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Snaggle
05-05-2013, 09:16 AM
INSTANT CHARACTERS
I hope this is of use to some of you. Please criticize the parts you think are bad.

d20 RELIGION
01-08 British Christian
09-12 Roman Christian
13-20 Pagan

d20 KNIGHT TYPE (roll d6 and make that one their famous trait)
01-02 British Christian virtues and piety at 13+ (chaste; energetic; generous; modest; temperate).
03-04 Roman Christian virtues and Piety at 13+ (chaste; forgiving; merciful; modest; temperate).
05-06 Pagan virtues and Piety at 13+ (generous; energetic; honest; lustful; proud).
07-10 Chivalrous: generous; energetic; modest; just; merciful and valorous.
11-12 Romantic these at 13+: Lust; Indulgence; Deceit; Modesty; Generosity; Forgiving.
13-14 Heroic these at 13+: Valiant; Honest; Just; Cruel; Vengeful; Proud.
15-16 Paragon these at 13+: Honest; Just; Trusting; Forgiving; Merciful; Generous.
17-20 Warrior these at 13+: Worldly; Proud; Indulgent; Valiant; Cruel; Vengeful.

BASE ATTRIBUTES
Knights: SIZ 12; STR 12; DEX 10; CON 14 (Cymric); APP 10.
Ladies: SIZ 10; STR 10; DEX 12; CON 14; APP 12.

d20 FLAW (roll once)
01-02 Small: SIZ 8
03-04 Puny: STR 5
05-06 Clumsy: DEX 5
07-08 Sickly: CON 8
09-10 Ugly: APP 5
11-20 none

d20 BLESSSING Knight/Lady (roll twice)*
01-02 Big: SIZ 15
03-04 Brawny; STR 15
05-06 Nimble: DEX 15
07-08 Hardy: CON 15 (+3)
09-10 Handsome: APP 15*
11-20 Increase all five ATT by one (no increase of flaw)
If ATT of 15 roll: 1-10 (=15); 11-16 (=16); 17-19 (=17); 20 (=18).
If the same ATT is rolled twice increase all ATT by one.


BASE SKILLS
Knights start with: Battle 10; Horsemanship 10; Lance 10; Sword 10; First Aid 10.
Ladies start with: Stewardship 10; Industry 10; First Aid 10; Chirurgery 10; Medicine 10.

KNIGHT (excels at)
01-06 Horsemanship
07-12 Lance
13-18 Sword
19-20 Horsemanship; Lance and Sword all 15 (the ten free points used to raise the other two)

LADY (excels at)
01-05 Stewardship
06-10 Industry
11-15 Chirurgery
16-18 Medicine
19 Stewardship, Industry and Medicine all 15 (the ten free points used to raise the other two)
20 First aid, Chirurgery and Medicine all 15 (the ten free points used to raise the other two)

THE THREE NON-COMBAT SKILLS (characters not spending their 10 free points spend them on these and augment the other to 15.
d20 NON-COMBAT
01 Courtesy; Flirting; Romance
02 Dancing; Flirting; Romance
03 Compose; Play; Singing
04 Flirting; Play; Singing
05 Courtesy; Intrigue; Flirting
06 Courtesy; Intrigue; Recognize
07 Courtesy; Intrigue; Gaming
08 Courtesy; Heraldry; Tourney
09 Heraldry; Latin; Tourney
10 Dancing; Flirting; Tourney
11 Awareness; Faerie Lore; Hunting
12 Courtesy; Flirting; Hunting
13 Boating; Hunting; Swimming
14 Faerie Lore; Falconry; Hunting
15 Courtesy; Falconry; Flirting
16 Falconry; Flirting; Romance
17 Dancing; Falconry; Flirting
18 Folklore; Flirting; Romance
19 Intrigue; Latin; Orate
20 Read; Religion; Singing

d20 RANDOM SKILL
01 Awareness
02 Compose
03 Courtesy
04 Dancing
05 Faerie Lore
06 Falconry
07 Flirting
08 Folklore
09 Gaming
10 Heraldry
11 Hunting
12 Intrigue
13 Orate
14 Play
15 Reading
16 Recognize
17 Religion
18 Romance
19 Singing
20 Tourney






