Character Generation

Rex
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gurusql
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Re: Character Generation

#161 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- Nadai Cusp 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

So burning my second best roll om Aura seems like a waste.
So proposing moving
  • Aura 15 roll to Dex for 16 Dex
  • Dex roll of 12 to Agility for 11 Agility
  • And then the 9 from Agility into Aura (for a 7)
9. Medical
a. Medical [1d100]=11 - Allergy

10. Psyche
Psyche [1d100]=76
Taking extra psyche for +3 to any stat except WILL (I have not added this yet!)
Psyche [1d100]=94
11. Sexuality - Heterosexual
12. Deity/Religion - Halea (goddess of wealth and pleasure)
13. Piety - 18
Piety [_5d6]=(2+6+2+5+3)=18
14. Psionics
Psionics [_3d6]=(1+4+6)=11
15. Occupation - Miner and Clansman (Khuzan Freeman) with parent being the same
16. Age
Not sure I understand this one - is it 15 + 6 (for miner) + 4 (for military) = 25?
16. Skills
a. Assign Occupation Skills with OML
  • Mining/4
  • Engineering/3
  • Woodcraft/2
  • Metalcraft/2
  • Jewelcraft/1
b. Assign Family Skills or Adjust OML of Occupation Skills depending on Parents Occupation - I think you add one to each for this?
  • Mining/5
  • Engineering/4
  • Woodcraft/3
  • Metalcraft/3
  • Jewelcraft/2
c. Discuss Milita option with DM, if granted add Melee Weapon/4, Spear/4 and Shield/4 for unarmored Foot or Bow/4 and Melee Weapon/4, Crossbow/5 and Melee Weapon/4, or Melee Weapon/4 and Sling/3 for unarmored Archer
  • Initiative/5
  • Foraging/4
  • Survival/4
  • Heraldry/2
  • Physician/2
  • Weaponcraft/2
  • Spear/6
  • Handaxe/5
  • Roundshield/5
d. Select optional Skills and or adjust current skills (may include additional Veteran Option Points)
I think that this is five more skills?
Tracking
Mathematics
Improving Climbing
Improving Jumping
Improving a weapon skill - Talk with GM on Trident, Spear, Crossbow
Not sure about Vertern skills if that is a thing
17. Invocations and Spells - I think none

18. Friends and Enemies - 5 Contacts

Contact [_4d100]=(12+86+26+92)=216[1d20]=8
First Cousin, Aunt or Uncle, PHYSICIAN, Not high ranking, Close Friend, Loyalty=78%
Contact [_4d100]=(1+58+93+80)=232[1d20]=10
First Cousin, Aunt or Uncle, MERCANTYLER, Not high ranking, Friend, Loyalty=60%
Contact [_4d100]=(70+16+54+92)=232[1d20]=1
*Unguilded, COOK/SERVANT, Not high ranking, Close Friend, Loyalty=71%
Contact [_4d100]=(45+42+78+69)=234[1d20]=4
*Serf/Slave - No value in table, Not high ranking, Acquaintance, Loyalty=34%
Contact [_4d100]=(48+40+83+42)=213[1d20]=10
*Serf/Slave - No value in table, Not high ranking, Acquaintance, Loyalty=40%
a. Contacts, a number of contacts = age/5 (round)
b. Work through this process for each Contact you have
c. A Contacts office, rank, or tittle is significant, 10% of a high office, rank or tittle where applicable
d. Roll %d to determine Contact (may require additional rolls on Occupation Table)
e. Roll %d to determine Relationship
f. Roll 1d20 to determine Loyalty
g. Once all Contacts are determined, choose 1 to be your Best Friend, adjust their Loyalty to 70+the result of their original d20 Loyalty roll - Still need to do this.
19. Equipment and Funds
a. Equipment everyone starts with
A set of clothing suitable to their station and occupation (I will give more detail on this)
A backpack with any portable tools of their trade
Fire making tools (tinder box or flint and steel)
bandana or scarf
Waterskin
Knife or Dagger
A weapon for each Weapon Skill (DM's choice)
Armor, maybe, depending on Occupation and Social Class
Credentials, depends on Occupation, Social Class, and situation
b. Funds and additional Equipment, roll 3d6, see Family Wealth Table and Veteran Equipment
I. 3-9 poor, 10-14 Average, 15+ Wealthy - Wealth[_3d6]=(1+6+6)=13
c. Other
I. This category involves items that an individual can make themselves or are likely to have made
II. They must purchase or be able to reasonable gather themselves all raw materials
III. They must have access to any necessary tools, special needs
IV. All required rolls will need to be made, Crafting, Spell Casting, Praying etc.
V. Depending on item and rolls additional attempts may be allowed (Mages will start with a Focus for example but it may take several attempts)
I will note here that High Quality Item, Holy Item, Magic Item creation as well as Herbal and Potion creation are all nicely detailed and even possible for starting characters
20. Connecting the Party
a. I usually have some rational for everyone knowing each other or at least being together, but in this scenario we will not worry about it
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Rex
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Re: Character Generation

