RANDOM PC GENERATION
RANDOM STATS:
Your beginning array of stats looks like this:
STR 20
AGI 20
END 20
INT 20
PER 20
CHA 20
roll 1d6 and consult table
STR
AGI
END
INT
PER
CHA
Add 10 to the ability score that corresponds to the roll. Let's say I roll a 4. I will add 10 to INT.
Then roll another 1d6. This cannot match the first roll. Re-roll until it does not match. Subtract 10 from that attribute. My second roll is a 5, so I lower my PER by 10.
Then roll 2d10 and add the result to each stat:
Example rolls:
STR 20 +2d10 14 = 34
AGI 20 +2d10 8 = 28
END 20 +2d10 12 = 32
INT 30 +2d10 8 = 38
PER 10 +2d10 9 = 19
CHA 20 +2d10 8 = 28
ROLL FOR ANCESTRY
0-75: Human, roll 1d100 for region
76-95: Animus, roll 1d100 for region; roll 1d6 for Animus type
96-99: Lycanthrope, roll 1d100 for region; 1d10 for Lycanthrope type
100: Monster, roll 1d100 for region; 1d10 for Monstrous type.
NON-HUMAN ANCESTRIES (the Animus)
Elemental: 1d6
+5, 80 cap; -5, 60 cap
Can begin with Ability Scores up to 53 rather than 48.
1 Fey (dream, temporal)
+ PER
- STR
2 Drakul (blood, dark)
+
CHA
- PER
3 Water (ocean, river, ice)
+ STR
- CHA
4 Air (wind, electricity)
+
AGI
- END
5 Fire (sun, fire)
+
INT
- AGI
6 Earth
(mountain, glass/gem, forest)
+ END
- INT
Lycanthrope: 1d10
+10, 90 cap; -10 starting/50 cap
Can begin with Ability Scores up to 58, rather than 48.
1 Dove/Raven
+
INT
- STR
2 Minotaur
+STR
-
PER
3 Jackal/Hyena/Wolf
+END
- AGI
4 Fox
+AGI
-
END
5 Lion/Tiger
+CHA
- INT
6 Reptile
+ PER
- CHA
7 Ant
+STR
-INT
8 Amphibian
+
AGI
+ END
-
INT
- CHA
9 Rat/Rodent
+
STR
+ INT
- AGI
- PER
10 Spider
+
STR
+ AGI
- CHA
- INT
Monstrous: 1d6
1 vampire
2 zombie
3 demon
4 jhang-zui
5 rakshasa
6 doppelganger
REGION: 1d100
1-6
SION TANG (+5% INT): 1d4
1 – Witchman
2 – Prey Stalker
3 – Torchbearer
4 – Elementalist
7-13
SHAWKWAN-WEI (+5% END): 1d4
1 – The Bear (powerful melee tank)
2 – The Wolf (tactical fighter)
3 – The Owl (spell caster, farseer)
4 – The Ghost (stealth)
14-20
SYLVANY (+5% AGI): 1d6
1 – Howling Dervish (monk-like dual-swordsman)
2 – Haunted Heart (barbarian with a spirit/ghost influence)
3 – Druid – nature and animal based spell caster
4 – Shadow Dancer – dextrous dark wizard
5 – Brigand – barbarian-bard hybrid
6 – Pathfinder (prophesy magician, ranger hybrid)
21-25
YAN-FANG (+5% PER): 1d6
1 – School of Purity
2 – School of the Sacred Katas
3 – School of the Kamis
4 – School of Time and Timelessness
5 – School of Soul Transformation
6 – School of Machinism*
26-30
ANNHUI (+5% CHA): 1d4
1 – The Dreamer
2 – Hunter
3 – Clayhand
4 – The Vanished
31-35
THURLAND (+5% END): 1d6
1 – Storm Skirmisher
2 – Trickster
3 – Seidrbaeir (town healer)
4 – Volur
5 – Ravager
6 – The Revenant
35-41
