Post by Admin on Feb 17, 2018 16:01:46 GMT
Prespos, really? Yet another Alt Char-Gen method for 1e? Sigh... some beings never change.
Well met!
You will need:
PH, DMG, UA
Pencil
Paper
Dice
(That's the basic stuff: if you choose to use skills, get the OA/DSG/WSG)
Step 1.
Use Method V for all abilities.
You need to choose your race and class first.
For demi-humans, see Dragon #129.
Apply race mods from the PH
Apply race/class mods from the DMG
(Ability limits do not apply: scores above racial maximums generally indicate divine blood, of some sort)
Age:
1 = young (a child: lower your ability scores in this case, but keep your original rolls, which represent your potential. Here, a maximum of current age is applied). (This is a real disadvantage for demi-humans)
2 = youthful
3 = youthful
4 = mature
5 = mature
6 = mature
7 = mature
8 = middle-aged
9 = old
10 = ancient
Note that your character can die of old age, here. Kinda like Traveller chargen.
Step 2.
Determine your height and weight.
Step 3.
If you are a monk, choose your martial art.
Step 4.
Roll for your alignment:
1 = LG
2 = LN
3 = LE
4 = NE
5 = CE
6 = CN
7 = CG
8 = NG
9 = N
10 = N
Reroll if your class has alignment restrictions.
Roll for Social Class
1 = LLC (start with NO equipment)
2 = MLC (1/2 starting gold)
3 = ULC (1/2 starting gold)
4 = LMC
5 = MMC
6 = MMC
7 = UMC
8 = LUC (x2 starting gold)
9 = MUC (x3 starting gold)
10 = UUC (roll d10 again. another 10 indicates actual royalty) (x4 starting gold)
Determine Birth Rank
7th sons and 7th sons of 7ths sons gain certain powers which manifest as they gain levels)
Are you a Bastard?
Determine Homeland
Determine Quirk
1-2 = Natural gemologist
3-4 = Ambidextrous
5-6 = Woodsman
7-8 = Quick Mind
9-10 = Good judge of character
11-12 = Good with animals
13-14 = Mesomorph
15-16 = Keen sensory perception
17-18 = Double mental healing
19-20 = Double physical healing
21-22 = Double spiritual healing
23-24 = Innate sense of direction
25-26 = Keen senses
27-28 = Keen Mental Perception
29-30 = Natural horseman
31-32 = One bonus language
33-34 = Imitator
35-36 = Persona has a good eye for quality
37-38 = Psychic awareness
39-40 = Philosophic
41-42 = Strong swimmer
43-44 = Well-spoken, good orator
45-46 = Imitator
47-48 = Able to easily memorize written/spoken material
49-50 = Natural Heka channeler
51-52 = Closed psyche
53-54 = Excellent night vision
55-56 = Excels at one particular game
57-58 = Natural lock-picking ability
59-60 = Marksman
61-62 = Green thumb
63-64 = Fey
65-66 = Imitator
67-68 = Special talent
69-70 = Natural Vril channeler
71-72 = Non-Magickal Persona
73-74 = Flexible
75-76 = Charismatic
77-78 = Lie detection
79-80 = Strong constitution
81-82 = Toxin resistance
83-84 = Mechanically inclined
85-86 = Disease resistant
87-88 = Strong will
89-90 = Organized and efficient
91-92 = One extra Special Connection
93-94 = Strong personality
95-96 = Hidden appeal
97-98 = Choose any one from above
99-100 = Roll twice
Determine Counter-Quirk
1-2 = Disowned by family or is an orphan
3-4 = Allergy: cats and dogs
5-6 = Allergy: dust
7-8 = Allergy: flowers/pollen
9-10 = Allergy: one sort of food/drink
11-12 = Deafness
13-14 = Deafness
15-16 = Poor immune system
17-18 = Cheapskate
19-20 = Poor toxin resistance
21-22 = Fascination with danger/dangerous things
23-24 = Hard of hearing
