Character Generation

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Rex
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Re: Character Generation

#141 Post by Rex »

Heading to work now, but will check in on my phone when I have a break/dinner. I can post that way but won't have access to my books, although I know them pretty well. Will be back on after work and can help with more detailed stuff then. great job so far. With your scores you might consider a Herald, particularly if your Voice improves.

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sulldawga
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Re: Character Generation

#142 Post by sulldawga »

Dex: [4d6k3]=12, Will: [4d6k3]=14
Is 14 good enough for Will now?

Eye: [3d6]=9, Hear: [3d6]=10, Smell: [3d6]=9, Voice [3d6]=14
Equal or better scores across the board. Much better Voice, too.

I am going to leave things as is unless you have other recommendations. Not sure if INT is that important or if I should swap it with Stamina.

What's the difference between Feudal and Imperial? Definitely taking Noble and getting that two inch boost.

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Rex
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Re: Character Generation

#143 Post by Rex »

The only imperial culture on Harn is Thatda in the west. Chybisa is feudal and would explain why you know some of the local info. 14 is a good score for will and voice. A well balanced character now.

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sulldawga
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Re: Character Generation

#144 Post by sulldawga »

What's the advantage of being a Herald vs. a Knight Bachelor or a Bailiff?

Am I choosing my former occupation, before I ran away to become an adventurer?

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gurusql
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Re: Character Generation

#145 Post by gurusql »

First part
1. Select a species and sex
a. Khuzdul (dwarf)
b. Male
2. Birth date generation - 6th day of Azura (Sunsign - Hirin and Symbol - Eagle)
[_1d12]=(7)=7[_1d30]=(6)=6
3. Birth Place, Culture,and Social Class we will ignore for now.
4. Family Development
a. Sibling Rank, 4th and final child
Sibling[_1d100-20]=(94)=94-20=74[_1d6-1]=(1)=1-1=0Parent[1d100]=95
Orphan[1d100]=70
b. Parent, Orphan - fostered with another family/clan
c. Estrangement. Unpopular
d. Clanhead, Cousin
Estrangement [1d100+20]=14+20=34 Clanhead [1d100]=85
5. Appearance Attributes
a. Height, 52"
b. Frame, Heavy
Height[4d6+40]=12+40=52 Frame [3d6+3]=10+3=13
c. Weight, 110 lbs
d. Comeliness, 9
Comeliness[3d6]=9
e. Fair Complexion, Brown Hair and Blue Eyes

6. Physical Attributes
a. Strength, key attribute, 18+4-3=19
b. Stamina, key attribute, 10+2=12
c. Dexterity, key attribute, 12+1=13
d. Agility 9-1=8
[_4d6c1]=(6+6+6)=18[_4d6c1]=(3+3+4)=10[_4d6c1]=(2+5+5)=12[_4d6c1]=(2+3+4)=9
e. Eyesight, 10+1=11
f. Hearing, 11+2=13
g. Smell. 9+2=11
h. Voice, 9
[_3d6]=(2+4+4)=10[_3d6]=(2+4+5)=11[_3d6]=(1+3+5)=9[_3d6]=(3+1+5)=9
7. Personality Attributes
a. Intelligence, 14
b. Aura, 15-2=13
c. Will, 14+3=17
[_4d6c1]=(3+5+6)=14[_4d6c1]=(3+6+6)=15[_4d6c1]=(4+5+5)=14
d. Morality, 12-Law-Abiding

If you rearrange is it before or after the mods?

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Rex
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Re: Character Generation

#146 Post by Rex »

You are choosing your former/current occupation (as of start of game play). A knight for example is 7 to 10 years of training and once a knight you will be so until death. Other occupations are slightly different in that regard, a carpenter might become a shipwright for example. A knight might gain a holding or loose one, become a baron etc. But, they are still a knight.

Knight Bachelor is a knight with no holdings of their own. Often later sons or someone knighted for bravery etc. Most PCs fall in this class as they are trying to make their way in the world, ie. make it rich.

