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Character Creation


Festerboi

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Character Creation for the most part is really easy. The game is a bit of meat grinder, so it's not super necessary to have a fully developed character with a background. Your level 1 character will probably have like 4 hp, and giving anything with 4 hp a backstory is a waste of time.

In fact, it might make a lot of sense for you to roll up 2-3 characters for ease of play once your first one dies.

Standard Fantasy classes and races will be joined by sci-fi and other classes as you explore the ship and find their locations.


For Classes and Races, Use Lamentations of the Flame Princess at first.
LotFP Weird Fantasy Role-Playing - Player Core Book: Rules & Magic (paulgorman.org)
Don't worry, this has no controversial art in it.

For ability scores, you roll 3d6 in order, and then have the opportunity to swap two ability scores.

For starting items, it's assumed you are starting with basic fantasy equipment, enough to adventure with, as well as 3d6x50sp.

For historical background, the most it can give you is a +1-in-6 (for a total of 2-in-6, unless you are a specialist) to a skill with the name of that occupation. You may choose a background occupation, or roll on this list:

Former Occupation

 

  1. Locksmith

  2. Acrobat

  3. Animal Breeder (Dogs, Owlbears, etc.)

  4. Tinkerer

  5. Shaman/Priest/Cleric

  6. Warlord

  7. Ex-noble

  8. Disgruntled debt collector

  9. Conman/grifter

  10. Clown/Jester/Mime/Entertainer

  11. Baker/Cook/Chef (Traveling, Common or Royal)

  12. Messenger (common or for a mysterious group)

  13. Sailor (Fisher/Trade/Military/Exploratory/etc.)

  14. Current or disgraced knight (or apprentice)

  15. Archeologist

  16. Hunter/fur/bone trader

  17. Woodsman/Lumberjack

  18. Biologist/Student

  19. Alchemist/Apprentice

  20. Town watch/guard

  21. Ex-slave

  22. Ex-slaver

  23. Gravekeeper/embalmer

  24. Farmer (crops, luxury goods, fruit, tea, strange plants)

  25. Botanist/zoologist

  26. Grave robber/tomb raider

  27. Historian

  28. Archivist

  29. Librarian

  30. Witch hunter/apprentice/inquisitor

  31. Healer/medical expert

  32. Cartographer

  33. Innkeeper/Barkeep

  34. Carpenter/craftsman/wheel-maker

  35. Mason/stoneworker

  36. Thatcher/roof builder/high-up worker

  37. Wiseman/Wisewoman

  38. Fortune teller/Soothsayer/Augur

  39. Mercenary

  40. Prisoner (ex/escaped)

  41. Beggar

  42. Miner

  43. Engineer/Architect

  44. Leather worker/hide worker/chain/scalemail maker

  45. Animal keeper/collector/trader (pets, mammals, reptiles, birds, unusual)

  46. Artist/Painter/Carver

  47. Assistant to a witch

  48. Watchmaker/Clockmaker

  49. Machinist

  50. Witch/wizard assistant

  51. Pirate/Ex-pirate

  52. Astronomer

  53. Explorer

  54. Part of a demon/monster hunting town protectorate

  55. Cowherd/Goatherd/Shepherd/etc.

  56. Butcher

  57. Gardener/groundskeep (castle, palace, etc.)

  58. Nun/Monk

  59. Wrestler/Boxer/Athlete

  60. Book/scroll collector for an organization

  61. Ex-cult member (or current)

  62. Ex-bandit

  63. Street magician

  64. Author

  65. Teacher/Professor/tutor (common and royal)

  66. Musician

  67. Philosopher/Thinker

  68. Singer/performer (at pubs etc.)

  69. Sex worker/ex-sex worker (escort, mistress, etc.)

  70. Candle/torch/lantern maker (light maker)

  71. Glassmaker/glassblower

  72. Cooper (barrel-maker)

  73. Blacksmith/Silversmith/Goldsmith/Brazier

  74. Brewer

  75. Barber/surgeon

  76. Navigator (naval or land)

  77. Armorer

  78. Ferryman

  79. Soldier