25-26 = Heals Physical damage at 1/2 normal rate
27-28 = Heals Mental damage at 1/2 normal rate
29-30 = Heals Spiritual damage at 1/2 normal rate
31-32 = Bad acto
33-34 = Low tolerance to alcohol
35-36 = Abhorrence to killing
37-38 = Old injury
39-40 = Clumsy
41-42 = Nervous
43-44 = Poor sense of humor
45-46 = Slow reactions
47-48 = Scarred or disfigured
49-50 = Visually impaired
51-52 = Poor night vision
53-54 = Absent-minded/forgetful
55-56 = Obsessive/compulsive
57-58 = Non-musical
59-60 = Hated by animals of all kinds
61-62 = Cannot swim
63-64 = Acrophobic
65-66 = Religious/political fanatic
67-68 = Color blind
69-70 = Sickly
71-72 = Bigot
73-74 = Hydrophobic
75-76 = Gullible
77-78 = Poor manners
79-80 = Non-appeal
81-82 = Poor craftsmanship skills
83-84 = Arrest warrant
85-86 = Poor vision in bright sunlight
87-88 = Can't sleep unless in dark
89-90 = Language disability
91-92 = Dislikes strangers
93-94 = Criminal enemy
95-96 = Dislikes strangers
97-98 = GM's choice
99-100 = 2 Counter-Quirks
You have a 10% chance of a Special Quirk
You have a 10% chance of a Special Counter-Quirk
Special Quirk
01-10 = Cannot fumble
11-20 = If a magic-user, bonus spells
21-30 = Cannot be surprised
31-40 = Immune to illusion
41-50 = Innate Heka-engendered power
51-60 = Protective aura: absorbs physical damage
61-70 = Regeneration
71-80 = Resistant to poison or disease
81-90 = Shapechange ability
91-00 = Natural telepath
Special Counter-Quirk
01-10 = Has a sworn enemy
11-20 = Heka magnet
21-30 = Impressionable
31-40 = Phobia, severe
41-50 = Poor writing and drawing skills
51-60 = Random insanity
61-70 = Stammers/stutters
71-80 = Tone deaf
81-90 = Vulnerable to poison or disease
91-100 = Fear of undead
General Appearance
1 = dirty (+1 chance of disease and parasitic infestation)
2 = clean (-1 chance of disease and parasitic infestation)
3 = Unkempt
4 = Immaculate
5 = Rough
6 = Ragged
7 = Dandyish
8 = Foppish
9 = Non-descript
10 = Imposing
Sanity
1 = very stable
2 = normal
3 = normal
4 = normal
5 = normal
6 = normal
7 = neurotic
8 = unstable
9 = insane*
10 = maniacal*
* Roll again, second roll replaces the first, unless it is equal to the first roll.
General Tendencies
1 = optimist
2 = pessimist
3 = hedonist (add 100 to monthly living expenses)
4 = altruist
5 = helpful/kindly
6 = careless
7 = capricious/malicious
8 = sober
9 = curious/inquisitive
10 = moody
11 = trusting
12 = suspicious/cautious
13 = precise/exacting
14 = perceptive (13 min. perception, +2 if 13 or above)
15 = opinionated/contrary (as ring of contrariness)
16 = violent/warlike
17 = studious (magic-users gain back spells with 1/2 the study time)
18 = foul/barbaric (1st level in barbarian class, cannot advance further)
19 = cruel/callous
20 = practical joker/prankster (1st level in jester class, cannot advance further)
21 = servile/obsequious
22 = fanatical/obsessive (not affected by fear)
23 = malevolent
24 = loquacious (bonus to encounter reaction)
Sociability
1-5 = Average
6-7 = Extrovert
8 = Introvert
Average Sociability
1 = modest
2 = egoist/arrogant (has the ego whip psionic attack)
3 = friendly (may cast friends 1/day)
4 = aloof
5 = hostile
6 = well-spoken
7 = diplomatic
8 = abrasive
Extroverts
1 = forceful
2 = overbearing (bonus to overbearing attacks)
3 = friendly (may cast friends 1/day)
4 = blustering
5 = antagonistic
6 = rude
