How to Design a Character
When you are ready to design a Character to play in Anarea, you need to
proceed as follows. The DM may have specified rules for a particular
Character design required, which will override what is stated here.
What follows relates to designing a Player Character for running in
Mainstream Anarea (the story of "The Champions of Anarea"), and is
the default if nothing specific has been ruled. You don't necessarily
have to follow the strict order below.
- Download the latest version of the Character Specification Spreadsheet
(Excel format). You do not have to use this, but it makes
the calculations a lot easier. (The spreadsheet automates the dice rolling for you. You need to update the
relevant cells of this by Selecting All, pressing F9 a random number of
times, and then using Paste Special to fix the data in the cells.)
- Select your Character's Race and Species (from the Beings
- People section of the website) and decide his or her sex.
(The DM may have specified that Species Equalisation applies, in which
case you will have to adjust your Character's total Level as stated under
Species Equalisation on the relevant People
page.) Complete the Race and Sex fields on the Characteristics &
Experience tab of the spreadsheet. Note that Race should be selected from
the drop-down list in the spreadsheet, so the Species Modifiers calculate
automatically.
- Roll Characteristics on 4d6 RUD,
except Sz & Hd, with 3d6 in common for DxPh/M, modifying them for
Species & sex as stated on the relevant People
page, and complete the Characteristics section of the Characteristics &
Experience tab of the spreadsheet (to do this automatically ensure "No" is
selected in the "Normal?" field in the spreadsheet in order to roll
Chars on 4d6). Note that
ordinary People are rolled using 3d6 throughout (selecting "Yes" in the
"Normal?" field in the spreadsheet rolls them on 3d6). 4d6 are used with
the DM's permission to generate exceptional Characters for adventuring.
- Give your Character a name. Define Personality & Past
History / Memories in a separate Word document, to include justification
of why he or she is on any particular mission for which he or she has
been designed. This will involve deciding Alignment, God in which
Faith is placed, and some background. Roleplaying starts here.
- Roll total Level as 8 + d100 RUD for the next 2 decimal places.
E.g. you roll 47 on d100, so you have a Character of total Level
8.47. (The base 8 may vary, depending on what Level Character the
DM has specified you should design, and whether Species Equalisation
applies. The d100 is unaffected.) Allocate Experience between the different disciplines listed
on the Characteristics & Experience tab of the spreadsheet in a
realistic manner. The Total for SL (ignoring Save +s, e.g for
Paladinhood) should correspond to the total Level you rolled.
Experience may be allocated in fractions of levels, down to 4 decimal
places. Note that it is generally assumed that 8th level is the
minimum to begin serious adventuring. Think carefully before you
take FtL < 1.
- Roll "Luck" on d100 (high is good). This is used by
the DM for unspecified purposes in approving your Character design, and
possibly in other cases.
- Roll up cash to equip your Character as 4d4 * 1000GP RUD (3d4 * 1000GP
RUD for orcs, goblins and other impoverished People) and use it to purchase
Possessions to be completed on the Possessions tab of the Spreadsheet
(see Shops section of website for
costs, availability and encumbrance). Any balance may be kept as
cash. This may need some adjustment dependent on your Character's
background and Social Class. Remember when purchasing Armour that
each 300 wt pts of encumbrance from Armour gives Dx(Ph)
-1, and each 500 wt pts of encumbrance from Armour gives triangled
Thievish Difficulty Levels.
Also watch that total encumbrance does not exceed Carrying Capacity, or movement
penalties will be incurred.
- Complete detail on Abilities tabs in spreadsheet (see Systems
section of website). Delete inapplicable tabs. Decide upon and enter
Weapons and Spells learnt (no restriction on learning time for Spells, but
learning too many can give minuses). Edit the SLLs Learnt field on the
Characteristics & Experience tab so it only SUMs SLLs from undeleted MU
tabs. Note that Weapons should be selected from the drop-down list in the
spreadsheet, so that they match exactly one of those listed in the linked Chmod-vn.xlsx
spreadsheet, or the various modifiers will not calculate automatically.
- For Fighter Weapon
Specialisation assume sufficient training has been completed so all
FtLs of Experience earned may be allocated to WS. E.g a L4 Fighter
may be WS4 in one Weapon Class or WS2 in two Weapon Classes. In addition WS1
may be allocated in Dagger, Unarmed Combat and two other Weapon Classes
(Throwing Knives and a Ranged Weapon Class are commonly chosen). If FtLs
have not been allocated (e.g. FtL is 3, and you wish to wait until FtL 4
is reached to get WS4), no extra training may be claimed (Fighters
always do their training at the last minute on earning the necessary
Experience!).
- For Thievish Level of
Mastery roll d4
weeks' training per ThL, pro-rata'ing a final d4 for any part ThL, and
allocate the training to LoM as you wish. Odd weeks of training
not giving whole LoMs may be noted against Activity Classes.
- Thief Abilities and Elementalist Abilities require pluses to be
computed if Level is greater than 1. These can be worked out from
the Experience System, assuming whole
levels were earned per claim, and average danger throughout, with no
starred casts. E,g a L2 Thief has 37.5 total pluses, a L3 Thief
has 112.5 total pluses, a Ln Thief has 37.5 * n(n-1)/2 total pluses, a
Ln El'ist has 18.75 * n(n-1)/2 total pluses. Allocate the pluses
realistically (not evenly). Delete any rows with Restricted
Activities not applicable to your Character (see the Thievish
Activity List).
- Clerics may claim total credit as the sum of ClL number of rolls on
d100 RUD.
- Druids may claim realistic unused media (it is advisable to have
purchased a Golden Sickle and Bowl for this in your Possessions).
- Languages may be claimed as stated in the Languages
System, but must be appropriate for the Character's
background. He or she will usually be FR in the native tongue for
his Species and in Valdrean (for Overworlders) or Orcish (for
Underworlders). Languages or dialects of other places he or she
has visited may usually only be claimed as K. Elves of the
Overworld will normally be FR in both Quenya and Sindarin. Clerics
will be FR in their Alignment tongue. Binders may claim KR in Old
Speech. Other MUs will not usually know any Old Speech.
- Insert the current Date (see main index
page) in the "Experience as at" field on the Characteristics
and Experience tab. The Date may affect available Clerical Gods
and current Systems. No backdated running is allowed - it has all
been assumed in the above process.
- Email the completed spreadsheet and document to the DM
for approval. You may include suggestions for possible Cultism,
Powers, Magic Items (purchase from Nima
with cash rolled, if sufficient, as for other Possessions above),
disadvantages, etc., but the DM will have the final say. The DM
always reserves the right to change or replace your Character in any way
he sees fit. There may or may not be in-character reasons for
this.
If you have any queries, ask the DM or
(subject to confidentiality of your Character) other Players.
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