Roll
3d6 in order. 6 times in four columns  for
Str, Dex, Con, Int, Wis, and Cha making four characters. 
Once
abilities have been determined, each player must roll for a skill.
You are not picking out a class yet but think of the class you WANT.
Each class desired will have a prime requisite, and some classes have
a requirement of a minimum ability score. If the prime requisite
ability is high enough, the character will receive a bonus to
experience. Sometimes, a player will choose a certain class and the
character does not have a prime requisite high enough to receive the
experience bonus. In these cases, 2 ability points may be sacrificed
from one ability to raise one prime requisite ability 1 point. This
may be done more than once, but no ability can be lowered below 9.
There are certain restrictions on how to raise or lower abilities. No
ability may be lowered if it is also a prime requisite for the class,
even if there are a few points to spare above the minimum required
score. Dexterity can only be raised, never lowered. Constitution and
Charisma are the only abilities that may not be modified in any way.
Roll
once d100 Skills.
1.
   Actor 
2.
   Animal Trainer 
3.
   Appraiser      
    
4.
   Armorer              
    
5.
   Baker 
    
6.
   Banker 
7.
   Barber 
8.
   Bartender 
9.
   Beggar $                
    
10.
   Blacksmith  
    
11.
   Boatman        
    
12.
   Bookbinder             
    
13.
   Bowyer/Fletcher %  
    
14.
   Brewer             
    
15.
   Butcher 
    
16.
   Burglar $        
    
17.
   Carpenter       
    
18.
   Chandler 
    
19.
   Clown   
    
20.
   Cobbler    
    
21.
   Cooper 
    
22.
   Cook        
    
23.
   Coppersmith 
24.
   Crier 
    
25.
   Cutler 
26.
   Dairyman 
27.
   Dancer  
    
28.
   Drifter $ 
29.
   Dyer 
30.
   Explorer 
31.
   Farmer           
    
32.
   Fisher   
    
33. Fortune
   Teller*
34.
   Friar <      
    
35.
   Furrier 
    
36.
   Gambler  
    
37.
   Game Keeper % 
38.
   Gem Cutter      
    
39.
   Glassblower 
    
40.
   Glazier  
    
41.
   Goldsmith 
42.
   Gravedigger 
    
43.
   Hatter 
44.
   Herald 
45.
   Horse Trader   
    
46.
   Huntsman % 
47.
   Investigator 
48.
   Jailer 
49.
   Jeweler 
50.
   Juggler 
 
    | 
  
51.
   Laborer 
52.
   Lapidary 
53.
   Lens Maker 
    
54.
   Lorimer 
55.
   Mapmaker 
56.
   Mason 
57.
   Merchant 
58.
   Mime 
59.
   Miner 
60.
   Minstrel 
61.
   Mourner 
    
62.
   Notary 
63.
   Occultist* 
64.
   Painter 
65.
   Pawnbroker 
66. Peasant
67.
   Perfumer 
68.
   Pimp/Whore 
    
69.
   Poet 
70.
   Porter 
71.
   Potter 
72.
   Prisoner 
    
73.
   Puppeteer 
74.
   Rat Catcher 
75.
   Reeve 
76.
   Roper 
77.
   Seafarer 
78.
   Servant 
79.
   Scribe 
80.
   Shepard 
81.
   Shipwright 
82.
   Slater 
83.
   Slave 
84.
   Silversmith 
85.
   Singer 
86.
   Stevedore 
    
87.
   Tailor 
88.
   Tanner 
89.
   Taxman 
    
90.
   Thatcher/Roofer 
91.
   Thug 
92.
   Tinkerer 
93.
   Torchbearer 
    
94.
   Undertaker 
    
95.
   Vintner 
96.
   Wanderer 
97.
   Weapon Smith 
98.
   Weaver 
99.
   Woodcutter + 
100. Roll
   Twice on the chart. 
    | 
  
*-
Has the Spell Read Magic only and can use Magic User scrolls.
$-
Has the 0 Level Thief Skills of PL 11%, FRT 9%, PP 18% CW 44%, HIS
8%, HN 1-2
%-
Starts out with a Long Bow OR Short Bow and 12 arrows.
+-
Starts out with a Hand Axe or Battle Axe.
<-
Can cast Clerical scrolls.
Roll
1d4 HPs modified by the Con score.
Roll
1d6 x 10 for gold for each character. 
Start
out at -500 XP
Start Playing! 
My
god this looks fun as hell! 
Hell YES!
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