas especializaciones son las mismas, compartidas por varias profesiones entre juegos), las especies son distintas (menos las comunes) y el acceso a la fuerza que ofrece La Era de la Rebelión es distinto (en vez de un exiliado sensible a la fuerza, puedes ser alguien entrenando para restablecer los jedi).

Como la creación es muy similar, aconsejo consultar primero la entrada de Al Filo del Imperio: ésta será más breve.

Como en la primera entrada intenté hacer una especie de Han Solo, ahora voy a intentar hacer una especie de Princesa Leia.

Paso 1: Determinar el Trasfondo

El libro sugiere varios posible orígenes para un miembro de la Alianza, según fuera su relación previa con el Imperio (un ciudadano acomodado, un visionario oportunista, un vengador con una causa justa) y según sus motivos para unirse a la Rebelión (podría ser un nuevo recluta, un insurgente voluntario, un rebelde por accidente).

De nuevo, el trasfondo no tiene efecto mecánico, es sólo una (importante) reflexión sobre los orígenes del personaje. En mi caso, se trata de una ciudadana acomodada, miembro de las clases altas de algún planeta, que no pudo soportar más las vilezas del imperio para con su gente y buscó a gente afín con la que intentar derrocar al Emperador.

Paso 2: Determinar el Deber

Como ya he dicho, el Deber es el compromiso específico que el personaje tiene con la Alianza. Es el baremo por el que se juzga el éxito de sus contribuciones al esfuerzo rebelde. Puede elegirse uno de la lista, inventarse uno, o dejarlo al azar. Lo dejo al azar, como es mi costumbre, y obtengo que mi Deber es Superioridad Espacial. Opino que la guerra se decidirá en las batallas espaciales, y mi objetivo es potenciar la capacidad militar espacial de la Alianza.

El valor inicial del Deber (que será mejor cuanto mayor sea, ya que indicará un mayor éxito y rango dentro de la Rebelión) depende del número de PJs. Supondré cuatro jugadores, así que el valor inicial del Deber será 10.

La magnitud de la obligación depende del número de jugadores. Supondré cuatro jugadores, lo que me da un valor inicial de Obligación de 10. Puedo aumentarlo para ganar Experiencia o Créditos. De momento lo dejaré tal cual.

Paso 3: Seleccionar la especie

En La Era de la Rebelión se puede elegir entre ocho especies: Bothan, Droide, Duro, Gran, Humano, Ithoriano, Mon Calamari y Sullustano. Voy a elegir ser Ithoriano porque siempre me han gustado sus cabezas planas. Me da las siguientes capacidades: Fortaleza 2Agilidad 1Intelecto 2Astucia 2Voluntad 3Presencia 2. Mi Umbral de Heridas es 9+Fortaleza. Mi Umbral de Tensión es 12+Voluntad. Mi Experiencia Inicial es 90. Además empiezo el juego con 1 rango de entrenamiento en Supervivencia. También puedo usar un Bramido Ithoriano, capaz de aturdir a enemigos cercanos pero que me causa daño de Tensión al usarla.

Paso 4: Seleccionar la profesion

Las posibles profesiones en Al Filo del Imperio son: As (un piloto), Comandante, Diplomático, Ingeniero, Soldado y Espía.

Seré una Diplomática. Ser Diplomática me proporciona la siguientes habilidades profesionales básicas: Borde Exterior, Carisma, Engaño, Liderazgo, Mundos del Núcleo, Negociación, Saber Arcaico y Xenología. Tengo automáticamente 1 rango en cuatro de estas habilidades, y me será más barato mejorarlas todas. Elijo tener 1 rango en Carisma, Engaño, Negociación y Liderazgo.

Paso 5: Seleccionar las especializaciones

Como diplomática, puedo elegir entre ser Embajador, Activista o Intendente.

Para este personaje, creo que le pega más ser Embajador. Me añade como habilidades profesionales Carisma, Disciplina, Mundos del Núcleo y Negociación. Puedo dar 1 rango a dos de estas habilidades. Elijo CarismaDisciplina.

Paso 6: Invertir puntos de experiencia

Tengo 90 PX, y puedo conseguir 5 más bajando mi Deber a 5, y 10 bajándolo a 0. Los costes son:

  • Mejorar características, pagando 10 x nuevo valor.
  • Mejorar habilidades, pagando 5 x nuevo valor (+5 si no es profesional)
  • Comprar talentos, pagando su coste según su situación en el arbol de talentos de mi especialización
  • Comprar una nueva especialización para poder acceder a sus talentos y tener más habilidades porofesionales.


  • Compro la especialización Iniciado Sensible a la Fuerza. Coste 20 PX. No me otorga habilidades profesionales nuevas, pero me da Dominio de la Fuerza 1.
  • Poder de la Fuerza: Vaticinar (10 PX)
  • Talento de iniciado sensible a la fuerza: Intuición (10 PX): percepción es ahora profesional.
  • Talento de Embajador: Don de gentes (5 PX)
  • Agilidad 2 (20 PX)
  • Armas a distancia ligeras 1 (10 PX)
  • Percepción 1 (5 PX)
  • Engaño 2 (10 PX)

Paso 7: Calcular los atributos derivados

Simplemente hay que calcular algunos valores:

  • Umbral de Heridas: 11
  • Umbral de Tensión: 15
  • Defensa: 0
  • Protección: 2 (mi Fortaleza)

Paso 8: Determinar las Motivaciones iniciales

La Motivación es lo que mueve al personaje. Voy a elegirla al azar, con las tablas que ofrece el juego.

Obtengo que me motiva un Ideal, específicamente el Ideal del Progreso. El Emperador lastra el progreso.

Paso 9: Escoger el equipo y la descripción

Tengo 500 créditos para comprar mi equipo inicial.

En fin, una Pistola Blaster me cuesta 400 cr. Un comunicador manual, 25cr. Y 75cr más en unos macrobinoculares.

Ahora tengo 1d100 cr. para empezar la partida que no puedo gastar de antemano. Tiro y saco 79cr.

Paso 10: Adquirir recursos para la Rebelión

Finalmente, el grupo de jugadores al completo elige entre tres posibles recursos: una lanzadera lambda, un escuadrón de Alas-Y, o una base de operaciones.

Personaje finalizado

Condesa Gruuumnor , embajadora ithoriana

Deber: Superioridad Espacial 10

Motivación: Relación con un viejo enemigo


  • Fortaleza 2
  • Agilidad 2
  • Intelecto 2
  • Astucia 2
  • Voluntad 3
  • Presencia 2


  • Umbral de Heridas 11
  • Umbral de Tensión 15
  • Experiencia 0.
  • Defensa 0
  • Protección 2
  • Dominio de la Fuerza 1


  • Embajador
  • Iniciado sensible a la fuerza


  • Armas a distancia ligeras 1
  • Borde Exterior 0 (P)
  • Carisma 2 (P)
  • Disciplina 1 (P)
  • Engaño 2 (P)
  • Liderazgo 1 (P)
  • Mundos del Núcleo 0 (P)
  • Negociación 1 (P)
  • Percepción 1 (P)
  • Saber Arcaico 0 (P)
  • Supervivencia 1
  • Xenología 0 (P)


  • Bramido Ithoriano
  • Don de Gentes
  • Intuición

Poderes de la Fuerza:

  • Vaticinar



  • Pistola blaster
  • Comunicador manual
  • Macrobinoculares
  • 78 cr.

Character Creation: Better Angels

Better Angels is a supervillain roleplaying game created by Greg Stolze and published by Arc Dream Publishing. You can find information about it in the Arc Dream Publishing webpage.  You can buy Better Angels from DriveThruRPG.

Someday I will make a special about Mr. Stolze, because he is, in my opinion, one of the greatest names in the roleplaying world, with original, funny and innovative games all around. Right now, I’ll focus on one of his RPGs about superheroes: Better Angels. What is Better Angels? I’ll just give the floor to Mr. Stolze, who explains the game very well in the back cover of the game:

A demon gave you superpowers and it demands evil. No, not just evil – EEEEVIL!

