Showing posts with label Character Creations. Show all posts
Showing posts with label Character Creations. Show all posts

Sunday, 8 November 2015

Classic Traveller character creation. Character sheet scan included!

Back in 2010 Classic Traveller was free at DriveThruRPG, so naturally I snatched it. I've heard it's a good game, so why not. Unfortunately I never read it, or played it. I've read some topics lately about the character creation and decided to give it a try! I will create this character as I read the character creation the first time ever, so there might be mistakes.

I have played Finnish translation of 2300 AD but some of the rules were confusing thanks to bad translation and editing. Still, loved that game!




Basics
All characters start untrained, inexperienced and 18 years old and from that point are generated with random die rolls. Sounds fun! Characteristics are 2d6, quite similar to D&D.
There also is an optional Universal Personality Profile (UPP) what basically shows the stats with numbers and alphabets (if I understand it right). For numbers are used for double digit numbers (10, 11, 12...) so UPP doesn't get confused. It could look like this 777B77. You need to memorize the stat order to read this, but I think it's quite easy.
Then the naming what is up to you, and social title what is determined by social standing.

Also, you'll need two books, book 1 and 2, to create the character. Character generation checklist (very handy) and all necessary charts are found in book 2.

Characteristics
There are six of them: Strength, Dexterity, Endurance, Intelligence, Education and Social standing. Other attributes are age, rank, money, skills and possessions.

I'll start roling my Characteristics, the results are: Strength: 8, Dexterity: 7, Endurance: 10, Intelligence: 4, Education: 7, Social Standing: 4

Or, as in UPP format: 87A474 (side note: stats in UPP format look very scifi)

Skills And Expertise
There are six services, and as I am not very intelligent and my social standing is low, I choose to be in the army. Just a number without a name.
First, I need to try to enlist for the army. I need to roll 5 or higher and could get bonuses from dexterity and endurance. My bonus total is +3 so I only need to roll 2 or better using 2d6. I'm in!

Now I must roll for survival... wait a second, can't find it. Ah, too easy. So, army's survival is 5+ and Education gives bonus for me. I roll 4 +2 so I survive first term of service (four years). If I didn't make this roll, my character would have died in service. Brutal.

Then commission roll. +1 from Endurance, trying to get 5+. Success! Now as I got commissioned, I try promotion. 6+, Education helps, result is 11. Igot promoted and am rank 1 now! That's Lieutenant!

Skills time! First I check my free automatic skills. Rifle-1 (skill_name-skill_level) from navy and SMG-1 from being promoted to Lieutenant in first four years. In the character sheet there are three places to write skills into. Primary Skill, Secondary Skill, and Additional skills. Didn't find an explanation, so I'll put my first automatic skills to primary and secondary and the rest in additional.

I (think I) get two skills from initial service, one from commission and one from promotion. That's four skills. There are four table to roll random skills I've learned during a term, but the fourth table needs 8+ education to access. Luckily, my education is A-10, so I'll roll once every table to get the following four skills:
+1 Endurance (that's not skill, but an improvement. Well, suits me.)
Blade Combat-1
Blade Combat-1 (that's probably Blade Combat-2 now)
Tactics

No aging effects, that's after fourth or later term of service. I do roll reenlist and if successful, return to survival and to next term. My survival rate is good, so I try to reenlist again. Even if I didn't want to reenlist, I still should roll 2d6. With a result of 12, I must reenlist, because they need my services. 5+ with bonuses, I basically can stay in army as long as I want to! Survival successful. Commission check, that's a new skill for me. Promotion successful, second skill for me. I am a captain now and my new skills are Gambling-1 and Gun Combat-1.

One year more, I am 30 years old, promoted to Major, my Dexterity is one better and I know Computers-1, and decide to leave the service. I get to roll five times (ranks, terms) and get +1 to Cash rolls from my Gambling skill.. There are two tables; Benefits and Cash. I can choose which table to roll, but only can roll Cash table for three times maximum. I had to ask Google Plus Classic Traveller community how to read the table, and the solution was really simple.

Two for cash, three for Benefits. From benefits I get +2 to Intelligence and a gun (I choose SMG). For cash I rolled two fives (+1) so I am damn rich! I get 40,000 credits! Wow!

