Post by phantomdoodler on Jun 30, 2011 3:55:51 GMT -5
I think the Ubiquity system may well work for Lonewolf, owing to its rule light feel.
CHARACTER GENERATION
Step 1: Archetype
Choose one of the following Archetypes:
Academic (Scholar, Sage, Astrologer)
Adventurer (Smuggler, Pirate, Duellist)
Artisan (Blacksmith, Engineer, Alchemist)
Aristocrat (Diplomat, Courtier, Noble, Prince)
Commoner (Farmer, Servant, Cook)
Criminal (Thief, Pick Pocket, Charltan)
Entertainer (Troubadour, Conjurer, Storyteller)
Explorer (Cartographer, Navigator, Ship Captain)
Guardian (Bodyguard, Town Guard, Knight of the White Mountain)
Healer (Herbalist, Village Midwife, Court Physician, Redeemer)
Hunter (Woodsman, Scout, Border Ranger)
Magician (Necromancer, Brotherhood Magician, Magician of Dessi)
Merchant (Trader, Guildmaster, Innkeeper)
Mystic (Tribal Shaman, Wandering Monk, Prophetess)
Native (Vakeros Villager, Rivorzha Tribesman, Kundi)
Outcast (Exiled Pirate, Giak Deserter, Bandit)
Priest (Cleric, Druid, Herbwarden, Monk of the Sword)
Soldier (Mercenary, Tower Gunner, Vakeros Warrior-mage)
Warrior (Gladiator, Telcharim Warrior, Ice Barbarian )
Step 2: Motivation
Choose are make up a motivation for your character:
Duty (You continue to follow a code or organization.)
Faith (Your belief in a higher power guides your actions.)
Greed (You want to accumulate as much wealth as possible.)
Discovery (You want to explore Magnumund.)
Love (Your strong feelings for someone, someplace or something drives you.)
Power (You want to amass as much power as possible).
Protect (Your actions are dictated by the need to protect those weaker than you).
Honour (You live your life by a strict code that guides your actions).
Knowledge. (You are driven to understand the world and the events around you).
Fame (You desperately want to make a name for yourself).
Redemption (You try to redeem yourself for a past act).
Revenge (Your thirst for vengeance dictates your actions).
Step 3: Primary Attributes
Spend 15 points, assigning 1 to 5 points to each.
Dexterity
Endurance
Strength
Charisma
Intelligence
Willpower
Step 4: Secondary Attributes
Size (Base of 0)
Move (Strength + Dexterity)
Perception (Intelligence + Willpower)
Initiative (Dexterity + Intelligence)
Defence (Endurance + Dexterity - Size)
Stun (Endurance)
Health (Endurance + Willpower +Size)
Step 5: Skills
Spend 15 points on Skills, spending up to 5 points on each. Specialisms cost 1/2 pt each, and you must have at least 1 point in a skill (Specialisms add 1 die to skill attempts using that specialism, and you may only choose one per skill). Untrained, a skill is equal to the governing attribute -2 dice.
Academics* (History, Law, Literature, Occult, Religion, Astronomy)
Acrobatics (Balance, Breakfall, Contortion, Juggling, Tumbling)
Animal Handling (Cats, Dogs, Horses, Birds, Reptiles)
Archery (Blowguns, Bows, Crossbows, Nets, Slings)
Art* (Music, Painting, Sculpture, Writing)
Alchemy (Potions, Toxins, Acids, Powders)
Athletics (Climbing, Jumping, Running, Swimming, Throwing)
Brawl (Block, Disarm, Grapple, Kick, Punch, Throw)
Bureaucracy ( Academia, Business, Government, Legal, Military)
Con (Bluff, Fast Talk, Lying, Tricks, Seduction)
Craft* (Apothecary, Blacksmithing, Carpentry, Leatherworking, Masonry, Engineering)
Demolitions (Gunpowder, Improvised, Incendiary, Crystal, Naphtha)
Diplomacy (Etiquette, Leadership, Negotiation, Persuasion, Politics)
Empathy (Body language, Emotions, Intuition, Lies, Motives)
Firearms (Arquebus, Blunderbuss, Long Rifle, Musket, Pistol)
Focus (Meditation, Resolve, Courage, Resistance, Concentration)
Gambling (Active games, Cheating, Card games, Board games, Dice games)
Gunnery (Catapults, Bombards, Cannons, Ballista, Trebuchet)
Intimidation (Interrogation, Orders, Staredown, Threats, Torture)
Investigation (Crimes, Enigmas, Interview, Research, Search)
Larceny (Burglary, Lockpicking, Pickpocketing, Sleight of Hand, Traps)
Linguistics (Deciphering, Gestures, Codes, Lip Reading, Translation)
Magic* (Wizardry, Sorcery, Black Arts)
Martial Arts* (Punch, Kick, Grapple, Throw, Block)
Medicine (Diagnosis, Diseases, First Aid, Surgery, Veterinary)
Melee (Axes, Clubs, Knives, Spears, Swords)
Performance (Acting, Dancing, Musical Instrument, Oratory, Singing)
Pilot* (Ships, Balloons, Lajekeka, Skyships, Ironclads)
Ride (Itikar, Kraan, Doomwolves, Camels, Horses, Vehicles)
Stealth (Camouflage, Disguise, Shadowing, Sneaking, Hiding)
Streetwise (Black market, Carousing, Haggling, Rumours, Scrounging)
Survival (Foraging, Hunting, Navigation, Shelter, Tracking)
Tinkering (Clockwork, Engineering, Demolitions)
Warfare (Logistics, Organization, Strategy, Tactics, Terrain)
* Specialized skill
Step 6: Talents
Choose any five Talents.