In Better Angels, you play a supervillain attempting ridiculous acts of villainy in order to control the demon that gives you amazing powers – and you play the demon for the player next to you, pushing that player’s supervillain to greater and greater wickedness. Do too much evil and the demon might take control entirely. Too little, and – well, it’s a demon. It will find ways to punish you.

Better Angels focuses on characters’ moral stances. Is your villain Insightful or Devious? Are you Cunning or Patient? Is your Courage as great as your Cruelty? Those characteristics drive your superpowers. They shape your relationship with your demon and are shaped by it in every scene.

Get ready. There are diabolical inventions to create. Enemies and rivals to thwart. Plots and schemes to launch.


All it will cost is your soul.

That is an amazing introduction to the game. It touches the theme, the main elements and the overall mood. It is good enough to let me jump straight to creating a character. Or, more precisely, two characters: this game requires the creation to be done in group.

In general terms, you spend points on your supervillain and then you spend points on the demon of the player seated to your right (the demon you will be controlling too). The player to your left defines and plays your demon.

In every step, the costs are the same: a Tactic costs 1 point, a Specialty costs 2 points, and a Strategy costs 2 points.

What are Tactics and Strategies and Specialties?

Well, Tactics and Strategies are the main values of a supervillain. They are set in pairs of Sinister and Virtuous.

Sinister Tactics get stronger the more evil you are. They are broad ways of being wicked, and they grant (to demon-bound supervillains, at least) powers. Virtuous Tactics are ways of making the world a better, nicer place. But they don’t give powers to a hellbound supervillain. Tactics are, in their pairings:

  • Greed (taking from others what they don’t want to give you) / Generosity (using your status to help others)
  • Espionage (learning what others do not want you to know) / Knowledge (education)
  • Cruelty (physically attacking inferiors or from surprise) / Courage (fighting equal or superior opponents)
  • Cowardice (avoiding physical trouble) / Endurance (keeping up an exhausting task)
  • Corruption (drawing out the worst in those around you) / Nurture (drawing out the best in those around you)
  • Deceit (lying) / Honesty (convincing others of the truth)

Strategies are ways of getting  things done. They also come in pairs:

  • Cunning (using the quickest solution) / Patient (disciplined and resolved)
  • Sly (being sneaky) / Open (physically straightforward)
  • Devious (controlling and manipulating) / Insightful (accepting things as they are)

To do things, you pair a Tactic and a Strategy. For example, you could use Sly Greed to empty someone’s pockets without him noticing.

Specialties are for things most people don’t even know how to do. For example, open heart surgery, or bomb defusing. A character can’t have more than three specialties.

Here I will be acting as two players, Adam and Brenda, both creating a character. Adam is thinking of creating a character inspired by a mix of Dr. Doom and Dr. Evil, while Brenda wants a more straightforward destroyer, like a hulking fireslinger.

Step 1: Spend points on your human

First, everyone gets 1 point in Open. It is needed to live. Then you spend 20 points to buy Tactics, Strategies and Specialties. The game recommends buying up  specially each Virtuous Strategy to avoid starting the game under the thumb of the demon.

The maximum for a Tactic or Strategy is 5, but you can not start with a Strategy higher than 4. Also, you can’t have more than seven points in a pairing of Strategies. If your Devious is 4, your maximum Insightful is 3.

Adam buys:

  • Tactics
    • Greed 1 / Generosity
    • Espionage 1 / Knowledge 1
    • Cruelty  1 / Courage
    • Cowardice / Endurance
    • Corruption 1 / Nurture
    • Deceit 1 / Honesty
  • Strategies
    • Cunning 1 / Patient 2
    • Sly 0Open 1
    • Devious 1 / Insightful 2
  • Specialties
    • Very advanced technology

Brenda buys:

  • Tactics
    • Greed 1 / Generosity
    • Espionage / Knowledge
    • Cruelty 2 / Courage 2
    • Cowardice / Endurance 1
    • Corruption  / Nurture
    • Deceit / Honesty
  • Strategies
    • Cunning 0 / Patient 3
    • Sly 1 / Open 3
    • Devious 0 / Insightful 1
  • Specialties
    • None

Step 2: Pick a primary Strategy, a Power, and an Aspect for your demon

For your demon, you have to choose the primary drive, one of the Sinister Strategies which, if it ever reaches 5, allows the demon to try to drag you to hell (physically).

Then you choose one of the powers the demon can give you. Powers are associated with Sinister Tactics, and need a high value to work better.

Finally, you have to chose one Aspect. An Aspect is a temporal physical mutation that the demon can invoke, sometimes when you don’t want it. Aspects are linked to Sinister Strategies. If the value gets too low, you may not be able to invoke the Aspect.

Adam chooses Cunning as his demon’s primary drive. For the power, he checks the list of powers by Tactic and picks Terror, a Cruelty power which allows him to scare others with a Devious Cruelty roll, striping away their Courage. Finally,  for the aspect he chooses Cloven Hooves, an Aspect that allows him to make Faustian pacts: give a big bonus to someone, and later take a bit of its soul (in the form of a strategy point that gets to him in the form of a tactic point).

Meanwhile, Brenda chooses Devious as primary drive for her demon. As a power, she is doubting between That Hideous Strength and Dominator Strike. In the end, she prefers Dominator Strike (Hot), which allows her to launch bolts of hellfire using Sly Cruelty. Finally, as aspect she chooses Giant, which is great, as allows her to grow for each point in Sly, giving additionally the effects of That Hideous Strength.

Step 3: Spend points on someone else’s human

Now, every player gets to spend 20 points on the traits of the character to his or her right.

Adam raises Brenda’s character traits to:

  • Tactics
    • Greed 1 / Generosity
    • Espionage 2 / Knowledge
    • Cruelty 2 / Courage 2
    • Cowardice 3 / Endurance 1
    • Corruption 3  / Nurture
    • Deceit 2 / Honesty
  • Strategies
    • Cunning 2 / Patient 3
    • Sly 1 / Open 3
    • *Devious 3 / Insightful 2
  • Specialties
    • None

And Brenda does the same for him:

  • Tactics
    • Greed 1 / Generosity
    • Espionage 1 / Knowledge 1
    • Cruelty  1 / Courage
    • Cowardice 2 / Endurance
    • Corruption 1 / Nurture
    • Deceit 1 / Honesty 2
  • Strategies
    • *Cunning 4 / Patient 2
    • Sly 1 / Open 3
    • Devious 3 / Insightful 2
  • Specialties
    • Very advanced technology

Step 4: Pick a Power and an Aspect for someone else’s demon

And now everyone picks a power and an aspect for the character to his or her right’s demon. It is usually better to choose aspects and powers from the strategies and tactics you just raised, to make it easier to tempt the other character.

Adam chooses Impossible Beauty (Corruption) as power and Flame-Wreathed (Devious) as aspect for Brenda’s character.

Brenda chooses Arrogance (Cowardice) as power, and Wings (Cunning) as aspect for Adam’s character.

Final characters

Johann (Adam’s character)

Villain: To be determined.
Mortal: Johann Wolfgang Faust
Demon: Merphilakaton (played by Brenda)
Player: Adam


Cunning 4*, Patient 2
Greed 1, Generosity 0
Espionage 1, Knowledge 1

Sly 1, Open 3
Cruelty 1, Courage 0
Cowardice 2, Endurance 0

Devious 3, Insightful 2
Corruption 1, Nurture 0
Deceit 1, Honesty 2

Specialties: Very advanced technology.