My name is Remy Morre and I am ready to adventure and explore spaces! My character record would look like this in real Classic Traveller form:

Army Captain Remy Morre / 88A674
3 Terms / Cr 40,000
Skills: Rifle-1, SMG-1, Blade_cbt-2, Tactics-1, Gun_Cbt-1, Gambling-1, Computer-1
__________________________________________

This was fun. I think you'll get Classic Traveller characters created really quick when you've done it a couple of times. I like random character creation with different paths and careers like in this one. Character creation with mini-game is so much fun.
Sure, your character might die in the process, but there is an optional rule to cover that so you don't roll dead characters. It's very good, actually.

I liked this a lot! Also the rules system sounds simple enough so I could actually enjoy playing this game.

If you don't want to roll dice, you can download a character generator like this from RabSoft site. Googe gives several options to choose from, but this looked coolest to me. Haven't tried it though...
There is also this web based by +Paul Gorman found HERE.

You can download scanned character sheet from HERE (pdf).


Tuesday, 15 September 2015

Let's create a character for Whitehack 2nd edition (booklet version)

https://whitehackrpg.wordpress.com/

I've played Swords & Wizardry Whitebox, and really enjoyed it. I already have it as a DIY printed PDF booklet, so I decided to get Whitehack instead. I am looking for a simple D&D version for quickstarting some one-shot-sessions, but enough meat to play a campaign. I felt, that Whitebox did the trick extremely well. And it's easy to move to S&W Core from WB, if needed!

But I am always open for new retro-clone-similacrum-OSR-systems, so I bought this one.

This is not a review. I have not read the book yet (except checking how core mechanics work to get some idea what I want from character). Let's see how easy and fast it is to create a character without reading character creation rules beforehand!


If you are in a hurry, just transfer a pregenerated character to a copy of the character sheet. Well that was fast! Now let's try to create a character ourselves! I didn't print a character sheet, so I have to draw one myself. Luckily the character sheet is simple (but damn awesome). Picture somewhere below.

This is a cool and so simple!
For 1st edition.
The Attribute Scores. 3d6 for each attribute. It doesn't say in order, so I decide to roll a series of attributes, and then put 'em where I want to! Here they are:

STR: 10; DEX: 14; CON: 10; INT: 12; WIS: 16; CHA 13

I want to make a magic-user-guy! That's why I put high WIS, because it affects not only perception and insight but also magical abilities. Whitehack magic is different without spell list, so I'd want to try it out!

Attribute scores affect different bonuses, but most of them are not listed yet. But from attribute descriptions I get:

+1 to initiative from DEX, two extra languages from INT

Character Classes. There are three classes, or archtypes. If you are familiar with True20 (Bluerose has one), this is similar. Deft are skilled,  Strong are fighters, and Wise are magicians, alchemist, scholars, priests etc. I am going to be Wise.

Magic I get I write a description myself. There is no spell list. Cool! Also spell casting is not Vancian memorize-and-forget, but you loose HP when you use spells. You've got twice spells than your slots. Slots are your spells that are ready to be cast. You must "memorize" spells to slots to use them. Nice! What I write down as a fresh, first level Wise, is:

HD: 6 (1d6+1); AV (attack value): 10; ST (Saving Throw): 6; Slots (for miracles) 1: Groups (for mechanical benefices): 2; Raises (which level attributes +): 0

My healing rate is doubled, but I cannot be healed with spells, medicine or skilled treatment. Shields and heavier than leather armor make me pay double HP for miracles. I also get -2 AV (to-hit) for two-handed weapons, except ye wizard weapons (like staff). +2 to save versus magic and mind tricks.

Class advantages and restrictions sound extremely reasonable and are totally fine with me. Great! I imagine that double healing rate but unable to boost healing means, that you basically automatically treat yourself all the times.

Groups. Broad definition of skills. Groups are attached to an attribute, so the group can give benefices to an attribute roll. My groups are:

Preacher, to CHA
Duelist, to DEX

Preaching duelist? Up yours D&D and sharp weapons restrictions for Clerics!

Now there are pregens, and names in a weird place cutting chapter in half. Not confusing, just weird layout.

Species. Now it tells me that my first group must be species! Damned. Wait, I fix previous groups I already decided. I think that species should be earlier in any character creation rules. Here's a great example why ;)  Oh wait a sec!

