Player's Handbook

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Characters

Creating a Character

You make your own character by rolling dice and using your imagination.

Many FRP characters have the notion of  skills and characteristics  and Pillars is no exception, however the specific definition of those attributes and how they are determined  varies with each system. Again, Pillars Is no exception.

Attributes

In Pillars all characters and other living things have common attributes. Here they are:

Strength (STR) Dexterity (DEX) Intelligence (INT) Wisdom (WIS) Constitution (CON) Charisma (CHR) Appearance (AP) Height (HT) Weight (WT)

Some attributes are random (dice roll) some are determined by other attributes while still other attributes are picked by the player. 

Character's are created using a combination of die rolls and player choice.

Players can role 3 d6 to determine your attributes OR you can divide 65 points between the following attributes:

Strength (STR) Dexterity (DEX) Intelligence (INT) **Wisdom (WIS) Constitution (CON)  Charisma (CHR)

Attribute -/+
3 -5
4 -4
5 -3
6 -2
7 -1
8-13 0
14 1
15 2
16 3
17 4
18 5

But before you do that, you should have a good understanding of what the attributes mean and how they affect your character personality and development..

Strength (STR) governs how heavy a weapon you can wield and along with Dexterity (DEX) determines your character’s Constitution (CON) or health.  Strength has baring on physical tasks.  It also determine how much damage you can do in a physical attack. Strength govern the kind of weapons a character can use successfully. Heavier weapons require more strength.

Dexterity (DEX)  governs how agile a character is and is in the following ways: Dexterity effects: 1. The order in which figures act each turn after movement. 2. How likely a figure is to successfully cast a spell 3. Hit an enemy with a physical attack 4. How likely a figure is to avoid falling and similar mishaps. 5. Certain talents require a minimum DX before they can be learned.

Intelligence (INT) governs a character’s “smarts”.  It can be described as the ability to perceive or infer information to retain it as knowledge so that it can be applied. However, knowing to apply intelligence is an aspect of Wisdom .

Intelligence effects: 1. Perception 2. The arcane 3. Learning skills 4. Can help with resistance to certain effects.

Wisdom (WIS) encompasses the ability to apply knowledge (INT) and experience to make sound judgments and decisions, often involving insight, discernment, and a deep understanding of life's complexities. It goes beyond mere knowledge to include qualities like judgment, ethics, and the ability to navigate challenges with balance and thoughtfulness. It affects: how all your other attributes interact as well as your character’s worldly awareness.  It can help with resistance to certain effects. Wisdom is innately secular.

Wisdom effects: 1. Insight 2. Soft skills like persuasion 3. Judgement 4. Awareness 5. Learning

Charisma(CHR) governs the ability to attract, influence, and inspire others through a magnetic and charming personality. It's a quality that allows individuals to connect with people, build rapport, and effectively lead or motivate others. Effect: influence, leadership, moral, believability, credibility, and personality.

Charisma effects: 1. Soft skills like persuasion 2. morale 3. leadership

Constitution (CON) Governs how healthy a character is. How much endurance they have. How much damage they can take from weapons and spells.  Add  Str bonus or malus

Appearance determines how attractive a character is. Unlike all other attributes Appearance is determined by rolling a D6 1 is pretty 6 is ugly. If you role a 1 or a 6 ask the DM to further qualify your appearance. Appearance isn’t that useful by itself but can help with Charisma related aspects of your character. While a character with an extremely low appearance might scare small children, it is generally not a distinct liability or a distinct benefit, but an attribute players can use as they like while running a character.

Height: Players can choose their character’s height or if they prefer roll a d6 and choose from the table below. A hand is 4” inches.

D6 Hands Imperial Notes
1 14 4'8 Roll again if 1 subtract 4 inches and roll again until a non 1 is rolled otherwise your height is 14
2 15 5'0
3 16 5'4
4 17 5'8
5 18 6'0
6 19 6'4 Roll again if 6 add 4 inches and roll again until a non 6 is rolled otherwise your height is 19
Weight
Base weight is player’s choice between 8 and 12 stones or you can roll a d6 and choose from the table below

A stone is 14 pounds

Base weight + (STR ÷ 2) stones

D6 Base Weight Ibs
1 8 112
2 9 126
3 10 140
4 11 154
5 12 168
6 13 182

Fatigue Points A character's fatigue is generated by the depletion of physical or mental energy due to exertion, stress, or environmental factors. Fatigue points are used to track how much fatigue has been exerted.

When a hit is not critical  it the damage goes against fatigue only.

Fatigue points are CON + WIS + DEX | STR + 1d6

+/-any modifiers Int and Wis

Body Points Body points represent how many wounds a character can sustain before dying. If you are really hurting, it will affect your character's abilities.

When a hit is critical it counts against fatigue and body.

