Character Creation Rules — "Touched by the Gods"

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Starbeard
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Character Creation Rules — "Touched by the Gods"

#1 Post by Starbeard »

Creating a Character
Your first character begins with a bonus of 10 experience points, and you may re-roll any single roll during character creation. Any subsequent characters get these bonuses only if you roll for a random race.

1. Pick your race (or roll 1D8), then roll up characteristics:

1-4: Human
5-6: Dwarf
7: Elf
8: Ratman

2. Roll for background skills, and decide whether to be a Fighter or a Wizard. Wizards must have Intelligence 5+, and have some special statistics (see Wizards post here).

3. Purchase equipment and personnel.

4. Make a PC sheet and PM me the link, then introduce your character (without sheet) in the Tablet of Heroes thread.
Last edited by Starbeard on Tue Jan 08, 2019 7:51 pm, edited 9 times in total.

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Human character creation

#2 Post by Starbeard »

Human Character Creation

Alignment
Humans can be of any alignment.

Social Status (1D100)
1-20: Bondsman/recently-freed slave (Social Level 0)
21-71: Freeman (Social Level 1)
72-91: Citizen (Social Level 2)
92-96: Noble (Social Level 3)
97-99: Aristocrat (Social Level 4)
100: Prince (Social Level 5)

Background Skills
Number of skills: 1D4-1

Basic Characteristics
Attacks 1
Wounds 1
Initiative 1D4+1
Strength (1D6) — 1: Strength 1, 2-6: Strength 2
Toughness (1D6) — 1-5: Toughness B, 6: Toughness C
Move: 4/3 (i.e., 4" normal, 3" armoured)

Hero Characteristics
Intelligence 1D10
Cool 1D10
Will Power 1D10
Leadership 1D3 (+1 if Noble or higher)

Combat Characteristics: Weaponskill (WS) and Bowskill (BS)
Decide whether your character specializes in melee or ranged combat.
For each, roll on the following table. The secondary skill is rolled at -2, and cannot be higher than the primary skill.

Roll 2D6
2: 1
3-4: 2
5-9: 3
10: 4
11: 5
12: 6

Miscellaneous Statistics
Starting Age: 6D6+6 (maturity at 18, typical life span 60)
Starting Money: 1D6 talents x social class multiplier:
  • Bondsman x0
  • Freeman x1
  • Citizen x3
  • Noble x10
  • Aristocrat x20
  • Prince x30
Starting Equipment
Nobles and above have a mount (horse or lesser), a weapon, and a slave who is trained in any profession they choose.
Last edited by Starbeard on Sun Feb 21, 2016 7:46 pm, edited 4 times in total.

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Dwarves

#3 Post by Starbeard »

Dwarf Character Creation

Alignment
Dwarves can be of any alignment except Hunger.

Social Status (1D100)
1-81: House Serf (Social Level 1)
82-96: Noble (Social Level 2)
97-98: Kinsman (Social Level 3)
99: Prince (Social Level 4)
100: Royal Prince (Social Level 5)

Background Skills
Number of skills: 1D4-1

Basic Characteristics
Attacks 1
Wounds 1
Initiative 1D4
Strength (1D6) — 1-5: Strength 2, 6: Strength 3
Toughness (1D6) — 1: Toughness B, 2-6: Toughness C
Move 3.5/3.5 (i.e., 3.5" normal, 3.5" armoured)

Hero Characteristics
Intelligence 2D4+2
Cool 2D4-2
Will Power 2D4+2
Leadership 1D3 (+2 if Noble or higher)

Combat Characteristics: Weaponskill (WS) and Bowskill (BS)
Decide whether your character specializes in melee or ranged combat.
For each, roll on the following table. The secondary skill is rolled at -2, and cannot be higher than the primary skill.

