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


  1. STR

  2. AGI

  3. END

  4. INT

  5. PER

  6. 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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