3. GREYLUND (+5 STR): 1d6
1 – Raider
2 – Vulcanist
3 – Balor Gheata
4 – Sangeist
5 – Vitea
6 – Raji Toire (warlock)
42-46
LAU-JIIN (+5% STR): 1d6
1 – Kamiuzi – draconic magic
2 – Xynobi – assault
3 – Qaguchoa – peacekeeper*
4 – Kyokin – tomb raider*
5 – Xai-gon – shrine guardian, protector of the wilderness *
6 – Ronin – outlawed or exiled martial artist*
47-53
PRIMALOZZA (+5% AGI): 1d8
1 – Ranger
2 – Dauntless
3 – Cloud Walker
4 – Wild Magician
5 – Magician of the Void
6 – Acolyte of the Ancient Dark
7 – Animist – tamer/musician and totem caster*
8 – Pictographa – rune caster*
54- 62
ATARAXIA/MYRIA (+5% CHA): 1d12
1 – Dark Horse Squire
2 – Myrian Apprentice Mage
3 – Demagogue
4 – Demonologist
5 – Covert Operative
6 – Low-priest
7 – Cultist of Aequeya
8 – Sharroghin
9 – Outlaw
10 – Scholar of the Void
11 – Skulghin
12 – Dramaturge
63-70
DIVYA-DRAVYA (+5% PER): 1d8
1 – dragoon
2 – infiltrator
3 – holy knight
4 – chemist
5 – polytheologian
6 – untouchable
7 – marksman
8 – ascetic
71-75
SKYLIN (+5% AGI): 1d6
1 – Magus Ultima
2 – Arcane Archer
3 – Sharpshooter
4 – Demon Hunter
5 – Night Walker
6 – Astrologian
76-81
HERORA (+5% END): 1d6
1 – Guerilla
2 – Fidai – Assassin Priest*
3 – Templar – Cleric
4 – Occult Shaman
5 – Exotic Beast Handler*
6 – Champion of Herora * – Barbarian-Paladin type. Righteous Indignation.
82-89
SOMNAH (+5% INT): 1d6
1 – Court Mage
2 – Hedge Wizard
3 – Outrider
4 – Swordspell
5 – Poet of the Plains
6 – Bandit
90-94
MERCIA (+5% STR): 1d6
1 – Marauder
2 – Men-at-Arms
3 – Pyromancer
4 – Servant of the Rains
5 – Weaver
6 – Dunewalker
95-100
RAPINA (+5% INT): 1d8
1 – Ender
2 – Golmer
3 – Rymer*
4 – Stranger
5 – Giver
6 – Burner
7 – Wanderer*
8 – Shapechanger*
Then apply your regional bonus. Example: I roll a 76 and therefore this character is Heroran, and so I add +5% to END.
STR 20 +2d10 14 34
AGI 20 +2d10 8 28
END 20 +2d10 12+5= 37
INT 30 +2d10 8 38
PER 10 +2d10 9 19
CHA 20 +2d10 8 28
NOTE: you are still bound by the beginning limits. No stat can be higher than 48, none lower than 10. If bonuses/drawbacks would raise or lower your stat beyond the limits, set the ability score to 48 or 10 instead. Animus and Lycanthropes have higher limits, 53 and 58 respectively, but their lower limits remain at 10...
STARTING CLASS
Now, roll for your starting class, which is based on your region. Roll the die your region states. For example, as a Heroran I have 6 options, so I roll 1d6 and land a 4: The Occult Shaman. Gain this class's skill card pack and starter equipment, which the storyteller or GM will provide.
The Occult Shaman starts with:
CLUBS: 47
HEARTS: 40
DIAMONDS: 17.
APPEARANCE
You can now completely randomize your appearance.