Roll 2D6
2: 1
3-4: 2
5-9: 3
10: 4
11: 5
12: 6

Miscellaneous Statistics
Starting Age: 10D6+20 (maturity at 32, typical life span 240)
Starting Money: 1D6 talents x social class multiplier:
  • House Serf x3
  • Noble x5
  • Kinsman x8
  • Prince x20
  • Royal Prince x25
Starting Equipment
Nobles and higher have full mail armour, two weapons, and a slave. The slave is trained in one profession. House serfs must purchase all equipment.
Last edited by Starbeard on Sat Feb 20, 2016 7:25 pm, edited 2 times in total.

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Elves

#4 Post by Starbeard »

Elf Character Creation

Alignment
Elves can be of any alignment except Hunger.

Social Status (1D100)
1-91: Free Elf (Social Level 1)
92-96: Councillor (Social Level 2)
97-98: Elder (Social Level 3)
99-100: Prince (Social Level 4)


Background Skills
Number of skills: 1D4-1

Basic Characteristics
Attacks 1
Wounds 1
Initiative 1D4+3
Strength (1D6) — 1: Strength 1, 2-6: Strength 2
Toughness (1D6) — 1-5: Toughness B, 6: Toughness C
Move 4.5/4 (i.e., 4.5" normal, 4" armoured)

Hero Characteristics
Intelligence 2D4+2
Cool 2D4
Will Power 2D4
Leadership 1D3 (+1 if Councillor or higher)

Combat Characteristics: Weaponskill (WS) and Bowskill (BS)
Decide whether your character specializes in melee or ranged combat.
For each, roll on the following table. If your primary skill is BS, roll at +2. The secondary skill is always rolled at -2, and cannot be higher than the primary skill.

Roll 2D6
2: 1
3-4: 2
5-9: 3
10: 4
11: 5
12: 6

Miscellaneous Statistics
Starting Age: 3D6+20 (maturity at 24, typical life span 160)
Starting Money: 1D6 talents x social class multiplier:
  • Free Elf x5
  • Councillor x8
  • Elder x10
  • Prince x12
Starting Equipment
Councillors and above have two weapons and a mount (horse or lesser). Elders and above also have full mail armour. All other equipment must be purchased. A Night Elf (i.e., an Evil Elf) who is given a mount may trade it for a cold one (giant lizard).
Last edited by Starbeard on Sat Feb 20, 2016 7:26 pm, edited 4 times in total.

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Ratmen

#5 Post by Starbeard »

Ratman Character Creation

Alignment
Ratmen can be of any alignment except Good.

Social Status (1D100)
1-21: Slave (Social Level 0)
22-91: Free Rat (Social Level 1)
92-98: Elder (Social Level 2)
99-100: Chieftain (Social Level 3)

Background Skills
Number of skills: 1D4-1

Basic Characteristics
Attacks 1
Wounds 1
Initiative 1D4+2
Strength (1D6) — 1: Strength 1, 2-6: Strength 2
Toughness (1D6) — 1-5: Toughness B, 6: Toughness C
Move 5/3 (i.e., 5" normal, 3" armoured)

Hero Characteristics
Intelligence 1D10
Cool 2D4
Will Power 1D10
Leadership 1D3 (+1 if Elder or higher)

Combat Characteristics: Weaponskill (WS) and Bowskill (BS)
Decide whether your character specializes in melee or ranged combat.
For each, roll on the following table. The secondary skill is always rolled at -2, and cannot be higher than the primary skill.

Roll 2D6
2: 1
3-4: 2
5-9: 3
10: 4
11: 5
12: 6

Miscellaneous Statistics
Starting Age: 5D6+3 (maturity at 14, typical life span 50)
Starting Money: 1D6 talents x social class multiplier:
  • Slave x0
  • Free Rat x1
  • Elder x4
  • Chieftain x10
Starting Equipment
Free Rats and above have one weapon and one slave. Elders and Chieftains have two more slaves, and all three may be trained in one profession.
Last edited by Starbeard on Mon Jan 14, 2019 8:49 pm, edited 5 times in total.

