Here are resources relating to character creation in LotFP.
--
Jonathon Baker made up a great character quick start sheet at his blog. His version includes some of his house rules, but he also provided an editable document for our convenience.
I spent quite a bit of time tweaking it, including working in the new character creation rules from Green Devil Face 5, adding: some rules players should keep in mind, retainers, (taking out his house rules) and tweaking the staff a bit.
If you want to take my document and edit, go here.
I've incorporated three new skills from Deep Delving ("Riding," "Medicine" and "Lore") plus a fourth one that was inspired by DCC, called "Occupation." This represents what career the PCs would have gone into had they not started adventuring. They roll on the following chart. To use the skill, they have to make a case for how it would help them, then roll a d6.
(For those wishing to see more on occupations, at the bottom of this page are the links to the sites I used when creating the list.)
Here is a printable list of skills and "things to do" so that players can remember their options: Skill Sheet.
Finally, here's a printable LotFP character sheet, formatted for 8.5x11. I print these on card stock so the players can fold them to create a folder, which makes it easier to write on.
UPDATE: I've created a back to the character sheet here. It's used to determine injured body parts when monsters score a crit against a player. It also has a last will and testament as the cover, so that PCs can name their beneficiary.
The Last Will and Testament was inspired by Idle Speculations and the picture used for critical hits comes from The Project Gutenberg: Object Lessons on the Human Body.
All documents are pasted below so you can preview them before clicking through to the links. I hope you find these useful and I'm always interested in hearing feedback!
--
Roll
your stats:_______________________________
Roll 3d6 for each stat. Check the modifiers. If the total of all modifiers is negative, you may reroll. You may swap any two stats.
Stat modifiers:________________________________
Roll 3d6 for each stat. Check the modifiers. If the total of all modifiers is negative, you may reroll. You may swap any two stats.
Stat modifiers:________________________________
3 -3 18 +3
4-5 -2 16-17 +2
6-8 -1 13-15
9-12 0
Stat effects are marked on your
character sheet.
Pick
a class:__________________________________
Fighter
– has the best combat capabilities.
Cleric
– can cast spells from the Cleric list.
Magic-User
– can cast spells from the Magic-User list.
Specialist
– is better at certain activities.
Barbarian
– is able to bare incredible burdens.
Dabbler
– is trained as both a Fighter and Magic-User.
Sidekick
– is very quick and agile.
Ranger
– is a hunter of man and beast.
Baseline
attributes:____________________________
Attack
bonus +1
Parry:
+2 armor class
Press
Attack: AB +1, AC -4
Defensive
Attack: AB -4, AC +1
Saving
Throws 15 in all categories
Skills:_______________________________________
All
characters start with one dot in all standard skills.
You also have Lore, Medicine, Riding and Occupation, each starting at one dot. Roll percentile to determine the occupation you would have trained in had you not left home to be an adventurer.
You also have Lore, Medicine, Riding and Occupation, each starting at one dot. Roll percentile to determine the occupation you would have trained in had you not left home to be an adventurer.
Roll
on class table:____________________________
Roll
2d10, or 1d12.
Starting
money:_______________________________
3d6X10
sp
Use
the lowest price when buying equipment.
(100 coins= 1 item for encumbrance)
Hit
points:___________________________________
Roll
a d6, and add your constitution modifier.
After applying bonuses, make sure you meet the minimum:
Fighter: 8
Fighter: 8
Cleric: 4
Specialist:
4
Magic-User: 3
Magic-User: 3
Barbarian: 6
Dabbler: 4
Sidekick: 4
Ranger: 7
Choose
a weapon:_____________________________
Great Weapons must be wielded with
two hands. These include two-handed
swords, mauls and great axes.
Medium Weapons include most
standard weapons like swords, battle axes and maces. They can be used with one or two hands.
Small Weapons are one handed,
light and fast, like short swords and hand axes.
Minor Weapons are small,
one-handed, and suffer a -2 hit penalty vs. unadjusted AC of 15 or better. These include clubs, knives, and
daggers. They are easier to hide.
Write
down the category of the weapon, and what the specific weapon is.
Encumbrance:________________________________
Fill in the lines under equipment to determine your encumbrance: Non-encumbering items aren't tracked - write them in the smaller box to the side. Oversized items add a full level of encumbrance.
