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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 Moorcock’s 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.
if successful the character is Cavalry. 98-99 Yu (O) : If INT.CLASS BACKGROUND If a Class or occupation is not indicated by the above nationality table. subtract d6. otherwise is Infantry with Ride at only DEX x 3%. subtract d6. Priest. Character starts play with all 3 main weapons. giving + 10% to all skills) STEP THREE – CLASS SKILLS WARRIORS : All have main weapon at STR or DEX x 5%. 68-74 Argimiliar (any) : No modifications. 61-67 Isle of Purple Towns (L) : STR + d4. 9 indicates a Mate giving + 5% to all skills. indicates Assassin as well). subtract 2d4. 01-20 Warrior (Roll d10. SIZ + 1. Rolls of Priest or Sailor become Farmer. SIZ + 2. 31-45 Sailor (Roll d10. If INT or DEX exceed 9. 96-97 Oin (O) : If INT. subtract d6. otherwise Shopkeeper). Merchant. STR + d4. or Sailor rolls become Hunter. subtract 2. subtract 2. For Background. or POW exceed 9. 9-10 46-60 Hunter 61-65 Farmer 66-70 Priest 71-75 Noble 76-85 Thief 86-90 Beggar (Roll for afflictions). if SIZ exceeds 9 subtract 1. with Ride at DEX x 7%. also a Warrior if STR exceeds 12. 01 is Noble. otherwise Hunter. CON + d8. 89-95 Filkhar (L) : DEX + d4. . and third weapon at STR or DEX x 3%. 91-00 Craftsman (specify Craft). or POW exceed 9. Make a LUCK roll. DEX. and INT X d100 LB. A roll of Hunter becomes Sailor. if SIZ exceeds 10. POW + d6. STR + d6. CON + d6. roll d100 and consult the following table. character is a Priest and Sorcerer. DEX + d4. 8-10 means Trader. 82-88 Lormyr (L) : INT – d4 (minimum 1). 00 Org (O) : If POW or CHA exceed 9. 57-60 Elwher/Eshmir (C) : INT + d4. 21-30 Merchant (Roll d10. one suit of armor. All characters are Hunters and Warriors and start with wooden armor. STEP TWO . If SIZ exceeds 9. If INT + POW exceeds 31. CHA – d4 (minimum 1). secondary weapon at x STR or DEX x 4%. CON + d6.2 50-56 Weeping Waste (O) : STR + d6. 75-81 Pikarayd (C) : STR + 2d4. CON + d6. Refer to the section after for details of skill selection and starting levels. CON + d6. 10 indicates a Captain. DEX.
but can upgrade to armor of choice if he makes a successful Credit skill roll. a Merchant with INT + POW exceeding 31 has a 50% chance of being a Sorcerer. Fast Talk at CHA x 5%. Trap at DEX or POW x 5% (doubled in homeland). For each year in priesthood over 25. Lorymyrian Axe. Cannot start the game with man-killer weapons or skills such as Battle Axe. Read & Write High Melnibonean at INT x 4% (double if Melnibonean). Lastly. HUNTERS : Hatchet or Spear at STR or DEX x 3%. Heavy Mace. FARMERS : Craft: Blacksmith at STR x 2%. 2-Handed Spear at STR or DEX x 2%. and d100 LB. Physik at INT or POW x 4%. Cannot start the game with man-killer weapons or skills such as Battle Axe. Greatsword. Track at INT or POW x 5% (doubled in homeland). Bargain at CHA or POW x 3%. Starts with a weapon and leather armor. Sailors begin with a weapon but no armor. Evaluate at INT x 8%. Greatsword. Heavy Mace. Mates with INT x 5d20 LB. Bow at DEX x 3%. Sea Axe. gains 1 .3 ASSASSINS : In addition to Warrior skills above. Cudgel at DEX or STR x 3%. Hide or Move Silently (choose one) at DEX x 5% (doubled in homeland). Move Quietly at DEX x 7% (doubled in homeland). Dagger at STR or DEX x 3%. Sea Axe. PRIESTS : Read & Write Common at INT x 8%. Lorymyrian Axe. Oratory CHA x 3%. Small Axe at DEX or STR x 2%. Poison Lore at INT x 