|
CHARACTER GENERATION PAGE 1
CHARACTER RACE Your character can be one of three full blooded races: Human, Dwarf or Elf.
Or you may choose a half blooded character such as a Half-Dwarf, Half-Ling or
Half-Elf. Half blood characters may encounter NPC’s (Non-Player Character’s)
that automatically hate them. At the same time, fellow half blood NPC’s may
often come to their aid when opposed by NPC’s that hate them. While there are
other races that are half blooded (Half-Ogre, Half-Orc, Half-Goblin) they are
rarely encountered as PC’s (Player Character’s). A Half Blooded character will
have the traits of both races but to a lesser degree. You may roll randomly on
the Table below or you may choose which race you want your character to be.
Humans Humans come in all sizes and shapes and are the most widespread of all the races. They have been know to live and mingle with other races making for a wide range of Half Blooded races. While the other races seem to remain to themselves, Humans continue to spread into the lands of the Dwarves and the Elves. This sometimes causes conflict but most borders are honored and protected by both sides. Humans do not hate any specific race but have a strong dislike of the Orcs and Goblins. Many enjoy adventure and seek out danger and excitement but most prefer to settle down and make a home for themselves. Humans do not have any special abilities and come in both the good and bad variety. They are more agile than Dwarves but not as much as Elves and are more resilient than Elves but not as much as Dwarves. They ride horses and use a variety of vehicles for transportation. The lands unprotected by the Dwarves and Elves are the possible domains of the Humans and they search for it constanly. Dwarves Dwarves are often expert miners and craftsmen, which gives them a greater ability to notice unusual rock formations and understand strange mechanical devices. They enjoy strong drink and gold. They are very protective of their personal treasure and often use traps to guard it while they are away. Therefore, all Dwarfs have some ability to spot and disarm traps and to locate secret doors. They have short stout legs that prohibit them from moving very quickly and are only able to ride small ponies or trained bears. They are a hardy race and resist disease and poison quite well. Dwarves have an ancient hatred for Orcs, Goblins and Dark-Elves and they distrust Elves. Dwarves have been fighting Dark Elves for centuries and see most Elves and Dark Elves as one in the same. Most Dwarves also dislike deep water as they are not good swimmers, if they can swim at all. The Hills and Mountains are the domain of the Dwarves and they guard it fearcely. Elves Elves are quick-witted and eagle-eyed, used to reacting swiftly to the constant movement around them in their natural woodland environment. Therefore, Elves are seldom surprised when encountering other groups. They excel at fighting at a distance using bows and consider their skill to be a mark of excellent character. They enjoy song and objects of delicate beauty. They also have an inherant magical quality that often allows them to become high level mages. They are quick and agile and often move silently through the wooded undergrowth. They ride beautiful horses and unicorns as well as giant eagles. With their quest for life and nature, they oppose all races that seek to destroy it. Elves hate their evil brothers the Dark-Elves as well as Orcs and Goblins. The Woods and Forest are the domain of the Elves and they cherish and protect it defiantly. Lings Lings are very small, simple but quick humanoids, used to playing and frolicing in the wild places. They are never surprised when encountering other groups. They never fight, but always play tricks or pranks on all they encounter. They enjoy laughter and confusion. They are magical and allthough they can use spells they could never become high level mages because they are distracted very easily. They are quick and agile and always move silently through the grass and brush. With their quest for laughter they neither like or hate any race. In many lands they have many names (Pixie, Brownie, Gnome, Leprechaun, Wee One, Faerie, Wisp, Sylph and Nymph) but they are all of the race called Ling. Ling cannot be PCs but their offspring relations, the Half-Ling can be found scattered about the lands. Lings find iron objects to be deadly. Hence they stay away from areas or creatures that wear or have a lot of iron. If iron bearers and located within their domain the tricks they normally play will turn deadly. The most secluded Fields and Brushland are the domains of the Ling and they amuse, frustrate or antagonise all that enter them. RACE CHARACTERISTICS Once you know your Characters race, you can determine their Abilities.
Roll 3D6, total the die rolls and adjust the result by the
Race Characteristic modifiers listed below.
These modified stats are the characters basic Abilities.
They will represent a level of what the character is capable of doing, for attempting acions,
fighting or for casting spells etc.
