Short Character Design: Mahalala Campaign

TOC
1. Changes
2. Overview
3. Goblin Area Choices
4. Points
5. Skills
6. Magic
7. Advantages/Disadvantages
8. Contacts
9. Equipment/Status

1. Changes   

1. Dropped starting CP from 12 to only 8
2. No more character templates
3. Many skills are base 5 now.
4. Changed character sheet, removed most uncommon skills
5. Added some new skills and magic
6. Made chart of points for age.

2. Overview

Initial Choices: name, race, age, birth season, gender, region/culture, religion, personality,

Character Points (CP): Distribute 8 character points (CP) can be added or subtracted to most areas. See range limits for statistics.

Points for Age:

Chart is for Goblins, for humans subtract three from age and see chart.

Skills: Every third year (round down) after becoming an adult, get one more CP.

Spirit: Each year as an adult or later increases spirit by one. These spirit points can be used to increase spirit or can be used for enchanting.

Faithful Spells: Each year past age 15 provides 5 experience for spells skill points (SP). 

Note: that for spells at age 15-20, a character will probably need to spend CP to get more spell skill points.

Age

CP
Spirit
Spell

15

8
3
0*

16

8
4
5*

17

8
5
10*

18

9
6
15*

19

9
7
20*

20

9
8
25*

21

10
9
30

22

10
10
35

23

10
11
40

24

11
12
45

25

11
13
50

26

11
14
55

27

12
15
60

28

12
16
65

29

12
17
70

30

13
18
75

31

13
19
80

32

13
20
85

33

14
21
90

34

14
22
95

35

14
23
100

36

15
24
105

37

15
25
110

38

15
26
115

39

16
27
120

40

16
28
125
* see note

3. Goblin Area Choices 

Name: See list of common first names. Characters will probably be part of the same clan and family. Unmarried males may be from other families, because they are former ronin. Some characters could be clan advisors from the Imperial Clan or from other prominent clans in observer roles.

Race: goblin or human. See Advantages/Disavantages for racial variations like (hobgoblin, ogre, golden skin curse, fairie blood, etc.)

Age: choose any age. Older characters have more experience.

Birth Season: year is made of four seasons, pick number: 1: Spring, 2: Summer, 3: Fall, 4: Winter.

Gender: goblins and humans are male and female

Region/Culture: we will be playing in Apulia, with human or goblin culture.

Religion: most goblins are members of the faithful, but a few continue their mystic tradition. See below for more details.

Personality: choose Positive, Negative, Neutral personality trait, and Passion(s). These personality traits are not all-consuming, just indicative of general attitudes.

Positive: Forgiving, Honorable, Loyal, etc.

Disadvantages: Deceiptful, Gullible, Jealous, Proud, Vengeful, etc.

Neutral: Reserved/Outgoing, Emotional/Analytical, Passionate/Dispassinate,

Passion: choose at least one positive and negative passion, check with GM for assistance of groups

Positive

Negative

Like (Social Group), (Reason)

Dislike (Social Group), (Reason)

Admire (Social Group), (Reason)

Hate (Social Group), (Reason)

4. Points 

Character points: each point increases or lowers a statistic by one.
Dam: Damage Bonus
Hits: Hits
Spirit: strength of spirit. Mana based on spirit. Spirit usually increases once a year, except under special situations.
Appeal: Affects all social skills
Learn: Affects all physical skills
Study: Affects all mental skills
Focus: Affects all magical skills

Skills
Each CP gives 8 skill points (SP) to allocate.
Raise skill from negative or 0 to 1: 1 SP per point, then add bonus
Total Skill: 2-5: 1/2 SP each, but most skills start at base 5
Total Skill: 6-15: 1 SP each
Total Skill: 16-20: 2 SP each
Total Skill: 21+: 3 SP each
For example: Base 5 skill, raised to 20 would cost 19 SP (10+10 = 20)

Maximum Starting Skills
No skill can start above 21 unless one other skill is 20+. No skill can start above 25 unless three other skills are 20+. No starting skills can be 30.

Combat Skill Minimums:
Once all points are allocated, combat skills have minimums based on commonality of skills.
Melee skills have a starting minimum of half highest melee skill, round down, attack or defend, Avoid included.
Missile skills have a starting minimum of half highest missile skill, round down.

Spells: One CP add three spells (and increase Capacity). Number of different starting spells. Total points of all spells must be less than Capacity. CP cannot be gained by reducing starting spells. See below for spell choices.

Skill modifications affect experience success roll and modify experience gain.

