Fortune's Landing Character Generator
Please use the form below to create and submit your character to our Plot Committee. You should try to submit your character as early as possible before the event that you plan to play it at, to increase your likelyhood of having the character available.
Those items highlighted in red can be found in the RGG Addendum, and those in blue can be found in the CI Core Rules.

Player Information
Real Name:
Email Address:
Date of Birth:

Medical Conditions:
Address 1:
Address 2:
City: State: Zip Code:
Phone (w/ Area Code):
Emergency Contact:




Character Personal Information
Character Name:
Race:
Significant Marks or Skin Patterns:
Age:
Sex:



Click the list below to jump to that section. Click the title of the section to jump back to this list.
| Advantages || Disadvantages || Talents || Weapons & Armor || Fighting Styles || Wound Blows/Strikes || Magical Skills || Mana Cost || Bonds || Empathy Skills |
Background/History:

Character Sheet
Use this section to outline the various abilities and skills your character possesses. You have 40 CP to spend (with the possibility of 3 more if your background is approved, and up to 10 points of disadvantages) and you may click on any of the highlighted items below for more details.

Advantages: (For leveled advantages, disadvantages, and skills put the number of levels to buy in the box, NOT the point total. The number in parentheses is the point value of the attribute)   40 CP Left to spend
Acute Sense (Hearing) (3)    Acute Sense (Sight) (3)    Acute Sense (Smell) (3)    Acute Sense (Taste) (3)   
Acute Sense (Touch) (6)    Fortune (1/3/6/10)    Increased Stamina (5/level)    Increased Wealth (1/level)   
Kiss of Fate (5)    Last Breath (3)    Light Sleeper (4)    Magic Sense (4)   
Nimble Feet (4)    Pain Threshold (5)    Rapid Healing (8)    Resist Disease (4/level)   
Strong Will (3)   

Disadvantages: (no more than 10 CPs worth of Disadvantages are allowed)   40 CP Left to spend
Diminished Healing (2 or 4)    Fast Bleeder (3)    Frail (4)    Hunted (1 to 4)   
Hunted (1 to 4)    Illiterate (1)    Intolerance (1 to 8)   
Type:
Intolerance (1 to 8)   
Type:
Intolerance (1 to 8)   
Type:
Lame (3)    Monstrous (1 to 3)    Mute (3)   
Pain Intolerance (2)    Slow Healer (3)    Sickly (2)    Tolerance (1 to 4)   
Weak Spirit (2 to 4)    Weak Will (2)   

Talents:(Those marked with a * are Production skills)   40 CP Left to spend
Skill Name Pre-requisite Initial Cost 2nd Additional Level # of Levels to Buy
Appraisal -- 6(9) -- --
Armorsmith * Craft (Blacksmith) [for metal armor]
Craft (Leatherworking) [for leather armor]
8 (12) 4 +4
Avoid Trap Escape Artist 6 6 6
Brewing * Read/Write
Herbalism
8 (12) 4 +4
Chirurgery Healing Ways 8 (12) -- --
Craft () -- 4 2 +2
Craft () -- 4 2 +2
Craft () -- 4 2 +2
Escape Artist -- 8 12 16
Gardening * Herbalism 8 (12) 4 +4
Gunsmith * Weaponsmith 8 (12) 4 +4
Healer's Touch -- 8 (12) -- --
Healing Ways -- 6 (9) -- --
Herbalism -- 6 (9) -- --
Jewelcraft * Appraisal 8 (12) 4 +4
Lock Picking -- 8 (12) 4 +4
Locksmith * Lockpick 2 2 2
Lore () -- 6 10 +8
Lore () -- 6 10 +8
Lore () -- 6 10 +8
Open Secret Door -- 8 (12) -- --
Read/Write -- 6 (9) -- --
Studia Mortis Healing Ways
Herbalism
8 (12) -- --
Trap Building * Trap Removal 8 (12) 4 +4
Trap Removal -- 8 (12) -- --
Weaponsmith * Craft (Blacksmith) [for metal weapons]
Craft(Woodworking) [for wooden weapons]
8 (12) 4 +4

