Monday, 16 June 2025

Random Generation: Cleric

Random Generation: Cleric

You can generate a cleric character using the following procedure:
1. Take the base template (below), rolling attributes as shown in the template.
2. Roll 1d3 twice on Table 1 to determine your alignment. If you prefer the classic law-chaos axis, just roll 1d3 once, ignoring the good-evil axis.
3. Roll on Table 2 to determine your pact disadvantage(s) for your divine abilities.
4. Determine an archetype by rolling on Table 3.
            4.1. Choose an appropriate patron deity or determine it randomly
            4.2. Roll 1d3 – this is the number of spells known at the start. Pick a domain from the list of domains of your patron deity, note down spells that cost 20 points or less, and determine a spell from them randomly. Continue until you have all the spells.
5. Roll 3dx40 to determine your extra money in $.
            5.1. Optionally, purchase a delver kit (DF13, pp. 5-6).
6. Roll 3 times on Table 3 to determine extra advantages.
7. Roll 3 times on Table 4 to determine extra disadvantages.
8. Roll 5 times on Table 5 to determine secondary skills.
9. Roll 6 times on Table 6 to determine background skills.
10. Roll 1d-2 times on Table 7 to determine languages.
11. Roll on Table 8 to determine appearance.
12. Roll 17 + 1d to determine the starting age.
 
Certain steps can be considered optional if the information derived from them is not important in the context of the character.
 

Base Cleric Template

Attributes: ST 9 + 1d/2; DX 8 + 1d/2; IQ 10 + 1d/2; HT 9 + 1d/2

Advantages: Clerical Investment [15].

Skills: Religious Ritual (specific deity) (A) IQ+1 [4]; Theology (specific deity) (A) IQ+1 [4].

 

Table 1. Alignment

1d3

Alignment (Law – Chaos)

1d3

Alignment (Good - Evil)

1

Lawful

1

Good

2

Neutral

2

Neutral

3

Chaotic

3

Evil

 

Table 2. Pact Disadvantage

The trait list is generic and not even sorted for alignments. If a trait is inappropriate for your alignment or your patron deity’s dogma, reroll it. If you roll a -5-point trait, roll again until you roll another -5-point trait.

1d10

Disadvantage

1

Disciplines of Faith (Contemplation) [-5]

2

Disciplines of Faith (Mysticism) [-10]

3

Honesty (12) [-10]

4

Intolerance (“Opposing” religions) [-5]

5

Sense of Duty (Coreligionists) [-10]

6

Sense of Duty (Your nation/city/tribe) [-10]

7

Vow (Silence during daylight hours) [-5]

8

Vow (Chastity) [-5]

9

Vow (Use no edged weapons) [-10]

10

Vow (Cannot harm innocents) [-10]

 

Table 3. Archetype Loadout

1d2

Archetype Loadout

1

Fighting Cleric

2

Healing Cleric

 

Fighting Cleric

Item

Location

Cost

Weight

Reference

Boots, Leather

Feet

$80

3

LTIA, p. 16

Holy Symbol

Neck

$50

1

DF1, p. 26

Mace

Belt

$50

5

LT, p. 65

Medium Shield, Light

Back

$45

7

LT, p. 116

Ordinary Clothing

Torso, Arms, Legs

$0*

2

LT, p. 98

Cloth Armor, Padded (legs)

Legs

$50

6

LTIA, p. 10

Pot Helm, Hardened Leather, Medium

-          Padding

Skull

$25

$10

3

1.2

LTIA, p. 13

LTIA, p. 13

Scale Armor, Light (torso)

Torso

$320

16

LTIA, p. 5

Total

$630

44.2

Skills and Traits

Axe/Mace (A) DX+1 [4]

Shield (E) DX+1 [2]

*The starting set is free; replacement costs $120.

 

Healing Cleric

Item

Location

Cost

Weight

Reference

Boots, Leather

Feet

$80

3

LTIA, p. 16

Holy Symbol

Neck

$50

1

DF1, p. 26

Ordinary Clothing

Torso, Arms, Legs

$0*

2

LT, p. 98

Cloth Armor, Padded (legs)

Legs

$50

6

LTIA, p. 10

Cloth Armor, Padded (torso)

Torso

$50

6

LTIA, p. 4

Quarterstaff

Back

$10

4

LT, p. 69

Total

$240

22

Skills and Traits

Esoteric Medicine (Holy) (H) Per-1 [2]

Staff (A) DX+1 [4]

First Aid (E) IQ+2 [4]

*The starting set is free; replacement costs $120.