Groups section says I don't have to choose all groups right away, but can choose two (I did above). Broad definition of skills... bla bla. Write next to an atrribute, check. How to use, two per attribute max etc. Gotcha! Species section right after says that the first type of group is the character's species. It must be chosen at a character creation bla bla. I can note them after two attribute, but if I am half-demihuman I only write it down one attribute. Second is my vocation (but if I am full-dwarf I already used my two groups to be dwarf-dwarf so I can't get a vocation). Vocation is barbarian, or wizard or something. Like your class description (I am a Wise, so barbarian vocation would be interesting concept). If I don't use Groups for species, I am a human.

SO if I want to be human wise-preacher-duelist I don't have to use my slots for races. These two chapters, groups and species, could have been written 100 times better! They suck the first time. Booo. Oh wait, what! Species, vocations, affiliations, are all under GROUPS. So I sucked at reading.

Affiliations are guilds, societies and what-not.

So you can use your two group slots for species, vocations, and affiliations. I am going with what I already got, even though they are not beforementioned. I need to go on, I've been stuck with this too long already!

Gold & Equipment. 3d6 x 10 gold, I've got 60. I am poor. Leather armor costs 15 and gives AC 2. Quarterstaff with damage 1d6-1 costs 1. Shortsword with 1d6-1 damage costs 8. Total cost is 24. Rest of the money I use to buy trinkets. I hate buying starting equipment, so I skip this. Calculating equipment weight is also as boring as it gets!

Calculating Armor Class. Unarmored 0 + Leather armor = 2. Yay! If they want to hit me, they need to roll between 2 and their attack value. My AV is 10, so I need to roll 2-10 with d20 to hit myself.

Languages. From the campaign world, which is unknown for me. I speak my own language and something extra. Maybe divine, because I am a preacher.
________________________________________________

CONCLUSION

Character creation is quick, if you know what you are doing. I didn't read it beforehand, so I had a hiccup there with Groups. I think that the character creation is a bit wordy, and all things could be explained so much easier for even quicker results. There should be a fast character creation check list or something to get through with it.

But if you know what you are doing, this is good. Enough similarities to know what you are doing, but enough simple variations to make your character stand out really easy.

I need to try this with beginner group to check out how well they grab the Groups concept. In my experience beginners can think out of the box, when grognards only think Fighting Men, Magic-Users and Elves.

Wednesday, 24 December 2014

Creating a character for Hulks & Horrors

Hulks & Horrors is read and game is ready to begin! This neat scifi game has so much great, and one of the coolest races (as class like in B/X) is Hovering Squid. There are stat requirements but I'll keep my fingers crossed to be able to create one of these guys!

This awesome picture by: http://gaucelm.deviantart.com/
Hovering squids are like hovering octopuses with beak and everything. They have tentacles and can multi-task easily. Let's start!

3D6 In Order

Everyone know this already! To get a squidstats I need minimum DEX of 7 and maximum STR of 16. My stats and modifiers are as following:

STR: 10 (melee to hit and damage 0)
DEX: 11 (AC and ranged to hit 0)
CON: 17 (HP +2)
INT: 14 (Charge 2)
WIS: 14 (Psi 2)
CHA: 10 (Languages 2, Sl'ettexik-sa (squid-people-talk) and Tradespeak)

Choose Your Class

I already did when I read the book! My class is a hovering squid! I can multi-task, I got directional awareness, I can entangle with my tentacles, and I can sense inorganic life.

Hit Points

My HD is D8, and I get +2 from high Con. My hit points score is 6.

To-hit Scores

Either I use Thac0 as a solid number or refer to a chart. My choice. My Thac0 is 5. I need to roll below my that score + enemy AC. Wonky, but I'll get used to it and it works as good as any D&D-clone to-hit.

Saving Throws

Saves are same as my Dex, Con and Wis (more like 3E instead of B/X/1E) and I get +1 bonus to Dex.

Choose Programs And Powers

I ain't scientist nor psionic, so nothing here for me. Programs and Psi-powers basically replace wizard and cleric spells of fantasy settings.

Buy Equipment
See, Mass Effect is doing it right!


3D6 x 100 credits. I got 1500.

