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