3%. Greatsword. Search at POW x 3%. Starting money and equipment is as Warrior. Swim at STR or DEX x 5%. Start with a cudgel. Natural World & Potion Lore at INT x 4% (double in homeland). MERCHANTS : Main weapon at STR or DEX x 4%. Read & Write Low Melnibonean at INT x 6% (double if Melnibonean). Lorymyrian Axe. and INT x d20 LB. Craft: Knots & Ropes at DEX x 7%. or Filkharian pike. and Captains with 10d20 LB. or Filkharian pike. Natural World & Potion Lore at INT x 2% (doubled in homeland). Bargain at POW or CHA x 4% (doubled in homeland). Hunters start with a bow. 12 arrows. SAILORS : Weapon at STR or DEX x 4%. Blacksmith at STR or INT x 2%. Climb at STR or DEX x 4% (doubled when in sail rigging). and INT x d20 LB. Craft: Balance at DEX x 5%. or Filkharian pike. Captains and Mates have Navigation at INT x 8% (doubled in home waters). Unless a Warrior-Priest. Sea Axe. Other Language at INT x 7%. Heavy Mace. Listen at POW x 5%. plus INT x 5d100 LB. cannot start the game with man-killer weapons or skills such as Battle Axe. Track at INT or POW x 2%. hatchet. Hide at DEX x 4% (doubled in homeland).
Craft: Cut Purse at DEX + d100%. or Filkharian pike. Evaluate at INT x 5%. Sea Axe. 02 Missing right ear – Half Listen skill 03 Missing left ear – Half Listen skill 04 Dumb – Can’t speak or make sounds 05 No tongue – Can’t speak. Heavy Mace. Greatsword. and second class is automatically Chaos Priest. and must roll on the following Afflictions table. Read & Write Common a INT x 3%. THIEVES : Concealable weapon at STR or DEX x 4%. Starts with a dagger and 5d100 LB per month from temple as long as he or she serves the faith. Cannot start the game with man-killer weapons or skills such as Battle Axe. If the Noble has INT of 13 or higher. Move Quietly at DEX x 5%. Sea Axe. ALL weapons at 10% + 1% per beggar over one. Noble characters start with property of 10. BEGGARS : Craft: Begging at POW or CHA x 6%. or be 1d6+1 persons from the throne if Noble is rolled again. Any further Other Language skills taken also include Speaking. Jump at d100 + STR or DEX%. Sea Axe. Conceal Object at d100 + DEX%. 50% chance of also being a Sorcerer if INT + POW exceed 31. Search at POW x 7% Craft: Pick Lock at DEX x 5%. Lorymyrian Axe. Listen at POW x 7%. AFFLICTIONS 01 Half blind – Can’t use missile weapons. Dagger at STR or DEX x 5%. a picklock. Lorymyrian Axe. plus weapons and armor of choice and 100 x d100 LB in cash. Thieves start with a dagger. Lorymyrian Axe. can moan 06 Missing right eye – Half to missile skills 07 Missing left eye – Half to missile skills . Any further Literacy skill taken automatically includes Speaking. Beggars have to pay double for other weapon skills. Heavy Mace. Climb at d100 + DEX%. or Filkharian pike. Has 2d6 points of Elan already. Cannot start the game with mankiller weapons or skills such as Battle Axe. and 5d20 LB.4 POW. Heavy Mace. may roll again on Class Background and add those skills if another class is rolled. second weapon at STR or DEX x 2%. Search at POW + d100%. Noble characters are the leaders in any group unless another Noble of higher CHA is present. Bargain at CHA or POW x 6%. or Filkharian pike unless second class is Warrior. NOBLES : Bargain at INT or POW x 4%. Greatsword. can be Sorcerer. another weapon. Beggars start with nothing and d6 LB. Greatsword. first weapon at STR or DEX x 4%.000 x d100 LB in their homeland. Cannot start the game with man-killer weapons or skills such as Battle Axe. If INT + POW exceed 31.
