Red Box Hack Cheat Sheet
Character Creation
Step 1 – Ability Scores
There are six attributes: Alertness, Daring, Eloquence, Sneakiness, Size and Stubbornness. To determine the value for an attribute, roll 2d10 and consult the following chart:
Attribute Chart 19 or 20 17 or 18 15 or 16 13 or 14 11 or 12 7 to 10 6 or lower +5 +4 +3 +2 +1 +0 -1
Assign the resulting value of -1 to +5 to one of your the six attributes (your choice which). Repeat five more times. If you don't have a total of at least +6 and at least one score of +3 or higher, you can ask the GM for mulligan.
Step 2 – Choose a Class
There are seven classes in RBH, and they either represent human professions, or races of anthropomorphic animals: Warrior (kill things well), Magus (student of the supernatural), Mystic (talk to trees), Longrunner (spy/ninja/sneak), Snake (Creepy and wise), Bear (party-hearty mystic warriors) and Fox (all attitude).
Dibs. There should only ever be one character of a given class in each adventuring
party. If two or more players want to play the same class the player with the lowest total Attribute points should get their first choice. If there’s a tie, flip a coin.
Each class has a limitation (but you can make up your own or use another classes) and five talents. You will choose one talent from your class' list at starting time.
Class Warrior Magus Mystic Longrunner Snake Bear Fox Limitation Self-Absorbed Sparker Wild Style Follower Cold-Blooded Party Animal Overwhelming Curiosity Talents Armor of Scars, Beefcake/Cheesecake, Charger, Strategist, Weapon Bond Blast, Enchant, Illusions, Mirrors, Puppet Strings Animus Meal, Commanding Voice, Conversational Spirit, Companion, Crystal Augury Bird Feet, Chalk Door, Guild Contacts, Perfect Disguise, Two Things at Once (If One is Running) 3rd Eye, Homunculus, The Words, Water Breather, Yari Master A Might Grip, Heart Song, Long Shadow, Rock Music, Sky Dance Frenzy, Dream Thief, Night Eyes, Shape Shifter, Three Tails
Step 3 – Choose Arms and Armor
There are five types of weapon: Light, Reach, Ranged, Heavy, and Very Heavy. There are four types of armor: None, Light, Weapon Type Favored Arena Type Heavy and Very Heavy. Light Tight Once you have chosen, decide what your weapon Reach Hazardous and armor look like: For example, a Ranged Ranged Open weapon might be revolver or a bow or an atlatl; Heavy Dense Heavy armor might be chainmail, or laminar Very Heavy Dense plates or a dragon's hide. Each type of weapon has a favored arena where it is +2 to hit, note that down. Heavy items have one point of encumbrance, Very Heavy items have two. You can carry up to your size in encumbrance without being encumbered. More than that and you fail every roll automatically!
Step 4 – Choose Specialist Gear
In addition to your weapon and your armor, your character has a single piece of special gear that he or she uses when adventuring. It can be just about anything. It might be a set of lock picks, a mount, a set of papers from a high ranking magistrate, or even a fancy set of clothes. Whenever you use your character’s specialist gear in a conflict, you’ll gain a bonus to your roll. Specialist gear never has any effect on combat. Make a note of your specialist gear on your character sheet.
Secondary Weapon. As an option, you may choose to have a secondary weapon
instead of taking any specialist gear. In combat you may switch between your primary weapon and your secondary weapon at any time. Secondary weapons provide encumbrance like primary weapons.
Step 5 – Motivation
The last step in creating a character is to determine why your character is out adventuring. Why is your character killing monsters and hunting for treasures? They want to get rich and famous, of course. But why? One or two sentences will suffice.