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. That's all there is to it!
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. |
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Cost |
Benefit |
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Bureaucratics |
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Combat skill level (roll d6)
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High Society |
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KS (CHA based)
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Language
Choose another language at the basic conversation level, plus literacy. If rolled again, either increase the level to fluency or choose another. |
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Martial Arts
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Oratory |
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PS: Priest (11-) |
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Riding |
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Skill Levels
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Weapon Fam: Temple approved weapon |
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Basic spell package: Magery skill (CHA based) plus KS: Temple Magic See notes on spells and spellcasting |
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. |
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Cost |
Benefit |
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AK: (CHA based)
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Cryptography |
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Deduction |
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Healing |
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KS: (CHA based)
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Language
Choose another language at the basic conversation level, plus literacy. If rolled again, either increase the level to fluency or choose another. |
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Navigation |
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Paramedic (Healer) |
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Science: (CHA based)
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Skill Levels
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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. |
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Cost |
Benefit |
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Contact (on an 11-, roll d6)
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Favour (on an 11-, roll d6)
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Perk: Member of a temple or powerful cult |
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Perk: Member of the lower nobility |
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Money: Well off. |
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Roll on the: (roll d6)
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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. |
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Age. |
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Dependance.
If you roll this disadvantage again, increase effect by 1d6. |
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Dependant NPC
If you roll this disadvantage again, increase frequency of appearance, by one step, or decrease power of DNPC one step. |
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Distinctive features. |
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Hunted.
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Physical Limitation |
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Psychological limitation
If you roll this disadvantage again, just take another one. If you are pressed for information you can always visit the Master List of Psychological Limitations, |
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Psychological limitation
If you roll this disadvantage again, just take another one. If you are pressed for information you can always visit the Master List of Psychological Limitations, |
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Public ID |
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Reputation
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Rivalry
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Unluck |
The use of this table is fairly self-explanatory. However, there are a couple of points to note. First, since characters in my Fantasy level games are usually built on a 50 or 75 point base, they have a limit of 25 points from any one category. However, for random NPCs you may or may not want to enforce this. Second, to make life easier, I don't insist that random NPC's points totals balance totally. If they get lucky on the Disadvantages, then they just get handed a bunch of experience. However, if something is rolled, and points are lacking, I will often just add an extra disadvantage if it seems appropriate. For instance, a character rolls up the reputation "coward", and since he's only got the one disadvantage, I decide the reputation is true and add in the Psychological limitation "coward". Of course, a reputation might not be true! Either way, I tend to do this adjustment at the end of the process, and only if it seems obvious.
As always, change this approach to suit yourself!