Character Creation: Corporation

Corporation is a mostly standard cyberpunk game set in the year 2500. The players play as Agents: the eyes, hands and knives of the big Corporations that run the world. It is published by Brutal Games, and is written by James Norbury. It has a web in www.corpgame.com. It can be bought from DrivethruRPG.

Agents are superior to normal humans. When enlisted, they are filled with cybernetics upgrades and biomodifications: a sub-vocal communicator to talk with other agents up to 300 km away, an Id chip for identification, an A.I. chip (an internal computer A.I. to help them), a basic Process Socket (it can receive special chips to get new skills), R-Drug in the lymph system (it gives regeneration to the Agents), Histonamide (to stop hemorrages), Atrophic DNA (so they don’t leave recognisable tissue samples behind), Synaptic Modulation (so they don’t feel intense pain), independent cellular escision and neural stabilisers (so brain, heart and other vital organs can not be incapacitated by damage), and Ambidextery.

So it is clear an Agent is someone to fear. And now, to create one.

Step 0: Agent licenses and starting equipment

All Agents receive some standard equipment and legal licenses:

  • 1 intravenous medpack
  • Exceptional Black Cougar Handgun (Kinetic Pistol) (D8 damage, critics on 1/1 and 2/2)
  • External communications device
  • Flack jacket (+1 armor)
  • handcuffs
  • ID Chip Scanner
  • PDA
  • Identification badge
  • Law Enforcement License
  • Light Firearms License
  • License to use Non-powered Melee Weapons
  • hacking software (Normal) -(this one is illegal and not mandatory, but I take it).

Step 1: Select a Corporation

In the corebook there are five Corporations to choose from:

  • Al-Jinn: An asian industrial giant whose agents operate outside the law in organised crime cells. Bonus: Changeable ID Chip.
  • Comoros: Independently minded Indo-African specialists with a hatred for the UIG (United International Government). Bonus: +10 TE (Telepathic Energy points). All Comoros have increased telepathic regeneration, free Telepath Training. Can burn HP for TE.
  • Eurasian Incorporated: Decadent, capitalist monsters striving for socio-economic world domination and enjoying it. Bonus: Expense Account.
  • Shi Yukiro: Far eastern technologists and warriors founded on ancient philosophies and the Bushido Code. Bonus: Powered Melee License and Training. Free katana and access to Ion Weapons at Rank 3 / Level 8.
  • Western Federation: Disciplined, puritan military machine intent on a new world order. Bonus: Superior Weapons, extra weapon licenses, military sign and 10% weaponry.

I love telepaths, so I choose Comoros.

Step 2: Select a concept and profession

There is a big list of example caharacter concepts, I’m going to go with a troubleshooter telepath with some hacking skills based on the character Dread from the book Otherland.

Later I will have to select one skill I have at 7 or higher as my professional skill. I will never critically fail rolls in that skill, and I can get a critical, success easier.

Step 3: Assigning Stats

I have 49 points to spend on Strength, Endurance, Agility, Reflexes, perception, Intelligence and Presence. Minimum of 5, maximum of 10.

  • Strength 6
  • Endurance 7
  • Agility 6
  • Reflexes 7
  • Perception 6
  • Intelligence 8
  • Presence 9

Step 4: Extra Features

Some standard secondary values:

  • Hit Points: Strength + Endurance + 20, so I have 33.
  • Rank 1
  • Level 1
  • Telepathic Energy: Presence + Perception + Intelligence + 10, +10 for being Comoros, so I have 43.
  • Move Speed: Strength + Endurance + Agility, so I have 19.
  • Internal A.I. 1
  • Armor Value: 0 (+1 for the flak jacket)
  • Defence: will be equal to my Close Combat.
  • Experience Points 0
  • Rank Points 10
  • Conviction Points 2
  • I speak the languages of my Corporation and a language of another Corporation, so I speak Swahili and Hindi (for being Comoros), and choose to speak also English (spoken by the Eurasian Inc. and Western Fed.).

Step 5: Assign Skills

Available skills are Arts & Culture, Assess Tech, Athletics, Attitude, Business, Close Combat, Computers & A.I., Corporate Knowledge, Crime, Cybernetics & Robotics, Drive, Heavy Firearms, Light Firearms, Looking Good, Lying/Acting, Mechtronics, Medicine, Observation, Pilot, Psychology, Science, Stealth, Street Culture, Support Weapons and Tactical Firearms.

As I have Telepath Training (for being Comoros) I can also select Telepathic Skills (Jump, Shield, Assault, Prescience, Psi Blade, Telekinesis and Biokinesis).

I have to select:

  • 1 skill at level 8: Assault
  • 1 skill at level 7: Close Combat (Professional Street)
  • 1 skill at level 6: Lying/Acting
  • 3 skills at level 5: Computers & A.I., Attitude, Crime
  • 3 skills at level 4: Light Firearms, Looking Good, Observation
  • 3 skills at level 3: Psychology, Stealth, Business
  • 3 skills at level 2: Athletics, Corporate Knowledge, Street Culture
  • 4 skills at level 1: Shield, Prescience, Science, Biokinesis

 

Step 6: Trainings

Trainings are specialist areas of expertise. I can select 2. Some trainings have prerequisites. There are 34 different trainings, 15 for non combat areas and 19 for combat.

i already have Telepath Training. I select Hacking and Interrogation.

Step 7: Licenses

I have 8 points to spend on Licenses. A License allows you to do something legally.

I already have Law Enforcement License, Light Firearms License and License to use Non-powered Melee Weapons.

I spend all my points in getting a Telepathic Licenseof level 8 (so I can use my Assault in public).

Step 8: Purchase Equipment

I have 6000 credits (because I am Comoros) to spend in my initial equipment.

I buy:

  • Arms Bluefin Combat Knife (30 credits)
  • Field Shield (1000 credits)
  • Hacker Computer (4000 credits)

And that’s it.

Complete Character

Zaidi Hofu, Comoros Agent Level 1, Rank 1

Strength 6, Endurance 7, Agility 6, Reflexes 7, Perception 6, Intelligence 8, Presence 9

Hit Points 33, Telepathic Energy 43, Move Speed 19, Internal A.I. 1, Armor Value  1, Defence 7.

Experience Points 0, Rank Points 10, Conviction Points 2

Languages: Swahili, Hindi, English.

Skills: Assault 8, Close Combat (Professional Street) 7, Lying/Acting 6, Computers & A.I. 5, Attitude 5, Crime 5, Light Firearms 4, Looking Good 4, Observation 4, Psychology 3, Stealth 3, Business 3, Athletics 2, Corporate Knowledge 2, Street Culture 2, Shield 1, Prescience 1, Science 1, Biokinesis 1

Trainings: Telepath, Hacking and Interrogation.