Sex: Female 1-45, Male 46-90, Non-binary 91-100
Skin color (1d10)
1 - sand
2 - stone
3 - extremely pale
4 - extremely dark
5 - bronze-red
6 - coffee brown
7 - golden
8 - copper-green
9 - amber
10 - honey
Hair Color (1d10)
1 - black
2 - brown
3 - auburn
4 - copper
5 - gray
6 - red
7 - strawberry blond
8 - yellow blond
9 - ash blond
10 - white
Eye Color (1d10)
1 - black
2 - brown
3 - hazel
4 - green
5 - gray
6 - blue
7 - indigo
8 - red
9 - pink
10 - white
Age (2d10)
2 - 15
3 - 16
4 - 17
5 - 18
6 - 19
7 - 20
8 - 21
9 - 22
10 - 23
11 - 24
12 - 25
13 - 26
14 - 27
15 - 28
16 -29
17 -30
18 -31
19 -32
20 -33
height: 56 inches + 2d10 for female
height: 56 inches +3d10 for male
weight: 90+ 1d100 for female
weight: 90+ 2d100 for male
facial features (1d20)
1: mousy eyes
2: hawk-eyed
3: glass eye or eye patch
4: mismatched eye color
5: blocked tear duct
6: missing piece of nose
7: badly broken nose
8: batty nose
9: bulbous nose
10: beakish nose
11: wing-like ears
12: cauliflower ear
13: small ears
14: extra large ear lobes
15: missing piece of ear
16: hair lip
17: missing teeth
18: thin lips
19: voluptuous lips
20: false teeth
body features 1d20
1: no neck
2: missing finger or toe
3: visible birth mark
4: naturally perfumed
5: knobby knees
6: big hands
7: extra hairy
8: piercings
9: webbed hands or feet
10: slender fingers
11: tattoos
12: dry skin
13: big-boned
14: unusually hairless
15: skin discoloration
16: baggy bloodshot eyes
17: smooth skin
18: beauty mark
19: visible scar
20: missing hand or foot
Voice (1d20)
1 Stutters
2 Lisp
3 Raspy
4 Whispery
5 Soft
6 Polite
7 Snobbish
8 Intellectual
9 Squeaky
10 Gruff
11 Baritone
12 Alto
13 Tenor
14 Soprano
15 Hoarse
16 Nasal
17 Sultry
18 Flat
19 Flamboyant
20 Sugary
Finally, roll for your background:
BACKGROUND
Wealth
1d8
1 squalor
2 poverty
3 working low
4 working middle
5 median
6 middle
7 upper middle
8 wealthy
Locale
1d4
1 city
2 town
3 village
4 wilderness
Occupation
2d6
2 Agricultural
3 Hunting
4 industrial labor
5 mercantile
6 governmental
7 military/warrior
8 clergy/cult
9 collegiate
10 arcane
11 outlaw/exile
12 criminal/prisoner
PERSONALITY TRAITS
Each character begins with a set number of personality traits based on their charisma ability score. These traits were swiped from an MIT study without anyone's permission.
100 - 6 positive, 4 neutral, 0 negative
90 - 5 positive, 4 neutral, 0 negative
80 - 4 positive, 4 neutral, 1 negative
70 - 4 positive, 3 neutral, 1 negative
60 - 3 positive, 3 neutral, 1 negative
50 - 3 positive, 2 neutral, 1 negative
40 - 2 positive, 2 neutral, 2 negative
30- 1 positive, 2 neutral, 2 negative
20 - 1 positive, 1 neutral, 3 negative
10 - 0 positive, 0 neutral, 4 negative
You do not have to roll at random, but you should follow the Charisma score in determining personality traits. If you choose to roll the traits randomly, roll d100 for each of the positive, neutral, or negative categories. In other words, if my character starts with a charisma of 40, I will roll 1d100 twice for positive, twice for neutral, and twice for negative traits.
Personality traits are intended to assist characterization rather than strictly determine character action.
However, the traits can and will affect the outcome of character interaction. Positive traits yield bonuses, negative traits make for penalties, and neutral traits may incur one or the other, depending on the situation.
Note: any character can be possessed of many, many of these personality traits. Of course. What these listings imply is something stronger, something more obvious or predominant about the characters.