7 = rash
8 = diplomatic
Introverts
1 = retiring
2 = taciturn
3 = friendly (may cast friends 1/day)
4 = aloof
5 = hostile
6 = rude
7 = courteous
8 = solitary/insensitive (will not share inn rooms with others)
Disposition
1 = cheerful
2 = morose
3 = compassionate/sensitive
4 = unfeeling/insensitive
5 = humble
6 = proud/haughty
7 = even tempered
8 = hot tempered
9 = easy going
10 = harsh
Intellect
1 = dull (8 max INT, or -1 INT if already 8 or below)
2 = average
3 = average
4 = active
5 = active
6 = dreaming (dreamer ability: see Dragon #132)
7 = ponderous
8 = anti-intellectual
9 = scheming
10 = brilliant (13 min INT, or +1 if already 13 or above)
Nature
1 = soft-hearted
2 = forgiving
3 = hard-hearted
4 = unforgiving
5 = jealous
6 = vengeful
Materialism
1 = aesthetic
2 = intellectualist (13 min. INT)
3 = average
4 = covetous
5 = greedy
6 = avaricious
Honesty
1 = scrupulous
2 = very honorable
3 = truthful
4 = average
5 = average
6 = average
7 = liar
8 = deceitful
Bravery
1 = normal
2 = normal
3 = normal
4 = foolhardy
5 = brave
6 = fearless (immune to fear)
7 = cowardly (always fails saves vs. fear)
8 = craven
Energy
1 = slothful (-1 HP) (deadly sin)
2 = lazy (-1 HP)
3 = normal
4 = normal
5 = normal
6 = energetic (+1 HP)
7 = energetic (+1 HP)
8 = driven (+2 HP)
Thrift
1 = miserly
2 = mean
3 = thrifty
4 = average
5 = average
6 = spendthrift
7 = spendthrift
8 = wastrel
(These affect your monthly living expenses)
Sexuality
1 = aesthetic
2 = virtuous
3 = normal
4 = normal
5 = lusty (vulnerable to Comeliness)
6 = lusty ("")
7 = lustful
8 = immoral
9 = amoral
10 = perverted*
11 = sadistic*
12 = depraved*
* Roll again; if perverted, sadistic, or depraved is again indicated, the character is that. Otherwise, the second roll tells the true morals
Piety
1 = saintly (the character is a Saint: special powers are gained with each level)
2 = martyr/zealot
3 = pious
4 = reverent
5 = average
6 = average
7 = average
8 = average
9 = impious
10 = irreverant
11 = iconoclastic (gain XP for destroying icons)
12 = irreligious
Clerics roll a d8. Piety affects the chance for divine intervention. Piety also affects bonus XP for clerics.
Interest
1 = religion
2 = lejends
3 = history
4 = nature
5 = horticulture
6 = husbandry
7 = exotic animals
8 = hunting (level 1 in hunter class. works as a split-class)
9 = fishing
10 = handicrafts
11 = athletics (+1 STR, +1 CON)
12 = politics (level 1 in politician class. works as a split-class)
13 = wines and spirits
14 = foods & preparation
15 = gambling
16 = drugs
17 = collector*
18 = collector*
19 = collector*
20 = collector*
21 = community service
22 = altruism
23 = none
24 = none
Collections
1 = knives and daggers
2 = swords
3 = weapons
4 = shields & weapons
5 = armor
6 = books & scrolls
7 = minerals & gems
8 = ornaments & jewelry
9 = coins & tokens
10 = trophies & skins
11 = porcelain, china & crystal
12 = artwork (incl. tapestries, paintings, statuary, carvings, etc.)
Step 5.
Weapon proficienies
Non-weapon proficiencies (add a bonus proficiency)
Languages (roll on DMG table)
Secondary Skill
Step 6.
Magic items. Check Appendix P. Then, check page 175 of the DMG.
For 1/2 of your gold, you may get: plate mail or a dagger +1.
Buy equipment.
Step 7.
Choose spells if you are a magic-user (you get one bonus defensive or miscellaneous spell)
Step 8.
Note XP for next level.
Step 9.
