Monday, May 13, 2013

Random Character Generation: the Human Charts

This is a sample of what I'm working on and encompasses the human section of the random character generation charts:



Birth Rank
(humans)
01-06; unrecognized bastard
7-10; recognized bastard
11-26; Sixth
27-40; Fifth
41-54; Fourth
55-67; Third
67-73; Third, but heir if noble
74-86; Second
86-91; Second, but heir if noble
92-00; First (heir if noble)

Parent’s Social Class
(humans)
01-05; cerlicalis
6-26; nobilis
27-00; servilis

Parent’s Occupation - if servilis, one reroll is allowed for all classes save clerics and wizards; this represents apprenticing to another adult when young. Add 3d10 to the urban/rural check and 1d10-1 to the occupation check, but start with double your age dice.

(human, clericalus — all classes)
1-95; pastoral or urban priest, low ranking (religion or writing for free; +2d8 starting gold)
96-99; high ranking priest, abbot, or hierarch (religion (deity) + writing for free, +2d20 starting gold)
00; Hierophant (religion (deity) + writing + history (any) for free, +1d10x10 starting gold)

(human nobilis — fighters)
1-70; Unlanded Nobles
1-85; Belted Knight/Household Knight (riding NWP for free, +25% starting gold)
86-95; Seneschal/Steward/Bailiff (reading/writing AND heraldry, +50% starting gold)
96-00; Court Mage (reading/writing AND ancient history, +75% starting gold)
71-00; Landed Nobles
01-80; Landed Knight (riding AND lance for free, +75% starting gold)
81-95; Baron (one sword WP AND riding AND lance, +150% starting gold)
96-98; Count (one sword WP AND riding AND lance, +200% starting gold)
99-00; Duke (one sword WP AND riding AND lance, +300% starting gold)

(human nobilis — clerics)
1-70; Unlanded Nobles
1-75; Belted Knight/Household Knight (riding NWP for free, +25% starting gold)
76-95; Seneschal/Steward/Bailiff (reading/writing AND heraldry, +50% starting gold)
96-00; Court Mage (reading/writing AND ancient history, +75% starting gold)
71-00; Landed Nobles
01-80; Landed Knight (riding, +75% starting gold)
81-95; Baron (riding, +150% starting gold)
96-98; Count (riding, +200% starting gold)
99-00; Duke (riding, +300% starting gold)

(human nobilis — wizards)
1-70; Unlanded Nobles
1-85; Belted Knight/Household Knight (+25% starting gold)
86-95; Seneschal/Steward/Bailiff (heraldry, +50% starting gold)
96-00; Court Mage (reading/writing AND ancient history AND spellcraft, +75% starting gold)
71-00; Landed Nobles
01-80; Landed Knight (reading/writing AND ancient history, +75% starting gold)
81-95; Baron (reading/writing AND ancient history, +150% starting gold)
96-98; Count (reading/writing AND ancient history, +200% starting gold)
99-00; Duke (reading/writing AND ancient history, +300% starting gold)

(human nobilis — thieves)
1-70; Unlanded Nobles
1-85; Belted Knight/Household Knight (riding NWP for free, +25% starting gold)
86-95; Seneschal/Steward/Bailiff (reading/writing AND heraldry, +50% starting gold)
96-00; Court Mage (reading/writing AND ancient history, +75% starting gold)
71-00; Landed Nobles
01-80; Landed Knight (etiquette OR +5% PP, +75% starting gold)
81-95; Baron (etiquette OR +5% PP, +150% starting gold)
96-98; Count (etiquette OR +5% PP AND heraldry, +200% starting gold)
99-00; Duke (etiquette AND +5% PP AND heraldry, +300% starting gold)

(human servilis — fighters)
1-80 Rural
01-25; hunters/trappers/fisherfolk (swimming OR hunting OR survival (woods) OR snares OR fishing OR local history, -50% starting gold)
26-68; half-virgaters (local history OR farming, -25% starting gold)
69-82; virgaters (local history AND farming)
83-92; blacksmith/cooper/master smelter (endurance OR blacksmith OR carpentry OR smelting, +10% starting gold)
93-97; herbalist/untrained healer (healing OR herbalism)
98-00; village wizard (local history OR reading/writing)
81-00 Urban
01-05; thief/beggar (appraisal OR rope use OR local history, -75% starting gold)
06-10; mummer/acrobat (tumbling OR dancing, -50% starting gold)
11-25; servant/cook (cooking OR heraldry, -50% starting gold)
26-50; laborer/teamster (endurance OR gaming, -25% starting gold)
51-65; sailor (swimming OR rope use OR seamanship OR navigation)
66-70; scribe (reading/writing OR +10% starting gold)
71-88; innkeeper (brewing OR dancing OR appraising OR etiquette AND +5% PP AND +5% MS, +25% starting gold)
89-95; soldier/archer (one free WP)
96-99; serjeant (one free WP, +50% starting gold)
00; urban wizard (+150% starting gold)