Encumbrance:________________________________
Fill in the lines under equipment to determine your encumbrance: Non-encumbering items aren't tracked - write them in the smaller box to the side. Oversized items add a full level of encumbrance.
Keep
track of where your stuff is stashed, and be aware that anything in a backpack
or sack over your shoulder will take 3d6 combat rounds to access. (A handy belt pouch takes 1d3+1 combat
rounds.) During this time you will be
attacked as if from behind, or if you use your full AC, you lose that round of
searching.
Weapons
and armor:__________________________
If you have a gun, note the reload times with the following modifiers (calculate in this order.)
Base reload: 10 rounds
If you have a gun, note the reload times with the following modifiers (calculate in this order.)
Base reload: 10 rounds
Dexterity
modifier: subtract
from base
Fighter -2
Fighter -2
Ranger -1
Cartridges
or apostles -1
Rifled x1.5
No lock x0.75
No lock x0.75
Flintlock x0.5
Fighters and Rangers round any fractions down, all other classes round up.
Rules
you should know:________________________
Damage/Death: at 0 hp, the
character can take no actions and usually goes unconscious. At -3 hp, they are mortally wounded and will
die in 1d10 minutes. Death is
instantaneous at -4 hp.
Healing: characters with at
least half of their hp recover 1 hp after a peaceful night’s rest; a day of
rest can recover an additional 1d3 hp.
Characters with less than half must rest a full night/day to recover 1
hp. A character at 0 or less will wake
up after 1d6 hours – they cannot carry equipment or walk, but can crawl at a
rate of 10’; they require rest in a comfortable bed and room to recover 1 hp
per day.
Retainers: Factors that affect
hiring retainers are: payment, the character’s charisma, the terms of service,
and in some cases, living quarters. Once
hired, the retainer’s loyalty will be checked when put in danger, when other
retainers have been mistreated, and when an opportunity to greatly profit from
abandoning the party is presented.
Mapping: if the party is
moving at mapping speed, then they get full details and dimensions of the area.
Light: torches (6
turns)/lanterns (oil=24 turns) provide light in a 30’ radius; candles (12
turns) = 10’ radius.
turn=10m
/ round=6s / segment=1s
|
mêlée weapons______________dmg_ _special_______
great
50sp/ – 1d10 2hands
medium 20sp/50sp 1d8
medium 20sp/50sp 1d8
small
10sp 1d6
minor 5sp 1d4 -2vsAC15
rapier 15sp/ – 1d8 -2vsAC15
rapier 15sp/ – 1d8 -2vsAC15
spear
5sp/3sp 1d6 reach, set, lr
staff
4sp/2sp 1d4 2h, +1 parry
polearm 30sp/– 1d8 reach, set, +1vsAC16
polearm 30sp/– 1d8 reach, set, +1vsAC16
cestus
10sp /– 1d3 -2vsAC15
garrote 5sp/ – 1d6 req.
grapple
whip
10sp/25sp 1d3
reach, AC<14
lance
30sp/ – 1d10 1h on horse
mancatcher
20sp/ – none paralyzes
silver:
price x10, 10% break chance on all attacks
missile weapons_ dmg_____range_______special_
blowgun
5sp/– 0 20/50/80
bow,
long 45sp/– 1d6 50/600/900
bow,
short 25sp 1d6 50/300/450
xbow,
heavy 30sp/ – 1d8 50/200/600 3rd rld
xbow,
light 25sp/ – 1d6 50/150/400 2rd rld
rock
free 1d2 10/20/30
sling 1sp/5cp 1d4 50/300/450
dart
1sp/– 1d4 10/20/30
weapon,
throwing: see melee 10/20/30
spear+30' long range
guns_________cost____dmg___ccdmg____rng/feet______
pistol
25sp/50sp 1d8 min 25/50/100
arquebus 20sp/50sp 1d8 min 50/75/300
musket 40sp/80sp 1d8 med 50/100/600
