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Character Generation Procedure

[Please note that the formatting for this in blogger isn't great, but a PDF is located in the campaign Drive Folder which may be easier to read.] 

Character Creation

  1. Roll 4d6, summing highest 3, 6 times. If fewer than 2 scores are over 14, if desired, discard the set and re-roll.

  2. Select race and class then arrange and adjust scores for race.

    Racial modifiers may be applied toability score rolls in order to make a character conform to the racial minimums and maximums, for example using a roll of 7 for a halfling’s dexterity is acceptable because the character’s +1 will bring the roll within range. A roll of 14 may be assigned to a half-orc’s charisma, for example, because his racial adjustment will reduce it to the racial maximum. Any rolls assigned to an ability which exceeds the maximum, is reduced to the maximum. Lower rolls than the minimum are not automatically raised. For example, using a 9 as a halfling’s constitution roll is not permitted because the minimum for a halfling is 10.
    Age adjustments may not be applied before race and class is chosen.

Notes:
- Dwarves with 17 strength may advance to 8th level as fighters, and those with 18+ may advance to 9th.
- Elves with 17 strength may advance to 6th level as fighters, and to 7th with an 18+. As magic-users they may advance to         10th with a 17 intelligence, or 11th with 18+.
- Gnomes with an 18+ strength may advance to 6th level as fighters, those with both intelligence or dexterity of 17 or more         may advance to 6th level as illusionists, and to 7th if at least intelligence or dexterity is 18+ and the other 17+.
- Half-elves with 17 strength may advance to 7th level as fighters and to 8th with 18+. As magic-users they may advance to         7th with a 17 intelligence, and to 8th with 18+.
- Halfling fighters of the tallfellow sub-race may advance to 5th level with a 17 strength and to 6th with 18+. Those of the             stout sub- race with an 18+ strength may advance to 5th. Hairfeet are limited to 4th regardless of strength.
- Half-orcs with a dexterity of 17 may advance to 7th level as thieves, and to 8th with an 18+.

  1. Determine age, birth date, height, weight, and handedness. Age must be rolled according to the tables below, but the rest may be either rolled or chosen. Adjust scores for age (ignore adjustments which violate race or class minimums and maximums) and record modifiers.


    Characters’ ability score rolls are adjusted according to their starting age as follows, applying earlier categories as well as the character’s current age. For example the net effect of starting as “mature” is no adjustment to Wis, but a +1 each to Con and Str. Any adjustment which puts a character outside racial or class limits is ignored.

Young Adult

-1 Wisdom

+1 Constitution

Mature

+1 each Strength and Wisdom


Middle aged

-1 each Strength (or ½ exceptional) and Constitution

+1 each Intelligence and Wisdom

Old

-2 each Strength and Dexterity

-1 Constitution

+1 Wisdom

Venerable

-1 each Strength, Dexterity, and


Constitution

+1 each Intelligence and Wisdom








  1. Roll social class and background: first 2d6 for social class, then roll on the corresponding sub-table for family profession. Note the SOC roll, social class, and family background on the character sheet.

1d6

Soc 12 – Nobility

1

Idler

2-3

Landlord

4-5

Military Officer

6

Ruler


1d6

Soc 11 – Upper Class

1

Administrator

2

Idler

3-4

Landlord

5-6

Military Officer


D66

Soc 9-10 – Middle Class

11-12

Apothecarist

13-14

Architect/Engineer

15-16

Barrister

21-26

Bureaucrat

31

Gem-cutter/Jeweler

32

Idler

33-43

Military Officer

44-45

Moneylender

46

Sage

51-52

Sea Captain

53

Surgeon/Physician

54-56

Trader

Other

Re-roll


1d6

Soc 8Freeholder

1-2

Farmer (freeholder)

3-6

Freeholder (see sub table)


1d6

Soc 4-7Working Class

1-2

Citizen (see sub table)

3-4

Farmer (tenant)

5-6

Fisherman


1d6

Soc 2-3Indigent

1-2

Beggar

3-4

Indentured

5-6

Slave


1d6

Citizen Sub table

1

Laborer

2

Sailor

3

Servant

4-5

Soldier/Guardsman

6

Woodsman











D66

Freeholder Sub table

11

Armorer

12

Artist

13-14

Baker

15

Barber

16-21

Blacksmith

22

Bookbinder

23-24

Brewer or Vinter

25

Bureaucrat

26-32

Carpenter

33

Clerk

34

Glazier

35-36

Grocer

41-44

Hostler or Publican

45

Idler

46

Joiner

51-53

Mason

54

Musician/Actor

55

Miller

56-61

Painter

62

Shipwright

63-64

Shopkeeper

65

Tailor

66

Weaponsmith





Dwarves, elves, gnomes, and halflings do not roll for social standing; their race is their social class. Half-elves roll as humans. Half-orcs are always indigent.