A Bailiff is often a knight but not always, they are appointed to administer a holding for someone else. Often the crown or a earl etc. Not a PC option for this game.

A Herald is also a knight, but has additional/improved non-combat skills. They have all the knights combat skills but slightly reduced starting mastery levels. They are used as negotiators, spies, messengers etc.

Religious Order Knights are very similar to Knight Bachelor but with increased Ritual skill. They are also sworn to an order and have additional vows depending on the religion. In Chybisa it would be Larani, the Lady of Paladins. They are generally subservient to a Clerical order.

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Rex
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Re: Character Generation

#147 Post by Rex »

You rearrange before mods. So if you want to run a dwarf mage you would switch your Str roll of 18 with your Aur roll of 15. You would still be strong but your Aur would be max for a Dwarf and that is the critical attribute for a mage.

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Re: Character Generation

#148 Post by sulldawga »

I guess there's no reason not to go Herald then!

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Re: Character Generation

#149 Post by Rex »

A knight would be a better combatant to start but would be not as good at some nice role play skills. I find Herald a better choice but some like pure tanks.

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Re: Character Generation

#150 Post by sulldawga »

Occupation: Herald
Social class: Noble
Culture: Feudal
As previously noted, height jumps to 70" and weight to 192 lbs. Strength rises to 16.
Not sure about age but Herald average five years of training.

Skills
Occupation Skills
Heraldry 4
Oratory 4
Rhetoric 4
Intrigue 5
Drawing 4
2nd Language
Script
Riding 6
Initiative 6
Lance 6
Bastard Sword 5
Handaxe 5
Dagger 5
Kite Shield 6
Dancing 3

Questions for Rex:
Herald says "plus Knight skills". A Knight gets Knight Bachelor skills plus Law 3 and Agriculture 2. Does a Herald get the Law and Agriculture skills as well?
Does a Herald get the skills shown for all Military (i.e. Initiative, Foraging, Survival, Heraldry, Physician, and Weaponcraft)?
Going to go with the Heavy Horse skills over the Medium Horse unless you say otherwise.

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Re: Character Generation

#151 Post by Rex »

Excellent questions, but first I have one for you. What was your parents occupation? Most likely knight but if you have a good backstory for otherwise it could be something else, even herald. I ask as you get a starting bonus to your skills or added skills based on your parents occupation.

You get the law and agricultural skills as well as the al military skills. Keep in mind you don’t get the military skills at those levels but the oml on the skill chart.

Starting age is 13+1d3+occupation years (5 for herald)

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Re: Character Generation

#152 Post by Rex »

One more thing. The military skills lists weapons as specialties. You actual get the base skill, ie. sword and have to take the listed specialty as your first specialty.

I will go over your numbers when I get home tonight and make sure they are all good. Skills is where it gets crunchy with a bunch of math.

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Re: Character Generation

#153 Post by sulldawga »

I wonder if it makes the most sense for my father to be a Knight, because then it might explain why he's ok with me being a Herald (presumably that's at least as good, if not better, than being a Knight?)

Starting age: [1d3]=1 Starting age is 19.

If I don't care about psionics, can I swap the 11 in Aura and the 9 in Eye? My Intrigue will go down but a lot of other skills will go up.

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Re: Character Generation

#154 Post by sulldawga »

Any advice on my second language? And can I assume that the Script I know is Lakise? Having Script just means I can read and write, correct?

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Re: Character Generation

#155 Post by sulldawga »

Moving along to Friends and Enemies
19/5 is 3.8, rounded up to 4. So 4 Friends.

Contacts: [1d100]=73, [1d100]=45, [1d100]=47, [1d100]=57
Guildsman Apprentice, Serf/Slave, Serf/Slave, and Unguilded.