  80. Warden/prison guard

  81. Herbalist

  82. Tax collector

  83. Executioner

  84. Gamekeeper (ranger)

  85. Thief

  86. Light battle mage

  87. Sewer keeper/guard

  88. Town scout/”problem-solver”

  89. Shipbuilder

  90. Enchanter’s apprentice

  91. Detective/sheriff/lawman

  92. Test subject

  93. Fletcher/archer/bow-maker

  94. Overseer/manager (mine, castle/fort build, etc.)

  95. Exterminator (using traps, birds of prey, etc.)

  96. Jeweler

  97. Miller (flour/grain, etc.)

  98. Stablehand

  99. Gambler

  100. Diplomat

For saving throws, you want to convert Death/Breath/Device/Magic/Paralysis to Fortitude/Reflex/Will. To do this, translate your Death roll directly to your get Fortitude roll. Your Reflex save is the median (rounded down) number between your Device and Breath saves. Your Will save is the median (rounded down) number between your Magic and Paralysis saves. This is, admittedly, a bit of math to translate. My bad, but you're a MW nerd, so you'll do the math and like it. <3

Cleric Class Changes

Now get a Faith pool, which is 1d6+1/level points, rolled while praying for spells, that they can use to modify any die roll in the game pertaining to them. Faith must be used after the die is cast but before the results are revealed. Faith points are restored upon prayer after a long rest.

 

In Game Example: 

Player: I attack! *rolls* Oh got a 12, I'm going to add 3 of my 4 faith points to the attack roll cause I know a 16 hit last time.
GM: you hit. enemy rolls a save vs paralysis, passes
Player: Actually I'm going to add -1 to their roll using my last faith point.
GM: he still passes because he rolled an 18 and their death save is 12. It’s their turn, they’re going to swing at you, *rolls,* it’s a 16, that’s your AC right? Too bad you didn’t save that last Faith point.

 

Sometimes, if a cleric prays in specific ways or devotes specific actions or sacrifices to its god, it can increase the size of the die rolled for faith per day. Losing favor with your god can likewise decrease the size of, or remove the die roll altogether. For example, spending a day constructing a morbid chapel out of corpses for the worship of the Exclusive Baleful God of Death might grant you 1d8+level faith points when you pray to that god at it. Seeking help from other godlike entities, or growing a garden at the Exclusive Baleful God of Death’s chapel might cause you to only roll 1d4+level.

 

Edited by Festerboi (see edit history)
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EXAMPLE CHARACTER

Name
: Higgle McFligglestan ; Class: Fighter; Level: 1; Days Survived: 0; Experience: 0;

Strength: 9 (0)[0];
Dexterity: 5 (-2)[0];
Constitution: 13 (+1)[0];
Intelligence: 11 (0)[0];
Wisdom: 9 (0)[0];
Charisma: 10 (0)[0];
Loyalty: 0;
Reaction: 0;
Initiative: -2;
Local Movement: 120'
Combat Movement: 40'

Current HP: 9; Hit-Die: 1+1;
Fortitude: 12; Reflex: 14; Will: 16;
AC: 14 (12+4 chainmail +1 shield -2 dexterity); BAC: 11 (7+4 chainmail +2 shield -2 dexterity);

Base Attack: +2;
Melee Attack:+2; Melee Weapon: Longsword (1d8); 
Ranged Attack:+0; Ranged Weapon: Light Crossbow (1d6) [40' (20), R: single,];

Skills and Abilities:
Listen 1-in-6
Search 1-in-6
Open Doors 1-in-6
Stablehand 2-in-6

Languages: Common

Inventory: 1. chainmail 2. chainmail 3. longsword 4. light crossbow 5. quiver 6. quiver 7. rations 8. rations 9. torches (3) 10. shield; 11. 12. 13.

Background Occupation: Stablehand (98)

Edited by Festerboi (see edit history)
Name
roll
9
3d6 2,4,3
roll
5
3d6 2,2,1
roll
13
3d6 3,4,6
roll
11
3d6 2,5,4
roll
9
3d6 2,4,3
roll
10
3d6 3,4,3
roll
13
3d6 6,6,1
roll
98
1d100 98
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