GCRPG 2
GCRPG 2
Character Creation
Determine Ability Scores
There are five key ability scores that factor into everything that your character does in the game:
Intuition, Might, Quickeness, Mind and Presence. Each ability also come with a defense that
you might have to roll when being attack.
1. Intuition: This involves perception, insight, and perhaps a bit of luck. It helps your character
notice hidden details, sense danger, and make quick, instinctive decisions.
Defense: Awareness
2. Might: This measures your character’s physical strength, power, health, and constitution. It
influences how much they can lift, how hard they can hit, their overall physical prowess in
combat, and their endurance and resilience against physical harm and fatigue.
Defense: Fortitude
3. Mind: This is related to intelligence, knowledge, and mental acuity. It impacts your character’s
ability to solve puzzles, recall information, and perform tasks that require logical thinking and
understanding.
Defense: Focus
4. Presence: This measures charisma, influence, and the ability to lead or persuade others. It
affects your character’s social interactions, ability to inspire allies, and sway opinions.
Defense: Willpower
5. Quickness: This represents agility, speed, and reflexes. It affects your character’s ability to
dodge attacks, move swiftly, and perform tasks that require fine motor skills and coordination
Defense: Reflex
Ability scores are generated randomly by adding the value of three 12-sided dice (rerolling 1s)
divided by 2 (rounded down) -2 and recording the result on a spare sheet of paper. You
continue to do this until you have a total of five numbers.
Choose where you’d like to assign these numbers by recording each next to an ability score.
After that’s done, modify your ability scores to account for any additional bonuses your
character gained from their background.
The final ability scores will determine your ability modifiers, which can be seen in the Ability
Scores and Modifiers table.
1-3 -2
4-6 -1
7-9 0
10-12 1
13-15 2
16-18 3
19-21 4
22+ 5
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Armor Defense
Your Armor Defense represents your character’s ability to avoid sustaining physical damage in
battle. Numerous things affect your Armor in various ways, such as armor, traits, features,
Quickness and more.
Unarmored, your character’s Armor is 1d12 + your Quickeness modifier. While wearing armor,
utilizing shields, or taking advantage of traits and features, the Armor calculation will differ
based on the circumstances. For equipment the details of Armor calculation are available as
part of an item’s description, and the criteria and effects of other options are listed in your
character’s class, heritage, or culture.
When your character is subject to more than one way to calculate their Armor, you can choose
which one to apply.
One of the key things to remember when making your character is that not everyone can use
armor and shields. Your character must be proficient with armor and shields in order to use
them with any efficiency, and there are certain drawbacks from struggling to use either without
knowing how to properly do so.
Offense
Weapons are the bread and butter of any savvy adventurer, even those who use them as only a
last resort.
Attacks are made by rolling a d12 and adding your proficiency bonus (as long as your
character is actually proficient with the weapon or spell) and the appropriate ability modifier.
Damage has a determined value and adding any applicable modifiers.
Melee weapons use your character’s Might modifier or Quickness modifier for attack rolls.
Meanwhile, ranged weapons use Intuition for attack and damage.
Spells either use Presence or Mind for attack and damage.
All attacks also indicate the type of damage they deal. A sickle deals slashing damage while a
heavy maul deals bludgeoning damage. Damage types, besides being cool aspects of your
character, also come into play as some situations may call for one type of damage type over the
other.
The First Steps
At tier 0 your characters are novices. They are taking their very first steps towards destiny,
perhaps traveling further from their homes than ever before. The obstacles and foes they face
are only slightly more perilous than what commoners contend with, albeit more frequent.
When your character gains experience their class offers additional features that can be
acquired by spending experience points gained through out the game. Eventually your
character with reach higher tier and that will unlock more features to buy.
The World and You
The challenges your characters face and the adventures they take can be classified into five
main tiers of play. Tiers of play help give you an idea of what to expect involving the scale of the
challenges you face and how the world generally reacts to you.
At tier 1 your characters are entirely new to adventuring, just beginning to learn how
dangerous the world around them can really be.
At tier 2 your characters are coming into their own as adventurers and learning the basic
elements of their classes. That’s the level of play you start playing. Threats are small in scale
and scope.
At tier 3 your characters are regional heroes. They are accessing new levels of martial or
magical power and can use skills, features, and magic that attract attention and acclaim.
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At tier 4 your characters are masters of their craft, well beyond the abilities of other people and
even other adventurers. Spells can bend the definition of what’s possible while martial
characters taking to the battlefield can and have turned the tides of massive battles.
At tier 5 your characters have reached a point where the challenges they face are of world-
changing size and proportion. At this tier, your character’s actions have the potential to
fundamentally alter the lives and wellbeing of those that rely on (or fear) them.
Proficiency
When you are proficient in something you add your tier level as a bonus to your roll. When
you’re not proficient you have disadvantage on your roll.
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