The Character Generation System [30NOV08] chargen.htm

1) Specify Preferred Character - Tell the GM the sort of character you want, who may allow appropriate adjustments (e.g. stat-swaps).
New characters have 12 Character Creation points ("CC") to be spent on their development. (For higher levels, see Character Levelling).

2) Generate Statistics (4d6 best 3) - STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA
Roll the stats in order, noting one random Charisma die as 'Beauty'. (Power (POW), Appearance (APP) and Size (SIZ) are derived later).
One CC can be spent to purchase improved stats: i.e. one 17 or two 16's or three 15's or four 14's or some combination).

3) Choose Race & Gender - See Character Races. Selection of character race/gender is usually a free choice; but if inspiration is required roll on this table (NB: this race/gender distribution is for adventurers, not the whole population, as it is weighted towards non-human/male):

Race d100: 01-70: Human 71-80: Half-Orc 81-85: Dwarf 86-90: Halfling 91-95: Half-Elf 96-00: Elf
Gender d100 (M/F): 01-75/76-00 01-75/76-00 01-95/96-00 01-80/81-00 01-70/71-00 01-60/61-00

4) Determine Heritage - See Character Heritage. Roll on the Heritage tables appropriate to the chosen race. One or more CC's can be spent to improve the rolls: each CC spent will halve the result. (If high is good, subtract from 101, then halve and subtract from 101 again). 

5) Roll Inborn Talents/Bogeys (Optional) - See Character Talents. Roll for special inborn advantages/disadvantages on the 'Bogey Table'. 
One CC can be spent to get rid of a result which would ruin the character, in the opinion of the player.

6) Choose Previous Experience - See Character Professions. Character profession, or class, determines initially available skills/abilities.
More than one profession may be chosen but each adds some years to age, so 'multi-classing' is best left to longer-lived races. Note that every profession has some skills/abilities which must be taken, costing 1CC each, and most also have other restrictions which limit choice.

7) Calculate Age - Character starting age is normally 17 + d6 but is modified for Mages (+10), multi-classes (+5 per extra profession) and non-humans (Halfling/Half-Elf x2, Dwarf/Gnome x5, Elf x20 applies to training time, i.e. 5 (out of the 17) and mage/multi-class modifiers). 

Human Dwarf/Gnome Elf  Half-Elf Half-Orc Halfling
14-20 = Young
21-40 = Mature
41-60 = Middle-aged
61-80 = Old
81-100 = Venerable
20-40 = Young
41-100 = Mature
101-200 = Middle-age
201-250 = Old
251-300 = Venerable
12-100 = Young
101-1000 = Mature
1001-1200 = Middle-a
1201-1400 = Old
1401+ = Venerable
14-20 = Young
21-60 = Mature
61-90 = Middle-aged
91-120 = Old
121-150 = Venerable
12-15 = Young
16-30 = Mature
31-40 = Middle-aged
41-50 = Old
51-60 = Venerable
20-32 = Young
33-60 = Mature
61-80 = Middle-aged
81-100 = Old
101-120 = Venerable

8) Apply Race/Gender/Age Modifiers - Stats assume mature human male, others apply modifiers: Female non-dwarf -1 Str, +1 Cha;

Dwarf Gnome (Hill Dwarf) Elf  Half-Elf Half-Orc Halfling
Str Int Wis Dex Con Cha
+1 . . -1 +1 -1
Str Int Wis Dex Con Cha
. . . . +1 -1
Str Int Wis Dex Con Cha
-1 . . +1 -1 +1
Str Int Wis Dex Con Cha
. . . . -1 +1
Str Int Wis Dex Con Cha
+1 -1 -1 . +1 -2
Str Int Wis Dex Con Cha
-2 . . +1 +1 .
           
Age Category: Young Mature Middle-aged Old Venerable

New Character:
Ageing Character: 
Str Int Wis Dex Con Cha
. . -1 . . .
. . . . . .
Str Int Wis Dex Con Cha
. . . . . .
. . +1 . . .
Str Int Wis Dex Con Cha
-1 . +1 -1 -1 -1
-1 . +1 -1 -1 -1
Str Int Wis Dex Con Cha
-2 -1 +2 -2 -2 -2
-1 -1 +1 -1 -1 -1
Str Int Wis Dex Con Cha
-4 -2 +3 -4 -4 -3
-2 -1 +1 -2 -2 -1

9) Determine Derived Attributes & Common Skills
Power (POW)  =  WIS  (modified for Mages/Clerics)                            Appearance (APP)  =  3x the noted 'Beauty' die-roll
Size (SIZ)  =  2d6 + 6        (Female non-dwarf -3; Half-Elf/Gnome -25%; Elf/Halfling -50%.)
Height in inches  =  57 + SIZ + STR bonus        (Dwarf/Gnome -25%; Half-Orc -5%; Half-Elf/Wood Elf +5%; High Elf +10%.)
Weight in pounds  =  SIZ x 14   (i.e. Size is weight in stone)                   Encumbrance Maximum  =  Weight x (STR + 10) / 20
HIT POINTS  =  SIZ / 2   (round up)
DEFENCE  =  DEX   ("Level" equals Defence/10)
Spot  INT+15;  Listen  INT+15;  Ride  CON-5;  Swim  CON-5;  Jump  DEX-5;  Throw  DEX-5;  First Aid  WIS-5; Appraise  WIS+5.
Speak Own Lang
= INT x 5%, Read Own Lang = (INT - 8) x 10% (excluding illiterate barbarians/serfs). Each ten years of age, or part thereof, gives an extra language & script at a successive -10% & -20% respectively (Mages disregard this age limitation).

STATISTIC VALUE: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 etc
STATISTIC BONUS: -5 -4 -4 -3 -3 -2 -2 -1 -1 - - +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 etc

10) Select Skills/Abilities - Remaining CC points buy skills/abilities from the chosen Race/Profession lists, or background/common skills.
Each CC spent on a skill (max 1CC per skill instance) gives a bonus of  +30% divided by skill Difficulty Factor over the base percentage. 

Characters initially possess: Suitable Clothing, Adventurer's Pack, Professional Gear and 3d6x10sp (Nobles gp; Barbarians/Serfs cp).
Optionally, a character can also have Personality Traits and/or Distinctive Features and perhaps even an inspirational Character Name.