Fantasy Character Generator.pdf

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Fantasy Character
Generator Toolkit
By:
Paul “Wiggy” Wade-Williams
Editing and Layout By: Paul Wade-Williams and Simon Lucas
Art: The Forge, Cheyenne Wright, Niklas Brandt
Dedication: Dave Blewer (for being there to bounce ideas off)
and Spike Y Jones (for molding me into shape so many years ago)
Requires the Savage Worlds rules, available at www.greatwhitegames.com.
Savage Worlds by Shane Lacy Hensley
Savage Worlds, Smiling Jack, Great White Games, and all
associated logos herein are
Copyright © 2004, Great White Games.
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Introduction
The Fantasy Character Generation Toolkit is
designed to allow you, the player, to create a fully
detailed hero, complete with family history and a
backstory of deeds before he became an adventurer.
All you need to use the Toolkit is a d100, a pencil,
some paper, and a bit of time.
Reading through, you’ll quickly notice that the
power range the tables produce is quite varied. Some
characters end up far weaker than a regular Novice
character, whereas other will be the equivalent of a
Seasoned or Veteran character. We’re not making any
claims that the system produces perfectly balanced
character, but on average you’ll be roughly equivalent
to a Novice character built using the regular rules.
So why would you want to make a random
character? Well, one reason is the chance to end up
with a hero more powerful than the standard system
allows. You might end up as a demigod mercenary
captain of an elite band of hardened veterans, and be
loaded down with useful Edges but no Hindrances.
Of course, there is also a chance you might end up
with a crippled character with only a handful of skills
and no Edges, but that’s part of the risk you’re taking.
Another reason is that the tables provide a complete
backstory. What did your parents do? Where were you
born? What was my childhood like? Did your siblings
bully you or admire you? How did I get my Fighting at
d10? You’ll have all these answers and more beside.
It is important to note that this book does not
replace the standard character generation system. It is
an optional extra, available if you (and your GM) want
to use it. If you don’t want to risk having a substandard
character, use the standard generation system.
the instructions. There are a few rules to bear in mind
as you go, however.
Inspiration
You can use the tables here in conjunction with the
standard system, but you don’t gain any of the benefits
from the table. For instance, you might wonder where
your character was born, so you roll on the table. If
the entry says, “Gain 1 die in Streetwise,” for example,
you only get a free die if you’re using this toolkit to
generate the character. If you want that die using
thestandard system, you’ll have to buy it from your
standard starting allotment.
Assigning Traits
All characters begin character generation with a d4
in their attributes and zero dice in all skills. Certain
entries will instruct you to increase one or more traits
by a certain of die. Die increases go d4, d6, d8, d10,
d12 as normal.
Some entries apply to a specific trait. Others allow
you to choose where the dice go. When instructed to
do so, just add the number of dice to what you have
already. Skills you don’t have start at d4 when they
gain their first die.
Linked Skills
Sometimes you’ll find your skills go over the
linked attribute. Don’t worry about paying extra—just
increase the skill by the number of dice indicated.
Using the Tables
Using the Fantasy Character Generation Toolkit
couldn’t be easier. Simply start at Table 1 and follow
Trait Limits
Trait limits remain a d12. If you are told to increase
a trait that is already at a d12, you gain no benefit but
do not reroll that entry (see below). Each profession
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has only a set number of common skills. If you find
all your core skills are at a d12, you might want to
consider changing career and learning some new
skills rather than waste the benefits.
or Connection, even of the same type. The same goes
for Enemies, as well as Vows and Phobias, although
duplicate results of the latter two should be rolled.
For instance, a character can have Vow (Silence)
and Vow (Poverty), but he can’t have two vows of
silence.
If a character has a Minor Hindrance, such as Vow
(Silence), and rolls the Major version of the same type,
he upgrades and loses the minor version.
If a character has a Major version of a Hindrance
and rolls a Minor version of exactly the same
Hindrance, reroll on the appropriate subtable.
For instance, if a character rolled an entry leading
him to the Vow subtable for a Minor Hindrance and he
rolled a duplicate of a major one he already had, he
would roll for a new Minor Vow, not reroll the entry that
led him to gain the Vow in the first place.
Just to note, we’ve left Delusions for you and your
GM to decide between you, so you can have more
than one of those as well.
Total Points
Given the random nature of the tables, some
characters will end up with more than the usual 5
attribute and 15 skill points, and some will have less.
That’s the risk you take of using this system.
Whatever your character ends up with, he keeps.
Don’t go assigning extra dice to bring you up to the
standard starting levels or lowering your dice to met
the usual starting numbers.
Edge Requirements
Sometimes you’ll be told to give your character an
Edge he couldn’t normally take. Most often you won’t
have the required traits, but in rare cases you won’t
meet an Edge or Rank requirement.
