Priest Tables

 

How the system works

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!

 

Priest

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.

Roll 1
Roll 2

Cost

Benefit

1-2
1
3

Bureaucratics

1-2
2-3
var

Combat skill level (roll d6)

  • 1-3. +1 OCV with characteristic Temple weapon (2 points)
  • 4-5. +1 CSL with characteristic Temple weapon (3points)
1-2
4

High Society

1-2
5-6
3

KS (CHA based)

  • 1-2. Temple ritual
  • 3. Other Religions
  • 4. Cults
  • 5. Secular Politics
  • 6. Temple Politics
3-4
1-2
3

Language

  • 1-3. current
  • 4. Temple codes
  • 5-6 archaic.

Choose another language at the basic conversation level, plus literacy. If rolled again, either increase the level to fluency or choose another.

3-4
3
16

Martial Arts

12

Multipower : 12 point reserve

1

Basic Strike (12) +2d6 HA, +1 OCV

1

Killing Strike (10) +1/2 d6 HKA

1

Throw (12) +1d6 HA, +2 OCV, -1 DCV, opponent falls

1

Dodge (10) +5 DCV

3-4
4
3

Oratory

3-4
5-6
2

PS: Priest (11-)

5-6
1-2
3

Riding

5-6
3-4
var.

Skill Levels

  • 1-3. +1 with 3 related skills (3 points)
  • 4-5. +1 with all skill based on one attribute (5 points)
  • 6. +1 with all skills (10 points)
5-6
5
1

Weapon Fam: Temple approved weapon

5-6
6
20

Basic spell package:
10 point multipower reserve - which if the minimum required limitations are taken, gives a 25 active point reserve, plus 5 ultra slots (spells up to 25 active points)

Magery skill (CHA based) plus KS: Temple Magic

See notes on spells and spellcasting

 

Wisdom

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.

Roll 1
Roll 2

Cost

Benefit

1-2
1-2
3

AK: (CHA based)

  • 1-2. Own City
  • 3-4. Own Country
  • 5. Foreign City
  • 6. Foreign Country
1-2
3
3

Cryptography

1-2
4
3

Deduction

1-2
5-6
1

Healing
1d6 Healing, Extra time, 1 day (-3 1/2) ,requires herbs and rare ingredients (OAF, -1).

3-4
1-3
3

KS: (CHA based)

  • 1. Botany
  • 2. Creatures
  • 3. Geology
  • 4. History
  • 5. Magic and Magicians
  • 6. Politics
3-4
4-6
3

Language

  • 1-4. current
  • 5-6 archaic.

Choose another language at the basic conversation level, plus literacy. If rolled again, either increase the level to fluency or choose another.

5-6
1
3

Navigation

5-6
2-3
3

Paramedic (Healer)

5-6
4-5
3

Science: (CHA based)

  • 1-2. Alchemy
  • 3-4. Astrology
  • 5. Bestiology
  • 6. Mathematics
5-6
6
var

Skill Levels

  • 1-3. +1 with 3 related skills (3 points)
  • 4-5. +1 with all skill based on one attribute (5 points)
  • 6. +1 with all skills (10 points)

 

 

Priest Perks

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.

Roll 1
Roll 2

Cost

Benefit

1-3
1-2
2

Contact (on an 11-, roll d6)

  • 1-2. Senior memebr of the temple
  • 3. Senior member of the civil authorities
  • 4. Powerful character-type
  • 5. Member of the nobility
  • 6. Powerful sorcerous being
1-3
3-4
1

Favour (on an 11-, roll d6)

  • 1-2. Senior memebr of the temple
  • 3. Senior member of the civil authorities
  • 4. Powerful character-type
  • 5. Member of the nobility
  • 6. Powerful sorcerous being
1-3
5
1

Perk: Member of a temple or powerful cult

1-3
6
2

Perk: Member of the lower nobility

4-6
1
5

Money: Well off.

4-6
2-6

Roll on the: (roll d6)

 

 Priest Disadvantages

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.

Roll 1
Roll 2
Points
Notes
1-2
1-2
5 or 10

Age.
You have become elderly in the course of your adventures. You may have to go back and decrease some CHA to meet the extra cost if you exceed the required maximums

1-2
3
5

Dependance.
You are an addict. You suffer 2d6 damage if you go (roll d6):

  • 1-4. More than an hour without a drink. (Sot!)
  • 5-6. More than 5 hours without a drug.

If you roll this disadvantage again, increase effect by 1d6.

1-2
4
10

Dependant NPC
You have someone else in your life! Roll d6:

  • 1-3. A servant (Normal, 8-)
  • 4-5. An acolyte (Slightly less powerful, 11-)
  • 6. A fellow Priest (As powerful, 14-)

If you roll this disadvantage again, increase frequency of appearance, by one step, or decrease power of DNPC one step.

1-2
5-6
5

Distinctive features.
Temple robes. Ritual tattooing. In any case, something easily concealed, that causes no great reaction. If you roll this disadvantage again, increase the reaction or noticability one step.

3-4
1
15

Hunted.
You have attracted the attention of (roll d6)

  • 1-2. The civil authorities (NCI, limited geographical area, 8-)
  • 3-4. A rival temple (As powerful, limited geographical area, 11-)
  • 5. Your own temple (More powerful, NCI, 14-, only watching)
  • 6. The local nobility (More powerful, NCI, limited geographical area, 8-)
3-4
2
10

Physical Limitation
A limp. A missing eye. A hunchback. Something that afflicts you constantly, but impairs you only slightly. If you roll this disadvantage again, increase the level of impairment one step. (A hook hand, for example). You may - if you need the points, take a distinctive feature based on this, or combine them if you already have one (A wooden leg, for example).

3-4
3-6
15

Psychological limitation

  • Devoted to temple
  • Protects the poor
  • Geas (must refrain from eating meat, must not ride a gray horse etc)
  • Must convert unbelievers
  • etc

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,

5-6
1

Psychological limitation

  • Devoted to temple
  • Protects the poor
  • Geas (must refrain from eating meat, must not ride a gray horse etc)
  • Must convert unbelievers
  • etc

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,

5-6
2
10

Public ID
Your famous - or infamous - deeds precede you. People recognise your face wherever you go

5-6
3-4
10

Reputation
Ha! People recognise you for what you are.

  • 1. Member of a powerful temple (11-)
  • 2. Member of a proscribed cult (8-, extreme)
  • 3. Honourable and upright (11-)
  • 4. Pompous fool (11-)
  • 5. Easily fooled (11-)
  • 6. Untrustworthy (11-)
5-6
5
5

Rivalry
You'll show that scheming, two-bit, no-good... Roll d6.

  • 1-2. Romantic Rival
  • 3-6. Professional Rival (time to roll up another random character!)
5-6
6
5

Unluck
Somehow, things never seem to go your way. 1d6 of unluck. If you roll this disadvantage again, just take another d6.

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!

 


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