Building Bhakashal - Character Creation - PCs - Myrmidon
Art by Wen-M at Deviantart
https://www.deviantart.com/wen-m
There are a lot of different ways to create a character, oddly enough most character creation resources are player facing, despite the fact that referees will make an order of magnitude more characters in their time, the referee populates the game world, so they will have to be intimately familiar with the process for creating classed and non-classed characters.
I sometimes come in with an idea, most often I do not, so random generation works well for me. However, I also have my head turned by art, and sometimes a piece speaks to me and I start to see a PC/NPC come together. Today’s entry in the January Character Creation Challenge was inspired by the mighty Wen-M. Anima Beyond Fantasy is one of my favorite TTRPGs in terms of artwork and aesthetic, it has that sort of over the top, showy, extravagant vibe that I want for Bhakashal. It’s the end of time, add some flourish to your look! Wen-M created all of these interesting, colorful, non-fantasy-standard designs for Anima. This one just spoke to me. When I saw this I saw a myrmidon.
So without further ado…
Process
A. Choose a character class
B. Choose a Playable Group and Faction
C. Generate Stats
D. Calculate Saving Throw Bonuses and HP
E. Add Skills and Playable Group Abilities
F. Choose Deity and Languages
G. Choose Equipment and Clothing
H. Pick Armor and Weapons and Assign Attack Bonuses
I. Calculate Wealth
J. Calculate Encumbrance
K. Assign Spells/Class Abilities
M. Assign Personality Traits (optional)
N. Customize Playable Group Lore (optional)
O. Name Character
P. Assign magic items (for creating NPCs and PCs above level 1)
A. Choose Class and Faction (d100)
Chosen: Myrmidon - Title: Myrmidon Assistant Secundus
Faction Table (d100)
Houses of Bhakashal - House–Ward–Crest (foreground/background)-House Magus Warlock–House Ur Lord*
1-3. Xandal
4-6. Tollminder
7-8. Bharin
9-10. Uarnon
12-14. Zoon
15-17. Emarshil
18-19. Pentas
20-21. Horn
22-24. Omravos
25-27. Magnar
28-30. Viinos
31-32. Kesht
33-35. Klis
36-37. Kallost
38-40. Soronos
41-42. Joshan
43-45. Kolkan
46-47. Dhom
48-49. Ukant
50. Liat
51-52. Ghan
53-54. Acantus
55. Aerew
56. Bontill
57. Westrill
58-59. Himmenghost
60. Omander
61. Zaln
62. Griathon
63. Nintil
64. Ular
65-67. Quannar
68. Ain
69. Lantiller
70. Destwiller
71. Enos
72-73. Iastis
74-76. Jin
77-78. Hyin
79-80. Phars
81-82. Xixfarn
83. Fansall
84. Immasin
85. Omsan
86. Murgin
87-89. Ynris
90. Honan
91-92. Quintos
93. Jolcas
-95. Sinshal
96. Rostus
97-98. Rillen
99-100. Borasjin
Rolled: 43 - House Kolkan [CG]
B. Choose Playable Group (3d12)
3-4. Chitin (insect people)
5-7. Garudin (bird people)
8-9. Emberi (primate people)
10-12. Jugyi (turtle people)
13. Kutya (dog people)
14-17. Malu (fish people)
18. Rakasta (cat people)
19-26. Saan (lizard people)
27-30. Togmu (frog people)
31. Urdyll (plant people)
32-33. Vodnik (castor people)
34-36. Yalan (snake people)
Chosen - Emberi
C. Generate Stats
For each stat roll 3d6
2 1 4 /4 3 5 /6 6 5 /1 6 4 /3 4 2 /5 3 5
S 7/ I 12 / W 17 / D 11 / C 9 / C 13
Apply stat minimums
STR 10 INT 15 CON 10 CHR 12
S 10/ I 15 / W 17 / D 11 / C 10 / C 13
Switch any two stats (you cannot produce a result less than a minimum)
Switch STR and WIS
S 17/ I 15 / W 10 / D 11 / C 10 / C 13
Apply playable group bonuses
CON +1 WIS +1
S 17/ I 15 / W 11 / D 11 / C 11 / C 13
Apply Ability Modifiers
S - 17 [+3]
I - 15 [+3]
W - 11 [+1]
D - 11 [+1]
C - 11 [+1]
C - 13 [+2]/+10%
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per level of experience, 1st level +1
Paralyzation STR and CON [+5]
Poison CON and DEX [+3]
Death Magic WIS and CON [+3]
Petrification CON and CHR [+4]
Polymorph WIS and CHR [+4]
Breath Weapon DEX and INT [+5]
Spell WIS and INT [+5]
Hit Points
Class based, roll or take the average (1/2 HD) - Roll d6 - 3HP
Bhakashal - Hit Points
Table 1 - Hit Point Progression by Class
Notes:
E. Add Skills and Playable Group Abilities
PCs get a skill(s) related to their playable group
Musician - I roll for this and she plays the Kraik, a guitar with a segmented interior that lowers the tone of the strumming and gives it a fuller, deeper sound, made by the Garudin
Some classes (e.g. myrmidon) also get skills
Alchemy, Sage Major Field and Specialization Alchemical lore
All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus
Rolled: Jeweler
Playable groups also have abilities
- move at 12” on land and 9” through trees.
- selective vision control:
infravision 120’
+4 on saving throws against brightness related blindness.
