Adventures in the World of a Few
Special Character Generation
Characters of Fate
These character generation rules have been offered as a means to create special characters that carry with them the unique beneficence of those that go into the world with a certain naivete and fated providence. These characters are mostly generated randomly, and are surely the products of their upbringing and good (or bad) fortune. It should be noted that when designing a Character of Fate, one should not go into the process with the intention of creating something specific, but should instead revel in the opportunity to allow the prescient Will of the West to show itself in the process.
Choose Race: Race selection is normal and you gain all of the benefits of your race selection. This is to be done BEFORE rolling ability scores, but may be done after rolling or choosing a background for continuity purposes.
Choose Background: Or determine it randomly using the following chart:
|4 or 5||Criminal|
|7, 8, or 9||Farmer|
|10, 11, or 12||Fishermen|
|16 or 17||Hermit|
|19 or 20||Outlander|
|21 or 22||Prisoner|
|23 or 24||Prostitute|
|29 or 30||Urchin|
Backgrounds, likewise to races, operate as normal.
Ability Scores: Roll them straight down (Strength first, then Constitution, Dexterity, Intelligence, Wisdom, and last Charisma) using the traditional method and forego the re-roll of 1’s.
Class Selection: You do not choose a class at character generation and you have only a +1 Proficiency bonus.
Starting Equipment: You do not receive funds or equipment based upon your class. Instead, you gain only what was offered by your background along with an implement pertaining to your background that you may use as a weapon (a pitchfork if you’re a farmer, a fishing spear as a fisherman, a short sword as a soldier, etc. Clear your choice with your GM for modified weapon stats.)
Luck: You are lucky. You are special in that unattainable way that befuddles even the most ardent statisticians. Maybe it’s divine providence, and maybe it’s purely genetic circumstance, but by whatever means, you gain an ability score called “Luck.” Roll 4d4 + 2 on the following chart to determine your starting Luck score and modifier:
|6, 7, or 8||1|
|9, 10, 11, or 12||2|
|13, 14, or 15||3|
|16 or 17||4|
- If you find yourself in dire straits, you may burn the Luck Ability Score itself in order to do any of the following: grant yourself Advantage on a single d20 roll, impose Disadvantage on an enemy, add a single damage dice to any damage roll, etc. Be reasonable, and you might be Lucky. Alternatively, you may instead burn 2 points of your Luck Ability Score in order to automatically treat a Death Saving Throw as though you rolled a Natural “20”.
- Your Luck Modifier can be specially used along with burning a Luck Point once per level to modify a roll according to your Luck Modifier.
Example: You are a level 4 character with a Luck score of 16. You decide that you REALLY need to land a hit on an enemy, and opt to burn a point of Luck in order to grant yourself Advantage on your attack roll. You may also add +4 to your attack or damage roll for this attack. Your Luck Score is reduced to 15. You may not decide to add a modifier to a Luck Score expenditure again until you have attained level 5. When you do so after having attained 5th level, you will only be able to add a +3 modifier to your benefit.
- Finally, you may use your Luck in any attempt at an unskilled check which you make. This is a roll-under check using a d20. Obviously, as you expend Luck, you decrease the vitality of using your Luck score in order to make Lucky checks.
Example: Your character is not especially wise, but you opt to search for a secret door, regardless. You have a current Luck score of 10. You roll 1d20 and get a result of “4”. Your character stumbles upon a nearby secret door completely by accident! How lucky of you.
Doing so burns a point of Luck after the check has been resolved.
Luck Ability Score points cannot be regained in any way. Even the Immortals and the Elder Beings Beyond the Veil of Sleep are subject to the whimsy of fortune.
Starting Hit Points: You begin with 6 + your Constitution Modifier + Your Luck Modifier hit points.
Beneficence: You are special product of stories and legends, but told from the perspective of the greatest heroes as they first set out on into the world to learn your trade long before you embark upon the quests that would make you famous. You are Jason as a young boy. You are Morgan la Fey as a flowering lady coming into her adolescence. You are Legolas as a child having just gained your adult name under the eaves of a darkening Mirkwood. You are not yet what you will later become, but you have providence on your side. First, upon gaining any level, you gain 10% of all of the experience points needed to gain the next level up front, immediately.
Second, you begin play with a special identifying object of your own making. Describe its significance. Use it as a means to understanding why you left your humble beginnings and are moving into the world as an Adventurer. Obviously this item needs to be cleared with the DM so as to generate a continuity within the narrative, but the DM encourages creativity and an opportunity for escalating significance on the creation of this artifact.
Gaining a Class and Level 1: You do not gain experience normally until you obtain a class. Gaining a class is done through a method called “Class Types.” You need 5 Class Type Points in a class type before you may choose a class of that type. Class points are gained by approaching situations in such a way as that class might dictate. For example, if your character tries to dispel a demon by obtaining and then speaking it’s True Name, you might gain a “Scholar” Class Point. If, instead, you opt to smack the demon in the face with a shovel, you might gain a “Brute” Class Point. Tricking the demon into thinking it has made a mistake and should try a different plane might get you a “Mountebank” Class Point. Rendering your faith before the beast and challenging its credulity unto nature might grant you an “Ardent” Class Point. Doing a combination of these things might net you half points (say , brandishing a Symbol of an Immortal of Benevolence then charging at it with your Faith in arms might net half an “Ardent” Class Point and half a “Brute” Class Point dependent upon the circumstances). General class points can be gained alongside more typical class points in place of Inspiration (i.e. you may spend a point of inspiration in order to grant yourself a class point of your choosing).
Once you have 5 Class Type Points in one of the four Class Types (Brute, Scholar, Mountebank, and Ardent) you may choose a class for which you qualify. Each class has a minimum Class Type Point Requirement that must be met to advance to level 1 in that class. All Class Type Points are lost when a class is chosen and must be restarted at each gained level in any class (see multiclassing below for clarification). Note that you must gain 5 points in any one Class Type category before taking a level, even if the class which you intend to use does not require 5 of any one type.
The following chart indicates the Minimum Class Type Points for each playable class in the West.
|Class||Minimum Class Type Point Requirements|
|Barbarian||Brute 4, Ardent 1|
|Bard||Any Combination: Scholar 2 or 3, Mountebank 2 or 3, Ardent 1 or 2|
|Druid||Scholar 3 or 4 and Ardent 1 or 2*|
|Paladin||Brute 3 or 4, Ardent 1 or 2*|
|Ranger||Brute 3, Scholar 1or 2 OR Mountebank 1 or 2*|
|Warlock||3 in any one Class Type and contract with a Patron|
*The total amount of points between these split requirements must be at least 5 with a minimum of the listed lower amount.
Warlocks must call upon and make a pact with Patron in play in order to gain its blessing, regardless of the number of Class Type points he or she has on reserve.
Special Level 1 Feat: You do not receive the bonus level 1 feat granted to normal, boring characters.
Multiclassing and Leveling Up: Any player that wishes to Multiclass in the future may opt to keep track of their Class Type Points and add to them throughout normal play. As they do, they will need to meet the requirements for each class into which they wish to multiclass in play both in terms of the standard ability score restrictions AND in terms of Class Type Points. After the first level, multiclassed character advance in their classes normally as they see fit.