Character Generation

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tooleychris
Rider of Rohan
Rider of Rohan
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Joined: Wed May 01, 2013 2:07 pm
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Character Generation

#1 Post by tooleychris »

Follow steps in order please.
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STEP 1
Choosing a character concept can be an important part of enjoying any RPG. However, it can be just as much fun to roll the dice for characteristics and base the concept on those rolls. This allows a more random effect and could perhaps generate a character you are not use to playing. The choice is yours!
Choose your character’s race and gender and write it in the correct space. There are no differences between the way male and female characters are created, and neither gender has an advantage system-wise. Races, likewise, are more for identification and individualism. It has no impact on mechanics of the game.


STEP 2
* Roll 3D6 for the characteristics Strength (STR), Constitution (CON), Power (POW), Dexterity (DEX), and Appearance (APP). Enter the results in the appropriate places on your character sheet.
* Roll 2D6+6 for the Intelligence (INT), Education (EDU), and Size (SIZ) characteristics.
These numbers provide the bare bones of your character, determining what characteristics the character is strong or weak in.
* If you wish, redistribute up to 3 points between your characteristics. No characteristic can begin at more than 21 points. If you aren’t satisfied with the characteristics you have, and the GM approves, you can erase all of them and start over.

A note on Power (POW): There are NO special powers, mutations, or otherworldly abilities in this campaign so POW will be used for Perception skill bonuses only.


STEP 3

* The default age for characters is 17+1D6 years old. If you wish to begin play with a character younger or older, choose an age that seems appropriate to you, and that meets with your GMs approval. Age brings experience. For every full 10 years you add to the default rolled starting age of your character, you can allot another 20 skill points to your character’s professional skills points.
Youths lack experience. For every year below the age of 18 subtract 20 skill points from your character’s professional skill points.
The GM may choose to limit professions available to characters below 18 years of age.
* Age does not come without a price. For every 10 years above 40 (starting at age 50), subtract 1 point from one of the following characteristics (your choice): STR, CON, DEX, or APP. For every 10 years above 70 (starting at age 80), you must subtract 1 each from three of these characteristics.
Youths have not reached their potential. For every year below 18, subtract 1 point from one characteristic of your choice. The GM may require that you make SIZ one of these lowered characteristics. These points can be gained through play (experience), training, or gradually through natural means (GMs discretion).
Every 10 years added to your character’s starting age (amounts less than 10 years do not count for this bonus), adds+1 to your character’s EDU characteristic. Be sure to increase the relevant skill points generated by this increase.


STEP 4
Here’s where you determine your characteristic rolls. By now you should know what your final characteristics are, but if not, hold off on this step until you’ve finalized them. Multiply STR x 5 for your Effort roll, and enter the value.
* Multiply CON x 5 for your Stamina roll, and enter the value.
* Multiply INT x 5 for your Idea roll, and enter the value.
* Multiply POW x 5 for your Luck roll, and enter the value.
* Multiply DEX x 5 for your Agility roll, and enter the value.
* Multiply APP x 5 for your Charisma roll, and enter the value.
* Multiply EDUx5 for your Know roll, and enter the value.


STEP 5
Now it’s time to get your character’s derived characteristics, particularly damage bonus, hit points, and experience bonus. You should also determine your initial fatigue points.
* Add STR + SIZ and find the damage bonus corresponding to your character’s total on the “Damage Bonus Table”.
Pencil in the damage bonus provided.
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* Add CON + SIZ and divide the result by 2. Round up any fraction. Circle the corresponding number in the hit point box and write the total on the hit points line. The circled number is your character’s maximum hit points. If your character loses hit points, mark them off with a pencil, and erase the marks as hit points are healed or otherwise restored. Your major wound level is 1/2 hit points, rounded up. Make a note of your character’s experience bonus: this value is equal to 1/2 your character’s INT, rounded up.
We'll be using Hit Locations in this campaign. Your characters various body parts can be individually damaged and have HPs according to the following charts:
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* Your character’s MOV is how fast during a combat round he or she can move. Human characters can normally move 10 units per round. A unit is a somewhat variable amount usually equaling 1 meter.


STEP 6 (edited)
Skill Bonuses: Calculate the bonus for each skill category for your character by dividing the appropriate characteristic by 10. Note these values in the spaces for each skill category. This bonus adds to the base chance for every skill, if any. For each category:
EXAMPLE: COMMUNICATION(CHA) is a skill category that has a bonus equal to CHA divided by 10(round up). So if your CHA is 75, all the skills under COMMUNICATION get a bonus of +8.
COMMUNICATION (+8%)
So Bargain(5) has a base of 5% add bonus of 8%(in this case) for a total of 13% before you even add a point to it.

STEP 7
In addition to being defined by characteristics, your character is also defined in terms of his or her skills. Characteristics are the natural abilities your character was born with or developed independently, while skills are learned through life experience, often as part of a profession. A profession is a job or vocation your character is assumed to be a part of when he or she begins play. You may pick one of the below professions.
Note on Professions: Just because a character is listed with one of the below skills doesn't mean he/she is limited to those skills. Likewise, a profession that doesn't list a certain skill doesn't mean that character can't learn that skill. These are just skills that characters can spend profession skill points on during creation. Also, if you don't see a profession you have in mind we can work it out, just ask!