- selective hearing control
Stop take an action and concentrate: enhance hearing, reducing surprise to 1 in 6 as longa as maintained
+4 on saves against sonic damage
Bhakashal Skills
F. Choose Deity and Languages
God - Rolled: Mirres - Mercury, Science, Math
Languages - Emberi, Saan, Togmu, Kutya
G. Choose Equipment and Clothing
Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket - 200 gp encumbrance, 10 gp cost
Blue and silver cloak
H. Pick Armor and Weapons and Assign Attack Bonuses
Armor type determines Armor Class - Choice - Breastplate/Greaves (e.g., Hoplite armor) AC:5 - metal plate
300 gp encumbrance, 75 gp cost
Attack bonus for a 1st level PC is +1 to hit
Initial number of weapons determined by class.
Three weapons to start:
Bastard Sword [+4/+3], 2-8/2-16, WS: 4, WvrsAC: +1M/+2L/+3N, Critical: Cleave - weight 100gp, cost 25gp
(4) Javelins [+4/+3], 1-6/1-6, WS: 2, ROF:1, Range: 2/4/6, WvrsAC: -3M/+1N, Critical: Remain, weight 20gp each, cost 2gp total
Lucerne Hammer [+4/+3], 2-8/1-12, WS: 5, WvrsAC: +1M/+2L/+3N, Criticals: Set Against Charge/Dismount/Sweep, Weight 150gp, cost 7gp
I. Assign Wealth
All PCs start with 50 gp, a 50 gp gem and 50 gp piece of jewelry, plus 10gp per ability score bonus point in whatever form they want - 160 gp, 50gp gem, 50gp jewelry
Deduct cost of equipment, armor and weapons - 10 + 75 + 25 + 2 + 7 = 119gp, so final total is: 41gp, 50gp gem, 50gp jewelry
.
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings - 330gp
Armor Weights are found on the Armor Table - 300gp
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 200gp
Deduct 50gp per point of CON and STR bonus - 200gp
Total all weight and consult the Weight/Movement table - 660 gp, movement reduced 3”. Drop the backpack to eliminate penalty, and she can pick up 340gp before slowing down by 6”
Bhakashal Armor
Weight/Movement Table
K. Assign Spells/Class Abilities
Myrmidon's brew potions as their way of harnessing magic. Potions can be brewed only if the myrmidon has access to a laboratory. It can be done without a library, but the odds of success are halved. This PC has access to their Noble House library and laboratory
When the myrmidon has completed their research and their preparation, they will cast a Dolejain’s Union of the Sympathies on the concoction, and roll for a successful brewing. The odds of successfully brewing a potion are ½ the myrmidon’s “to know” percentage, plus 5% per level of myrmidon minus 2% per level of the closest spell effect the potion will duplicate, and requires 1 week of work, - 1 day for each point of intelligence above 14.
If the attempt fails, the failure/harm odds are 5% per level of the closest spell effect the potion will duplicate, e.g. a failed attempt at a potion of flying will have a 15% chance of a harmful result. If the attempt is unsuccessful each additional week of work adds +5% to the odds, max 25%. If the last check fails the brewing is not possible for that myrmidon. If the myrmidon has help, take the average of the INT scores for all assisting, add this value in % as a bonus to the base odds of success, and use this for the myrmidon’s chances.
Once a potion type has been successfully brewed, every subsequent attempt gets an additional 5% cumulative bonus, e.g. the next attempt gets an 5% bonus, the subsequent one gets a 10% bonus, etc.
The cost of brewing a potion is 100gp per level of the closest spell effect the potion will duplicate, this assumes access to a library and a laboratory. That cost is doubled when the myrmidon does not have access to a library, it triples if they don’t have access to a laboratory, if they lack access to both it quadruples, representing the approximate cost of using someone else’s library and laboratory, assuming they can find someone willing to give them access.
Potion brewing requires the use of a fantastic component sympathetic to the effect of the potion, e.g. a potion of flying might require the feathers of a giant eagle, a potion of growth might require the heart of a giant lizard, a potion of clairvoyance might require a beholder eye, etc. This is not part of the cost, and must be obtained. Generally if the component is from a more powerful magical source then add a 5-10% bonus to the chance of success, if it from a less powerful magical source then just roll without modifiers. If there is no fantastic component the potion cannot be brewed.
Once successfully brewed the potion will fit the standard profile: potions last 4 turns +1-4 turns, if a ⅓ dose is taken that duration is divided into ⅓, if a half dose is taken the duration is divided into ½, etc.
Potion Types - The following types of potions can be brewed by a myrmidon:
Any potion listed in the DMG or any other standard OSR source
Potions based on listed spells, e.g. potion of lightning bolt, potion of stone shape, etc.
Potions based on variations of listed spells, e.g. a potion of dexterity that increases your dex like a strength spell
Myrmidons get a +2% per level bonus on their rolls on the potion miscibility table. However, any natural roll of a 1% is still an “explosion”, and only a roll of a natural 100 is a “Discovery”. If the result is over 100% but not a natural 100 roll, the result is “Compatible”.
Spell casting - 1 spell per day.
Dolejain’s Union of the Sympathies
Level: 1, Casting Time: 1 segment, Range: 1”, Duration: permanent, Area of Effect: 1 potion, Components: V,S, Saving Throw: special
When cast, Dolejain’s Union of the Sympathies takes the components of a potion and brings them together (details above). It cannot be cast immediately on the same batch of components immediately after a previous failure, the batch must be re-prepared.
L. Assign Personality Traits (Optional)
Up to four, rolled on DMG tables. Note that players should always get to:
Refuse or re-roll a personality trait
Interpret a personality trait
Immaculate, mischievous, hot-tempered
M. Customize Playable Group Lore (Optional)
Likes to move around, restless
N. Name
Ulane Ryba the Grace
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