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<blockquote data-quote="Philthulhu" data-source="post: 2531769" data-attributes="member: 35293"><p><strong>Version 0.5 - How it Works</strong></p><p></p><p>Obviously, until i finish it, the results are given next to the actual questions, so everyone can see how it works. You give that answer, you get that result.</p><p></p><p>The finished product will actually randomise all the questions, and have a quick-tally sheet for the DM, who just has to look up which answers each player gave to decide what they are about to play with.</p><p></p><p>There are also defaults for some of the catagories, and a whole new category of Traits.</p><p></p><p>------------------------------------------------</p><p>As it currently stands, this is how it works;</p><p></p><p>Alignment; No Defaults</p><p>Chaos, Law, and Neutrality are chosen with one question. Use the best result out of Good, Evil and Neutrality from the three questions provided. If there is still no score for Good, Evil or Neutrality, then revert to the standard for the campaign (typically Good).</p><p></p><p>Class; Fighter Default</p><p>If the same Class is chosen twice, the character is now that Class. On the off-chance that two are both marked twice, use alignment restrictions. If that fails, choose for the player.</p><p>If the player chooses a Class that they cannot because of their Alignment, change their alignment to the nearest possible (ie. A Lawful Neutral Barbarian would become True Neutral).</p><p></p><p>Skills; No Defaults.</p><p>Skills are chosen in the same way as Class. For each skill chosen, a player must spend a portion of his skill points. The player must spread the points evenly across the skills chosen, but can take preference for class skills (ie. if a Cleric ends up with Heal and Disable Device in their list of skills chosen, they can ignore Disable Device in favour of Heal, as Heal is a class skill). If they have extra skill points, they may spend them on any skill they wish. If they do not have enough Skill points, then they must still try and spend them on the skills they chose.</p><p>*Knowledge: Use the most obvious Knowledge skill for the class chosen (typically, the class skill or skills).</p><p></p><p>Traits; No Default.</p><p>If more than one Trait is chosen, then revert to the default (ie. no Traits).</p><p></p><p>Trait Descriptions;</p><p>Apathetic</p><p>You are detached from the world around you. Perhaps you were witness to some atrocity when you were a child, or maybe you’re just a bastard, but you have gained the ability to switch off from the pain and suffering of those around you. Even the puppy-dog eyes of starving orphans cannot move you. You are an ice-man.</p><p>Because you are able to ignore the plights and emotional pleas of others, you gain a +4 bonus to Will saves against Charm effects, and a +2 bonus to Sense Motive checks. However, you suffer a -4 penalty to Diplomacy checks, since your icy nature soon becomes obvious to all.</p><p></p><p>Compassionate</p><p>Helping people is in your nature; you can’t resist it. Your heart melts every time you see a stray animal, an orphan child, or an injured or diseased civilian. While not quite Mother Theresa level, you are pushing for the position.</p><p>You gain a +4 bonus on Heal checks, and must use this skill to help others. Further, you must try to help people in need as much as you can; offering food, shelter, or money to beggars, curing the sick and injured, even bandaging birds’ wings. Naturally, you cannot be of Evil alignment, and cannot intentionally use weapons or spells that have ability or energy drain effects, including poisons and diseases.</p><p></p><p>Cowardly</p><p>So you’re not the bravest of them all. You might be called a pansy, chicken, or wussy-boy, but you know deep down it’s really just an overly active survival instinct. Hey, you’ve survived this long already, so it can’t be all bad, right?</p><p>You suffer a -4 penalty to Will saves against fear effects. However, your survival instincts are so acute that you can add a +1 luck bonus to Armour Class against Attacks of Opportunity and when you are caught Flat-footed.</p><p></p><p>Individualist</p><p>You see yourself as a lone gunman, and despise all forms of authority, especially if they try to infringe on your own personal rights. Let’s be honest here, you object to them even if they don’t have anything to do with you. The only way to survive is to look out for number one, and if someone can’t deal with that, then you don’t need them.</p><p>You gain a +4 bonus to Survival checks, but suffer a -4 penalty to Diplomacy checks. If you join any kind of organisation, you suffer an XP loss equal to your level x 100.</p><p></p><p>Psycho</p><p>You are seriously unhinged. When the voices in your head are in agreement, they make you do things, which can be seen by others as sheer brilliance, or complete derangement. We also know what you used to do to your neighbour’s cat.</p><p>Any time you are in a combat situation, there is a chance that you will pretty much lose your marbles. At the start of your turn during a combat round, there is a 10% chance that you will “go psycho”. Additionally, every time you are injured in combat (hit point damage, as well as energy or level drains), there is a 10% chance that you will go psycho. In such circumstances, you will drop any ranged weapons you have, and charge the nearest enemy creature. If you cannot charge, then you will run towards the nearest enemy creature until you can charge. You gain a +2 Strength bonus and a +2 bonus to Will Saves when you go psycho, but suffer -1AC. This bonus lasts until the end of the combat, or you fall unconscious, and stacks with a Barbarian’s Rage ability.</p><p></p><p>Truthful</p><p>You have an honest face, and unfortunately, an honest soul. You find it difficult to hide the truth, and cannot tell a lie, and this makes you terrible at keeping secrets. There are, naturally, ways to get around this, and while you cannot lie outright, you have learnt to bend the truth, and to omit certain information when speaking to someone.</p><p>You gain a +4 bonus to Diplomacy, but suffer a -4 penalty to Bluff. If you are ever caught in a lie by another character or NPC, you suffer an XP loss equal to your level x 100.</p></blockquote><p></p>