I can use pistols and daggers (there are weapon restrictions for classes) so those are what I buy first. My tentacles make it easier to wield two guns for me so I am going to buy two guns! A Particle Beamer is most powerful pistol! One of those thank you, also some ammo (100 shots). And a laser pistol is a solid gun (damage is 2D6, keep highest). 60 shots. A simple shiv (1D3 dmg) can be my tool and backup defense.

960 credits spent! 540 left.

I can use light armor. Fiberweave and my AC is 7 instead of unarmored 9. Costs 100.

I've got 440 credits for other equipment, like protective filter masks, batteries, general equipment, computerized devices and so on. One think I am going to buy from this list (this is the boring part in my opinion anyways) is Wrist computer for 200 cr. It has all functions of modern mobile phone from network access to puzzle games and a camera. Also includes old Allman Brothers albums from 20th century (I am not making this up).

Finishing Touches

Name is hard to come by when my hovering squid race don't use consonants B, F, M, P etc. Hoodtsssax is his name...

When I spread my last seed, I was capable to produce, into the collective birth pool I was no use as a member of our society anymore. Well, maybe I could have been useful, but I decided that I wouldn't be to make my leave much easier. I've always been curious about space and stars. Distant worlds. So, now I try to get myself hired in a space ship to start my journey and adventure.
_______________________________________________________________

Hulks & Horrors character creation is fast and fun. And it doesn't end there. As a GM you have so many things to create. Space ships, solar systems and sectors, space stations, hulks, ruins, cities...

Sunday, 9 November 2014

Creating a character for D&D Basic (Finnish translation)


I've already created a character for Labyrinth Lord, so this should not be very different experience. I grabbed the character sheet from Vankityrmiä & Louhikäärmeitä (thanks +Jonas Mustonen ) blog so didn't have to scan it from the book.

As the title says I am using Finnish translation of the Mentzer Basic Dungeons & Dragons. This is going to be fun(ky)!

Step 1: Roll Kykypisteet (Abilities)

3d6 in order for Voimakkuus (Strength), Älykkyys (Intelligence), Viisaus (Wisdom), Ketteryys (Dexterity), Rakenne (Constitution), and Karisma (Charisma). The results are:

6, 13, 9, 10, 7, 7
-1, +1, -, -, -1, -1

Uh-oh, my dicehand is weak today! I can only see a Magic-User as an option for this weakling! I am a man and don't whine about weak character and re-rolls. (Funny thing is that my Labyrinth Lord character creation experiment also resulted a M-U!)

Step 2: Choose a Luokka (Class)

Easy and already done. Magiankäyttäjä (Magic-User).

Step 3: Swich Kykypisteitä (Ability scores)

Basically I cannot do this, because my dude is too weak. No Ability score can be lowered under 9. If it already is 10 you cannot lower it. So after Intelligence my next highest is 10! Next...

Step 4: Roll osumaheitot (Hit Points)

No maximum hit points at first level! I've got 2 with 1d4 from my class. But my weak Constitution modifier of -1 leaves me with 1 hit points.

Step 5: Roll money

3d6 x 10 kp (kultapala, gold pieces) makes me 150 gp rich!

Step 6: Buy equipment

I wish I was a warrior so I could spend my money on good armor and stuff like that. No armors allowed for me.

Hopeinen tikari, Silver dagger (only weapon Magic-User is allowed to use)
Lyhty, Lantern
Öljypullo, Oil, two bottles
Teräksinen peili, Steel mirror
Kolmen metrin seiväs, Ten feet pole
Rautaisannos viikoksi, Ration, for one week
Tulukset, Tinderbox
Viinileili, Wineflask (price is 1 gp but I'll make it 3. I want it to be filled with cheap wine)
Ukonhattu, Wolfsbane

Lots of stuff and I've got 49 gp left!

Step 7: Figure out:


  • Haarniskaluokka (AC). That's unarmored, 9.
  • Osumaheittotaulukko (To-hit table). That's already printed there, because all starting characters have same to-hit requirements. I do get -1 to-hit rolls though...
  • Pelastusheitot (Saving rolls).
Kuolemansäde tai myrkky (Death ray or poison): 13
Maagiset sauvat (Magic wand): 14
Halvaantuminen tai kivettyminen (Paralyzis or turn to stone): 13
Lohikäärmeen henkäys (Dragon breath): 16
Kepit, sauvat ja loitsut (Magic staff and spells) 15

(In Labyrinth Lord saves for M-U are slightly better...).