Note LP (Luck Points)
Note AC
Max. HP at 1st level
Step 10.
Check for psi
Check for dreamer ability
Well met!
You will need:
PH, DMG, UA
Pencil
Paper
Dice
(That's the basic stuff: if you choose to use skills, get the OA/DSG/WSG)
Step 1.
Use Method V for all abilities.
You need to choose your race and class first.
For demi-humans, see Dragon #129.
Apply race mods from the PH
Apply race/class mods from the DMG
(Ability limits do not apply: scores above racial maximums generally indicate divine blood, of some sort)
Age:
1 = young (a child: lower your ability scores in this case, but keep your original rolls, which represent your potential. Here, a maximum of current age is applied). (This is a real disadvantage for demi-humans)
2 = youthful
3 = youthful
4 = mature
5 = mature
6 = mature
7 = mature
8 = middle-aged
9 = old
10 = ancient
Note that your character can die of old age, here. Kinda like Traveller chargen.
Step 2.
Determine your height and weight.
Step 3.
If you are a monk, choose your martial art.
Step 4.
Roll for your alignment:
1 = LG
2 = LN
3 = LE
4 = NE
5 = CE
6 = CN
7 = CG
8 = NG
9 = N
10 = N
Reroll if your class has alignment restrictions.
Roll for Social Class
1 = LLC (start with NO equipment)
2 = MLC (1/2 starting gold)
3 = ULC (1/2 starting gold)
4 = LMC
5 = MMC
6 = MMC
7 = UMC
8 = LUC (x2 starting gold)
9 = MUC (x3 starting gold)
10 = UUC (roll d10 again. another 10 indicates actual royalty) (x4 starting gold)
Determine Birth Rank
7th sons and 7th sons of 7ths sons gain certain powers which manifest as they gain levels)
Are you a Bastard?
Determine Homeland
Determine Quirk
1-2 = Natural gemologist
3-4 = Ambidextrous
5-6 = Woodsman
7-8 = Quick Mind
9-10 = Good judge of character
11-12 = Good with animals
13-14 = Mesomorph
15-16 = Keen sensory perception
17-18 = Double mental healing
19-20 = Double physical healing
21-22 = Double spiritual healing
23-24 = Innate sense of direction
25-26 = Keen senses
27-28 = Keen Mental Perception
29-30 = Natural horseman
31-32 = One bonus language
33-34 = Imitator
35-36 = Persona has a good eye for quality
37-38 = Psychic awareness
39-40 = Philosophic
41-42 = Strong swimmer
43-44 = Well-spoken, good orator
45-46 = Imitator
47-48 = Able to easily memorize written/spoken material
49-50 = Natural Heka channeler
51-52 = Closed psyche
53-54 = Excellent night vision
55-56 = Excels at one particular game
57-58 = Natural lock-picking ability
59-60 = Marksman
61-62 = Green thumb
63-64 = Fey
65-66 = Imitator
67-68 = Special talent
69-70 = Natural Vril channeler
71-72 = Non-Magickal Persona
73-74 = Flexible
75-76 = Charismatic
77-78 = Lie detection
79-80 = Strong constitution
81-82 = Toxin resistance
83-84 = Mechanically inclined
85-86 = Disease resistant
87-88 = Strong will
89-90 = Organized and efficient
91-92 = One extra Special Connection
93-94 = Strong personality
95-96 = Hidden appeal
97-98 = Choose any one from above
99-100 = Roll twice
Determine Counter-Quirk
1-2 = Disowned by family or is an orphan
3-4 = Allergy: cats and dogs
5-6 = Allergy: dust
7-8 = Allergy: flowers/pollen
9-10 = Allergy: one sort of food/drink
11-12 = Deafness
13-14 = Deafness
15-16 = Poor immune system
17-18 = Cheapskate
19-20 = Poor toxin resistance
21-22 = Fascination with danger/dangerous things
23-24 = Hard of hearing
25-26 = Heals Physical damage at 1/2 normal rate