Step 7: Flaws
Each player may choose a single flaw for their character. This provides an additional Style point at the beginning of play. The following flaws are available. Italicised flaws are Severe in nature- Severe flaws provide two style points instead of one.
Physical Flaws
Allergy (Allergic to some relative common substance)
Blind (Cannot see, and automatically fails sight rolls)
Clumsy (Poor coordination)
Crippled (Cannot walk)
Deaf (Cannot hear, automatically fails hearing rolls)
Dying (Has an incurable disease and may soon die)
Elderly (Advanced in age)
Flea-Infested (Riddled by flees and lice)
Glass Jaw (Easily stunned and knocked out)
Hard of Hearing (Poor hearing and may misunderstand speech)
Illness (May be incapacitated by illness)
Lame (Has a bad leg or foot and moves slower than others)
Light Sensitive (Eyes are extremely sensitive to light)
Low Pain Tolerance (Has extreme sensitivity to pain)
Mute (Cannot speak and must write or gesture instead)
Obese (Larger and slower than normal)
One Arm (Missing an arm and has trouble doing work)
One Eye (Missing an eye and has poor depth perception)
Poor Vision (Bad eyesight and has trouble identifying things)
Ravenous (you require an immense amount of food to sustain yourself)
Sickly (Prone to sickness and fatigue)
Skinny (Has a weak physique)
Slow Healer (You heal more slowly than others)
Small (Not as big or strong as others)
Young (Child or youth)
Mental Flaws
Absent-Minded (Often forgets or overlooks important details)
Addiction (Hooked on a specific substance or activity)
Amnesia Lost his memory and may have flashbacks)
Blabber Mouth (Cant keep a secret)
Cautious (Acts only when having all available knowledge and decided on best outcome)
Code of Conduct (Lives by a rigid code of behaviour)
Coward* (Afraid of conflict and may run from a fight)
Curious (Fascinated by the unknown)
Delusional (Suffers from hallucinations or delusions)
Depressed (Sad and pessimistic)
Easily Lost (no sense of direction)
Gluttonous (Continually eating)
Hard To Train (Finds it hard to learn new things)
Hesitant (Unable to make quick decisions)
Illiterate (uneducated and cannot read or write)
Impulsive (Impatient and reckless and often gets in trouble)
Jaded (Easily Jaded and bored)
Lazy (Avoids work)
Loyal (Loyal to an individual or cause)
Lustful (Has an eye for the ladies and a strong libido)
Malaise (Constantly feels discontent, worried or lethargic)
Megalomania (Delusions of grandeur)
Multiple Personalities (Has two distinct personalities)
Obsession (Compulsion to perform a particular activity)
Overconfident (Foolhardy and sometimes gets in over his head)
Paranoia (Anxious and distrusts everyone around her)
Perfectionist (Overly demanding of himself and of others)
Phobia (Scared of a particular thing and will avoid it)
Short Temper (Has trouible controlling anger)
Skeptic (Never takes anything at face value)
Thrill-Seeker (Addicted to danger)
Timid (Nervous and anxious)
Vow (Sworn to an action or organization)
Social Flaws
Aloof (Distant and remote)
Animal Antipathy (Animals show great hostility)
Bad Reputation (Character has a bad name)
Boring (your actions or even your presence bores people)
Braggart (Inflates abilities to epic proportions)
Callous (Selfish, uncaring and insensitive of others)
Condescending (Thinks he is better than everyone else)
Criminal (Believed to have committed a serious crime)
Despised (Conjures bad feelings from others)
Disfigured (Ugly, unattractive and repulsive to others)
Dominant (Always wants to be the leader)
Doomsayer (You are given to prophesying death and detruction
Exiled (Driven from his homeland)
Fanatical (Zealous and hot headed)
Gossip (Cannot help spreading rumours)
Gullible (Will believe almost anything)
Herd Mentality (Dislikes being alone)
Honest (Never lies)
