Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Monday, September 12, 2022

Another Scarlet Heroes example character

I decided to create a new example character to run a solo campaign with using the numerous tables in the back of the Scarlet Heroes rulebook.

This one is less randomly generated as I had a rough concept that I wanted to use. This will be a halfling thief with a motivation of 'exploring ruins for profit'.

Buckle Lao 

Class: Thief                                                Race: Halfling
Level: 1                                                       Experience Points: 0
Hit Points: 5                                                AC:5
Attack Bonus: +1                                        Fray Die: 1d6
Attacks: 
Ranged Bow 1d8 AB+3, range 210            Melee:  Short Sword 1d6 AB+3
Ranged Lt weapon 1d4 AB+3 range          Melee: Lt weapon 1d4 AB+3

Buckle's village is in the protectorate of Xian, and he has made his way towards the village of , which has been established near the ruins of the ancient city of Tsukaba, rumoured to have tombs containing fabulous wealth.

Characteristics

I rolled 6 4d6 rolls drop lowest and assigning to the characteristics as I wished getting 9, 10, 11, 12, 12, and 15, with the rules allowing me to switch one to 16 as I didn't have any rolls with that value or greater. 

Strength 12
Intelligence 11
Dexterity 16 to succeed he's got to be stealthy +2 bonus
Wisdom 12
Constitution 15 for solo games he needs to be robust +1 bonus
Charisma 10 
 

Racial Characteristics

Immune to panic or terror
 

Background, Innate Qualities, Relationships

Background: Information Seller
Innate Qualities: Natural Linguist
Relationships: Helped a foriegn spy
 

Traits

Bargaining - 1 point
Exploring ruins - 3 points  Class Archetype
Halfling Stealth - 1 point
Information Gatherer - 2 points
Sense Danger - 1 point

Equipment

Started with 130 gp and spent 87gp 6sp so will start exploring with plenty of cash.
 
Cash gp: 42 sp: 4
Light Weapon (short sword)
2 Small Weapon (dagger) 
Bow
Quiver and 20 arrows
Leather Armour
Backpack
Locksmith's tools
Camp gear 1 person
2 days preserved rations


Tuesday, June 14, 2011

A mutant future NPC

Another character in my series of creating characters for every RPG I have.

A Mutant future character - this will be a mutated human as one of the real defaults for the setting. So rolling 3d6 in order for the characters attributes I get 12, 13, 14, 10, 8, 8 - so good physical attributes but weak mentally. Starting funds: 3d8x10 = 16 x10 = 160gp, which is pretty good. Mutations: 2 physical, 1 mental - 16 Echolocation, 10 Dual headed, 89 Dual cerebellum (defective) - this means a further 1d4 mental mutations with half being defective rounding up - so one further defective mutation. I'm houseruling that the defective mental mutation cannot be another defective dual celebellum and I found that I had 14 points so used a d20 re-rolling any score over 14. I ended up rolling a phobia. A roll of 3 on the phobia table gives me an animal type which I'll work out as part of fleshing out the character. The dual cerebellum means that a secondary personality exists for the character that will take over once a month for 24 hours.


The mutations actually work quite logically for the character which is something that I don't mind as having contradictory values can be fun for a short while, but often presents difficulties in actually playing them as a PC or NPC.


Bobo Ferell
Race: Mutant Human Level: 1
Experience: 0
HP: 49 AC: 5/6 (with/without shield)
Move 60/20/60
Alignment: Chaotic


Attributes
Strength: 12+0 to hit, damage and open doors.
Dexterity: 13-1 to AC, +1 to hit with missiles, +1 on reaction
Constitution: 14+0 to saving throws, 14 d6 hd
Intelligence: 10- +0 to technology roll
Willpower: 8
Charisma: 8+1 on reaction rolls, max 3 retainers morale 6

Bobo comes from a village of largely mutated humans that has survived by farming and hunting in the wastelands. Bobo has had to flee after his secondary personality, Equill emerged and committed murder to steal a set of gems. He now tries to earn a living as a travelling merchant selling and buying what he can and avoiding staying too long where Equill might emerge and bring him into conflict or get him hung from a tree.


