Just one HP.
My rosy life in another world, powered by my immense magical abilities, to reward my life of (technically accurate) kindness and benevolence to animals of all kinds, was fading before my eyes. My "Heaven" was looking more and more infernal by the second. Less like Final Fantasy and more like Dark Souls.
Technically, in older RPGs like this one seemed to be, a person of any class could wind up having abysmal HP. You'd have to roll pretty high Stamina or Constitution or whatever to even get a mere +1 HP. Classes with better hit dice just gained improved chances, anyone could roll a 1.
If I was thinking as positively as possible, at least I wasn't a 1 HP Fighter. But all the same, a one hit kill character was hard to swallow.
I raised my hand and looked towards the puppy angel, who was corkscrewing slowly in midair, one hand reaching for her own tail.
"Excuse me, miss... ah...."
"Oh, did I not introduce myself? I am the angel Corgiel."
Corgiel. Of course. But then, if she's a corgi why does she have floppy ears? Dog is truly an inconstant deity.
"Right," I continued, "Ah, Miss Corgiel. Is it possible for a do-over?"
"Of course not, silly! Your Heaven has already been created, and we're all waiting on you to finish!"
Ah, well. Right. I just had to get to level 2 without taking any damage whatsoever. At least it was a simple task, if difficult. Sucessfully making full use of all my abilities and sticking to a strategy just became infinitely more important.
"Now that that's done, it's time to select your skills and abilities!"
Ah, yes, skills and such. A list appeared on the table, and I was able to look it over, in that strange non-corporeal way of examining things seemed to be happening in this space. The list was fairly extensive, and this system seemed to be taking a page from older rpgs, where there were no tiers or skill points, you just picked something and had it mastered.
While some of these skills could be of questionable use, many were downright essential, and I couldn't count on there being opportunities to get more. Of course, if I survived being a one HP wonder, I would get more options eventually- Wizards were educated, of course, and usually receive a decent amount of skills.
I had to decide carefully. Survival to get more powerful was paramount to me right now.
"For my weapon skill I choose... darts."
Darts were what most older called things like kunai, or sometimes really tiny javelins. They would be cheap and easily replaced, and while they were usually low damage, many systems let you throw them quite rapidly, often getting bonus attacks a turn. For a class that was less than stellar at making attack rolls, more opportunities to hit per round would help me succeed purely on the weight of the dice. Rolling a twenty of two or three rolls was a hell of a lot easier than rolling it on one.
"As for non-weapon skills...."
According to the list, I received four selections from the list. First, the proficiencies essential for survival: Direction Sense, Swimming, and Calligraphy.
Monsters in older RPGs did not have challenge levels or any other shorthand for their relative power level- indeed, a DM's skill at encounter design was very much an art and not a science, and using the monster's HP total as the equivalent of a PC's left a lot to be desired. So, straying from the path and hanging out in the wilderness, where there would be all sorts of random encounters, would not be healthy for some time. Further, I didn't know if pocket compasses were going to prohibitively expensive, or even available at all. I couldn't count on being able to find one in-game. So, Direction Sense was essential.
Water was the great enemy of all Player Characters. No matter your level, the water did not care- it drowned all within it's cruel clutches equally, making it many a DM's preferred method of assassination. Being able to swim gave me a chance of surviving the deadly deeps, and meant I could board a ship or cross a stream with slightly less risk to my person.
Finally, the existence of the Calligraphy skill implied that all characters without it might be illiterate, or at least unable to write. While only the most cruel of DMs would ever enforce such a practice, Corgiel denied my request for an HP reroll with a small guilt trip about how long I was taking. I could not take the chance that I wouldn't be able to read my own spellbook. Besides, it was probably going to be necessary if I ever sat down to create my own spell scrolls.
As for my final slot... being able to ride a horse without breaking my neck wold be wonderful, but then visions of being fatally slapped by an upset noblewoman or punched by a surly drunk and dying instantly swam through my head. It would have to be Ettiquette, then.
"Yay! Time for equipment~"
Equipment was at least very simple. Wizards seemed to get their spellbook for free (a blessing, since new spellbooks were probably real expensive), and then a small amount of gold with which to buy additional equipment, determined by a die roll. With trepidation, I picked up the pyramidal d4 one more, and gave it a roll.