#162 Post by Rex »

gurusql wrote: Fri Jan 05, 2024 5:46 am First part
1. Select a species and sex
a. Khuzdul (dwarf)
b. Male
2. Birth date generation - 6th day of Azura (Sunsign - Hirin- Nadai Cusp 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

So burning my second best roll om Aura seems like a waste.
So proposing moving
  • Aura 15 roll to Dex for 16 Dex
  • Dex roll of 12 to Agility for 11 Agility
  • And then the 9 from Agility into Aura (for a 7)
9. Medical
a. Medical [1d100]=11 - Allergy

10. Psyche
Psyche [1d100]=76
Taking extra psyche for +3 to any stat except WILL (I have not added this yet!)
Psyche [1d100]=94
11. Sexuality - Heterosexual
12. Deity/Religion - Halea (goddess of wealth and pleasure)
13. Piety - 18
Piety [_5d6]=(2+6+2+5+3)=18
14. Psionics
Psionics [_3d6]=(1+4+6)=11
15. Occupation - Miner and Clansman (Khuzan Freeman) with parent being the same
16. Age
Not sure I understand this one - is it 15 + 6 (for miner) + 4 (for military) = 25?
16. Skills
a. Assign Occupation Skills with OML
  • Mining/4
  • Engineering/3
  • Woodcraft/2
  • Metalcraft/2
  • Jewelcraft/1
b. Assign Family Skills or Adjust OML of Occupation Skills depending on Parents Occupation - I think you add one to each for this?
  • Mining/5
  • Engineering/4
  • Woodcraft/3
  • Metalcraft/3
  • Jewelcraft/2
c. Discuss Milita option with DM, if granted add Melee Weapon/4, Spear/4 and Shield/4 for unarmored Foot or Bow/4 and Melee Weapon/4, Crossbow/5 and Melee Weapon/4, or Melee Weapon/4 and Sling/3 for unarmored Archer
  • Initiative/5
  • Foraging/4
  • Survival/4
  • Heraldry/2
  • Physician/2
  • Weaponcraft/2
  • Spear/6
  • Handaxe/5
  • Roundshield/5
d. Select optional Skills and or adjust current skills (may include additional Veteran Option Points)
I think that this is five more skills?
Tracking
Mathematics
Improving Climbing
Improving Jumping
Improving a weapon skill - Talk with GM on Trident, Spear, Crossbow
Not sure about Vertern skills if that is a thing
17. Invocations and Spells - I think none

18. Friends and Enemies - 5 Contacts

Contact [_4d100]=(12+86+26+92)=216[1d20]=8
First Cousin, Aunt or Uncle, PHYSICIAN, Not high ranking, Close Friend, Loyalty=78%
Contact [_4d100]=(1+58+93+80)=232[1d20]=10
First Cousin, Aunt or Uncle, MERCANTYLER, Not high ranking, Friend, Loyalty=60%
Contact [_4d100]=(70+16+54+92)=232[1d20]=1
*Unguilded, COOK/SERVANT, Not high ranking, Close Friend, Loyalty=71%
Contact [_4d100]=(45+42+78+69)=234[1d20]=4
*Serf/Slave - No value in table, Not high ranking, Acquaintance, Loyalty=34%
Contact [_4d100]=(48+40+83+42)=213[1d20]=10
*Serf/Slave - No value in table, Not high ranking, Acquaintance, Loyalty=40%
a. Contacts, a number of contacts = age/5 (round)
b. Work through this process for each Contact you have
c. A Contacts office, rank, or tittle is significant, 10% of a high office, rank or tittle where applicable
d. Roll %d to determine Contact (may require additional rolls on Occupation Table)
e. Roll %d to determine Relationship
f. Roll 1d20 to determine Loyalty
g. Once all Contacts are determined, choose 1 to be your Best Friend, adjust their Loyalty to 70+the result of their original d20 Loyalty roll - Still need to do this.
19. Equipment and Funds
a. Equipment everyone starts with
A set of clothing suitable to their station and occupation (I will give more detail on this)
A backpack with any portable tools of their trade
Fire making tools (tinder box or flint and steel)
bandana or scarf
Waterskin
Knife or Dagger
A weapon for each Weapon Skill (DM's choice)
Armor, maybe, depending on Occupation and Social Class
Credentials, depends on Occupation, Social Class, and situation
b. Funds and additional Equipment, roll 3d6, see Family Wealth Table and Veteran Equipment
I. 3-9 poor, 10-14 Average, 15+ Wealthy - Wealth[_3d6]=(1+6+6)=13
c. Other
I. This category involves items that an individual can make themselves or are likely to have made
II. They must purchase or be able to reasonable gather themselves all raw materials
III. They must have access to any necessary tools, special needs
IV. All required rolls will need to be made, Crafting, Spell Casting, Praying etc.
V. Depending on item and rolls additional attempts may be allowed (Mages will start with a Focus for example but it may take several attempts)
I will note here that High Quality Item, Holy Item, Magic Item creation as well as Herbal and Potion creation are all nicely detailed and even possible for starting characters
20. Connecting the Party
a. I usually have some rational for everyone knowing each other or at least being together, but in this scenario we will not worry about it
Looks good. Couple of comments but you did well.