Powers: Terror, Arrogance

Aspects: Clove Hooves, Wings

Wenda (Brenda’s character)

Villain: To be determined.
Mortal: Wenda Wilson
Demon: Cthufhga the Burner of Souls (played by Adam)
Player: Brenda


Cunning 2, Patient 3
Greed 1, Generosity 0
Espionage 2, Knowledge 0

Sly 1, Open 3
Cruelty 2, Courage 2
Cowardice 3, Endurance 1

Devious 3*, Insightful 2
Corruption 3, Nurture 0
Deceit 2, Honesty 0

Specialties: None.

Powers: Impossible Beauty, Dominator Strike (Hot)

Aspects: Giant, Flame-Wreathed

Character Creation: 13th Age

Step 1: Choose Race

You can be: Human, Dwarf, Dark Elf, High Elf, Wood Elf, Gnome, Half-elf, Halfling or Half-orc. You get a +2 racial bonus to an ability, from  a list depending on your race.

I’m going to be a Half-orc.

As a half-orc, I can get +2 STR or +2 DEX. Also, I get the Racial Power Lethal, which lets me reroll a melee attack once per battle.

Step 2: Choose Class

You can be: Barbarian, Bard, Cleric, Fighter, Paladin, Ranger, Rogue, Sorcerer or Wizard. You get a +2 class bonus to one of the abilities favoured by your class, but this bonus can’t go to the same ability as the race bonus. There are no forbidden combinations of race and class.

I’m going to be a Cleric. As a cleric, I can get +2 to STR or +2 to WIS.

Step 3: Generate Ability Scores

You can generate your abilities rolling dice or with a point buy system.

I’m going to roll my abilities. I have to roll 4d6 drop the lowst and add the others together, for each ability, and then put the scores in the order I prefer.

I get: 7, 8, 9, 10, 12 and 13. Ouch. Well, I choose the following abilities:

  • Strength 9 (-1)
  • Constitution 10 (+0)
  • Dexterity 8 (-1)
  • Intelligence 7 (-2)
  • Wisdom 13 (+1)
  • Charisma 12 (+1)

I choose +2 STR for being a half-orc, and +2 WIS for being a Cleric. That gets me the following abilities:

  • Strength 10 (+0)
  • Constitution 10 (+0)
  • Dexterity 8 (-1)
  • Intelligence 7 (-2)
  • Wisdom 15 (+2)
  • Charisma 12 (+1)


Step 4: Class selections

First, some basic values for being a Cleric:

  • (7+CON mod)x3 = 21 hit points
  • 1 adventurer feat
  • 4 first level spells
  • Initiative: +0
  • Armor class (shield and heavy armor): 16
  • Physical defense: 12
  • Mental defense: 13
  • Recoveries: 8
  • Recovery dice: 1d8
  • Backgrounds: 8 points, max 5 in one background
  • Icon relationships: 3 points
  • Talents: 3

As a cleric, I get as class features the bonus spell Healing, and the feature Ritual Magic (I can cast my spells as rituals).

As a cleric, I have to choose 3 domains. Each domain gives me an Invocation I can use once per day, and a bonus that can be improved with feats.

I choose:

  • Vengeance: After being very hurt, I can bless an ally to reroll an attack. The invocation causes me and my allies to cause more damage with every missed attack.
  • Knowledge: I have 4 additional background points, to be used in something related to knowledge. The invocation lets me see a glimpse of the future of a battle, to give an ally a rerroll with a bonus.
  • Trickery: I can have a d20 result kept, and give it to anyone to make that the result of a roll. The invocation makes enemies miss more against me when they move to engage.

I have to choose four first level spells. I choose: BlessJavelin of FaithCure Wounds and Spirits of the Righteous.

Step 5: My One Unique Thing

Each character has some feature unique to them, something no one else is.

My one unique thing is that I am the only follower of my deity, a forgotten and forsaken deity of knowledge which now seeks revenge against everything… but cannot afford to lose me.

Step 6: Icon relationships

The world of 13th age has some very big movers and shakers, called Icons. Every character has some relationships to some of them, which works as something good or bad, depending of the moment. Each character starts with 3 relationship points, which can be spend in positive, conflicted or negative relationships with some of the icons (some of them are heroic, some are villainous, some are ambiguous). The default icons are:

  • The Archmage, guardian of the Empire, but user of forces far beyond common sense;
  • The Crusader, the armored fist of the Dark Gods;
  • The Diabolist, controller of fiends;
  • The Dwarf King, protector of the Empire from orcs and creatures of the deep;
  • The Elf Queen, ruler of the Court of Stars;
  • The Emperor, ruler of the human Dragon Empire;
  • The Great Gold Wyrm, protector of the world and sealer of the Abyss;
  • The High Druid, champion of the wild;
  • The Lich King, lord of the undead and would-be conqueror of the Empire;
  • The Orc Lord, aaarrrrgghh;
  • The Priestess, speaker for the gods of Light she favors;
  • The Prince of Shadows, a trickster who reshapes the world with his exploits; and
  • The Three, three of the first evil dragons.

I spend 1 point in a negative relationship with The Priestess (she would not let my god be in the Cathedral!), 1 in a conflicted relationship with the Crusader (maybe he is interested in fighting for my god, maybe not), and 1 in a negative relationship with the Orc Lord (who expelled me from my homeland).

Step 7: Backgrounds

I have 8 background points, plus 4 more to spend in knowledges. Background determine what I have done before, and what can I know now. There is no definitive list of backgrounds. I choose:

  • Forgotten knowledge whispered by a forgotten god +4
  • Visitor of many temples +3
  • Conman +3
  • Priest +2

Step 8: Feats

Now I have to choose a feat. As a level 1 character, it has to be an adventurer level feat. There are some general feats, and some racial-specific and class-specific ones that improve the racial power and the class powers.

I choose the Adventurer feat of the Knowledge domain, which lets me once per day change a knowledge skill roll to a natural 20.

Step 9: Gear

Each character starts with the basic gear of his class.

Character Creation: Corporation

Corporation is a mostly standard cyberpunk game set in the year 2500. The players play as Agents: the eyes, hands and knives of the big Corporations that run the world. It is published by Brutal Games, and is written by James Norbury. It has a web in www.corpgame.com. It can be bought from DrivethruRPG.

Agents are superior to normal humans. When enlisted, they are filled with cybernetics upgrades and biomodifications: a sub-vocal communicator to talk with other agents up to 300 km away, an Id chip for identification, an A.I. chip (an internal computer A.I. to help them), a basic Process Socket (it can receive special chips to get new skills), R-Drug in the lymph system (it gives regeneration to the Agents), Histonamide (to stop hemorrages), Atrophic DNA (so they don’t leave recognisable tissue samples behind), Synaptic Modulation (so they don’t feel intense pain), independent cellular escision and neural stabilisers (so brain, heart and other vital organs can not be incapacitated by damage), and Ambidextery.

So it is clear an Agent is someone to fear. And now, to create one.

Step 0: Agent licenses and starting equipment

All Agents receive some standard equipment and legal licenses:

  • 1 intravenous medpack
  • Exceptional Black Cougar Handgun (Kinetic Pistol) (D8 damage, critics on 1/1 and 2/2)
  • External communications device
  • Flack jacket (+1 armor)
  • handcuffs
  • ID Chip Scanner
  • PDA
  • Identification badge
  • Law Enforcement License
  • Light Firearms License
  • License to use Non-powered Melee Weapons
  • hacking software (Normal) -(this one is illegal and not mandatory, but I take it).

Step 1: Select a Corporation

In the corebook there are five Corporations to choose from:

  • Al-Jinn: An asian industrial giant whose agents operate outside the law in organised crime cells. Bonus: Changeable ID Chip.
  • Comoros: Independently minded Indo-African specialists with a hatred for the UIG (United International Government). Bonus: +10 TE (Telepathic Energy points). All Comoros have increased telepathic regeneration, free Telepath Training. Can burn HP for TE.
  • Eurasian Incorporated: Decadent, capitalist monsters striving for socio-economic world domination and enjoying it. Bonus: Expense Account.
  • Shi Yukiro: Far eastern technologists and warriors founded on ancient philosophies and the Bushido Code. Bonus: Powered Melee License and Training. Free katana and access to Ion Weapons at Rank 3 / Level 8.
  • Western Federation: Disciplined, puritan military machine intent on a new world order. Bonus: Superior Weapons, extra weapon licenses, military sign and 10% weaponry.