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Background skills

#6 Post by Starbeard »

Background skills

‘A Character’s Skills will depend upon his previous experience. Like Personal Characteristics they should be interpreted by the GM. The various Skills are listed below together with the random generation % scores.’

Roll 1D100
*=see below for special rules/abilities.
1-10 Trapper*
11-18 Tracker*
19-25 Trader*
26-30 Sailor*
31-32 Ship’s mate
33-34 Navigator
35 Captain
36-40 Forger
41-44 Con man*
45-53 Pickpocket*
54-60 Pharmacist*
61-67 Actor*
68-75 Minstrel*
76 Transvestite*
77-81 Jeweller*
82-85 Woodsman*
86-88 Fisherman
89-92 Nomad*
93-95 Armourer*
96 Miner*
97 Engineer
98-100 Linguist*
  • Actor: good at pretending to be other people, limited ability in disguise.
  • Armourer: may use a forge to make weapons, armour and sundry special gadgets.
  • Con man: +3 to Cool characteristic.
  • Jeweller: is aware of the value and rarity of various gems and can identify forgeries.
  • Linguist: fluent in 2 extra languages.
  • Miner: can tell if a dungeon or mine is safe, and which races generally tunnel in that style.
  • Minstrel: can always earn a little money by singing and telling stories.
  • Nomad: knows where to find water in deserts, how to handle camels and extremes of temperature.
  • Pharmacist: Is aware of both the sale and the purchase prices of drugs and has knowledge of their medicinal value and other effects.
  • Sailor: can perform general ship-board duties.
  • Tracker: will be able to find, follow and recognize tracks in soft ground, snow or dusty corridors.
  • Trader: will be aware of most commodity prices and their differing values in different areas.
  • Transvestite: can don the appropriate clothes and pass off as a member of the opposite sex. A useful skill when stealing into a harem or single-sex temple, for example.
  • Trapper: can set traps using string, ropes, sticks and/or pits. Traps for small creatures (Strength 1) take 1D6 turns to construct, and +1D6 turns for each strength grade higher. A trap has a 75% chance of being effective.
  • Woodsman: can walk silently in woods, and may subsist and feed other people safely in a wilderness. Can also identify most naturally poisonous plants.
Last edited by Starbeard on Sat Jan 12, 2019 7:48 pm, edited 1 time in total.

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Equipment and personnel

#7 Post by Starbeard »

Starting Equipment and Personnel
The generic equipment lists for the game are copied below. As a starting character you do not need to roll for availability: any equipment you want to purchase is automatically considered available to you.

Troops and Personnel
You have two options for purchasing troops (In all cases, 'armoured' troops can be in cloth, leather or chain armour only. Each soldier can be equipped with any weapon):
  1. Add 10 mina to your starting money and pay for personnel normally (i.e., pay for 1 week's wages).
  2. Receive no extra money, but hire 20 servants for free (no equipment). You may still buy other personnel or equip your servants normally.
All hirelings (servants and soldiers) have a 4 week grace period where they will work without further pay.


Equipment and Personnel Lists

Image

Image

Image

Image

Image
Last edited by Starbeard on Mon Feb 08, 2016 4:39 pm, edited 1 time in total.

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Wizards

#8 Post by Starbeard »

To be a Wizard, the character must have an Intelligence of at least 5.

Wizard Statistics
All wizards have three extra statistics: Mastery, Constitution, and Life Energy.

Mastery always starts at 1 ('Novice' or 'Initiate'), and determines maximum (comfortable) spell level.
Constitution is temporarily reduced while casting spells. It is equal to Will Power + 2D6
Life Energy is permanently reduced from casting spells. Its starting value is dependent on race:
  • Man D10 x 200
  • Dwarf 2D6 x 200
  • Elf 2D6 x 200
  • Ratman D10 x 200
Starting Spells
List of known spells are here, in the FAQ thread.
A wizard starts with one of the following Level 1 spells (player's choice), plus one copy of whatever talisman is required to cast it.

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