I found something a bit different as I was cruising various generator's today.
Age, height, & weight generator per race. Sure it says it's geared specifically toward Pathfinder, but I don't see why you can't use it for something else. I like it because most other NPC gennies I've found spit out something like name, alignment, attributes, and motivation. Well what if I'm not needing to know all that for a crowd in a marketplace or patrons in a tavern?
This one is incredibly simple and I love it for that!
It also got me thinking about a much earlier post - The Age of Man - and what I needed to expand upon.
So I spent some time messing about with a spreadsheet that details the rate of aging for my core races.
Humans age...well, as humans do. For each year they appear 1 year older.
But what of the longer-lived races of elves, dwarves, gnomes, and those hybrid half-elves?
I'm glad you asked.
Elves live anywhere from 500-800 years, but they age almost imperceptibly over the years of a human lifespan, which is "only" 85-100 years. Elves grow and mature at the same rate as humans until the age of 15, at which time their elven-ness really kicks in and they age only 1 year for every 5 human years.
At the age of 65 they would appear to be 25. At 150 years old they look to be in their early 40s. And at barely half their lifespan of 250 years, they only then start to look "aged" at just over a century.
I may even modify it further to say that once they reach 200 years old, when they'd appear to be around 50, they're aging slows even more to only 1 year per 10 human years. This would mean that only the very oldest of elves would look it. They'd seem to be just entering their 80s when they're 500 years old.
Because of their mixed genetics, half-elves age at roughly half the rate of humans, or almost twice as much as a full-blood elf. After reaching 15, they age only 1 year per 3 human years. At age 60, they only look 30. At 120 years old, they barely look a day over 50.
While a half-elf child will outlive their human parent by a century or more, they are still considered to have very short lives compared to their elven parent. Half-elves can conceivably live to be 250 years old, but at around age 200 they start to look and feel rather rickety. Most would have an expectancy of around 185 years and cash out when they appear to be in their late 90s.
Gnomish aging doesn't slow until they're 30, at which time they age 1 year for every 3 human years.
So at 60, they'd look to be around 40. At 90, they'd look 50. Like a half-elf, they wouldn't really start to appear aged until they're almost 200 years old. And that's only about half of their lifespan.
Beyond age 175, gnomes slow to aging only 1 yer per 5 human years, so when they turn in at 400 they look to be 123 years old.
Last, but not least, dwarves in my world don't live as long as some might have it in other worlds. I don't want them dropping off too quickly, but I also consider that a life of hard work and hard drinking must catch up with them at some point. They typically don't live beyond 300, and hardly ever will one see a day past 350.
They age at the same rate as humans, and don't even get a beard coming in until they're at 50. But then they slow to aging 1 year per 4 human years. So by the time they have a "respectable" beard at 70, they only look to be in their mid 50s. When they're 90 and looking 60 is when most dwarves start to think of starting a family. When that dwarf's son's stubble starts to show in another 50 years, the father will only look to be in his early 70s. Dwarf beards don't even begin to show a little gray until they're 150 and looking not a day over 75. They're 250 years old before a century shows on their grizzled face. But most dwarves "retire" and take up the pipe and coin counting at 275-300. But that's still saying something that great-great-great-great-great-grandfather dwarf could expect to see a 6th generation of beard bloom before he grumbles his last and closes his eyes for the stone sleep.
Sunday, March 30, 2014
Wednesday, March 19, 2014
Magic Items and Enchantments
I'm a much better sword swinger than spell slinger, so forgive me if what follows isn't earth shattering. I have never been one to ooh and aah overmuch when it comes to magic in games and stories. My characters are typically straightforward fellows preferring to use a well-crafted weapon in their own two hands. But that's not to say that magic doesn't have its uses. Flipping through my DM guide gave me a few ideas in areas that I've previously and sometimes purposefully avoided.
First off, what is the basis of magic in the world? Is it without form from another plane, or drawn from the swirling elements of the world around you? Is there good magic and bad magic? Laws, abuses, taboos?
