Showing posts with label character generation. Show all posts
Showing posts with label character generation. Show all posts

Thursday, August 13, 2026

Stormbringer Redux #32 1E Character Generation + Vancouver Game + Nuna Sales Report

I have been asked to run a Stormbringer 1E game here at a game store in Vancouver, so I will be fulfilling my aim of working through the old game before the new ones come out.

If you are in Vancouver and want to play, link is HERE.


Here is the blurb:

"This year, both Free League AND Goodman Games have announced their own Stormbringer games, based on the writings of Michael Moorcock.


To celebrate this impending revival of Moorcockean gaming, Theodore Bonnah (aka Tedankhamen), winner of the 2024 BRP Game Design Contest, will be running a Stormbringer RPG retrospective using the original Chaosium D100 system. The system is known for its lethality and dangerous demon summoning magic, as well as gonzo character generation."

My first task was to Moorcockify the old Tower of Yrkath Florn adventure in the 1E rules, which is both unfinished and a lackluster dungeon crawl. Instead, it is now a decidedly weird adventure that portends upon the fate and eventual doom of The Young Kingdoms.

Should be a lark!

My second task in prepping for this game was to codify character generation, even though I will be rolling characters in advance.

Without further ado, here is my guide to chargen for the old Stormbringer game.


Stormbringer Chargen Redux

So, I’ve wanted to sit down and codify the changes I’ve made that streamline the old Stormbringer character generation process, incorporate attributes more, put together all the rules spread throughout the rulebook, and give more options that smooth out the ‘hopeless characters’ or perceived racial inequality via player agency. These changes should be empowering and fun.


STEP ONE – NATIONALITY
Ah the much maligned Nationality Table. Roll as usual but ignore the old attribute bonuses. Instead, choose one of the descriptors of the Nation (Urban, Rural, or Magical) and apply its bonus to an attribute of your character.

Urban gives +1D4 to either INT or CHA
Rural gives +1D4 to either STR, CON, or DEX
Magical gives +1D4 to either SIZ or POW

For instance, if you roll a Melnibonean (Urban and Magical), you can choose +1D4 to either INT or CHA for dwelling in Imrryr, or +1D4 to POW or SIZ for being in Chaotic Melnibone.

Melnibone (Urban, Magical)
Pan Tang (Urban, Rural, Magical)
Myrrhn (Rural, Magical)
Dharijor (Urban, Rural)
Jharkor (Urban, Rural)
Tarkesh (Urban, Rural)
Vilmir (Urban, Rural)
Ilmiora (Urban, Rural, Magical)
Nadsokor (Urban, Magical)
Weeping Waste (Rural)
Elwher (Urban, Rural, Magical)
Island of Purple Towns (Urban)
Argimiliar (Urban, Rural, Magical)
Pikarayd (Urban, Rural, Magical)
Lormyr (Urban, Rural)
Filkhar (Urban, Rural)
Oin (Rural, Magical)
Yu (Rural)
Org (Rural, Magical)

NB For Religion, any roll of ‘none’ should be considered a unique deity, such as a Beast Lord, a demigod, an alien entity, etc.


STEP TWO - ROLL ATTRIBUTES & CALCULATE ATTRIBUTE BONUS POOL
Roll 3D6 for the seven characteristics (STR, CON, SIZ, DEX, INT, POW, CHA) down the line. Next, for every roll of 7 or under, roll an extra D6 and note the sum of these extra rolls as a pool. (After rolling your Profession, you distribute these points to increase attributes and make your character fit the profession better via higher skills. Maximum attribute for starting characters is 20.)


STEP THREE - PROFESSION & STARTING SKILLS
Roll as usual then calculate skill levels as below.
NB Don’t forget to use your pool of attribute bonuses to make your character fit their Profession better. Hint – look at major skills and increase the attributes that determine them.

WARRIOR
First weapon Attack DEX x 5%, Parry STR x 5%
Second weapon Attack DEX x 4%, Parry STR x 4%
Third weapon Attack DEX x 3%, Parry STR x 3%
Make a Luck roll (POW x 5%). If you succeed you are Calvary and get Ride at STR x 6%, if you fail you have Ride at STR x 3%.
Gear is 3 weapons of choice & suitable armor,
Starting purse is INT x D100 in LB.
Income if hired is INT x 1 LB per day. Jobs include Soldier, Mercenary, Guardsman, etc.

If INT and DEX add up to 32, is also an Assassin.