Licenses: Telepathic License 8, Law Enforcement License, Light Firearms License and License to use Non-powered Melee Weapons.

Equipment: Standard, plus Arms Bluefin Combat Knife, Field Shield and Hacker Computer.

The world of Arche – Places of Noah: Prosperity

Prosperity is, probably, the country less changed by the vanishing of the Trelos. During the Empire, current prosperity was actually the County of Nurroc, governed in name only by a trelo Count, while actually run by his main counsellor, Kleistenes Linus. Kleistenes started working as the Count’s preceptor in Dialectics, but he was sure to learn more than he taught. Soon he was totally trusted by the Count and started to manage all the aspects of ruling the Count wasn’t keen to handle himself. Casually, those aspects always were of great interest to Kleistenes. It was Kleistenes’ idea to rename the County from County of Nurroc to County of Prosperity. He also talked the Count into being officially addressed as Count Prosperous.

For Prosperity inhabitants, Kleistenes was always a great defender of their interests. He managed to keep the hardest work only on the shoulders of a few undesirables, freeing most of the people from working too hard.

When the Count disappeared, Kleistenes kept governing in his name. Slowly, he rearranged the power order, until a Prosperity inhabitant declared himself new ruler of the land and named himself Demosagein or Demagogue, just as Kleistenes had wanted. Since then, several Demagogues have sit on Prosperity’s throne, and Kleistenes has always been in his place, beside the throne, running everything, like the Dialectic Patrols that keep the order. The order wished by that Kleistenesm the Great Demagogue (although no one  in Prosperity would ever call him by that name, or they would get visited by the Dialectic Patrols to correct their mistake).

Kleistenes is an apparently normal man. However, he has lived far longer than he should have. He does not seem to have aged since the times of the Empire, a fact not a lot of people in Prosperity have detected. Sometimes it flies the rumour that he convinced Death itself not to take him, but obviously everyone think it is just a funny exaggeration, so they just laugh and cheer to the current Demagogue.

 

Star Wars Special: Adapting stories for a far, far away galaxy (I)

Flash Gordon luchando contra Ming el Despiadado
This turned into Luke against Vader.

It is well known that George Lucas was greatly influenced by many things while creating Star Wars, like by Flash Gordon serials and World War dogfights. One of the bigger influences was, without a doubt, Akira Kurosawa’s cinema and, very specifically, the Hidden Fortress (1958).

Star Wars vs. Hidden Fortress, Mashup by Eugene Baldovino
Vader and alter egos, again.

Coming from here, I’m going to put forward several influences a posteriori. That is, some works which could be adapted to the Star Wars universe in an interesting way, always thinking in roleplaying adventures.

The Good, the Bad and the Ugly

I’ll start with the easy ones. Kurosawa’s cinema makes me think in its adaptations to the american cinema, specially to westerns, like A Fistfull of Dollars, which makes me think in the Trilogy of the Dollar, and in my favourite one: The Good, the Bad and the Ugly.

The story of the film is easy to adapt to Star Wars: three criminals discover the existence of a treasure guarded by a dead soldier and go to find it, with a big civil war around them. The real problem is that the film is centered in the interaction of the three characters, an interaction based on despise and hate, in wanting to profit from the others and triumph over them. All this is harder to adapt to the typical RPG group, but it can be done.

 

Option 1: One player, the good or the ugly

Easiest one: an adventure for one player, playing the good or the ugly. He has to cooperate with the other to find the trasure, and fight the bad.

Option 2: Two players, good and ugly, only rivals

With two players, one can be the good and other the ugly, and push down their enmity until a healthier rivalry. The search for the treasure is like a competition between them. They will betray each other, but both understand that is part of the game. No killing urges, which are reserved for the bad.

 

Option 3: Two players, good and ugly, to kill

Two players, one good, other ugly, with the film relationships: despise, hate and forced cooperation. Both players need to understand that the story will probably end badly for at least one of them, and the GM must be ready to shorten the story if one of them gets all the information and kills the other.

Option 4: More than two players, nice to each other

A typical PC group. They discover the location of the treasure and go looking for it. The villain is still the bad, now with a bigger retinue to match forces.

Option 5: More than two players, enemies to each other

Similar to the previous, but without nice words inside the PC group. The PC who finds out the location of the treasure will become the good or the ugly, and the others will have to watch him very carefully…

Alternative option: One player, the bad

A parallel story for one player, shorter.

Characters

“Goldie”, The Good: A bounty hunter tired of the world.

“Tukko”, The Ugly: A very bad mouthed scoundrel.

“Sentence”, The Bad: A killer for hire and officer of the Empire, ruthless.

Scenes

Some key scenes would be:

  1. Tatooine: The good and the ugly are getting money from the Hutts, getting paid the bounty on Ugly’s head and then saving him again. They discover a lost imperial freighter, full of corpses, with just one survivor who tells them the story of a lost gold shipment.
  2. Captured: The Empire captures Goldie and Tukko, and they are under interrogation by Sentence. They must run away, or negotiate with Sentence (so they can run away from him later).
  3. Space battle: To get to Sadhill they must go through an imperial space blockade protecting a key point in the system. They have to destroy that key point so the blockade is lifted.
  4. Sadhill: This planet-cemetery contains the tombs of thousands of billions of dead caused by the civil war. Many of the tombs are empty (it is hard to find something to bury when a planet explodes). Here, in the tomb of Morr’icon, is the money, and here do come the good, the bad and the ugly for a last fight. (Tombs are computerised and can be found from orbit).

 

Creación de Personaje: Aquelarre

¡Sí! ¡El gran clásico de los juegos de rol españoles! Hoy crearé un personaje para la actualmente última edición (la tercera) de Aquelarre, publicada por Nosolorol. El juego es de Ricard Ibañez, y está escrito (al menos esta edición) también por Antonio Polo. Está disponible en la tienda de Nosolorol y también en DrivethruRPG.

Aquelarre es un juego ambientado en la España medieval mítica, con demonios, brujas, Santas Compañas, inquisiciones, etc. El sistema principal es porcentual, bastante rápido y sencillo.

La creación de personajes, en esta tercera edición, puede ser la clásica, con casi todo determinado al azar, o libre, permitiendo elegir cada rasgo del personaje. De momento voy a tirar por lo clásico. Quizás en otro momento vuelva para hacer una segunda entrada empleando el método libre.

Fase 1: Reinos

Primero, ¿de dónde vengo? Puedo proceder de Castilla, Aragón, Granada, Navarra o Portugal. Una tirada de dado más tarde descubro que provengo de la Corona de Castilla.

Fase 2: Pueblos

¿A qué pueblo pertenezco? Esto depende del reino del que se procede. Al ser de Castilla, puedo ser Castellano, Gallego, Vasco, Asturleonés, Mudéjar o Judío. Y el dado dice que soy Gallego.

