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Character Creation: Services
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Creating Your Hero

Character creation in Tales of Adventure is simple yet robust. You’ll:

  1. Choose a Race: Select from diverse options, such as humans, elves, dwarves, or custom creations tailored to your setting.

  2. Pick a Class: Define your role in the party, whether it’s a stalwart defender, a shadowy assassin, or a master of arcane arts.

  3. Assign Attributes: Distribute points across Mental, Body, Interaction, Thievery, Warrior, Spells/Miracles, and other key traits.

  4. Shape Your Backstory: Give life to your hero with motivations, secrets, and aspirations that drive their actions.

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The Basics

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  • 2d6 System: Roll 2d6 add appropriate modifiers, and beat the DC.

  • Health: Every player starts with 5 Health Points. Player hits can increase based on several factors. However, the most important thing to keep in mind is that going below 0 Health, your character dies.

  • Stamina: Everyone starts with 10 Stamina per session. A player may use as many points of stamina as they wish to soak damage, add to a skill roll, add to a hit die, or add to hit damage.

  • Fall damage: You take 1 Health Point per 10 feet you fall. Unless he/she falls more than 100 feet, in this case, you die.

  • Flanking: If either the enemies or the PCs flank their opponent, it is considered flanking. The flanking attacker gains Advantage on all melee attacks. If the character is shooting from a ranged position, they do not gain Advantage, nor do they cast spells.

  • Evens and Odds: When determining certain things throughout the campaign, the GM will do an evens/odds check. The GM or Player will roll a d6. 

  • Evens - Yes Odds – No. For example, you enter a small village, and you need a healer. Evens Yes/Odds No there's a healer in the village.

  • Learning new Skills, Abilities, and Gaining Levels: Skills and abilities can be learned. Keep in mind your PC might be sidelined for a while while they are learning. In addition, they may also have to find a mentor to complete the task.

  • Sidekicks: A sidekick is a lesser adventuring party member in terms of prowess. But he/she adds utility to the group. They can be used as scouts or faithful servants. They could also be sent off to accomplish certain tasks while PCs are carrying on through the main mission. Why do some become sidekicks? Several reasons arise for NPCs ambition. Firstly, it could be that the NPC meets a famous adventurer and wants to experience the life they have. Second, they could be hired help or a servant who is well-treated. Lastly, it could be someone during their career training who has stopped for some reason from pursuing life on the road.

  • Morale: Sidekicks generally start on favorable terms with those they follow and hope to be someday. However, based on his/her treatment, they could become the PC's best friend or their worst enemy. Their attitude is measured on a scale from 1 - 10. One would represent the most unfavorable attitude towards the PC and ten the best. On one the sidekick could seek vengeance for their treatment or betray the party. On a ten, he will go through hell and back and give his life as a sacrifice for the PCs. Sidekicks start on favorable terms with their new mentor and have a Morale score of 6. In some situations, you may also be required to roll a Morale check for your sidekick. This is based on her Morale score instead of your Interaction Score. Roll 2d6 + morale score..

  • Spells: Must be learned and or quested for, and magical colleges do not formally exist in the world except in Shadyport and Falldragon. There is also what is called the Magical Society that governs magic casters throughout Aelath.

  • Magic Options - Pick Roll to Cast or Mana

  1. To affect a character with a spell effect, you must meet or beat a player's or NPC’s Spell Resistance. Spell Resistance is like Armor Class.

  2. 7 + Spell Tier. For example, if you try to cast a 5th Tier spell, you must roll a 12 for the spell to successfully affect the target (2d6 + Spell or Miracle).

 

Things that affect the DC of the spell are friendly characters that the spellcaster does not want to harm. The DC increases by 1 for every PC in the AOE. Also, some characters may have Spell Resistance, which the spellcaster may choose to overcome with Stamina points.

  • Mana: Mana is spent per spell according to the Tier of the spell. For example, a 1st-tier spell would only cost 1 mana to cast, a 3rd-tier spell 3point, and so on.

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The Rule of Cool

Don't be afraid to think outside of the box. In the end, this is a game, and everyone should be having fun.

  • Story Points: Character Creation: As promised, the character creation process has been simplified. It’s as easy as one, two, three.  It is important to remember that on initial character creation, a player is only allowed three points in any one category.

  • Choose your Race: There are four main character races to choose from and subraces. Each Race has base stats. This represents the race’s inherent abilities. When you choose your subrace, you add any modifiers that they receive. This represents their specific culture and environment.

  • Distribute points on your character sheet. This can provide many options for characters that rolling the dice cannot. Why? You can choose your stats!

  1. Gritty: 8pt

  2. High: 10pt

  3. Heroic: 12pt

  • Pick your Path: A career path is one in which the character chooses their destiny in the world. The skills in these paths are always rolled with advantage. This represents the focus and the development over time.

    1. Choose your Backgrounds.

    2. Choose your Faction.

    3. Choose your Feats.

    4. Choose Boons and Flaws.

    5. Choose your Weapons and Equipment.

    6. Choose Spells if applicable.

 

Each category has abilities and attributes associated with it. In the previous section, they are described.

 

Level                                                                                          1   2   3   4   5

Points needed to advance to the next level           1   2   4   8   10

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The Game Master

The Game Master has final say on all matters. If they choose, they may use or discount any part of this player’s guide.

 

  • DM Note: To add an interesting twist to play, make the point buy at the beginning of play permanent. This eliminates the need to track.

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​​​​​​​​​​​​​​​​​If you would like to play a Grim Dark version of DnD then follow the steps below:

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1. Roll a 1d4 six times and place those in attributes of your choice. This number assumes the highest attribute points. For example, if you roll a 3 on a d4, you would assume you have a 17 in that stat block. 

     Racial traits are put on top of that, and no attribute can exceed +5 without magical assistance. 

     Lastly, create a separate stat block for SAVES and roll 1d4.

​2. The only races available for play are Human, Elf, Dwarf, and Halfling.

​3. Hit Point pools are pure, and you do not add Constitution to any roll, including your first roll. 

​4. Druids, Sorcerers, and Warlocks are unavailable for play.

©2025 Shadowgate Entertainment 

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