OTHERWORLDLY WARLOCKS


CHARACTER GENERATION



INTRODUCTION Character generation proceeds in several steps: - Character Concept - Race** - Gender and Name** - Primary Attributes (Distribute 4 Points amongst 9 Attributes)** - Secondary Attributes (Calculate)** - Alignment (Primary** and Secondary) - Profession (Pick a Class from the Master Class List)** - Skills and Spells (As predetermined by Class) - Wealth and Possessions (Starting as determined by Class) - Advantages (Pick 2 from the List) - Disadvantages (Pick 2 from the List) - Culture and Homeland - Gods Worshipped (Required if Cleric or Priest Type) - Family/Clan - Social Class (See Character Background) - Reputation - Background Story - Personality - Motivations - Dependents - Relationships ** = Quickstart (Skip everything else) CHARACTER CONCEPT The player should have some idea of what kind of Character he wants to create. A general idea to start. The details can be filled in later. A Great Warrior. A Mighty Wizard. A Wanderer surviving on Wits alone. A Worshipper spreading the will of his Patron. A Dusky Hooded Heroine with Bow and brace of Knives. A Chaos touched Warlock with Demons to do his bidding. A Ferocious Fighter with Dragon Blood, Ornate Armor, and a Huge Axe. A Crafty Artificer with Flying Machine and Staff of Blasting. A Shapeshifting Druid, Friend of the Forest. ----------------------------------------------------------------- PLAYABLE FANTASY RACES LS = Lifespan in Years, DV = Dark Vision, SL = Size Level FANTASY PC RACE LIST Race: LS: DV: SL: Ability Mods/ Skills/ (Languages): Human 90 No 6 Get +1 to one Extra Language, Stat, or Skill Halfling 120 No 4 Agy+1 Cha+1 Cheer+2 Str-2 (Elven or Dwarven or Gnomish) Wood Elf 180 Yes 4 Agy+1 Rfx+1 Str-1 (Elven) High Elf 200 Yes 5 Wits+1 Will+1 Str-1 (Elven) Half Elf 140 No 6 Agy+1 Wits+1 Str-1 (Elven) Pixiekin 90 No 4 Agy+1 Cha+1 Wings Str-1 Tough-1 (Fey) Sidhe 250 No 5 Cha+1 Will+1 Str-1 (Fey) Dwarf 160 Yes 5 Str+1 Tough+1 Rfx-1 (Dwarven) Ice Dwarf 150 Yes 5 Resist Cold+6 Tough+1 Agy-1 (Dwarven) Gnome 130 Yes 4 Per+1 Cha+1 Str-1 (Gnomish) Deep Gnome 130 Yes 4 Per+1 Agy+1 Cha-1 Str-1 (Gnomish) Orc 70 Yes 6 Str+1 Tough+1 Cha-1 (Dark) Half-Orc 80 No 6 Str+1 (Dark) Goblin 60 Yes 4 Agy+1 Rfx+1 Per+1 Str-2 (Dark) Lizard Man 50 No 6 Str+1 Tough+1 Wits-1 Rfx-1 Armor+1 (Reptilian) Snake Man 110 Yes 6 Wits+1 Cha-2 Poison Bite (Reptilian) Simian 80 No 6 Str+2 Agy+1 Cha-1 Wits-1 (Ape) Bird Man 80 No 6 Tough-1 Per+1 Wings (Avian) Cat Man 70 No 5 Agy+2 Rfx+1 Str-1 Tough-1 (Feline) Dog Man 70 No 6 Per+1 Wits-1 Any One Stat+1 (Canine) Wolfen 70 No 6 Per+1 Str+1 Cha-1 (Canine) Frogling 50 No 4 Jump+4 Swim+4 Per+1 Str-1 Tough-1 (Swamp) Beast Man 60 No 6 Wits-1 Str+1 Horns or Bite or Tusks (Beast) Turtole 110 No 6 Armor+2 Rfx-1 (Reptilian) Ghoulie 80 Yes 6 Resist Poison+4 Resist Cold+4 Tough+1 Cha-2 Satyr 150 No 5 Carousing+4 Tough+1 Str-1 (Fey) Faun 60 No 4 Cheer+2 Cha+1 Str-1 (Fey) Triton 90 No 6 Swim+6 Breathe Water Arid Weak (Sea) Jann 120 No 6 Will+1 Str+1 Fate-1 (Djinn) Trollkin 100 Yes 6 Str+1 Tough+1 Regeneration Cha-1 Wits-1 (Dark) Centaur 60 No 7 Horse Speed/Kick Str+1 Awkward, Climb-4 (Equine) Nymph 60 No 5 Seduction+2 Cha+1 Str-2 (Fey) Half-Ogre 70 No 7 Wits-2 Per-1 Cha-2 Str+4 Tough+2 (Dark) Demonite 100 Yes 6 Will+1 Str+1 Fate-1 (Demonic) Angelic 100 No 6 Tough-1 Wings Cha+1 (Angelic) Elderon 300 No 6 Wits+1 Will+1 Cha+1 Rfx-2 (Elder Tongue) Dragon Man 100 No 6 Wings Fate-1 Armor+1 Str+1 Rfx-1 (Draconic) Beaver Folk 50 No 4 Swim+4 Bite Str-1 (Beaver) Bear Folk 80 No 7 Str+2 Tough+1 Bite Rfx-1 Will-1 Wits-1 (Bear) Vulpine 70 No 5 Wit+1 Per+1 Swift+1 Str-1 Tough-1 (Fox) Dendrite 300 No 7 Armor+2 Tough+2 Str+2 Agy-2 Rfx-2 Wits-1 (Plant) Pookah 60 No 6 Swift+1 Rfx+1 Wits-1 (Rabbit) Ratling 40 Yes 4 Str-2 Agy+1 Rfx+1 Swift+1 (Vermin) Penguin Folk 70 No 4 Cold Resist+4 Swim+4 Rfx-1 (Penguin) Walrus Folk 80 No 7 Cold Resist+4 Swim+4 Str+1 Tough+1 Agy-2 Rfx-1 (Walrus) ----------------------------------------------------- STATS There are 9 Stats (Also called Attributes) Starting First Level Characters Distribute 4 Points. Max 3 points for any 1 Stat. # Stat: Notes: 1. Strength Muscles, Mighty Deeds, Damage 2. Toughness Stamina, Endurance, Resisting Wounds 3. Agility Attacking 4. Reflexes Defending 5. Perception Detecting 6. Charisma Persuasion 7. Wits Intelligence 8. Will Bravery, Willpower 9. Fate Luck, Divine Favor, Destiny ----------------------------------------------------------------- SECONDARY STATS HTH Damage Bonus = Strength HTH Attack Bonus = Agility Ranged Attack Bonus = Agility Defense Bonus = Reflexes WOUND LIMIT Non Spell Casters Wound Limit = 3 + Toughness + (1 per 2 Levels) Spell Casters Wound Limit = 2 + Toughness + (1 per 3 Levels) POWER POINTS Power Points = 1 + Will + Wits Power Points are used by Spell Casters to Cast Spells. Power Points are Regenerated overnight. FATE POINTS Fate Points = 1 + Fate A Fate Point can be Spent to reroll 1 target Roll the Character Makes. Fate Points are regenerated overnight. MOVEMENT RATE Movement Rate = 5 x (SL + Agility) ------------------------------------------------------------------------- LEVELS AND STARTING SKILLS Player Characters start at First Level. A Starting Character has Skills/Spells according to his class description. Spell Casters may with the GM's approval switch which Spells they know. ------------------------------------------------------------------------------ STARTING SPELLS These are determined by the choice of Character Class. SOURCES OF MAGIC Every Spell Caster has a Source of Magic. There are many possible sources of Magic: Wizardry, Divine, Druidism, Mental, Elemental, Necromantic, Witchcraft, Fey, Illusions, Alchemy, Artifice, Technomancy, Shamanism, Diabolism, etc. A Character will usually get his magic from just one or a very few sources. Each source will be limited as to which Spells they can use per the GM. POWER POINTS A Spell Caster uses up Power Points (PP) to Cast Spells. One PP per Spell. Some Skills and Relics add to PP for Spell Casting Only. SAVES Beings that are the target of Spells may make a Saving Throw to try to avoid its effects. SPELLS AND LEVELS Knowing the Level of the Caster and the Targets is critical for many Spells. In the Monster Lists the Monster Level will be given as LV. ----------------------------------------------------------------------------- ALIGNMENT The Characters Alignment will usually match that of his Gods. There are two Primary Axes: Law - Chaos Good - Evil Alignment on any Axis can change depending on the Characters actions. Primary Axes are suitable for some purposes, however other Secondary Axes can Flesh out a Characters Personality. There are multiple