arquebus 20sp/50sp 1d8 min 50/75/300
musket 40sp/80sp 1d8 med 50/100/600
ammunition______________________________________
12
Apostles 5sp/8sp powder, 1 load 3/5cp
powder,
barrel 150sp/– powder horn 1sp (50 shots)
matchcord,
yd 1sp scattershot 1sp
shot
bag 2sp bullet (sling) 2cp
fire bomb 5sp/7sp bolt/arrow 5cp
fire bomb 5sp/7sp bolt/arrow 5cp
armor_________________________________________
leather
(14) 25sp/50sp chain (16) 100sp/
–
full
plate (18) 1,500sp/– shield
(+1/+2) 10sp/25sp
pikeman’s (14) 50/100 buffcoat (+1) 15sp/30sp
pikeman’s (14) 50/100 buffcoat (+1) 15sp/30sp
tassets
(+1) 25sp/50sp morion
(+1) 15sp/30sp
kettle
hat (+1) 25sp/50sp secrete (st) 5sp/10sp
animals__________________________________________
carrier pigeon 100sp dog 1sp/2sp
carrier pigeon 100sp dog 1sp/2sp
horse,
riding 100sp horse, war
500sp/–
mule
50sp/25sp pony
75sp/50sp
generic livestock 10sp/5sp
generic livestock 10sp/5sp
containers ____________________________________
backpack 3sp/1sp pouch 5cp/1cp
saddlebag
1sp/5cp sack 5cp/2cp
barrel 1 sp/5 sp chest 10sp/5sp
barrel 1 sp/5 sp chest 10sp/5sp
quiver 5sp/10sp
via/bottle 5cp/7cp waterskin 1sp
miscellaneous equipment ________________________
air
bladder 1sp block & tackle 2sp/3sp
caltrop
5cp/– chain,
1’ 1sp/2sp
chalk
1cp pots/pans 1sp/5cp crampons 5sp crowbar
2sp
drill
5sp grappling hook 5sp/10sp
manacles 10sp/15sp lock 7sp/10sp
instrument
>1sp/>5sp hourglass 100sp/–
mallet
3cp spike, iron 3cp/5cp spike, wooden 1cp nails
1cp/2cp
miner’s
pick 6sp/12sp pipe 1sp/5cp pole, 10' 1sp/5cp riding gear
25sp/10sp rope, 50' 3sp shovel
3sp spyglass 250sp/– specialist’s
tools 50sp/–
ladder,
10' 10sp/7sp fishing gear 1sp
lard
1cp soap
1cp
clothing, fine >20sp/– clothing, normal 5sp/2sp
clothing,
poor 1sp/5cp cl. winter travel 10sp/5sp
tent,
grand 25sp/– tent, pavilion 50sp/– tent, personal 5/10 sp tent, regular 10sp/20sp bedroll 2sp/1sp tinderbox 1sp/5sp
candle
1cp lantern 3sp/5sp
torch
1cp lamp oil (flask) 5cp
ink
(& pen) 1cp/5cp healer’s kit 100sp/–
paper,
sheet 2cp book, blank 5sp/10sp book, reading 10sp/20sp blank
spellbook 100sp/–
map,
kingdom 10sp/25sp map, local 1sp/5sp
scroll
case 1sp/3sp garlic 3cp/1cp tobacco 1sp/5cp wolvesbane
1sp/1cp
whistle 1sp holy s.silver
25sp/50sp
holy
s. steel/iron 10sp holy s. wood 1sp/1cp
holy
water 25sp mirror, glass 10sp/15sp mirror, silver 30sp/– mirror, steel 1sp/5sp
food_____________________________________________
wine/liquor,
poor 5cp/2cp wine/liquor,
decent >1 sp
wine/liquor,
rich >10sp/– drink, cheap 1cp drink, decent 3cp/2cp drink,
good 6cp/4cp drink, rich
>10sp meal, horrid
2cp/1cp meal, standard 2cp/1cp meal,
fancy 1sp/5cp meal, rich >10sp iron rations (1)
2sp/1sp st'd rations (1) 1sp/5cp animal feed (1) 1sp/5cp
lodging___________________________________________
barn
–/1cp inn, poor 1sp/5cp
inn, average 5sp/2sp inn,
secure 10sp/5sp inn, fancy >25sp inn,
extravagant >100sp
1
month rent per 10ft^2 = 30sp/15sp
services _________________________________________
post,
local 1sp/– post, municipal 5sp/–
post,
kingdom 15sp post, outrealm 25sp
coach,
local 1sp/– coach travel/day 10sp coach charter/day 20sp/– freight, lb/day 5cp
ship
passage/day 2sp/– ship charter/day 100sp
animal
hand. 14sp coachman 6sp
guard 8.4sp guide 14sp*
laborer/servant 5.6sp henchmen *
linkboy 4.2sp mercenary *
physician 28sp sailors *
slave (1sp) teamster 10sp
*these retainers receive a portion
of the party’s profits.
