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If you want to be on the REIGN preview list, PM your email address and I'll add you. It wouldn't really be fair to show you guys everything the early adopters got, so here's the meat of it... with Chart B instead of A.
<1>Method 2: One Random Roll
If you’re really in a hurry, or don’t like making decisions, or feel like playing a character who’s a radical departure from the type you know you’ll make if you make a lot of choices… well then there’s the one roll system. It was suggested by Jared Sorenson, who posed the so-obvious-everyone-else-missed-it question: “If it’s the One Roll Engine, why not have character generation based on one roll?”
For those in love with chaos, here it is.
<3>Step One: Baseline
Start with 2 in each of the six Stats and one MD in your character’s native language.
<3>Step Two: The Roll
Roll 11d10. Normally, you can never roll more than 10d in a pool because you’re absolutely guaranteed a match with eleven or more dice. But in this case, that’s exactly the point.
<3>Step Three: Professions
You will generate at least one match, probably two, possibly three or more. The height of the match (or matches) shows what profession (or professions) you’ve practiced in your life. The width of the matches shows how accomplished you were at the job you chose (or, just as likely, the job circumstance thrust upon you).
Note that each level includes all the preceding levels. If you roll 4x1, it’s not just that you get…
+2 Stealth, +1 Dagger, +2 Lie
You get that, plus…
+1 Sense, +2 Plead, +1 Run, +1 Sight, +1 Dodge
…from the 2x1 level, along with…
+1 Dodge, +1 Run, +1 Fascinate, +1 Jest, +1 Endurance
…from the ‘Canny Beggar’ stage.
If you got a match of 6x or higher, take the extra dice and reroll them.
Note that stats are listed in captials so that you won’t look for them under the skill lists. Advantages are listed in italics.
2x1 Lowly Beggar: +1 SENSE, +2 Plead, +1 Run, +1 Sight, +1 Dodge
3x1 Canny Beggar: +1 Dodge, +1 Run, +1 Fascinate, +1 Jest, +1 Endurance
4x1 Experienced Beggar: +2 Stealth, +1 Dagger, +2 Lie
5x1 Beggar Monarch: +1 CHARM
2x2 Petty Thief: +1 COORDINATION, +1 Dodge, +3 Stealth, +1 Run
3x2 Cutpurse: +1 Dodge, +1 Dagger, +1 Run, +2 Climb
4x2 Burglar: Change one Stealth die and one Climb die to Expert, +1 Wealth, +2 Lie.
5x2 Criminal Mastermind: Change your ED in Stealth to a MD.
2x3 Street Entertainer: +1 CHARM, +2 Perform, +2 Fascinate, +1 Jest
3x3 Traveling Bard: +1 COMMAND
4x3 Successful Player: Change one Perform die and one Fascinate die to Expert, +1 Graces, +1 Inspire, +1 Language
5x3 Renowned Performer: Change one of your EDs (your choice) into a MD.
2x4 Miserly Merchant: +1 CHARM, +1 Wealth, +2 Possession (pick a form of transport), +2 Haggle
3x4 Canny Tradesman: +1 Student of Navigation, +1 Languages, +2 Lie, +1 Haggle
4x4 Banker: Change one normal Haggle die to Expert, +2 Wealth, +1 Direction, +1 Lie
5x4 Captain of Industry: Change your Haggle ED to a MD.
2x5 Able Seaman: +1 COORDINATION, +2 Student of Sailing, +1 Fight, +2 Climb
3x5 Weathered Tar: +1 Athletics, +2 Endurance, +2 Vigor
4x5 First Mate: +1 Student of Navigation, +2 Direction, +1 Sight, +1 Language
5x5 Captain: +1 COMMAND
2x6 Foot Soldier: +1 BODY, +2 Fight, +1 Dodge, +2 Parry
3x6 Veteran Soldier: +2 Weapon (you choose), Change one Fight or Weapon die to an ED, +1 Dodge, +1 Parry
4x6 Front Line Fighter: Learn the first two techniques on one Martial Path, and the first technique on a different Path, +1 Weapon
5x6 Elite Warrior: Change your ED into a MD.
2x7 Lowly Sage: +1 KNOWLEDGE, +2 Languages, +1 Lore, +2 Heal
3x7 Canny Sage: +5 ranks of Student in whatever fields you choose.
4x7 Expert Sage: +1 Heal, +2 Lore, +2 Fascinate
5x7 Master Sage: +1 KNOWLEDGE
2x8 Squad Leader: +1 COMMAND, +1 Fight, +1 Ride, +1 Tactics, +2 Inspire
3x8 Officer: +2 Parry, +2 Tactics, +1 Endurance
4x8 Commander: +1 Sight, +1 Direction, +2 Strategy, +1 Lie
5x8 General: +1+ED Strategy, +1 Tactics, +1 Status.