Contacts roll 2: [1d100]=63, [1d100]=77, [1d100]=7, [1d100]=48
The Guildsman is a Miller's Apprentice, Serf 1 is a Farmer, Serf 2 is a Farmer, and the Unguilded is a Farmer (freehold).

Relationship: [1d100]=87, [1d100]=97, [1d100]=66, [1d100]=47
The Miller's Apprentice is a Friend, Serf 1 is a Close Friend, Serf 2 is an Acquaintance, and the Freeholder is an Acquaintance.

Contacts loyalty: [1d20]=7, [1d20]=2, [1d20]=4, [1d20]=19

Loyalty
Miller's Apprentice 57%
Serf 1 72%
Serf 2 34%
The Freeholder is my best friend, so 89%

Funds and Additional Equipment
Funds: [3d6]=6
6 is Poor. Oh well. A Poor Noble still has 600d.

Let me know what he starts with and what I need to buy with that 600d.

When it comes to Optional Skills, can I use those to specialize?

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Re: Character Generation

#156 Post by Rex »

sulldawga wrote: Fri Jan 05, 2024 3:54 am I wonder if it makes the most sense for my father to be a Knight, because then it might explain why he's ok with me being a Herald (presumably that's at least as good, if not better, than being a Knight?)

Starting age: [1d3]=1 Starting age is 19.

If I don't care about psionics, can I swap the 11 in Aura and the 9 in Eye? My Intrigue will go down but a lot of other skills will go up.
A herald is a knight. They are very respected much like clergy though, they are a later child's occupation since they are often out of line to inherit. Since you are eldest we could change that or probably your father isn't a land holder so a Herald would then be a step up for you.

You can swap your Eye and Aur.

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Re: Character Generation

#157 Post by Rex »

sulldawga wrote: Fri Jan 05, 2024 4:12 am Any advice on my second language? And can I assume that the Script I know is Lakise? Having Script just means I can read and write, correct?
Yes a Script allows you to read and write, without one you can't. Most (even nobles) are illiterate on Harn.

Yes Lakise is the common script.

Harnic is the most common language followed by Jarinese, then Ivinian. I would go with Jarinese (human script about 25% of humans on Harn speak it) or Ivinian (Viking). Two of the group are Ivinian so it would be useful there and one of the barons in Chybisa is Ivinian. Sindarin (Elven) is very rare and Khuzdul (Dwarven) is forbidden.

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Re: Character Generation

#158 Post by sulldawga »

Let's see if I can copy/paste my Skills in here...

AUTOMATIC SKILLS SB Multiplier OML
Climbing 14 4 56
Condition 14 5 70
Jumping 14 4 56
Stealth 12 3 36
Throwing 13 4 52
Awareness 10 4 40
Intrigue 13 3
Oratory 14 2
Rhetoric 15 3
Singing 13 3 39
Initiative 14 4
Unarmed 14 4 56

OCCUPATIONAL SKILLS
Heraldry 12 4 48
Oratory 14 4 56
Rhetoric 15 4 60
Intrigue 13 5 65
Drawing 12 4 48
Law 14 3 42
Agriculture 14 2 28
Language 14 84
Script 12 82

MILITARY SKILLS
Riding 13 6 78
Initiative 14 6 84
Polearm 15 6 90
Sword 13 5 65
Axe 15 5 75
Dagger 12 5 60
Shield 13 6 78
Dancing 13 3 39
Foraging 12 4 48
Survival 14 4 56
Physician 13 2 26
Weaponcraft 14 2 28

Is this good enough to double check my math? First number is the SB, second is the multiplier, third is the OML.

Ignore the Intrigue, Oratory, Rhetoric, and Initiative entries under Automatic skills because the multiplier was better under Occupational or Military.

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Re: Character Generation

#159 Post by Rex »

sulldawga wrote: Fri Jan 05, 2024 4:34 am Moving along to Friends and Enemies
19/5 is 3.8, rounded up to 4. So 4 Friends.