Don’t worry about this. Just add the Edge to your
character as if he met all the requirements. Again, it’s
part of the chance rolling on the tables gives you to
make an above-average character.
Duplicate Entries
Mixed Entry
You might roll an entry more than once which has
both a variable and fixed result. For instance, you may
be told to increase certain traits and gain a fixed Edge
or Hindrance you already have. In this case, use the
guidelines above to help decide what you gain from a
mixed entry.
Due to the way the generator works, there are
several types of duplicate entry: each explained below.
Starting Rank
Regardless of the number of trait points or Edges
you end up with, and whatever the Rank requirement
of Edges your character has, the character begins play
as a Novice character. From there on, all the regular
rules regarding rank requirements apply as usual.
If you rolled an Edge which has an “improved”
Version, such as Block or Level Headed, you have to
meet all the standard requirements of the improved
Edge. So you can be a Novice with Block, but you
can’t buy Improved Block until you reach Veteran.
Trait Entry
Sometimes you’ll roll the same result on the same
table. If the entry tells you to increase a trait by a
certain number of dice, or gives you the choice of
spending dice among multiple skills, apply the result
again. Do not reroll.
If the entry tells you to increase a trait that is already
at a d12, you gain no benefit, but the roll still counts.
In this case, it simply means you performed the same
action but learned nothing new.
Fixed Edges & Hindrances
Final Step
Once you’ve finished rolling the die, you need to
work the entries into a coherent backstory. At first
some of the entries may seem at odds with each other,
such as a priest of the goddess of healing have an
undead or demonic ally, but with a little imagination
you’ll have a great tale to tell.
Give your backstory to your GM and, with any luck,
he’ll weave the elements into the campaign, giving you
ample opportunities for great roleplaying.
If the entry has only a fixed result, such as gaining
a fixed Edge or Hindrance you already have, simply
reroll on that table. If you roll an Edge or Hindrance
that has an “improved” or Major variant, you don’t
automatically upgrade to the advanced version.
Variable Edges
Edges and Hindrances with a variant work
differently, however. You can have more than one Ally
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Race & Physique
These first tables detail your character’s race, his
physical appearance, and also his state of mind. Start
at Table 1 and follow the instructions.
openly when the priests read the omens
at your birth. You have the Bad Luck
Hindrance.
8–12 Two Hands Are Better: You can use
both hands equally well. You have the
Ambidextrous Edge.
13–17 Magic Resistant: You have the Arcane
Resistance Edge.
18–19 Truly Magic Resistant: You have the
Improved Arcane Resistance Edge.
20–23 Shun Magic: Your people shun all forms
of arcane magic. You may not take the
Arcane Background (Magic) Edge.
24–27 Berserk: You have a terrible temper. You
gain the Berserk Edge.
28–31 Well Built: You have a strong skeleton.
You gain the Brawny Edge. Do not roll on
Table 1.3.5.
37–40 Fast Healer: Physical damage does not
impair you as much as others. You have
the Fast Healer Edge.
41–45 Fortuitous: You have a wide streak of
luck. Gain the Luck Edge.
46–47 Truly Fortuitous: Your luck seems
without limit. Gain the Great Luck Edge.
48–52 Fast: You have fast reflexes. You have
the Quick Edge.
53–57 Closeknit: Your people are a closeknit
group. You have the Loyal Hindrance.
58–62 Agile: You move like a cat. Increase your
Agility by 1 die.
63–67 Clever: You demonstrated an ability to
learn from an early age. Add 1 die to your
Smarts.
68–72 Independent: Even as a baby you knew
what you wanted. Add 1 die to Spirit.
1 Race
1 Racial Origin
Every character belongs to a race. If you want to
play a particular race, then just pick an entry. You still
have to roll on the Racial Abilities table appropriate to
your race. See the notes in section 1.1 for details.
d100 Result
1–40 Human (Roll on 1.1.1 Human Fortune)
41–55 Dwarf (Roll on 1.1.2 Dwarf Fortune)
56–70 Elf (Roll on 1.1.3 Elf Fortune)
71–80 Half-Elf (Roll on 1.1.4 Half-Elf Fortune)
81–90 Half-Orc (Roll on 1.1.5 Half-Orc Fortune)
91–100 Half-Folk (Roll on 1.1.6 Half-Folk Fortune)
1.1 Racial Fortune
Roll twice on the relevant race table. When you’ve
finished, move on to Table 1.3.
1.1.1 Human Fortune
d100 Result
1–4 Alertness: You were born with sharp
senses and detect things others miss.
You have the Alertness Edge.
5–7 Inauspicious Birth: Your mother wept
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