  1. Roll d6 for the number of skills known: on 1 – 4, choose one secondary skill, on 5, character has no secondary skills, and on 6 character selects two secondary skills from those available from his or her family background and character class. Assign secondary skills 1d4+4 points each.

Family Background

Skills Choices

Administrator

Law or Mercantile

Apothecarist

Mercantile or Science

Architect/Engineer

Engineering/building

Armorer

Armoring

Artist

Painting or Pottery or Sculpture

Baker

Cooking

Barrister

Law or Mercantile or Science

Beggar

Acting or Gambling

Blacksmith

Tool-making or Mining

Bookbinder

Bookbinding

Brewer/Vinter

Brewing or Mercantile

Bureaucrat

Law or Mercantile

Carpenter

Carpentry/joinery

Clerk

Mercantile

Farmer

Agriculture or Candle/soap-making

Fisherman

Fishing or Seamanship

Gem-cutter/Jeweler

Jewelry or Mercantile

Glazier

Glazing

Grocer

Agriculture or Mercantile

Hostler/Publican

Cooking or Mercantile

Idler

Gambling or Musicianship

Indentured

Agriculture or Cooking or Tailoring

Joiner

Carpentry/joinery

Laborer

Lumbering/milling or Stonework

Landlord

Agriculture or Hunting/Trapping or Mercantile

Mason

Stonework or Mining

Military Officer

Horsemanship or Law

Miller

Lumbering/milling or Mercantile

Moneylender

Mercantile

Musician/Actor

Acting or Musicianship

Painter

Painting

Ruler

Gambling or Law or Mercantile

Sage

Antiquity or Science

Sailor

Seamanship

Sea Captain

Science or Seamanship

Servant

Cooking or Tailoring

Shipwright

Carpentry/joinery or Mercantile or Seamanship

Shopkeeper

Cordwaining or Candle/soap-making or Mercantile or Pottery

Slave

Agriculture or Cooking

Soldier/Guardsman

Gambling or Musicianship

Surgeon/Physician

Medicine or Mercantile or Science

Tailor

Mercantile or Tailoring or Weaving

Trader

Mercantile or Seamanship

Weaponsmith

Tool-making or Weaponsmithing

Woodsman

Lumbering/milling or Hunting/Trapping

* Dwarf / Gnome

Armoring or Brewing or Jewelry or Mining or Tool-making or Weaponsmithing

* Elf

Acting or Hunting or Musicianship or Painting or Pottery or Sculpture

* Halfling

Agriculture or Brewing or Cooking or Tailoring


Character Class

Skills Choices

Cleric

Law or Logistics or Medicine or Motivation or Recruiting

Druid

Antiquity or Medicine or Science or Survival

Fighter

Dog-Training or Falconry or Horsemanship or Instruction or Logistics or Motivation or Recruiting

Paladin

Falconry or Horsemanship or Motivation or Recruiting

Ranger

Falconry or Medicine or Science or Spycraft or Survival

Magic-user

Alchemy or Antiquity or Science

Illusionist

Fabrication or Science

Thief

Burglary or Duplicity or Forgery or Jack-of-all-Trades

Assassin

Duplicity or Jack-of-all-Trades or Spycraft

Monk

Antiquity or Bookbinding or Brewing or Cooking


The descriptions of each of these secondary skills are detailed in a separate document.

  1. Roll hit points, taking the higher of the die roll or half its maximum value, that is, d4 minimum of 3, d6 minimum of 4, 2d8 minimum 9, etc. This number is adjusted according to Constitution as usual. (Rule from UA p.74)

  2. Roll starting money and buy arms, armor, and clothing. Purchase additional basic equipment and animals immediately or in-session as desired or appropriate. Any unusual equipment or hirelings must be purchased or hired in-session due to uncertain availability.

  3. Specify weapon proficiencies. Record armor class and saving throws.

  4. Calculate total encumbrance and movement rate.