Attacks:
Warhammer +0 1d6
Dagger +0 1d4
Shortbow +1 1d6

Equipment:
Warhammer7gp5lb
Dagger3gp1lb
Shortbow 25gp2lb
Quiver and 20 arrows 5gp3lb
Studded Leather 30gp20lb
Shield 10gp10lb
Backpack 2gp2lb
Bedroll1sp5lb
Waterskin1gp4lb
Bag of smoked insects2cp-lb
Xenojerky2cp-lb
Flint & Steel2gp -
Lantern9gp3lb
3 flasks oil3sp3lb
5 days trail rations25sp5lb
qill pen1sp-
1 oz vial of ink8gp-
5 sheets parchment10sp-
map or scroll case1gp.5lb
2 lb tobacco2sp2lb
1 lb ginger2gp1lb

The total for all the equipment is 109 gp 2sp 4cp meaning that leaves Bobo with 50gp, 7sp, 6cp as funds. The total encumbrance is 66.5 lbs which would give him a movement rate of 60 ft/20 ft/ 60 ft per round - turn/encounter/running.

As normal with this series of characters created I'm happy for other GM to use them as NPC or even as player characters and I'd love to hear what you have done with them.

Wednesday, May 04, 2011

Labyrinth Lord Character

Back to the series of creating a character for every RPG I own, I'm starting with Labyrinth Lord which is my old school RPG of choice. I've used the basic method of generating the stats using 3d6 in order. The rolls I got were 3, 11, 8, 12, 15 and 5 giving me a character that will be best as a cleric as the best attributes are Intelligence and Wisdom. As a Cleric he'll get +5% to experience as his prime requisite of Wisdom is between 13-15. Starting wealth - 3d8 x10 gives 130GP so not too bad.

One of the things I like with random generation is that it gives me ideas for what a character will be like, with these attributes making me think of an aging cleric who has spent years living cloistered as a monk, though not a traditional D&D style martial arts monk.


Arminius was apprenticed to the monastery of Wildrang as a young boy and has lived there for many years working to maintain the scrolls withing the library. Many years of solitary study have made him withdrawn and difficult in his manner with few social graces. After the loss of a rare scroll from the collection Arminius has been sent out into the world by the abbot to seek it out and find if it can be retrieved. He seeks to join with a band of adventurers who can aid him in his quest.

Arminius

Class: Cleric Level: 1

HP: 5 AC: 4

Move 60/20/60

Alignment: Lawful

Attributes
Strength: 3-3 to hit, damage and open doors.
Dexterity: 11- no modifiers
Constitution: 8-1 HP per die
Intelligence: 12- able to read and write
Wisdom: 15+1 to magic effects saving throws
Charisma: 5+1 on reaction rolls, max 2 retainers morale 5



In Labyrinth Lord a first level cleric is able to cast spells and though this is usually allowed to be varied each day for a cleric it is pretty unlikely that Arminius will ever use anything except a Cure Light Wounds.

Spells:

Level 1: Cure Light Wounds

As a Cleric Arminius is limited to using blunt weapons so I have selected a mace and a sling so that he does have both melee and ranged attacks, though given how poor his strength is melee is a risky proposition for him. I've also purchased his other equipment including armour and miscellaneous gear.

Attacks:
Mace: -3 to hit 1d6-3 damage
Sling: +0 to hit 1d4-3 damage

Equipment:
Mace 5gp3lb
Sling 2gp-
10 sling bullets -5lb
Chain 70gp30lb
Shield 10gp10lb
Backpack 2gp2lb
Bedroll1sp5lb
Waterskin1gp4lb
Holy symbol, wooden1gp1lb
Flint & Steel2gp -
Lantern9gp3lb
3 flasks oil3sp3lb
5 days trail rations25sp5lb
qill pen1sp-
1 oz vial of ink8gp-
5 sheets parchment10sp-
map or scroll case1gp.5lb

The total for all the equipment is 115gp 0sp leaving Arminus with a starting funds of 15gp which at least allows him some accomodation or food before beginning his adventuring career. His total encumbrance is 71.5 lbs giving him a movement rate of 60 ft per turn, 20 ft in encounters or 60 ft running in encounters.

