Thursday, January 27, 2022

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

  1. 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


  1. Apply stat minimums

STR 10 INT 15 CON 10 CHR 12

S 10/ I 15 / W 17 / D 11 / C 10 / C 13


  1. 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


  1. Apply playable group bonuses

CON +1 WIS +1

S 17/ I 15 / W 11 / D 11 / C 11 / C 13


  1. 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

Class-Type

HD

0-level NPCs/monsters - do not gain further HP beyond start

d6

A. Beastial/Cavaral/Chimerist/Conjuror/Gyre/Jinx/Myrmidon/

Necromancer/Phantasmist/Seer/Spellbinder/Spider/Thaumaturge/

Theurgist/Vox/Warlock

d6

B. Justiciar/Mercenary/Spartan/Slayer

d8

C. Monster

d8

Notes

All PCs/NPCs have the option of “taking the average” rather than rolling for each level of HP. The average normally rounds up, but in Bhakashal you round down, so a d8 is 4.5, which rounds to 4hp. There is NO CON bonus to HP.

All PCs and NPCs should record their roll for HP at each level. At 6th level and every level thereafter the player can reroll any one of those rolls

All animals/monsters have rolled HP based on their listed HD.


E.  Add Skills and Playable Group Abilities

  1. 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


  1. Some classes (e.g. myrmidon) also get skills

Alchemy, Sage Major Field and Specialization Alchemical lore


  1. All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus

Rolled: Jeweler


  1. 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

01-02: Alchemist

24-26: Chef

49-51: Herdsman

74-75: Scribe

03-05: Animal handler

27-28: Cobbler

52-54: Hunter

76-77: Shipwright

06-07: Artist

29-31: Farmer

55-56: Jeweler

78-79: Stoneworker

08-09: Armorer

32-34: Fisherman

57-58: Juggler/Entertainer

80-82: Tailor

10-11: Astrologer

35-37: Forester

59-61: Leatherworker

83-84: Teamster

12-13: Astronomer

38-39: Gambler

62-63: Miner

85-86: Tinkerer

14-16: Blacksmith

40-41: Gemologist

64-65: Musician

87-88: Trader

17-18: Bowyer/Fletcher

42-43: Glassworker

66-68: Navigator

89-91: Trapper 

19-20: Brewer

44-45: Heraldry

69-70: Painter

92-95: Roll an additional skill

21-23: Carpenter

46-48: Herbalist

71-73: Sailor

96 -100: Skill of your choice


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.

Character Class

Initial Weapon Proficiency Slots

Non Proficiency Penalty

Added Proficiency Slots Per Level

Myrmidon

3

-2

1/3 levels


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

  1. 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


  1. 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

  1. Weapon Weights are found in the weapon listings - 330gp

  2. Armor Weights are found on the Armor Table - 300gp

  3. Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 200gp

  4. Deduct 50gp per point of CON and STR bonus - 200gp

  5. 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 

AC

Name - (example) - Material

Weight

Cost*

Initiative 

Penalty

10

No armor- none - regular clothing/animals

0

0

0

9

Padded Leather (e.g., gambeson) - soft leather 

100

1

0

8

Leather (e.g. cuir bouilli) - hardened leather 

150

3

0

7

Breastplate (e.g., Samnite armor) - metal plate

200

30

0

6


Banded (e.g. Lorica Hamata) - Metal bands on leather

Scale (e.g., Lorica Squamata) - metal scales on leather

200

250

40

50

0

0

5

Breastplate/Greaves (e.g., Hoplite armor) - metal plate

300

75

0

4

Chain (e.g. byrnie) - metal links over leather

300

100

1

3

Lamallar (Byzantine armor) - overlapping small  metal plates over leather

350

200

1

2

Plate (Conquistador armor) - segmented metal plates over chain**

450

300

1

1

Full Plate*** (e.g., panoply)- uniform metal plate over chain

500

500

2


Weight/Movement Table

Weight Carried

Movement Rate Penalty


Less than 500 gp

None - movement normal for playable group


500 gp to 999 gp 

3” 


1000 gp to 1499 gp

6”


1500 gp +

9”



K. Assign Spells/Class Abilities

  1. 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


  1. 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. 


  1. 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. 


  1. 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. 


  1. 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.


  1. 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.


  1. 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. 


  1. Potion Types - The following types of potions can be brewed by a myrmidon:

    1. Any potion listed in the DMG or any other standard OSR source

    2. Potions based on listed spells, e.g. potion of lightning bolt, potion of stone shape, etc.

    3. Potions based on variations of listed spells, e.g. a potion of dexterity that increases your dex like a strength spell


  1. 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”. 

 

  1. 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:

  1. Refuse or re-roll a personality trait

  2. 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


Ulane Ryba the Grace - 1st  level Emberi Myrmidon Assistant Secundus - House Kolkan [CG]

MV:9”/6” - AC: 4  - HP: 3

 

Ability Scores

S - 17 [+3] 

I - 15 [+3]
W - 11 [+1]
D - 11 [+1]
C - 11 [+1] 
C - 13 [+2]/+10%

Deity - Mirres - Mercury, Science, Math

Languages - Emberi, Saan, Togmu, Kutya

Appearance - 6’ tall, dark hair

Skills/Abilities -Musician (Kraik), Jeweler, Alchemy

- Sage: Major Field and Specialization Alchemical lore

- vision control: infravision 120’, +4 on saving throws against brightness related blindness. 

- hearing control: concentrate: enhance hearing, reducing surprise to 1 in 6, +4 on saves against sonic damage

Saving Throws

Paralyzation [+5]

Poison [+3]

Death Magic [+3]

Petrification [+4]

Polymorph [+4]

Breath Weapon [+5]

Spell [+5]


Weapons - Class Attack Bonus: +1

  1. Bastard Sword [+4/+3], 2-8/2-16, WS: 4, WvrsAC: +1M/+2L/+3N, Critical: Cleave

  2. (4) Javelins [+4/+3], 1-6/1-6, WS: 2, ROF:1, Range: 2/4/6, WvrsAC: -3M/+1N, Critical: Remain

  3. Lucerne Hammer [+4/+3], 2-8/1-12, WS: 5, WvrsAC: +1M/+2L/+3N, Criticals: Set Against Charge/Dismount/Sweep


Equipment: Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket


Encumbrance: +340gp - drop: backpack

Wealth: 41gp, 50gp gem, 50gp jewelry

Clothing: Blue and silver cloak  

Personality: Likes to move around, restless, immaculate, mischievous, hot-tempered


Spells Castable Per Day - [1] 

1st Level Spells - Dolejain’s Union of the Sympathies


 

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