Artist Wealth: Any, but usually Poor or Average. Skills: Any two Art skills, any Craft, Insight, one appropriate Knowledge skill, Language (Other), Language (Own), Listen, Research, and Spot.

Athlete Wealth: Poor through Wealthy, usually Average or Affluent. Skills: Climb, Dodge, Jump, Stealth, Throw and choose five of the following as appropriate to setting and sport: Brawl, First Aid, Grapple, Insight, Listen, Martial Arts, Spot, Ride, or Swim.

Beggar Wealth: Destitute. Skills: Bargain, Fast Talk, Hide, Insight, Knowledge (Region: local area), Listen, Persuade, Sleight of Hand, Spot, Stealth.

Clerk Wealth: Average Skills: Bargain, Etiquette, Knowledge (Accounting), Knowledge (Law), one other Knowledge, Language (Own), Persuade, Research, Status, and either Technical Skill (Computer Use) or Literacy.

Computer Tech Wealth: Average to Affluent. Skills: Craft (Computer Hardware or Code), one Knowledge skill, Language (Other) (a programming language), Repair (Electrical), Repair (Electronics), Research, Science (Mathematics), Status, Technical (Computer Use), and choose one of the following skills as specialties: Accounting, Hide, or Knowledge (Law).

Cowboy Wealth: Poor to Average, occasionally Affluent. Skills: Craft (usually knots), Firearm (Rifle), Knowledge (Natural History), Knowledge (Region: the Range), Listen, Navigate, Ride, Spot, Throw, Track
Craftsman Wealth: Poor to Affluent, usually Average. Skills: Appraise, any one Art, Bargain, any two Craft skills, Spot, Research, Status, and choose two of the following as appropriate to setting and trade: Fine Manipulation, Repair (Electrical), Repair (Electronics), Repair (Mechanical), or Heavy Machine.

Detective Wealth: Average or Affluent. Skills: Firearm (Handgun), Knowledge (Law), Listen, Persuade, Spot, Research, and choose four of the following: Art, Brawl, Disguise, Dodge, Drive, Fast Talk, Firearm (any), Grapple, Hide, Insight, Knowledge (any), Language (Other), Language (Own), Medicine, Ride, Science (any), Technical (Computer Use), Stealth, or Track.

Doctor Wealth: Average to Affluent. Skills: First Aid, Language (Own), Medicine, Persuade, Research, Spot, and choose four of the following: Insight, Language (Other), Psychotherapy, Science (any), and Status

Engineer Wealth: Poor to Affluent, usually Average. Skills: Craft (any), Repair (Mechanical), Repair (Structural), Spot, Status, and five of the following, as appropriate to setting and concept: Art (usually Drafting), Drive, Heavy Machine, Knowledge (any), Pilot (any), Repair (Electrical), Repair (Electronics), Science (any), or Technical (Computer Use).

Entertainer Wealth: Destitute to Wealthy, usually Average. Skills: Art (any), Disguise, Fast Talk, Fine Manipulation, Insight, Language (Other), Language (Own), Listen, Perform (any), and Persuade.

Explorer Wealth: Affluent or Wealthy. Skills: Climb, Language (Other), Language (Own), Persuade, Research, Spot, and four of the following: Knowledge (Anthropology, Group, History, Natural World, or Region), Drive, Fast Talk, Firearm (Pistol, Revolver, or Rifle), Navigate, Pilot (Aircraft or Boat), Ride, Science (Geology), Swim, or Track

Farmer Wealth: Poor to Affluent, usually Average. Skills: Bargain, Craft (any), Knowledge (Natural History), Listen, Spot, and five of the following as appropriate to setting and concept: Brawl, Drive, Firearm (Rifle or Shotgun), First Aid, Heavy Machine, Knowledge (History), Repair (Mechanical), Ride, Science (Biology, Botany, or Geology), Track.

Gambler Wealth: Poor to Affluent, usually Average. Skills: Bargain, Brawl, Dodge, Fast Talk, Gaming, Insight, Knowledge (Accounting), Sleight of Hand, Persuade, and Spot.

Hunter Wealth: Poor or Average, unless a big game or sport hunter, then Wealthy. Skills: Climb, Hide, Listen, Navigate, Spot, Stealth, Track, and three of the following: Firearm (Rifle or Shotgun), Knowledge (Natural History or Region), Melee Weapon (usually Spear), Missile Weapon (any), Language (Other), and Ride.

Journalist Wealth: Average to Affluent. Skills: Fast Talk, Insight, Language (Own), Listen, Persuade, Research, Spot, and three of the following: Art (Photography), Craft (Photography), Disguise, Hide, Knowledge (any), Language (Other), Status, Stealth, or Technical (Computer Use).

Laborer Wealth: Poor or Average. Skills: Climb, Craft (any), Drive, Brawl, Grapple, Heavy Machine, and four of the following: Appraise, Fine Manipulation, Language (Other), Repair (Mechanical), Repair (Structural), Literacy or Technical (Computer Use).