I love telepaths, so I choose Comoros.

Step 2: Select a concept and profession

There is a big list of example caharacter concepts, I’m going to go with a troubleshooter telepath with some hacking skills based on the character Dread from the book Otherland.

Later I will have to select one skill I have at 7 or higher as my professional skill. I will never critically fail rolls in that skill, and I can get a critical, success easier.

Step 3: Assigning Stats

I have 49 points to spend on Strength, Endurance, Agility, Reflexes, perception, Intelligence and Presence. Minimum of 5, maximum of 10.

  • Strength 6
  • Endurance 7
  • Agility 6
  • Reflexes 7
  • Perception 6
  • Intelligence 8
  • Presence 9

Step 4: Extra Features

Some standard secondary values:

  • Hit Points: Strength + Endurance + 20, so I have 33.
  • Rank 1
  • Level 1
  • Telepathic Energy: Presence + Perception + Intelligence + 10, +10 for being Comoros, so I have 43.
  • Move Speed: Strength + Endurance + Agility, so I have 19.
  • Internal A.I. 1
  • Armor Value: 0 (+1 for the flak jacket)
  • Defence: will be equal to my Close Combat.
  • Experience Points 0
  • Rank Points 10
  • Conviction Points 2
  • I speak the languages of my Corporation and a language of another Corporation, so I speak Swahili and Hindi (for being Comoros), and choose to speak also English (spoken by the Eurasian Inc. and Western Fed.).

Step 5: Assign Skills

Available skills are Arts & Culture, Assess Tech, Athletics, Attitude, Business, Close Combat, Computers & A.I., Corporate Knowledge, Crime, Cybernetics & Robotics, Drive, Heavy Firearms, Light Firearms, Looking Good, Lying/Acting, Mechtronics, Medicine, Observation, Pilot, Psychology, Science, Stealth, Street Culture, Support Weapons and Tactical Firearms.

As I have Telepath Training (for being Comoros) I can also select Telepathic Skills (Jump, Shield, Assault, Prescience, Psi Blade, Telekinesis and Biokinesis).

I have to select:

  • 1 skill at level 8: Assault
  • 1 skill at level 7: Close Combat (Professional Street)
  • 1 skill at level 6: Lying/Acting
  • 3 skills at level 5: Computers & A.I., Attitude, Crime
  • 3 skills at level 4: Light Firearms, Looking Good, Observation
  • 3 skills at level 3: Psychology, Stealth, Business
  • 3 skills at level 2: Athletics, Corporate Knowledge, Street Culture
  • 4 skills at level 1: Shield, Prescience, Science, Biokinesis


Step 6: Trainings

Trainings are specialist areas of expertise. I can select 2. Some trainings have prerequisites. There are 34 different trainings, 15 for non combat areas and 19 for combat.

i already have Telepath Training. I select Hacking and Interrogation.

Step 7: Licenses

I have 8 points to spend on Licenses. A License allows you to do something legally.

I already have Law Enforcement License, Light Firearms License and License to use Non-powered Melee Weapons.

I spend all my points in getting a Telepathic Licenseof level 8 (so I can use my Assault in public).

Step 8: Purchase Equipment

I have 6000 credits (because I am Comoros) to spend in my initial equipment.

I buy:

  • Arms Bluefin Combat Knife (30 credits)
  • Field Shield (1000 credits)
  • Hacker Computer (4000 credits)

And that’s it.

Complete Character

Zaidi Hofu, Comoros Agent Level 1, Rank 1

Strength 6, Endurance 7, Agility 6, Reflexes 7, Perception 6, Intelligence 8, Presence 9

Hit Points 33, Telepathic Energy 43, Move Speed 19, Internal A.I. 1, Armor Value  1, Defence 7.

Experience Points 0, Rank Points 10, Conviction Points 2

Languages: Swahili, Hindi, English.

Skills: Assault 8, Close Combat (Professional Street) 7, Lying/Acting 6, Computers & A.I. 5, Attitude 5, Crime 5, Light Firearms 4, Looking Good 4, Observation 4, Psychology 3, Stealth 3, Business 3, Athletics 2, Corporate Knowledge 2, Street Culture 2, Shield 1, Prescience 1, Science 1, Biokinesis 1

Trainings: Telepath, Hacking and Interrogation.

Licenses: Telepathic License 8, Law Enforcement License, Light Firearms License and License to use Non-powered Melee Weapons.

Equipment: Standard, plus Arms Bluefin Combat Knife, Field Shield and Hacker Computer.

Creación de Personaje: Aquelarre

¡Sí! ¡El gran clásico de los juegos de rol españoles! Hoy crearé un personaje para la actualmente última edición (la tercera) de Aquelarre, publicada por Nosolorol. El juego es de Ricard Ibañez, y está escrito (al menos esta edición) también por Antonio Polo. Está disponible en la tienda de Nosolorol y también en DrivethruRPG.

Aquelarre es un juego ambientado en la España medieval mítica, con demonios, brujas, Santas Compañas, inquisiciones, etc. El sistema principal es porcentual, bastante rápido y sencillo.

La creación de personajes, en esta tercera edición, puede ser la clásica, con casi todo determinado al azar, o libre, permitiendo elegir cada rasgo del personaje. De momento voy a tirar por lo clásico. Quizás en otro momento vuelva para hacer una segunda entrada empleando el método libre.

Fase 1: Reinos

Primero, ¿de dónde vengo? Puedo proceder de Castilla, Aragón, Granada, Navarra o Portugal. Una tirada de dado más tarde descubro que provengo de la Corona de Castilla.

Fase 2: Pueblos

¿A qué pueblo pertenezco? Esto depende del reino del que se procede. Al ser de Castilla, puedo ser Castellano, Gallego, Vasco, Asturleonés, Mudéjar o Judío. Y el dado dice que soy Gallego.

Esto tiene algunas implicaciones: Por ser Gallego pertenezco a la sociedad Cristiana. No puedo pertenecer a la clase social Esclavo, y tengo los idiomas Gallego al 100% y Castellano a (CUL x 4)%.

Fase 3: Posición Social

Ahora debo determinar mi nivel social. Hay una tabla para cada sociedad: cristiano, judío, islámico. Como soy cristiano, tiro en la tabla correspondiente y aprendo que soy un Campesino, la clase más baja (salvo esclavo, que no podía ser). Tengo que tirar otra vez para determinar el tipo de campesino, y obtengo que soy un Vasallo: trabajo la tierra de un señor feudal.

Fase 4: Profesión

Ahora tengo que determinar mi profesión, que me requerirá unos valores mínimos de Características en un paso posterior y me proporcionará ciertas competencias y unos ingresos. Tiro 1d100 en la tabla de campesino cristiano y resulta que soy un Almogávar. No es un resultado válido: es sólo para personajes de Aragón. Vuelvo a tirar y ahora soy un Cazador. Tengo que tener una Percepción mínima de 20, y me proporciona las siguientes competencias primarias: Arcos, Escuchar, Rastrear y Sigilo. También tengo las siguientes competencias secundarias: Cabalgar, Conocimiento Animal, Conocimiento de Área, Conocimiento Vegetal, Descubrir, Lanzar, Trepar y una Competencia de Armas de Villano, que elijo que sea en Cuchillos. Mis ingresos mensuales serán iguales a mi porcentaje de Rastrear, en maravedíes.

Fase 5: Profesión paterna

Ahora determino la profesión de mis padres, que me permitirá aprender algunas de sus competencias. Resulta que soy el hijo de un Mendigo, así que me anoto sus competencias primarias, ya que podré aumentarlas más tarde: Elocuencia, Empatía, Escamotear y Memoria.

