## Nights In Lankhmar

## Character Creation

Jump to: Calculated Values -

## Spending Points

You get 84 build points to spend to build your character. Costs:

Racial package = (varies, must purchase first if non-human)

1 attribute die = 4 points

1 skill die = 1 point

3 specialty die = 1 point

1 Advantage = 1 point (maximum of 2 starting build points spent this way)

In addition, you can split a die into 3 pips of the same time: one attribute die can become 3 attribute pips, one skill die can become 3 skill pips, and one specialty die can become 3 specialty pips.

Attributes have a minimum of 1D+2, or 1D with a really good backstory reason, and a maximum of 4D+1, or 5D with a really good backstory reason.

A skill or skill specialization cannot be more than +3D. You cannot specialize in any *Sorcery* or *Supplication* skills.

You can take up to 10 points of disadvantages. Each point in a disadvantage counts as a new character point. You can use these points to buy additional attribute dice, skill dice, specialty dice or advantages — which can take you above the 2 point Advantage cap.

Advantages and Disadvantages have a rank. This rank corresponds with the number of points spent or gained, so a -2 Disadvantage is the same as a R2 Disadvantage and gives the character an additional 2 points to spend.

Note that disadvantages that are bundled up within the Racial package do not count towards the 10 point cap. Also note that people with the *Supplication* attribute must have at least one Rank in the *Devotion* disadvantage and the *Employed* disadvantage. The first rank (point) in each of these disadvantages do not count towards the 10 point cap. (A priest character should probably pick up an additional point in *Devotiion* however.) It’s simplest just to treat these points as +2 build points.

It’s suggested that you spend around 18 to 19 dice in attributes and 7 to 9 dice in skills. You cannot spend more than 19 dice in attributes.

*EXAMPLE:* Slurp’s a Tomte priest of Rassos. First they need to pay for the Tomte racial package (2 pts, leaving 82). On the “Racial Package” part of the sheet Slurp makes a note of the package cost and the advantages & disadvantages bundled in the package.

As a priest Slurp must take the *Devoted* and *Employed* disadvantages both at -1, but these points don’t count towards the 10 point disadvantage cap, so Slurp now has +2 build points, back to 84.

Since priests need to buy the Supplication attribute, Slurp decides to set aside 19 dice for attributes which costs (19 × 4) 76 points, leaving Slurp with (84 – 76) 8 points.

Slurp spends the first 17 dice like so:

AGIL 2D | CORD 3D | PHYS 2D | CHAR 2D |

INTL 3D | ACUM 2D | SUPL 3D |

Slurp decides to split the remaining two dice into 3 pips each and spends the 6 pips, leaving them with these attributes:

AGIL 2D+1 | CORD 3D+1 | PHYS 2D | CHAR 2D+1 |

INTL 3D | ACUM 2D+2 | SUPL 3D+1 |

(If Slurp needs to make a basic *Coordination* roll, they’d roll 3 dice, total them up, then add add 1 to the result, so if the roll was 3, 4 and 5, Slurp’s total roll would be 3 + 4 + 5 + 1 = 13.)

Moving on to the skills, Slurp decides to improve the Supplication skills, *Dodge*, *Lockpicking*, *Stealth*, *Slight of Hand* — Slurp’s going to be a juggler — *Charm*, and *Throwing*.

Keeping in mind that the starting roll in a skill is the attribute roll, Slurp spends six build points like so:

Attribute |
Att. Dice |
Skill |
Skill Add |
Total Skill |

Supplication | 3D+1 | Divination | 1D | 4D+1 |

Supplication | 3D+1 | Strife | 1D | 4D+1 |

Agility | 2D+1 | Dodge | 1D | 3D+1 |

Agility | 2D+1 | Stealth | +1 | 2D+2 |

Coordination | 3D+1 | Lockpicking | +1 | 3D+2 |

Coordination | 3D+1 | Slight of Hand | 1D | 4D+1 |

Coordination | 3D+1 | Throwing | +2 | 4D |

Charisma | 2D+1 | Charm | +2 | 3D |

That is, Slurp spent four points on four dice and then two points on two more dice split into 3 pips each.