Step 8: Write down Kykypisteiden tarkistukset (Ability modifiers)

Basically already did this when rolled these.

Step 9: Name your character and choose his ryhmittyminen (Alignment)

There are only three. Laki (Lawful), Neutraalius (Neutrality), and Kaaoottinen (Chaotic). I want to be chaotic. My character is miserable and bitter. He does anything to find power (read: treasures and magic items) to compensate his weak abilities. Anything.

His name is Brut Paha (the Bad).

Step 10: Get ready to play

Wait a sec! I don't have spells yet! I take Lue magiaa (Read magic) and Uni (Sleep). Now I am ready to play!


Wednesday, 1 October 2014

Creating a character for Labyrinth Lord

In my old blog Cradle of Rabies I created some characters, labeled 1000 and 1 characters. I begin it in here, now. I remember when I was younger player I enjoyed to create characters. Character creation was like solo-gaming, or a mini-game of the roleplaying game. Also creating characters taught me how characters work and what are disadvantages and advantages of different stats. Basically how game worked in player's point of view. I think it is also good practice to create a character or two for a game you are about to run to make character creation run smooth. At least there is one person at the table who knows what's going on!

Anyways, here's the first character for this series of posts called Character for every game. Obviously I cannot create a character for every single roleplaying game out there so I have to start with games in my collection. Starting with my dead woods, and if I run out of those I still got plenty of PDFs to cover!

The first game I chose is Labyrinth Lord for the reason that it's the game I am currently running. Let's start!

1. Character Abilities

3d6 in order, then write down the modifiers from tables. For every ability there's own table of modifiers.

My abilities are:

Strength: 10 (modifier to hit, damage, and forcing doors: 0)
Dexterity: 10 (modifier to AC, missile attacks, and initiative: 0)
Constitution: 9 (modifier to hit points: 0)
Intelligence: 12 (additional languages: 0, able to read and write)
Wisdom: 11 (saving throw modifier: 0)
Charisma: 13 (reaction -1, retainers 5, retainer morale 8)

I see a Magic-User here!

2. Choosing A Class

It's Magic-User because of high Intelligence. My intelligence is not high enough for experience bonus though.
I need 2,501 experience points to reach second level.

3. Hit Points

Magic-User's hit die is very low, 1d4! It doesn't matter that much do I roll 1 or 4, I better stay in the middle anyways and try not to get stabbed at all. Rolled 3, I might survive a blow... or two if I am lucky.

4. Spells

I can memorize one spell per day, but I decide I have two first level and two second level spells in my magic book. I determine these starting spells randomly. My spells are:

  • Sleep (1st lvl): This is extremely handy spell for crowd control.
  • Read magic (1st lvl): This should be class ability rather than a spell in my opinion, because it is essential for Magic-Users to learn new spells from other spell books. Glad I got it!
  • Detect Invisible (2nd lvl)
  • Mirror Image (2nd lvl): My "extra lives" in combat. For every mirrored image I get a free hit I can take.
5. Saves

We are close to where saves are in the book, so let's write those down. Saves are the same for every M-U of levels 1-5 unless you get a bonus from high Wisdom for magic effects. My saves are:

Breath Attacks: 16
Poison or Death: 13
Petrify or Paralyze: 13
Wands: 13
Spells or Spell-like Devices: 14

6. Alignment

I choose my alignment to be neutral. No need to be Lawful nor Chaotic. I just walk my own path.

7. Languages

I can speak and write common and alignment. If I had higher Intelligence, I could know some extra languages.

8. Starting Wealth And Equipment

3d6 for starting gold gives me 150 gp. Time to buy stuff! I get:
  • Silver dagger (only weapon I can use and no armors for me! It's silver though so it can harm some supernatural beings. More expensive though...)
  • Five scroll cases
  • Backpack to carry all my mage's stuff around
  • Garlic, three gloves (makes rations taste good and for supernatural monsters to sniff)
  • Ink, quill pen (to write scrolls and spells)
  • Lantern and oil (to be able to read and write in dark)
  • 10 sheets of parchment
  • Rations for 5 days, preserved
  • Large sack for loot of magical in nature
  • Wolfsbane, fistful
  • Guard dog (my loyal friend and security)
51 gp and 1 sp in pockets after shopping.

And my AC is 9, unarmored.