Fase 6: Situación familiar

Veamos ahora cómo está mi familia. Tiro en la tabla y veo que mis padres están casados y siguen vivos. No tengo hermanos. Puedo decidir estar casado. Decido que sí. Tiro 1d10 para determinar la situación de mi cónyuge: está viva y en buen estado, y podemos tener hijos y puede acompañarme en aventuras. Para ver si tenemos hijos, tiro 1d6-1d4, y el total será cuántos hijos tenemos: 2, en mi caso. Un niño y una niña.

Fase 7: Características primarias

Cada personaje tiene siete características, con valores que suelen estar entre 5 y 20: Fuerza, Agilidad, Habilidad, Resistencia, Percepción, Comunicación y Cultura. Tengo que repartir 100 puntos. Ninguna puede pasar de 20, ninguna puede quedar por debajo de 5, Resistencia no puede quedar por debajo de 10, y debo recordar poner 20 en Percepción.

Los reparto así:

  • Fuerza 12
  • Agilidad 15
  • Habilidad 15
  • Resistencia 15
  • Percepción 20
  • Comunicación 12
  • Cultura 11

Fase 8: Características secundarias

Ahora hay que calcular una serie de características adicionales:

  • Suerte: Es igual a COM+PER+CUL. En mi caso, 43%.
  • Templanza: mi fortaleza mental. Se calcula tirando 5D10+25. Tiro y obtengo 38%.
  • Racionalidad e Irracionalidad: representan dos visiones opuestas del mundo, una centrada en Dios y el mundo físico, otra en magia y el mundo intangible. Debo repartir 100 puntos entre ambas, sin poder asignar menos de 25 a ninguna. Decido tener Racionalidad 40% e Irracionalidad 60%.
  • Puntos de vida: La resistencia al daño. Tengo tantos como RES, así que 15.
  • Aspecto: Mi hermosura (o carencia de ella). Se determina tirando 4D6 y sumando 2 si soy una mujer. Tiro y obtengo 12.
  • Edad: La dejo al azar, tirando 1d10+16. Tengo 17 años.
  • Altura y peso: Según mi FUE o mi RES consulto una tabla y mido 1’77 varas y peso 146 libras.

Fase 9: Competencias

Veamos ahora el valor de mis competencias. Mis competencias primarias tienen un valor igual a tres veces la característica de la que dependen, y las demás tienen de valor base el de la característica de la que dependen. Partiendo de estos valores, tengo 100 puntos para repartir entre mis competencias, teniendo en cuenta que cada punto dedicado a una competencia primaria o secundaria la aumenta en 1%, pero que para aumentar las demás 1% tendré que gastar 2 puntos. Además, ninguna puede sobrepasar cinco veces el valor de su característica base, salvo las que dependen de CUL, que pueden llegar al 100%.

Después tendré que repartir 25 puntos entre las habilidades primarias de la profesión paterna.

Me apunto mis competencias tras repartir:

  • Idioma: Gallego 100% (CUL)
  • Idioma: Castellano 44% (CUL)
  • Arcos 80% (PER) (Primaria)
  • Escuchar 60% (PER) (Primaria)
  • Rastrear 60% (PER) (Primaria)
  • Sigilo 55% (AGI) (Primaria)
  • Cabalgar 25% (AGI) (Secundaria)
  • Conocimiento Animal 25% (CUL) (Secundaria)
  • Conocimiento de Área: Santiago de Compostela 25% (CUL) (Secundaria)
  • Conocimiento Vegetal 25% (CUL) (Secundaria)
  • Descubrir 20% (PER) (Secundaria)
  • Lanzar 15% (AGI) (Secundaria)
  • Trepar 15% (AGI) (Secundaria)
  • Cuchillos 15% (HAB) (Secundaria)
  • Elocuencia 32% (COM) (Paterna)
  • Empatía 20% (PER) (Paterna)
  • Escamotear 20% (HAB) (Paterna)
  • Memoria 20% (PER) (Paterna)
  • Comerciar 15% (COM)
  • Esquivar 16% (AGI)
  • Leyendas 15% (CUL)

Fase 10: Ingresos y gastos

Mis ingresos mensuales son de 60 maravedíes. Mis gastos semanales, con mis dos hijos, son de 12 maravedíes, así que aún puedo ahorrar unos 12 maravedíes al mes.

Inicialmente dispongo de 300 maravedíes ahorrados, de los que debo gastar al menos la mitad en equipo.

Fase 11: Hechizos y rituales de fe

Como no tengo la competencia Competencia Mágica, ni soy religioso, este paso no me afecta. No sé usar magia ni conozco rituales de fe.

Fase 12: Rasgos de carácter

Ahora, como sólo tengo 17 años, puedo elegir si realizar hasta 4 tiradas en la tabla de rasgos de carácter. Decido hacer las cuatro, a ver qué tal. He tenido una vida intensa.

  • Tengo cierto carisma con los animales, que nunca me atacarán si no soy hostil o hay circunstancias adicionales. Gano +25% a Conocimiento Animal.
  • Poseo una reliquia arcana. Elijo que sea un grimorio con 1d3 (saco 1) hechizos, que no se usar (ni leer el grimorio). Mi IRR aumenta en 10%.
  • He sido educado en un convento, lo que me aumenta en 25% Leer y Escribir y Teología. Resulta que puede que sí sepa leer algo del grimorio.
  • Soy sigiloso y discreto, lo que aumenta en 25 mi Sigilo.

Fase 13: Últimos toques

Me llamo Leuter, hijo del Xenxo. Me gasto algo de dinero en comprar un arco corto, un cuchillo, una pelliza de piel, 30 flechas, cinturón y vaina para el cuchillo, esmeril, aljaba y ropa humilde de hombre. Me quedan 68 maravedíes.

Personaje finalizado

Leuter, hijo del Xenxo, casado con Loisa, padre de Antón y Adega.

Cazador gallego de 17 años, mide 1’77 varas y pesa 146 libras. Vasallo.


  • Fuerza 12
  • Agilidad 15
  • Habilidad 15
  • Resistencia 15
  • Percepción 20
  • Comunicación 12
  • Cultura 11


  • Suerte 43%.
  • Templanza 38%.
  • Racionalidad 40%
  • Irracionalidad  70%.
  • Puntos de vida 15.
  • Aspecto 12.


  • Idioma: Gallego 100% (CUL)
  • Idioma: Castellano 44% (CUL)
  • Arcos 80% (PER) (Primaria)
  • Escuchar 60% (PER) (Primaria)
  • Rastrear 60% (PER) (Primaria)
  • Sigilo 80% (AGI) (Primaria)
  • Cabalgar 25% (AGI) (Secundaria)
  • Conocimiento Animal 50% (CUL) (Secundaria)
  • Conocimiento de Área: Santiago de Compostela 25% (CUL) (Secundaria)
  • Conocimiento Vegetal 25% (CUL) (Secundaria)
  • Descubrir 20% (PER) (Secundaria)
  • Lanzar 15% (AGI) (Secundaria)
  • Trepar 15% (AGI) (Secundaria)
  • Cuchillos 15% (HAB) (Secundaria)
  • Elocuencia 32% (COM) (Paterna)
  • Empatía 20% (PER) (Paterna)
  • Escamotear 20% (HAB) (Paterna)
  • Memoria 20% (PER) (Paterna)
  • Comerciar 15% (COM)
  • Esquivar 16% (AGI)
  • Leyendas 15% (CUL)
  • Leer y Escribir 36% (CUL)
  • Teología 36% (CUL)

Rasgos de carácter:

  • Carisma con los animales.
  • Reliquia arcana: grimorio con 1 hechizo (que no entiende)
  • Educado en un convento.
  • Sigiloso y discreto.

