Showing posts with label Character Generation. Show all posts
Showing posts with label Character Generation. Show all posts

Sunday, March 20, 2011

Sample Backgrounds

Characters may or may not have led active, interesting lives and gained knowledge/skills prior to the first day of the campaign. Depending upon the ruling of the referee, there are three basic options for expressing this in terms of the game.

  1. No background at all, the character is a blank slate; her past is something that shall be determined in play.
  2. The player has strong idea, which can be related in a minimal number of sentences (50 words is a good limit).
  3. Roll on the table below 1d3 times. Identical results may be rerolled, or may be taken to indicate a high level of proficiency in the implied skills related to the background.

Roll 1d10

1. Forager: Foragers live outside the cities. Players with this background must pick a specific environment with which they are familiar (e.g. swamp, desert, woodland): within this environment the forager knows how to acquire untainted food and water. Any character that survives a significant amount of time the wilderness of the Metal Earth will pick up this background.

2. Scholar: At the very least someone with this background is functionally literate. The character may also have knowledge of a certain subject area.

3. Criminal: Criminals come in different varieties. At the very least, a character with this background should have black market/underworld connections in their home town. It is also possible that they are experienced in breaking and entering, extortion or some other traditionally criminal activity.

4. Outlander: This is character from another time or world. This background is available only to humans.

5. Looter: Looters have experience gaining access to and dealing with the hazards of ruins.

6. Farmer: Metal Earth farmers are adept in working with and repairing the machines of a green shaft.

7. Artists: Artists are capable practitioners of an art form (e.g., poetry, painting, sculpture) or one of the performing arts (e.g., stripping, playing a musical instrument, acting, prostitution).

8. Sailor: Sailors know about boats and junk(s).

9. Artisan: Artisans have a manufacturing skill that requires the use of their hands; this could be anything from making jewelry to blacksmithing to house painting.

10. Guard: Guards are trained in standard military procedure. Guards know how to march in formation; keep things polished; open and close gates; defend against a siege, and sometimes enforce the law.



Note: Certain species have automatic access to some backgrounds (e.g. all Sasquatch can be foragers) and may select these background in place of one random roll each). A suitable background should confer a bonus on task resolution saving throws (see here for more detail). The exact nature of each background listed below is described in terms of the Metal Earth setting. In some cases, they may well be different than what would be found in other settings. In all cases the exact impact a specific background has in mechanical terms is up to the referee.

Tuesday, September 21, 2010

Aliens and animal heads: Player Species


Gray: Small humanoid aliens, stranded on the Metal Earth so far in the past that they have almost forgotten that they come from another world. Usually live in homogeneous hive like settlemtents, but sometimes venture out in the world for trade and adventure.

Attribute Generation Method: 4d6 Intelligence and Constitution; 3d6 Wisdom, Dexterity and Strength; 1d6 Charisma.

Special: Mind blast: 1d6 Damage- treats everyone as AC 10 [9] unless they have a mind shield; range of 100'. All normal critical hit and wound rules apply.. Note- this power does not work on undead, magical or mechanical creatures.



Humans: Ancient race, possibly the oldest sentient species native to the planet. Humans are nearly extinct, considered to be unclean, and unwelcome everywhere.

Attribute Generation Method: 3d6 in order.

Special: Humans are highly evolved and may re- roll all 1’s during character generation. +2 on task resolution saving throws involving technology.

-5 charisma Vs. mobs formed of other species.



Insectors: Human-sized upright mantis-like insects. Usually loners.

Attribute Generation Method: 4d6 Constitution and Strength; 3d6 intelligence and Dextarity; 2d6 Wisdom and Charisma.

Special: AC 4 [15]; Two attacks a round- with claws (1d4) or one handed two one handed weapons.



Lizard Men. Savage swamp dwelling reptile species.

Attribute Generation Method: 4d6 Strength and Constitution; 3d6 Intelligence and Wisdom; 2d6 Dexterity and Charisma.

Special: Tough hide AC 4 [15]. Amphibious; Can breath underwater



Minotaurs: Bull headed peasantry of the latter earth. They like mazes.

Attribute Generation Method: 5d6 Strength and Constitution; 3d6 Dexterity; 2d6 wisdom; 2d6 Intelligence; 1d6 Charisma.

Special: Gore 1d6+ Strength modifier damage, must have a running start; without a running start horns do 1d4 + strength modifier damage.



Mongrels: Humanoids with animal like heads. Often treated like second class citizens by other species. Dogmen and pigmen are the most common "races" of sentient beings in the Ruinlands. Tiger girls are hot.

Attribute Generation Method: 3d6 in order to start, but mongrels my move around 1d3 dice.

Special: Natural Weaponry: 1d6 +Strength modifier damage. Darkvision 20m.



Sasquatch: Elusive solitary ape folk, Sasquatch are often very wise and usually smell pretty bad.
Attribute Generation Method: 4d6 for Wisdom/ Strength, 3d6 Constitution/intelligence; 2d6 Dexterity/Charisma.
Special: Blurry. +2 to all stealth related saves. Sasquatch are hard to see at a distance and have a 4 [15] armor class against all ranged weapons, furthermore, scopes and other technological aim enhancement devices do not work on Sasquatch



Shae: Diminutive, urban dwelling ultra-conformist. Shae resemble small, hairless Humans and are rumored to be a product of Human-Grey cross breeding

Attribute Generation Method:

4d6 Intelligence and Wisdom; 3d6 Charisma and and Dexterity; 2d6 Strength and Constitution.

Special: Shae are the only race which can become magic users.




I tried to make them all unique and interesting, but I need to do some more work here. Robots, cyborgs and freaks will require some random tables, and I need to think about that. Furthermore, I'll have to expand the modifier tables for scores over 18 and under 3.