POSITIVE TRAITS:
|
1. Adaptable |
2. Agreeable |
3. Alert |
4. Articulate |
|
5. Athletic |
6. Attractive |
7. Benevolent |
8. Calm |
|
9. Caring |
10. Challenging |
11. Charismatic |
12. Charming |
|
13. Clean |
14. Clear-headed |
15. Clever |
16. Compassionate |
|
17. Confident |
18. Conscientious |
19. Contemplative |
20. Cooperative |
|
21. Courageous |
22. Courteous |
23. Creative |
24. Cultured |
|
25. Curious |
26. Daring |
27. Decisive |
28. Dedicated |
|
29. Dignified |
30. Disciplined |
31. Dutiful |
32. Educated |
|
33. Elegant |
34. Fair |
35. Faithful |
36. Farsighted |
|
37. Forgiving |
38. Gentle |
39. Hardworking |
40. Healthy |
|
41. Helpful |
42. Heroic |
43. Honest |
44. Honorable |
|
45. Humble |
46. Humorous |
47. Idealistic |
48. Imaginative |
|
49. Incisive |
50. Independent |
51. Individualistic |
52. Insightful |
|
53. Intelligent |
54. Intuitive |
55. Knowledgeable |
56. Logical |
|
57. Loyal |
58. Objective |
59. Observant |
60. Open |
|
61. Optimistic |
62. Organized |
63. Original |
64. Painstaking |
|
65. Passionate |
66. Patient |
67. Patriotic |
68. Perceptive |
|
69. Perfectionist |
70. Persuasive |
71. Practical |
72. Protective |
|
73. Purposeful |
74. Rational |
75. Realistic |
76. Reflective |
|
77. Relaxed |
78. Reliable |
79. Resourceful |
80. Respectful |
|
81. Responsible |
82. Romantic |
83. Selfless |
84. Self-sufficient |
|
85. Sensitive |
86. Sentimental |
87. Serious |
88. Sexy |
|
89. Sharing |
90. Shrewd |
91. Simple |
92. Sophisticated |
|
93. Stoic |
94. Strong |
95. Tolerant |
96. Trusting |
|
97. Understanding |
98. Well-read |
99. Wise |
100 Witty |
NEUTRAL
TRAITS
|
1. Absentminded |
2. Aggressive |
3. Ambitious |
4. Amusing |
|
5. Artful |
6. Businesslike |
7. Busy |
8. Casual |
|
9. Circumspect |
10. Competitive |
11. Complex |
12. Confidential |
|
13. Conservative |
14. Consistent |
15. Contradictory |
16. Crisp |
|
17. Cute |
18. Deceptive |
19. determined |
20. Dominating |
|
21. Dreamy |
22. Driven |
23. Droll |
24. Dry |
|
25. Earthy |
26. Effeminate |
27. Emotional |
28. Enigmatic |
|
29. Experimental |
30. Familial |
31. Folksy |
32. Formal |
|
33. Freewheeling |
34. Frugal |
35. Glamorous |
36. Guileless |
|
37. High-spirited |
38. Hurried |
39. Hypnotic |
40. Iconoclastic |
|
41. Idiosyncratic |
42. Impassive |
43. Impersonal |
44. Impressionable |
|
45. Intense |
46. Invisible |
47. Irreligious |
48. Irreverent |
|
49. Maternal |
50. Mellow |
51. Modern |
52. Moralitic |
|
53. Mystical |
54. Neutral |
55. Noncommittal |
56. Noncompetitive |
|
57. Obedient |
58. Old-fashioned |
59. Ordinary |
60. Outspoken |
|
61. Passive |
62. Paternalistic |
63. Physical |
64. Physical |
|
65. Placid |
66. Political |
67. Predictable |
68. Preoccupied |
|
69. Private |
70. Progressive |
71. Proud |
72. Pure |
|
73. Questioning |
74. Quiet |
75. Religious |
76. Reserved |
|
77. Restrained |
78. Retiring |
79. Sarcastic |
80. Self-conscious |
|
81. Sensual |
82. Skeptical |
83. Smooth |
84. Solemn |
|
85. Solitary |
86. Stern |
87. Stoic |
88. Strict |
|
89. Stubborn |
90. Stylish |
91. Soft |
92. Subjective |
|
93. Surprising |
94. Tough |
95. Unsentimental |
96. Undemanding |
|
97. Unfathomable |
98. Uninhibited |
99. Unpredictable |
100. Whimsical |
NEGATIVE TRAITS
|
1. Aloof |
