Character Creation

Attributes

Every character in Valoria has three core attributes that define their basic capabilities:

  • Body: Physical strength, toughness, and stamina.
  • Mind: Intelligence, wisdom, and willpower.
  • Spirit: Charisma, intuition, and force of personality.

Determining Attributes

Roll 3d6 for each attribute and assign as desired:

  • Roll 1-4: Attribute value of 1 (Below Average)
  • Roll 5-8: Attribute value of 2 (Average)
  • Roll 9-12: Attribute value of 3 (Above Average)
  • Roll 13-16: Attribute value of 4 (Exceptional)
  • Roll 17-18: Attribute value of 5 (Legendary)

Character Roles

Choose one of these roles to define your character's focus and special abilities:

Warrior

Masters of combat who rely on strength and skill rather than magic.

Starting Equipment: Medium armor, two weapons of choice, adventurer's pack.

Special Ability: Combat Mastery - Once per combat, reroll all dice on an attack or defense roll.

Ranger

Wilderness experts who blend stealth, survival skills, and ranged combat.

Starting Equipment: Light armor, bow or crossbow, short sword, survival kit.

Special Ability: Eagle Eye - Add +1 die to all ranged attacks and perception checks.

Rogue

Skillful adventurers who excel at stealth, deception, and finding creative solutions.

Starting Equipment: Light armor, dagger, thieves' tools, climbing gear.

Special Ability: Shadow Step - Once per session, automatically succeed on a stealth check.

Mage

Scholars of arcane knowledge who wield magical powers through careful study.

Starting Equipment: Spellbook, component pouch, dagger, scholar's pack.

Special Ability: Arcane Insight - Draw one additional card at the beginning of each day.

Cleric

Devoted servants of higher powers who channel divine magic.

Starting Equipment: Medium armor, religious symbol, mace, healer's kit.

Special Ability: Divine Favor - Once per day, automatically succeed on casting one Hearts suit spell.

Bard

Versatile performers who weave magic into their art and excel at social situations.

Starting Equipment: Light armor, musical instrument, dagger, traveler's pack.

Special Ability: Inspiring Performance - Grant +1 die to an ally's roll once per session.

Skills

Characters begin with five skills at Rank 1. Choose from:

Physical Skills

  • Athletics: Climbing, jumping, swimming, and feats of strength.
  • Stealth: Moving quietly and remaining hidden.
  • Reflexes: Dodging, balance, and quick reactions.
  • Melee: Fighting with hand-to-hand weapons.
  • Ranged: Fighting with bows, crossbows, and thrown weapons.
  • Survival: Finding food, water, and shelter in the wilderness.

Mental Skills

  • Lore: Knowledge of history, cultures, and legends.
  • Medicine: Treating injuries and illnesses.
  • Nature: Understanding plants, animals, and natural phenomena.
  • Magic: Casting and understanding spells and magical effects.
  • Perception: Noticing details and remaining aware of surroundings.
  • Crafting: Creating and repairing items.

Social Skills

  • Diplomacy: Negotiating and making peaceful agreements.
  • Deception: Lying convincingly and hiding intentions.
  • Intimidation: Using fear to influence others.
  • Performance: Entertaining and impressing through artistic talent.
  • Empathy: Understanding others' emotions and motivations.
  • Bargaining: Trading favorably and assessing value.

Skill Ranks

  • Rank 1: Add 1 die to relevant checks (Beginner)
  • Rank 2: Add 2 dice to relevant checks (Proficient)
  • Rank 3: Add 3 dice to relevant checks (Expert)

Character Advancement

After significant adventures (typically 1-3 sessions):

  • Improve a Skill: Increase one skill by one rank (maximum Rank 9).
  • Learn a New Skill: Gain a new skill at Rank 1.
  • Develop a Special Ability: After three advancements, gain a new special ability related to your role.

Special Ability Development

When you earn a new special ability after three advancements, increase your maximum number of wounds by 1 and choose one of the following options:

Option 1: Limited-Use Power (Once per combat/session)

Choose one:

  • Reroll all dice on a specific type of roll
  • Add +2 dice to a specific type of roll
  • Automatically succeed on a specific type of check
  • Avoid damage from one attack completely
  • Deal double damage with one attack

Option 2: Constant Benefit (Always active)

Choose one:

  • +1 die to a specific skill or action type
  • +1 to a defense value
  • +1 damage with a specific weapon type
  • +1 to movement speed
  • +1 to initiative rolls

Option 3: Situational Advantage (Specific circumstances)

Choose one:

  • +2 dice to checks in a specific environment or situation
  • Resistance to a specific damage type (reduce damage by 1)
  • Advantage against a specific enemy type
  • Special movement ability (climbing, swimming, etc.)
  • Special sensory ability (see in darkness, detect magic, etc.)

Work with your GM to customize the ability to fit your character's story and role. The final ability should have a name and description that fits your character's development.

Attributes improve rarely, typically after major character milestones or exceptional accomplishments.

Background and Personality

To complete your character, consider:

  • Origin: Where did your character come from?
  • Motivation: What drives them to adventure?
  • Connections: What relationships do they have with others?
  • Quirk: What makes them unique or memorable?