Inspired by the idea of a ‘realistic medieval RPG’ as mentioned here: http://www.gamespot.com/articles/mafia-creator-reveals-open-world-medieval-rpg-for-next-gen-consoles/1100-6416823/ After all, where else did you die during character creation?
Realistic Medieval Character Generation for MongTrav
Step One: Statistics
Roll Social Standing First 2d6
2-7: Serf
8-9: Freeman/Guildsman
10: Clergy
11+: Nobility or Clergy – Choose
Serfs and Freemen:
Strength, Dexterity & Endurance: 2d6-(1d6-1).
Intelligence: 2d6-1
Education: 1d6
Clergy
All statistics 2d6
Nobility
Education: 2d6-1
All others 2d6
Step Two: Infant Mortality
Roll 2d6. Add +1 if Freeman or Clergy, +2 if Nobility
2-7: You die while an infant. Roll a D6, on a 1-2 it was when you were born, on a 1 you took your mother with you.
8-9: You suffer a terrible injury or illness during childhood. Roll on the childhood injury table.
10+: You survive to adulthood.
Childhood Injury
Roll 2d6 and lose 1d6 from the statistic.
2 Social Standing (Disfigurement and injury has a negative effect)
3 Education (Learning disability/memory problems)
4 Intelligence
5 Dexterity
6 Strength
7 Endurance
8 Strength
9 Dexterity
10 Intelligence
11 Education (Learning disability/memory problems)
12 Social Standing (Disfigurement and injury has a negative effect)
If this takes a statistic to zero, you’re dead.
Step Three: Literacy
Clergy are automatically literate.
All others must roll 2d6. +1 for Freemen, +2 for Nobility
2-7: Illiterate.
8-9: Very basic literacy.
10+: Fully literate.
Step Four: Background Skills
Serfs/Freemen: Animals 0, Survival 0, Trade 0, Archery 0.
Clergy: Administration 0, Language (Latin) 0, Advocate 0.
Nobility: Leadership 0, Language (French or Latin) 0, Melee 0, Archery 0.
Step Five: Terms
At this point you are fourteen years old. Terms last four years and you roll twice to see what skills you get. There’s no promotions or mustering out. You are what you are. Failed survival rolls result in a roll on the childhood injury table.
Serf
2 Deception +1
3 Carouse +1
4 Animals +1
5 Athletics +1
6 Athletics +1
7 Animals +1
8 Deception +1
9 Carouse +1
10 Animals +1
11 Gambling +1
12 Endurance or Strength +1
Survival: Endurance 6+
Freeman
2 Administration +1
3 Athletics +1
4 Art +1
5 Broker +1
6 Animals +1
7 Guild Appropriate Skill (Nothing outside your guild’s remit) +1
8 Guild Appropriate Skill (Nothing outside your guild’s remit) +1
9 Gambler +1
10 Deception +1
11 Carouse +1
12 Any Statistic +1
Survival: Endurance 5+
Clergy
2 Animals +1
3 Carouse +1
4 Art +1
5 Advocate +1
6 Leadership +1
7 Administration +1
8 Deception +1
9 Diplomat +1
10 Language +1
11 Gambler +1
12 Education +1
Survival: Intelligence 4+
Nobility
2 Animals +1
3 Advocate +1
4 Administration +1
5 Athletics +1
6 Art +1
7 Language +1
8 Leadership +1
9 Diplomat +1
10 Deception +1
11 Carouse +1
12 Social Standing +1
Survival: Social Standing 4+
Criminal
Any character can choose to take a criminal term instead of their normal term, if they want.
2 Advocate +1
3 Athletics +1
4 Animal +1
5 Carouse +1
6 Deception +1
7 Stealth +1
8 Gambler +1
9 Melee +1
10 Archery +1
11 Persuade +1
12 Dexterity or Intelligence +1
Survival: Dexterity 7+, failure indicates that you’re put to death. If Clergy or Nobility you can try to succeed a second time on Social Standing 7+, if you fail this time you take an injury from punishment. Otherwise you get off scot free.
End of Term
1. Make your plague check by rolling 1d6. First term 1-3: You die of plague. Second term 1-2: You die of plague. Third term: 6: You die of plague. If you live past your third term, you’re not going to die of plague.
2. Roll to see if you’re called to military service. Clergy are exempt. On a 1-2 you go to war. Gain +1 to one of the following skills of your choice: Melee, Archery, Animals, Survival. Make another survival test, Endurance 7+ and take an injury if you fail.
Other notes:
Aging effects start at age 30.
Good luck surviving that!
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