monthly wage only: accountant, alchemist,
armorer, butler, craftsman, slave master, spy
vehicles ____________________________________
cart
50sp/25sp coach >500sp/–
wagon
150sp/75sp chariot 250sp/–
raft
5sp canoe 30sp/25sp lifeboat 100sp/– riverboat 1000sp
river
galley 4000sp sailboat 6000sp
trireme 10,000sp cog 15,000sp
longship 30,000sp caravel 39,000sp cutter 45,0000sp carrack 48,000sp
quadrireme 50,000sp galleon 60,000sp
brig 90,000sp corvette 135,000sp
frigate 180,000sp
italicized items are non-encumbering
items listed in both italics and bold are
oversized
|
--
Roll%
|
Occupation
|
Description
|
1
|
Acater
|
Food
provisioner
|
2
|
Accomptant
|
Accountant
|
3
|
Alchemist
|
Chemist
|
4
|
Apothecary
|
Makes and
sells drugs/medicines
|
5
|
Arkwright
|
Makes
“arks” (wooden chests/coffers)
|
6
|
Astrologer
|
|
7
|
Bailiff
|
Makes
arrests/executions
|
8
|
Barber
|
Cut hair,
performed surgery and pulled teeth
|
9
|
Bard
|
Minstrel,
Troubadour, Mummer, actor, poet
|
10
|
Barrister
|
Lawyer
|
11
|
Bearleader
|
Travelling
tutor
|
12
|
Apiarist
|
Beekeeper
|
13
|
Beggar
|
|
14
|
Bellmaker
|
Makes
small bells for sleights and clothing
|
15
|
Besom
maker
|
Makes
brooms
|
16
|
Bodger
|
Itinerant
wood turner – makes chair legs
|
17
|
Bonecarver
|
|
18
|
Boothaler
|
Marauder,
plunderer
|
19
|
Brewer
|
|
20
|
Burglar
|
|
21
|
Camp
Follower
|
Follows
an army, makes money off of soldiers
|
22
|
Cantor
|
Choir
leader in a church, sings hymns and leads prayer
|
23
|
Carter
|
Drayman,
cart driver
|
24
|
Catchpole
|
One who
finds and brings in debtors
|
25
|
Chandler
|
Makes
candles
|
26
|
Chantry
Priest
|
A priest
that says a prayer for the dead
|
27
|
Clockmaker
|
|
28
|
Cobbler
|
Makes and
repairs shoes
|
29
|
Coiler
|
Makes and
sells charcoal/coal
|
30
|
Colporteur
|
Sells
religious books
|
31
|
Constable
|
Warden of
a town or castle
|
32
|
Corsetier
|
Maker of
corsets and other undergarments
|
33
|
Cutler
|
Makes and
repairs cutlery
|
34
|
Cutpurse
|
|
35
|
Cutthroat
|
|
36
|
Delver
|
Ditch digger
|
37
|
Diver
|
Pickpocket
|
38
|
Executioner
|
|
39
|
Falconer
|
Breeds,
trains and hunts with falcons
|
40
|
Famulus
|
Servant/attendant
to a scholar or magician
|
41
|
Fence
|
Trades
stolen goods
|
42
|
Ferryman
|
|
43
|
Fewterer
|
Master of
the hounds, keeps the hunting dogs
|
44
|
Geiger
|
Fiddler,
plays any stringed instrument
|
45
|
Fisherman
|
|
46
|
Fool
|
Jester,
clown
|
47
|
Footpad
|
Robs
pedestrians
|
48
|
Forester
|
Game
warden, forest ranger
|
49
|
Fowler
|
Hunts for
wild fowl
|
50
|
Goatherd
|
Looks
after a herd of goats
|
51
|
Silversmith
|
Works
with precious metals
|
52
|
Gravedigger
|
|
53
|
Graverobber
|
|
54
|
Gunsmith
|
|
55
|
Haberdasher
|
Sells
men’s clothing
|
56
|
Hacker
|
Makes
hoes
|
57
|
Hatter
|
|
58
|
Hayward
|
Officer
in charge of fences and hedges
|
59
|
Herald
|
Makes
pronouncements/proclamations and can identify the various insignias used by
the rich to identify themselves
|
60
|
Horse
Courser
|
Horse
seller, reputation for selling stolen horses, like a used car salesman