Body points are determined by CON  + DEX | STR +1d6

+/-any modifiers for Int and Wis

Once your character's stats are determine, it is time determine their background.

Background

A note about location and status.

The intent of the following rules are to make location (city, village, rural) and status (poor, working class, merchant class) be balanced. For example, being poor from the city is not necessarily worse than being a merchant - just different. They are different but none are intended to be an overall handicap. Each have their own strengths and weaknesses the sum of which are intended to be balanced while simultaneously providing some character to each character's background.

Once the parameters below have been determined by the dice, please feel free to craft a backstory for your character that falls within those parameters. Note: the backstory is not required, but if you are so inclined feel free to write something for the games master to review or just have a conversation. Don't assume the backstory is 'fact' without GM sign off.

Provenance

Characters are roughly grouped into the social classes of Nobility, Merchant, Commoner

Roll percentile dice to determine your character's social class or you can pick Merchant or Commoner. You must roll percentile dice if you want to try for Nobility

1-10 Nobility

Roll again:

1 Monarch
2-5. Royal Family
6-12 Duke
12-30 March/Border Lords
31-40 Count/Earl
41-46 Viscount
47-60 Baron
60-85 Baronet
86-100 Knights and Warrior Nobility

11-30 Merchant Roll again or player's choice 1-70 Retail 70-95 Wholesale 94-100 Speciality

30-100 Commoner Roll again or player's choice 1-70 Laborer 70-100 Crafts

Location

Determine where your character hails from. Player rolls percentile dice or they are free to choose

Percentile
01-20 CIty
21-70 Village
71-99 Rural
100 Consult DM
Characters from a

city get - street smarts - literacy upon making a intelligence  check village get - street smarts or survival player's choose - literacy upon making a intelligence  check + 2 rural get - survival  (a bit of hunting and tracking an wood and herb lore) - literacy upon making a intelligence  check + 4

Wealth

The character's level of wealth is orthogonal to their social class. That is, you can be a poor merchant, a rich commoner or a broke noble.

To determine your character's level of wealth consult the following table after rolling percentile dice. If you don't want to be rich, you can pick the level of wealth for your character.

Percentile coin
0-15 Subsistence 10
16-70 Moderate 100
71-95 Merchant 100 + percentile dice
96-100 Rich Consult DM

Prior Experience

Characters start out at 16 years of age. They can choose to begin playing immediately or they can opt to acquire additional skills through prior experience. Prior experience can be military civil-service, or apprenticeships, academics, or even the random job.

For every year of prior experience several things can happen to your character - death - get 1 or more skill points or skills - age - eventually suffering penalties due to aging. - material rewards

The chance of death is determined by dangerous the year's activities are. Gaining skill points is determined by how difficult the year's activities have been. Reward is based on previous skill, and how and dangerous the year's activities have been.

In some cases, the skills a character gets are determined by the activity. E.g. If you are in the army you might learn how to swim, or literacy as well as other skills related to that service.

Some prior experience might require fees, others might require a minimum commitment of more than one year.

Aging

term 4 5 6 7 8 9 10 11 12 13
Age 34 38 42 46 50 54 58 62 66 70
Strength (STR) 0 -1 -1 -1 -1 -1 -1 -1 -1 -2
Dexterity (DEX) 0 -1 -1 -1 -1 -1 -1 -1 -1 -2
Intelligence (INT) 0 0 0 0 0 0 0 0 0 -1
Wisdom (WIS) 0 0 0 0 0 0 0 0 -1
Constitution (CON) 0 0 -1 -1 -1 -1 -1 -1 -1 -2
[Aging]

Survivability

Roll 3d6 and get higher than what’s listed in the table. Str, Dex, Int, Wis maluses and bonuses apply.

Army Rangers Navy Officer Random Worker Crafts Merchant
5 6 5 5 roll d8 4 3 3
d8 1 2 3 4 5 6 7 8

If Random, roll a d8 and use that survivability number (re-roll on 5s)

Skill Tracks

When characters enter a skill track, they get the following skills their first year. Reentering a skill track (when possible) doesn’t grant any additional skills. While some tracks require acceptance rolls others do not.

While some players might prefer the fun of rolling for skills, players are also free to pick any skills they want from the tables. However, players must still make acceptance rolls before choosing skills from that track.

