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Maelstrom Domesday» Forums » General

Subject: Sample Character Creation rss

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Graham Bottley
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As the books near completion and the print order approaches, i thought i would start a thread going through character creation. The process is more involved and more random than most games; You get what you are given sort of thing. But the process is a fun mini game in its own right.

I will try and do a few posts a day on this, and see what we end up with!
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Graham Bottley
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ATTRIBUTES

The game is D100 and the ten attributes essentially range from 1-100.

They all start at 40, although each character can increase four by 1D6 at the start, and must also decrease two by 1D6.

I have decided i want a character who can look after themselves, and so have chosen the following to increase, along with what i roll:

Attack Skill: +1 (hmm. not the best start!)
Defence Skill: +5 (that is better!)
Endurance: +2
Speed: +6

I have also decided to apply the reduction to the following:

Persuasion: -2
Knowledge: -2

So my starting attributes are:

Attack Skill: 41
Missile Skill: 40
Defence Skill: 45
Knowledge: 38
Will: 40
Endurance: 42
Persuasion: 38
Perception: 40
Speed: 46
Agility: 40
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Graham Bottley
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The next bits are quite quick and simple.

We firstly need to find out the Racial Origin of the character on a D6:

A roll of 4 gives us an Anglo-Saxon (like the majority of people)

A 2D6 is used to determine social class:

A 7 gives us a peasant, again like most of the people.

I have also decided this character will be male.


Next up will be characteristics, those things that set you apart from most people.

There are three 1D100 rolls for this.
Just exploring the Dice Roll function...
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Graham Bottley
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So a 77 for our first characteristic gives us "Maelstrom Marked". The character has somehow been tainted by the energies of the Maelstrom and has a strange affinity for the supernatural.

An 8 gives us "Adder Tongue". The character has a smooth tongue, gaining a +10 bonus to Persuade tests, but also tends to exaggerate a bit!

A 9 is also Adder Tongue and so we re-roll that one.

100! This is player or GM choice, and so i am going to choose "Vicious". The character is not a nice person, and has an instinct for the kill. It gives me a bonus to my critical chance in combat, but also means i am unlikely to spare a surrendering opponent.


The last thing i need to do at this stage is my starting money. As a peasant, i start with 1D10 pennies (d)

So 7d then.
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Graham Bottley
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So at the age of 13, before i start work, this is my character:

Anglo-Saxon Peasant

Attack Skill: 41
Missile Skill: 40
Defence Skill: 45
Knowledge: 38
Will: 40
Endurance: 42
Persuasion: 38
Perception: 40
Speed: 46
Agility: 40

Characteristics:
Maelstrom Marked
Adder Tongue
Vicious


Next up will be my first living (career) rolled on a 1D100
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Graham Bottley
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For a peasant class character, a 70 gives us a Groom. Our character started off their working life at least looking after the horses of a knight or lord.

A term as a Groom adds three years to our age, and gives us:
+1D10 Persuasion
+1D10 Agility
+1D10 Endurance
+1D10 Discretionary points

A rank in each of the following abilities
Riding
Horse Lore

And the following cash/equipment
5D10d in cash
40% chance of grooming tools
10% chance of a pony

So we had better make our rolls
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Graham Bottley
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I decide to put all 3 of the discretionary points into Attack Skill. I like hitting people!

The attributes now look like this:

Attack Skill: 44
Missile Skill: 40
Defence Skill: 45
Knowledge: 38
Will: 40
Endurance: 46
Persuasion: 43
Perception: 40
Speed: 46
Agility: 46

We have another 28d accrued, to go with our 7d we started with for a total of 35d. We also get some grooming tools, but no pony.

Next up is the event. Each term, the character must roll a memorable event. Groom uses the "Physical" event table as it is a manual job.


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Graham Bottley
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It appears we develop some arthritis in a joint due to all of the hard work and lose 1D3 agility (-2).


Attack Skill: 44
Missile Skill: 40
Defence Skill: 45
Knowledge: 38
Will: 40
Endurance: 46
Persuasion: 43
Perception: 40
Speed: 46
Agility: 44

Now we find out if we continue in our career. We have to roll 1D100 and get more that our age at the end of the term (16). We can choose to add or take 10 away from this roll. We add 10.
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Graham Bottley
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A roll of a 42 (plus another 10) is comfortably over our age, so we have another term. But do we stay as a Groom? Again a 1D100 roll will tell us.

A 76 means we become a beggar! This is not a good step on our characters part. If looks very much like our characters Vicious characteristic is coming through in his dealings with the expensive horses of his lord!

So, we progress and will next add one term as a Beggar.
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Graham Bottley
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A Beggar gives us:

2 Years
+2D6 Endurance
+1D10 Perception
+1D6 Persuasion
+1D10 Discretionary

Survival
Local Knowledge

1D6d in cash
10% chance of a knife
10% chance of a leather tarpaulin
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Graham Bottley
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The character now looks like this (again discretionary into Attack Skill):

Attack Skill: 48
Missile Skill: 40
Defence Skill: 45
Knowledge: 38
Will: 40
Endurance: 53
Persuasion: 44
Perception: 41
Speed: 46
Agility: 44

Riding I
Horse Lore I
Survival I
Local Knowledge I

33d in cash
Grooming Tools


As a Beggar we must also make an Ageing roll for this term due to the rigors of living on the streets - this is made on a 2D6

We must also roll our event, this time on the "Travel" event table
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Graham Bottley
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Our ageing roll luckily gives us no ill effects.

Our event roll is that we almost starve to death in a bad winter and lose 1D6 Endurance [-3] and gain 1D6 Imbalance (4) - a measure of insanity.