Esto tiene algunas implicaciones: Por ser Gallego pertenezco a la sociedad Cristiana. No puedo pertenecer a la clase social Esclavo, y tengo los idiomas Gallego al 100% y Castellano a (CUL x 4)%.

Fase 3: Posición Social

Ahora debo determinar mi nivel social. Hay una tabla para cada sociedad: cristiano, judío, islámico. Como soy cristiano, tiro en la tabla correspondiente y aprendo que soy un Campesino, la clase más baja (salvo esclavo, que no podía ser). Tengo que tirar otra vez para determinar el tipo de campesino, y obtengo que soy un Vasallo: trabajo la tierra de un señor feudal.

Fase 4: Profesión

Ahora tengo que determinar mi profesión, que me requerirá unos valores mínimos de Características en un paso posterior y me proporcionará ciertas competencias y unos ingresos. Tiro 1d100 en la tabla de campesino cristiano y resulta que soy un Almogávar. No es un resultado válido: es sólo para personajes de Aragón. Vuelvo a tirar y ahora soy un Cazador. Tengo que tener una Percepción mínima de 20, y me proporciona las siguientes competencias primarias: Arcos, Escuchar, Rastrear y Sigilo. También tengo las siguientes competencias secundarias: Cabalgar, Conocimiento Animal, Conocimiento de Área, Conocimiento Vegetal, Descubrir, Lanzar, Trepar y una Competencia de Armas de Villano, que elijo que sea en Cuchillos. Mis ingresos mensuales serán iguales a mi porcentaje de Rastrear, en maravedíes.

Fase 5: Profesión paterna

Ahora determino la profesión de mis padres, que me permitirá aprender algunas de sus competencias. Resulta que soy el hijo de un Mendigo, así que me anoto sus competencias primarias, ya que podré aumentarlas más tarde: Elocuencia, Empatía, Escamotear y Memoria.

Fase 6: Situación familiar

Veamos ahora cómo está mi familia. Tiro en la tabla y veo que mis padres están casados y siguen vivos. No tengo hermanos. Puedo decidir estar casado. Decido que sí. Tiro 1d10 para determinar la situación de mi cónyuge: está viva y en buen estado, y podemos tener hijos y puede acompañarme en aventuras. Para ver si tenemos hijos, tiro 1d6-1d4, y el total será cuántos hijos tenemos: 2, en mi caso. Un niño y una niña.

Fase 7: Características primarias

Cada personaje tiene siete características, con valores que suelen estar entre 5 y 20: Fuerza, Agilidad, Habilidad, Resistencia, Percepción, Comunicación y Cultura. Tengo que repartir 100 puntos. Ninguna puede pasar de 20, ninguna puede quedar por debajo de 5, Resistencia no puede quedar por debajo de 10, y debo recordar poner 20 en Percepción.

Los reparto así:

  • Fuerza 12
  • Agilidad 15
  • Habilidad 15
  • Resistencia 15
  • Percepción 20
  • Comunicación 12
  • Cultura 11

Fase 8: Características secundarias

Ahora hay que calcular una serie de características adicionales:

  • Suerte: Es igual a COM+PER+CUL. En mi caso, 43%.
  • Templanza: mi fortaleza mental. Se calcula tirando 5D10+25. Tiro y obtengo 38%.
  • Racionalidad e Irracionalidad: representan dos visiones opuestas del mundo, una centrada en Dios y el mundo físico, otra en magia y el mundo intangible. Debo repartir 100 puntos entre ambas, sin poder asignar menos de 25 a ninguna. Decido tener Racionalidad 40% e Irracionalidad 60%.
  • Puntos de vida: La resistencia al daño. Tengo tantos como RES, así que 15.
  • Aspecto: Mi hermosura (o carencia de ella). Se determina tirando 4D6 y sumando 2 si soy una mujer. Tiro y obtengo 12.
  • Edad: La dejo al azar, tirando 1d10+16. Tengo 17 años.
  • Altura y peso: Según mi FUE o mi RES consulto una tabla y mido 1’77 varas y peso 146 libras.

Fase 9: Competencias

Veamos ahora el valor de mis competencias. Mis competencias primarias tienen un valor igual a tres veces la característica de la que dependen, y las demás tienen de valor base el de la característica de la que dependen. Partiendo de estos valores, tengo 100 puntos para repartir entre mis competencias, teniendo en cuenta que cada punto dedicado a una competencia primaria o secundaria la aumenta en 1%, pero que para aumentar las demás 1% tendré que gastar 2 puntos. Además, ninguna puede sobrepasar cinco veces el valor de su característica base, salvo las que dependen de CUL, que pueden llegar al 100%.

Después tendré que repartir 25 puntos entre las habilidades primarias de la profesión paterna.

Me apunto mis competencias tras repartir:

  • Idioma: Gallego 100% (CUL)
  • Idioma: Castellano 44% (CUL)
  • Arcos 80% (PER) (Primaria)
  • Escuchar 60% (PER) (Primaria)
  • Rastrear 60% (PER) (Primaria)
  • Sigilo 55% (AGI) (Primaria)
  • Cabalgar 25% (AGI) (Secundaria)
  • Conocimiento Animal 25% (CUL) (Secundaria)
  • Conocimiento de Área: Santiago de Compostela 25% (CUL) (Secundaria)
  • Conocimiento Vegetal 25% (CUL) (Secundaria)
  • Descubrir 20% (PER) (Secundaria)
  • Lanzar 15% (AGI) (Secundaria)
  • Trepar 15% (AGI) (Secundaria)
  • Cuchillos 15% (HAB) (Secundaria)
  • Elocuencia 32% (COM) (Paterna)
  • Empatía 20% (PER) (Paterna)
  • Escamotear 20% (HAB) (Paterna)
  • Memoria 20% (PER) (Paterna)
  • Comerciar 15% (COM)
  • Esquivar 16% (AGI)
  • Leyendas 15% (CUL)

Fase 10: Ingresos y gastos

Mis ingresos mensuales son de 60 maravedíes. Mis gastos semanales, con mis dos hijos, son de 12 maravedíes, así que aún puedo ahorrar unos 12 maravedíes al mes.

Inicialmente dispongo de 300 maravedíes ahorrados, de los que debo gastar al menos la mitad en equipo.

Fase 11: Hechizos y rituales de fe

Como no tengo la competencia Competencia Mágica, ni soy religioso, este paso no me afecta. No sé usar magia ni conozco rituales de fe.

Fase 12: Rasgos de carácter

Ahora, como sólo tengo 17 años, puedo elegir si realizar hasta 4 tiradas en la tabla de rasgos de carácter. Decido hacer las cuatro, a ver qué tal. He tenido una vida intensa.

