General Tables

 

How the system works

Go to the table directed by your previous rolls , and toss the dice. Take the appropriate Skill, Power, Perk or whatever and deduct the cost from the points you had left over after generating your Stat.s. Repeat until you run out of points! If you roll something you already have, then simply increase the value by one step, if possible - otherwise, roll again. That's all there is to it!

 

"..a graduate of the school of hard knocks..."

Street Life

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1

Roll 2

Cost

Benefit

1-2
1-2
3

AK: Local city (CHA based)

1-2
3
5

Brawling: +1d6 HA

1-2
4
3

Bribery

1-2
5
3

Concealment

1-2
6
3

Conversation

3-4
1
3

Gambling

3-4
2-3
3

KS: (CHA based)

  • 1-3. Local city's "bad areas"
  • 4-5. Local city's criminals and gangs
  • 6. Local city's merchants and wealthy folk
3-4
4
2

Language - choose another at the basic conversation level. If rolled agin, either increase the level to fluency or choose another

3-4
5
3

Persuasion

3-4
6
3

Seduction

5
1
3

Shadowing

5
2-3
3

Stealth

5
4
var.

Skill levels

  • 1-3. 3 point level. +1 with any 3 related skills
  • 4-5. 5 point level. +1 with all CHA based skills (DEX for rogues, INT for mages, etc)
  • 6. 10 point level. +1 with all skills
5
5-6
3

Streetwise

6
1-2
2

Transport Familiarity

  • 1-4. Riding Animals
  • 5-6. Towed vehicles (wagons, chariots, etc)
6
3-4
1

Weapon Familiarity

  • 1-2. FAM: Non-weapon weapons
  • 3-4. Knives
  • 5-6. Clubs
6
5-6
2

Immunity to Alcohol (14-)
This talent does not confer absolute immnity to the effects of alcohol - but represents someone who can put away large amounts without ill effect. When you would normally test a character for the effects of drunkeness, make this roll first. If they roll 14-, then they are unaffected.

"Come! Let us be off and over distant horizons!"

On the Road

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1

Roll 2

Cost

Benefit

1-2
1-2
3

AK: (CHA based)

  • 1-2. Trade routes
  • 3-4. Local Cities
  • 5. Own Country
  • 6. Neighbouring Countries
1-2
3
3

Animal Handler

1-2
4
2

Bump of Direction (14-)
The posessor of this talent is never *absolutely* sure of where he is - but usually has a pretty good idea

1-2
5
3

Climbing

1-2
6
3

Concealment

3-4
1
3

KS: (CHA-based)

  • 1-2. Local laws
  • 3-4. Local politics
  • 5-6. Major traders and merchant houses
3-4
2
2

Language - choose another at the basic conversation level. If rolled again, either increase the level to fluency or choose another

3-4
3
3

Lightsleep

3-4
4
3

Navigation

3-4
5
3

Paramedic (Healer)

3-4
6
3

Riding

5
1-2
var.

Skill levels

  • 1-3. 3 point level. +1 with any 3 related skills
  • 4-5. 5 point level. +1 with all CHA based skills (DEX for rogues, STR for warriors, etc)
  • 6. 10 point level. +1 with all skills
5
3
3

Stealth

5
4-5
3

Survival

5
6
3

Tracking

6
1
3

Trading

6
2-4
2

Transport Familiarity

  • 1-2. Riding Animals
  • 3-4. Towed vehicles (wagons, chariots, etc)
  • 5-6. Ships and boats
6
5-6
1

Weapon Familiarity

  • 1-2. FAM: One melee weapon
  • 3-4. One missile weapon
  • 5-6. Your choice of either one melee or one missile weapon

"Would the High Lord care for some of this excellent Atrian wine?"

