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1 Old Stormbringer Character Creation Rules Adapted for Elric! or BRP.

The greatest piece of setting color in the old Stormbringer RPG was the random character generation method. It could result in a party composed of a powerful Melnibonean sorcerer, a newly-recruited Vilmarian warrior, and a diseased Nadsokarian beggar, which allowed gonzo roleplaying at its finest and reflected the otherworldly feel of characters in Moorcocks books excellently. Although this adaptation was made from 1st edition Stormbringer rules for use with the Elric! RPG, it can also be easily adapted for BRP or Runequest. A NOTE ON SKILLS To facilitate quicker character generation and add greater weight to attributes, skill percentages are calculated by multiplying an appropriate attribute. If a choice of attributes is given, use common sense as to which applies and if both do, use the higher value. For example, if a Warrior character with STR of 17 and DEX of 9 is choosing his first weapon skill (STR or DEX x 7%), obviously a short sword could use either STR or DEX as base, while a bow could only use DEX, and a Greatsword only STR. The player would probably prefer to choose a weapon based on STR to get a higher skill (17 x 7 = 119%), as opposed to the lower skill given by DEX (9 x 7 = 63%). Additionally, it is recommended that weapon skills be separated into Attack and Parry skills as per Stormbringer, instead of the one skill as per Elric!. STEP ONE - CHARACTER NATIONALITY Roll d100 and consult the following table for nationality. Next, roll 3d6 for each attribute and apply all modifiers. Suggested allegiance is in brackets, but players are free to choose any or none as they see fit. (C) = Chaos, (L) = Law, (B) = Balance, (O) = Other, (N) = None. If class (i.e. Warrior, Priest, Noble, etc) is not indicated, proceed to Step Two. 01-02 Melnibone (C) : INT + d10, POW + 2d6, SIZ + 3. All Melniobneans are Warriors and Nobles, and also Sorcerers if INT + POW exceed 31. 03-05 Pan Tang (C) : INT + d8, POW + d8, SIZ + 1. If INT + POW exceed 31, character is Priest and Sorcerer, and has a 20% chance to be a Noble. 06-08 Myrrhyn (O) : INT + d6, POW + d6, if female CHA + d6, if SIZ is over 9, subtract 2. If INT + POW exceed 31, character is a Sorcerer. On Class Background, all Sailor, Thief, and Beggar rolls become Warrior. 09-12 Dharijor (C) : CON + d4. 13-16 Jharkor (L or C) : DEX + d4, CHA d4 (minimum 1). 17-24 Shazaar (L) : CON + d6. 25-29 Tarkesh (L or B) : CON + d4, if SIZ exceeds 9 subtract 1. Farmer and Hunter rolls change to Sailor. 30-37 Vilmir (L) : No modifications. 38-44 Ilmiora (any) : CHA + d4. 45-49 Nadsokor (C or O) : CON d6 (minimum 1), CHA d6 (minimum 1). All Beggars roll for Afflictions.

2 50-56 Weeping Waste (O) : STR + d6, DEX + d4, CON + d6, CHA d4 (minimum 1), if SIZ exceeds 9 subtract 1. All characters are Hunters and Warriors and start with wooden armor. 57-60 Elwher/Eshmir (C) : INT + d4, POW + d6, if SIZ exceeds 10, subtract 2. If INT + POW exceeds 31, character is a Priest and Sorcerer, also a Warrior if STR exceeds 12. 61-67 Isle of Purple Towns (L) : STR + d4, CON + d6. A roll of Hunter becomes Sailor. 68-74 Argimiliar (any) : No modifications. 75-81 Pikarayd (C) : STR + 2d4, SIZ + 1. 82-88 Lormyr (L) : INT d4 (minimum 1), SIZ + 2. 89-95 Filkhar (L) : DEX + d4. 96-97 Oin (O) : If INT, DEX, or POW exceed 9, subtract d6; CON + d6. Rolls of Priest or Sailor become Farmer. 98-99 Yu (O) : If INT, DEX, or POW exceed 9, subtract d6; STR + d6, CON + d6. Priest, Merchant, or Sailor rolls become Hunter. 00 Org (O) : If POW or CHA exceed 9, subtract 2d4; If INT or DEX exceed 9, subtract d6; CON + d8, STR + d4. If SIZ exceeds 9, subtract 2. For Background, 01 is Noble, otherwise Hunter. STEP TWO - CLASS BACKGROUND If a Class or occupation is not indicated by the above nationality table, roll d100 and consult the following table. Refer to the section after for details of skill selection and starting levels. 01-20 Warrior (Roll d10, 9-10 46-60 Hunter 61-65 Farmer 66-70 Priest 71-75 Noble 76-85 Thief 86-90 Beggar (Roll for afflictions). 91-00 Craftsman (specify Craft).

indicates Assassin as well). 21-30 Merchant (Roll d10, 8-10 means Trader, otherwise Shopkeeper). 31-45 Sailor (Roll d10, 9 indicates a Mate giving + 5% to all skills, 10 indicates a Captain, giving + 10% to all skills) STEP THREE CLASS SKILLS

WARRIORS : All have main weapon at STR or DEX x 5%, secondary weapon at x STR or DEX x 4%, and third weapon at STR or DEX x 3%. Make a LUCK roll; if successful the character is Cavalry, with Ride at DEX x 7%, otherwise is Infantry with Ride at only DEX x 3%. Character starts play with all 3 main weapons, one suit of armor, and INT X d100 LB.

