Generation of a Hero and level improvement

Prologue

Looking at the following expanded rules you will notice that life is getting much harder for your hero: Suddenly she has not only got virtues but also flaws. And, additionally, rising in level will not automatically allow her to improve his virtues. To test her talents will normally be much more difficult than to test just her virtues. Virtue alone was never enough in an adventurous world. Last but not least fighting and improving the fighting techniques will simply be much harder.  

This, in itself, produces the uncomfortable question: Why should you go through a whole bunch of obstacles ? What do you gain by applying new rules ?  

This is not really simple to answer, because the game works alright with the basic rules, at least for the beginner and there are a lot of groups who never need to swap and get forward to an advanced stage in gaming technique, which is absolutely not the same as role-playing. As many roleplayers, however, choose the expanded rules we ought to say, there are mainly two reasons for that: First of all, the satisfaction of mastering greater obstacles motivates the players. A game of chess is always more interesting if both players start without any advantage and a computer game will only be enjoyable if you go through it in a higher level than just novice. The second reason, the game becomes more "real", i.e. when you equip them with a wider background. And this wider background is in essence to discover their weaknesses rather than their strength. A hero who suddenly looses her temper because of a flaw called irascibility is much more a character than a superhero. A lesson you learn from storytelling and role-playing...  

A third reason, applying for the expanded rules, is the bigger variety of character types you can choose from to define your hero. This enables you to divide your group of heroes in a better way. The higher the choice of talents to be improved the higher the specialization of the hero will be. So in the end your group of heroes will star people who are dependent on each other because they are such specialists - a typical adventurers' band walking hand in hand through thick and thin against any evil... 

Creation of a hero

Now, take an empty herosheet in your hands and think about, what type of character your hero should be like. Read carefully the description of all these types in the type classification in chapter VI. Now take some D6 (remember ? D6 means 6-sided dice) and begin rolling the dice to let fate fall on your characters' attributes.  

Virtues (good attributes)

The expanded rules allow your hero to be characterized by the following seven virtues: COURAGE, WISDOM, INTUITION, CHARISMA, DEXTERIY, AGILITY and STRENGTH.  

To determine the basic value for all of these virtues roll 8 times with your D6 and add 7 to every result. After that procedure you should have eight numbers ranging between 8 and 13. Erase the worst result and split up the other numbers on your seven virtues as you wish (though if you know exactly what kind of hero you wish to play, pay attention to the values you have to fulfill to be part of that particular guild, e.g. COURAGE for the warriors or WISDOM for the magician). 

The essence of virtues

COURAGE: The ability, to deal with any situation whatsoever, in a quick and determined way, and further more the spirit of adventure, no fear of the new and unexplored or to take risks.  

WISDOM: Intelligence and logical thinking, the ability to analyze a situation, coming to a conclusion, in front of all from the ancient knowledge in books and a food memory.  

INTUITION: The ability, to take the right decision without thinking too long, the relatively good direct capture of a situation or a person without knowing any facts.  

CHARISMA: Personal aura, rhetoric knowledge and good leadership, physical appearance, a well balanced voice; and last but not least your magical aura.  

DEXTERITY: The slick motion of fingers, the perfect coordination of hand and vision, in front of all in working with pens and keys.  

AGILITY: The general physical flexibility and mobility, fast reactions and reflexes, a good estimation of the range of arms and legs, leaping strength and coordination, supple movements.  

STRENGTH: Shear muscle strength, the ability to force it where you like and a quantity for constitution, stamina and toughness.

 

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