Nightcats:Character Creation
Nightcats Character Creation
[edit]Character creation in Nightcats follows the core system of Barbarians of Lemuria, with additional cultural options for the peoples of Jhelum.
Characters are capable adventurers from the start. The process is quick and flexible.
Character Creation Summary
[edit]- Develop a Character Concept
- Assign Attributes
- Assign Combat Abilities
- Calculate Lifeblood
- Choose Careers
- Choose Your People
- Select Boons and Flaws
- Record Hero Points
- Select Equipment
- Add Final Details
Step 1 — Character Concept
[edit]Start with a general idea of the Nightcat you want to play. Examples might include: jungle scout, wandering hunter, street thief, temple dancer, burly pit fighter, itinerant storyteller, secretive sorcerer, scarred mercenary, escaped slave, or disgraced noble.
Your concept will guide your later choices for attributes, careers, and boons.
Step 2 — Attributes
[edit]Every character has four attributes.
| Attribute | Summary |
|---|---|
| Strength | Physical power, endurance, toughness |
| Agility | Speed, reflexes, coordination |
| Mind | Awareness, intelligence, willpower |
| Appeal | Charm, presence, persuasion |
All attributes begin at 0. Distribute 4 points among them.
- Maximum starting value for an attribute is 3
- One attribute may be reduced to -1 to gain one additional point
Step 3 — Combat Abilities
[edit]Combat abilities determine effectiveness in battle.
| Combat Ability | Summary |
|---|---|
| Initiative | Awareness and reaction speed |
| Melee | Skill in close combat |
| Ranged | Skill with bows and thrown weapons |
| Defense | Ability to avoid being hit |
All combat abilities start at 0. Distribute 4 points among them.
- Maximum starting value for any Combat Ability is 3
- One combat ability may be reduced to -1 to gain one additional point
Step 4 — Lifeblood
[edit]Lifeblood measures how much punishment a hero can take.
Starting Lifeblood = 10 + Strength
Step 5 — Careers
[edit]Careers represent a character’s past life and experience. BoL does not include skills; instead each career serves as a general summary of expertise.
Choose four Careers from the following list and distribute 4 points total among them. For more information on each career, click the name of the career.
Assassin • Bandit • Beastmaster • Beggar • Blacksmith • Bodyguard • Burglar • Caravan Guard • Caravan Trader • City Guard • Courtesan • Crafter • Cutpurse • Entertainer • Farmer • Healer • Hunter • Laborer • Mahout • Merchant • Monk • Noble • Pilgrim • Pirate • Pit Fighter • Priest • Raider • Rogue • Sailor • Scholar • Scout • Scribe • Sellsword • Shaman • Slave • Smuggler • Soldier • Sorcerer •Sorcerer's Apprentice • Spy • Street Knife • Temple Guard • Tempter • Tomb Robber
- Maximum starting rank in a career is 3
- Rank 0 represents bare familiarity or natural aptitude
Examples of Starting Character Career Choices
[edit]- Sailor 2, Pirate 1, Smuggler 1, Entertainer 0
- Assassin 3, Pilgrim 1, Scribe 0, Spy 0
Literacy
[edit]In Jhelum, literacy is rare. Most people cannot read or write. A character is only literate if they have at least Rank 0 in any one of the following careers: Scribe, Priest, Monk, Noble, Sorcerer, or Sorcerer's Apprentice. The GM may allow other careers to grant limited literacy at their discretion. Illiterate characters may still recognize symbols, marks, or familiar signs, but cannot read written text.
Important Note on Fighting Careers
[edit]Fighting careers (such as Soldier, Mercenary, or Pit Fighter) do not make a character more capable in combat. A character's fighting ability is determined purely by their scores in Initiative, Melee, Ranged, and Defense. Combat-oriented careers instead represent things like knowledge of tactics, equipment, and military life.
However, when a character’s Career directly applies to the circumstances of a fight, the GM may grant a Bonus Die to the character in their attacks.
Step 6 — Choose Your People
[edit]Characters in Jhelum belong to one of four human peoples. Select one from the following list. For more information about a people, click its name.
- Chaaya — the majority population of towns, cities, and farms
- Manjav — enigmatic folk associated with ancient ruins
- Shikanti — a disciplined matriarchal warrior culture
- Dhulé — the barbarian tribes of the jungle
Your people determines your initial boon options.
Step 7 — Boons and Flaws
[edit]Boons represent special advantages or talents. Flaws represent weaknesses, obligations, or complications.
Choose your boon or boons. Your character receives:
- 1 free boon, which must be taken from your people's list of boons (Check their description on the Peoples of Jhelum page)
- Optionally, up to 2 additional boons, but for each of these, you must also take 1 flaw
No boon may be taken more than once.
Step 8 — Hero Points
[edit]Hero Points represent heroic luck, determination, and destiny.
Nightcats characters begin play with 3 Hero Points. Some Boons or Flaws may decrease your Hero Points allotment.
Hero Points may be spent to:
- survive danger
- achieve dramatic success
- influence events
The GM may award additional Hero Points for:
- clever ideas
- entertaining roleplaying
- bold or heroic actions
- memorable moments
Step 9 — Secret Fire Points
[edit]Secret Fire is the source of all sorcerous power.
- A character with 1 or more Ranks in the Sorcerer career begins with 10 Secret Fire points.
- Those with 1 or more ranks in the Sorcerer's Apprentice career (and without ranks in Sorcerer) begin with 3 Secret Fire points.
For more information, see Sorcery
Step 10 - Favor Points
[edit]Favor is a measure of good will from your patron deity.
- A character with 1 or more ranks in Priest or Shaman receive a number of Favor Points equal to their Ranks in those careers.
For more information, see Invocations
Step 10 — Equipment
[edit]Choose equipment appropriate to your character concept and careers.
Typical starting gear includes:
- 2 weapons and 1 set of armor, your choice (See Arms & Armor)
- Clothing, travel gear, personal items as needed
Exact equipment is determined by the GM.
Step 10 — Final Details
[edit]Finish your character by choosing:
- Name (For inspiration, see Nightcats Name Generators)
- Appearance
- Personality
- Reputation or alias