27-28 = Heals Mental damage at 1/2 normal rate
29-30 = Heals Spiritual damage at 1/2 normal rate
31-32 = Bad acto
33-34 = Low tolerance to alcohol
35-36 = Abhorrence to killing
37-38 = Old injury
39-40 = Clumsy
41-42 = Nervous
43-44 = Poor sense of humor
45-46 = Slow reactions
47-48 = Scarred or disfigured
49-50 = Visually impaired
51-52 = Poor night vision
53-54 = Absent-minded/forgetful
55-56 = Obsessive/compulsive
57-58 = Non-musical
59-60 = Hated by animals of all kinds
61-62 = Cannot swim
63-64 = Acrophobic
65-66 = Religious/political fanatic
67-68 = Color blind
69-70 = Sickly
71-72 = Bigot
73-74 = Hydrophobic
75-76 = Gullible
77-78 = Poor manners
79-80 = Non-appeal
81-82 = Poor craftsmanship skills
83-84 = Arrest warrant
85-86 = Poor vision in bright sunlight
87-88 = Can't sleep unless in dark
89-90 = Language disability
91-92 = Dislikes strangers
93-94 = Criminal enemy
95-96 = Dislikes strangers
97-98 = GM's choice
99-100 = 2 Counter-Quirks
You have a 10% chance of a Special Quirk
You have a 10% chance of a Special Counter-Quirk
Special Quirk
01-10 = Cannot fumble
11-20 = If a magic-user, bonus spells
21-30 = Cannot be surprised
31-40 = Immune to illusion
41-50 = Innate Heka-engendered power
51-60 = Protective aura: absorbs physical damage
61-70 = Regeneration
71-80 = Resistant to poison or disease
81-90 = Shapechange ability
91-00 = Natural telepath
Special Counter-Quirk
01-10 = Has a sworn enemy
11-20 = Heka magnet
21-30 = Impressionable
31-40 = Phobia, severe
41-50 = Poor writing and drawing skills
51-60 = Random insanity
61-70 = Stammers/stutters
71-80 = Tone deaf
81-90 = Vulnerable to poison or disease
91-100 = Fear of undead
General Appearance
1 = dirty (+1 chance of disease and parasitic infestation)
2 = clean (-1 chance of disease and parasitic infestation)
3 = Unkempt
4 = Immaculate
5 = Rough
6 = Ragged
7 = Dandyish
8 = Foppish
9 = Non-descript
10 = Imposing
Sanity
1 = very stable
2 = normal
3 = normal
4 = normal
5 = normal
6 = normal
7 = neurotic
8 = unstable
9 = insane*
10 = maniacal*
* Roll again, second roll replaces the first, unless it is equal to the first roll.
General Tendencies
1 = optimist
2 = pessimist
3 = hedonist (add 100 to monthly living expenses)
4 = altruist
5 = helpful/kindly
6 = careless
7 = capricious/malicious
8 = sober
9 = curious/inquisitive
10 = moody
11 = trusting
12 = suspicious/cautious
13 = precise/exacting
14 = perceptive (13 min. perception, +2 if 13 or above)
15 = opinionated/contrary (as ring of contrariness)
16 = violent/warlike
17 = studious (magic-users gain back spells with 1/2 the study time)
18 = foul/barbaric (1st level in barbarian class, cannot advance further)
19 = cruel/callous
20 = practical joker/prankster (1st level in jester class, cannot advance further)
21 = servile/obsequious
22 = fanatical/obsessive (not affected by fear)
23 = malevolent
24 = loquacious (bonus to encounter reaction)
Sociability
1-5 = Average
6-7 = Extrovert
8 = Introvert
Average Sociability
1 = modest
2 = egoist/arrogant (has the ego whip psionic attack)
3 = friendly (may cast friends 1/day)
4 = aloof
5 = hostile
6 = well-spoken
7 = diplomatic
8 = abrasive
Extroverts
1 = forceful
2 = overbearing (bonus to overbearing attacks)
3 = friendly (may cast friends 1/day)
4 = blustering
5 = antagonistic
6 = rude
7 = rash
8 = diplomatic
Introverts
1 = retiring
2 = taciturn
3 = friendly (may cast friends 1/day)