(ASSASSIN)
Poison Lore INT x 3%, Search INT x 3%, Move Quietly DEX x 5%, HIDE DEX x 4%
Ambush DEX x 5%, Listen INT x 5%
Gear is one Poison of choice.
Starting purse is INT x 1D20 LB.
Income is INT x 100LB per target, but punishable by death if caught.

MERCHANT
(Choose wandering Trader or Shopkeeper in a named city of their nation)
Weapon of choice Attack DEX x 4%, Parry STR x 4% (reduced to x2% if Shopkeeper)
Read & Write Common INT x 7%
Persuasion CHA x 5%
Credit CHA x 4%
Evaluate Treasure INT x8%
Gear is one weapon of choice, non metal armor, and a donkey for Traders. Shopkeepers have a tiny stand and a young lackey with a broom.
Starting purse is INT x 5D100 LB (double if a Shopkeeper).
Income is INT x 5 LB per day if a Trader on a caravan or sailing expedition, INT x 1 LB per day working in a shop in a city.

If INT is 16+ INT and POW add up to 32, the Merchant has a 50% chance of being a  Sorcerer, and can start magical studies if they find a teacher or school.

 

SAILOR

If INT is 16+, character is a Captain. If 12-15, a Mate. Otherwise, they are just a Sailor.

Weapon of choice Attack DEX x 4%, Parry STR x 4%
Swim STR x 5%
Tie Knot DEX x 7%
Climb STR x 4%
Balance INT x 5%
Navigation at INT x 8% (Captain), x5% (Mate), x2% (Sailor)
Gear is weapon of choice. Captains get a small sailing ship, such as a sloop or catamaran.
Starting purse is 10D20 x INT for Captains, 5D20 x INT for Mates, and 1D20 x INT LB for Sailors.
Income is INT x 10 per day for Captains, INT x 5 per day for Mates, and INT x 1 per day for Sailors as Merchant Marines or Pirates etc.

 

HUNTER
Weapon Attack DEX x 3%, Parry STR x 3% (NB: Man-killer weapons are forbidden ex. battle ax, greatsword, Lormyrian ax, sea ax, heavy mace, or Filkharian pike)
Self Bow Attack DEX x 3%
Set Trap DEX x 5%
Ambush DEX x 5%
Track INT x 5%
Blacksmith INT x 2%
Gear is starting weapon & bow plus 12 arrows
Starting purse is 1D100LB
Income is INT x 1LB per day as guide, gameskeeper, scout etc.

 

FARMER (limited to farm implements such as hatchet, scythe, hayfork etc)

Cudgel Attack DEX x 3%, Parry STR x 3%

Small ax Attack DEX x 2%, Parry STR x 2%

Spear Attack DEX x 2%, Parry STR x 2%

Blacksmith INT x 2%

Track INT x 2%

Plant Lore INT x 2%

Gear is cudgel and hatchet

Starting purse is INT x 1D20 LB

Income is INT x 1LB per day as gardener, herbalist, groundskeeper etc



PRIEST

(Roll POW + CHA/10 on 1D100, success means you are a High Priest)
NB Literate - If any other languages are learned later, Read/Write includes Speaking.


Dagger Attack DEX x 3%, Parry STR x 3%

Read/Write Common at INT x 8%
Read/Write Low Melnibonean at INT x 6%
Read/Write High Melnibonean at INT x 6%
NB Literate - If any other languages are learned later, Read/Write includes Speaking.

Plant Lore INT x 4%
First Aid INT x 4%
Persuade CHA x 3%
Credit CHA x 3%

Gear is a dagger.

Starting purse is 5D100 LB, gets renewed per month at temple.
Starting Elan is 2D6.

Income is INT x 5 per day if Priest, x 10 if High Priest.


NOBLE

NB - De facto leader of any group, if multiple higher INT is leader.
If INT 13+, roll again on Class Background for second class. If Noble again, 1D6+1 people between them and the throne.
NB Literate - If any other languages are learned later, Read/Write includes Speaking.


First weapon Attack DEX x 4%, Parry STR x 4%
Second weapon Attack DEX x 2%, Parry STR x 2%
Credit at CHA x 4%
Gear is weapons and armour of choice, plus 1D6 hawks.
Starting purse is 100 x 1D100 LB, also has property worth 10,000 x 1D100 LB.
Income is INT x 100 per day as Commander (if also Warrior), or INT x 50 if Courtier, Magistrate, etc.