All Khuzdul worship Siem and his demi-gods. They are directly opposed to Morgath and are the only species that can not be turned into undead (corrupted by the shadow).
You are close on age, this edition screwed it up and changed the previous editions wording so I just use the previous editions. Which is 14+1d3+occupation years.
I give Khuzdul a second language (Harnic or Jarinese) and Script (Runic), but add 1 more year to their starting age.
I will post your equipment once we get your skills wrapped up.
Keep in mind that your Miner skills only will get +1 OML since your parent was a miner.
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sulldawga
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Re: Character Generation

#163 Post by sulldawga »

The Unarmed OML is 4 in the rulebook (I have version 3.5.2). Are you saying that's a typo in the rulebook?

So if my Initiative is SB 14, Polearm and Axe can't be SB 15?

I don't understand your suggestion. Are you saying I'm better off capping Polearm and Axe SB at 14 and then adding option points to my Polearm and Axe OML multipliers?

Yes, I added my sunsign bonus where applicable.

If I get +1 OML to my Knight skills, does that include Law and Agriculture?
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Rex
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Re: Character Generation

#164 Post by Rex »

sulldawga wrote: Fri Jan 05, 2024 6:26 am The Unarmed OML is 4 in the rulebook (I have version 3.5.2). Are you saying that's a typo in the rulebook?

So if my Initiative is SB 14, Polearm and Axe can't be SB 15?

I don't understand your suggestion. Are you saying I'm better off capping Polearm and Axe SB at 14 and then adding option points to my Polearm and Axe OML multipliers?

Yes, I added my sunsign bonus where applicable.

If I get +1 OML to my Knight skills, does that include Law and Agriculture?
I have a hand written note in my rules about unarmed, not 100% sure where I got it now. My version is 3.0. Not to worried if you leave it at 4 it is not used very often.

No. See Skills page 18 (in my version), Combat Skills. The second little box under Development Limitations (Initiative option) says no weapon even with combat experience can be developed ten points higher than Initiative ML. I house rule this to SB more instead of 10 since SB is a measure of your natural talent with a skill/weapon. I should have been more clear on that.

First, OP (option points) modify OML not SB. SB is always what you calculate it as. It measures your natural talent in something. Higher is better. The rule on max ML being no more than SB higher than Initiative applies to ML (mastery level). I poorly worded that so it was confusing. Example your Initiative ML is 80 and your Sword SB is 14. Your Sword ML can not be any higher than 94 until your Initiative ML goes up. I was trying to suggest that you focus on one of your weapons (I would pick axe or axe and shield) and increase those before worrying about Initiative since they are all lower then Initiative now. If you are OK spending all your OP on combat then do Initiative too. When I have seen Heralds run in the past usually the OPs all go into Combat skills as that is where they are weak compared to a regular knight. They make up for it with a bunch of other skills that are non-combat useful.

Yes it would include Law and Agriculture, I missed them. Nice catch.
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Re: Character Generation

#165 Post by sulldawga »

OML has been confusing me because it's both a calculation (i.e. multiply your SB by some number) and the result of the calculation. I assume now that if any number is added to an OML, it's being added to the multiplier.

I don't care about Unarmed, it's your game. If you want the OML at 3, I'll leave it at 3.

I do see the Initiative Option in my rules. I don't yet have a good feel for what MLs are high vs low so I'm not sure how to spend my option points. So in the interest of keeping things moving, we'll make some selections and get going.

Shield to 65
Initiative to 84
Axe to 75
Polearm to 60
Riding to 39

EDIT: I think it's better to improve existing skills than start from scratch with new ones so I'm not going to take Hunting or Tracking. Instead, I will spend 3 points to take Riding to OML 4.

EDITED EDIT: Ok, now I'm just min/maxing but I might as well improve Axe since it's the one that matches best with my high STR. The five skills above are my final edits.
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Rex
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Re: Character Generation

#166 Post by Rex »

Oml is opening mastery level and you are correct that it is just a multiplier. But you add to it through parent occupation and option points before multiplying. You have been doing well for a first time through it as it is poorly worded and organized like many games out of the 80’s. It could use a serious reorganization.

Hopefully a short explanation of play will help with how ml is used.

In play when you use a skill for something significant, say combat or climbing a wall you modify ml by circumstances such as encumbrance for doing something physical and injuries for doing anything. Most but not all will be negative. Then you roll against the effective mastery level ( ml after modifiers) on a %d. you need to get equal to or lower than eml with anything ending in a 5 or 0 being a critical. A 05 roll is slways a critical success and a 00 roll is always a critical failure. A master at a craft skill usually has a 70+ ml and a initiative of 80+ is considered a veteran. Anything 70 + is pretty good for someone just starting out.
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Rex
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Re: Character Generation

#167 Post by Rex »

Good choices on the edit. Axe is a good weapon.
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Re: Character Generation

#168 Post by gurusql »

Beryl.pdf
(446.68 KiB) Downloaded 119 times
I have attempted to fill this out, please let me know how I have done.