2x9 Sorcerer’s Apprentice: +1 KNOWLEDGE (or whatever stat helps with magic in your setting), +1 Lore, +1 Eerie. +3 Sorcery OR +1 Sorcery and +2 Spells (if spells have to be acquired separately in your setting).
3x9 Hedge Wizard: +2 Counterspell, +1 Eerie. +2 Sorcery OR +1 Sorcery and +1 Spells
4x9 Adept: Change one Sorcery die to Expert. +4 Spells OR +2 Counterspell, +2 Eerie
5x9 Master Enchanter: Change Sorcery ED to MD.
2x10 Noble Byblow: +1 COMMAND, +1 Wealth, +1, Status, +2 Graces, +1 Sword
3x10 Minor Noble: +1 Intimidate, +1 Lie, +1 Status, +1 Graces, +1 Wealth
4x10 Prominent Noble: +1 Wealth, +1 Intimidate, +2 Status, change one Intimidate die to an Expert Die.
5x10 Of Royal Blood: Change your Intimidate ED into a MD.
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<2>Not So Very Random
You can, if you wish, take as many dice as you wish as EDs for your random roll. In this fashion, you can decide you want a character who’s commanding and scary and regal, and therefore set three (or even five) dice to 10, leaving the rest to chance. This is a good way to get some randomness in but still build a character who fits with the rest of the party. If you know they need someone who sneaks, set a couple dice on 2 and let the rest fall where they may.
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<3>Step Four: Unusual Experiences
For each of your waste dice (that is, dice that didn’t come up in a set) consult one of the three following charts to see what an interesting life you’ve led – and what skills or benefits that has given you.
Which chart you use – A, B or C – doesn’t really matter. A has the least-bizarre events, and C has the most, if that influences you. Only B has entries for passions, if you’re using the passion rules.
<3>Chart B
1 Mistaken Identity Shenanegans: You were, at some point, embroiled in zany misadventures when someone mistook you for someone else. You still may not know exactly what was going on, but you came out of it okay. +1 Wealth, +2 Lie, +2 Stealth
2 Imprisoned: Maybe you were locked up for your political views. Maybe you were in a prison camp after your cowardly general surrendered. In any event, you were jailed somewhere crowded and unpleasant. Or maybe you were crammed in a madhouse, with or without good reason. (Ask yourself this: Why was your character imprisoned, rather than killed out of hand?) +2 Fight, +3 Vigor
3 Love Triangle: At some point, you were in love with her and she was in love with him. Or maybe she was in love with him and he was in love with you. Or maybe they were both in love with you and you didn’t want either. Whatever happened, there were lots of hurt feelings and regrets and probably at least one really embarrassing public scene. Beauty (3), +1 Lie, +1 Plead, Mission: Find True Love
4 Caravan Debacle: You were in a caravan that never went to its intended destination. Instead, it went terribly, terribly wrong. This could be due to bandits, horrific weather, disease, monster attack, loss of food which forced you all to resort to cannibalism… the details are up to you, but they were nasty. +3 Student: Navigation, +2 Direction
5 Press Ganged: Against your will, you were forced onto service aboard a warship. How’d you get out of that one? +1 BODY, Craving: Beat On Sailors
6 Vengeance Quest: They murdered your father! (Or maybe it was your husband, or sister, or child.) You’ve spent years honing yourself into an engine of vengeance. Now they must pay! +2 Sword, the first two techniques of a Martial Path. The Path is up to you, but it must relate to Sword, Dodge or Parry. Mission: Revenge!
7 Magnificent Garden: You had a really great garden, once. It was your pride and joy. It brought you happiness and tranquility. Now, it’s gone. +5 Student: Plants and Herbs
8 Stolen Birthright: You were destined for better than this. Maybe you’re supposed to command a merchant fleet, or rule a barony, or own Apple Blossom Ranch. But you’ve been tricked or conned or forced out of what’s yours by right. Now, you’re going to take it back. +1 COORDINATION, Mission: Regain Your Birthright.
9 Survived Hideous Occult Ritual: Blasphemous religious ceremony? Arcane experiment? Whatever it was, it went really, really wrong. Really. The question is, were you performing it, or just there to be sacrificed? +2 Counterspell, +3 Eerie, Problem: Unwholesome, Mission: Get a Complete Soul Again
10 Diplomatic Incident: No matter what your current social station, or what your social station was when the… unpleasantness… occurred, you managed to create tremendous antagonism between two states, nations or tribes. Did you intend to be an agent provocateur? Or was it just sheer mischance? Whatever it was, you’ve attracted somebody’s attention. Mentor (5 points), Problem: Enemy
-G.
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