[QUOTE="Philthulhu, post: 2531769, member: 35293"] [b]Version 0.5 - How it Works[/b] Obviously, until i finish it, the results are given next to the actual questions, so everyone can see how it works. You give that answer, you get that result. The finished product will actually randomise all the questions, and have a quick-tally sheet for the DM, who just has to look up which answers each player gave to decide what they are about to play with. There are also defaults for some of the catagories, and a whole new category of Traits. ------------------------------------------------ As it currently stands, this is how it works; Alignment; No Defaults Chaos, Law, and Neutrality are chosen with one question. Use the best result out of Good, Evil and Neutrality from the three questions provided. If there is still no score for Good, Evil or Neutrality, then revert to the standard for the campaign (typically Good). Class; Fighter Default If the same Class is chosen twice, the character is now that Class. On the off-chance that two are both marked twice, use alignment restrictions. If that fails, choose for the player. If the player chooses a Class that they cannot because of their Alignment, change their alignment to the nearest possible (ie. A Lawful Neutral Barbarian would become True Neutral). Skills; No Defaults. Skills are chosen in the same way as Class. For each skill chosen, a player must spend a portion of his skill points. The player must spread the points evenly across the skills chosen, but can take preference for class skills (ie. if a Cleric ends up with Heal and Disable Device in their list of skills chosen, they can ignore Disable Device in favour of Heal, as Heal is a class skill). If they have extra skill points, they may spend them on any skill they wish. If they do not have enough Skill points, then they must still try and spend them on the skills they chose. *Knowledge: Use the most obvious Knowledge skill for the class chosen (typically, the class skill or skills). Traits; No Default. If more than one Trait is chosen, then revert to the default (ie. no Traits). Trait Descriptions; Apathetic You are detached from the world around you. Perhaps you were witness to some atrocity when you were a child, or maybe you’re just a bastard, but you have gained the ability to switch off from the pain and suffering of those around you. Even the puppy-dog eyes of starving orphans cannot move you. You are an ice-man. Because you are able to ignore the plights and emotional pleas of others, you gain a +4 bonus to Will saves against Charm effects, and a +2 bonus to Sense Motive checks. However, you suffer a -4 penalty to Diplomacy checks, since your icy nature soon becomes obvious to all. Compassionate Helping people is in your nature; you can’t resist it. Your heart melts every time you see a stray animal, an orphan child, or an injured or diseased civilian. While not quite Mother Theresa level, you are pushing for the position. You gain a +4 bonus on Heal checks, and must use this skill to help others. Further, you must try to help people in need as much as you can; offering food, shelter, or money to beggars, curing the sick and injured, even bandaging birds’ wings. Naturally, you cannot be of Evil alignment, and cannot intentionally use weapons or spells that have ability or energy drain effects, including poisons and diseases. Cowardly So you’re not the bravest of them all. You might be called a pansy, chicken, or wussy-boy, but you know deep down it’s really just an overly active survival instinct. Hey, you’ve survived this long already, so it can’t be all bad, right? You suffer a -4 penalty to Will saves against fear effects. However, your survival instincts are so acute that you can add a +1 luck bonus to Armour Class against Attacks of Opportunity and when you are caught Flat-footed. Individualist You see yourself as a lone gunman, and despise all forms of authority, especially if they try to infringe on your own personal rights. Let’s be honest here, you object to them even if they don’t have anything to do with you. The only way to survive is to look out for number one, and if someone can’t deal with that, then you don’t need them. You gain a +4 bonus to Survival checks, but suffer a -4 penalty to Diplomacy checks. If you join any kind of organisation, you suffer an XP loss equal to your level x 100. Psycho You are seriously unhinged. When the voices in your head are in agreement, they make you do things, which can be seen by others as sheer brilliance, or complete derangement. We also know what you used to do to your neighbour’s cat. Any time you are in a combat situation, there is a chance that you will pretty much lose your marbles. At the start of your turn during a combat round, there is a 10% chance that you will “go psycho”. Additionally, every time you are injured in combat (hit point damage, as well as energy or level drains), there is a 10% chance that you will go psycho. In such circumstances, you will drop any ranged weapons you have, and charge the nearest enemy creature. If you cannot charge, then you will run towards the nearest enemy creature until you can charge. You gain a +2 Strength bonus and a +2 bonus to Will Saves when you go psycho, but suffer -1AC. This bonus lasts until the end of the combat, or you fall unconscious, and stacks with a Barbarian’s Rage ability. Truthful You have an honest face, and unfortunately, an honest soul. You find it difficult to hide the truth, and cannot tell a lie, and this makes you terrible at keeping secrets. There are, naturally, ways to get around this, and while you cannot lie outright, you have learnt to bend the truth, and to omit certain information when speaking to someone. You gain a +4 bonus to Diplomacy, but suffer a -4 penalty to Bluff. If you are ever caught in a lie by another character or NPC, you suffer an XP loss equal to your level x 100. [/QUOTE]
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