Chronopia Character Customization.pdf
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Customizing Individuals
Customising Individuals
By Daryl Lonnon
I found myself trying to think of a good way to customise individuals this weekend. So I sat down a wrote up a system.
It's designed to be easily added to and/or subtracted from (in case the user thinks a improvement/defect is too powerful,
it can just be removed). First is an example, then some notes on how I think it should be used (and how I think it should
be integrated with a campaign), then tables, then the improvements/defects.
Feel free to take this and add to it. Use it. Post it. I place it in the public domain (although I wouldn't mind seeing
additions/modifications). I also wouldn't mind seeing any comments you have.
Daryl Lonnon
======= W
ITHOUT
FURTHER
ADO
=========
Example:
Before play, me and my opponent decide that for 5 pts you can have a character roll on the improvements table. We
also decide that any character that rolls on the table immediately recieves one serious wound. With that in mind, I
allocate 20 pts to make my Nameless leader a little more special. So before we begin (with my opponent watching) I
first roll up a serious wound.
A 68, so my Nameless has a level 2 wound. Randomizing amongst the level 2 wounds I roll a 5, Lost Primary Arm.
Ouch! I lose my secondary attack and get a -1 CC and a +1 Def (since I wouldn't fight as well with my off hand).
Hopefully I'll get some decent improvements.
First roll is a 5, then followed by a 1. So I've got a physical advantage. Then I roll the percentile dice and get a 42 ...
which means a level 1 physical advantage. There are currently 5 level 1 physical advantages ... so randomizing between
them I roll a 1. So my Nameless is Strong (+1 to ST).
Second roll is a 6, then followed by a 4 on the Advantage Table. Once again a physical advantage (I'm getting lucky).
Percentile dice roll a 11. Another level 1 physical advantage. This time I roll a 3 for Skilled. Nameless are CC troops,
so I recieve a +1 to CC (offsets the -1 I get for missing an arm!).
Third roll is a 1. Eek, a disadvantage. On the disadvantage table I roll a 4. A physical disadvantage. For it's level I roll a
70. A level 2 disadvantage. Maybe this was a bad idea. There are currently only 2 physical defects. I roll a 1, and
recieve Grossly Fat. The +1 to size doesn't count (since Nameless are mounted) but I still recieve the +1 to ST and a -1
to MV.
Last and final roll is a 2. No improvements or defects.
In summary, my Nameless recieves a +1 to Def, +1 to ST, -1 MV, and loses his secondary attack. He's Strong and
Skilled for a Nameless, but also grossly fat and one armed. Maybe I shouldn't have tried to "improve" him ... but he is
unique! I "name" him: The One-Armed Toad of The Mishweed Marsh, Unnamed Servant of the Dark One.
[ Note: I actually rolled all of the above up using the following
system, although I think I got extremely unlucky. ]
Notes:
o These rules are OPTIONAL!!!
o No one skill may go above 18.
o Advantages are NOT cumulative (take the highest for that particular
attribute) ... unless it specifically says so.
o Disadvantages are cumulative.
o Campaign Rules (after the battle):
* Roll on Last Wound table for every model with 0 wounds.
* Roll on Fatigue table for every individual.
* Roll on Wound table for every wound an individual took.
* Roll on Improvement table for every indivdual.
o I don't specify all the tables ... it's much easier to add/subtract
advantages/wounds/defect/blessings/curses if I don't.
o Levels are roughly defined by how much they are worth.
o Please add more!
Tables
Last Wound Table
1-2 Dead
3-4 Captured (treat as dead for regular troops)
5-6 Okay
Wound Table (only for individuals)
1-2 Major Wound
3-4 Minor Wound
5-6 Okay
Fatigue Table
1 Mental Wound
2-4 No Change
5 One Mental Wound healed
6 All Mental Wounds healed
Improvement Table
1 Roll on Defect Table
2-4 No change
5-6 Roll on Advantage Table
Defect Table (spell casters add +2) (use d6)
1-4 Roll on Physical Defect Table
5+ Roll on Mental Defect Table
Advantage Table (Spell caster may add +1) (use d6)
1-4 Roll on Physical Advantage Table
5+ Roll on Mental Advantage Table
Minor Wound Table
Roll on Major Wound Table, effects only last until next battle.
The following tables are the following properties
1-60 a minor effect (level 1) randomize among level 1 properties
61-95 a major effect (level 2) randomize among level 2 properties
96-100 an outstanding effect (level 3) randomize among level 3
properties
Major Wound Table
Physical Advantage Table
Physical Defect Table
Mental Advantage Table
Blessed Weapon Table
Cursed Weapon Table
P
HYSICAL
A
DVANTAGES
===================
Strong
Level: 1
Cost: 2 pts
Effects: +1 to Strength
Description: The individual is stronger than normal.
