Post by phantomdoodler on Jan 17, 2012 20:22:21 GMT -5
This is an adaption from the excellent Maelstrom Domesday Rpg
CHARACTER GENERATION
ATTRIBUTES
Combat Skill - Measure of ability to attack and defend with unarmed combat and melee weapons
Missile Skill - Skill with ranged weapons
Knowledge - academic knowledge and memory
Endurance - physical stamina, strength and resistance to pain
Willpower - mental resistance and ability with psychic powers
Persuasion - charm, charisma and ability to influence others
Perception - ability to observe or perceive
Speed - quickness and physical movement speed
Agility - nimbleness and dexterity
Each Attribute is rated from 1 to 100, and has a starting value based on the characters race:
Each player now has 50 points to spend on their attributes, spending no more than 20 points on any single attribute.
These values are further modified by a players living. If a living lists training in an attribute, either add a d6 roll to the value, if positive training, or subtract a d6 from the total value, if negative training.
LIVING
Each player must now choose their Living, which determines what the player managed to learn prior to starting adventuring. The following Livings are available:
Each character starts at a certain age, with their living adding to this starting value. A characters race determines their starting age:
Humans and Ogrons typically live up to 75 years old, and characters start at 14 years old. For all Attributes except for Knowledge and Willpower, the maximum possible value is equal to 95, minus the characters age over 20. Knowledge has a maximum value of 40, plus 1 for each year over 20, up a maximum of 95. Willpower has a maximum value of 90, minus 1 for each 5 years over the age of 20.
Dwarves typically live up to 225 years old, and characters start at 42 years old. For all Attributes except for Knowledge and Willpower, the maximum possible value is equal to 95, minus 1 for each 3 years over the age of 60. Knowledge has a maximum value of 40, plus 1 for each 3 years over 60, up a maximum of 95. Willpower has a maximum value of 90, minus 1 for each 15 years over the age of 60.
Kloons typically live up to 150 years old, and characters start at 28 years old. For all Attributes except for Knowledge and Willpower, the maximum possible value is equal to 95, minus 1 for every 2 years over 40. Knowledge has a maximum value of 40, plus 1 for each 2 years over 40, up a maximum of 95. Willpower has a maximum value of 90, minus 1 for each 10 years over the age of 40.
Noodnics typically live up to 25 years old, and characters start at 5 years old. For all Attributes except for Knowledge and Willpower, the maximum possible value is equal to 95, minus 3 for every over 7. Knowledge has a maximum value of 40, plus 3 for each year over 7, up a maximum of 95. Willpower has a maximum value of 90, minus 1 for each 2 years over the age of 7.
Szalls typically live up to 38 years old, and characters start at 7 years old. For all Attributes except for Knowledge and Willpower, the maximum possible value is equal to 95, minus 2 for every year over 10. Knowledge has a maximum value of 40, plus 2 for each year over 10, up a maximum of 95. Willpower has a maximum value of 90, minus 1 for each 3 years over the age of 10.
CHARACTER GENERATION
ATTRIBUTES
Combat Skill - Measure of ability to attack and defend with unarmed combat and melee weapons
Missile Skill - Skill with ranged weapons
Knowledge - academic knowledge and memory
Endurance - physical stamina, strength and resistance to pain
Willpower - mental resistance and ability with psychic powers
Persuasion - charm, charisma and ability to influence others
Perception - ability to observe or perceive
Speed - quickness and physical movement speed
Agility - nimbleness and dexterity
Each Attribute is rated from 1 to 100, and has a starting value based on the characters race:
Attribute | Human | Dwarf | Kloon | Ogron | Noodnic | Szall |
Combat Skill Missile Skill Knowledge Endurance Willpower Persuasion Perception Speed Agility | 40 40 40 40 40 40 40 40 40 | 45 40 40 50 50 40 35 30 30 | 30 35 60 40 50 40 50 30 30 | 60 30 30 60 50 30 40 40 30 | 30 40 20 20 40 40 50 40 60 | 30 40 40 40 30 30 50 50 50 |
Each player now has 50 points to spend on their attributes, spending no more than 20 points on any single attribute.
These values are further modified by a players living. If a living lists training in an attribute, either add a d6 roll to the value, if positive training, or subtract a d6 from the total value, if negative training.
