Reign/Random Characters: Difference between revisions
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Sometimes, random character generation can lead to some weird histories, and these histories can translate into so oddly dispersed stats. Lowly Beggar + Miserly merchant + Ship's Captain + Sorcerer's Apprentice means you're potentially Andrew Carnegie who studied magic. it also means that you won't have a dice pool greater than 5 in what should be your best skills, which mean's you're only good at your best talent [http://1d4chan.org/wiki/One_Roll_Engine#Math |roughly 60% of the time]. | Sometimes, random character generation can lead to some weird histories, and these histories can translate into so oddly dispersed stats. Lowly Beggar + Miserly merchant + Ship's Captain + Sorcerer's Apprentice means you're potentially Andrew Carnegie who studied magic. it also means that you won't have a dice pool greater than 5 in what should be your best skills, which mean's you're only good at your best talent [http://1d4chan.org/wiki/One_Roll_Engine#Math |roughly 60% of the time]. | ||
If you want to fine-tune your character, remember that the first level of each Previous Career (2xD) is equivalent to 10 XP in point-buy character generation. Each subsequent level, and each option on the Unusual Experiences table is worth 5 XP. | If you want to fine-tune your character, remember that the first level of each Previous Career (2xD) is equivalent to 10 XP in point-buy character generation. Each subsequent level of the Career, and each option on the Unusual Experiences table is worth 5 XP. Discard each unwanted option accordingly and spend the free XP on the Stat or Skills you want to improve. Fuck your magic, I'm Andrew Carnegie - THe Sorcerer's Apprentice is becoming 10 XP, which I'll spend COMMAND, Haggle and Inspire. | ||
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Revision as of 09:39, 26 March 2014
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How to create your Reign character with just one roll of the dice.
This method gives you stats, skills, starting treasure and character history with just one roll of the dice. If you already know parts of your character history, just pre-set some dice and roll the rest. I.E.: "I know he served in the army for a while, so I'll set two dice to '6' and roll the rest."
If you're not familiar with One Roll Engine, there's two terms to explain: An Expert Die (ED) is a die you set the number of before you roll your pool, increasing your chance of a certain outcome but not your chance of success. A Master Die (MD) is a die you can change after rolling your pool, guaranteeing you will always have a success.
Step 1
Each of your six starting attributes start at 2, and you get one MD in speaking your native language.
Step 2
Roll 11d10. Normally, you can never roll more than (N of N-sided dice) in a pool because you’re absolutely guaranteed a match -- but in this case, you want at least one match.
Step 3
Previous careers. On the dice you just rolled, you will have at least a one subset of matched dice, likely two or three or more. The number showing on a matched set (called the "height" in ORE) shows what profession you’ve practiced in your life. The number of dice in the subset (called the "width" in ORE) shows how or how far you ended up going in that job. (Singleton dice are counted in the next step.)
The following lists the skills and attribute bonuses you receive at each level of each profession. Note that these are cumulative -- rolling four dice showing "4" gets you the advantages of being a Merchant, Tradesman AND a Banker.