Well, fortune smiles on my financial success, at least. I rolled the maximum result, and would have plenty of gold to spend.
Darts for self defense, two robes (in case one got dirty), belt, hat, boots. Backpack, three large belt pouches and four small ones (you couldn't have too much storage), a hand mirror, hooded lantern, some lamp oil, a small tent, and to top it off, a signet ring. I only had a gold and some change to spare, but the signet ring especially was key to my plans.
The page changed again, having gone from skills to equipment and now, finally, to spells. This was what I was waiting for, the most important part of character creation as a mage.
"Go ahead and roll for your starting spells!" Corgiel offered cheerily. I grimaced at that. I'd rather have had a fixed number of spells than having to randomly determine something yet again. Of course I had been prioritizing the list of spells in my head since I saw the list, and I tried to be prepared for anything. I have my essential spells down to three, in case of an abysmal roll, and I have enough needs and wants that I should not be stuck thinking of what to chose.
I gave the dice a roll again. "Here goes nothing!"
Eight! As if apologizing for their poor performance earlier, the dice grant me an entirely acceptable number of spells. That should be more than enough for my needs.
My first selection is...
"Read Magic!"
This is critical. A Wizard without Read Magic is scarcely a Wizard at all. With no ability to study spellbooks or scrolls, I would be stuck having to rely on (usually expensive) tutelage for new spells.
"Armor!"
Armor is a conjuration spell that improves your defenses, and seemed to stack with the bonus from my high Dexterity. Supremely important for my one HP wonder of a character.
"Burning Hands!"
There were only two good Transmutation attack spells on the list Corgiel provided, but in my opinion Burning Hands was the better one. Shocking Grasp dealt more damage, but you have to touch the other creature- something a mage would be particularly bad at, and would put me too close to the enemy. There were probably also some monsters that could harm you if you touch them, and besides, if you miss you do nothing. Burning Hands basically turned your open palm into a flamthrower, covering a small area, potentially hitting multiple targets, and best of all it's up to them to dodge you, not for you to hit. It would also bring my school specialty bonus into play, and seemed to scale better with higher levels. Besides, fire damage is usually more useful all around than electrical. A much better spell all around.
Of course, I'll be dealing direct damage as little as possible, a true power gamer does not leave his success up to the vagaries of such things as dice. All the same having some damage ready for when I would need it is useful.
"Sleep!"
Often, especially in older game systems, Sleep was an extremely potent crowd control spell. Later game designers would cotton on to the fact that was means of completely disabling an enemy was extremely powerful, even if they did wake up as soon as they took damage. Besides, sometimes it would be helpful to take targets alive, and Sleep was a great option for that.
"Mending!"
Mending was an often-overlooked, very useful tool of a spell. Some game systems completely neglected the possibility of degrading equipment, but considering that I'll probably experience normal hunger and have to eat in my Heaven, having a good back-up spell that I can cast for money (and save on replacing my own equipment) would be important. Plus, it fell under my Transmutation specialty.
"Featherfall!"
Featherfall was a good emergency spell to have in my back pocket, allowing me to slow my fall if I happen to slip off a high place, or need to descend down a cliff or a shaft. One less thing able to kill me was always a positive.
"Enlarge!"
Enlarge was surprisingly useful spell, although we're starting to get into the weeds a little. If there's room to take advantage of it, Enlarge is a great buff spell for Fighters, making them slightly easier to hit but increasing their strength and damage. Because it's a reversible spell, I can also choose to use it as "Reduce", doing essentially the opposite effect- debuffing enemies, shrinking objects, that kind of thing.
Then came my final choice: "Floating Disc!"
It has a variety of uses- carrying heavy objects a short distance to start, and then at higher levels when it's lifting force becomes stronger I can ride on it, use it to cross rivers, even have it be an impromptu gurney for wounded party members. It's definitely a long-term pick- it was pretty weak at level one so much that it wasn't good for much more than amusing children- but it should come in handy.
Finally done with making all of my spell choices, I prepare for the final step of my plan.
"So, Corgiel, do you want to hear my back story?"
"Sure!" she replied cheerily, "This is your Heaven, after all, I'll do my best to shape things to your expectations!"