Equipo y dinero:

Arco corto, un cuchillo, una pelliza de piel, 30 flechas, cinturón y vaina para el cuchillo, esmeril, aljaba y ropa humilde de hombre.

68 maravedíes. Ingresos mensuales: 60 maravedíes. Gastos semanales: 12 maravedíes.

Character Creation: Shadowrun, 5th edition

Here comes the next entry in the Character Creation series. Today, the fifth (and currently latest) edition of a beloved game, Shadowrun, published by Catalyst Game Labs and developed by Jason M. Hardy. It is available in DriveTrhuRPG.

Shadowrun is a dark setting, mixing the cyberpunk from the 80’s with the idea of the return of the magic and the surging of old species like Elves and Dwarves. The players are shadowrunners, criminals doing whatever they are contracted for and trying to survive one more day in a world owned by megacorporations.

Now, let’s go to the creation!

Step 1: Choose concept

Shadowrun character creation is not random, so it starts by choosing a valid concept. Some of the classic Shadowrun character concepts are: Face (the one with a lot of contacts and good with the people), Spellcaster (a magic user), Decker (expert in using the Matrix, the evolved Internet of the setting), Technomancer (a user of the Matrix with a mystical base), Rigger (the driver, but with a total connection to the vehicles and to drones) and Street Samurai (experts in combat, usually mixing big weapons with cybernetic technology).

I’m going to create a spellcaster, a mage who studied magic in some old magic school in Europe.

All characters start with 25 Karma to improve themselves.

The next five steps are actually kind of concurrent: there are five elections (metatype, attributes, magic/resonance, skills and resources) and five priorities to assign to them (from A to E). The election which gets A is the better for you, the election with the E is the worst.

Step 2: Choose Metatype and raise Attributes

Metatype is just the magical race of the character. This election gives you also special attribute points to increase your Magic, Resonance or Edge.

I’m going to be an Ork. I can be an Ork with priorities A, B or C. I’ll set with the priority C in Metatype, to be an Ork with 0 special attribute points.

As an Ork I get Low-Light Vision, and the starting and maximum values in my attributes: Body 4/9, Agility 1/6, Reaction 1/6, Strength 3/8, Willpower 1/6, Logic 1/5, Intuition 1/6, Charisma 1/5, Edge 1/6, Essence 6.

For the Attributes I’m going to assign only the priority D: he is not very naturally gifted in many areas. This gives me 14 points to distribute among my attributes. I end with the following attributes:

Body 4, Agility 3, Reaction 3, Strength 3, Willpower 3, Logic 5, Intuition 3, Charisma 2, Edge 2, Essence 6.

Step 3: Choose Magic or Resonance

This one is easy: I’m giving priority A to Magic. This means I can choose to be a magician, a Mystic Adept or a Technomancer. I choose to be a Magician, which gives me: Magic 6, two Rating 5 Magical Skills, and 10 spells.

As magic tradition, I choose to be a Hermetic Mage. My Drain Resistance (which allows me to avoid being exhausted after using magic) is Logic+Willpower.

For the two skills I choose Spellcasting and Counterspelling.

For the spells, I choose Blast, Manabolt,Fireball, Improved Invisibility, Heal, Analyze Magic, Armor, Clairvoyance, Detect Magic Extended, Detect Individual.

Step 4: Purchase Qualities

There are positive Qualities, which cost Karma, and negative Qualities, which give Karma (you can get a maximum of 25 additional Karma for negative Qualities).

From the list of available Qualities, I buy:

  • Analytical Mind (-5 karma): +2 to Logic to analyze clues, recognize patterns, etc.
  • Aptitude: Spellcasting (-14 karma): I can start with Spellcasting at rating 7, and eventually rise it up to 13.
  • Exceptional Attribute: Magic (-14 karma): I can rise my Magic to 7.
  • Focused Concentration 2 (-8 karma): I can sustain better some magic.
  • Bad Luck (+12 karma): When using Edge, there is a chance in 6 of it turning to be bad.
  • Distinctive Style (+5 karma): I am very european, with a thick english-dutch-french accent I can’t avoid.
  • Simsense Vertigo (+5 karma): I am very bad at augmented reality or virtual reality situations.
  • Sinner (+5 karma): I am registered in the system. I have a national SIM from some european nation.

And I still have 9 karma left (from the negative qualities I only receive 25 karma, not 27).

Step 5: Purchase Skills

For Skills, I have assigned the priority B. That gives me 36 skill points to divide among my skills, and can use up to 5 of those points to buy skill groups (skill bundles, cheaper to buy than the individual skills they contain). The maximum rank for a skill in creation is 6 (but I can raise Spellcasting to 7 thanks to my Aptitude Quality). The skill points can also be used to buy skill specializations, which cost 1 point and give +2 to use the specialization.

I start raising my Spellcasting from 5 to 7, spending 2 points, and buy a specialization in combat spells (1 point). I also want to know how to summon spirits, so I buy the Conjuring skill group up to 3. With my other 2 group points I buy the Enchanting skill group up to 2. I still have 29 skill points to spend. I buy the following skills:

  • Spellcasting 7 (specialization: Combat Spells)
  • Counterspelling 5
  • Skill group: Conjuring 3
  • Skill group: Enchanting 2
  • Pistols 2 (specialization: semiautomatics)
  • Sneaking 2
  • Pilot Ground Craft 1
  • Running 2
  • Swimming 1
  • Etiquette 2
  • Intimidation 2
  • Negotiation 1 (specialization: Contracts)
  • Blades 1 (specialization: swords)
  • Perception 3
  • Assensing 2 (this is used to read astral auras)
  • Arcana 2
  • Astral Combat 2
  • Computer 1
  • Navigation 1

Now I also get free Knowledge and Language skill points, equal to my (INT+LOG)x2. So 16 points in total. And, also, a language as native language. For me it is English. I buy the following Knowledge skills:

  • Language: English (N)
  • Language: German 2
  • Language: French 1
  • Magic theory (Academic) 3
  • History (Academic) 2
  • Music (Academic) 1
  • Parazoology (Academic) 1
  • 20th Century Trivia (Interests) 2
  • Smuggling Routes (Street) 3
  • Law (Professional) 1

Step 6: Spend your Resources

For Resources I only have left the priority E. This means I only have 6,000 NuYens to spend. I can always spend some karma to get more NuYens in this step, obtaining 2,000 extra NuYens per Karma point spent. I spend 7 points of karma in this, to get 14,000 additional NuYens, for a total of 20,000 NuYens.

I have also to select (and pay) for my level of lifestyle. I’m going to spend 2,000 NuYens to have a Low Lifestyle.

I spend the rest of my money as follows:

  • Katana (1,000 NuYens) (I always associate katanas with shadowrun, due to the Street Samurai Catalog cover)
  • Colt America L36 (320 NuYens) (a light semiautomatic pistol)
  • Hidden arm slide for the Colt America (350 NuYens) (allows me to ready the weapon faster)
  • Regular ammo for the Colt (20 reloads) (400 NuYens)
  • Normal clothing (300 NuYens)
  • Lined coat (a wild west style coat which offers protection and allows to hide things better) (900 NuYens)
  • CommLink: Sony Emperor (700 NuYens) (the smartphones/computers of the future)
  • MicroTransceiver (100 NuYens) (a professional walkie-talkie)
  • Silver CredStick (20 NuYens) (to store up to 20,000 NuYens)
  • Gold CredStick (100 NuYens) (to store up to 100,000 NuYens) (this is me being optimistic of my future contracts)
  • Fake SIN (rating 2) (5,000 NuYens) (To avoid using my real SIN when possible)
  • Flashlight (25 NuYens)
  • Spell Focus (Combat Spells) (Force 1) (5,000 NuYens)

And I keep 3,785 NuYens for me, that I add to my standard initial money, which based in my Low Lifestyle is 3d6 x 60 NuYens. I roll and get 540 NuYens. So I have 4,325 Nuyens.

