Sometimes, as I sit at my computer working on my multi-level dungeon—tentatively titled "The Under-Crypt"—I like to pick up three of those plastic, six-sided cubes and give them a toss. I'll ask myself, "What kind of character would I roll if I were rolling a PC to play right now?"
Here's a half-dozen answers to that question, using B/X, rolling ability scores in order with a 3d6x10 "silver standard" rather than gold—and not a single pip fudged even a little:
Achard
Level 1 Lawful Magic-User
Strength 10 Dexterity 8
Intelligence 14 Constitution 10
Wisdom 11 Charisma 5
Armor Class 9 Hit Points 2
THAC0 19 Damage 1d4
Weapons: Staff; silver dagger.
Armor: None.
Equipment: Backpack; garlic; holy water; lantern; mirror; oil (3); small sack (2); tinderbox; waterskin; wolfsbane.
Silver: 6 sp.
Spells: Charm Person.
Achard would rather be down in the undercroft, recording interrogations and keeping records, but here he was, "adventuring" with an anarchic herd of imbecilic vagabonds. Ah, life was so much simpler before his master's tower was razed. Torturing the perfidious to confess their wrongs against the Guild was much more fulfilling than roving the countryside in hiding.
(Creation notes: Pretty bland until I rolled that '5' for Charisma. Spell was chosen. Silver is what's left from the roll after buying starting equipment out of the book.)
Adeline
Level 1 Lawful Cleric
Strength 12 Dexterity 13
Intelligence 9 Constitution 15
Wisdom 13 Charisma 17
Armor Class 3 Hit Points 7
THAC0 19 Damage 1d6
Weapons: Warhammer.
Armor: Chainmail; shield.
Equipment: Backpack; holy symbol; holy water; stakes (3); mallet; tinderbox; torches (6); waterskin.
Silver: 2 sp.
The tall, golden-blonde warrior-woman Adeline radiates divine authority and fierce determination. Frost burns in her piercing blue eyes. Everywhere she goes, Adeline leads from the front and by example—by being courageous, trustworthy, steadfast, compassionate, charitable, and wise. Some believe she is flawless, but a few others whisper tales of bloodlust.
(Creation notes: I was thinking, damn, pretty good rolls here; then I rolled the 17! I'm not as inspired by high rolls like this as I am by a mixture.)
Bram
Level 1 Neutral Fighter
Strength 14 Dexterity 12
Intelligence 7 Constitution 12
Wisdom 13 Charisma 11
Armor Class 5 Hit Points 5
THAC0 18 Damage 1d8+1
Weapons: Battleaxe.
Armor: Chainmail.
Equipment: Backpack; tinderbox; torches (6); waterskin; wine.
Bram is a man's man. He prefers action without debate. He can fist-fight, hunt, fish and race a horse at full gallop through a forest. He had lots of friends and a good wife who loved him. His young son was growing up to be just like his father. It was just another fine sunny midsummer afternoon when Bram returned home to find his family slaughtered. His wife, clutching their son to her breast, made it into the stable before they were both hacked to bloody pieces. Orcs.
Círdan
Level 1 Neutral Elf
Strength 16 Dexterity 7
Intelligence 14 Constitution 11
Wisdom 10 Charisma 9
Armor Class 5 Hit Points 5
THAC0 17 Damage 1d6+2
Weapons: Dagger; hand axe; sword.
Armor: Chainmail; shield.
Equipment: Backpack; rope (50'); tinderbox; torches (6); waterskin.
Silver: 2 sp.
Spells: Shield.
While other elven boys were nimble and quick, Círdan grew up tall and muscled, "Like your grandfather," his mother would say. He never met him, but Círdan knew he lived in a far-off human settlement. Círdan would like to meet him someday, if he's still alive. He wondered what type of elf would want to live with humans.
(Creation notes: Name is pronounced Keer-dan or Kyre-dan. Soon as I rolled a 16 and a 14, I knew I had an elf, so I was hoping for good Dexterity. Instead, I rolled his lowest ability score. Then I thought, "A clumsy elf—good reason to leave the homeland and go adventuring!" His grandfather is human, if that wasn't clear. Spell chosen.)
Delphin
Level 1 Chaotic Magic-User
Strength 9 Dexterity 11
Intelligence 15 Constitution 9
Wisdom 9 Charisma 8
Armor Class 9 Hit Points 3
THAC0 19 Damage 1d4
Weapons: Staff.
Armor: None.
Equipment: Backpack; lantern; large sack; mirror; oil (3); rations (iron, 7 days); small sack; rope (50'); stakes (3); mallet; tinder box; waterskin.
Silver: 46 sp.
Spell: Read Magic.
Bookish and shy, short and skinny, Delphin wasn't the adventuring sort. However, his unquenchable thirst for esoteric knowledge drove him out of the tower and into the world. He wanted to know what made the stars glisten. Why did the wind blow? Why was water wet, fire hot, and stone solid? Was the soul immortal? What drove the dead to rise? What secrets did the celestial, the demonic, and the things from other worlds hoard?
(Creation notes: My great rolls, as far as this exercise is concerned, continue. Why can't I roll this well for my PC's? Spell chosen.)
Edelmire
Level 1 Chaotic Fighter
Strength 12 Dexterity 11
Intelligence 6 Constitution 14
Wisdom 9 Charisma 11
Armor Class 2 Hit Points 4
THAC0 19 Damage 1d6
Weapons: Crossbow; dagger; sword.
Armor: Plate mail; shield.
Equipment: Backpack; bolts (30); crowbar; hammer; iron spikes (12); large sack; rope (50'); small sack; tinder box; torches (6); waterskins (2); wine.
Silver: 8 sp.
Soldiers torched his family's wheat field in the fall. Bandits stole his family's barley that spring, and slew his older brother before their eyes. Plague followed, taking both his parents and later, his younger sister. When the mercenary band came along, Edelmire had nothing left to take, not even hope. So, they took him instead. He learned to be a thug and a brigand. He's a mean brute who thinks he's smart. He bullies anyone he can, and tells others to let him do the thinking.
(Creation notes: Finally rolled a bit of a "dud." Hoping at least to roll high HP, but . . . He'd make a better serf or peasant farmer than an adventurer. But, then I rolled high for starting money . . .)
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