| 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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New Character: Ageing Character: |
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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.