|
61
|
Horse
Thief
|
|
62
|
Horse
Trainer
|
|
63
|
Hunter
|
Huntsman
|
64
|
Innkeeper
|
|
65
|
Jailer
|
|
66
|
Jeweler
|
|
67
|
Knifeman
|
Soldier
skilled with a knife, specifically trained to disembowel horses
|
68
|
Lampwright
|
Makes
lamps and lanterns
|
69
|
Liner
|
Traces
property boundaries
|
70
|
Locksmith
|
|
71
|
Lutenist
|
Plays the
lute
|
72
|
Cartographer
|
Mapmaker
|
73
|
Mason
|
Bricklayer
|
74
|
Master of
the Revels
|
In charge
of court entertainments
|
75
|
Miniaturist
|
Painter
of miniatures (small paintings on icons or in books)
|
76
|
Pardoner
|
Seller of
indulgences
|
77
|
Pig
Farmer
|
|
78
|
Poacher
|
Illegally
kills animals, usually on someone else’s land
|
79
|
Porter
|
Carries
burdens or waits by doors
|
80
|
Potboy
|
Cleans
out chamber pots
|
81
|
Prostitute
|
|
82
|
Ragpicker
|
Sorts
through leftover rags and finds re-usable ones
|
83
|
Gongfermor
|
Street
sanitation worker, dung carter, raker
|
84
|
Ratcatcher
|
|
85
|
Sacristan
|
In charge
of relics and religious artifacts in a church
|
86
|
Sailor
|
|
87
|
Silk
snatcher
|
Steals
bonnets
|
88
|
Stewsman
|
Brothel
keeper
|
89
|
Summoner
|
Serves
subpoenas
|
90
|
Tailor
|
|
91
|
Tanner
|
Prepares
leather
|
92
|
Teamster
|
Drives
teams of oxen and horses
|
93
|
Thimblerigger
|
Guess
which thimble the pea is under?
|
94
|
Thonger
|
Makes
leather straps or laces
|
95
|
Tumbler
|
|
96
|
Turnip
farmer
|
|
97
|
Unguentary
|
Sells
unguents
|
98
|
Userer
|
Money-changer
|
99
|
Waferer
|
Confectioner,
sells wafers – a kind of cake
|
100
|
Woodcutter
|
--
Architecture
Spend
1 turn examining a structure to determine its slope, safety, different time periods,
cultures, materials. methods of construction and other attributes.
Bushcraft
Roll to find food in the
wilderness (hunting and foraging). If successful,
the distance traveled that day is lessoned by 1d4X25%. Unsuccessful hunting takes all day. The chance is modified as follows:
Plains
|
+1
|
Forest/Jungle
|
+2
|
Desert/Winter
|
-1
|
Mountain/Swamp
|
+0
|
Non-proper missile weapon
|
-1
|
No missile weapon
|
-2
|
The character gains 1d4
days’ worth of standard rations for a
single person. 1d10 units of ammunition
are expended if a proper missile weapon is used.
Water can be found easily
except in deserts, where a d12 is used to make a Bushcraft roll.
When traveling across the
wilderness, there is a 1 in 6 chance of getting lost. On a 1, a second roll is made using the
highest Bushcraft in the party - a success prevents the party from getting
lost.
Climbing
Use
to climb sheer walls and surfaces without handholds. Subtract 1 for each point of encumbrance when
attempting to climb. Failure means
falling from a random point. Characters
with two free hands may climb ropes and ladders with no die roll needed. Falling causes 1d6 dmg/10’ ( to a max of 20d6
for a 200’ fall).
Excavating
It
takes an hour to excavate 3 (+strength modifier) cubic feet of earth with
proper equipment. It takes twice as long
with improvised tools and four times as long with no tools.