Army 8 or greater on 2d6 + malus or bonuses for str, dex
A good general track, a good track for warriors, possible leaders Provides: Sword +1 to hit Sword +1 parry Rewards - 100 monetary unit plus percentile dice units per year. - Navy Skills ** 8 or greater on 2d + malus or bonuses for str, dex , int A good general track, a good track for warriors, merchants and possible leaders Provides: - Cutlas +1 to hit - Cutlas +1 parry - Swimming - Coins Rewards: - 110 monetary unit plus percentile dice units per year

Officer Skills ** Must be prompted or be Rich Officers in a state backed armed force.
Provides - Morale - Ken - Literacy - Weapon hit, parry Rewards**: - rank x 100 monetary unit plus percentile dice rolled twice units per year

Ranger Skills ** Str, Dex, IQ or Wis bonuses required 8 or greater on 2d6 malus or bonuses for str, dex , int apply Elite combat and survival related skills. Provides: - Weapon hit, parry - Tracking - Wood lore - Ken - Literacy Rewards** - varies see GM

Random Skills Any character can choose this. A potentially interesting mashup of skills. Provides: - Random - Swimming Rewards - varies see GM

Worker Skills ** Any character can choose this Poor or Working class get Laborer Provides: - Laborer (additional if poor or working class) Rewards:** 100 monetary unit plus 10 MU per skill/level used

Crafts Crafts covers a lot of disciplines, including what One would think of as traditional crafts, such as building and making things but it also includes any academic, medical, scientific/magical pursuits. Provides: - Laborer - Literacy

Rewards - 100 monetary unit plus 50 MU per skill/level used `` - See GM

Roll a D6 or choose type of craft: - smith (armourer or weapon smith, maker) - agriculture - tailor - science (roll 1 d6) - maps, logistics, accounting - potions/meds - physics (pulley, ropes etc.) - builder (roll d4 ) - wainwright - shipwright
- mason - structures (homes, fortifications etc.) - medical - magic

Merchant Must be merchant class or 10 on 2 d6 if poor 8 on 2 d6 if working class 6 on 2 d6 if above working class class provides: - Coins - Literacy Magic

Spells are the same as skills. Most spells cost the standard progression to learn (level 1 = 1 skill points, level 2, 2 skill points, etc. but you must have a skill from the previous level).

Throwing spells

2 cast the spell without hand gestures
3 cast the spell without verbal incantation, protection from same spell
4 costs 1/3 less fatigue, halt same spell
5 costs 1/2 less fatigue, reflect same spell back onto caster
6 costs 2/3 less fatigue, invert spell, reflect same spell group back onto caster

All spells must be cast Roll under your INT or WIS (which depends on the spell) for a successful casting. - Low rolls (3,4,6) and high rolls (16,17,18) are special - consult GM - Roll -1 of what you need, spell fails, but don't lose fatigue points.

Some spells must hit Magic that requires hitting a target will typically require an additional DEX roll to hit successfully. - Low rolls (3,4,6) and high rolls (16,17,18) are special - consult GM

Note: these are the typically available to learn skills but by no means all of them.

Roll percentile 0-70% Common Schools of Magic - Elemental - water - fire - lighting - earth, - wind - Passage - Protection - Mending

1d10

  1. Elemental fire
  2. Elemental fire
  3. Elemental fire
  4. Elemental lighting
  5. Elemental lighting
  6. Elemental water
  7. Elemental earth
  8. Elemental wind
  9. All Elements
  10. Passage
  11. Protection
  12. Mending

71-100% Less Common Schools of Magic

1d6 1. Weather 2. Weather 3. Weather 4. Counter 5. Arcane Help 6. Control

Areas (schools) of concentration

All schools offer counters spells for specifics spells. The counter for a specific spell is one level higher than the spell being countered.

If the counter spell thrown is the same level or higher than the spell being countered it succeeds.

Additional skill points in a specific spell makes the spell more effective and harder to counter, or a more effective counter.

In addition, casters can add additional fatigue or even body points to extend if they learn the push skill. Pushing the skill gives +1 effect for each point fatigue point /2. Or +1 effective for each body point given. Pushing can be hazardous if control is lost. Control Push Points pushed, Chance of failure

Points Pushed Chance of failure
1 10%
2 20%
3 30%
4 30%
5 50%
6 75%
7 85%
8 90%
Failure

If the character pushes and fails, they roll a D6 demon die 1-5 D6 + points pushed damaged. 6, D12+1 + points pushed damaged. 6, 6 3D12+2 + points pushed damaged 6, 6, 6 Death

Push is a first level spell available in all categories or schools but is not always offered.

Element 1. Missile
2. Ball
3. Bolt
4. Shield
5. Barrier
6. Elemental

Passage 1. Detect Magic, Light 2. Knock, Hold, Blur 3. Transparency, Detect Invisibility, Lock 4. Breathing 5. Flying 6. Pass wall 7. Shape Change

Protection 1. Counter 1, Shield , Detect Magic 2. Counter 2, Shield Wall, Knowledge 3. Counter 3, Minor Protection from Element  4. Counter 4, Major Protection from Element  5. Counter 5, Encase

Mending 6. Heal 7. Cure 8. Web/joining, Braking 9. Shaping

Weather 1. Detect weather 2. Wind, Wind counter 3. Rain, Rain counter 4. Storm, Storm counter

Arcane or True Magic -- / Player_handook --

Dice Roller

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