ASSASSINS : In addition to Warrior skills above, Poison Lore at INT x 3%, Search at POW x 3%, Move Quietly at DEX x 7% (doubled in homeland), Hide at DEX x 4% (doubled in homeland), Listen at POW x 5%. Starting money and equipment is as Warrior. MERCHANTS : Main weapon at STR or DEX x 4%, Other Language at INT x 7%, Fast Talk at CHA x 5%, Bargain at POW or CHA x 4% (doubled in homeland), Evaluate at INT x 8%. Starts with a weapon and leather armor, but can upgrade to armor of choice if he makes a successful Credit skill roll, plus INT x 5d100 LB. Lastly, a Merchant with INT + POW exceeding 31 has a 50% chance of being a Sorcerer. SAILORS : Weapon at STR or DEX x 4%, Swim at STR or DEX x 5%, Craft: Knots & Ropes at DEX x 7%, Climb at STR or DEX x 4% (doubled when in sail rigging), Craft: Balance at DEX x 5%. Captains and Mates have Navigation at INT x 8% (doubled in home waters). Sailors begin with a weapon but no armor, and INT x d20 LB, Mates with INT x 5d20 LB, and Captains with 10d20 LB. HUNTERS : Hatchet or Spear at STR or DEX x 3%, Bow at DEX x 3%, Trap at DEX or POW x 5% (doubled in homeland), Hide or Move Silently (choose one) at DEX x 5% (doubled in homeland), Track at INT or POW x 5% (doubled in homeland), Blacksmith at STR or INT x 2%. Cannot start the game with man-killer weapons or skills such as Battle Axe, Greatsword, Lorymyrian Axe, Sea Axe, Heavy Mace, or Filkharian pike. Hunters start with a bow, 12 arrows, and d100 LB. FARMERS : Craft: Blacksmith at STR x 2%, Track at INT or POW x 2%, Cudgel at DEX or STR x 3%, Small Axe at DEX or STR x 2%, 2-Handed Spear at STR or DEX x 2%, Natural World & Potion Lore at INT x 2% (doubled in homeland). Cannot start the game with man-killer weapons or skills such as Battle Axe, Greatsword, Lorymyrian Axe, Sea Axe, Heavy Mace, or Filkharian pike. Start with a cudgel, hatchet, and INT x d20 LB. PRIESTS : Read & Write Common at INT x 8%, Read & Write Low Melnibonean at INT x 6% (double if Melnibonean), Read & Write High Melnibonean at INT x 4% (double if Melnibonean), Dagger at STR or DEX x 3%, Natural World & Potion Lore at INT x 4% (double in homeland), Physik at INT or POW x 4%, Oratory CHA x 3%, Bargain at CHA or POW x 3%. Unless a Warrior-Priest, cannot start the game with man-killer weapons or skills such as Battle Axe, Greatsword, Lorymyrian Axe, Sea Axe, Heavy Mace, or Filkharian pike. For each year in priesthood over 25, gains 1

4 POW. If INT + POW exceed 31, can be Sorcerer. Any further Literacy skill taken automatically includes Speaking. Has 2d6 points of Elan already. Starts with a dagger and 5d100 LB per month from temple as long as he or she serves the faith. NOBLES : Bargain at INT or POW x 4%, first weapon at STR or DEX x 4%, second weapon at STR or DEX x 2%. Any further Other Language skills taken also include Speaking. If the Noble has INT of 13 or higher, may roll again on Class Background and add those skills if another class is rolled, or be 1d6+1 persons from the throne if Noble is rolled again. 50% chance of also being a Sorcerer if INT + POW exceed 31, and second class is automatically Chaos Priest. Cannot start the game with mankiller weapons or skills such as Battle Axe, Greatsword, Lorymyrian Axe, Sea Axe, Heavy Mace, or Filkharian pike unless second class is Warrior. Noble characters start with property of 10,000 x d100 LB in their homeland, plus weapons and armor of choice and 100 x d100 LB in cash. Noble characters are the leaders in any group unless another Noble of higher CHA is present. THIEVES : Concealable weapon at STR or DEX x 4%, Dagger at STR or DEX x 5%, Read & Write Common a INT x 3%, Climb at d100 + DEX%, Conceal Object at d100 + DEX%, Jump at d100 + STR or DEX%, Listen at POW x 7%, Search at POW + d100%, Move Quietly at DEX x 5%, Craft: Cut Purse at DEX + d100%, Evaluate at INT x 5%. Cannot start the game with man-killer weapons or skills such as Battle Axe, Greatsword, Lorymyrian Axe, Sea Axe, Heavy Mace, or Filkharian pike. Thieves start with a dagger, another weapon, a picklock, and 5d20 LB. BEGGARS : Craft: Begging at POW or CHA x 6%, Bargain at CHA or POW x 6%, Search at POW x 7% Craft: Pick Lock at DEX x 5%, ALL weapons at 10% + 1% per beggar over one. Cannot start the game with man-killer weapons or skills such as Battle Axe, Greatsword, Lorymyrian Axe, Sea Axe, Heavy Mace, or Filkharian pike. Beggars have to pay double for other weapon skills. Beggars start with nothing and d6 LB, and must roll on the following Afflictions table. AFFLICTIONS 01 Half blind Cant use missile weapons. 02 Missing right ear Half Listen skill 03 Missing left ear Half Listen skill 04 Dumb Cant speak or make sounds 05 No tongue Cant speak, can moan 06 Missing right eye Half to missile skills 07 Missing left eye Half to missile skills