D20 FAMILY ADVANTAGE (Knights)
01-02 Illustrious lineage (+10% glory to all glory gained)
03-04 Rich * (seat's income £12 rather than £6, income -£4 rather than £2 during bad years)
05-06 Talented (get 7 skill points rather than rolling d6+1 during winter phase)
07-08 Gifted Wrestlers (Grappling starts at STR)
09-10 Gifted Archers (Archery starts at STR)
11-12 Jugglers (+1 armor vs missiles/3 points of DEX [ drop fractions])
13-14 Gifted fencers (+1 armor/3 points of DEX [ drop fractions] – must be dismounted)
15-16 Long Lived (max. ATT loss 2)
17-18 know horses (may breed, train, and medically care for horses and buy for half cost)
19-20 know arms and armor (may buy +2 armor and +2 damage sword – must go to London to do so)

d20 SOCIAL ADVANTAGE
01-02 Naturally charming (+5 Courtesy)
03-04 Naturally lovable (+5 Flirting)
05-06 Exceptionally seductive (+5 Romance)
07-08 Natural speaker (+5 Orate)
09-10 Never forgets a face (+5 Recognize)
11-12 Remarkably deductive (+5 Intrigue)
13-14 Natural musician (+5 Play)
15-16 Fine voice (+5 Singing)
17-18 Good with words (+5 Compose)
19-20 Clever (+5 Gaming*)

d20 KNIGHTLY ADVANTAGE
01-02 Good with horses (+5 Horsemanship)
03-04 Keen senses (+5 Awareness)
05-06 Natural healer (+5 First Aid)
07-08 Nature-craft (+5 Hunting)
09-10 Good with birds (+5 Falconry)
11-12 Natural leader (+5 Battle)
13-14 Good with engines (+5 Siege)
15-16 Good with knives (Dagger +5)
17-18 Love for arms (+5 Heraldry)
19-20 Sports Fan (+5 Tourney)

D20 LADY ADVANTAGE
01-02 Natural healer (+5 First Aid)
03-04 Natural Surgeon (+5 Chirurgery)
05-06 Natural nurse (+5 Medicine)
07-08 Pretty (+5 Fashion, add +1 to APP/ 3 points of APP)
09-10 Good brewster * (+5 Industry when making: Ale; beer; cider; perry; mead; or wine)
11-12 Like a spider * (+5 Industry when spinning or weaving)
13-14 Gifted artist * (+5 Industry when sewing or embroidering)
15-16 Good bakester * (+5 Industry baking and milling)
17-18 Good mother (+2 to child survival rolls)
19-20 Good wife (the Lady starts with gentlewoman bonus and is completely faithful)
* add £2 to income.

20d CHARACTER FLAW
01 Sexual indulgence 16+ * (character is promiscuous having multiple amours at the same time)
02 Wastrel (consumptive indulgence 16+, add £1 to support/manor)
03 Drunkard (indulgence of intoxicants 16+, 19-20 always a fumble, no skill neutralization)
04 Glutton (indulgence of fine food 16+, DEX -3)
05 Vain (Indulgence in clothing 16+, add £1/ manor to costs of clothes)
06 Haughty (-5 Courtesy and Folklore when dealing with inferiors)
07 Misfit/Strange (-5 Courtesy when dealing with peers, -5 Loyalty (Group) )
08 Rebel (-5 Courtesy when dealing with superiors, -5 Loyalty (Lord)
09 Xenophobic (-5 Courtesy when dealing with foreigners [includes Jews or any non-Cymbric)
10 Sexually sadistic (-5 Courtesy when dealing with the opposite sex)
11 Spoiled (-5 Valor and 16+ Selfishness when facing hardship)
12 Afraid of heights (16+ Cowardice in sieges, when fighting on rooftops, bridges etc.)
13 Afraid of water (16+ Cowardice when fighting from boats or on ships or in water)
14 Afraid of magic (16+ Cowardice when facing enchanters, Faeries, witches, ghosts or demons)
15 Afraid of the dark (16+ Cowardice when in the dark)
16 Afraid of fire (16+ Cowardice when facing damage by fire)
17 Hypochondriac (16+ Cowardice when facing illness)
18 Tongue tied (-5 Orate and Compose, 16+ Cowardice when speaking to strangers)
19 Fire brand (never backs away from a fight and often provokes them)
20 Hare-brained (no skill can be improved beyond 15, 19-20 fumbles)
* In the case of the chaste or virginal it means they're flirts rather than those sleeping around or making out.

Cornelius
05-05-2013, 10:41 AM
I think this is most interesting for GMs.