Open questions -
  • Is my STR 18 or 19 (Nat 18 +4 -3) (I used the 19 in my work)
  • I did not understand the parent affects so I have not added them yet
  • For the moment I have added Tracking and Math for two of the five bonus skills, but I think to improve the others on my list (Climbing, Jumping and a Weapon) it might take multiple.
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Re: Character Generation

#169 Post by Rex »

I will look it over tonight after work. 19 is correct.
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Re: Character Generation

#170 Post by Marullus »

Lharzin, Female Dwarf, Speaker of Stone

Born the 24th Day of Nolus, Early Summer.
Sunsign: Ahnu, the Fire Dragon
Only Child, born a Bastard, but acknowledged by Father who is the Clanhead.
Heavy in frame, 4'8" and 100lbs.
Of Plain appearance with fair skin, black hair, and green eyes.

Sheet:
Lharzin - Speaker of Stone.pdf
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AHNU, the Fire-Dragon
Ahnu is the fourth constellation of the Kethiran zodiac (Nolus 4th–Larane 4th) and located in the northern sky. The dragon symbolizes the cleansing destruction of fire. What the smith brings forth, Ahnu destroys. This is not necessarily wanton destruction, for Ahnu cleans and prepares the world for renewal, an ordeal that purifies, that destroys the unworthy and the superfluous, and makes room for the new.
Those born under Ahnu are perfectionists, which is both a strength and a weakness. They dislike and cannot find room for fault. Ahnuans tend to be intolerant and impatient; they have quick and violent tempers. They are slow to praise, quick to criticize. They are not fond of the conservative or the old and solid, but tend towards experiment and progress. Often they are radical revolutionaries prone to purge rather than correct.
Strength 15
Stamina 10
Dexterity 12
Agility 8
Eyesight 9
Hearing 9
Smell 14
Voice 10
Intelligence 15
Aura 16
Will 17

Morality: Unscrupulous
Severe Violent Temper (loses control). Will ×1.
Mild Ballistophobia (fear of missiles). Will ×5.

Worshiper of Siem, as all dwarves. Piety 16.
Disembodiment x2 - The ability to detach the ethereal spirit from the body, which is left in a state of metabolic suspension. The disembodied spirit is referred to as an astral entity.
Sensitvity - Sensitivity is subject to Passive Triggering and may be used actively to scan for magical or psionic residue/effects. Sensitivity can also be used to attune to magical artifacts or effects.
Unique (Voice of Ages) - From other RPGs, a Dwarven Ability to commune with earth and stone and receive its memories (like a custom form of psychometry)
Clairvoyance - The ability to visualize events currently occurring at a remote location.
Healing - Talent requires skin contact between the healer and the patient (who may be the healer). Four options exist: Empathy, Restoration, Bloodloss, Heal.
Prescience - The ability to determine the “fate” of a group, person, or item. Two forms: Prescient Vision, Sense Danger.
Hex - Sometimes called “the evil eye.” Hex is the ability to “curse” a victim, causing them to have bad luck.
Psychometry (perhaps add to the Unique:Voice of Ages as x2)
Occupations:
Mage(All): Runic Script/70+SBx2, Folklore/5, Mathematics/2
Mage (Fyvria): Foraging/4, Survival/4, Agriculture/3, Herblore/3, Tracking/3, Animalcraft/2, Embalming/2, Physician/2
Apothecary (Family): Herblore/2, Physician/1 (Total of Herblore/5, Physician/3?)
Military/Clansman: Melee Weapon (Warhammer?)/4, Spear/4 and Shield/4
Optional Points (5) [from Mage option list]: Cookery/4, Runecraft/2+1=3, Mental Conflict/4, Weatherlore/4

OMBs:
Runic Script/70+SBx2 [SB 12]: 94
Folklore/5 [SB 14]: 70
Mathematics/2 [SB 16]: 32
Foraging/4 [SB 14]: 56
Survival/4 [SB 14]: 56
Agriculture/3 [SB 14]: 42
Herblore/5 [SB 13]: 65
Tracking/3 [SB 14]: 42
Animalcraft/2 [SB 12]: 24
Embalming/2 [SB 12]: 24
Physician/3 [SB 12]: 36
Axe/Warhammer/4 [SB 15*]: 60
Spear/4 [SB 14]: 56
Shield/4 [SB 13]: 52
Cookery/4 [SB 14]: 56
Runecraft/3 [SB 16]: 48
Mental Conflict/4 [SB 17]: 68
Weatherlore/4 [SB 13]: 52
...to be continued.
  • I need help determining Age, then can move to Contacts/Friends/Enemies.
  • I need help setting languages and scripts.
  • I need the GM to set clan and social class, given she's the acknowledged bastard of a Clanlead of higher station, then her mother is a guilded Apothecarist.
  • I need the GM to set the level of the Chantry I am from.
  • I need GM to adjudicate psionics (open, dormant, combinable?)
  • I need to get the Magic PDF and pick spells (16pts)
  • I need help knowing what "Tools of the Trade" are, what clothing and armor I have from my social class and station, and what to use on the Family Wealth table.

