ELRIC! Character Generation Checklist
o Select ONE Characteristic in which you want to be sure to excel. No two players may choose the same Characteristic. If there is a dispute, pre-existing characters win, or else dice off.
o Roll 2d6+6 for each Characteristic, including the one selected in Step 1. Write the result on your Character Sheet. If 16+ is rolled for the selected Characteristic, write down the result of the roll as your score in that Characteristic and add 2 points to any other Characteristic of your choice. If you didn't roll 16+ for your selected Characteristic, raise that Characteristic to 16.
o Choose a general background for your character (or roll randomly, 1-8). Add 20 points each to all of the skills listed for that background. When an Art, Craft, Other Language or Weapon is listed, you must specify which version you are taking. Suggestions are given where appropriate. You may take more than one version of such a skill, but if you do so then you must forfeit another skill from the list:
1. Talented: Art (performance only), Conceal Object, Craft (performance or creative only), Dodge, Disguise, Evaluate, Fast Talk, Oratory, Other Language (specify), Own Language, Search, Scent/Taste, Scribe
2. Conversationalist: Art (Conversation, Courtly Manners, etc.), Bargain, Craft (Card Reading or Palmistry), Disguise, Evaluate, Fast Talk, Insight, Listen, Move Quietly, Oratory, Other Language (specify), Own Language, Young Kingdoms
3. Rough & Tumble: Brawl, Climb, Craft (Wire-Walking or Tumbling), Dodge, Hide, Jump, Listen, Move Quietly, Physik, Ride, Throw, Wrestle, Weapon (specify)
4. Outdoors Type: Climb, Craft (outdoors types), Hide, Jump, Listen, Move Quietly, Natural World, Navigate, Ride, Scent/Taste, Swim, Track, Trap
5. Shady Character: Art (Torture), Conceal Object, Craft (Sleight-of-Hand), Disguise, Dodge, Evaluate, Fast Talk, Hide, Listen, Move Quietly, Pick Lock, Search, Trap
6. Well Travelled: Art (Foreign Etiquette, Tell Story, etc.), Bargain, Climb, Evaluate, Insight, Natural World, Navigate, Other Language, Ride, Sailing, Swim, Unknown Kingdoms, Young Kingdoms
7. Cultured/Educated: Art (Any), Bargain, Evaluate, Insight, Natural World, Navigate, Oratory, Other Language, Own Language, Physik, Ride, Scent/Taste, Young Kingdoms
8. Other: Pick any 13 skills to define another background type. Must be approved by the GM.
o Select an Occupation on page 38-39 of the Elric! rule book. Roll randomly in either of the given columns, or choose. Allot 250 skill points among the skills listed for your profession. Personal Specialties may include any skill except Million Spheres and Unknown Kingdoms. No more than 50 points may be added to any individual skill at this time. If your character has a Power score of 16+ you may learn spells - each spell costs 25 of your 250 available points, regardless of its listed Magic Point cost. For each spell taken, add 1 to your character’s Chaos Allegiance. Write down the ‘Extra Money’ given. If you wish, you may create a new Occupation by choosing any 8 skills (except Million Spheres and Unknown Kingdoms), assigning 250 points among them as above, and rolling 2d100 for your character’s Extra Money. Also select 3 possible spells for the new Occupation, choosing from among the spells listed among all the given Occupations.
o Roll 1d6 and add 17 for your character’s starting Age. Each point rolled on additional dice yields 10 extra skill points, but subtracts one from every experience award given you by the GM. If over 5 age dice are rolled, each die after the 5th subtracts 2 points from the character’s Characteristics (first from STR, then CON, INT, POW, and DEX, in that order). The extra skill points from age may be spent on any skills desired, but the maximum that can be added to each individual skill equals 10 per extra age die taken. The total rolled on all age dice x 30 equals the character’s extra savings in bronze coins. Additional spells can be purchased (from among those listed under any Occupation) at a cost of 25 skill points each, provided that the character rolled at least 4 age dice total. Each additional spell taken adds on to the character’s Chaos Allegiance.
o If your character took no magic, you may choose a preference for either Law or the Balance. If Law is chosen, roll 1d3, adding the result to the character’s Law Allegiance. Add 20 points each to the character’s score in that many separate skills, to represent the character’s dedication to discipline and intentness. If the Balance is chosen, roll 1d3, adding the result to the character’s Balance Allegiance. Add that many points to the character’s single lowest Characteristic, to represent the character’s dedication to the harmony of life’s plan.
o Take an additional 600 bronzes to help buy armor and other equipment. Keep the change.
o Consult the Distinctive Features Table on page 37. Select your character’s Distinctive Features.
o Calculate your character’s Damage Bonus (STR + SIZ, consult the table on p. 34), Idea Roll (INT x 5%), Luck Roll (POW x 5%), Dexterity Roll (DEX x 5%), Charisma Roll (APP x 5%), Hit Points (average of CON and SIZ, rounded up), and Magic Points (equal to POW).
o Decide on your character’s name, sex, homeland, & background.
o Purchase equipment. Every character begins with one of every weapon, shield, and riding beast whose skill they added at least 20 points to. The same applies to any other skill that the character added at least 40 points to (i.e, the character begins with any tools or equipment appropriate to those skills - in the case of Sailing, this indicates ownership of a large rowboat, or a small fishing craft if shared jointly among several characters). Each character also possesses one item significant to their family or background (a signet ring, an item made by one’s father, etc.). Even if one’s family is dead or unknown, this one thing has passed on. It is not magical, but your character considers it precious. Its cash value is 1d20-1 bronzes. Finally, generate the statistics of one’s riding beast if owned (consult the Natural Beasts & Generic Monsters Table on p. 137). If your character does not own a riding beast, you may choose instead a pet such as a Condor or Wolf.