High Society

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2

Cost

Benefit

1-2
1-2
3

Bureaucratics

1-2
3-4
3

Conversation

1-2
5
1

FAM:

  • Acting
  • Cryptography
1-2
6
3

Gambling

3-4
1-3
3

High Society

3-4
4-5
3

KS: (CHA based)

  • Politics
  • Court Etiquette
3-4
6
3

Languages (Fluent, accent)

  • Neighbouring country
  • Distant country
  • Archaic
5-6
1
13

Martial Arts (basic Fencing package)

8

Multipower : 17 point reserve - all attacks only with sword (OAF-1)

1

(u) Disarm (17) +5 STR for disarm only (-1), -1 DCV

1

(u) Lunge (16) +5 STR (for strike only, -1), +2 DCV

1

(u) Parry (10) +2 OCV, +2 DCV

1

(u) Slash (14) +5 STR (only for Strike, -1), +2 OCV

1

(u) Thrust (11) +1 OCV +3 DCV

5-6
2
3

Oratory

5-6
3
3

Persuasion

5-6
4-5
3

Riding

5-6
6
3

Seduction

"It's like he was born under a lucky star!"

Talents

Roll d6 and choose the skill indicated.

Roll

Cost

Benefit

1
3

Ambidexterity

2
5

Cramming

3
3

Double-jointed

4
10

Eidetic Memory

5
5

Luck

6
3

Speed Reading

 

"Well, it's not really what I had in mind...."

A change of career!

Roll d6 and choose the option indicated.

1

Drafted! Rounded up by a press gang, or volunteering to escape the headsman's blade - roll for a new career on the Warrior table.

2

Laying low - honest work. Sometimes a life of high adventure just doesn't pay. Roll for a new career on the Merchant table.

3

A better offer. You decide to move to a trade for which you are better suited. Roll for a new career on the Warrior (if STR is highest), Merchant (if PRE is highest) or Mage (if INT is highest) or Rogue (if DEX is highest) table.

4

Hmm! Time to leave town for a while! To get out of town for a while, you take an assignment, or passage as a sailor or caravan guard. Roll on the On the Road table this time, then either go back to your old trade (1-3) or roll a new one randomly from this table (4-5)

5

A change of heart. Struck by a conviction that your life has been sinful - or a desire to stay out of the clutches of the authorities - you turn over a new leaf. Roll for a new career on the Priest table.

6

Seized by a lust for excitement and loot, you risk life and limb by joining a party of adventurers to plunder ancient tombs. Or echoing caverns. Or monster-infested castles. Or whatever happens to hove into sight... Roll for a new career on the Rogue table.

 

 


"Ooh! Aren't you the pretty one."

Appearance and race

Once you have finished your character generating, you may wish to generate a random appearance to help build up the character in your mind.

  • First, roll a d6 to determine sex: 1-3 Female, 4-5 Male.
  • Then roll 1d6 for each of height, weight and race

Roll

Height
Weight
Race
1
-20%
-20%
From Realm Far Away
2
-10%
-10%
From Adjacent Friendly Realm
3
-5%
-5%
Local
4
+5%
+5%
Local
5
+10%
+10%
From Adjacent Hostile Realm
6
+20%
+20%
Exotic origin (magically summoned, etc)

Equipment

Roll on the rable for your chosen profession to generate a basic package of gear for your newly-generated character. Subtract 1 from the roll if they have the disadvantage: poor, and add 1 if they have the perk: well off, add 3 if they have the perk: wealthy.

Mage

Merchant

1. Poor

Robes
Sandals
Staff
Magical apparatus (foci, etc)

One weapon of choice
Cheap clothes
Pack with trade goods (if applicable)

3-5. Normal

Robes
Cloak
Boots
Weapon of choice
Cash to the equivalent of 50 silver coins
Magical apparatus (foci, etc)
Riding beast

  • 1-5. mundane
  • 6. fantastic

Saddlebags with lantern, blankets and other travel gear

Two weapons of choice
Light armour (covers torso only)
Decent clothes
Boots
Cash to the equivalent of 100 silver coins
Pack with lantern, blankets and other travel gear, plus trade goods (if applicable)