Lawman Wealth: Usually Average. Corrupt lawmen are sometimes Affluent. Skills: Brawl, Dodge, Fast Talk, Knowledge (Law), Listen, Spot, and four of the following, as appropriate to setting and concept: Drive, Firearms (any), First Aid, Grapple, Insight, Knowledge (Region or Group), Language (Other), Martial Arts, Melee Weapon (any), Missile Weapon (any), Pilot (any), Ride, Status, Technical (Computer Use), or Track.

Lawyer Wealth: Destitute, Poor, Average, Affluent, Wealthy Skills: Bargain, Fast Talk, Insight, Knowledge (Law), one other Knowledge skill, Language (Own), Perform (Oratory), Persuade, Research, and Status.

Mechanic Wealth: Poor to Average, usually Average. Skills: Bargain, Craft (Metalwork), Drive, Fine Manipulation, Heavy Machine, Repair (Electrical), Repair (Electronics), Repair (Mechanical), Repair (Structural), and Spot.

Merchant Wealth: Average to Wealthy, usually Affluent. The gamemaster and player should determine whether the character owns their own shop or trade vessel. Skills: Appraise, Bargain, Fast Talk, Knowledge (Accounting), Knowledge (Business), Persuade, Research, Status, and any two other skills as specialties.

Pilot Wealth: Average to Affluent. If you own your own vessel, Affluent. Skills: Drive, Heavy Machine, Listen, Navigate, Pilot (any), Spot, plus any four of the following skills: Bargain, Climb, Command, Craft (any), Knowledge (Region), Repair (Electrical), Repair (Electronics), Repair (Mechanical), Language (Other), Persuade, Science (Physics), Science (Astronomy), or Technical (Computer Use).

Sailor Wealth: Poor or Average, usually Average. Skills: Climb, Craft (any), Dodge, Grapple, Navigate, Pilot (Boat), Swim, and any three of the following: Artillery (any, usually shipboard), Command, Language (Other), Listen, Repair (Mechanical), Repair (Structural), or Spot.

Scholar Wealth: Average or Affluent, usually Average. Skills: Language (Other), Language (Own), Persuade, Research, Teach, and choose five Knowledge or Science skills related to your field of study.

Scientist Wealth: Average or Affluent, usually Affluent. Skills: Craft (any), Persuade, Research, Status, Technical (Computer Use) or Heavy Machine, and any five Knowledge or Science related to your field of study.

Servant Wealth: Poor to Average, though sometimes servants have limited access to their employer’s lifestyle of Affluent or Wealthy, at the game master’s approval. Skills: Craft (any), Etiquette, Hide, Language (Own), Listen, Stealth, and choose four of the following as personal specialties, as appropriate to the setting and concept: Bargain, Drive, First Aid, Insight, Knowledge (Accounting), Language (Other), Persuade.

Soldier Wealth: Poor or Average, but frequently given access to expensive or otherwise-prohibited equipment. Skills: Brawl, Climb, Dodge, First Aid, and six of the following: Artillery, Command, Drive, Firearm (usually Rifle, but any), Grapple, Heavy Weapon (any), Hide, Language (Other), Listen, Jump, Medicine, Melee Weapon (any), Missile Weapon (any), Navigate, Repair (Mechanical), Ride, Spot, Stealth, or Throw.

Student Wealth: Poor to Wealthy, usually Average. Skills: Language (Own), Research, and choose eight other skills as courses of study. Common choices are from the following list: Art (any), Craft (any), First Aid, Insight, Knowledge (any), Language (Other), Listen, Medicine, Repair (any), Perform, Persuade, Psychotherapy, Science (any), Technical (Computer Use), and one Physical skill (if involved in athletics).

Teacher Wealth: Average or Affluent, usually Average. Skills: Language (Own), Persuade, Research, Status, Teach, and choose five other skills as areas of expertise. Common choices are from the following list: Art (any), Craft (any), First Aid, Insight, Knowledge (any), Language (Other), Listen, Medicine, Repair (any), Perform, Persuade, Psychotherapy, Science (any), Technical (Computer Use).

Technician Wealth: Average or Affluent. Skills: Fine Manipulation, Heavy Machine, Listen, Repair (any), Science (Physics), Research, Spot, Technical (Computer Use), and two other skills from the following list as a specialty: Craft (any), Drive, Pilot (any).



STEP 8

* Allot 250 points to profession skills; no skill begins higher than75%. (If factors increase a skill to 75% or more skill points being added, do not add any additional skill points.)
* Figure your INTx10 to create your personal skill point pool, spending these additional points on any skills you like, again, not to exceed 75%

Your character can have in immediate possession:
* A complete set (or sets) of clothing appropriate to your character’s home environment and the setting of the campaign.
* An amount of pocket money and personal savings based on your character’s wealth level.
* A personal item showing some relation to your character’s family. This can be an heirloom, keepsake, or some trinket of little relative value but having some emotional connection.
* Any trade tools or equipment suitable to your character’s profession, if appropriate.
* You may not start with any weapon!

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