Sunday, September 25, 2011

CHARACTER GENERATION

Below you will find instructions on creating a character that lives somewhere in Furthermoor.
I can either email PDF charsheet for printage, or share digi on Google Drive

1. Roll 3d6 for each ability, in this order: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma (STR INT WIS DEX CON CHA), one after the other, record your results.

2. Roll once more for gold: 3d6 x 10 is how much gold you've saved up to buy items for your adventure.

3. Choose a Class: Generally your highest ability roll(s) will best determine what class you should be, or as Holmes says: "this decision is based on the character's strongest abilities & the player's preferences." That said, if you roll 3 scores below 7 & none of your scores are 15+, you may declare this character hopeless & start-over.
More info on CLASSES can be found here, but here's what you need to choose:

CLERIC - religious dude/tte, some magical powers, turn undead; best w/ high WISDOM score
FIGHTING MAN (or WOMAN) - generally warrior-type, strong; best w/ high STRENGTH
MAGIC-USER - bookish dabbler in magic; best w/ high INTELLIGENCE
THIEF - sneaky dude, can remove traps, pick locks, etc; best w/ high DEXTERITY

more options if you qualify (for these re: "adjusting ability scores" move around as if Monk & Paladin=Cleric, Ranger & Punk Eskimo=Fighting men, & Healer=Magic-user):

MONK - mix of cleric & thief, no magic, martial arts/jedi; must have 15+ in both WIS & DEX, 12+ STR
PALADIN - religious fighter, some magic abilities; must have CHARISMA of 17+
RANGER - lurker of woods, loner, tracker, protector; must have 12+ INT & WIS, 15+ CON
HEALER - dr. who?; must have 15+ INT, WIS & DEX
PUNK ESKIMO - DIY natives of the northern icey regions; must have 13+ STR & 15+ CON.

4. Now that you have chosen a class, if your class will allow it, you may be demi-human: dwarf, elf or halfling. If you want to be human (or your class determines it, like a Cleric, can only be human), skip this step. Demi-human races offer extra abilities, so it is best to consider your options (keep in mind that certain restrictions apply to classes & race, so make sure to keep in mind restrictions for both to your character). Also, if halfling, or dwarf, you may be able to "adjust ability scores" (see above) not available to your class choice:

DWARF - if you chose to be a FIGHTER, PALADIN, or THIEF you can also choose to be a Dwarf, if your CON is 9+. For benefits of being a dwarf, see hyar.
ELF - All classes except Cleric, Monk & Ranger can be an Elf; however, the best possibility is when one has both high STR & high INT as an Elf is a mix of Fighter & Magic-user, here.
GNOME - if you choose ti be a FIGHTER, MAGIC-USER, THIEF, PALADIN or HEALER, you can choose to be a Gnome, if your CON is 9+. Gnomes can also multi-class. More info here.
HALFLING - if you choose to be a FIGHTER, PALADIN, RANGER, or THIEF, you can choose to be a Halfling, if both your CON & DEX are 9+. For Halfling benefits, it's all here.

Otherwise, one is HUMAN, unless PUNK ESKIMO, which is a class/race combo.

5. Now that you have chosen your CLASS & RACE, double check here & here, for your SPECIAL ABILITIES, & note them under the appropriate section of your Character Sheet.

6. If any of your attribute scores are below 9 or above 12, you will need to note any penalties or bonuses. Use the following charts to determine so, & then put the "bonus/not so bonus" value next to the corresponding attribute score on your Character Sheet in the space provided. Note that where it says "Prime requisite" it is referring to the BOLDED abilities listed for each class in #3. Also, outside of INT & CHA which have their own chart below, you will use the generic "Ability Score Bonuses & Penalties" chart for every other ability. The character sheet specifies what a bonus or penalty means in regard to each ability (e.g. 15 STR = +1 to melee to-hit, melee damage, or to open doors).
7. If you did not earlier, roll 3d6 & multiply your result by 10, do so now. This is how many gold pieces you begin w/, note in MONEY & TREASURE section.

8. Moving to the 2nd column of your Character Sheet, considering your Class & Race, write in your Saving Throws (Monk=Thief, Paladin=Cleric, Ranger (unless demi-human) & Punk Eskimo=Fighting men, & Healer=Magic-user). IF YOUR CHARACTER IS DEMI-HUMAN, record the demi-human saving throws vs. their class.
9. Choose Alignment: Lawful, Chaotic or Neutral. Generally, a lawful character will act in the betterment of all species, whereas a Chaotic character will only be concerned w/ the betterment & survival of themselves. A Neutral character is between, figures it takes both order & chaos to spin the world. Keep in mind, some classes must be Lawful only. If so, this should be in the CLASS section.

10. Roll for Hit Points:

Die to use when rolling HP (dwarf rolls 1d8 no matter their class, elf & halfling roll 1d6):
PUNK ESKIMO - 1d10
FIGHTER, HEALER, PALADIN & DWARVES - 1d8
CLERIC, ELF, HALFLING, RANGER (x2) - 1d6
MAGIC-USER, MONK & THIEF - 1d4

Note result on Character Sheet. Also, if you have high or low CONSTITUTION, please add/subtract your "bonus" to result, e.g. if you are a Fighter & roll a 1d8 result of "6" & have a CON score of 15 (+1 bonus to each hit die), write in a "7" for Hit Points.
11. Languages: generally each character will know the Common tongue, as well as their alignment language. The alignment language is a secret language of hand signs & suggestion, maybe a password or two. Those w/ high INTELLIGENCE will know more languages. If you gain bonus languages (see #6), choose these languages from any known species (see HERE for suggestions). Also, make sure to note your race for any automatic languages as well (you will not need to use bonus from INT for these, any added for high INT will be in addition to).

12. If you are a Cleric you need to pick one 1st level spell from the appropriate list. See here for the choices. Write the spell you choose under SPELLS on your Character Sheet.

As for Magic-users, or Elves, you will need to roll for what spells are available in your 1st Level Spell Book. The info is in this post, though if necessary, I can guide you through this. For appropriate spell lists see link in side bar (Elves have a spell list of their own).

13. With the gold you have, you will now want to purchase items for your character. Consult the list below. Please note however that certain classes/races may limit what items you may possess. Make sure to read your class & race description fully before buying any weapons or armor.

14. Now that you have armor & possibly a shield, note your Armor Class in the appropriate circle in the middle column. An unarmored adventurer would be a 9. Then, your armor & additional bonuses (shield or Dexterity bonus, for instance) will bring it down from here (see ARMOR TABLE below). E.g. you buy Leather Armor (-2) & a shield (-1), you will write down 6 as your Armor Class.

15. Lastly, you want to name your character & add any other details you want about them, whether it is a deity they worship, their age, gender, background story, etc. Go nuts.

16. As for the "Experience" square, dont worry about this. I will tell you what to put there once we begin.

17. Finally, you will want to roll on the ORIGIN chart to see what community your adventurer comes from in Furthermoor. You do not HAVE to do this. If you would like to make it all up you can, that's fine.

EQUIPMENT & WEAPONS
-------------------------------------

ARMOR TABLE
---------------------

Unarmored     9
Leather Mail     -2 to AC
Chain Mail     -4 to AC
Plate Mail     -6 to AC
Shield     -1 to AC
Helmet*     death blow will allow helmet saving throw, possibly saving 1HD of HP

*not sure how to deal w/ helmets, but this for now.

No comments:

Post a Comment