  • Tengo cierto carisma con los animales, que nunca me atacarán si no soy hostil o hay circunstancias adicionales. Gano +25% a Conocimiento Animal.
  • Poseo una reliquia arcana. Elijo que sea un grimorio con 1d3 (saco 1) hechizos, que no se usar (ni leer el grimorio). Mi IRR aumenta en 10%.
  • He sido educado en un convento, lo que me aumenta en 25% Leer y Escribir y Teología. Resulta que puede que sí sepa leer algo del grimorio.
  • Soy sigiloso y discreto, lo que aumenta en 25 mi Sigilo.

Fase 13: Últimos toques

Me llamo Leuter, hijo del Xenxo. Me gasto algo de dinero en comprar un arco corto, un cuchillo, una pelliza de piel, 30 flechas, cinturón y vaina para el cuchillo, esmeril, aljaba y ropa humilde de hombre. Me quedan 68 maravedíes.

Personaje finalizado

Leuter, hijo del Xenxo, casado con Loisa, padre de Antón y Adega.

Cazador gallego de 17 años, mide 1’77 varas y pesa 146 libras. Vasallo.

Características:

  • Fuerza 12
  • Agilidad 15
  • Habilidad 15
  • Resistencia 15
  • Percepción 20
  • Comunicación 12
  • Cultura 11

Secundarias:

  • Suerte 43%.
  • Templanza 38%.
  • Racionalidad 40%
  • Irracionalidad  70%.
  • Puntos de vida 15.
  • Aspecto 12.

Competencias:

  • Idioma: Gallego 100% (CUL)
  • Idioma: Castellano 44% (CUL)
  • Arcos 80% (PER) (Primaria)
  • Escuchar 60% (PER) (Primaria)
  • Rastrear 60% (PER) (Primaria)
  • Sigilo 80% (AGI) (Primaria)
  • Cabalgar 25% (AGI) (Secundaria)
  • Conocimiento Animal 50% (CUL) (Secundaria)
  • Conocimiento de Área: Santiago de Compostela 25% (CUL) (Secundaria)
  • Conocimiento Vegetal 25% (CUL) (Secundaria)
  • Descubrir 20% (PER) (Secundaria)
  • Lanzar 15% (AGI) (Secundaria)
  • Trepar 15% (AGI) (Secundaria)
  • Cuchillos 15% (HAB) (Secundaria)
  • Elocuencia 32% (COM) (Paterna)
  • Empatía 20% (PER) (Paterna)
  • Escamotear 20% (HAB) (Paterna)
  • Memoria 20% (PER) (Paterna)
  • Comerciar 15% (COM)
  • Esquivar 16% (AGI)
  • Leyendas 15% (CUL)
  • Leer y Escribir 36% (CUL)
  • Teología 36% (CUL)

Rasgos de carácter:

  • Carisma con los animales.
  • Reliquia arcana: grimorio con 1 hechizo (que no entiende)
  • Educado en un convento.
  • Sigiloso y discreto.

Equipo y dinero:

Arco corto, un cuchillo, una pelliza de piel, 30 flechas, cinturón y vaina para el cuchillo, esmeril, aljaba y ropa humilde de hombre.

68 maravedíes. Ingresos mensuales: 60 maravedíes. Gastos semanales: 12 maravedíes.

Star Wars special: Character creation – Edge of the Empire

I’m starting a series of posts centered in everything Star Wars which will last until the premiere of The Force Awakens. As first article, a character creation example for Edge of the Empire, from publisher Fantasy Flight Games, designed by  Jay Little, Sam Stewart, Andrew Fischer and Tim Flanders.

Edge of the Empire focuses on characters out of the strictly legal, who would rather avoid cumbersome imperial encounters or simply people who want to explore unknown planets. There are no options for the star war itself (these will appear in Age of Rebellion) or for Jedi characters (these will appear in Force and Destiny).

The game uses special die. Creation is point-based, being able to obtain more points getting a bigger Obligation (like owing more money to a Hutt).

I’ll try something original. For example, a character based on Han Solo: a smuggler with what is hard to say if it’s good or bad luck.

Step 1: Determine Character Concept and Background

I have already set my concept. The background has no mechanic effect. From those suggested, I think he comes from a medium class environment, which he left because it was too boring.

Step 2: Determine initial Obligation

The Obligation is some kind of personal debt the character has towards someone. You can choose one, roll to get one at random, or create a new one. I choose to roll to get mine, and my Obligation is towards my Family.

The magnitude of the Obligation depends on the number of players. I go ahead with the assumption of creating this character for a four player game, so my Obligation has an initial value of 10. I can make it bigger in exchange of extra Experience and/or Credits. Right now I’ll leave as it is.

Step 3: Selecting a species

There are eight different species in Edge of the Empire: Bothan, Droid, Gand, Human, Rodian, Trandoshan, Twi’lek and Wookie. I’m going to be a Rodian. This gives me the following abilities: Brawn 2Agility 3Intellect 2Cunning 2Willpower 1Presence 2. My Wound Threshold is 10+Brawn. My Strain Threshold is 10+Willpower. My Starting Experience is 100. Also, I start with rank in Survival, and 1 rank in the Expert Tracker talent.

Step 4: Choosing a career

The character’s career will never change once chosen. Options in Edge of the Empire are: Bounty Hunter, Colonist, Explorer, Hired Gun, Smuggler, and Technician.

I know I want to be a Smuggler. This gives me the following core skills: Coordination, Deception, Knowledge (Underworld), Perception, Piloting (Space), Skulduggery, Streetwise, and Vigilance. I automatically have 1 rank in four of these skills, and all of them will be cheaper for me to improve. I choose having 1 rank in Piloting (Space), Deception, Knowledge (Underworld), and Vigilance.

Step 5: Choosing initial specialization

Each career has several specializations. You start with one, but can buy access to more later. As a smuggler, I can be a Pilot, a Scoundrel or a Thief.

I go straight to Scoundrel. This gives me the following additional career skills: Charm, Cool, Deception, and Ranged (Light). I can give 1 rank to two of these skills, and  choose Ranged (Light) and Charm.

Step 6: Invest experience points

This is the thick of the creation. With my 100 XP I can:

  • Improve my characteristics, paying 10 x new value XP.
  • Improve skills, paying 5 x new value XP (+5 XP if it is not a career skill for me).
  • Buy talents, with a cost depending of their situation on my specialization talent tree.
  • Buy access to a new specialization, so I can buy its talents and get a discount in its skills.

These are my choices:

  • I buy the specialization Pilot (20 XP). It adds AstrogationGunnery and Piloting (Planetary) to my career skills.
  • Pilot talent: Skilled Jockey (5 XP)
  • Scoundrel talent: Black Market Contacts (5 XP)
  • Scoundrel talent: Quick Draw (5 XP)
  • Scoundrel talent: Convincing Demeanor (5 XP)
  • Scoundrel talent: Rapid Reaction (5 XP)
  • Raise Agility to 4 (40 XP)
  • Raise Piloting (Space) to 2 (10 XP)
  • Raise Ranged (Light) to 2 (10 XP)
  • Raise Astrogation to 1 (5 XP)

I have spent 110 XP; so to get the 10 extra points I need I raise my Obligation to 20.