(I'm assuming no veteran options - she's young and weird, and hampered by her temper.)


The Process:
1. Select a species and sex
a. Human, Khuzdul (dwarf), Sindarin (elf), or other (we will avoid other for these purposes)
Choosing Dwarf.
b. Male or Female
I'll leave to chance. Harnmaster says 75% chance male.
Gender [1d100]=72
...That said, a Female character would be interesting, too. If you want it to be 50/50% then that's the result.
Edit to Add: As the character evolved, I came to think more that she's female. Switching to that.

2. Birth date generation
Roll 1d12 for month and 1d30 for day, determines Sunsign
Birth Date [1d12]=4[1d30]=24
24th Day of Nolus, Early Summer.
Sunsign:Ahnu, the Fire Dragon

3. Birth Place, Culture,and Social Class we will ignore for now.
I'd like to be from Azadmere, just so I have a reason to read the book.
4. Family Development
a. Sibling Rank, roll %d and 1d6-1
I. Khuzdul and Sindarin are -20% to the roll
Sibling Rank [1d100-20]=1-20=-19 [1d6-1]=1-1=0
That equates to only child.
b. Parent, roll %d, if result is 01-50 or 91-00 roll an additional %d
Parent [1d100]=80[1d100]=49
Result is Bastard, acknowledged by Father.
Bastard: Character’s parents never married, most likely because the
father was of a higher social class, or one (or both) parents were already
married or betrothed. Character is acknowledged by father if roll was
76–80. Character probably lives with mother, but may reside with father
if acknowledged.
c. Estrangement. roll %d
I. Eldest child adds +5%
II. Members of small clans and all Khuzdul and Sindarin add +20%
III. A roll of 01 is always an Outcast
Estrangement [1d100+25]=39+25=64
Popular with family.
Popular: Character liked by
most relatives and may enjoy
special favor, but should not
take things for granted.
d. Clanhead, roll %d, if 01-50 roll another %d each time
Clanhead [1d100]=90[1d100]=60
Father or Mother is the the Clanhead. Given the Bastard roll, let's make it Father.
5. Appearance Attributes
a. Height, roll 4d6
I. Ivinian +1", Nobility +2", and Urban Poor -2"
Dwarf is 40+4d6, I don't know if we are Nobility or Poor because we omitted that step.
Height [4d6+40]=18+40=58
4' 10"
b. Frame, roll 3d6
I. Human Female -2, Sindarin -2, and Khuzdul +3
Frame [3d6+3]=11+3=14
Heavy frame, weight is 91+10% = 100lbs
c. Weight, no roll
I. note Character Size from table and modify for Frame, it will modify Strength, clothing and armor weights
d. Comeliness, 3d6
I. Sindarin +2, Tribesman Female (Kath only) +1
Comeliness [3d6]=8
Plain in appearance
e. Other, we are choosing Complexion, Hair and Eye color
Complexion [1d100]=62 Hair Color [1d100]=41 Eye Color [1d100]=71
Trying the tables: Fair skinned, black haired, and green eyed.

6. Physical Attributes
a. Strength, key attribute, roll 4d6 drop lowest
I. +4 Khuzdul, +1 Sindarin, modifier from Weight/Strength Table
Strength [1d6]=5[1d6]=4[1d6]=1[1d6]=2
5+4+2+4 = 15
b. Stamina, key attribute, roll 4d6 drop lowest
I. Khuzdul +2, Sindarin +1
Stamina [1d6]=6[1d6]=2[1d6]=4[1d6]=2
6+4+2+2 = 14
c. Dexterity, key attribute, roll 4d6 drop lowest
I. Khuzdul +1, Sindarin +2
Dexterity [1d6]=5[1d6]=2[1d6]=2[1d6]=4
5+4+2+1 = 12
d. Agility, key attribute, roll 4d6 drop lowest
I. Sindarin +1, modifier from Agility Frame Table
Agility [1d6]=3[1d6]=2[1d6]=3[1d6]=3
3+3+3-1 (Heavy) = 8
e. Eyesight, roll 3d6
I. Sindarin +2. Khuzdul +1, Tribesman +1
Eyesight [1d6]=6[1d6]=1[1d6]=1
6+1+1+1 = 9
f. Hearing, roll 3d6
I. Sindarin +2, Khuzdul +2, Tribesman +2
Hearing [1d6]=1[1d6]=3[1d6]=6
6+3+1+2 = 12
g. Smell. roll 3d6
I. Sindarin +3, Khuzdul +2, Tribesman +2
Smell [1d6]=3[1d6]=2[1d6]=3
3+3+2+2 = 10
h. Voice, roll 3d6
I. Sindarin +2
Voice [1d6]=6[1d6]=4[1d6]=5
6+5+4 = 15

7. Personality Attributes
a. Intelligence, key attribute, roll 4d6 drop lowest
Intelligence [1d6]=6[1d6]=3[1d6]=6[1d6]=1
6+6+3 = 15
b. Aura, key attribute, roll 4d6 drop lowest
I. Human Female +2, Sindarin +4, Khuzdul -2
Aura [1d6]=2[1d6]=1[1d6]=2[1d6]=3
3+2+2-2 = 5
c. Will, key attribute, roll 4d6 drop lowest
I. Khuzdul +3
Will [1d6]=3[1d6]=6[1d6]=3[1d6]=1
6+3+3+3 = 15
d. Morality, choose
Morality [3d6]=12
I'm curious what a roll would say, because I'm still developing the direction here. The result is Law Abiding... I might change it to Unscrupulous.
Edit to add: As this evolved, including unstable temper, I think she's lower on the scale. Setting to Unscrupulous.