In the game world my chums and I are developing we're thinking that magic is much more elemental - like "weaving" in Robert Jordan's Wheel of Time series. The somewhat Ptolemaic construct is this:
Beginning at the center is the focus of Light, then Air, Earth, Water, Fire, Spirit, and finally Shadow. They are arranged as such because air is between the earth and the sun. Water encircles the land. Deep beneath the earth is were rivers of fire flow. Spirit surrounds everything, separating the realms of life and death. Delving too far into the spirit world, or using the Aether/Ether for malicious purposes leads to corruption of Spirit, which is Shadow. I haven't decided if Light is actually a school of magic that can be used by mortal beings. Maybe it is a tool that only gods can use.
Keeping in line with the random roll concept, if you can't decide on which school your character or an NPC favors, just toss a d6 and see what you come up with.
1. Air
2. Earth
3. Water
4. Fire
5. Spirit
6. Shadow
Or let's say you're party knows nothing of magic until they come across magic items in a treasure hoard.
Roll a d10 to determine what they find.
1. Potion - a simple concoction that grants a bonus like healing, stamina, etc.
2. Gem or crystal - a raw or cut jewel which can be imbued with magic.
3. Amulet - a necklace (simple or complex) made of various materials and adorned with a set magical stone.
4. Ring - a smaller and/or more intricate version of an amulet. It's assumed rings take more skill to craft.
5. Rod, wand, or staff - either a simple stick topped with a crystal or a very intricate staff festooned with mysterious runes of warding. Such an item would focus powers much more than a piece of jewelry.
6. Scroll - a single page of runes and/or illustrations that teach the reader magical secrets...assuming it can be deciphered.
7. Weapon - an enchanted sword, axe, bow, arrows, etc. that give the wielder additional powers.
8. Shield - just as it sounds, it is a shield enchanted with extra protection against attacks both physical and/or magical.
9. Armor - it can be enchanted with added protection, just as a shield is, or it grants added strength, stealth, fortitude, etc.
10. Tome - an entire book of spells would be quite the valuable find!
**Revised list for 2d6
2. Armor
3. Shield
4. Rod, Wand, or Staff
5. Cloak or Boots
6. Crystal or Gem
7. Potion
8. Amulet
9. Ring or Jewelry
10. Scroll
11. Weapon
12. Tome
As for enchantments placed on shields and armor, these are just a few I've come up with.
Enhanced Fortitude - roll 1d4 to determine the HP bonus.
Enhanced Strength - the armor weighs 1d4% as much, or your carrying capacity is boosted by 1d4%.
Increased Speed, Stealth, Agility, Dexterity - this would depend on whether the item is a cloak, boots, or gloves.
Elemental/Magical Resistance - attacks against you with magic do 1d4 less damage.
Sonic Deflection - when struck the shield or armor makes a loud noise that stuns the attacker like a flash-bang grenade. Perhaps this could also have a blinding effect with a flash of light.
Some other generators I'm fond of are:
Inkwell Ideas Magic Item/Shop Inventory
Donjon Random Magic Shop
RoleplayingTips.com Shop Inventory - this is an Excel download for mundane and magical items.
First off, what is the basis of magic in the world? Is it without form from another plane, or drawn from the swirling elements of the world around you? Is there good magic and bad magic? Laws, abuses, taboos?
In the game world my chums and I are developing we're thinking that magic is much more elemental - like "weaving" in Robert Jordan's Wheel of Time series. The somewhat Ptolemaic construct is this:
Beginning at the center is the focus of Light, then Air, Earth, Water, Fire, Spirit, and finally Shadow. They are arranged as such because air is between the earth and the sun. Water encircles the land. Deep beneath the earth is were rivers of fire flow. Spirit surrounds everything, separating the realms of life and death. Delving too far into the spirit world, or using the Aether/Ether for malicious purposes leads to corruption of Spirit, which is Shadow. I haven't decided if Light is actually a school of magic that can be used by mortal beings. Maybe it is a tool that only gods can use.
Keeping in line with the random roll concept, if you can't decide on which school your character or an NPC favors, just toss a d6 and see what you come up with.
1. Air
2. Earth
3. Water
4. Fire
5. Spirit
6. Shadow
Or let's say you're party knows nothing of magic until they come across magic items in a treasure hoard.
