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

Income is ???


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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