5 08 Missing nose Cant detect poison by smell 09 Tooth decay Half to Persuade when face to face 10 Open sores lose 3 CHA when visible 11 Leprosy CHA halved when visible 12 Hemophelia When cut, lose 1d4 Hit Points per minute until healed 13 Scurvy Any damage taken causes a roll on the Major Wound table. 14 The shakes Roll versus Luck (POW x 5%) when in a dramatic or stressful situation. Failure reduces all skills by 10%. 15 Fits Roll versus Luck (POW x 5%) when in a dramatic or stressful situation. Failure reduces all skills by half. 16 Missing 2d4 fingers Minus 2% per finger missing for all DEX skills using hands. 17 Missing 2d4 toes Minus 2% per toe missing for all DEX skills using feet. 18 Missing left hand No skills possible with this hand. 19 Missing right hand No skills possible with this hand. 20 Missing left foot Half MOV, half all DEX skills using feet. 21 Missing right foot Half MOV, half all DEX skills using feet. 22 Missing left arm As 18 above. 23 Missing right arm As 19 above. 24 Missing left arm and leg As 18 and 20. 25 Missing right arm and leg As 19 and 21. 26 Missing left arm, right leg As 18 and 21. 27 Missing right arm, left leg As 19 and 20. 28 Bald and scabrous Lose d6 CHA and Fast Talk by half. 29 Grossly fat Plus d4 to Hit Points, minus d4 to MOV. 30 Living skeleton Minus d4 to Hit Points (minimum 1), plus d4 to MOV. 31 Smells Lose d6 CHA and Fast Talk by half. 32 Delusionary - Roll versus Luck (POW x 5%) when in a dramatic or stressful situation. 33 Lice-ridden Lose d6 CHA and Fast Talk by half. 34 Alcoholic - Roll versus Luck (POW x 5%) when in a dramatic or stressful situation. 35-00 Fake! Roll again using only a d20. Beggar appears to have the affliction rolled but is actually faking it through clever use of make up or disguise. CRAFTSMEN : Choose a Craft, then add 3 to the attribute the craft is based on. Crafts skill starts at attribute x 7%. Craftsmen who exceed 90% can teach other characters up to an improvement of 10% in skill, and can charge the market price as determined in consultation with the GM. Craftsmen start with tools of their trade and INT x 2d100 in LB. For every day spent practicing their craft and not adventuring, Craftsmen can make a skill roll. If successful, they earn a number of LB

6 equal to the difference between their skill and the number rolled (LB earned = Skill level successful d100 roll). CRAFT EXAMPLES : Crafts are usually described in terms of a profession and skill is based on an appropriate attribute: DEX based crafts : Painter, Embroiderer, Fletcher STR based crafts : Blacksmith, Armorer,, Mason/Bricklayer CHA based crafts : Bard, Actor, Orator POW based crafts : Torturer, Gambler STEP THREE : OTHER SKILLS Next, roll d6 + 2 to determine other skill points. Characters can use these to purchase skills not listed in the class description at a rate of attribute x 1% per skill point. Remember, Beggars must pay DOUBLE for weapon skills. STEP FOUR : MONEY AND EQUIPMENT Roll for Large Bronzes as indicated above, then use these to buy any equipment besides that given in the class description. Characters can also spend LB on hirelings, transport, sorcery, or information at a cost determined in consultation with the Gamemaster. STEP FIVE : ALIGNMENT AND SORCERY Next, choose which alignment (Law, Chaos, Balance, neither, other gods) you wish your character to worship. Finally, if the character has an INT + POW of 32 or greater and is a Priest, Noble, or Merchant, he is also a sorcerer and may choose one Spell or a Demon determined by the Gamemaster. SORCERY Only characters with an INT + POW of 32 or greater can become Sorcerers. Priests fulfilling this requirement at creation are automatically Sorcerers, while Nobles or Merchants fulfilling this requirement have a 50% chance of beginning as Sorcerers. Other classes have to learn sorcery during the course of play.