Roll a d10 to determine what they find.
1. Potion - a simple concoction that grants a bonus like healing, stamina, etc.
2. Gem or crystal - a raw or cut jewel which can be imbued with magic.
3. Amulet - a necklace (simple or complex) made of various materials and adorned with a set magical stone.
4. Ring - a smaller and/or more intricate version of an amulet. It's assumed rings take more skill to craft.
5. Rod, wand, or staff - either a simple stick topped with a crystal or a very intricate staff festooned with mysterious runes of warding. Such an item would focus powers much more than a piece of jewelry.
6. Scroll - a single page of runes and/or illustrations that teach the reader magical secrets...assuming it can be deciphered.
7. Weapon - an enchanted sword, axe, bow, arrows, etc. that give the wielder additional powers.
8. Shield - just as it sounds, it is a shield enchanted with extra protection against attacks both physical and/or magical.
9. Armor - it can be enchanted with added protection, just as a shield is, or it grants added strength, stealth, fortitude, etc.
10. Tome - an entire book of spells would be quite the valuable find!
**Revised list for 2d6
2. Armor
3. Shield
4. Rod, Wand, or Staff
5. Cloak or Boots
6. Crystal or Gem
7. Potion
8. Amulet
9. Ring or Jewelry
10. Scroll
11. Weapon
12. Tome
As for enchantments placed on shields and armor, these are just a few I've come up with.
Enhanced Fortitude - roll 1d4 to determine the HP bonus.
Enhanced Strength - the armor weighs 1d4% as much, or your carrying capacity is boosted by 1d4%.
Increased Speed, Stealth, Agility, Dexterity - this would depend on whether the item is a cloak, boots, or gloves.
Elemental/Magical Resistance - attacks against you with magic do 1d4 less damage.
Sonic Deflection - when struck the shield or armor makes a loud noise that stuns the attacker like a flash-bang grenade. Perhaps this could also have a blinding effect with a flash of light.
Some other generators I'm fond of are:
Inkwell Ideas Magic Item/Shop Inventory
Donjon Random Magic Shop
RoleplayingTips.com Shop Inventory - this is an Excel download for mundane and magical items.
Sunday, March 9, 2014
Random Equipping
As I was going over older posts today I realized that I hadn't provided an easy out for the indecisive/lazy gamer. I had posts about scars and taking wounds. I had posts about race, gender, class, and location. And I had posts about armor and weapons, but I didn't have anything about randomly equipping those items! So here it is.
Melee weapon: d10, or a d8 if you want to do away with the larger, two-handed weapons
1. Dagger
2. Short sword or Club
3. Axe
4. Longsword
5. Mace
6. Morningstar
7. Flail
8. Hammer
9. Battleaxe
10. Greatsword
Ranged weapon: d8, or a d6 if you want to do away with polearms
1. Sling
2. Crossbow
3. Shortbow
4. Bow
5. Longbow
6. Greatbow
7. Spear
8. Halberd
Shield: d6
1. Hide
2. Wood
3. Bronze
4. Iron
5. Steel
6. Large/Tall
Armor: d4
1. Leather or Hide
2. Mail - ring, scale, or chain
3. Partial plate - this would be like having only a breastplate
4. Full plate - you're covered head to toe in metal
Melee weapon: d10, or a d8 if you want to do away with the larger, two-handed weapons
1. Dagger
2. Short sword or Club
3. Axe
4. Longsword
5. Mace
6. Morningstar
7. Flail
8. Hammer
9. Battleaxe
10. Greatsword
Ranged weapon: d8, or a d6 if you want to do away with polearms
1. Sling
2. Crossbow
3. Shortbow
4. Bow
5. Longbow
6. Greatbow
7. Spear
8. Halberd
Shield: d6
1. Hide
2. Wood
3. Bronze
4. Iron
5. Steel
6. Large/Tall
Armor: d4
1. Leather or Hide
2. Mail - ring, scale, or chain
3. Partial plate - this would be like having only a breastplate
4. Full plate - you're covered head to toe in metal
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