The Half-Orc and Half-Ogre Stats are provided for comparison only. Race Characteristic Table Strength, Arms
+0
+2
-1
+0
-2
+1
+2
+3
Strength, Legs
+0
+1
-1
+0
-2
+1
+1
+2
Dexterity
+0
-1
+2
+1
+3
-1
-1
-2
Agility
+0
-2
+2
+1
+3
-1
+0
-2
Charisma
+0
-2
+1
+2
+3
-1
-3
-2
Willpower
+0
+2
-2
-1
-3
+1
+1
+2
Intelligence
+0
+1
+2
+0
+0
+0
-1
-2
Wisdom
+0
+0
+2
+1
+0
+0
-2
-3
Constitution
+0
+2
-2
-1
-3
+1
+2
+3
Appearance
+0
-2
+2
+1
+3
-1
-3
-4
Strength
Strength is the factor that determines your ability to Lift
(Strength, Arms), or to Carry (Strength, Legs).
Dexterity
is the factor that determines your ability to use
your hands to manipulate intricate items or objects. It is your
sense of eye hand coordination.
Agility
is the factor that determines your ability to dodge
or balance. It is your sense of body coordination.
Charisma
is the factor that determines your ability to influence
or affect other characters. It is your sense of personality.
Record your original Charisma roll as well as your modiied.
Your original stat is used when dealing with your own race.
Your modified stat is used when dealing with others.
Willpower
is the factor that determines your ability to hang in there.
It is your sense of mental stamina.
Intelligence
is the factor that determines your ability to think and
learn effectively. It is your sense of thought management.
Wisdom
is the factor that determines your ability to apply your
knowledge to given situations. It is your common sense.
Constitution
is the factor that determines your to bodies level
of health and it's resiliance. It is your sense of physical stamina.
Appearance
is the factor that determines your physical looks and your
level of personal hygeine. It is your sense of personal beauty.
It affects how willing you are to get dirty and the type of clothing you
will wear.
Record your original Appearance roll as well as your modiied.
Your original stat is used when dealing with your own race.
Your modified stat is used when dealing with others.
LIFESTYLES You can now choose the Primary Lifestyle path your character has taken.
Athough all many paths are possible, adventures will typically be drawn
from one of four typical lifestyle paths. These include Fighter, Criminal, Scholar or Religion
FIGHTER - A Fighting lifestyle is one of continual combat, danger and excitement.
Dealing with monsters and taming new lands being the main effort.
This is a good choice for characters that have high strength and constitution abilities.
CRIMINAL - A Criminal lifestyle is one of excitement but less danger.
Money and possesions being the main effort.
This is a good choice for characters that have high dexterity and agility abilities.
SCHOLAR- A Scholarly lifestyle is peaceful, not looking for conflict but still prepared
to deal with it just in case.
Research and experimentation being the main effort.
This is a lifestyle for characters that have high intelligence abilities.
RELIGIOUS- A Religious lifestyle is peaceful, usually not looking for conflict but
still prepared to deal with it just in case.
Service and conversion being the main effort.
This is a lifestyle for characters that have high wisdom abilities.
MERCHANT- A Merchant lifestyle can be peaceful at times and dangerous at others.
Always looking out for a good deal can lead you to many strange places.
Dealing with people and money being the main effort.
This is a lifestyle that is good for characters that have high intelligence or wisdom abilities
as well as charisma.
LAWMAN- A Lawmans lifestyle is one of both danger and boredom.
Service and protection being the main effort.
This is a lifestyle for characters that have high strength and constitution abilities.
GOVERMENT- A Governmental lifestyle is peaceful, conflict being resolved with words and documents.
Service and order being the main effort.
This is a lifestyle for characters that have high intelligence and wisdom abilities.
ARTIST- An Artistic lifestyle is peaceful, no conflict and no desire to deal with it.
Perfection in ones creatvity and beauty being the main effort.
This is a lifestyle for characters that have high dexterity and wisdom abilities.
ACTOR- An Actors lifestyle is peaceful, not looking for conflict but prepared to bluff
ones way out of it just in case.
Excitement and entertainment of others being the main effort.
This is a lifestyle for characters that have high charisma and agility abilities.
WORKER- A Workers lifestyle is usually peaceful, except in time of war or strife.
Survival being the main effort.
This is a lifestyle for characters that have low intelligence or wisdom abilities
as well as willpower.
Within each of these lifestyles are a variety of careers.
Select one of the following lifestyles.
If you have completed Part 1 of Character Generation please continue on to Part 2
|