THIEF (no large weapons like Lormyrian ax, Filkharian pike, the lance, greatsword as first weapon)
Weapon of choice Attack DEX x 4%, Parry DEX x 4%
Dagger Attack DEX x 5%, Parry STR x 5%

Read/Write Common Tongue at INT x 3%

Climb at STR x 1D10%

Conceal DEX x 1D10%
Jump STR x 1D10%
Pick Lock DEX x 1D10%
Listen INT x 1D10%
See INT x 1D10%

Search INT x 1D10%
Move Quietly DEX x 5%

Cut Purse DEX x1D10%

Evaluate Treasure INT x 5%
Gear is a dagger, 1 weapon of choice, and lockpicks
Starting purse is 5D20 LB

Income is INT x 2 LB per day as Robber, Scout, Spy, etc.


BEGGAR

Roll on Afflictions table.
NB: When buying additional weapon skills, Beggars have to pay TWO skill points.


Any weapon Attack DEX x 1% Parry STR x 1% plus 1% per extra Beggar in the group.

Persuade CHA x 6%
See INT x 6%
Search INT x 3%
Pick Lock DEX x 5%
Gear is bowl and affliction gear (ie blindfold, crutch etc).
Starting Purse is 1D6 LB.
Income is INT x 1 LB per day as Lookout, Spy, etc.


CRAFTSMAN (Gets +3 to DEX)

NB Must choose speciality (Blacksmith, Armorer, Weaponsmith, Leatherworker, Bowyer, Fletcher, Weaver, Jewelsmith, Carpenter, Rope maker, Shipwright, Tailor, Cartographer, etc)

Weapon of choice Attack DEX x 1D10%, Parry STR x 1D10%

Craft INT x 7%

Gear is tools and weapon of choice.

Starting purse is INT x 1D100 LB. Has an atelier in a city of choice.

Income is INT x 3 per day of work, INT x 6 if jeweller or goldsmith.


(SORCERER)

Sorcery Skill INT x 3%


Sorcery Rank 

1st (INT + POW = 32) Can summon one type of elemental.

2nd (INT + POW = 36) Can summon two types of elemental, one type of demon.

3rd (INT + POW = 40) Can summon three types of elementals, and three types of demon. 

Can try summoning 1 Elemental Ruler if near the element.

4th (INT + POW = 44) Can summon all types of elementals, and five types of demons. 

Can attempt to summon two Elemental Lords, and if Melnibonean, one Beast Lord.

5th (INT + POW = 48) Can summon any elemental or demon type. 

Can summon any Elemental Ruler, plus any one Lord of Law or Chaos if ceremonies performed & entity is willing. If Melnibonean, can summon three Beast Lords



DEFAULT SKILLS

For non-profession skills, base percentage is usually appropriate attribute x 1%, except for Dodge which is DEX x 2%. If the skill description is 0%, like for foreign languages or extra-planar skills, the character cannot attempt them until trained.


ADDITIONAL SKILLS

Roll 2D6+2. This is a pool of improvement points that can be used to increase a skill’s modifier by 1 per point spent. For example, if you want to improve your Dodge (usually DEX x 2%), if you use 2 improvement points to increase your skill to DEX x 4%.


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NUNA Quickstart is now 3/5 of the way to Bronze medal on Drive Thru RPG. Thanks to everyone who dropped a few coins in support. If you haven't downloaded a copy yet, or want to share the word, the link is below or HERE.


60 page Quickstart $1.99

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart


Tuesday, July 7, 2026

First Character Complete

 


This was a detailed process of addition and modification. But I like how it turned out.

Time for a walk and a snack.

Skills might seem meager to modern players, but are made up for by Cultural abilities and impresses the need for cooperation and community instead of maxed out individuals.

Monday, July 6, 2026

NUNA Character sheet Sneak Peek

BRP character sheets have always staggered under the burden of all the information they have to hold. So with NUNA, I tried to simplify in three ways.

First, a sheet that helps with character generation so you don't have to look through the rulebook so much.

Next, a sheet that just asks you for the essentials.

Last, a sheet that is function over form. I would like to produce a creative or artistic sheet at some point, but bigger fish to fry at the moment.

ENJOY!



Sunday, December 3, 2023

Why I Walked Away From An OSR Game Offer

Last week, I got offered a spot in an OSR game an old friend was running for his nephews & nieces.