Step 7: Determining derived attributes

Just some values we have to calculate now:

  • Wound Threshold: 12
  • Strain Threshold: 11
  • Defense: 0
  • Soak: 2 (my Brawn)

Step 8: Determine motivations

The motivation is what drives the character forward. I’m just going to roll randomly to get mine.

My motivation is Relationship with Former Nemesis. Things are patched between us, but there is still a certain rivalry.

Step 9: Gear and appearance

I have 500 credits to buy my initial gear. I could get more getting a bigger Obligation, but I have already done that to get more XP.

I buy: Blaster Pistol (400 cr); Comm Link hand-held (25 cr); Macrobinoculars (75 cr).

Now I get 1d100 cr to start the game with (which I can not spend before playing). I roll and get only 18 cr. I’m almost broke.

Step 10: Selecting a ship

Finally, the player’s group select together a ship. There is the YT-1300 Light Corellian Freighter, so that’s my choice.

Complete Character

Jonas Lone, rodian smuggler

Obligation: Family 20

Motivation: Relationship with former nemesis

Characteristics:

  • Brawn 2
  • Agility 4
  • Intellect 2
  • Cunning 2
  • Willpower 1
  • Presence 2

Derived:

  • Wound Threshold 12
  • Strain Threshold 11
  • XP 0
  • Defense 0
  • Soak 2

Specializations:

  • Scoundrel
  • Pilot

Skills:

  • Skulduggery 0 (c)
  • Vigilance 1 (c)
  • Knowledge (Underworld) 1 (c)
  • Streetwise 0 (c)
  • Coordination 0 (c)
  • Deception 1 (c)
  • Perception 0 (c)
  • Piloting (Space) 2 (c)
  • Survival 1
  • Ranged (Light) 2 (c)
  • Charm 1 (c)
  • Cool 0 (c)
  • Gunnery 0 (c)
  • Astrogation 1 (c)
  • Piloting (Planetary) 0 (c)

Talents:

  • Expert Tracker 1
  • Skilled Jockey 1 
  • Black Market Contacts 1
  • Quick Draw 1
  • Convincing Demeanor 1
  • Rapid Reaction 1

Gear:

  • Blaster Pistol
  • Hand-held comm link
  • Macrobinoculars
  • 18 cr.

Character Creation: Shadowrun, 5th edition

Here comes the next entry in the Character Creation series. Today, the fifth (and currently latest) edition of a beloved game, Shadowrun, published by Catalyst Game Labs and developed by Jason M. Hardy. It is available in DriveTrhuRPG.

Shadowrun is a dark setting, mixing the cyberpunk from the 80’s with the idea of the return of the magic and the surging of old species like Elves and Dwarves. The players are shadowrunners, criminals doing whatever they are contracted for and trying to survive one more day in a world owned by megacorporations.

Now, let’s go to the creation!

Step 1: Choose concept

Shadowrun character creation is not random, so it starts by choosing a valid concept. Some of the classic Shadowrun character concepts are: Face (the one with a lot of contacts and good with the people), Spellcaster (a magic user), Decker (expert in using the Matrix, the evolved Internet of the setting), Technomancer (a user of the Matrix with a mystical base), Rigger (the driver, but with a total connection to the vehicles and to drones) and Street Samurai (experts in combat, usually mixing big weapons with cybernetic technology).

I’m going to create a spellcaster, a mage who studied magic in some old magic school in Europe.

All characters start with 25 Karma to improve themselves.

The next five steps are actually kind of concurrent: there are five elections (metatype, attributes, magic/resonance, skills and resources) and five priorities to assign to them (from A to E). The election which gets A is the better for you, the election with the E is the worst.

Step 2: Choose Metatype and raise Attributes

Metatype is just the magical race of the character. This election gives you also special attribute points to increase your Magic, Resonance or Edge.

I’m going to be an Ork. I can be an Ork with priorities A, B or C. I’ll set with the priority C in Metatype, to be an Ork with 0 special attribute points.

As an Ork I get Low-Light Vision, and the starting and maximum values in my attributes: Body 4/9, Agility 1/6, Reaction 1/6, Strength 3/8, Willpower 1/6, Logic 1/5, Intuition 1/6, Charisma 1/5, Edge 1/6, Essence 6.

For the Attributes I’m going to assign only the priority D: he is not very naturally gifted in many areas. This gives me 14 points to distribute among my attributes. I end with the following attributes:

Body 4, Agility 3, Reaction 3, Strength 3, Willpower 3, Logic 5, Intuition 3, Charisma 2, Edge 2, Essence 6.

Step 3: Choose Magic or Resonance

This one is easy: I’m giving priority A to Magic. This means I can choose to be a magician, a Mystic Adept or a Technomancer. I choose to be a Magician, which gives me: Magic 6, two Rating 5 Magical Skills, and 10 spells.

As magic tradition, I choose to be a Hermetic Mage. My Drain Resistance (which allows me to avoid being exhausted after using magic) is Logic+Willpower.

For the two skills I choose Spellcasting and Counterspelling.

For the spells, I choose Blast, Manabolt,Fireball, Improved Invisibility, Heal, Analyze Magic, Armor, Clairvoyance, Detect Magic Extended, Detect Individual.

Step 4: Purchase Qualities

There are positive Qualities, which cost Karma, and negative Qualities, which give Karma (you can get a maximum of 25 additional Karma for negative Qualities).

From the list of available Qualities, I buy:

  • Analytical Mind (-5 karma): +2 to Logic to analyze clues, recognize patterns, etc.
  • Aptitude: Spellcasting (-14 karma): I can start with Spellcasting at rating 7, and eventually rise it up to 13.
  • Exceptional Attribute: Magic (-14 karma): I can rise my Magic to 7.
  • Focused Concentration 2 (-8 karma): I can sustain better some magic.
  • Bad Luck (+12 karma): When using Edge, there is a chance in 6 of it turning to be bad.
  • Distinctive Style (+5 karma): I am very european, with a thick english-dutch-french accent I can’t avoid.
  • Simsense Vertigo (+5 karma): I am very bad at augmented reality or virtual reality situations.
  • Sinner (+5 karma): I am registered in the system. I have a national SIM from some european nation.

And I still have 9 karma left (from the negative qualities I only receive 25 karma, not 27).