Beggar | Living in the cracks of society | |
---|---|---|
2x1 | Lowly | +1 SENSE, +2 Plead, +1 Run, +1 Sight, +1 Dodge |
3x1 | Canny | +1 Dodge, +1 Run, +1 Fascinate, +1 Jest, +1 Endurance |
4x1 | Experienced | +2 Stealth, +1 Dagger, +2 Lie |
5x1 | Beggar Monarch | +1 CHARM |
Thief | Taking what you need by force or cunning | |
2x2 | Petty Thief | +1 COORDINATION, +1 Dodge, +3 Stealth, +1 Run |
3x2 | Cutpurse | +1 Dodge, +1 Dagger, +1 Run, +2 Climb |
4x2 | Burglar | Change one Stealth die and one Climb die to Expert, +1 Wealth, +2 Lie. |
5x2 | Criminal Mastermind | Change your Exper Die in Stealth to a MD. |
Entertainer | Singing for your supper | |
2x3 | Street Entertainer | +1 CHARM, +2 Perform, +2 Fascinate, +1 Jest |
3x3 | Traveling Bard | +1 COMMAND |
4x3 | Successful Player | Change one Perform die and one Fascinate die to Expert, +1 Graces, +1 Inspire, +1 Language |
5x3 | Renowned Performer | Change one of your EDs (your choice) into a MD. |
Merchant | Buy low, sell high | |
2x4 | Miserly Merchant | +1 CHARM, +1 Wealth, +2 Possession (pick a form of transport), +2 Haggle |
3x4 | Canny Tradesman | +1 Student of Navigation, +1 Languages, +2 Lie, +1 Haggle |
4x4 | Banker | Change one normal Haggle die to Expert, +2 Wealth, +1 Direction, +1 Lie |
5x4 | Captain of Industry | Change your Haggle ED to a MD. |
Sailor | Life on the seas | |
2x5 | Able Seaman | +1 COORDINATION, +2 Student of Sailing, +1 Fight, +2 Climb |
3x5 | Weathered Tar | +1 Athletics, +2 Endurance, +2 Vigor |
4x5 | First Mate | +1 Student of Navigation, +2 Direction, +1 Sight, +1 Language |
5x5 | Captain | +1 COMMAND |
Conscripted Military | Taking orders, taking lives | |
2x6 | Foot Soldier | +1 BODY, +2 Fight, +1 Dodge, +2 Parry |
3x6 | Veteran Soldier | +2 Weapon (you choose), Change one Fight or Weapon die to an ED, +1 Dodge, +1 Parry |
4x6 | Front Line Fighter | Learn the first two techniques on one Martial Path, and the first technique on a different Path, +1 Weapon |
5x6 | Elite Warrior | Change your ED into a MD. |
Scholar | Consultant, expert, teacher | |
2x7 | Lowly Sage | +1 KNOWLEDGE, +2 Languages, +1 Lore, +2 Heal |
3x7 | Canny Sage | +5 ranks of Student in whatever fields you choose. |
4x7 | Expert | +1 Heal, +2 Lore, +2 Fascinate |
5x7 | Master | +1 KNOWLEDGE |
Command Military | Giving orders, giving them hell | |
2x8 | Squad Leader | +1 COMMAND, +1 Fight, +1 Ride, +1 Tactics, +2 Inspire |
3x8 | Officer | +2 Parry, +2 Tactics, +1 Endurance |
4x8 | Commander | +1 Sight, +1 Direction, +2 Strategy, +1 Lie |
5x8 | General | +1 & +ED Strategy, +1 Tactics, +1 Status. |
Magician | Sorcery for fun and profit | |
2x9 | Apprentice | +1 KNOWLEDGE (or whatever stat helps with magic in your setting), +1 Lore, +1 Eerie. +3 Sorcery OR +1 Sorcery and +2 Spells (if spells have to be acquired separately in your setting). |
3x9 | Hedge Wizard | +2 Counterspell, +1 Eerie. +2 Sorcery OR +1 Sorcery and +1 Spells |
4x9 | Adept | Change one Sorcery die to Expert. +4 Spells OR +2 Counterspell, +2 Eerie |
5x9 | Master Enchanter | Change Sorcery ED to MD. |
Nobility | Born to greatness | |
2x10 | Noble Byblow | +1 COMMAND, +1 Wealth, +1, Status, +2 Graces, +1 Sword |
3x10 | Minor Noble | +1 Intimidate, +1 Lie, +1 Status, +1 Graces, +1 Wealth |
4x10 | Prominent Noble | +1 Wealth, +1 Intimidate, +2 Status, change one Intimidate die to an Expert Die. |
5x10 | Of Royal Blood | Change your Intimidate ED into a MD. |
Step 4
Each of the singletons represent extraordinary events that happened in the past that aren't necessarily career related but were educational (or "educational") experiences. (The book has three charts for this, but only one was published publically.)