When I stated my preference of 3D6 down the line, I was laughed at and told to roll 4D6, drop the lowest, and arrange to my liking.

I walked away.

What even is the point of playing a broadly competent but unremarkable character?

Why don't you just play 4E, grab your 18, 18, 17, 17, 16, 16 array, and pretend to roleplay when you're just doing an analog simulation of a CRPG?

Am I out to lunch?

Here, let's compare two characters to see which is more compelling to play.


4D6 Drop Lowest

2, 3, 3, 2 = 8

2, 2, 4, 6 = 12

2, 6, 2, 2 = 10

6, 2, 6, 5 = 17

3, 5, 6, 5 = 16

2, 5, 6, 1 = 13

So, you'll either put the 17 in STR for a Fighter or INT for a Mage, 16 in CON for HP or DEX for an AR boost, dump 8 in CHA and call it a day. Other stats go wherever. Ho hum, another Murderhobo. And everyone else in the party will have the same cookie cutter stats, unless they got super unlucky and become the object of derision / scorn, or so high they are envied and reviled. Because we don't play for the individual in OSR / NSR, we play AS A PARTY.


3D6 Down The Line

STR 3, 6, 4 = 13

CON 5, 6, 1 = 12

DEX 4, 3, 5 = 12

INT 6, 5, 1 = 12

WIS 5, 2, 6 = 13

CHA 6, 3, 5 = 14

Wow, got super lucky! No really 'hopeless' stats (a moniker I hate, as I just consider a low stat a roleplaying hook), but that 14 CHA tips me towards taking a Bard, which I LOVE doing in older editions. This gets my juices flowing to see how this character will interact with others with similarly evocative stats.


And that is why I said no thanks.

Monday, June 19, 2023

Character Creation, Character Death, and Stormbringer

I've thought about the relationship between chargen and character death for quite some time.

Then I heard Dave (Tentacled Whisperer) say the following on the Breakfast in the Ruins podcast :



(I dunno why that turned into a GIF from Word, but whatevs)

THIS is precisely the issue with modern RPGs, and all RPGs.

Basically, the formula is thus:

The amount of time it takes to create a character is inversely proportional to the GM's willingness to kill them.

So if you're playing OD&D, you roll 3D6 in order 6 times, grab some gear and a name, good to go, knowing you may die at any time, but that you can turn a henchman into a new PC in 5 minutes.

Conversely, if you've spent days agonizing over backstory, build, and character concept, you want some time in the limelight, and the GM is reluctant to take that away from you with a random encounter.

So Stormbringer...

As Andy of BitR puts it, 90% of Stormbringer characters are shitkickers. As he points out, "You're not Elric."

Therefore, a Stormbringer RPG should make chargen plain and simple. Like the Barbarians of Lemuria Stormbringer hack someone put out a few years back.

Hold on, wait a minute...

But if we're talking about emulating the fiction, characters are definitely NOT shitkickers. They ARE Elric, and Hawkmoon, and Corum. Or else Moonglum, and Jhary. Then Count Whatsisname. And finally unnamed solder or sailor.

Reusing pics like a boss

In this case, instead of rolling for Nationality, MAYBE we should be rolling for the role of the character in the Multiverse. Are they...

The Champion Eternal?

A Companion?

A love interest?

An ally or rival?

An unnamed supporter?

This way reminds me of the suggestion I made on BitR for using Ars Magica to turn Stormbringer into troupe play with the EC at the center and other players as various levels of mooks.

Or else we choose the style of play from the two I proposed previously:

Saga Play - We need the Eternal Champion and his or her attendants, and the stakes are existence.

Pulp Play - You are shitkickers, killing and dying in the Young Kingdoms. Stakes are enough coin to live or get dead drunk.

This choice also determines much of the rules used:

Saga Play - Encumbrance and wealth are handwaived, possibly linked to social standing.

Pulp Play - Count every coin and every stone of weight.

These are good issues to ponder.


(Postscript: The above was written exhausted from passing the DELF and celebrating with Strongbow, so bear with me...)


Saturday, June 17, 2023

Stormbringer Redux Interlude - Rogue’s Gallery #1

So, I proposed a whole new method for making characters (HERE). I also ran 3 sessions with players using some of these characters, to good reviews.

        

Today, I’d like to roll up some characters to see how they stand up. I don’t mean mechanically, I mean, are they interesting to play? Do my houserules make compelling characters?


Let’s find out.