 

Table 3. Extra Advantages

If you roll the same leveled trait multiple times, add up the levels.

1d13

Advantage

1

Will +1 [5]

2

FP+1 [3]

3

HP+1 [2]

4

Charisma 1 [5]

5

Claim to Hospitality (Church) [5]

6

Clerical Talent 1 [5]

7

Eidetic Memory [5]

8

Fearlessness 2 [2]

9

Voice [10]

10

Academic 1 [5]

11

Religious Rank 1 [5]

12

Devotion 1 [5]

13

Healer 1 [10]

 

Table 4. Extra Disadvantages

If you roll the same leveled trait multiple times, add up the levels. If you roll the same disadvantage with a self-control roll multiple times, decrease the self-control number by a step.

1d17

Disadvantage

1

Will -1 [-5]

2

Per -1 [-5]

3

HP -1 [-2]

4

FP -1 [-3]

5

Charitable (15) [-7]

6

Compulsive Generosity (15) [-2]

7

Miserliness (15) [-5]

8

Gluttony (15) [-2]

9

Greed (15) [-7]

10

Guilt Complex [-5]

11

Fanaticism (Church) [-15]

12

Overconfidence (15) [-2]

13

Post-Combat Shakes (15) [-2]

14

Selfless (15) [-2]

15

Stubbornness [-5]

16

Truthfulness (15) [-2]

17

Unfit [-5]

 

Table 5. Secondary Skills

If you roll the same skill multiple times, do not add up the points but increase the skill level by one for each time after the first.

1d17

Skill

1

Alchemy (Organic) (VH) IQ-2 [2]

2

Alchemy (Dark) (VH) IQ-2 [2]

3

Alchemy (Metallic) (VH) IQ-2 [2]

4

Esoteric Medicine (Holy) (H) IQ-1 [2]

5

First Aid (E) IQ+1 [2]

6

Leadership (A) IQ [2]

7

Occultism (A) IQ [2]

8

Public Speaking (A) IQ [2]

9

Teaching (A) IQ [2]

10

Upgrade Religious Ritual from specific deity (A) to pantheon (H)

11

Upgrade Theology from specific deity (A) to pantheon (H)

12

Armoury (Esoteric) (H) IQ-1 [2]

13

Diplomacy (H) IQ-1 [2]

14

Expert Skill (appropriate to the religion) (H) IQ-1 [2]

15

Exorcism (H) Will-1 [2]

16

Meditation (H) Will-1 [2]

17

Throwing (A) DX [2]

 

Table 6. Background Skills

If you roll the same skill multiple times, do not add up the points but increase the skill level by one for each time after the first.

1d18

Skill

1

Artist (any) (H) IQ-2 [1]

2

Detect Lies (H) IQ-2 [1]

3

Climbing (A) DX-1 [1]

4

Riding (Equines) (A) DX-1 [1]

5

Stealth (A) DX-1 [1]

6

Area Knowledge (local area) (E) IQ [1]

7

Gesture (E) IQ [1]

8

Housekeeping (E) IQ [1]

9

Panhandling (E) IQ [1]

10

Savoir-Faire (High Society) (E) IQ [1]

11

Cooking (A) IQ-1 [1]

12

Merchant (A) IQ-1 [1]

13

Research (A) IQ-1 [1]

14

Writing (A) IQ-1 [1]

15

Hiking (A) HT-1 [1]

16

Scrounging (E) Per [1]

17

Observation (A) Per-1 [1]

18

Search (A) Per-1 [1]

 

Table 7. Languages

Languages are chosen either randomly (there is no language table yet), or from a list of appropriate languages for the local area.

1d12

Fluency/Literacy

1

None/Semi-Literate

2

None/Literate

3

Broken/None

4

Broken/Semi-Literate

5

Broken/Literate

6

Accented/None

7

Accented/Semi-Literate

8

Accented/Literate

9

Native/None

10

Native/Semi-Literate

11

Native/Literate

12

Add Language Talent [10]

 

Table 8. Appearance

3d

Appearance

3-4

Handsome/Beautiful

5-7

Attractive

8-13

Average

14-16

Unattractive

17-18

Ugly

 


No comments:

Post a Comment