Race

Youth

Adult

Middle

Elder

Legend

Human

0-17

18-29

30-49

50-69

70+

Teutan

0-17

18-29

30-49

50-69

70+

Goblin

0-14

15-24

25-39

40-49

50+

Minotaur

0-20

21-27

28-35

36-44

45+

Newt

0-20

21-32

33-54

55-79

80+

Mods to Base

Youth

Adult

Middle

Elder

Legend

Damage

-1

 

 

-1

-2

Hits

-1

 

 

-1

-2

Spirit

 

 

 

 

 

Appeal

+1

 

-1

-1

-2

Learn

-1

 

 

-1

-2

Study

-1

 

 

-1

-2

Focus

-1

 

 

-1

-2

Spells/Capacity

0

3

6

12

25

Mods to Base

Human

Teutan

Goblin

Minotaur

Newt

Damage

 

 

 

+4

-1

Hits (Base 3)

 

+1

 

+4

 

Spirit (Base 3)

 

 

 

 

 

Appeal

 

 

-1

-1

 

Learn

 

 

+1

 

 

Study

 

 

 

-2

+1

Focus

 

 

 

-2

+1

Move

3

4

3

4

2

Mods to Base

Hobgoblin

Ogre

Fairie Blood Human

 

 

Damage

+1

+3

+1

 

 

Hits (Base 3)

+1

+3

+1

 

 

Spirit (Base 3)

 

 

 

 

 

Appeal

-1

-1

+1

 

 

Learn

+1

+1

 

 

 

Study

 

-2

 

 

 

Focus

 

-1

 

 

Move

3

3

 

 

 

Max Range

Human

Teutan

Goblin

Minotaur

Newt

Damage

-1 to +2

-1 to +1

0 to +3

+2 to +6

-1 to +1

Hits (Base 3)

2 to 5

2 to 6

2 to 5

4 to 8

2 to 3

Spirit (Base 3)

2 to 5

2 to 5

2 to 5

2 to 5

2 to 5

Appeal

-1 to +5

-1 to +5

-2 to +4

-2 to +4

-1 to +5

Learn

-1 to +5

-1 to +5

+0 to +6

-1 to +5

-1 to +5

Study

-1 to +5

-1 to +5

-1 to +5

-3 to +3

-1 to +5

Focus

-1 to +5

-1 to +5

-1 to +5

-3 to +3

-1 to +5

Max Range

Hobgoblin

Ogre

Fairie Blood Human

 

 

Damage

0 to +3

+2 to +5

-1 to +2

 

 

Hits (Base 3)

2 to 5

4 to 8

2 to 5

 

 

Spirit (Base 3)

2 to 5

2 to 5

2 to 5

 

 

Appeal

-2 to +4

-2 to +4

-1 to +5

 

 

Learn

+0 to +6

+0 to +6

-1 to +5

 

 

Study

-1 to +5

-2 to +2

-1 to +5

 

 

Focus

-1 to +5

-2 to +4

-1 to +5

 

 

Notes: Hits limits listed above do not include magical modification.

5. Skills 

6. Magic Rules 
Magic Commonality
Faithful Magic
Mystic Magic
Divine Magic

7. Advantages/Disadvantages

Limit of two advantages and two mixed and two disadvantages, four total

Advantages
Bloodline: Old noble family, new noble family, non-noble family
Family Reputation: famous, respected, tainted
Family Fealty to King of Riga: longtime vassals, new vassals, no fealty
Human/Goblin Friends (other culture)
2 CP, Hero of the masses
Fated (Positive) (must suggest a fate)
Fairie Blood
Fairie Friend
Bloodline: goblin (1: hobgoblin, 2: ogre, +1: Goldskin), human (2: Fairie Blood), minotaur (1)

Mixed
Minotaur Fire Curse (almost only Tlan)
Sworn loyalty to liege

Disadvantages
+1 CP: Elitist, will not lead or hire Militia, Mercenaries, etc.
+1 CP: Bad reputation with locals (ie. killed someone or known bully)
+1 CP: Unstudious, automatic if Study is -1 or less
+1 CP: Slow Learner, automatic if Learn is -1 or less
+2 CP: Vice, figure out a vice to have such as addict, womanizer, slothful, drunkard, etc.
+X CP: Others, feel free to design other options and let me know
+X CP: Someone else has the character as a contact (obligation)
Outcast (not for huns)
Doomed (must suggest a fate) [huns]
+1 CP: No spells to start
+3 CP: No spells or magic skills to start
+5 CP: Agnostic (not advised in a fearful and magical world, must have strong character reason) No spells, magic skills, or religion ever

8. Contacts/Contactees/Oaths
[characters can start the game with oaths sworn or agreements/obligations made]
[Contacts are linked by GM within a couple days or linked to NPC/PC database]

Listings will have where the person spent their time as a page and squire, for knights.

9. Equipment/Status

Status

Normal

Noble or Hobgoblin

Low (-1)

Laced Leather

Lamellar

Normal (0)

Lamellar

Brigandine and War Pig

High (1)

Brigandine and War Pig

Laced Plate and War Pig

Superlative (2)

Laced Plate and War Pig

Magic Plate and War Pig

Equipment supplied to goblin clan characters. Humans are special, see GM or choose lower level of equipment as is status.

Other basic equipment is chosen by the player as desired.


Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com

Updated 5 APR 02