Unusual Experiences (Chart B) | ||
---|---|---|
1x1 | Mistaken Identity Shenanegans | You were, at some point, embroiled in zany misadventures when someone mistook you for someone else. You still may not know exactly what was going on, but you came out of it okay. +1 Wealth, +2 Lie, +2 Stealth |
1x2 | Imprisoned | Maybe you were locked up for your political views. Maybe you were in a prison camp after your cowardly general surrendered. In any event, you were jailed somewhere crowded and unpleasant. Or maybe you were crammed in a madhouse, with or without good reason. (Ask yourself this: Why was your character imprisoned, rather than killed out of hand?) +2 Fight, +3 Vigor |
1x3 | Love Triangle | At some point, you were in love with her and she was in love with him. Or maybe she was in love with him and he was in love with you. Or maybe they were both in love with you and you didn’t want either. Whatever happened, there were lots of hurt feelings and regrets and probably at least one really embarrassing public scene. Beauty (3), +1 Lie, +1 Plead, Mission: Find True Love |
1x4 | Caravan Debacle | You were in a caravan that never went to its intended destination. Instead, it went terribly, terribly wrong. This could be due to bandits, horrific weather, disease, monster attack, loss of food which forced you all to resort to cannibalism… the details are up to you, but they were nasty. +3 Student: Navigation, +2 Direction |
1x5 | Press Ganged | Against your will, you were forced onto service aboard a warship. How’d you get out of that one? +1 BODY, Craving: Beat On Sailors |
1x6 | Vengeance Quest | They murdered your father! (Or maybe it was your husband, or sister, or child.) You’ve spent years honing yourself into an engine of vengeance. Now they must pay! +2 Sword, the first two techniques of a Martial Path. The Path is up to you, but it must relate to Sword, Dodge or Parry. Mission: Revenge! |
1x7 | Magnificent Garden | You had a really great garden, once. It was your pride and joy. It brought you happiness and tranquility. Now, it’s gone. +5 Student: Plants and Herbs |
1x8 | Stolen Birthright | You were destined for better than this. Maybe you’re supposed to command a merchant fleet, or rule a barony, or own Apple Blossom Ranch. But you’ve been tricked or conned or forced out of what’s yours by right. Now, you’re going to take it back. +1 COORDINATION, Mission: Regain Your Birthright. |
1x9 | Survived Hideous Occult Ritual | Blasphemous religious ceremony? Arcane experiment? Whatever it was, it went really, really wrong. Really. The question is, were you performing it, or just there to be sacrificed? +2 Counterspell, +3 Eerie, Problem: Unwholesome, Mission: Get a Complete Soul Again |
1x10 | Diplomatic Incident | No matter what your current social station, or what your social station was when the… unpleasantness… occurred, you managed to create tremendous antagonism between two states, nations or tribes. Did you intend to be an agent provocateur? Or was it just sheer mischance? Whatever it was, you’ve attracted somebody’s attention. Mentor (5 points), Problem: Enemy |
Step 5 (Optional)
Sometimes, random character generation can lead to some weird histories, and these histories can translate into so oddly dispersed stats. Lowly Beggar + Miserly merchant + Ship's Captain + Sorcerer's Apprentice means you're potentially Andrew Carnegie who studied magic. it also means that you won't have a dice pool greater than 5 in what should be your best skills, which mean's you're only good at your best talent |roughly 60% of the time.
If you want to fine-tune your character, remember that the first level of each Previous Career (2xD) is equivalent to 10 XP in point-buy character generation. Each subsequent level of the Career, and each option on the Unusual Experiences table is worth 5 XP. Discard each unwanted option accordingly and spend the free XP on the Stat or Skills you want to improve. Fuck your magic, I'm Andrew Carnegie - THe Sorcerer's Apprentice is becoming 10 XP, which I'll spend COMMAND, Haggle and Inspire.
Stats, Skills, and Advantages | XP Costs |
---|---|
Increase a Stat | 5 points |
Increase a Skill | 1 Point |
Turn normal die into Expert Die | 1 Point |
Turn Expert die into Master Die | 5 Points |
Get an Advantage | The Advantage's XP Cost (Buy the book, ya cheapskate!) |