possible Secondary Axes: Realist - Imaginative (How you deal with Information) Rational - Passionate (How you make Decisions) Extravert - Introvert (How you are Focused) Judgmental - Flexible (How you Live your Life) Disciplined - Wild (Your Degree of Self-Control) Super Ego - Ego (Do you care more about yourself or Others) --------------------------------------------------------------------- ADVANTAGES A Starting Character picks 2 Advantages. These are similar to Skills, but harder to come by. You are usually born with them, but occasionally you can acquire them later in life. Purchase like Skills. ADVANTAGE LIST Ambidextrous – No penalty for Off-Hand actions. Animal Magnetism – Get +1 when dealing with Animals. Animal Reflexes - Get +1 to Reflexes Animal Senses – Get +1 to Perception. Angelic - Get +2 when dealing with Angels and Devas. Bravery - Get +4 to Saves vs Fear. City Dweller - Get +1 to all rolls while in Cities. Common Sense – Get +1 to Wits. Danger Sense – Get +1 to perceive Hidden Threats. Deftness - Get +2 to Agility Saving Throws Demonic - Get +2 when dealing with Devils and Demons. Desert Dweller - Get +1 to all rolls in Desert Environments Devious - Get +2 to Wit Saving Throws Direction Sense – Instinctively know directions. Good for Mazes. Divine Blessing – Get +1 to Fate. Djinn Blood - Get +2 when dealing with Djinn. Double Jointed - Get +4 to Escape Bonds. Eagle Eye – See Things Far Away. Endurance - Fatigue effects are halved. Fey Blood - Get +2 when dealing with Fey. Giant Blood - SL +1. Get +2 when dealing with Giants. Good Aim - Get +1 to Attack. Good Looking - Get +1 to Charisma. Great Physique - Get +1 to Strength. Green Thumb – Adds +2 to other Growing type skills. Dark Vision – See Heat Signatures. Racial Ability. Instinct – Get +1 to Defense. Inner Calm - Get +2 to Save vs Anger and Frustration Iron Mind - Get +2 to Save vs Mind Control, Confusion, and Madness. Language Prodigy – Start knowing an extra 3 Languages. Magic Prodigy – Get +2 to Power Points. Magic Resistance – Get +1 to save vs Spells and Spell Like Effects. Magic Sense – Can always Detect Magic. Math Prodigy – Get +4 to Math Skills. Mental Clock – Time Things Perfectly. Get +1 to Reflexes. Music Prodigy – Get +4 to Music Skills. Night Vision – No penalties when Outside at Night. Perfect Memory – Get +4 to Remember important Details. Peripheral Vision – You can Detect Things behind you. Prowess – Get +1 to HTH Attack Rolls. Resist Poison +4 Save Resist Disease +4 Save Resist Cold +4 Save Resist Hunger +4 Save Resist Paralysis +4 Save Sea Legs - Get +1 to all rolls while on a Boat See Illusions - Perception Bonus See Invisible - Perception Bonus See Ley Lines - Power Point Bonus if close (Max 1 Level)Spirit Sight - See Spirits Situational Awareness - Get +4 to Save vs Confusion Quick Healing – Get +1 to Daily Healing Roll. Unshakeable - Get +1 to Will. Well Traveled - Get +2 to Geography and History. ---------------------------------------------------------------------------------- DISADVANTAGES Each player Character starts with 2 Disadvantages. A player might acquire them along the way. Trying to find a Cure might be the reason for a quest. DISADVANTAGES SAMPLE LIST Accident Prone (20% Fumble on regular Failures) Albino (Easily Recognizable. -1 Charisma Penalty) Animal Aversion (Animals Dislike