6. Well off

Robes
Cloak
Boots
Cash to the equivalent of 200 silver coins
Weapon of choice
Magical apparatus (foci, etc)
Light armour
Riding beast

  • 1-4. mundane
  • 5-6. fantastic

Saddlebags with lantern, blankets and other travel gear

Magic Item:

  • 1-3 None
  • 4. Mage's Token (+10 BOD, OAF, only for spellcasting, 1 use)
  • 5. Potion
  • 6. Scroll

up to five weapons of choice
Scale or Mail armour (covers torso only)
Light helm
Good clothes
Boots
Cash to the equivalent of 500 silver coins
Saddlebags with lantern, blankets and other travel gear, plus trade goods (if applicable)
Riding animal

7. Wealthy

Robes
Cloak
Boots
Jewellery
Cash to the equivalent of 50 gold coins
Weapon of choice (high quality)
Magical apparatus (foci, etc)
Light armour
Riding beast

  • 1-3. mundane
  • 4-6. fantastic

Saddlebags with lantern, blankets and other travel gear
Magic Item:

up to five weapons of choice
Scale or Mail armour (covers torso only)
Light helm
High quality clothes
Boots
Cash to the equivalent of 100 gold coins
Personal jewellery
Trade goods (if applicable)
Riding animal
Magic Item:

Priest
Rogue

1. Poor

Robes
Sandals
Temple approved weapon
Magical apparatus (foci, etc) if applicable
Holy symbol

One weapon of choice
Cheap clothes

3-5. Normal

Cloak
Boots
Temple approved weapon
Cash to the equivalent of 50 silver coins
Magical apparatus (foci, etc) if applicable
Riding animal
Holy Symbol and robes of office
Saddlebags with lantern, blankets and other travel gear

Two weapons of choice
Light armour (covers torso only)
Decent clothes
Sandals
Cash to the equivalent of 50 silver coins
Thieves tools (if applicable)
Pack with lantern, blankets and other travel gear

6. Well off

Cloak
Boots
Light helm shield and mail byrnie (if applicable)
Temple approved weapon
Cash to the equivalent of 100 silver coins
Magical apparatus (foci, etc) if applicable
Riding animal
Holy Symbol and robes of office
Saddlebags with lantern, blankets and other travel gear

up to five weapons of choice
Scale or Mail armour (covers torso only)
Light helm
Good clothes
Boots
Cash to the equivalent of 200 silver coins
Thieves tools (if applicable)
Riding animal
Saddlebags with lantern, blankets and other travel gear

7. Wealthy

Cloak
Boots
Light helm shield and mail byrnie (if applicable)
Temple approved weapon
Cash to the equivalent of 100 silver coins
Magical apparatus (foci, etc) if applicable
Riding animal
Holy Symbol and robes of office
Saddlebags with lantern, blankets and other travel gear
Magic Item:

up to five weapons of choice
Scale or Mail armour (covers torso only)
Light helm
Good clothes
Boots
Cash to the equivalent of 50 gold coins
Personal jewellery
Thieves tools (if applicable)
Riding animal
Saddlebags with lantern, blankets and other travel gear
Magic Item:

Warrior

1. Poor

One weapon of choice
Shield
Light Helmet
Cheap clothes

3-5. Normal

Up to three weapons of choice
Shield
Light Helmet
Mail or scale byrnie (covers torso and shoulders)
Cash to the equivalent of 50 silver coins
Decent clothes
Boots
Pack with lantern, blankets and other travel gear

6. Well off

Up to five weapons of choice
Shield
Medium Helmet
Armour of chain (covers thighs and arms ) and plate (covers torso and shoulders)
Cash to the equivalent of 200 silver coins
Decent clothes
Boots
Riding animal
Saddlebags with lantern, blankets and other travel gear

7. Wealthy

Up to five weapons of choice
Shield
Heavy Helmet
Plate Harness
Personal Jewellery
Cash to the equivalent of 50 gold coins
Good clothes
Boots
Riding animal
Saddlebags with lantern, blankets and other travel gear
Magic Item:


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