As normal with this series of characters created I'm happy for other GM to use them as NPC or even as player characters and I'd love to hear what you have done with them.

Tuesday, July 21, 2009

Swords & Wizardry Character

This character was created for the excellent Swords & Wizardry retro roleplaying game, with the old school method of taking the dice as they fell. Feel free to use him as an NPC in your games like the other example characters that I have created. This was with the core set rather than the white box rules.

Erwin the Unwell

3d6=12, 3d6=12, 3d6=4, 3d6=7, 3d6=11, 3d6=8
Human Fighter Level: 1
HP: 7 (1d6+2-1) AC: 14
XP: 0

Strength 12
Dexterity 12
Constitution 4
Intelligence 7
Wisdom 11
Charisma 8

Current gold: 36gp 8sp
Starting gold 130 not too bad.
3d6*10=130

Equipment:WgtCostTotal wgt/cost
Battle Axe15515/5
Dagger2217/7
Short Bow51522/22
20 Arrows1223/24
Ring mail403063/54
Shield101573/69
Backpack573/74
Bedroll2sp73/74.2
Waterskin173/75.2
10 Iron spikes5sp73/75.7
Hammer5sp73/76.2
Dried rations 5 days573/81.2
50 ft Hemp rope173/82.2
Block and tackle573/87.2
Flint & steel1 73/88.2


Hirelings:
Ranwald Torchbearer 1gp
Brill Swordsman 2gp
Vandred Swordsman 2gp

Spent 93 GP 2sp

Erwin is a hypochondriac, forever complaining about feeling unwell and blowing his nose in a large spotted handkerchief. Otherwise he is a strong fighter with black hair roughly cut short to avoid catching in his mail, wearing a helmet and a black cloak over his mail. On his shield there is only a blank green frontage with no symbols as yet as an independent adventurer.

Sunday, October 26, 2008

C&C, WFRP, RQ Review: Appendix D. Creating Warhammer FRP characters

With Warhammer more of the character generation process is driven by the dice than the D20 games as a characters' career and personal characteristics can be almost entirely generated using the charts in the start of the book. This is an example to go with my comparative review of Castles & Crusades, Warhammer FRP 2 and Runequest II.

Name: Udo
Race: Halfling
WSBSSTAgIntWPFel
Original2542251638273248
Adjusted2137
Advance+5%+10%+5%+5%+10%
Advance Used+5%
AWSBTBMMagIPFP
Original110214002
Adjusted112
Advance+2
Advance Used

Applying Shallya's mercy to his Toughness gives him an average score of 21, this will also increase his TB to 2 on the secondard characteristics.

Skills: Based on race in WFRP
Academic Knowledge(Geneology/Heraldry), Common Knowledge(Halflings), Gossip, Speak Language(Halfling), Speak Language(Reikspiel), Trade (Cook)
Career Skills:Animal Care, Charm, Gossip, Haggle, Perception, Search, Speak Language (Brettonian) - so his final skills end up with Gossip (+10%)

Talents: Mostly racial features in WFRP
Night Vision, Resistance to Chaos, Specialist Weapon Group(Sling)
Randomly rolled: Savvy +5% to Int
Career Talents: Dealmaker, Flee!, Seasoned Traveller, Hardy (+1 wound) - a better choice than Suave as a +5 to fellowship would reinforce an already very good characteristic

Starting Career: I rolled 10 for a Camp Follower and 25 for a Grave Robber and selected Camp Follower with Udo being a cook following the armies to look for plunder. As a career this concentrates on the social and intellectual development of a character meaning that Udo will generally talk rather than fight and if he has to fight it'd be at a distance with his sling.