9. Finishing Touches

All done! Now my Magic-User needs a name. He shall be called Dom Wiz. It is not his birth name, but the name he was given in mage's college. He was just a peasant with normal name what didn't fit the guild's reputation.

The guild's teacher of herbology found Dom when he was only four years old, alone in the woods. His parents were eaten by a werewolf and Dom was saved to be a desert. Luckily herbalogist Magic-User found Dom before this and saved him.

Dom started as servant but his adopt father teached him little things every now and then. Seeing potential in him he suggested that Dom should become a student in mage's guild. That didn't happen but Dom's adopt father got a permission to teach Dom as long as it didn't affect his duties.

That's how Dom learned arts of magic and herbology.

His adopt father now dead he has no real place in guild. He packed his belongings and took his favorite dog and left to find his own path...

Now in this tavern he stopped by, there looks to be adventurers in the corner reading a treasure map...




Monday, 28 April 2014

Creating a Warrior for Tunnels & Trolls

This is a step-by-step character creation for Tunnels & Trolls free rules, you can get from DriveThruRPG.

The Attributes are rolled 3d6 in order.


  • Strength: 11
  • Intelligence: 8
  • Luck: 8
  • Constitution: 14
  • Dexterity: 12
  • Charisma: 9
  • Speed: 15
Weight possible is how much you can carry equipment and that is Strength x100, so my character's value for this is 1100.

In addition to human there are three other races to choose from. Elves, Dwarves and Halflings make some changes to Attributes. I want to be a brave Halfling warrior, so the changes are: Strength x ½, Constitution x2 and Dexterity x 3/2. My new stats are:

  • ST: 6
  • IQ: 8
  • LK: 8
  • CON: 28
  • DEX: 18
  • CHA: 15
  • SPD: 15
Weight possible is now only 600!

As you can see the even though you use same method for generating the stats as in D&D the stats are not limited to 18. Experienced characters might easily have some stats at 40, 50, 60 and even higher!

In these rules there are two different Character Types to choose from. Warriors can use any kind of weapon and they get double protection from armor and shields. Wizards know magic but can only use weapons like daggers, quarterstaff etc. My Halfling is a Warrior!

Now the rules are in a weird order, as now it is time to buy some equipment before we get to write down our combat stats. I get 3d6 x10 gold to make purchases. That is 110 gold to use.

Complete leather armor costs 50gp, weights 200 and gives "hits taken" (damage reduction) of 6. But as a Warrior I can double that so "hits taken" is 12. Complete mail is 11 for Wizards so the Warrior class really gives an edge to combat!

Weapons are really expensive and I got only 60gp left. Before I go buy a weapon I want 1 provision for 1 day for 10 gp. That's one day's worth of food, drink, "matches". It weights 20.

Now I got 50gp left to buy a weapon. I'd love to have a bow but those are damn expensive and basically useless if a monster comes to melee range. So I have to forget it for now (and earn some gold adventuring first). Common spear costs 22gp and it can be also thrown so that's what I'll get. Common spear Dice + adds for combat are 3+1 (roll 3d6 + 1 + character adds), it has 40 yds range and weights 50.

I got 28 gp left what I decide to use to buy warm dry clothing and a pack (costs 5, weights 10) and hemp rope what costs 1sp per ft and weights 10 per 5ft.

The last thing is to calculate how well I fight. For each point above 12 of ST, LK and DEX I get +1 to my "Personal Adds". Attributes below 9 are a penalty to Personal Adds the same way. When attacking you roll dice from weapon + weapon add + personal adds against the enemy's equal roll. The difference of these roll results is how much damage the loser suffers. From that damage your armor's "hits taken" is decreased. That's the damage result you suffer. Your CON is how much damage you can suffer (like HP in D&D).

My Personal Adds score is 2 thanks to low ST and LK! When I attack with my spear I roll 3d6 +3.

I can also use my spear as a missile weapon and those rules are a bit different. The attacker must make a DEX saving roll (2d6 + DEX) versus the chart's "to hit number". Maximum range with my spear against humanoid sized creature difficulty is 35 I need to beat with 2d6 + 18. HARD! But luckily the dice are exploding so I can re-roll sixes and add to the previous number. But only the armor can protect from a ranged attack...

That was quick and my Halfling Warrior Merry The Spear is ready for adventures and gold!