Rulebook
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?