Physical Features (as there are tables for them I'm rolling them):
Height: base 3' 4" roll 8 so add 8 inches to get 4 feet 0 inches - a tall halfling
Weight: percentile roll - 88 on the table gets me 120 pounds so Udo is big and tall in halfling terms - able to look a dwarf in the eye!
Hair colour: Eye colour:
Distinguishing Marks: only one roll I've decided - Missing nail
Siblings: 5
Star Sign: The Big Cross Age: 26
Birthplace: The Moot Name: Udo
Purse: 12GC - 4GC for sling gives 8GC
Trappings: Clothes (worn shirt, breeches, boots and cloak), Pack containing Blanket, Wooden tankard, Wooden utensils, Trade Tools(cook), Tent, Pouch, Cleaver (Handweapon), Dagger, Purse

Weapons:
Handweapon (Cleaver) Damage SB(2)
Dagger Damage SB-3(-1) only the damage die will actually give any damage
Sling Damage 3

For purchase one thing stands out: a sling as his high ballistic skill and specialist weapon group talent mean he's going to be a lot more effective with that than going into melee with a sword. I made his handweapon a cleaver as being appropriate for a cook.

Wednesday, October 22, 2008

C&C, RQ, WFRP review: Appendix B Creating C&C Characters part 2

C&C Character 2 again has his stats assigned by the player.
Alfar "the average"
Human Wizard Level 1
AC: 10

Strength:9+0
Dexterity:9Prime+0
Constitution:9+1
Intelligence:13Prime+1
Wisdom11Prime+0
Charisma9+0


Abilities: Spells - Alfar will get a bonus first level spell for having an intelligence of 13. His spell book will contain spells to match the number he can cast per day of 4 for level 0 and 2 plus 1 for level 1. I actually selected these rather than rolled for them to avoid making his list too weak.
Level 0: Detect Magic, Mending, Detect Poison, Dancing Lights
Level 1: Read Magic, Sleep, Magic Missile

Attacks:
Staff +0 1D6
Dagger +0 1D4
Thrown Dagger +0 1D4 10ft range increment

Move: 90ft(120ft base minus 25% for light encumbrance)

Equipment:
Starting gold 90 good for a Wizard, but they have still plenty of options on equipment.
ItemCostEncumbrance ValueLocationComments
Staff-4carried
Dagger2gp1Belt
Spell Component belt pouch10gp1worn
Backpack2gp2(w)worn
Bedroll1sp3pack
Map or scroll case1gp1pack
10 sheets paper10gp-scroll case
Robe1gp2(w)worn
Belt6sp-worn
Cape8sp-worn
Shoes2sp1(w)worn
1 oz ink8gp-pack
Quill1sp-pack
Waterskin1gp3
Bar soap5sp1pack
Bullseye Lantern12gp2pack
2 oil flasks2gp2pack
Flint and steel1gp-pack


Alfar has 35gp 7sp left after buying his equipment
To work out Alfar's Encumbrance Rating the base value of 10 is not adjusted for Strength modifier or primes so remains 10.

The Encumbrance Value of the items with a (w) suffix is reduced by 1 when worn so this means that Alfar's clothes are ignored and as an Wizard he has no armour to worry about. The items in the pack and belt pouch have their total EV reduced by 2 so the pack containing a bedroll (EV3), Scroll case (EV1), Soap (EV1) and lantern oil(EV2) has a total encumbrance of 5 for contents (7-2) and 1 for the pack itself (2-1) giving an EV of 6. Alfar's total EV then is 16:
  • Staff 4
  • Dagger 1
  • Pack 6
  • Component Pouch 1
  • Robe 1
  • Waterskin 3

As this is greater than his ER, but less than twice his ER he is lightly encumbered and has his move reduced by 1 quarter and a +1 to the challenge level on all dexterity based tests.
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