Very Strong
Level: 1
Cost: 4 pts
Effects: +2 to Strength
Description: The individual is much stronger than normal.
Exceptionally Strong
Level: 2
Cost: 6 pts
Effects: +3 to Strength
Description: The individual is ridiculously strong
in comparison to their normal coutnerparts.
Skilled
Level: 1
Cost: 2 pts
Effects: +1 to CC or MW (+2 pts)
Description: The individual is more proficient with his weapon
(either CC or MW) than normal.
Great Skill
Level: 2
Cost: 4 pts
Effects: +2 to CC
Description: The individual is a master with his weapon (either CC or MW).
Tough
Level: 2
Cost: 6 pts
Effects: +1 Wound
Description: The individual is tougher than most.
Hardened
Level: 1
Cost: 4 pts
Effects: +2 to AR
Description: The individual has become hardened, wounds which would
harm a lesser man don't bother him at all.
Fast
Level: 2
Cost: 6 pts
Effects: +1 MV
Description: The indivdual is a great sprinter.
Killer
Level: 3
Cost: 10 pts
Effects: gains Killing Stroke Special Ability (+10 pts)
Description: The individual has learned to look for the perfect time
to strike.
Lucky
Level: 3
Cost: 10 pts
Effects: Reroll one roll made on the behalf of this character per game
Description: The individual is lucky.
Very Lucky
Level: 3
Cost: 30 pts
Effects: Reroll one roll made on behalf of this character per turn
Description: The individual is very lucky.
Quick
Level: 1
Cost: 2 pts
Effects: -1 to Def
Description: The indivudual has a nack to avoiding damage.
Very Quick
Level: 2
Cost: 4 pts
Effects: -2 to Def
Description: The individual is very good at avoiding damage.
M
ENTAL
A
DVANTAGE
================
Calm
Level: 1
Cost: 2 pts
Effects: +1 LD
Description: The character is extremely calm under stress.
Very Calm
Level: 2
Cost: 4 pts
Effects: +2 LD
Description: The character is serene under stress.
Strong Mind
Level: 1
Cost: 2 pts
Effects: +1 PW
Description: The character has a particularly strong mind.
Arcane Mind
Level: 2
Cost: 4 pts
Effects: +2 PW
Description: The character has a mind particularly attuned for arcane
matters.
Quick Thinking
Level: 2
Cost: 4 pts
Effects: +1 Action that is NOT a CC/MW attack or a MV action.
Description: The character is quick thinking.
Determined
Level: 1
Cost: +2 pts
Effects: +2 to LD when testing vs magic
Description: The character is particularly resistant to magic due to a
strong will.
Clear Headed
Level: 2
Cost: 4 pts
Effects: +4 to LD when rallying
Description: When other commanders panic, this commander keeps his
head.
Crutch Man
Level: 3
Cost: 10 pts
Effects: May Rally 2 units in one action
Description: When things begin to fall apart, this commander is
capable of pulling it all back together.
Born Leader
Level: 3
Cost: 20 pts
Effects: May Give orders to 2 units in one action
Description: The character is capable of inspiring troops to new
heights.
"Talented"
Level: 3
Cost: 30 pts
Effects: May buy one spell from appropriate spell list and has
PW of 8 (+30 pts) (if dwarf may attempt to change into a totem once
per game), if spellcaster may purchase a spell from a different army
list.
Description: The character shows talents in other areas.
Wild
Level: 2
Cost: 10 pts
Effects: gains the Beserk Special Ability
Description: The character is capable losing control.
Presence
Level: 1
Cost: 2 pts
Effects: All opponents in CC with this character recieve a -1 to
CC.
Description: The character has a presence (extreme beauty/ugliness)
that disrupts his opponents in CC.
B
LESSED
W
EAPON
P
ROPERTIES
(
PER
WEAPON
)
======================================
Holy
Level: 2
Cost: 4 pts
Effects: Immune to fear
Description: The weapon washes fear out of its wielder.
Very Holy
Level: 3
Cost: 12 pts
Effects: Immune to fear in a 6" radius
Description: The weapon has an aura which removes fear in a 6"
radius.
Sharp
Level: 1
Cost: 2 pts
Effects: +1 to Dam on weapon
Description: The weapon is particular sharp.
Very Sharp
Level: 2
Cost: 4 pts
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