Attack Skill: 48
Missile Skill: 40
Defence Skill: 45
Knowledge: 38
Will: 40
Endurance: 50
Persuasion: 44
Perception: 41
Speed: 46
Agility: 44

Imbalance 4


Again we roll to continue and again we add +10 to our roll. The total of 30 is above our current age of 18 and so we roll another term...
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Graham Bottley
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Great. Beggar again.
Discretionary go into Attack Skill (3) and Defence Skill (4)

Age 20

Attack Skill: 51
Missile Skill: 40
Defence Skill: 49
Knowledge: 38
Will: 40
Endurance: 53
Persuasion: 47
Perception: 50
Speed: 46
Agility: 44

Imbalance 4

Riding I
Horse Lore I
Survival II
Local Knowledge II

38d in cash
Grooming Tools
Leather Tarp
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Graham Bottley
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Again an ageing roll

And again a Travel event roll


Ageing again is no problem. That at least is good.

Our event means that we are captured and become a Prisoner! Our character has not had a good life.
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Graham Bottley
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Prisoner means that we end our character's career.

Because we have had three terms, we gain an extra ability rank. We could boost one of our existing abilities, but we will actually put it into Intimidation. With our decent Persuasion, Adder Tongue and Vicious, we could be quite good at intimidating people...

We don't need to make any further ageing roll as we are less than thirty years old.

We can also roll our name here on the Saxon table
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Graham Bottley
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Osfrith is our name!

We can record our languages as Saxon and (we choose) Norse.

We also roll our Supernatural event here on 1D100 and our Patron on 1D6/1D6

-------------

Our supernatural event is a very localised earthquake and our patron is Robert de Beaumont
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Graham Bottley
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Osfrith Adder-Tongue character sheet

Age 20

Attack Skill: 51
Missile Skill: 40
Defence Skill: 49
Knowledge: 38
Will: 40
Endurance: 53
Persuasion: 47
Perception: 50
Speed: 46
Agility: 44

Characteristics:
Maelstrom Marked
Adder Tongue
Vicious


Imbalance 4

Riding I
Horse Lore I
Survival II
Local Knowledge II

38d in cash
Grooming Tools
Leather Tarp
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Graham Bottley
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Osfrith was born in 1066, exactly one month before the conquest, to peasants in a small village just outside York. As he grew up, his temper was obvious, although it seemed to stem from a day when the boy was 9 when he was lost in the woods for two whole days. This day, never again mentioned, seemed to mark young Osfrith.

Although well known in the village for his ready use of his fists, he was also surprisingly persuasive and managed to land a job as a Groom with the lord of the manor.

Unfortunately, Osfrith got into rather too many fights during his work, said work also leading to a dodgy elbow. The lord chucked him out on his ear and Osfrith found his way to the city. Unable to secure work, the young man resorted to begging for a living, nearly freezing to death in the bad winter of 1083. Despite this, our character pulled through and survived on the streets for a few more years.

In early 1086, the Norman garrison of York rounded up the beggars of the city to throw them out, but young Osfrith threw an unwise punch at one of the men-at-arms. For this he was thrown into the castle jail to await a hanging.

The day before this was to happen, the whole jail was shaken badly by an earthquake, but the only person to not be shaken was Osfrith, standing in the middle of the floor.

The great Baron Robert de Beaumont was in the castle at the time, and his steward witnessed the earthquake. Baron Robert was on the lookout for those with ezperience of the supernatural to become investigators, and he secured the release of the young saxon.

Osfrith has little in the way of good equipment and is certainly not an investigator yet, but will have to learn fast as Norman barons rarely have much patience.

Although only a beggar, Osfrith has a killer instinct and is decent in a fight, besides being very persuasive. He could do very well...
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Graham Bottley
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So... any thoughts or questions?
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Bifford the Youngest (Sam)
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I think the character creation system is nice and simple, but also effective.

My own test-bed character came out as:

Julias (I chose the name)
Age 28, Anglo-Saxon, Lesser Nobility.
Patron - Thomas of Bayeux, Archibishop of York.

Imbalance 0
Favour 10

Attack Skill 58
Missile Skill 30
Defence Skill 62
Knowledge 42
Willpower 42
Endurance 46
Persuasion 40
Perception 45
Speed 48
Agility 46

Vicious; Babel-Born; Walker.

Combat Training III
Riding III
Intimidation I
Horse Lore I

Sword.

Saw a dead man return for 24 hours.

Julias is one of the last born to a lesser noble family and as such as a child is ignored, ridiculed and treated no better than the servants. He is a weak child, rubbish with any form of distance weapon but due to being bullied becomes vicious and brutal with his fists. When he progresses from being a squire to a knight he extends this to a sword and lance.

Growing up, his one redeeming feature is his love and affinity with horses. He refuses to mistreat them and will actually hurt anyone who he sees or suspects of hurting a horse. Julias will walk whenever possible, only riding a horse when absolutely necessary. Finally he found his place in the world as a knight, though he was still vicious and nasty to those beneath him.

He was given a sword of his own when he helped a fellow knight in battle who had been un-horsed and injured. Julias had galloped up to him, dismounted and got the injured knight into the saddle then helped get them both out of harms way. When asked why he had simply said "you were always kind to the horses." (which was unusual for knights in these times).

Recently Julias saw a dead man walking on a battlefield, and made the mistake of mentioning it to a woman he bedded. She passed the information on and his life once more became a hell of taunting and ridicule. So Julias went walking, until one day the Archbishop of York called him to his side.
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Graham Bottley
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Good character! In all of the playtests we have found that when you get to the end of the process, it all seems to fit into place and you really feel some empathy with the character. One playtester said how sorry they felt for one of their characters!
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Bruce McGeorge
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Lawrenceburg
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I love character generation systems like this. Thanks for posting the examples!
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