8. Re-arrange Attributes
I'm open to suggestions, but I think I may be good with it as is... I have high INT and WIL for magic and STR as a dwarf. I'd like a higher Aura, as I want to be super-mystical. I can at least swap Hearing and Aura, so lets do that. Aura becomes 10-2=8. Hearing becomes 7+2=9. Maybe I can swap Aura with something higher? I need advice before I do that so I don't break something.
Edit to Add: I've now read the convocations and found that Aura is the primary stat (not Int or Will), and strangely, so is Smell. I still want high Int and Will (for the concept, I am sure it will matter). The only other high raw roll I had was Voice at 15. I'll put that into Aura (-2=13, then +3 from the Psyche roll is 16 Aura). The Aura roll still goes to Hearing (7+2=9), and then the Hearing roll replaces Voice (10+0=10). To get better Smell, I'll have to move a physical attribute. I'll swap Stamina and Smell (each with a +2 as Khudzul) making Smell 14/Stamina 10. (She's got the big dwarven nose, but spent too much time in books.)

a. Do not include Morality

9. Medical
a. Roll %d, if 66-70, roll %d twice
I. Additional rolls may be required
Medical [1d100]=74[1d100]=17
74 is "No Disorder."
b. You may choose to take a second roll (%d)
I. if you took the roll add a total of +2 to any attribute(s) of your choice as long as it wasn't modified (+ or -) by your Medical rolls
I'll take a roll for +2 points! Especially since I got lucky the first time.
Medical [1d100]=84[1d100]=54
Lucky again. Something in this Bastard's favor. :) I'll add it as +2 Will, assuming its for spellcasters.
10. Psyche
a. Roll %d, if 66-70 roll %d twice, for each roll of 01-65 roll an addition %d for Severity
Psyche [1d100]=9[1d100]=30[1d100]=4
9 is Ballistophobia (fear of missiles). 30 is "Mild Will ×5."
b. You may choose to take a second roll (%d)
I. if you took the roll add a total of +3 to any attribute(s) of your choice except Will
...also really tempting. Let's do it.
Psyche [1d100]=63[1d100]=91[1d100]=31
63 is "Violent Temper (loses control)". 91 is "Severe Will ×1."
Can I add the +3 also to Will and raise it to 20? Or should I do something else?

11. Sexuality
a, Not rolling, You can note if you want or not
I'd prefer to leave this out of play. We'll see if it ever matters and decide then.
12. Deity/Religion
a. Choose
Siem, per your note to others.
All Khuzdul worship Siem and his demi-gods. They are directly opposed to Morgath and are the only species that can not be turned into undead (corrupted by the shadow).
13. Piety
a. Roll 5d6, if Cleric Willx5 instead (will not know at this point so you will adjust later if necessary)
Piety [5d6]=16
...16
14. Psionics
a. Roll 3d6, if Aur-the roll is a positive.non-zero number consult with DM
I. Comment, by the rules the DM makes this and following Psionic rolls in secret for the player and notes and informs the player of the Active only. I prefer the player to make the rolls and just require them to roll play what they know or don't know
Psionics [3d6]=7
With the swap I did, that's a success! So, that's two generation rolls. (If we swap with a different attribute, it would be more?)
Psionics [1d100]=83[1d100]=14
Disembodiment - The ability to detach the ethereal spirit from the body, which is left in a state of metabolic suspension. The disembodied spirit is referred to as an astral entity.
Sensitvity - Sensitivity is subject to Passive Triggering and may be used actively to scan for magical or psionic residue/effects. Sensitivity can also be used to attune to magical artifacts or effects.

Actually, if I apply the +3 bonus from Psyche to Aura, I get Aura up to 12 and get three more rolls to make her eldritch... Switching Voice to Aura as the main Mage skill and adding the +3 Psyche bonus makes it 16, which is a total of 9 rolls. I already made 5 (2 above, 3 below), so I will make four more.
Psionics [1d100]=100[1d100]=7[1d100]=21
That comes together as a REALLY solid concept. I like how this character evolved.
Unique (Voice of Ages) - From other RPGs, a Dwarven Ability to commune with earth and stone and receive its memories (like a custom form of psychometry). Psychometry is recent memories of any object, Voice of Ages is long-term memories but off of only stone things.
Clairvoyance - The ability to visualize events currently occurring at a remote location.
Healing - [/color]
Talent requires skin contact between the healer and
the patient (who may be the healer). Four options exist:
[1] Empathy: An attempt to diagnose the patient’s
emotional state and/or physical well-being.
Information depends on success level.
[2] Restoration: An attempt to remove fatigue. CS
eliminates four Fatigue Levels (F4); MS removes
two Fatigue Levels (F2).
[3] Bloodloss: An attempt to clot a single bleeding
wound. Any success stops bleeding, and CS also
reduces accumulated bloodloss by 1BP.
[4] Heal: An attempt to increase the healing rate of
one identified ailment or wound. CS increases the
healing rate by 2, MS by 1. If this brings the healing
rate to H6 (or more) any infection, disease, or
poison is defeated (cured).
Psionics [1d100]=57[1d100]=10[1d100]=28[1d100]=64
57 = Prescience
10 = Disembodiment (x2)
28 = Hex
64 = Psychometry (perhaps add to the Unique stone version as x2)