Step 7: Spending your leftover Karma

I have two points of Karma, that I use to bond to my Spell Focus (it costs Force x 2 in karma). This will allow me to add the Force of the Focus to my spells.

In this step I also get additional free Karma to spend in contacts. I get CHA x 3, so I have 6 points of Karma to spend in contacts. Each contact has two values: Connection (how much influence the contact has) and Loyalty (how much is he willing to do not to betray me).

With only six points, I’m going to settle with only two contacts:

  • The owner of “Ye Olde Magic Boutique” (Connection 1, Loyalty 2)
  • A not very important Corporation middle-manager (Connection 2, Loyalty 1)

Step 8: Final calculations

This step consists only in calculating some values derived from the previous.

  • Initiative determines the order in combat. It is INT+REA and a dice, which starts in 1D6. My Initiative is 6+1D6.
  • As a mage, I can have Astral Initiative. It is INT+INT, with a base dice of 3D&. My Astral Initiative is 6+3D6.
  • Inherent limits are determined by your attributes, and limit how many hits (successes) you can get in your rolls.
    • Mental limit is ((LOGx2)+INT+WIL)/3). My Mental limit is 6.
    • Physical limit is ((STRx2)+BOD+REA)/3). My physical limit is 5.
    • Social limit is ((CHAx2)+WIL+ESS)/3) My social limit is 5.
  • The Condition Monitor tells how much Physical and Stun damage you can sustain.
    • You have (BOD/2)+8 Physical boxes. That’s 10 for me.
    • You have (WIL/2)+8 Stun boxes. That’s 10 for me.
    • You have some extra Overflow boxes, equal to your BOD + bonus from augmentations. As I have no augmentations (they do not mix well with magic), I have 4 overflow boxes.
  • With my bad luck quality, I start with a Notoriety of -1. My Street Cred and my Public Awareness are, of course, 0 (as I have yet to do anything).

Step 9: Final touches

This is the step for the background and the rounding of the character. I see him as a traveller, born close to England, educated in ancient European magic schools, and recently arrived to Seattle. He is called Harry Chemnitz.

Creación de Personaje: Espada Negra, el juego de rol

Hoy una nueva entrada en la serie de creación de personajes, esta vez de un juego en español: El juego de rol de Espada Negra, que podéis encontrar en la web de la Hermandad de la Espada Negra.

El juego usa sólo dados binarios a los que llama Runas. Es decir, cualquier cosa que al lanzarla de un resultado que pueda verse como Acierto/Fallo: una moneda, un dado, una taba, etc… El sistema básico es lanzar tantas Runas como el atributo, y sumar al número de aciertos obtenido el valor de la habilidad, y compararlo con la dificultad impuesta por el Creador (el DJ).

Hay cuatro niveles iniciales de personaje: Vulgar, Capacitado, Luchador y Héroe. Tal y como recomienda el manual, voy a crear un personaje de nivel Luchador. Espero que sea un misterioso mercenario arcano de extrañas capacidades.

Paso 1: Atributos

Hay tres grupos de atributos: Físicos, Mentales y Sobrenaturales, cada grupo con tres atributos. Puedo elegir entre ser Equilibrado, Focalizado o Muy Focalizado. Voy a ser Muy Focalizado en lo sobrenatural. Esto me da 9 puntos para un grupo de atributos, 7 para otro y 5 para el último. Los reparto así:

  • Atributos físicos (grupo secundario)
    • Fuerza: 2
    • Agilidad: 3
    • Resistencia: 3
  • Atributos mentales (grupo terciario)
    • Voluntad: 1
    • Inteligencia: 3
    • Liderazgo: 1
  • Atributos sobrenaturales (grupo primario)
    • Potencia: 3
    • Defensa: 2
    • Extensión: 4

Paso 2: Cualidades

Las cualidades son valores derivados de los Atributos. Iré una a una:

  • Esferas: Número de ámbitos sobrenaturales que puedo llegar a controlar. Es igual a mi Extensión, así que 4.
  • Vida: La cantidad de daño que puedo recibir antes de caer inconsciente. Es igual a tres veces mi Voluntad, así que 2.
  • Muerte: La cantidad de daño que puedo sufrir antes de morir. Es igual a seis veces mi Fuerza, así que 12.
  • Aguante total: Los puntos de aguante pueden gastarse para lanzar el doble de runas en una tirada. Es igual a cinco veces mi Resistencia, así que 15.
  • Recuperación: Cuantos puntos de aguante recupero al estar en calma. Igual a la Resistencia, así que 3.
  • Iniciativa: Reflejos en combate, para determinar el orden de actuación y declaración. Es igual a mi Agilidad más mi Inteligencia, y se le suma el alcance del arma principal. De momento, 6.
  • Carga total: El peso que puedo llevar en combate sin que me afecte. Se refiere sobre todo a armadura, armas y semejantes, ya que el equipaje lo tirará al ir a pelear. Es igual a cinco veces mi Fuerza, en kilos, así que 10 kg.
  • Carga en manos: El peso que puedo llevar en las manos en combate. Es igual a la Fuerza, en kilos, así que 2 kg.
  • Resistencia a la luz: La cantidad que daño que evito cuando soy dañado por luz divina. Es igual a mi Defensa, así que 2.
  • Resistencia a la oscuridad: La cantidad que daño que evito cuando soy dañado por oscuridad divina. Es igual a mi Defensa, así que 2.
  • Resistencia elemental: La cantidad que daño que evito cuando soy dañado por una fuente elemental, como fuego o frío. Es igual a mi Fuerza, así que 2.
  • Escudo sobrenatural: Es mi resistencia a la mayoría de poderes hostiles. Es igual a mi Voluntad más mi Defensa, así que 4.

Paso 3: Ventajas y Desventajas

Se pueden elegir ventajas, pero por cada ventaja hay que elegir una desventajas. Por ser de nivel Luchador, puedo tener hasta 4 ventajas.

Primero la ventaja Elegido Divino, para tener dos puntos en mi máximo de esferas. Tengo que elegir un dios, y elijo Haradon, que tiene como esferas Calma, Destrucción, Fin, Mentira y Oscuridad. Elijo tener 2 puntos en Mentira, Oscuridad, Calma y Fin. Como desventaja, elijo Cultista. No venera a Haradon de un modo aceptable por su sociedad.

Como segunda ventaja, y última (no quiero más), elijo Reliquia. Elijo tener un collar sagrado/impío dedicado a Haradon con la cualidad Longevo, que aumenta mi total de vida en tanto como mi Potencia, por lo que paso a tener Vida 5. Como desventaja escojo Enemigo. Hay una antigua enemistad con alguien que desea poseer el collar sagrado de Haradon que poco a poco se ha transformado en odio asesino entre ambos.

Paso 4: Anhelos

Los Anhelos son los objetivos vitales del personaje. Pueden ser superficiales, comprometidos o grandes anhelos. No hay reglas concretas sobre cuántos puedes tener: queda a tu elección.

Yo tendré un Anhelo Comprometido: Descubrir grandes secretos arcanos y un Anhelo superficial: Ganar mucho dinero.

Paso 5: Profesiones

Las profesiones marcan el pasado del personaje. Como Luchador, tengo cuatro niveles de profesión a repartir.

Voy a elegir 2 niveles de Pensador Eridio y 2 niveles de Sacerdote tridecadeista (para representar su adoración de Haradon).

Como Pensador Eridio de nivel 2, obtengo algunas habilidades de una lista. Elijo las siguientes:

  • Historia 2
  • Ciencias teóricas 2
  • Química 2
  • Cartografía 1
  • Criptografía 1
  • Ingeniería 2
  • Artes 1
  • Finanzas 1

También tengo que elegir dos trasfondos, y elijo:

  • Hombre de ciencia: he destacado en ciencia, y pongo en duda ciertas ideas religiosas. Gano +1 a ciencias téoricas.
  • Equipo de pensador: Ropa de tela, acceso a varias instalaciones de nivel 2.