Some more detailed remarks:
1) Traits. Your system gets some randomness, but still links a lot of traits together. With the system of the BoKL (aka 3d6 per trait) gets a more varied set of traits. You could refrain from using all the modifiers based on homeworld and such.
2) Non combat skills. It is unclear to me how you wish to do this. I see two tables mixed and that is confusing.
3) As a knight you get three advantages (family, social, knight)? This is better than the normal char generation.
4) Character flaws. they are funny. But I would use the 'directed trait' rule in this. Example: Afraid off the Dark (2d6 Directed trait Coward when in darkness).
5) Sexual indulgence. You could give him 1d3 (or more) Loves or Amours. If their Chaste is higher, then they are Amour, otherwise they are Love.
6) Medicine skill. This is not a skill in the basic rulesset. If it is a houserule I would like to hear what the difference is with first aid and chirurgery.

Snaggle
05-05-2013, 12:10 PM
2) Non combat skills. It is unclear to me how you wish to do this. I see two tables mixed and that is confusing.

I cut and pasted a table, that did not remain a table, but mixed together. There were suppose to be 3 skills side by side with 20 random skills. I need to edit :-[. Ok, edit done, hopefully makes more sense now.


3) As a knight you get three advantages (family, social, knight)? This is better than the normal char generation.

Yes, the reason it was for NPC unless a GM wanted to use it for PK too.


6) Medicine skill. This is not a skill in the basic rulesset. If it is a houserule I would like to hear what the difference is with first aid and chirurgery. First Aid and Chirurgery always should have been one skill and have been contrasted with Medicine. Dames did keep "physic gardens" and act as herbal doctors. This was so normal both of gentlewomen and common women that those whom make the claim that "witches were herbal doctors" don't know how dumb they sound to medievalists.


1) Traits. Your system gets some randomness, but still links a lot of traits together. With the system of the BoKL (aka 3d6 per trait) gets a more varied set of traits. You could refrain from using all the modifiers based on homeworld and such.

I was going for really quick generation without using the stock character stats - thus no 3d6 per trait - 3d6 does not generate scores or 1-19 anyway, so it should have been (d10+10) -d10 or just roll d20 with 1-2 being a trait 16+ and 19-20 the opposite trait 16+ = much faster than 3d6 and a more accurate bell curve.

SCORE........HERE OR HIGHER
01/19=01%=01%
02/18=02%=03%
03/17=03%=06%
04/16=04%=10%
05/15=05%=15%
06/14=06%=21%
07/13=07%=28%
08-12=44%=Normal/average

Cornelius
05-05-2013, 07:20 PM
2) Non combat skills. It is unclear to me how you wish to do this. I see two tables mixed and that is confusing.

I cut and pasted a table, that did not remain a table, but mixed together. There were suppose to be 3 skills side by side with 20 random skills. I need to edit :-[. Ok, edit done, hopefully makes more sense now.


Still not sure. So you use 10 points to divided among the 3 skills from the Non combat skill table and put the one from the random skill table at 15? If so you could speed things up by just stating that they increase the 3 skills with 10 points. that way you do not have to think about anything as GM. The dice determine every aspect of the NPC.

Rereading your ideas I add a suggestion:
A lot of the flaws are related to either cowardly or courtesy. Maybe you can widen that a bit. For instance: Near sighted (-5 awareness and all skills related to sight), Forgetful (-5 to heraldry and recognize), squeaky voice (-5 to Orate and Singing), gullible (+5 Trusting).

Snaggle
05-07-2013, 06:10 AM
Still not sure. So you use 10 points to divided among the 3 skills from the Non combat skill table and put the one from the random skill table at 15? If so you could speed things up by just stating that they increase the 3 skills with 10 points. that way you do not have to think about anything as GM. The dice determine every aspect of the NPC.

I assumed:
1. that only a few character would be concentrating on their Lady or knightly skills;
2. that most would be concentrating on their three chosen skills
3. that most characters would use their 10 added skill points to raise two of their 3 non-combat skills to 15 and that they would spend one of their four augmentations on heightening the third
4. that the remaining 3 augmentations/heightenings would be used by the same character for the same purpose
5. that 30% would spend them on ATTs [ tagged athletic], that 30% would spend them on traits [tagged spiritual] and
30% on passions [tagged social] and that the remaining 10% would use them to augment other skills - thus the random skill table.

[quote]Rereading your ideas I add a suggestion:
A lot of the flaws are related to either cowardly or courtesy. Maybe you can widen that a bit. For instance: Near sighted (-5 awareness and all skills related to sight), Forgetful (-5 to heraldry and recognize), squeaky voice (-5 to Orate and Singing), gullible (+5 Trusting).
[quote]

I was going for all of them being character flaws that PK could find out by using Intrigue and maybe exploit in play.
Having other disadvantages like bad eye sight or a squeaky voice is a great idea.

PS several psychological tests have show me to be trusting and am not nor ever have been gullible or credulous ;) Trust has more to do with idealism and the faith that one can inspire good behavior in others.