2. Amoral |
3. Angry |
4. Apathetic |
|
5. Argumentative |
6. Arrogant |
7. Asocial |
8. Barbaric |
|
9. Bizarre |
10. Blunt |
11. Brutal |
12. Calculating |
|
13. Callous |
14. Cantankerous |
15. Careless |
16. Childish |
|
17. Clumsy |
18. Complacent |
19. Compulsive |
20. Conceited |
|
21. Conformist |
22. Cowardly |
23. Critical |
24. Cruel |
|
25. Cynical |
26. Deceitful |
27. Demanding |
28. Dependent |
|
29. Desperate |
30. Destructive |
31. Devious |
32. Difficult |
|
33. Dirty |
34. Dishonest |
35. Disrespectful |
36. Dogmatic |
|
37. Domineering |
38. Envious |
39. Erratic |
40. Escapist |
|
41. Fatalistic |
42. Fickle |
43. Foolish |
44. Forgetful |
|
45. Fraudulent |
46. Frivolous |
47. Grandiose |
48. Greedy |
|
49. Gullible |
50. Hateful |
51. Hedonistic |
52. Hostile |
|
53. Ignorant |
54. Impatient |
55. Impractical |
56. Impulsive |
|
57. Inconsiderate |
58. Indecisive |
59. Inhibited |
60.Insecure |
|
61. Insensitive |
62. Insulting |
63. Intolerant |
64. Irrational |
|
65. Malicious |
66. Melancholic |
67. Messy |
68. Monstrous |
|
69. Naive |
70. Narcissistic |
71. Narrow-minded |
72. Neglectful |
|
73. Neurotic |
74. Nihilistic |
75. Nosy |
76. Obsessive |
|
77. Opinionated |
78. Paranoid |
79. Pedantic |
80. Perverse |
|
81. Predatory |
82. Prejudiced |
83. Pretentious |
84. Regretful |
|
85. Repressed |
86. Rigid |
87. Sadistic |
88. Selfish |
|
89. Shallow |
90. Shortsighted |
91. Sly |
92. Submissive |
|
93. Suspicious |
94. Treacherous |
95. Unhealthy |
96. Unprincipled |
|
97. Unreliable |
98. Vindictive |
99. Vulnerable |
100. Weak |
World-view/behavioral domains
“Beliefs and actions are one and the same”
Rate your character's convictions in each category, 1 being the lowest of conviction and 100 being the highest of conviction. Or you can roll them randomly (1d100 each)!
These metrics guide how your character would act in specific situations, given their beliefs. It is distinct from personality in the sense your convictions don't tell you if you're funny or not, or what frightens you, or how noble or nefarious you may be. Your convictions won't likely tell whether you keep a messy room or if you have a knack for sarcasm. But rather, your convictions will describe the why behind your character's decision making.
Much like establishing goals and motives, it is the player's responsibility to judge what these numbers might mean, to discern between potentially self-conflicted measures.
Example: “I joined the rebellion because the Kingdom has become a religious hegemony that treats women like third-rate citizens. Thing is, I care about individual liberty and common well-being; I care about scientific inquiry and advancement; and I believe that every person deserves equity. This equity is justice and if it doesn't exist I'll fight for it until that equity is restored or created anew.”
compassion, 1-100
rational self-interest, 1-100
pragmatism, 1-100
idealism, 1-100
violent force, 1-100
pacifism, 1-100
civilization, 1-100
wilderness, 1-100
asceticism, 1-100
hedonism, 1-100
science, 1-100
mysticism, 1-100
individualism, 1-100
tribalism, 1-100
imperialism, 1-100
anarchism, 1-100
knowledge, 1-100
imagination, 1-100
emotion, 1-100
rationality, 1-100
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