Step 5: Purchase Skills

For Skills, I have assigned the priority B. That gives me 36 skill points to divide among my skills, and can use up to 5 of those points to buy skill groups (skill bundles, cheaper to buy than the individual skills they contain). The maximum rank for a skill in creation is 6 (but I can raise Spellcasting to 7 thanks to my Aptitude Quality). The skill points can also be used to buy skill specializations, which cost 1 point and give +2 to use the specialization.

I start raising my Spellcasting from 5 to 7, spending 2 points, and buy a specialization in combat spells (1 point). I also want to know how to summon spirits, so I buy the Conjuring skill group up to 3. With my other 2 group points I buy the Enchanting skill group up to 2. I still have 29 skill points to spend. I buy the following skills:

  • Spellcasting 7 (specialization: Combat Spells)
  • Counterspelling 5
  • Skill group: Conjuring 3
  • Skill group: Enchanting 2
  • Pistols 2 (specialization: semiautomatics)
  • Sneaking 2
  • Pilot Ground Craft 1
  • Running 2
  • Swimming 1
  • Etiquette 2
  • Intimidation 2
  • Negotiation 1 (specialization: Contracts)
  • Blades 1 (specialization: swords)
  • Perception 3
  • Assensing 2 (this is used to read astral auras)
  • Arcana 2
  • Astral Combat 2
  • Computer 1
  • Navigation 1

Now I also get free Knowledge and Language skill points, equal to my (INT+LOG)x2. So 16 points in total. And, also, a language as native language. For me it is English. I buy the following Knowledge skills:

  • Language: English (N)
  • Language: German 2
  • Language: French 1
  • Magic theory (Academic) 3
  • History (Academic) 2
  • Music (Academic) 1
  • Parazoology (Academic) 1
  • 20th Century Trivia (Interests) 2
  • Smuggling Routes (Street) 3
  • Law (Professional) 1

Step 6: Spend your Resources

For Resources I only have left the priority E. This means I only have 6,000 NuYens to spend. I can always spend some karma to get more NuYens in this step, obtaining 2,000 extra NuYens per Karma point spent. I spend 7 points of karma in this, to get 14,000 additional NuYens, for a total of 20,000 NuYens.

I have also to select (and pay) for my level of lifestyle. I’m going to spend 2,000 NuYens to have a Low Lifestyle.

I spend the rest of my money as follows:

  • Katana (1,000 NuYens) (I always associate katanas with shadowrun, due to the Street Samurai Catalog cover)
  • Colt America L36 (320 NuYens) (a light semiautomatic pistol)
  • Hidden arm slide for the Colt America (350 NuYens) (allows me to ready the weapon faster)
  • Regular ammo for the Colt (20 reloads) (400 NuYens)
  • Normal clothing (300 NuYens)
  • Lined coat (a wild west style coat which offers protection and allows to hide things better) (900 NuYens)
  • CommLink: Sony Emperor (700 NuYens) (the smartphones/computers of the future)
  • MicroTransceiver (100 NuYens) (a professional walkie-talkie)
  • Silver CredStick (20 NuYens) (to store up to 20,000 NuYens)
  • Gold CredStick (100 NuYens) (to store up to 100,000 NuYens) (this is me being optimistic of my future contracts)
  • Fake SIN (rating 2) (5,000 NuYens) (To avoid using my real SIN when possible)
  • Flashlight (25 NuYens)
  • Spell Focus (Combat Spells) (Force 1) (5,000 NuYens)

And I keep 3,785 NuYens for me, that I add to my standard initial money, which based in my Low Lifestyle is 3d6 x 60 NuYens. I roll and get 540 NuYens. So I have 4,325 Nuyens.

Step 7: Spending your leftover Karma

I have two points of Karma, that I use to bond to my Spell Focus (it costs Force x 2 in karma). This will allow me to add the Force of the Focus to my spells.

In this step I also get additional free Karma to spend in contacts. I get CHA x 3, so I have 6 points of Karma to spend in contacts. Each contact has two values: Connection (how much influence the contact has) and Loyalty (how much is he willing to do not to betray me).

With only six points, I’m going to settle with only two contacts:

  • The owner of “Ye Olde Magic Boutique” (Connection 1, Loyalty 2)
  • A not very important Corporation middle-manager (Connection 2, Loyalty 1)

Step 8: Final calculations

This step consists only in calculating some values derived from the previous.

  • Initiative determines the order in combat. It is INT+REA and a dice, which starts in 1D6. My Initiative is 6+1D6.
  • As a mage, I can have Astral Initiative. It is INT+INT, with a base dice of 3D&. My Astral Initiative is 6+3D6.
  • Inherent limits are determined by your attributes, and limit how many hits (successes) you can get in your rolls.
    • Mental limit is ((LOGx2)+INT+WIL)/3). My Mental limit is 6.
    • Physical limit is ((STRx2)+BOD+REA)/3). My physical limit is 5.
    • Social limit is ((CHAx2)+WIL+ESS)/3) My social limit is 5.
  • The Condition Monitor tells how much Physical and Stun damage you can sustain.
    • You have (BOD/2)+8 Physical boxes. That’s 10 for me.
    • You have (WIL/2)+8 Stun boxes. That’s 10 for me.
    • You have some extra Overflow boxes, equal to your BOD + bonus from augmentations. As I have no augmentations (they do not mix well with magic), I have 4 overflow boxes.
  • With my bad luck quality, I start with a Notoriety of -1. My Street Cred and my Public Awareness are, of course, 0 (as I have yet to do anything).

Step 9: Final touches

This is the step for the background and the rounding of the character. I see him as a traveller, born close to England, educated in ancient European magic schools, and recently arrived to Seattle. He is called Harry Chemnitz.

World of Arche: Places of Noah – The Matriarchy

Not all the people of Noah accepted equally the Trelo conquerors. Some inhabitants of the North-Nor mountains fought all they could and, unable to achieve victory, withdrew and fled to the most remote places of their mountains and to large water-eroded caves under them. During the centuries of Trelo Empire rule, this people never gave up. Each generation launched an attempt to recover their lands, and each generation failed. The Trelos launched several offensives, but never managed to finish off all of them.

War altered this people’s demographics. Historically, men held power and dealt with war and spirituality, leaving farm work and animal care to women. But now fighters died always young, leaving only women and boys. Over generations, power flowed, until it rested in hands of  the oldest women, and their daughters after them. Women took also care of teaching and religion, and kept working the land (the very little land they could access) and caring of animals (although the type of animals had changed). Women bred generation after generation of warriors, and very few ever returned.

When the Trelo dissappeared, they were unaware. Some time later they launched a new generational attempt, but it was different: they succeeded. They have now recovered their ancestral lands, but they have not stopped advancing.

Creación de Personaje: Espada Negra, el juego de rol

Hoy una nueva entrada en la serie de creación de personajes, esta vez de un juego en español: El juego de rol de Espada Negra, que podéis encontrar en la web de la Hermandad de la Espada Negra.

