Let's walk through character creation. I'll make up a character on the spot. The first thing I do is open up the Players' Guide to page 17 and I open a browser with Invisible Castle to verify my die rolls. I'll roll a Dalish archer rogue. Unlike the video game, there are 8 abilities, Communication, Constitution, Cunning, Dexterity, Magic, Perception, Strength, and Willpower. The explanations for each are on page 18.
I know that I'm going to need 8 ability rolls, and I'm going to discard all 1s. So I go to Invisible Castle, and I put in
Character Name: Archer
Campaign: Dalish Curse
Number of Rolls: 8 (one for each ability)
Dice: 3d6.minroll(2) (3 6-sided dice, with a minimum roll of 2)
I click "Roll the dice" and I get this:
3d6.minroll(2) → [3,3,6] = (12)
3d6.minroll(2) → [4,6,4] = (14)
3d6.minroll(2) → [2,2,4] = (8)
3d6.minroll(2) → [3,4,5] = (12)
3d6.minroll(2) → [2,2,4] = (8)
3d6.minroll(2) → [5,6,4] = (15)
3d6.minroll(2) → [5,4,4] = (13)
3d6.minroll(2) → [3,2,2] = (7)
I'm including the link so you know it's legit. I can arrange those rolls in any order, so I choose
Communication: 8 → 0
Constitution: 13 → 2
Cunning: 14 → 2
Dexterity: 15 → 3
Magic: 7 → 0
Perception: 14 → 2
Strength: 12 → 2
Willpower: 12 → 2
The number after the arrow is the attribute score, from the table on page 19. The background specific info is on pages 23-24.
Since Archer is a Dalish elf, he gets the following background benefits:
+1 Willpower
Choice: Dexterity Focus (Bows) or Constitution Focus (Courage). We're going with bows.
Speak and read: Trade Tongue (unless you opt out of literacy)
Speak: Elven
Roll 2d6 twice to generate bonus benefits from the table. Again, using Invisible Castle, type in
Character: Archer
Campaign: DalishCurse
Number of Rolls: 2
Dice: 2d6
My results...
2d6 → [2,3] = (5)
2d6 → [1,5] = (6)
Looking on the table on page 24, that corresponds to
Focus: Perception (Hearing)
Focus: Cunning (Cultural Lore)
So, let's look at your attributes again.
Communication: 0
Constitution: 2
Cunning: 2
Dexterity: 3
Magic: 0
Perception: 2
Strength: 2
Willpower: 3
Right! Next step: Pick a class. He's a rogue. So, from page 28.....
Primary Abilities
- Communication, Dexterity, and Perception.
Secondary Abilities
- Constitution, Cunning, Magic, Strength, and Willpower.
Starting Health
- 25 + Constitution + 1d6.
Weapon Groups
- Bows, Brawling, Light Blades, Staves
Might as well roll health now...
result. So
starting health is 25 + 2 + 6 = 33. Not bad!
It's important to note that as a rogue, you have the ability to ignore both fatigue and speed decreases from leather armor. And you get to choose your starting talent.
Starting Talents: You become a novice
in one of the following talents: Contacts,
Scouting, or Thievery.
Let's go with scouting.
Pick your Equipment according to the guide on page 30. It's fairly self-explanatory. I thought it was self-explanatory until fiance and I made up his character, at which point I realized that it was not. When it tells you that you get armor and weapons, it means that you get armor and weapons for free. It is part of your basic kit, along with your backpack and a set of traveling clothes. If you want any elegant, custom-dyed armor or any elaborate weapons, you have to pay for them. Also, keep in mind that things like tents, rope, and lanterns are *not* assumed. You need to purchase them. The game assumes that you can carry everything you can afford, and we're going to go with that, but please use some RP common sense. If you're carrying a large tent, mountain garb, winter blankets, 8 flasks of oil, a longsword, a bow, and a quiver of 120 arrows, and if you tell me that you're going to creep up on an enemy silently, I'm going to ask you what you're going to leave behind.
Calculating your Defense is straight-forward. It's 10 + Dexterity, so 13. See page 31
Last step, calculate your speed (see page 31). Assuming that you aren't carrying your weight in gear, it's 12 (Elf) + Dexterity (3) - Armor Penalty (0) = 15.
All done!