Weapons & Armor   40 CP Left to spend
Edged Weapons
Type
Point Cost Buy Skill
Dagger 1
Short Sword 5
Long Sword 10
Two-Handed Sword 15
Bastard Sword 18
Sword Breaker 8
Hafted Weapons
Axe, Short 4
Axe, Long 8
Glaive 18
Halberd 15
Spear 8
Blunt Weapons
Short Hammer/Club/Mace 3
Hammer/Club/Mace 7
Maul/Cudgel 15
Staff 5
Missile Weapons
Bow 10
Crossbow 6
Firearms 8
Thrown Weapon 4
Shields
Buckler 3
Small Shield 5
Large Shield 10
Armor
Wear Medium Armor 3
Wear Heavy Armor 6
Styles
Ambidextrous 5(10)
Blademaster 35
Haftmaster 32
Blunt Weapon Master 26
Missile Weapons Master 15
Weapon Master 60
Florentine 5
Two Weapons
(requires Florentine)
5
Twin Blades
(requires Two Weapon)
5
Long Weapons
(requires Twin Blades)
5
Defensive Maneuvers
Dodge
(requires three (3) Parries or three (3) Missile Dodges)
15
Missile Dodge
(requires three (3) Strike 1's)
10
Parry
(requires three (3) Strike 1's)
10
Recover
(requires three (3) Disarms)
5
Riposte
(requires three (3) Final Strikes)
10
Special Attacks
Armor Pierce
(requires three (3) Strike 3's)
15
Blindside
(requires weapon skill)
10
Disarm
(requires three (3) Strike 3's)
15
Final Strike
(requires three (3) Strike 3's)
5
Shield Pierce
(requires three (3) Strike 4's & can only be used with missile weapons)
15
Sweep
(requires polearm skill and three (3) Strike 3's)
10
Trick Shot
(requires three (3) Strike 1's in a missile weapon)
10
Weapon Break
(requires three (3) Strike 2's in Sword Breaker)
20
Wounding Strikes/Blows
Strike Name Cost of 1st purchase Cost of 2nd purchase Cost of 3rd purchase # to Buy
Strike 1 (Piercing Blow)
15 6 6
Strike 2 (Striking Blow)
15 8 8
Strike 3 (Mighty Blow)
15 10 10
Strike 4 (Vital Blow)
15 15 15
Strike 5 (Devastating Blow)
20 20 20
Mortal Strike (Mortal Blow)
20 20 20
Death Strike (Strike of Death)
20 20 20
Melee Mastery 20 -- --
Missile Mastery 25 -- --

Magical Skills (Bonds [Elemental and Necro], Alchemical Caster, and Necromancer are mutually exclusive)   40 CP Left to spend
Magical Ability Prerequisite Cost Buy
Elemental Bonder -- 10
Elemental Bonder (Dual Bonder) -- 10
Necromantic Bonder -- 10
Novice Alchemist -- 10
Novice Alchemist (Dual Alchemist) Racial Crossbreed 10
Novice Necromancer -- 10
Initiate Alchemist -- 20
Initiate Alchemist (Dual Alchemist) Racial Crossbreed 20
Initiate Necromancer -- 20
Empathy - Heart Path -- 15 (8 if second path)
Empathy - Mind Path -- 15 (8 if second path)
Empathy - Spirit Path -- 15 (8 if second path)
1st Circle/Tier Advancment Initiate Caster, 5 Manna/Influence 5
2nd Circle/Tier Advancment 10 Manna/Influence, three (3) 1st Tier spells 10
3rd Circle/Tier Advancment 20 Manna/Influence, three (3) 2nd Tier spells 15
4th Circle/Tier Advancment 30 Manna/Influence, three (3) 3rd Tier spells 20
5th Circle/Tier Advancment 40 Manna/Influence, three (3) 4th Tier spells 25
Create Solution * 1st Tier Elementalist 8 (12)/4/+4
Identify Magic Item 2nd Tier Caster 10
Counter Magic 4th Tier Caster 15

Mana Cost (You must be at least a Novice Caster to purchase Mana)   40 CP Left to spend
Current Amount of Mana Cost per Point
1 -10 2
11 -20 4
21 -30 6
31 -40 8
41 -50 10
Etc... Etc...
Amount of Manna to Purchase:    (Dual)
Remember that if you are an Initiate you start with 5 mana.