El juego usa sólo dados binarios a los que llama Runas. Es decir, cualquier cosa que al lanzarla de un resultado que pueda verse como Acierto/Fallo: una moneda, un dado, una taba, etc… El sistema básico es lanzar tantas Runas como el atributo, y sumar al número de aciertos obtenido el valor de la habilidad, y compararlo con la dificultad impuesta por el Creador (el DJ).

Hay cuatro niveles iniciales de personaje: Vulgar, Capacitado, Luchador y Héroe. Tal y como recomienda el manual, voy a crear un personaje de nivel Luchador. Espero que sea un misterioso mercenario arcano de extrañas capacidades.

Paso 1: Atributos

Hay tres grupos de atributos: Físicos, Mentales y Sobrenaturales, cada grupo con tres atributos. Puedo elegir entre ser Equilibrado, Focalizado o Muy Focalizado. Voy a ser Muy Focalizado en lo sobrenatural. Esto me da 9 puntos para un grupo de atributos, 7 para otro y 5 para el último. Los reparto así:

  • Atributos físicos (grupo secundario)
    • Fuerza: 2
    • Agilidad: 3
    • Resistencia: 3
  • Atributos mentales (grupo terciario)
    • Voluntad: 1
    • Inteligencia: 3
    • Liderazgo: 1
  • Atributos sobrenaturales (grupo primario)
    • Potencia: 3
    • Defensa: 2
    • Extensión: 4

Paso 2: Cualidades

Las cualidades son valores derivados de los Atributos. Iré una a una:

  • Esferas: Número de ámbitos sobrenaturales que puedo llegar a controlar. Es igual a mi Extensión, así que 4.
  • Vida: La cantidad de daño que puedo recibir antes de caer inconsciente. Es igual a tres veces mi Voluntad, así que 2.
  • Muerte: La cantidad de daño que puedo sufrir antes de morir. Es igual a seis veces mi Fuerza, así que 12.
  • Aguante total: Los puntos de aguante pueden gastarse para lanzar el doble de runas en una tirada. Es igual a cinco veces mi Resistencia, así que 15.
  • Recuperación: Cuantos puntos de aguante recupero al estar en calma. Igual a la Resistencia, así que 3.
  • Iniciativa: Reflejos en combate, para determinar el orden de actuación y declaración. Es igual a mi Agilidad más mi Inteligencia, y se le suma el alcance del arma principal. De momento, 6.
  • Carga total: El peso que puedo llevar en combate sin que me afecte. Se refiere sobre todo a armadura, armas y semejantes, ya que el equipaje lo tirará al ir a pelear. Es igual a cinco veces mi Fuerza, en kilos, así que 10 kg.
  • Carga en manos: El peso que puedo llevar en las manos en combate. Es igual a la Fuerza, en kilos, así que 2 kg.
  • Resistencia a la luz: La cantidad que daño que evito cuando soy dañado por luz divina. Es igual a mi Defensa, así que 2.
  • Resistencia a la oscuridad: La cantidad que daño que evito cuando soy dañado por oscuridad divina. Es igual a mi Defensa, así que 2.
  • Resistencia elemental: La cantidad que daño que evito cuando soy dañado por una fuente elemental, como fuego o frío. Es igual a mi Fuerza, así que 2.
  • Escudo sobrenatural: Es mi resistencia a la mayoría de poderes hostiles. Es igual a mi Voluntad más mi Defensa, así que 4.

Paso 3: Ventajas y Desventajas

Se pueden elegir ventajas, pero por cada ventaja hay que elegir una desventajas. Por ser de nivel Luchador, puedo tener hasta 4 ventajas.

Primero la ventaja Elegido Divino, para tener dos puntos en mi máximo de esferas. Tengo que elegir un dios, y elijo Haradon, que tiene como esferas Calma, Destrucción, Fin, Mentira y Oscuridad. Elijo tener 2 puntos en Mentira, Oscuridad, Calma y Fin. Como desventaja, elijo Cultista. No venera a Haradon de un modo aceptable por su sociedad.

Como segunda ventaja, y última (no quiero más), elijo Reliquia. Elijo tener un collar sagrado/impío dedicado a Haradon con la cualidad Longevo, que aumenta mi total de vida en tanto como mi Potencia, por lo que paso a tener Vida 5. Como desventaja escojo Enemigo. Hay una antigua enemistad con alguien que desea poseer el collar sagrado de Haradon que poco a poco se ha transformado en odio asesino entre ambos.

Paso 4: Anhelos

Los Anhelos son los objetivos vitales del personaje. Pueden ser superficiales, comprometidos o grandes anhelos. No hay reglas concretas sobre cuántos puedes tener: queda a tu elección.

Yo tendré un Anhelo Comprometido: Descubrir grandes secretos arcanos y un Anhelo superficial: Ganar mucho dinero.

Paso 5: Profesiones

Las profesiones marcan el pasado del personaje. Como Luchador, tengo cuatro niveles de profesión a repartir.

Voy a elegir 2 niveles de Pensador Eridio y 2 niveles de Sacerdote tridecadeista (para representar su adoración de Haradon).

Como Pensador Eridio de nivel 2, obtengo algunas habilidades de una lista. Elijo las siguientes:

  • Historia 2
  • Ciencias teóricas 2
  • Química 2
  • Cartografía 1
  • Criptografía 1
  • Ingeniería 2
  • Artes 1
  • Finanzas 1

También tengo que elegir dos trasfondos, y elijo:

  • Hombre de ciencia: he destacado en ciencia, y pongo en duda ciertas ideas religiosas. Gano +1 a ciencias téoricas.
  • Equipo de pensador: Ropa de tela, acceso a varias instalaciones de nivel 2.

Como Sacerdote tridecadeista de nivel 2, elijo las siguientes habilidades:

  • Ritos 2
  • Recolección 2
  • Medicina 2
  • Ciencias teóricas 2
  • Leyes 1
  • Historia 1
  • Docencia 1

Y también obtengo dos trasfondos:

  • Energía: tantos chequeos de Ritos como mi Extensión. Cada chequeo de Ritos tiene como dificultad mi Energía actual (empieza en 0) y, si tiene éxito, me da 1 de Energía. Para la primera tirada tiro 4 Runas (por mi Extensión) y sumo 2 (por mi valor de Ritos) y tengo que superar 0, así que tengo éxito y gano 1 de Energía. La segunda tirada es 4R+2 contra 1, así que también tengo éxito. La tercera es 4R+2 contra 2, éxito también. Finalmente, 4R+2 contra 3. Tiro y saco 3 aciertos y 1 fallo, así que un éxito más. Gano 4 puntos de Energía.
  • Herencia eterna: Recibo una reliquia con un vínculo personal/familiar. Debe elegirla el Creador. De momento haré de Creador y me asignaré una pulsera, parte del juego del collar que ya tengo, con la cualidad Resistencia a la Luz (aumenta mi Resistencia a la Luz en tanto como mi Potencia, así que ahora tengo 5).