Languages
Characters are fluent in
their native tongue, and literate if their intelligence is 7 or higher. Roll to see if the character knows a new
language when they come in contact with it.
There is a -1 modifier if it’s not part of the same cultural group, -2 if
it’s exotic, and -3 if it’s an ancient, dead language. If the check is failed, then that character
doesn’t know the language.
Lore
This represents the
character’s knowledge about the world – geography,
history, current events and other information.
Each class also has deeper knowledge, which may grant a bonus to the
roll. Success provides an answer
regarding one event or feature (at the discretion of the referee).
Deeper
Knowledge:
Cleric
|
Religions, gods, demons,
angels
|
Fighter
|
Wars, military, warriors,
weapons, armor
|
Magic-User
|
Arcana, dimensions, items
of power
|
Specialist
|
Nations, societies, ruins,
catacombs
|
Dabbler
|
Ancient history, diseases,
poisons
|
Barbarian
|
Wilderness, tribes,
violence, survival
|
Sidekick
|
Food and drink, nobility,
tactics
|
Ranger
|
Forests, nature, animals,
hunting
|
The roll is modified by the
situation:
Deeper Knowledge
|
+1
|
Common Knowledge (name of
king, large city…)
|
+1
|
Ancient Times
|
-1
|
Obscure Knowledge
|
-1
|
Medicine
Using a Healer’s Kit takes 1 turn.
Success means that a character has been healed HP equal to half their
level, rounded down (minimum of 1).
Characters can only be treated this way once, until they lose HP
again. The Healer’s Kit may be used 10 times before having to be repurchased.
(Medicine
cont’d on back)
(Medicine
Cont’d)
If used for long-term care,
the character expends 5sp/day and can treat a number of other characters equal
to their skill level. A success doubles
normal recovery time.
Occupation
Use this to find
information, influence NPCs, gain advantages, augment other skills, perform
tasks, or almost anything else (subject to the referee’s discretion).
Open Doors
Roll to open a stuck (not
locked) door, applying strength modifier.
Using a crowbar adds 1. Each
person helping adds 1 (although only 2 people can open a standard-sized
door). Each attempt takes 1 turn.
Riding
Everyone knows how to ride a
horse for transportation or use them as beasts of burden. This skill is for daring stunts and combat
while on horseback.
Make rolls when entering
combat, and when the animal takes damage or is frightened.
Failure means the horse flees,
failure by more than 2 means the character is thrown prone and takes 1d6 dmg.
Modifiers include:
Riding a horse
|
+1
|
Riding a war beast
(trained for battle or naturally ferocious)
|
+1
|
Using stirrups
|
+1
|
Steed below half HP
|
-1
|
Supernatural threat
|
-1
|
Moving at max speed
|
-1
|
This skill can also be used
to judge horseflesh, gauge the quality of an animal (HP), and to provide care
beyond basic, daily care.
Search
Searching for hidden doors,
traps and objects takes one turn per character per 10’ of area. Most magical traps cannot be detected except
by Dabblers, Magic-Users and Clerics.
Sleight of Hand
This includes picking
pockets, hiding small weapons, drawing a weapon without being noticed and other
tricks.
Sneak Attack
A sneak attack is an attack
done by surprise. A rank of 1 in this
skill does nothing, but a rank of 2 or higher adds its modifier to the attack
value, and multiplies the damage rolled by its rank. (So a rank of 2 provides a +2 to sneak attack
and x2 to the damage.)
Stealth
This
is used to hide and sneak. Subtract 1
for each point of encumbrance when attempting to use stealth. When attacking after using stealth, the
attack is always considered a surprise attack.
Swimming
Everyone knows how to
swim. Movement is halved. Every point of encumbrance adds a 10% chance
of drowning or every point of AC from armor minus 12 adds 15%. Use whichever is highest.
Tinker
Opening
locked doors without a key require a Specialist’s
Kit. (Doors can also be broken down: an ax on a wooden door takes 1 turn, a
pick on a stone door takes 2 turns.)
This
skill also includes removing or disarming small mechanical traps, setting traps,
and jury-rigging impromptu devices. If
the attempt is failed, it cannot be attempted until the character gains a new
level.
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RPG blogs/sites with some of the work already done:
Other lists with various degrees of organization and description:
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