Blood & Iron Character Creation

Slavery

Each character will begin the game as a slave of the G’nollek kingdom, born and raised in one of the outlying villages in the desert that pay tribute to the capitol city of N’anli. You could all have come from one village, or just be meeting each other as the game begins. You have just recently reached adolescence and have begun to show promise such that your masters have decided that it would profit them to sell you at the slave markets of N’anli. For humans this means ages somewhere between age 11 and 14, with gnomes and dwarves roughly four times that old, and elves being seven times that old (and likely having gone through multiple masters just during childhood). The game begins with you being marched along the desert road towards N’anli, likely leaving all you ever knew behind to be bought and sold like the chattel you are.

Family

You will roll on the following table to determine the status of your immediate family. Roll 2d20+1d8:

Roll

Mother

Father

Brothers

Sisters

Roll

Mother

Father

Brothers

Sisters

3-5

Dead

Dead

None

None

27

Escaped

Left Behind

None

1d4 Dead

6

Dead

Dead

1d4 Dead

None

28

Left Behind

Sold

1d4 Living

None

7

Dead

Dead

None

1d4 Dead

29

Sold

Sold

None

1d4 Living

8

Dead

Dead

1d4 Living

None

30

Escaped

Sold

None

None

9

Dead

Dead

None

1d4 Living

31

Left Behind

Escaped

1d4 Dead

None

10

Left Behind

Dead

None

None

32

Sold

Escaped

None

1d4 Dead

11

Left Behind

Dead

1d4 Dead

None

33

Escaped

Escaped

1d4 Living

None

12

Left Behind

Dead

None

1d4 Dead

34

Dead

Left Behind

None

None

13

Left Behind

Dead

1d4 Living

None

35

Dead

Left Behind

1d4 Dead

None

14

Left Behind

Dead

None

1d4 Living

36

Dead

Left Behind

None

1d4 Dead

15

Sold

Dead

None

None

37

Dead

Left Behind

1d4 Living

None

16

Sold

Dead

1d4 Dead

None

38

Dead

Left Behind

None

1d4 Living

17

Sold

Dead

None

1d4 Dead

39

Dead

Sold

None

None

18

Sold

Dead

1d4 Living

None

40

Dead

Sold

1d4 Dead

None

19

Sold

Dead

None

1d4 Living

41

Dead

Sold

None

1d4 Dead

20

Escaped

Dead

None

None

42

Dead

Sold

1d4 Living

None

21

Escaped

Dead

1d4 Dead

None

43

Dead

Sold

None

1d4 Living

22

Escaped

Dead

None

1d4 Dead

44

Dead

Escaped

None

None

23

Escaped

Dead

1d4 Living

None

45

Dead

Escaped

1d4 Dead

None

24

Escaped

Dead

None

1d4 Living

46

Dead

Escaped

None

1d4 Dead

25

Left Behind

Left Behind

None

None

47

Dead

Escaped

1d4 Living

None

26

Sold

Left Behind

1d4 Dead

None

48

Dead

Escaped

None

1d4 Living

Character

Choose which slavery role you have begun being trained to do. The common options are Worker (Str or Con), Guard/Soldier (Str), Messenger (Dex or Con), Jester (Dex), Craftsman (Int), Profession Foreman (Wis), Entertainer (Cha), or Concubine (Dex or Cha). Set your role’s ability score to 14 (choose one for those that have two), and take four ranks in skills related to that role. Set three of your remaining ability scores to 11, and the last two to 10. You may then move points around according to point buy rules (see the chart below). You are a 0-HD character with 4 hp plus Con mod, and no combat abilities aside from those provided by high Str or Dex. Humans may choose 4 extra skill ranks and one feat if they want to, but should probably save those for class-creation. Remember to assign ability score Qualities for any positive or negative modifiers you wind up with. Make sure to specify if you intend to ever go into Spontaneous Arcanist (Sorcerer or Bard) or Psychic, because that will mean that you’ve been hiding some unconscious manifestations of supernatural powers from your masters like any budding adolescent psychic.

After the prelude, once you have had a few years of class training, you will make the rest of your character at first level. You will boost your primary ability score by +4 (to 18 if unmodified), and you will get 10 more points to allocate via point-buy. You can choose to have forgotten the initial 4 skill ranks you had, or re-buy them with class points. Human skills and feats allocated stay as they are.

Point Buy

Ability scores cost their current modifier (min 1) to raise to the next score. Each character level the character will get one more point-buy point, rather than +1 attribute every four levels. The chart below lists the cost of each level. Points gained from each level can be saved for later, more expensive ability increases.

Score

Cost

Score

Cost

Score

Cost

Score

Cost

Score

Cost

Score

Cost

Score

Cost

1

1

6

1

11

1

16

2

21

5

26

7

31

10

2

1

7

1

12

1

17

3

22

5

27

8

32

10

3

1

8

1

13

1

18

3

23

6

28

8

33

11

4

1

9

1

14

1

19

4

24

6

29

9

34

11

5

1

10

1

15

2

20

4

25

7

30

9

35

12