Even if Slurp didn’t put points in a skill, such as *hide*, they can still perform the skill, just at the default attribute roll. For example, since Slurp has the *Supplication* attribute, they still have the *Favor* skill and can pray for Favor miracles, they’d just roll the default 3D+1 to do so. This is using an *untrained* skill, and there may be difficulty penalties for using certain skills untrained — *lockpicking*, for example.

Slurp has (8 – 6) two build points left, and so decides to specialize a bit, using 1 build point for 3 speciality die. Slurp puts 1D in *sleight of hand: juggling*, 1D in *throwing: knives* and 1D in *speaking: Vula*. (Slurp could have split the dice into pips if desired.)

This gives Slurp the following rolls:

Specialty Skill |
Base Att + Skill |
+ Specialty |
Total Roll |

Sleight/Hand: Juggling | 3D+1 + 1D | 1D | 5D + 1 |

Throwing: knives | 3D+1 + 2 | 1D | 5D |

Speaking: Vula | 3D + 0 | 1D | 4D |

Slurp spends the last build point on *Contacts*, gaining a *Contacts* +1 advantage. Slurp decides this represents other itinerant performers who sometimes will provide assistance.

Slurp decides to pick up some more Disadvantages, keeping in mind the 10-point cap. Slurp adds another level of *Devotion* for – 1, *Advantage Flaw* – 1 (sleight-of-hand, persuasion, charm — Slurp gets flustered if a performance goes awry), *Debt* – 1 (a gambling debt), and *Quirk* – 1 (compulsive gambler), for a total of 4 additional build points.

Slurp spends a point to improve *Contacts* to a +2; they’re spread out over most of the Crown Isles and are inclined to help a priest of the Jester. Slurp adds the *Cultures: Vula* advantage for +1 and *Fame* +1 as a known Lankhmaran entertainer.

Slurp takes the last point and adds 1D to the *Acumen* skill *streetwise* and now has a 3D+2 roll there. That’s all of the build points spent.

## Calculated Values

Base Move is 10. Advantages or Disadvantages (or racial packages) can affect this value.

Determine you Body Points (basically “Hit Points”) by making a *Physique* roll then adding 20. The Wild Die just counts as a regular die here — sixes and ones aren’t special. if you roll less than (2 * number of dice) before any modifiers then your Body Points are (2 * dice) + modifier.

*EXAMPLE*: Slurp has a *Physique* is 2D. Slurp rolls a 4 and 6, so Slurp had 30 Body points.

*EXAMPLE:* Bongo’s *Physique* is 2D+1. Bongo rolls two 1s, unfortunately, so Bongo’s Body points is ( (2 * dice) = 4, + 20) = 24 Body points.

### House Rule: Wound Levels

Wound levels break down a little differently than in the book:

Effect |
Below % of Body Pts |

Stunned | 60% to 41% |

Wounded | 40% to 31% |

Severe | 30% to 21% |

Incapacitated | 20% to 11% |

Mortal Wound | 10% to 01% |

Dead | 0 |

Note that the *Stunned* condition can only apply once due to wound level. For instance, if one strike drops you to 58% of your Body Points and then another drops you to 45% (still in *Stunned* range), the effect’s only applied on the first strike. Always round down to determine the threshold.

*EXAMPLE:*Bongo’s 24 Body Points break down into the following wound levels:

Stunned: 14, Wounded: 9, Severe: 7, Incapacitated: 4, Mortal: 2, Dead: 0. If Bongo drops to 14 points of damage then to 11 points of damage they’re only *Stunned* once, but if Bongo drops to 3 points on the next hit Bongo goes straight to *Severe*.