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sword_and_swarm

A skirmish miniatures wargame with roleplaying elements.

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Character Creation

In Sword & Swarm, you create one character to represent yourself. After your character is created, you can proceed to recruit a warband.

Assign Attributes

Your character starts with four primary attributes, which are:

Mallet is a measure of a character’s strength, athleticism and endurance.

Key is a measure of a character’s dexterity, bodily precision and reflexes.

Runes is a measure of the character’s spirit and knowledge.

Coronet is a measure of the character’s leadership, respect and authority.

For these attributes, you can assign the numbers 4, 3, 3 and 2 as you like. Attributes can range from 0 to 10, but most creatures have something from 2 to 5. Note that some equipment and traits increases specific attributes while using them - these do not count as bonuses, but rather as the new actual attribute your character benefits from.

You also have two attributes which depend on the class you pick or the equipment you wear:

Star is your morale and vigor, which is determined by the class you pick and levels you gain. If it drops to 0, you become defeated and demoralized. If you drop below 0 Star, you risk death.

Shield is your capability to protect yourself against harm and adversity, which is based on armor and traits you choose. Shield’s starting value is 0.

Boots is your capability to move on the table. This attribute starts at 6, but is reduced by encumbrance. See the ‘Movement and Encumbrance’ section in the Adventuring document.

Choose Class

After having determined your attributes, it is time to select a class. Each class has a special ability, starting slots for traits, a starting amount of Star and a basic Shield value. There are three classes in Sword & Swarm, which are the following:

Fighter

Some are anointed in the auspices of gods, while others born into trades or a farmer’s life. However, a Fighter is made in ancient rite of battle, when two lives lock in a struggle of which only one can prevail. Fighters ply their trade in the battlefields, in mercenary life and in the search for honor and glory.

The Fighter starts with a Star value of 5, a Gambeson (+1 Shield) and a Round Shield (+2 Shield in melee). At first level, the Fighter can choose 2 Combat Traits and 1 Adventure Trait.

Fighter Trait: The Fighter tests with advantage on attacks that are part of an charge action.

Skald

For heroes to be remembered throughout time, word of their deeds must pass from generation to generation. Each court worthy of mention in the North has a Skald, whose honor-bound words can recount their history, laws and matters of leadership. Skaldic poetry is held in high regard in Northern society, as it recounts sagas of great heroes and inspire virtue amongst the folk. A Skald of the North dabbles in many arts, from fighting to magic, often venturing far and wide to discover new sagas.

The Skald starts with a Star value of 4 and a Gambeson (+1 Shield). At first level, the Skald can choose 2 Lore Traits and 1 Adventure Trait.

Skald Trait: Skalds are well spoken and are often recognized immediately by their manner of speech. Non-player characters often take a friendlier stance towards the Skald, allowing the Skald’s player to roll NPC reaction rolls twice and pick the preferable one. If a Skald rallies himself in combat, any ally within close range also rally.

Sage

Swords have only one domain - death, but knowledge and wisdom holds domain over all things. The paths to sagehood are many, all starting with novices whom are desperate or willing to specialize. In the North, life is harsh and unforgiving, leaving little room for a Sage to develop his or her skills and knowledge. In return for their sacrifices, the Sages can wield powers that few other can claim.

The Sage starts with a Star value of 3 and a Staff (+1 Shield in melee). At first level, the Sage can choose one trait from each point in the list below:

Sage Trait: Sages are capable of reading and writing, and gain +1 Rank in Languages. A Sage gains 1 Sage Point per level, which he or she can either spend 1 point to gain advantage on a Runes test, or spend 5 points to either automatically succeed a Runes test or gain advantage on any other kind of test. Sages regain 1 Sage Point per long rest.

Starting Equipment

All characters start with a pack, which contains a selection of items, such as tools, supplies and clothing. You may pick one of the packs described in the Equipment section.

For each point in the following list, you may one of the items described:

Finally you start with 500 gold pieces, which can be used to buy more equipment and hire retainers.

Wants & Needs

Wants and needs are a way of adding depth to the character. The Referee should ask the players to note down at least one or two of each. Needs should be high-stake matters that usually deals with life and death, while wants are matters of desires and ambition. A character could need to:

Meanwhile a character could want:

Pick a suitable name

Names are an important part of the roleplaying immersion, so naming the character appropriately should not be underestimated. The Referee should be prepared to offer some advice on suitable naming and possibly reject other names.