15. Occupation
a. Choose
I. Note that all Khuzdul and Ivinians without a primary Military Occupation will have Military/Clansman as an additional starting Occupation with no Option Points
I want to play with herbs, so we'll go Apothecary: Herblore/4, Alchemy/2, Mathematics/2, Physician/2, Script
b. Choose matching Social Class and Culture (this may be determined by Species/Race selection instead of Occupation)
c. Determine Parent Occupation by discussion with DM, is usually the same as the PC but sometimes not
She's an herbalist/apothecary like her mother. Her father is the dwarven clanhead and her illigitimate father. (Mother teaching Apothecary adds +1SB to each of those skills, so Herblore/5, Alchemy/3, Mathematics/3, Physician/3, Script/2.
Okay, I now realized that I have to take the Mage occupation for her delving into her studies. This sets her different than her mother's occupation as Apothecarist. From her Mother she gets Herblore/2 and Physician/1. From Mage, I need to go read the Convocations.
Looking at the convocations, Fyvria is what I was imagining. (Who can argue with "Healing, Horticulture, Necromancy, Earthquakes"?) It fits the theme well of her trying to embrace her Psionic talents and a dwarven earth-connection. Peleahn also goes with her Sunsign and Psyche, but lets see if we go there in play (a hot tempered character with actual fire-powers) and she's trying to control herself right now, not lean into it.
Trying to follow the skill section, the Mage gets an "all" set, a Fyvria set, and then "option picks."
Mage(All): Runic Script/70+SBx2, Folklore/5, Mathematics/2
Mage (Fyvria): Foraging/4, Survival/4, Agriculture/3, Herblore/3, Tracking/3, Animalcraft/2, Embalming/2, Physician/2
Optional Points (5) [from Mage option list]: Cookery/4, Runecraft/2+1=3, Mental Conflict/4, Weatherlore/4
Not sure how the family skills and mage skills act when they double-up. They sum?

16. Age
a, Determine age based on Occupation(s)
b. Potentially adjust age up based on discussion with DM
I. Comment, I usually adjust weaker Occupations up with Veteran Years, but this is always based on discussion with the player, if they want the challenge of running a 15 year old Beggar I am OK with it
I'm not sure what to do with age? Help?


16. Skills
a. Assign Occupation Skills with OML
b. Assign Family Skills or Adjust OML of Occupation Skills depending on Parents Occupation
c. Discuss Milita option with DM, if granted add Melee Weapon/4, Spear/4 and Shield/4 for unarmored Foot or Bow/4 and Melee Weapon/4, Crossbow/5 and Melee Weapon/4, or Melee Weapon/4 and Sling/3 for unarmored Archer
Note that Melee Weapon type is always at the DM's choice based on starting location but is usually Axe (Hand Axe), Club (Club), or Sword (Short Sword), rarely Dagger (Dagger)
d. Select optional Skills and or adjust current skills (may include additional Veteran Option Points)
Okay, using the skill lists determined above, I calculated all the SBs and OMBs. (Only Axe/Hammer gets a +1 from Sunsign)

Runic Script/70+SBx2 [SB 12]: 94
Folklore/5 [SB 14]: 70
Mathematics/2 [SB 16]: 32
Foraging/4 [SB 14]: 56
Survival/4 [SB 14]: 56
Agriculture/3 [SB 14]: 42
Herblore/5 [SB 13]: 65
Tracking/3 [SB 14]: 42
Animalcraft/2 [SB 12]: 24
Embalming/2 [SB 12]: 24
Physician/3 [SB 12]: 36
Axe/Warhammer/4 [SB 15*]: 60
Spear/4 [SB 14]: 56
Shield/4 [SB 13]: 52
Cookery/4 [SB 14]: 56
Runecraft/3 [SB 16]: 48
Mental Conflict/4 [SB 17]: 68
Weatherlore/4 [SB 13]: 52


17. Invocations and Spells
a. Clerics select Invocations and Mages select spells
So, all mages get FOCUS and DISPELL.
Then we get spell points equal to Aura (16).
...I need to get into the Magic PDF to know what they are.