(human servilis — clerics)
1-80 Rural
01-10; hunters/trappers/fisherfolk (swimming OR hunting OR survival (woods) OR snares OR fishing OR local history, -50% starting gold)
11-40; half-virgaters (local history OR religion (region), -25% starting gold)
41-85; virgaters (local history AND religion (region))
86-92; blacksmith/cooper/master smelter (endurance OR local history, +10% starting gold)
93-97; herbalist/untrained healer (healing AND herbalism)
98-00; village wizard (local history AND reading/writing)
81-00 Urban
01-03; thief/beggar (appraisal OR rope use OR local history, -75% starting gold)
04-08; mummer/acrobat (tumbling OR dancing, -50% starting gold)
09-12; servant/cook (cooking OR heraldry, -50% starting gold)
13-16; laborer/teamster (endurance OR gaming, -25% starting gold)
17-18; sailor (swimming OR rope use OR seamanship OR navigation)
19-70; scribe (reading/writing OR +10% starting gold)
71-80; innkeeper (brewing OR dancing OR appraising OR etiquette AND +5% PP AND +5% MS, +25% starting gold)
82-95; soldier/archer (one free WP)
96-99; serjeant (one free WP, +50% starting gold)
00; urban wizard (+150% starting gold)

(human servilis — wizards)
Roll on the warrior chart, but you were apprenticed between the ages of 3-5, so you do not get any of the benefits of your parentage.

(human servilis — thieves)
1-60 Rural
01-45; hunters/trappers/fisherfolk (tracking OR +10% MS in non-urban environments OR shortbow NWP OR fishing, -50% starting gold)
46-55; half-virgaters (local history OR farming, -25% starting gold)
56-85; virgaters (local history AND farming)
86-95; blacksmith/cooper/master smelter (endurance OR blacksmith OR carpentry OR smelting, +10% starting gold)
96-97; herbalist/untrained healer (healing OR herbalism)
98-00; village wizard (local history OR reading/writing)
61-00 Urban
01-15; thief/beggar (appraisal OR rope use OR local history AND +10% to one thief skill AND knife WP, -75% starting gold)
16-28; mummer/acrobat (tumbling OR dancing AND +10% pick pockets AND knife WP, -50% starting gold)
29-50; servant/cook (cooking OR heraldry OR gaming OR knife WP, -50% starting gold)
51-80; laborer/teamster (endurance OR gaming, -25% starting gold)
81-88; sailor (swimming OR rope use OR seamanship OR gaming AND knife WP)
89-92; scribe (reading/writing OR +10% starting gold)
93-95; innkeeper (brewing OR dancing OR appraising OR etiquette AND +5% PP AND +5% MS, +25% starting gold)
96-98; soldier/archer (one free WP)
99; serjeant (one free WP, +50% starting gold)
00; urban wizard (+150% starting gold)

(human wizards, Masters)
1-25 Kindly
01-25; Your master didn’t push you hard enough. Give up one of your language slots
26-30; Your master was too lax in your training; start with one spell less than what you rolled
31-40; Your master taught you an extra spell before sending you off
41-55; Your master gave you an additional 1d4x10 starting gold
56-60; Your master provided you with a prepared scroll of find familiar
60-80; Your master was killed by a rival mage—he may or may not be looking for you
81-00; Your master let you plunder his stores before you left—begin play with double the normal material components

26-75 Neutral
01-25; Your master neglected your studies and robbed you of a general NWP slot by his laxity
26-50; Your master trained you particularly hard; gain the endurance NWP but subtract 1 from your permanent HP
51-65; Your master gave you more free time to exercise, add one to your permanent HP
66-80; Your master pushed you and you may learn one additional language—it may be arcane, ancient, or modern
81-90; Your master taught you some rudimentary defenses against other mages—any counterspell you cast is cast as though it was one level higher
91-00; Your master died before he could teach you all he knew—start with -1 spell

76-00 Cruel
01-50; Your master beat you regularly, reduce your permanent hp by 1
51-65; Your was never satisfied with your work and abused you physically because of it—gain +1 int (to racial max, +1 wis if you cannot gain any more int) but reduce your permanent hp by 2
66-75; Your master experimented on you with his magics—roll two d6 and swap those two attribute scores (as long as you can still be a wizard at the end)
76-00; Your master gave you no money at all when you were kicked out—start with some clothes worth no more than 20gp and only a handful of coppers

Check Your Humoral Balance
(Humans and half-men only)

01-75; balanced
76-100; predominant humor

Note: if your character has a predominant humor, they are much more susceptible to other imbalancing effects: poisons, sicknesses, etc. They have a permanent -1 penalty to saving throws vs. poison and any save related to disease (magical or mundane).

01-25; sanguine courageous, hopeful, amorous
+1 reaction bonus, +1 loyalty base, +1 to saves vs. fear
26-50; choleric easily angered, bad tempered
-1 loyalty base, +1 damage with melee weapons
51-75; melancholic despondent, sleepless, irritable
needs only 6 hours of sleep to be fully rested, -1 reaction bonus
76-00; phlegmatic calm, unemotional
+1 to saves vs. emotional manipulation and charm spells


No comments:

Post a Comment