Final

No tengo ninguna cualidad que me de Habilidades adicionales, así que no tengo más que hacer. Ahora mismo mis habilidades son:

  • Artes 1
  • Cartografía 1
  • Ciencias teóricas 5
  • Criptografía 1
  • Docencia 1
  • Finanzas 1
  • Historia 3
  • Ingeniería 2
  • Leyes 1
  • Medicina 2
  • Química 2
  • Recolección 2
  • Ritos 2

Tengo el equipo de mi trasfondo de Erudito, y acceso a varios poderes sobrenaturales, pero sospecho que este personaje no vivirá mucho, sin capacidades marciales de ningún tipo, muy poca vida, un enemigo, adorando a un dios de por sí no muy querido, y encima de mala manera, y para terminar, afirmando que la religión se equivoca en muchas cosas y que la ciencia es más correcta.

Se llama Anaximandros el Siempre Errante.

Character creation: Lamentations of the Flame Princess

This post will be the first of a series of entries, each showing the creation of a character in a different game. Today, I’ll show you the creation of a character in the D&D clone Lamentations of the Flame Princess Weird Fantasy Roleplaying, written by James Edward Raggi IV, and published by Lamentations of the Flame Princess. You can find the game in DriveThruRPG, and there is a free version of the main rulebook, without art or magic section, here.

This is a D&D clone with a bit of a dark twist, and a very big strange and weird twist. Specially in the published adventures, which are sometimes more like a Kult adventure than a D&D one.

Now, to the creation!

Step 1: Roll Ability Scores

I have to roll 3d6 for each ability score (Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom) in order, but I can swap a pair (only one pair) of values. Each value will have a modifier associated. If the sum of the abilities modifiers is less than zero, I can discard the rolls and roll again (the character is considered unsuitable).

I roll:

  • Charisma 10 (+0)
  • Constitution 11 (+0)
  • Dexterity 13 (+1)
  • Intelligence 11 (+0)
  • Strength 9 (+0)
  • Wisdom 13 (+1)

I like this set of abilities, so I won’t swap any. It seems probably like a thief with great common sense.

Step 2: Choose a Character Class

I have to choose a class between the four human classes (Cleric, Fighter, Magic-User and Specialist) and the three demi-human classes (Dwarf, Elf and Halfling). There are no restrictions to the classes, and the abilities have not a great influence in them.

Anyway, I choose to be a Specialist. This will determine my hit points, save throws and experience advancement.

As a Specialist, I have 4 skill points to determine what I can do better than others, between Architecture, Bushcraft, Climb, Languages, Search, Sleight of Hand, Sneak Attack, Stealth and Tinker.

I decide to spend:

  • 1 point to Languages (2 chances in 6 of using it successfully)
  • 1 point to Search (2 chances in 6)
  • 1 point to Climb (2 chances in 6)
  • 1 point to Tinker (2 chances in 6)

Determine Hit Points

As I am a Specialist, I will roll 1d6 to determine my hit points, and add my Constitution modifier (nothing for me). In any case, at first level I can not have less than 4 hit points.

I roll a 1, so I have the minimum 4 hit points.

Attack bonus and Saving Throws

As I am not a Fighter, my Attack Bonus is +1.

My Saving Throws are:

  • Paralyze 14
  • Poison 16
  • Breath 15
  • Device 14
  • Magic 14

Step 3: Select Alignment

I have to choose between Lawful (the universe has a unique irrefutable truth), Chaotic (touched by the flowing source of magic, always changing the universe) and Neutral. The only restrictions are to clerics (who must be Lawful) and elves and magic-users (who must be Chaotic)

As a thief, I don’t believe in something bigger than me, but also my common sense tells me against the ideas of the Chaotic alignment. So I will be Neutral.

Step 4: Determine Starting Possessions

All characters start with 3d6 x 10 silver pieces. Prices vary depending of a city or rural environment. I will suppose a city, more fitting for my burglar.

I roll 16, so I have 160 sp to spend.

First, I want to buy some Specialist Tools, to be able to Search and Tinker effectively. Well, they are 50 sp, so I still have 110 sp.

I don’t want to be Encumbered to avoid penalties to my Specialist skills, so I will buy only a leather armor, and won’t carry more than 6 kind of items.

  • Leather armor (25 sp), which gives me a base Armor Class of 14. It does not add to encumbrance.
  • As weapons,
    • a Garrote (5 sp), with a damage of 1d6 (can only be used from surprise or in a grapple, and lets me grapple the target);
    • a dagger (a  minor weapon) (5 sp), with a damage of 1d4 (but with a -2 to hit to targets with AC 15 or better);
    • and a sling (1 sp), with a damage of 1d4. It does not add to encumbrance.
  • 20 sling bullets (4 sp)
  • A sack (5cp) (the sack does not add to encumbrance)
  • A grappling hook (5 sp) and 50 feet of rope (3 sp).
  • 1 month of rent for a small room (30 sp).
  • 1 set of normal clothing (5 sp). It does not add to encumbrance.
  • 1 crowbar (2 sp).
  • 1 steel mirror (1 sp).  It does not add to encumbrance.
  • A map of the area (1 sp).  It does not add to encumbrance.

So I still have 22 sp and 5 cp. I am carrying 6 different items for encumbrance, so I have 1 point of encumbrance (but this is still “Unencumbered”).

Step 5: Choose a name

Finally, a name. I will be called Randolph Garret.

 

Final character

Randolph Garret, Level 1 Specialist

Abilities: Charisma 10 (+0), Constitution 11 (+0), Dexterity 13 (+1), Intelligence 11 (+0), Strength 9 (+0), Wisdom 13 (+1)

Saving Throws:(+1 for Wisdom when not spell related) Paralyze 14, Poison 16, Breath 15, Device 14, Magic 14

Specialist Skills: Languages (2/6), Search (2/6), Climb (2/6), Tinker (2/6)

Armor Class 15 (14 for Leather armor, +1 Dexterity)

Attack Bonus +1 (melee weapons), +2 (ranged weapons)

Weapons:

  • Garrote, +1 attack, 1d6 damage
  • Dagger +1 attack, 1d4 damage (-2 to hit AC 15 or better)
  • Sling +2 attack, 1d4 damage, 20 bullets

Other equipment:

  • A sack.
  • A grappling hook and 50 feet of rope.
  • 1 month of rent for a small room.
  • 1 set of normal clothing.
  • 1 crowbar.
  • 1 steel mirror.
  • A map of the area.
  • 22 sp, 5 cp

Encumbrance: 1 point (Unencumbered)