Character Creation for Shadow Over Sojenka
Character creation is very straightforward for the Shadow Over Sojenka Campaign.
1. Roll Ability Scores
Roll 3d6 in order for the six basic ability scores. Roll three sets of scores and choose the set you prefer. If a set has no scores over 12, discard that set and roll again.
Ability Score Order: Strength - Intelligence - Wisdom - Constitution - Dexterity - Charisma
2. Choose a species
Player Character Race/Species
Dagonite - (CLERIC, FIGHTER) Frog-like humanoids live in the damp places of the underworld, or swampy wilderness. They are hairless, with pale blueish or green-tinged skin. In human settlements, they wear clinging garb that they constantly splash with water to protect their skin from drying. Special: Swimming, -1 to CON if the skin is not kept damp, SIX-SIDED HIT DICE
Dreenoi - (FIGHTER, MAGIC USER) Humanoid insects that live in the foothills of the Kotar Mountains. They can speak, with a peculiar clacking accent, but among themselves communicate telepathically. The Dreenoi do not wear clothing, rather they prefer complex and ornate harnesses for holding items or decoration.
Dreenoi - (FIGHTER, MAGIC USER) Humanoid insects that live in the foothills of the Kotar Mountains. They can speak, with a peculiar clacking accent, but among themselves communicate telepathically. The Dreenoi do not wear clothing, rather they prefer complex and ornate harnesses for holding items or decoration.
Special: Infra- and Ultra-vision, Telepathic communication with other Dreenoi
Dwarf - (FIGHTER) Dwarves average 4’ tall but weigh as much as humans due to their dense bone structure and broad frame. They tend to have pale, pink skin and white hair & beards. They are an underground-dwelling race, experts in all forms of mining, masonry, and metal craft.
Dwarf - (FIGHTER) Dwarves average 4’ tall but weigh as much as humans due to their dense bone structure and broad frame. They tend to have pale, pink skin and white hair & beards. They are an underground-dwelling race, experts in all forms of mining, masonry, and metal craft.
Special: Infra- and Ultra-vision, Notice new construction, slanting passages, traps, etc 1-2 on d6, +2 on all Saves
Elf - (ELVEN FIGHTER/MAGE) inhabitants of the Stabala forest, the elves are shorter (4 1/2' - 5 1/2' tall)) and more slight in build than humans. They have green- or brown-tinted skin and darker, contrasting hair. Young elves leave the forest to explore the world and learn the ways of other peoples before returning to take their place in Elven society.
Elf - (ELVEN FIGHTER/MAGE) inhabitants of the Stabala forest, the elves are shorter (4 1/2' - 5 1/2' tall)) and more slight in build than humans. They have green- or brown-tinted skin and darker, contrasting hair. Young elves leave the forest to explore the world and learn the ways of other peoples before returning to take their place in Elven society.
Special: Infra- and Ultra-vision, Immune to Ghoulish Paralysis, Notice Secret Doors 1-2/1-4 on d6, SIX-SIDED HIT DICE
Halfling - (GUARDIAN*, SHAMAN*) one other civilized species of the Stabala Forest, Halflings are very short (3'-4' tall) and childlike as compared to Humans. They have thick, curly hair, olive-toned skin, and dark eyes. They tend to have very hairy arms, legs, and curly beards.
The Halflings have two race-as-class choices, detailed on the Halfling page.
Halfling - (GUARDIAN*, SHAMAN*) one other civilized species of the Stabala Forest, Halflings are very short (3'-4' tall) and childlike as compared to Humans. They have thick, curly hair, olive-toned skin, and dark eyes. They tend to have very hairy arms, legs, and curly beards.
The Halflings have two race-as-class choices, detailed on the Halfling page.
Special: Ultra-vision, Vanish into Undergrowth, +1 with Ranged weapons, +2 on all Saves except Poison and Breath Weapon, SIX-SIDED HIT DICE
Human - (CLERIC, FIGHTER, MAGIC USER) the Humans of Kordun run the gamut of hair and skin colors, ranging in height from 5' to 7' tall. You may choose simply "Human" or one of the two sub-types:
Human - (CLERIC, FIGHTER, MAGIC USER) the Humans of Kordun run the gamut of hair and skin colors, ranging in height from 5' to 7' tall. You may choose simply "Human" or one of the two sub-types:
Amazon - (FIGHTER, MAGIC USER) the Sea People of the southern ocean call themselves Amazon. They are short (5-5 1/2' tall) and slender, with dark skin, hair, and light brown to golden eyes. Young women of the ships will often come ashore for a period of years, like the Elves, to learn the ways of the "sand people". In reality, these explorers are on a mission to gain any magical knowledge or artifacts they can gather. They speak their own secret language as well as the Common tongue of the Empire.