LIVING
Each player must now choose their Living, which determines what the player managed to learn prior to starting adventuring. The following Livings are available:
Living | Skills | Training(positive) | Training(negative) |
Actor Agent Alchemist Architect Armourer Assassin Barbarian Barber-Surgeon Beggar Blacksmith Bladesmith Buccaneer Burglar Butcher Clerk Doctor Engraver Farmer Fishmonger Friar Fruiterer Grocer Herbalist Hunter Kai Lord Knight Labourer Mage Mason Mercenary Mercer Minstrel Musician Noble Painter Priest Sage Sailor Scavenger Scrivener Servant Squire Tailor Tanner Tavern Keeper Thief Tower-Gunner Trickster Vintner Witch Warrior-Mage Watchman Wood Carver | Disguise Deception Contacts – major Contacts – minor Streetwise Alchemy Architecture Drafting Craft (armour) Read/Write Legerdemain Assassination Barbarian Surgery Feigning Streetwise Craft (smithing) Read/Write Craft (blades) Read/Write Buccaneer Disarm Security Search Sneak Trade (butchery) Read/Write Accountancy Read/Write Treat Disease Appraise (engraving) Craft (engraving) Read/Write Stockman Treat Disease (animal) Animal Husbandry Weather Lore Trade (fishmonger) Carousing Appraise (general) Preaching Read/Write Trade (fruiterer) Trade (grocer) Herbalism - major Diagnosis Bow-mastery Trapping Survival Sneak Kai Disciplines Read/Write Knight Casting Spells Read/Write Architecture Craft (masonry) Read/Write Improved Defence Weapon Mastery Trade (mercer) Appraise (textiles) Play Instrument (choose one) Sing Play Instrument (choose three) Equestrian Restock Retainer Craft (painting) Sketching Preaching Detect Spirit Warding Casting Out Exorcism Sage Sailing Swimming Rope Mastery Scavenger Law Prepare Legal Document Read/Write Appraise (specialty) Squire Craft (tailory) Read/Write Craft (tanning) Read/Write Food & Drink Knowledge Danger sense Legerdemain Tower-Gunner Disguise Bribery Contacts - Brotherhood Trade (vintner) Appraise (wine) Charm Curse Herbalism - minor Warrior-Mage Law (canon/common/city) Read/Write Craft (wood-carving Read/Write | Perception Persuasion Agility Perception Persuasion Knowledge (twice) Endurance Perception Endurance Agility Barbarian Perception Knowledge Persuasion Endurance Knowledge Perception Buccaneer Perception Agility Persuasion Endurance Perception Perception Knowledge Perception Endurance Persuasion Persuasion Endurance Persuasion Knowledge Persuasion Knowledge Knowledge Perception Missile Skill Agility Endurance Willpower Knight Endurance Willpower Endurance Perception Knowledge Combat Skill Endurance Defence Skill Perception Knowledge Perception Persuasion Knowledge Persuasion Knowledge Perception (twice) Persuasion Perception Sage Agility Endurance Scavenger Knowledge Willpower Perception Squire Knowledge Endurance Perception Agility Speed Tower-Gunner Persuasion Perception Persuasion Knowledge Persuasion Willpower Warrior-Mage Perception Defence Skill Knowledge Perception Agility | Combat Skill Defence Skill Knowledge Combat Skill Defence Skill Combat Skill Defence Skill Willpower Combat Skill Knowledge Knowledge Barbarian Combat Skill Defence Skill Endurance Knowledge Persuasion Willpower Buccaneer Knowledge Combat Skill Combat Skill Knowledge Combat Skill Combat Skill Defence Skill Combat Skill Defence Skill Combat Skill Combat Skill Defence Skill Combat Skill Defence Skill Combat Skill Defence Skill Combat Skill Defence Skill Persuasion (twice) Knowledge Persuasion Knight Knowledge Combat Skill Defence Skill Combat Skill Defence Skill Willpower Persuasion Knowledge Combat Skill Defence Skill Combat Skill Defence Skill Combat Skill Defence Skill Endurance Combat Skill Defence Skill Combat Skill Defence Skill Sage Knowledge Persuasion Scavenger Combat Skill Defence Skill Combat Skill Squire Combat Skill Knowledge Willpower Knowledge Combat Skill Tower-Gunner Combat Skill Defence Skill Combat Skill Defence Skill Combat Skill Defence Skill Warrior-Mage Endurance Persuasion Combat Skill Knowledge Combat Skill |
Each character starts at a certain age, with their living adding to this starting value. A characters race determines their starting age:
Humans and Ogrons typically live up to 75 years old, and characters start at 14 years old. For all Attributes except for Knowledge and Willpower, the maximum possible value is equal to 95, minus the characters age over 20. Knowledge has a maximum value of 40, plus 1 for each year over 20, up a maximum of 95. Willpower has a maximum value of 90, minus 1 for each 5 years over the age of 20.
Dwarves typically live up to 225 years old, and characters start at 42 years old. For all Attributes except for Knowledge and Willpower, the maximum possible value is equal to 95, minus 1 for each 3 years over the age of 60. Knowledge has a maximum value of 40, plus 1 for each 3 years over 60, up a maximum of 95. Willpower has a maximum value of 90, minus 1 for each 15 years over the age of 60.
Kloons typically live up to 150 years old, and characters start at 28 years old. For all Attributes except for Knowledge and Willpower, the maximum possible value is equal to 95, minus 1 for every 2 years over 40. Knowledge has a maximum value of 40, plus 1 for each 2 years over 40, up a maximum of 95. Willpower has a maximum value of 90, minus 1 for each 10 years over the age of 40.
Noodnics typically live up to 25 years old, and characters start at 5 years old. For all Attributes except for Knowledge and Willpower, the maximum possible value is equal to 95, minus 3 for every over 7. Knowledge has a maximum value of 40, plus 3 for each year over 7, up a maximum of 95. Willpower has a maximum value of 90, minus 1 for each 2 years over the age of 7.
Szalls typically live up to 38 years old, and characters start at 7 years old. For all Attributes except for Knowledge and Willpower, the maximum possible value is equal to 95, minus 2 for every year over 10. Knowledge has a maximum value of 40, plus 2 for each year over 10, up a maximum of 95. Willpower has a maximum value of 90, minus 1 for each 3 years over the age of 10.