Bond Abilities (You must be a Bonder to purchase Bond abilities)   40 CP Left to spend
Bond abilities function just like spells with the exception of casting time. The casting time for all bond abilities is one (1) minute of meditation, and the calling of the name of the ability and bond, e.g. "Air Ward - Bond", when activated.
Type of Bond Name of Ability Initial Cost Additional Levels (up to 3 total) # of Levels to Buy
Necromatic Accelerate Healing 2 +2
Necromatic Necromatic Ward 4 +2
Necromatic Sense Necromatic Ties 2 +2
Necromatic Resist Disease 4 +2
Elemental (Air) Air Shield 4 +2
Elemental (Air) Air Ward 2 +2
Elemental (Air) Feet of the Zephyr 6 +2
Elemental (Earth) Stone Strength 4 +2
Elemental (Earth) Stoneskin 4 +2
Elemental (Earth) Stoic Mind 4 +2
Elemental (Fire) Fiery Retribution 6 +2
Elemental (Fire) Fire Ward 4 +2
Elemental (Fire) Palm of Flame 2 +2
Elemental (Metal) Metalskin 6 +2
Elemental (Metal) Razor Edge 2 +2
Elemental (Metal) Reforge 4 +2
Elemental (Water) Resist Poison 4 +2
Elemental (Water) Stabilize 2 +2
Elemental (Water) Water Affinity 6 +2
Elemental (Wood) Barkskin 2 +2
Elemental (Wood) Tree Meld 6 +2
Elemental (Wood) Resist Disease 4 +2

Empath Abilities (You must be an Empath to purchase Empathy abilities)   40 CP Left to spend

Skill Name Prerequisite Cost # of Levels or Uses to Buy
Heart Path40 CP Left to spend
Foreboding -- Automatic with Empathy purchase
Life Sense -- Automatic with Heart Path selection
Acute Sense 30 EMP 6 per use
Claws -- 2 set
Divination -- 6 per use
Empathic Healing -- 4 set
Graft Weapon -- 4 set
Mind Over Body 3 Physical Shields/60 EMP 6 set
Physical Shield -- 4 set
Strength Acute Senses 4 set
Transfer Wound 3 Empathic Healing/60 EMP 6 set
Spirit Path40 CP Left to spend
Foreboding -- Automatic with Empathy purchase
Magic Sense -- Automatic with Spirit Path selection
Elemental Ward 3 Empathic Wards/80 Emp 6 set
Empathic Ward -- 4 set
Medium -- 8
Necromatic Ward 3 Empathic Wards/80 Emp 6 set
Mask Aura 100 Emp 6 set
Psychometry Medium 5/level
Unmask Aura 120 Emp 6 set
Spirit Skin -- 3 set
Spirit Weapon -- 4 set
Mind Path40 CP Left to spend
Foreboding -- Automatic with Empathy purchase
Sense Innate Ties -- Automatic with Mind Path selection
Animal Empathy -- 4/level
Animal Slave Animal Empathy Level 3/60 Emp 6/level
Awaken 3 Uses of Befuddle/80 Emp 6 set
Befuddle 3 Uses of Decree/60 Emp 4 set
Charm 3 Uses of Feeblemind/120 Emp 10 set
Decree -- 2 set
Feeblemind 3 Uses of Suggestion/100 Emp 8 set
Mind Shield -- 4 set
Suggestion 3 Uses of Befuddle/80 Emp 6 set


 
 
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