4 = aloof
5 = hostile
6 = rude
7 = courteous
8 = solitary/insensitive (will not share inn rooms with others)
Disposition
1 = cheerful
2 = morose
3 = compassionate/sensitive
4 = unfeeling/insensitive
5 = humble
6 = proud/haughty
7 = even tempered
8 = hot tempered
9 = easy going
10 = harsh
Intellect
1 = dull (8 max INT, or -1 INT if already 8 or below)
2 = average
3 = average
4 = active
5 = active
6 = dreaming (dreamer ability: see Dragon #132)
7 = ponderous
8 = anti-intellectual
9 = scheming
10 = brilliant (13 min INT, or +1 if already 13 or above)
Nature
1 = soft-hearted
2 = forgiving
3 = hard-hearted
4 = unforgiving
5 = jealous
6 = vengeful
Materialism
1 = aesthetic
2 = intellectualist (13 min. INT)
3 = average
4 = covetous
5 = greedy
6 = avaricious
Honesty
1 = scrupulous
2 = very honorable
3 = truthful
4 = average
5 = average
6 = average
7 = liar
8 = deceitful
Bravery
1 = normal
2 = normal
3 = normal
4 = foolhardy
5 = brave
6 = fearless (immune to fear)
7 = cowardly (always fails saves vs. fear)
8 = craven
Energy
1 = slothful (-1 HP) (deadly sin)
2 = lazy (-1 HP)
3 = normal
4 = normal
5 = normal
6 = energetic (+1 HP)
7 = energetic (+1 HP)
8 = driven (+2 HP)
Thrift
1 = miserly
2 = mean
3 = thrifty
4 = average
5 = average
6 = spendthrift
7 = spendthrift
8 = wastrel
(These affect your monthly living expenses)
Sexuality
1 = aesthetic
2 = virtuous
3 = normal
4 = normal
5 = lusty (vulnerable to Comeliness)
6 = lusty ("")
7 = lustful
8 = immoral
9 = amoral
10 = perverted*
11 = sadistic*
12 = depraved*
* Roll again; if perverted, sadistic, or depraved is again indicated, the character is that. Otherwise, the second roll tells the true morals
Piety
1 = saintly (the character is a Saint: special powers are gained with each level)
2 = martyr/zealot
3 = pious
4 = reverent
5 = average
6 = average
7 = average
8 = average
9 = impious
10 = irreverant
11 = iconoclastic (gain XP for destroying icons)
12 = irreligious
Clerics roll a d8. Piety affects the chance for divine intervention. Piety also affects bonus XP for clerics.
Interest
1 = religion
2 = lejends
3 = history
4 = nature
5 = horticulture
6 = husbandry
7 = exotic animals
8 = hunting (level 1 in hunter class. works as a split-class)
9 = fishing
10 = handicrafts
11 = athletics (+1 STR, +1 CON)
12 = politics (level 1 in politician class. works as a split-class)
13 = wines and spirits
14 = foods & preparation
15 = gambling
16 = drugs
17 = collector*
18 = collector*
19 = collector*
20 = collector*
21 = community service
22 = altruism
23 = none
24 = none
Collections
1 = knives and daggers
2 = swords
3 = weapons
4 = shields & weapons
5 = armor
6 = books & scrolls
7 = minerals & gems
8 = ornaments & jewelry
9 = coins & tokens
10 = trophies & skins
11 = porcelain, china & crystal
12 = artwork (incl. tapestries, paintings, statuary, carvings, etc.)
Step 5.
Weapon proficienies
Non-weapon proficiencies (add a bonus proficiency)
Languages (roll on DMG table)
Secondary Skill
Step 6.
Magic items. Check Appendix P. Then, check page 175 of the DMG.
For 1/2 of your gold, you may get: plate mail or a dagger +1.
Buy equipment.
Step 7.
Choose spells if you are a magic-user (you get one bonus defensive or miscellaneous spell)
Step 8.
Note XP for next level.
Step 9.
Note LP (Luck Points)
Note AC
Max. HP at 1st level
Step 10.
Check for psi
Check for dreamer ability