Inscrutable (Mysterious and hard to read)
Intolerant (Biased against a certain thing)
Liar (constantly embellishes truth)
Lovelorn (Lovesick and forelorn)
Masochism (Gets a kick out of feeling pain)
Meddler (cant help but get involved in other's affairs)
Merciful (Compassionate and forgiving)
Nemesis (You have an implacable rival)
Obvious (unable to hide your motivations)
Pacifist (Opposed to violence and war for any reason)
Repulsive (Other people find character disgusting)
Secret (Has an embarrassing or or shameful secret)
Shy (Dislikes social situations and tries to avoid them)
Slave Mentality (Cant act without strong leader present)
Speech Impediment (Trouble speaking and may be misunderstood)
Stingy (Tight with money)
Stubborn (Obstinate and hard headed)
Submissive (Easily bullied and wants to be lead)
Superstitious (Goes out of his way to follow unusual beliefs)
Vain (Egotistical and narcissistic)
Vengeful (Bent on revenge)
Miscellaneous Flaws
Danger Magnet (attracts trouble through no fault of own)
Hunted (Pursued by an individual or organization)
Poor (Destitute and bad with money)
Primitive (Has difficulty with technological items)
Unlucky (Cursed, jinxed or otherwise unlucky)
Step 8: Finishing Touches
Each player now has 15 Experience points to further develop their characters, which can be used to increase attributes, or gain skills, specialisations and Disciplines:
Languages of Magnamund
Each player will be fluent in their native tongue. For each level in the Linguistics skill, you may choose a language to be fluent in, with an additional language being taken by choosing a specialty.
Drodarin
Sommlending
Giak
Vassagonian
Ice Barbarian
Aluvian
Nael
Vaderish
Tiana
Dwarf Template
starting Attribute: +1 Endurance, +1 Willpower, -1 Dexterity, -1 Charisma
Natural Advantages: Gain Crafts as a general skill,
Drawbacks: Dwarf (-1 Size, Strength and Endurance), Greedy
CHARACTER GENERATION
Step 1: Archetype
Choose one of the following Archetypes:
Academic (Scholar, Sage, Astrologer)
Adventurer (Smuggler, Pirate, Duellist)
Artisan (Blacksmith, Engineer, Alchemist)
Aristocrat (Diplomat, Courtier, Noble, Prince)
Commoner (Farmer, Servant, Cook)
Criminal (Thief, Pick Pocket, Charltan)
Entertainer (Troubadour, Conjurer, Storyteller)
Explorer (Cartographer, Navigator, Ship Captain)
Guardian (Bodyguard, Town Guard, Knight of the White Mountain)
Healer (Herbalist, Village Midwife, Court Physician, Redeemer)
Hunter (Woodsman, Scout, Border Ranger)
Magician (Necromancer, Brotherhood Magician, Magician of Dessi)
Merchant (Trader, Guildmaster, Innkeeper)
Mystic (Tribal Shaman, Wandering Monk, Prophetess)
Native (Vakeros Villager, Rivorzha Tribesman, Kundi)
Outcast (Exiled Pirate, Giak Deserter, Bandit)
Priest (Cleric, Druid, Herbwarden, Monk of the Sword)
Soldier (Mercenary, Tower Gunner, Vakeros Warrior-mage)
Warrior (Gladiator, Telcharim Warrior, Ice Barbarian )
Step 2: Motivation
Choose are make up a motivation for your character:
Duty (You continue to follow a code or organization.)
Faith (Your belief in a higher power guides your actions.)
Greed (You want to accumulate as much wealth as possible.)
Discovery (You want to explore Magnumund.)
Love (Your strong feelings for someone, someplace or something drives you.)
Power (You want to amass as much power as possible).
Protect (Your actions are dictated by the need to protect those weaker than you).
Honour (You live your life by a strict code that guides your actions).
Knowledge. (You are driven to understand the world and the events around you).
Fame (You desperately want to make a name for yourself).
Redemption (You try to redeem yourself for a past act).
Revenge (Your thirst for vengeance dictates your actions).
Step 3: Primary Attributes
Spend 15 points, assigning 1 to 5 points to each.