Contacts: [1d100]=73, [1d100]=45, [1d100]=47, [1d100]=57
Guildsman Apprentice, Serf/Slave, Serf/Slave, and Unguilded.

Contacts roll 2: [1d100]=63, [1d100]=77, [1d100]=7, [1d100]=48
The Guildsman is a Miller's Apprentice, Serf 1 is a Farmer, Serf 2 is a Farmer, and the Unguilded is a Farmer (freehold).

Relationship: [1d100]=87, [1d100]=97, [1d100]=66, [1d100]=47
The Miller's Apprentice is a Friend, Serf 1 is a Close Friend, Serf 2 is an Acquaintance, and the Freeholder is an Acquaintance.

Contacts loyalty: [1d20]=7, [1d20]=2, [1d20]=4, [1d20]=19

Loyalty
Miller's Apprentice 57%
Serf 1 72%
Serf 2 34%
The Freeholder is my best friend, so 89%

Funds and Additional Equipment
Funds: [3d6]=6
6 is Poor. Oh well. A Poor Noble still has 600d.

Let me know what he starts with and what I need to buy with that 600d.

When it comes to Optional Skills, can I use those to specialize?
All looks very good. We will need to come up with where you are from. Let me know if you have somewhere in mind or I can pick a location in Chybisa for you. I will get you a list of starting equipment based on a poor herald over the next couple of days, Sunday at the latest.

You get 5 option points, they improve a skill. I do specialties where you get one at ML 40+, 2 at 80+, 3 at 100+, 4 at 110+. The specialty will be at your main score +SB.

Keep in mind that 1 option point (OP) increases a skills OML by 1, 3 OP increases by 2, 7 OP by 3. So you are best to spread them out or use them to open new skills.

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Re: Character Generation

#160 Post by Rex »

sulldawga wrote: Fri Jan 05, 2024 5:26 am Let's see if I can copy/paste my Skills in here...

AUTOMATIC SKILLS SB Multiplier OML
Climbing 14 4 56
Condition 14 5 70
Jumping 14 4 56
Stealth 12 3 36
Throwing 13 4 52
Awareness 10 4 40
Intrigue 13 3
Oratory 14 2
Rhetoric 15 3
Singing 13 3 39
Initiative 14 4
Unarmed 14 4 56

OCCUPATIONAL SKILLS
Heraldry 12 4 48
Oratory 14 4 56
Rhetoric 15 4 60
Intrigue 13 5 65
Drawing 12 4 48
Law 14 3 42
Agriculture 14 2 28
Language 14 84
Script 12 82

MILITARY SKILLS
Riding 13 6 78
Initiative 14 6 84
Polearm 15 6 90
Sword 13 5 65
Axe 15 5 75
Dagger 12 5 60
Shield 13 6 78
Dancing 13 3 39
Foraging 12 4 48
Survival 14 4 56
Physician 13 2 26
Weaponcraft 14 2 28

Is this good enough to double check my math? First number is the SB, second is the multiplier, third is the OML.

Ignore the Intrigue, Oratory, Rhetoric, and Initiative entries under Automatic skills because the multiplier was better under Occupational or Military.
Your math looks good to me but a couple of comments/corrections. Overall a good job.

Unarmed OML 4 is a typo, should be 3.
Any combat skill can only be a max of SB higher than Initiative. So you have to max it there or spend an option point to improve your Initiative. In your case you would be better adding the OP to a weapon skill itself.

Your knight skills are all base OML from the skills chart, not the knights OML. But since your father was a knight you also get +1 OML to all knight skills. So they should be as follows.
Riding 13 2 26
Initiative 14 5 70
Polearm 15 3 45
Sword 13 4 52
Axe 15 4 60
Dagger 12 4 48
Shield 13 4 52
Dancing 13 3 39
Foraging 12 4 48
Survival 14 4 56
Physician 13 2 26
Weaponcraft 14 2 28

The only thing I didn't check was your sunsign. Did you add your sunsign bonus to your SB's?

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