Como Sacerdote tridecadeista de nivel 2, elijo las siguientes habilidades:

  • Ritos 2
  • Recolección 2
  • Medicina 2
  • Ciencias teóricas 2
  • Leyes 1
  • Historia 1
  • Docencia 1

Y también obtengo dos trasfondos:

  • Energía: tantos chequeos de Ritos como mi Extensión. Cada chequeo de Ritos tiene como dificultad mi Energía actual (empieza en 0) y, si tiene éxito, me da 1 de Energía. Para la primera tirada tiro 4 Runas (por mi Extensión) y sumo 2 (por mi valor de Ritos) y tengo que superar 0, así que tengo éxito y gano 1 de Energía. La segunda tirada es 4R+2 contra 1, así que también tengo éxito. La tercera es 4R+2 contra 2, éxito también. Finalmente, 4R+2 contra 3. Tiro y saco 3 aciertos y 1 fallo, así que un éxito más. Gano 4 puntos de Energía.
  • Herencia eterna: Recibo una reliquia con un vínculo personal/familiar. Debe elegirla el Creador. De momento haré de Creador y me asignaré una pulsera, parte del juego del collar que ya tengo, con la cualidad Resistencia a la Luz (aumenta mi Resistencia a la Luz en tanto como mi Potencia, así que ahora tengo 5).


No tengo ninguna cualidad que me de Habilidades adicionales, así que no tengo más que hacer. Ahora mismo mis habilidades son:

  • Artes 1
  • Cartografía 1
  • Ciencias teóricas 5
  • Criptografía 1
  • Docencia 1
  • Finanzas 1
  • Historia 3
  • Ingeniería 2
  • Leyes 1
  • Medicina 2
  • Química 2
  • Recolección 2
  • Ritos 2

Tengo el equipo de mi trasfondo de Erudito, y acceso a varios poderes sobrenaturales, pero sospecho que este personaje no vivirá mucho, sin capacidades marciales de ningún tipo, muy poca vida, un enemigo, adorando a un dios de por sí no muy querido, y encima de mala manera, y para terminar, afirmando que la religión se equivoca en muchas cosas y que la ciencia es más correcta.

Se llama Anaximandros el Siempre Errante.

Character creation: Lamentations of the Flame Princess

This post will be the first of a series of entries, each showing the creation of a character in a different game. Today, I’ll show you the creation of a character in the D&D clone Lamentations of the Flame Princess Weird Fantasy Roleplaying, written by James Edward Raggi IV, and published by Lamentations of the Flame Princess. You can find the game in DriveThruRPG, and there is a free version of the main rulebook, without art or magic section, here.

This is a D&D clone with a bit of a dark twist, and a very big strange and weird twist. Specially in the published adventures, which are sometimes more like a Kult adventure than a D&D one.

Now, to the creation!

Step 1: Roll Ability Scores

I have to roll 3d6 for each ability score (Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom) in order, but I can swap a pair (only one pair) of values. Each value will have a modifier associated. If the sum of the abilities modifiers is less than zero, I can discard the rolls and roll again (the character is considered unsuitable).

I roll:

  • Charisma 10 (+0)
  • Constitution 11 (+0)
  • Dexterity 13 (+1)
  • Intelligence 11 (+0)
  • Strength 9 (+0)
  • Wisdom 13 (+1)

I like this set of abilities, so I won’t swap any. It seems probably like a thief with great common sense.

Step 2: Choose a Character Class

I have to choose a class between the four human classes (Cleric, Fighter, Magic-User and Specialist) and the three demi-human classes (Dwarf, Elf and Halfling). There are no restrictions to the classes, and the abilities have not a great influence in them.

Anyway, I choose to be a Specialist. This will determine my hit points, save throws and experience advancement.

As a Specialist, I have 4 skill points to determine what I can do better than others, between Architecture, Bushcraft, Climb, Languages, Search, Sleight of Hand, Sneak Attack, Stealth and Tinker.

I decide to spend:

  • 1 point to Languages (2 chances in 6 of using it successfully)
  • 1 point to Search (2 chances in 6)
  • 1 point to Climb (2 chances in 6)
  • 1 point to Tinker (2 chances in 6)

Determine Hit Points

As I am a Specialist, I will roll 1d6 to determine my hit points, and add my Constitution modifier (nothing for me). In any case, at first level I can not have less than 4 hit points.

I roll a 1, so I have the minimum 4 hit points.

Attack bonus and Saving Throws

As I am not a Fighter, my Attack Bonus is +1.

My Saving Throws are:

  • Paralyze 14
  • Poison 16
  • Breath 15
  • Device 14
  • Magic 14

Step 3: Select Alignment

I have to choose between Lawful (the universe has a unique irrefutable truth), Chaotic (touched by the flowing source of magic, always changing the universe) and Neutral. The only restrictions are to clerics (who must be Lawful) and elves and magic-users (who must be Chaotic)

As a thief, I don’t believe in something bigger than me, but also my common sense tells me against the ideas of the Chaotic alignment. So I will be Neutral.

Step 4: Determine Starting Possessions

All characters start with 3d6 x 10 silver pieces. Prices vary depending of a city or rural environment. I will suppose a city, more fitting for my burglar.

I roll 16, so I have 160 sp to spend.

First, I want to buy some Specialist Tools, to be able to Search and Tinker effectively. Well, they are 50 sp, so I still have 110 sp.

I don’t want to be Encumbered to avoid penalties to my Specialist skills, so I will buy only a leather armor, and won’t carry more than 6 kind of items.

  • Leather armor (25 sp), which gives me a base Armor Class of 14. It does not add to encumbrance.
  • As weapons,
    • a Garrote (5 sp), with a damage of 1d6 (can only be used from surprise or in a grapple, and lets me grapple the target);
    • a dagger (a  minor weapon) (5 sp), with a damage of 1d4 (but with a -2 to hit to targets with AC 15 or better);
    • and a sling (1 sp), with a damage of 1d4. It does not add to encumbrance.
  • 20 sling bullets (4 sp)
  • A sack (5cp) (the sack does not add to encumbrance)
  • A grappling hook (5 sp) and 50 feet of rope (3 sp).
  • 1 month of rent for a small room (30 sp).
  • 1 set of normal clothing (5 sp). It does not add to encumbrance.
  • 1 crowbar (2 sp).
  • 1 steel mirror (1 sp).  It does not add to encumbrance.
  • A map of the area (1 sp).  It does not add to encumbrance.

So I still have 22 sp and 5 cp. I am carrying 6 different items for encumbrance, so I have 1 point of encumbrance (but this is still “Unencumbered”).

Step 5: Choose a name

Finally, a name. I will be called Randolph Garret.


Final character

Randolph Garret, Level 1 Specialist

Abilities: Charisma 10 (+0), Constitution 11 (+0), Dexterity 13 (+1), Intelligence 11 (+0), Strength 9 (+0), Wisdom 13 (+1)

Saving Throws:(+1 for Wisdom when not spell related) Paralyze 14, Poison 16, Breath 15, Device 14, Magic 14

Specialist Skills: Languages (2/6), Search (2/6), Climb (2/6), Tinker (2/6)

Armor Class 15 (14 for Leather armor, +1 Dexterity)

Attack Bonus +1 (melee weapons), +2 (ranged weapons)


  • Garrote, +1 attack, 1d6 damage
  • Dagger +1 attack, 1d4 damage (-2 to hit AC 15 or better)
  • Sling +2 attack, 1d4 damage, 20 bullets

Other equipment:

  • A sack.
  • A grappling hook and 50 feet of rope.
  • 1 month of rent for a small room.
  • 1 set of normal clothing.
  • 1 crowbar.
  • 1 steel mirror.
  • A map of the area.
  • 22 sp, 5 cp

Encumbrance: 1 point (Unencumbered)