Dexterity
Endurance
Strength
Charisma
Intelligence
Willpower
Step 4: Secondary Attributes
Size (Base of 0)
Move (Strength + Dexterity)
Perception (Intelligence + Willpower)
Initiative (Dexterity + Intelligence)
Defence (Endurance + Dexterity - Size)
Stun (Endurance)
Health (Endurance + Willpower +Size)
Step 5: Skills
Spend 15 points on Skills, spending up to 5 points on each. Specialisms cost 1/2 pt each, and you must have at least 1 point in a skill (Specialisms add 1 die to skill attempts using that specialism, and you may only choose one per skill). Untrained, a skill is equal to the governing attribute -2 dice.
Academics* (History, Law, Literature, Occult, Religion, Astronomy)
Acrobatics (Balance, Breakfall, Contortion, Juggling, Tumbling)
Animal Handling (Cats, Dogs, Horses, Birds, Reptiles)
Archery (Blowguns, Bows, Crossbows, Nets, Slings)
Art* (Music, Painting, Sculpture, Writing)
Alchemy (Potions, Toxins, Acids, Powders)
Athletics (Climbing, Jumping, Running, Swimming, Throwing)
Brawl (Block, Disarm, Grapple, Kick, Punch, Throw)
Bureaucracy ( Academia, Business, Government, Legal, Military)
Con (Bluff, Fast Talk, Lying, Tricks, Seduction)
Craft* (Apothecary, Blacksmithing, Carpentry, Leatherworking, Masonry, Engineering)
Demolitions (Gunpowder, Improvised, Incendiary, Crystal, Naphtha)
Diplomacy (Etiquette, Leadership, Negotiation, Persuasion, Politics)
Empathy (Body language, Emotions, Intuition, Lies, Motives)
Firearms (Arquebus, Blunderbuss, Long Rifle, Musket, Pistol)
Focus (Meditation, Resolve, Courage, Resistance, Concentration)
Gambling (Active games, Cheating, Card games, Board games, Dice games)
Gunnery (Catapults, Bombards, Cannons, Ballista, Trebuchet)
Intimidation (Interrogation, Orders, Staredown, Threats, Torture)
Investigation (Crimes, Enigmas, Interview, Research, Search)
Larceny (Burglary, Lockpicking, Pickpocketing, Sleight of Hand, Traps)
Linguistics (Deciphering, Gestures, Codes, Lip Reading, Translation)
Magic* (Wizardry, Sorcery, Black Arts)
Martial Arts* (Punch, Kick, Grapple, Throw, Block)
Medicine (Diagnosis, Diseases, First Aid, Surgery, Veterinary)
Melee (Axes, Clubs, Knives, Spears, Swords)
Performance (Acting, Dancing, Musical Instrument, Oratory, Singing)
Pilot* (Ships, Balloons, Lajekeka, Skyships, Ironclads)
Ride (Itikar, Kraan, Doomwolves, Camels, Horses, Vehicles)
Stealth (Camouflage, Disguise, Shadowing, Sneaking, Hiding)
Streetwise (Black market, Carousing, Haggling, Rumours, Scrounging)
Survival (Foraging, Hunting, Navigation, Shelter, Tracking)
Tinkering (Clockwork, Engineering, Demolitions)
Warfare (Logistics, Organization, Strategy, Tactics, Terrain)
* Specialized skill
Step 6: Talents
Choose any five Talents.
Step 7: Flaws
Each player may choose a single flaw for their character. This provides an additional Style point at the beginning of play. The following flaws are available. Italicised flaws are Severe in nature- Severe flaws provide two style points instead of one.