I’ll be playing close attention to two houserules, the Description and Life Purpose. The latter was liked by my players, and gave them self-directed story hooks. The former was met with puzzlement, so I’m hoping to see if it is worth rehabilitating or unnecessary.


To review, Life Purpose was decided on the following table, and players had to interpret it for the gameworld.


    LIFE PURPOSE


    Example Verbs Example Nouns


        1 Find 1 Gods

        2 Lose     2 Ruler

        3 Protect     3 Homeland

            4 Destroy     4 Family

            5 Oppose     5 Love

            6 Serve     6 Wealth



I originally had intended Description, based on the highest and lowest attributes, as a ‘bennie’ that could be milked for story effects. My intent was too vague, and now I see it as a description to help roleplaying instead. Basically, by noting the highest and lowest attributes of a character, the character is fleshed out in a way that reflects the attributes. Additionally, it gives a first impression for NPCs encountered. Lastly, describing characters is a forte of Mr Moorcock, and so a mechanic emulating this should be welcome in a game based on his works.


Let’s begin!



Name: Behet Nationality: 68 Argimiliar (no mods)

Purpose: 6,1 Serve the gods Description: Weak-limbed (STR) but hearty (CON)

Profession: 62 Farmer Cult: Grome & Lassha

STR 6 CON 16 SIZ 14 DEX 13 INT 8 POW 14 CHA 9

Hit Points: 16 Damage: NA Armor: leather Weapons: cudgel & spear

Professional Skills: Blacksmith (INT x 2), Track (INT x 2), Cudgel Attack (DEX x 3) Parry (STR x 3), Small Ax Attack (DEX x 3) Parry (STR x 3), Plant Lore (INT x 2%), 2H spear Attack (DEX x 3) Parry (STR x 3)

Other Skills: 4 + 2 = 6, left open

Story: Behet’s family farm in the hinterland of Argimiliar once thrived, but was destroyed by a succession of unnatural events - swarms of locusts, endless drought, crop circles. Behet took this as a sign that the gods who watch over the fields, Grome and rain bringing Laasha, must be at war with the forces of Chaos and Law, who overturn the rhythms of nature. He left his ruined homestead and along with his sister, Leharn, he has vowed to travel The Young Kingdoms to aid in the fight of the Elemental Lords against the forces that seek to destroy the world.



Name: Leharn Nationality: 74 Argimiliar (no mods)

Purpose: 3,4 Protect family Description: Unassuming (POW), but nimble (DEX)

Profession: 56 Hunter Cult: Grome

STR 9 CON 12 SIZ 8 DEX 12 INT 7 POW 3 CHA 8

Hit Points: 12 Damage: NA Armor: leather Weapons: Bow & cudgel

Professional Skills: Cudgel Attack (DEX x 5) Parry (STR x 5), Self Bow Attack (DEX x 3) Parry (STR x 3), Set Trap (DEX x 5), Ambush (DEX x 5), Track (INT x 5), Blacksmith (INT x 2), 

Other Skills: 3+2=5, undetermined

Story: Whereas Leharn’s family disowned her brother, Behet, when he announced his ‘mission’, the huntress made it her mission to protect him wherever he roamed. She doesn’t know if she believes her brother’s claims, but feels a great sense of purpose in keeping him safe.



Name: Ohlga Nationality: 18 Shazaar (+ 1D6 CON = +2)

Purpose: 2,4 Lose family Description: Charming (CHA) but conventional (INT)

Profession: 88 Beggar Cult: Arkyn of Law

Affliction: Missing one ear

STR 10 CON 11+2= 13 SIZ 9 DEX 12 INT 9 POW 10 CHA 15

Hit Points: 13 Damage: NA Armor: leather Weapons: dagger

Professional Skills: Persuade (CHA x 6), See (INT x 6), Search (INT x 3), Pick Lock (DEX x 5), Dagger Attack (DEX x 1) Parry (STR x 1) NB: + 1 per other beggar around

Other Skills: 5+2=7, undetermined as of yet

Story: Ohlga was the daughter of a Shazaaran beggar clanmaster, and spent her life learning how to beg and steal on the streets. One day she was accused of keeping profits to herself, and as punishment the clanfather, her own father, sliced off her ear. The next day she left Shazaar and never looked back. Ohlga wants to find somewhere where her old clan can never find her, ideally among a new ‘family’ that will treat her well. Falling in with Behet and Leharn feels like a good first step to her, and she will use her wits and charm to protect them.