Character Creation (Caves & Creatures)

This is a step-by-step guide to creating a character for the Caves & Creatures tabletop role-playing game.

## Select a **Race**

Choose a **Race** from one of the following:

* **Human** - Adds **1** point to your **LUCKY Stat Bonus**. Humans can speak English and one other language of your choice.
* **Elf** - Adds **1** point to your **SENSE** **Stat Bonus**. Elves can speak Elvish.
* **Gnome** - Adds **1** point to your **CHARM** **Stat Bonus**. Gnomes can speak Gnomish.
* **Ogre** - Adds **1** point to your **BRAWN** **Stat Bonus**. Ogres can speak Ogrish.
* **Frog** - Adds **1** point to your **SPEED** **Stat Bonus**. Frogs can breathe underwater.
* **Bot** - Adds **1** point to your **BRAIN** **Stat Bonus**. Bots can speak all languages.

## Select a **Class**

Choose a **Class** from one of the following:

* **Wizard** - Adds **1** point to your **BRAIN** Stat Bonus. Can learn and perform spells.
* **Rogue** - Adds **1** point to your **SPEED** Stat Bonus.
* **Fighter** - Adds **1** point to your **BRAWN** Stat Bonus.
* **Cleric** - Adds **1** point to your **LUCKY** Stat Bonus. Can learn and perform certain spells.
* **Bard** - Adds **1** point to your **CHARM** Stat Bonus.
* **Ranger** - Adds **1** point to your **SENSE** Stat Bonus.

## Determine your **Stat** **Bonus** for each of the six **Stats**

Add 1 to your Stat Bonus for each of the six Stats using the following information (this information is also provided under the "Select a Race" and "Select a Class" steps). For example, a **Rogue** **Frog** would have a **SPEED** Stat Bonus of 2 or a **Rogue** **Ogre** would have a **SPEED** Stat Bonus of 1 and a **BRAWN** Stat Bonus of 1.

* Add **1** point each to your **BRAIN** Stat Bonus if your character is a **Bot** and/or a **Wizard**.
* Add **1** point each to your **BRAWN** Stat Bonus if your character is an **Ogre** and/or a **Fighter**.
* Add **1** point each to your **SENSE** Stat Bonus if your character is an **Elf** and/or a **Ranger**.
* Add **1** point each to your **SPEED** Stat Bonus if your character is a **Frog** and/or a **Rogue**.
* Add **1** point each to your **CHARM** Stat Bonus if your character is a **Gnome** and/or a **Bard**.
* Add **1** point each to your **LUCKY** Stat Bonus if your character is a **Human** and/or a **Cleric**.

## Distribute your **Stat Number** across the six **Stats**

Roll **6D6**. You may reroll 2 of these if you wish.

Distribute those numbers across the six stats (**BRAIN**, **BRAWN**, **SENSE**, **SPEED**, **CHARM**, **LUCKY**).

## Determine your **HP** and **MP**

To determine your starting **HP** (hit points) roll a **D6** for each point you have in the **BRAWN** stat and the **LUCKY** stat (if you have a Stat Bonus in these Stats, add **1D6** for each Stat Bonus point). This is your starting **HP** value.

To determine your starting **MP** (magic points) roll a **D6** for each point you have in the **BRAIN** stat and the **LUCKY** stat (if you have a Stat Bonus in these Stats, add **1D6** for each Stat Bonus point). This is your starting **MP** value. **MP** is primarily used by **Wizards** and **Clerics**, but there are ways for other classes to use these points as well.

## Step Five: Determine your **Movement Speed**

Your **Movement Speed** is always your **SPEED** stat multiplied by 2. This is how many spaces you may move during combat.

## Step Six: Determine your starting **Items** and **Money**

Roll a **D6** for each point you have in the **LUCKY** stat. Take the sum of that roll and use the total to select items from the following list.

1. **Flint & Steel** - +2D6 to related rolls. Costs 1 point.
2. **Rope** - +2D6 to related rolls. Costs 1 point.
3. **Arrows** (x5) - Costs 1 point. Does 1D6 of damage.
4. **Jar of Slime** - Heals 1D6 of HP. Costs 1 point.
5. **Weak Armor** - Has an AV (Armor Value) of 4. Costs 2 points.
6. **Wooden Sword** - Roll a BRAWN check. Does 2D6 damage. Costs 4 points.
7. **Wooden Shield** - Has an AV (Armor Value) of 2. Costs 2 points.
8. **Bow** - Consumes 1 arrow per attack. Roll a SENSE check. Damage is determined by arrows. Costs 3 points.
9. **Potion** - Heals 2D6 of HP. Costs 3 points.
10. **Elixir** - Heals 2D6 of MP. Costs 3 points.

Roll a **D6** for each point you have in the **LUCKY** stat. Add **10** to that number. That is your starting **Money**.

## Step Seven: Determine your starting **Spells** (if applicable).

If your class is **Wizard** or **Cleric** you may choose **2** of the following spells to learn.

1. **Fireball** - Uses 5 MP. Roll a BRAIN check. Does 2D6 damage to an adjacent enemy.
2. **Stun** - Uses 3 MP. Target an enemy. Roll a BRAIN check. If successful, that enemy cannot attack on its next turn.
3. **Heal** - Uses 5 MP. Roll a LUCKY check. Heals 2 D6 to an adjacent ally.
4. **Flash** - Uses 3 MP. Roll a BRAIN or LUCKY check. Disadvantages rolls for 1 turn for any enemy within 3 squares.
5. **Lightning** - Uses 5 MP. Roll a BRAIN check. Does 2 D4 damage to an enemy within 3 squares.

## Step Eight: Choose a **Name** and simple **Backstory**

Choose a **Name** for your character. Come up with a simple **Backstory** for your character.