Special: +1 Archery with bows
Berzerker - (CLERIC, FIGHTER) the desert tribes of Kordun are called Berzerker, for their single-minded focus on martial prowess. They have dark skin, brown hair and eyes, & are usually 6' or taller. They speak their own tongue as well as the Common language of the Empire.
Special: Bloodlust +2 to hit vs Humanoids
Kordu – The “Imperials” are known for their tall stature, dark hair and eyes, olive-colored skin, and high cheekbones. They speak Zagyr, the language of educated citizens, and the Imperial Common.
Special: none
Voran – Those who call themselves “Sons of the First Men” are tall (6 feet plus), but stocky, with broad shoulders and chest. They typically have blonde or light brown hair and blue, gray, or hazel eyes. Natives of Lovran and Hilka speak their ancestral tongue (Menkelli) fluently, others of the region may speak it less well. They also speak Zagyr and Imperial Common.
Special: none
3. Choose a Character Class that best suits the rolled ability scores.
Available Character Classes
- Cleric - devoted worshipper of a god or pantheon
- Fighter - veteran soldier
- Magic User - secretive scholar of forbidden knowledge
- Halfling Guardian - Woodland warrior
- Halfling Woodwight - a nature priest
- Elf - a combination of Fighter and Magic-User
Spell selection is described on the How Magic Works page.
In the true Old School spirit there is no Thief class. Most of the Thief class abilities are things that any character could be reasonably able to do. For "abilities" like Find Traps or Hide in Shadows, these are best described through role play. (See Task Resolution at the end of this page)
See also the list of Backgrounds/Professions, what your PC was doing before becoming an adventurer. You may roll d100 or choose.
See also the list of Backgrounds/Professions, what your PC was doing before becoming an adventurer. You may roll d100 or choose.
Do not adjust Prime Requisite scores. Do make a note of any XP modifiers.
4. Make note of any special species or class abilities
Optional: You may roll on the Profession table to determine what it was your character did before becoming an adventurer. Link: Professions
5. Roll the appropriate hit Die for your class/species, add any CON bonus
6. Choose an Alignment for your character
Alignment will play a mechanical role in the game. Blueholme uses the 5-point axis:
Lawful Good +2Lawful Evil +1Neutral 0Chaotic Good -1Chaotic Evil -2
Write this value (+2 to -2) on your character sheet.
This number may have an effect on certain actions or encounters, such as spellcasting, Reaction rolls, saves vs magical effects, etc.
This number may have an effect on certain actions or encounters, such as spellcasting, Reaction rolls, saves vs magical effects, etc.
7. Determine a Personal Goal/Objective for Your Character
Defining a goal or objective for your character is an important part of the character creation process. This does not have to be an elaborate, 8-page “backstory”, just a couple of sentences to guide your play. The Goal should be appropriate to the setting, the character’s class, and their alignment.Shamirovar wishes to bring the healing power of the moon goddess to all of the people of the Realm. Her goal is to build or enhance a shrine to the moon goddess in every village or town she comes to in her travels.
This activity can be handled quickly during a session or as part of a character’s downtime actions between sessions.
A character’s goal may change!
There could be events or adventures that inspire a player to set a new goal. At the end of a session, or during downtime, a player can inform the DM they wish to update their PC’s Goal. The new goal should continue to fit the character’s class and alignment.
8. Roll 3d6 x 10 for starting money (cash)
9. Purchase equipment, weapons & armor for your character
(Hirelings may be recruited in-session)
Equipment prices are listed on page 11 of the Blueholme Prentice rulebook.
1 GP = 10 SP = 100 CP
Task Resolution
Roll 2d6, and cross-reference your PC level with the level of Difficulty on the chart:
This chart will be used for any Tasks which have a reasonable chance of failure. Tasks include things like what are called "Thieves' Skills" in other games, and other activities not specifically included in the rules. The DM may have modifiers, bonuses or penalties, due to the circumstances of the activity.
NPC Creation for Braunstein Play
To create an NPC Patron you may follow the standard Character Creation guide, or use the simplified NPC generator. You may choose your characteristics or roll a d6 for each of the first five rows
- General Disposition
- Morals
- Generosity
- Loyalty
- Appearance
Popularity is an average of 1-5 (counting a Loyalty of 1 as 6, due to the NPC being deceitful)
In the second section, choose or roll d6 for Intelligence, Activity and Martial Aptitude.
Martial Experience and Political Aptitude start at 1.
All characters start with Grade 1 military experience and
political aptitude. They advance one grade after the following
experience:
a) Political Aptitude-
As independent Ruler (Governor) 1 yearAs subordinate Provincial Ruler (Baron) 2 yearsSubordinate Position (Senator, Mayor) 3 years
b) Martial Experience-
As Corps or Army Commander 1 yearAs Divisional Commander 2 yearsAs Regimental or Fort Commander 3 yearsAs Regimental Officer 4 years