Physical Flaws
Allergy (Allergic to some relative common substance)
Blind (Cannot see, and automatically fails sight rolls)
Clumsy (Poor coordination)
Crippled (Cannot walk)
Deaf (Cannot hear, automatically fails hearing rolls)
Dying (Has an incurable disease and may soon die)
Elderly (Advanced in age)
Flea-Infested (Riddled by flees and lice)
Glass Jaw (Easily stunned and knocked out)
Hard of Hearing (Poor hearing and may misunderstand speech)
Illness (May be incapacitated by illness)
Lame (Has a bad leg or foot and moves slower than others)
Light Sensitive (Eyes are extremely sensitive to light)
Low Pain Tolerance (Has extreme sensitivity to pain)
Mute (Cannot speak and must write or gesture instead)
Obese (Larger and slower than normal)
One Arm (Missing an arm and has trouble doing work)
One Eye (Missing an eye and has poor depth perception)
Poor Vision (Bad eyesight and has trouble identifying things)
Ravenous (you require an immense amount of food to sustain yourself)
Sickly (Prone to sickness and fatigue)
Skinny (Has a weak physique)
Slow Healer (You heal more slowly than others)
Small (Not as big or strong as others)
Young (Child or youth)
Mental Flaws
Absent-Minded (Often forgets or overlooks important details)
Addiction (Hooked on a specific substance or activity)
Amnesia Lost his memory and may have flashbacks)
Blabber Mouth (Cant keep a secret)
Cautious (Acts only when having all available knowledge and decided on best outcome)
Code of Conduct (Lives by a rigid code of behaviour)
Coward* (Afraid of conflict and may run from a fight)
Curious (Fascinated by the unknown)
Delusional (Suffers from hallucinations or delusions)
Depressed (Sad and pessimistic)
Easily Lost (no sense of direction)
Gluttonous (Continually eating)
Hard To Train (Finds it hard to learn new things)
Hesitant (Unable to make quick decisions)
Illiterate (uneducated and cannot read or write)
Impulsive (Impatient and reckless and often gets in trouble)
Jaded (Easily Jaded and bored)
Lazy (Avoids work)
Loyal (Loyal to an individual or cause)
Lustful (Has an eye for the ladies and a strong libido)
Malaise (Constantly feels discontent, worried or lethargic)
Megalomania (Delusions of grandeur)
Multiple Personalities (Has two distinct personalities)
Obsession (Compulsion to perform a particular activity)
Overconfident (Foolhardy and sometimes gets in over his head)
Paranoia (Anxious and distrusts everyone around her)
Perfectionist (Overly demanding of himself and of others)
Phobia (Scared of a particular thing and will avoid it)
Short Temper (Has trouible controlling anger)
Skeptic (Never takes anything at face value)
Thrill-Seeker (Addicted to danger)
Timid (Nervous and anxious)
Vow (Sworn to an action or organization)
Social Flaws
Aloof (Distant and remote)
Animal Antipathy (Animals show great hostility)
Bad Reputation (Character has a bad name)
Boring (your actions or even your presence bores people)
Braggart (Inflates abilities to epic proportions)
Callous (Selfish, uncaring and insensitive of others)
Condescending (Thinks he is better than everyone else)
Criminal (Believed to have committed a serious crime)
Despised (Conjures bad feelings from others)
Disfigured (Ugly, unattractive and repulsive to others)
Dominant (Always wants to be the leader)
Doomsayer (You are given to prophesying death and detruction
Exiled (Driven from his homeland)
Fanatical (Zealous and hot headed)
Gossip (Cannot help spreading rumours)
Gullible (Will believe almost anything)
Herd Mentality (Dislikes being alone)
Honest (Never lies)
Inscrutable (Mysterious and hard to read)
Intolerant (Biased against a certain thing)
Liar (constantly embellishes truth)
Lovelorn (Lovesick and forelorn)
Masochism (Gets a kick out of feeling pain)
Meddler (cant help but get involved in other's affairs)
Merciful (Compassionate and forgiving)
Nemesis (You have an implacable rival)
Obvious (unable to hide your motivations)
Pacifist (Opposed to violence and war for any reason)
Repulsive (Other people find character disgusting)
Secret (Has an embarrassing or or shameful secret)
Shy (Dislikes social situations and tries to avoid them)
Slave Mentality (Cant act without strong leader present)
Speech Impediment (Trouble speaking and may be misunderstood)
Stingy (Tight with money)
Stubborn (Obstinate and hard headed)
Submissive (Easily bullied and wants to be lead)
Superstitious (Goes out of his way to follow unusual beliefs)
Vain (Egotistical and narcissistic)
Vengeful (Bent on revenge)
Miscellaneous Flaws
Danger Magnet (attracts trouble through no fault of own)
Hunted (Pursued by an individual or organization)
Poor (Destitute and bad with money)
Primitive (Has difficulty with technological items)
Unlucky (Cursed, jinxed or otherwise unlucky)
Step 8: Finishing Touches
Each player now has 15 Experience points to further develop their characters, which can be used to increase attributes, or gain skills, specialisations and Disciplines:
Trait | Experience Point Cost |
Primary Attribute Skill Skill Specialisation Talent | New Attribute Level x 5 points New Skill Level x 2 points 3 points 15 points |
Languages of Magnamund
Each player will be fluent in their native tongue. For each level in the Linguistics skill, you may choose a language to be fluent in, with an additional language being taken by choosing a specialty.
Drodarin
Sommlending
Giak
Vassagonian
Ice Barbarian
Aluvian
Nael
Vaderish
Tiana
Dwarf Template
starting Attribute: +1 Endurance, +1 Willpower, -1 Dexterity, -1 Charisma
Natural Advantages: Gain Crafts as a general skill,
Drawbacks: Dwarf (-1 Size, Strength and Endurance), Greedy