18. Friends and Enemies
a. Contacts, a number of contacts = age/5 (round)
b. Work through this process for each Contact you have
c. A Contacts office, rank, or tittle is significant, 10% of a high office, rank or tittle where applicable
d. Roll %d to determine Contact (may require additional rolls on Occupation Table)
e. Roll %d to determine Relationship
f. Roll 1d20 to determine Loyalty
g. Once all Contacts are determined, choose 1 to be your Best Friend, adjust their Loyalty to 70+the result of their original d20 Loyalty roll
19. Equipment and Funds
a. Equipment everyone starts with
A set of clothing suitable to their station and occupation (I will give more detail on this)
A backpack with any portable tools of their trade
Fire making tools (tinder box or flint and steel)
bandana or scarf
Waterskin
Knife or Dagger
A weapon for each Weapon Skill (DM's choice)
Armor, maybe, depending on Occupation and Social Class
Credentials, depends on Occupation, Social Class, and situation
b. Funds and additional Equipment, roll 3d6, see Family Wealth Table and Veteran Equipment
I. 3-9 poor, 10-14 Average, 15+ Wealthy
c. Other
I. This category involves items that an individual can make themselves or are likely to have made
II. They must purchase or be able to reasonable gather themselves all raw materials
III. They must have access to any necessary tools, special needs
IV. All required rolls will need to be made, Crafting, Spell Casting, Praying etc.
V. Depending on item and rolls additional attempts may be allowed (Mages will start with a Focus for example but it may take several attempts)
I will note here that High Quality Item, Holy Item, Magic Item creation as well as Herbal and Potion creation are all nicely detailed and even possible for starting characters
20. Connecting the Party
a. I usually have some rational for everyone knowing each other or at least being together, but in this scenario we will not worry about it
Last edited by Marullus on Sat Jan 06, 2024 1:32 pm, edited 7 times in total.
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sulldawga
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Re: Character Generation

#171 Post by sulldawga »

Where do I find the fillable form for my PC?
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Rex
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Re: Character Generation

#172 Post by Rex »

sulldawga wrote: Sat Jan 06, 2024 4:54 am Where do I find the fillable form for my PC?
I know I have stuff posted all over the place so I will try and post links as the questions come up.

Resource posts: viewtopic.php?p=612292#p612292

Sheets: viewtopic.php?p=612292#p612292
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Re: Character Generation

#173 Post by Rex »

Great job everyone. Moving quicker then I expected. I ended up working late and have my FTF rpg game Saturday. So I will get to reviewing all 3 characters late Saturday or Sunday depending on how late we play (we often play for 12+ hours). I will check in a couple of times to try to answer any questions.
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Re: Character Generation

#174 Post by sulldawga »

I think I am all set except for equipment.
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Re: Character Generation

#175 Post by Rex »

I just finished playing. Planning on going through everything including giving equipment Sunday when I get up.
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Re: Character Generation

#176 Post by sulldawga »

Rex wrote: Sun Jan 07, 2024 7:11 am I just finished playing. Planning on going through everything including giving equipment Sunday when I get up.
That's an awesome home game!
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Re: Character Generation

#177 Post by Rex »

Yeah, we tend to play for 12+ hours, with a 0.5-1 hour break for dinner. Yesterday 5 of us we played Hyperborea from 1pm to 2am give or take a couple of minutes. Three of us played New Years Eve too, but 1 of us had to work until 6:30pm and I did a nice dinner to celebrate so we only played 8pm to 3am. When most of us were younger we used to play even longer, sometimes all weekend.
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Re: Character Generation

#178 Post by Rex »

sulldawga wrote: Sat Jan 06, 2024 4:54 am Where do I find the fillable form for my PC?
Did you fill out a form yet? I am starting to review what you have so far now and will start a thread for your PC with equipment too.
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Re: Character Generation

#179 Post by Rex »

sulldawga your character looks good. I will set a thread up for your character with your user name on it instead of the character name and we can change it once you have a name. I will do a final review once he is on the PDF sheet. I am considering a veteran year or 2 but that will depend on the other characters and how they all compare in the end. HarnMaster is never going to be a balanced system but I suspect with 3 dwarves in the group now I may want to bump you up a little.
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Re: Character Generation

#180 Post by Rex »

gurusql wrote: Fri Jan 05, 2024 7:33 pm Beryl.pdf

I have attempted to fill this out, please let me know how I have done.

Open questions -
  • Is my STR 18 or 19 (Nat 18 +4 -3) (I used the 19 in my work)
  • I did not understand the parent affects so I have not added them yet
  • For the moment I have added Tracking and Math for two of the five bonus skills, but I think to improve the others on my list (Climbing, Jumping and a Weapon) it might take multiple.
Looks pretty good so far. Some comments.

I can give you a list of Clan names you can pick from if you want, otherwise will we will go from a "lesser known clan" named however you want. Tourmaline could be a nickname or something like that if you pick a clan from the book.
If you are going with miner for you adopted parents occupation then you would get +1 OML (the multiplier) for the 5 Miner skills. Or maybe you fostered with a mixed Hunting/Trapping/Scouting clan, then you would get the Hunter/Trapper skills you have increased +1 OML (except weapons). Your call.
Unarmed is at OML 3
Ritual Siem is at OML 1
Languages
Khuzdul is 60+SB
Harnic is SB 3
Runic Script is 70+SB
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