you. No Animal Skills) Appetite for Conquest Appetite for Destruction Asthmatic (Fatigue in Half the Time) Blindness (Bad Sight. -4 Perception, Combat Penalties) Branded (Marked as a Criminal; get -4 Charisma with Lawful Characters) Color Blind (Perception penalty in some Rare cases) Control Freak (Need to Dominate) Cowardice (-4 Morale Penalty) Cursed (Major Curse. Hard to Break) Deafness (Bad Hearing. -2 Perception, Combat Penalties) Deathwish (Survivors Guilt) Disfigurement (Charisma Penalty. Hard to Hide) Distrust Magic (Avoids Spell Casters and Using Relics) Distrust Dwarves (Avoids any Dealings with them) Distrust Elves (Avoids any Dealings with them) Distrusted (People Dislike you. -2 Charisma Penalty) Drug Addiction (Opioids, Stimulants, Hallucinogens) Dull (-2 Reflexes Penalty) Flighty (-2 Willpower Penalty) Foppish (Wears, Protective of Expensive Clothing) Forgetfulness (Names, Items, Tasks) Foreigner (Misunderstood and Disliked by Many. Charisma -1) Gambling Addiction (Will Gamble every opportunity possible) Gigantism (SL +1. Some Disfigurement) Glutton (Overeats. Needs double Rations) Greed (Acquisition of Gold is the Top Priority) Hedonist (Need for Pleasure) Hemophilia (All your Wounds get the Bleed Effect) Inferiority Complex (Need to Overcompensate) Lame (-10 Movement, -2 Combat Penalties) Madness (Major Delusions, Will come under GM’s Control) Midget (SL -1. Some Disfigurement) Miserly (Will spend as little money as possible) Mutant (Has a Chaos, Physical, or Magical Mutation) Mute (Cannot Speak at All. Communication Difficulties) Multiple Personalities (Each with their own Delusions) Need for Glory (Giant Ego. Makes bad Choices) Night Blind (-1 Penalty to Actions in Darkness) Nocturnal (Up all night, Sleeps all Day) Nymphomaniac (Sexual Appetite) Obese (Overweight. Penalties to Charisma, Speed) Obsession (Usually Magical Power) One Arm (Or One Hand. Penalizes, Limits some Activities) One Eye (-1 Perception, -1 Charisma Penalties) Paranoia (Everyone is out to get you) Perversion (Sexual Deviant) Phobia of Animals (No Riding, Animal Skills) Phobia of the Dark (Fail to Act. Run Away) Phobia of Heights (Incapable of Action. Might Fall) Phobia of Monsters (Flee, Scream, Attack Wildly) Phobia of Magic (Cannot Cast Spells or use Items) Phobia of Tight Spaces (Must get Away, Panicky) Phobia of Water (No Swimming, Nautical Skills) Physical Weakness (-1 Strength Penalty) Psychopath (Unrepentant Murderer, Torturer) Pyromania (Wants to see the World Burn) Seizures (GM determines Frequency, Severity, Duration) Skin Condition (-1 Penalty to all actions) Sociopath (Breaks Taboos, Social Contracts, Social Norms) Superstitious (In Numerous situations you may fail to act) Rashness (Will Act before Thinking or Planning) Repulsive (Bad Personal Hygiene. -2 Charisma Penalty) Sickly (-1 Toughness Penalty) Slow (Swift -1) Stupid (-2 Wits Penalty) Stuttering (Communication Difficulties, -1 Charisma Penalty) Taciturn (Speaks very Little. -1 Charisma Penalty) Tone Deaf (No Musical, Singing Skills) Tremors (Shaky Hands. -1 Penalty to Agility) Tourette's (Constantly Cursing, -2 Charisma, -4 Stealth) Uncoordinated (-1 Penalty to Agility) Weakness to Alcohol (Constantly getting Drunk) Weakness to Men/Women (Sexual Desire. When Tempted Save at -4)







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