31 Smells – Lose d6 CHA and Fast Talk by half. 22 Missing left arm – As 18 above. 35-00 Fake! Roll again using only a d20.Roll versus Luck (POW x 5%) when in a dramatic or stressful situation. 25 Missing right arm and leg – As 19 and 21. For every day spent practicing their craft and not adventuring. left leg – As 19 and 20. CRAFTSMEN : Choose a Craft. 23 Missing right arm – As 19 above. they earn a number of LB . 29 Grossly fat – Plus d4 to Hit Points. Craftsmen can make a skill roll. Craftsmen who exceed 90% can teach other characters up to an improvement of 10% in skill. Failure reduces all skills by 10%. half all DEX skills using feet. 20 Missing left foot – Half MOV. 28 Bald and scabrous – Lose d6 CHA and Fast Talk by half. 17 Missing 2d4 toes – Minus 2% per toe missing for all DEX skills using feet. 21 Missing right foot – Half MOV. and can charge the market price as determined in consultation with the GM. half all DEX skills using feet. plus d4 to MOV. Beggar appears to have the affliction rolled but is actually faking it through clever use of make up or disguise. 27 Missing right arm. 26 Missing left arm. then add 3 to the attribute the craft is based on. right leg – As 18 and 21. 16 Missing 2d4 fingers – Minus 2% per finger missing for all DEX skills using hands. 34 Alcoholic .5 08 Missing nose – Can’t 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. If successful.Roll versus Luck (POW x 5%) when in a dramatic or stressful situation. 18 Missing left hand – No skills possible with this hand. Failure reduces all skills by half. lose 1d4 Hit Points per minute until healed 13 Scurvy – Any damage taken causes a roll on the Major Wound table. 32 Delusionary . 14 The shakes – Roll versus Luck (POW x 5%) when in a dramatic or stressful situation. 24 Missing left arm and leg – As 18 and 20. 15 Fits – Roll versus Luck (POW x 5%) when in a dramatic or stressful situation. 33 Lice-ridden – Lose d6 CHA and Fast Talk by half. 30 Living skeleton – Minus d4 to Hit Points (minimum 1). 19 Missing right hand – No skills possible with this hand. minus d4 to MOV. Crafts skill starts at attribute x 7%. Craftsmen start with tools of their trade and INT x 2d100 in LB.
neither. other gods) you wish your character to worship. Characters can use these to purchase skills not listed in the class description at a rate of attribute x 1% per skill point. Noble. .. then use these to buy any equipment besides that given in the class description. Beggars must pay DOUBLE for weapon skills. if the character has an INT + POW of 32 or greater and is a Priest. Orator POW based crafts : Torturer. Remember. roll d6 + 2 to determine other skill points. sorcery. Actor. STEP FIVE : ALIGNMENT AND SORCERY Next. SORCERY Only characters with an INT + POW of 32 or greater can become Sorcerers. choose which alignment (Law. Finally. or Merchant. Mason/Bricklayer CHA based crafts : Bard. Characters can also spend LB on hirelings. Gambler STEP THREE : OTHER SKILLS Next. transport. STEP FOUR : MONEY AND EQUIPMENT Roll for Large Bronzes as indicated above. Balance. Chaos. Other classes have to learn sorcery during the course of play. while Nobles or Merchants fulfilling this requirement have a 50% chance of beginning as Sorcerers. CRAFT EXAMPLES : Crafts are usually described in terms of a profession and skill is based on an appropriate attribute: DEX based crafts : Painter. Priests fulfilling this requirement at creation are automatically Sorcerers. he is also a sorcerer and may choose one Spell or a Demon determined by the Gamemaster. Fletcher STR based crafts : Blacksmith. Armorer.6 equal to the difference between their skill and the number rolled (LB earned = Skill level – successful d100 roll). Embroiderer. or information at a cost determined in consultation with the Gamemaster.
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