Character Generation (C&S)

Character Generation for Miranda when using the Chivalry & Sorcery Rebirth rules varies from that presented in the book. Character Generation takes place over three major steps, each with their own minor internal steps. The major steps are physical, cultural, and spiritual.

I offer two different methods for Character Generation. The first is the Random Method. Using this method the player starts the game with 0 points and gets to roll 11 2d10 for Attributes. The second method is Points-based. This method gives the player 125 points to spend on their attributes. If the player has any points left over after generating their attributes when using the Points-Method they may use them during the rest of their character generation. When using either of these systems the player must come out to 0 points at the end.

During each step that follows, except Attribute Generation as outlined above, the player has three options (unless stated otherwise). First, they could select any 0 point cost option for free. Second they could elect to randomly roll against the table accepting the result. Finally the can purchase any options with PC Points, with the caveat that at the end of Character Generation they must balance out to 0 points.

Physical

The first step in building a character in Miranda is the selection of their physical form. There are several PC Races; although some are more difficult to play that others. Remember that your racial choice may limit the culture from which you can select in the second step. Not only will some cultures be completely eliminated (you would never find an orc or goblin in Ellendar), but your background will be affected by your choice as well (elves cannot hold land in Dakar). While both of these rules may be broken during actual play, such is the stuff of the game not the character generation.

  1. Generation Attributes (see above)
  2. Select Race
  3. Apply any racial attribute modifiers
  4. Mark down racial starting abilities
  5. Determine Aspect

Culture

Once the character's race has been selected and all of its sub-steps have been completed it is time to select the culture where the character spent their youth. If the character traveled a great deal during their childhood, then select the culture where they spent the majority of their time or the culture best associated with those around them.

Miranda is not a world of racial equity, so the character's race puts a great deal of limitations on the culture they are allowed to select. That said, as a GM I am always willing to bend the rules if the player has a good idea for their character that doesn't stretch reality too much. It is one thing to see a ranking elf in Irillian Society, it is another if the player wants to play a powerful orc in an elven culture.

  1. Select Culture
  2. Based upon race and culture roll up childhood

Spiritual

A character's religion, or lack thereof, has a great deal of influence on their life. It doesn't matter if your religion refers to it as the stars, divine influence, infernal manifestation, or nothing at all. In game terms the character's religion determines external influences that will continue to affect their life. Your spiritual outlook will typically be determined by the society in which you grew up as well as your race.

  1. Select Spiritual Path
  2. Character Flaws
  3. Personal Phobias

Vocation

A character's vocations represents a way of life that attracted the character during their youth. For many cultures this will be determined by where the child was apprenticed. Selection of your vocation is important because it will determine what skills are easier to learn for your character. If none of the vocations that are allowed are appealing then you can opt for the adventurer vocation which allows you limited ability to design it yourself.

  1. Select vocations
  2. Choose Ten Vocation Skills that start with 2 ranks (Level 1 for new skills)
  3. Select Five skills as your Master Skills (each of the skill also gain 1 additional level)
  4. Select Tertiary Skills as determined by Table 4.1 from Core 1 rules (p. 36)

Step 5: Final Tally

In this final section the player will complete all of those tasks that can only be accomplished after everything else has been completed.

  1. Calculate starting age
  2. Determine starting experience points
  3. Ensure that all points balance
  4. Calculate secondary/figured attributes (Body, Fatigue, Height, Weight, Build, LCAP, CCAP)
  5. Determine Movement (Jump, BAP)
  6. Determine starting purse
  7. Purchase equipment

Resources

PageDescriptionTags
Character Design Charts Character Design Charts These are various charts that are used to design a character. Body Build Value Build Description BMI Description Build Factor … ,
Character Flaws Character Flaws To determine if you have any character flaws you must select one of the following options. In addition, if you have any Special Talent you must… ,
Character Generation (C&S) Character Generation (C&S) Character Generation for Miranda when using the Chivalry & Sorcery Rebirth rules varies from that presented in the book. Character G… ,
Curses Curses 1d100 Curse 01 - 04 Character is a “Jonah” and attracts bad luck. Their is a 13% chance each day that someone near you will suffer a -13% penalt… ,
PC Races PC Races cns list chargen , ,
Phobias Phobias Any character has the following options for selecting a phobia. Roll 1d100 against the Common and Strength table belowSelect a phobia from the table be… ,
Special Abilities and Talents Special Abilities and Talents You may select a single option from the list below. If you gain a special ability from any of these methods then you also get one… ,