Re: Character Generation
Posted: 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
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
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
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)
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
- Mining/5
- Engineering/4
- Woodcraft/3
- Metalcraft/3
- Jewelcraft/2
- Initiative/5
- Foraging/4
- Survival/4
- Heraldry/2
- Physician/2
- Weaponcraft/2
- Spear/6
- Handaxe/5
- Roundshield/5
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