Sunday, 17 November 2024

Ability Scores as Origin Stories

A particularly 'high STR, low INT' adolescence

 Ability Scores as Origin Stories


3d6 down the line? Not this time. What if the process for rolling a character’s ability scores could be used to generate their backstory? This is the system for it. This system assumes a standard array of 6 ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom* and Charisma. Rolling for your ability scores is broken into three stages - childhood, adolescence and young adulthood. For each stage roll 6d6 (one for each ability) and a d30. The d30 will direct you to a notable event or mood in that stage of your character’s life. This event will influence how your ability scores are distributed for that life stage. Each event will determine to which of the six ability scores the highest and lowest of your d6 results must be placed. Once placed, the remaining four results of your 6d6 roll must be assigned to your other four ability scores. You may assign them in any order you wish but each ability must have a roll assigned to it, you cannot double up. Repeat this again for the other life stages, once complete your character should have their final array of six ability scores (made up from three dice, each rolled during a different stage of your character’s life) ranging from 3-18 and an interesting origin story to match them.


Some of the d30 table entries are vibes, some are specific events or a change in circumstances. You must interpret and detail them as you see fit. These events are a prompt, you are encouraged to expand on them or add personal touches to fit the evolving backstory. Your character’s circumstances may appear to change quite drastically between events, consider how this happened and why.


Results of 6 and 1 will often be the highest and lowest results of the 6d6 roll, these results will be directed toward a certain ability by your character’s life event. However, any additional results of 1 or 6 are special and represent something to your character and had some impact on their life. When assigned to a stat, any of these additional 6/1 results become Anecdotes. You, the player, should detail a life event or description to match their character’s extremely high or low ability at that age. For example, I have rolled two 6’s, two 1’s and two other middling results on my 6d6 roll for my character’s adolescence. The character’s life event means I must place the 6 in Intelligence and the 1 in Wisdom, that event is detailed. I could then place the 6 in Strength, stating my character ‘once pulled her drunken father from the village well’ to reflect this high strength stat, I then place the 1 in Dexterity and give the Anecdote; ‘but she failed to harpoon the jelly-beast that would mortally wound him the next summer’. The Anecdotes don’t need to be related but it can help your ideation. 


There remains the potential to roll six 6’s, six 1’s or six 3’s, so whatever your result on the d30 tables, it won't make sense. In such a rare instance that you roll so very well or so very poorly, feel free to ignore your rolled event and freely describe that stage in your wunderkind/blunderkind life - being overwhelmingly excellent, entirely average or otherwise. 


*For the sake of definitions, Wisdom refers to perception, will-power and affects saving-throws.


The Inciting Incident: 

Once you have completed the Young Adulthood stage and totalled your ability scores consider what was the inciting incident that led you to become an adventurer. It may be evident from your young adulthood event or it could be something different entirely. This is whatever propelled your character into action and should be based in the backstory you have assembled. It is also an opportunity to redirect the character’s personality to something you are more comfortable with. Remember, be dramatic. 


Optional Death Meme Rule: Because people like that you can die during Traveller's character creation system. Now you can in DnD. If any stat should total 3 by adulthood, the character dies. Tell everyone how. 


What if this for? Why?

It’s fun to roll on? Certainly, this has something to do with my nostalgia for detailed, random creation character creation - the 3.5 Hero Builder’s Handbook was a guilty pleasure when I was younger. But this system could prove quite useful for solo play or some kind of OSR campaign where characters don’t die frequently and begin play with detailed backstories () or for groups who enjoy both the character creation process and random generation. You might also use it to create interesting NPCs for your players to encounter. 


Now, on with the Childhood, Adolescence and Young Adulthood life event tables!



- Childhood d30:

    High Low

1. Strength → Dexterity

As a child, you were expected to work. You could carry heavy loads but were clumsy and often chastised for breaking things.

2. Strength → Constitution

Even from an early age your childhood was tough and full of hard work, the gruelling labour made you as strong as it did sick.

3. Strength → Wisdom

You'd pick fights with much larger children - it was foolish but occasionally you'd win.

4. Strength → Intelligence

A bit of a bully, when it came to who knew best you could only win arguments with your fists.

5. Strength → Charisma

What a big brute of a child you were! You had no friends - just cronies who were scared you'd duff them up.

6. Dexterity → Strength

As a child, you were always running, jumping, and dodging with surprising agility. That's how it had to be, you couldn't let the stronger kids catch you again.

7. Dexterity → Constitution

You were a pale, waifish child - graceful but sickly.

8. Dexterity → Wisdom

You'd often climb to great, precarious heights and sneak into places you shouldn't be or couldn't get out of.

9. Dexterity → Intelligence

You were always the fastest kid around, life was fast and fun but you couldn't focus on anything for long.

10. Dexterity → Charisma

You were a wild child who spent more time climbing, crawling and running than making friends.

11. Constitution → Strength

You were born small, no one thought you'd survive. You proved them wrong.

12. Constitution → Dexterity

You were such a clumsy child, covered in bruises and scrapes - you never cried though - too tough for that.

13. Constitution → Wisdom

Once as a child you became lost in the wilderness for several days. You were tough enough to survive but continued to get lost easily.  

14. Constitution → Intelligence

You were tough or had to become tough quickly. As a child, you worked hard and received no education at all.

15. Constitution → Charisma

You were tough, pain-tolerant to the point it made the other children think you weird - and weird you were.

16. Wisdom → Strength

Being small and weak in a tough home gave you a perception others lacked.

17. Wisdom → Dexterity

You knew there was going to be a terrible accident but you couldn't stop it in time.

18. Wisdom → Constitution

You were gravely ill and bed bound for most of your early childhood, only your willpower kept you alive. 

19. Wisdom → Intelligence

You had no home, you had to get wise quickly and when you're trying to survive there's no time to learn anything else.

20. Wisdom → Charisma

You often made observations aloud that adults and children didn't like.

21. Intelligence → Strength

Your scrawny arms weren't fit for work but it never stopped you carrying those books around with you.

22. Intelligence → Dexterity

You were hopeless at games so you spent your time observing the world or reading.

23. Intelligence → Constitution

You only ever stopped asking questions when you were asleep, which was often as you always felt tired.

24. Intelligence → Wisdom

You were a clever kid and you thought that was enough to get you by. 

25. Intelligence → Charisma

Even as a small child knew you were smarter than other children, you couldn't relate to them or even some adults. You spent much of your time alone.

26. Charisma → Strength

Folk were worried that such a small baby wouldn't live long, but as you grew you tried to waylay their worries with jokes, tales and joviality.

27. Charisma → Dexterity

The other kids loved you, you couldn't keep up with their games so they carried you. 

28. Charisma → Constitution

You were a fragile child and so quickly developed the ability to talk your way out of trouble and make friends with bigger children.

29. Charisma → Wisdom

You were able to convince your friends to sometimes do dangerous dares and challenges. Once you lead your friends into a very fraught situation but you were unable to 

30. Charisma → Intelligence

You could win over children and adult's with your charm and wit, but academic pursuits felt tedious and unengaging.



- Adolescence d30: 

    High Low

1. Strength → Dexterity

You tried to woo a potential paramour with your body but fell flat on your face.

2. Strength → Constitution

You fought off a beast. Folk thought you a hero but its bite left you with a lingering limp.

3. Strength → Wisdom

You became stronger but could be rather suggestible, your strength was a tool used by peers that didn't care for you. 

4. Strength → Intelligence

Book-learning felt difficult now, what became easier was throwing your rivals to the ground.

5. Strength → Charisma

Who needs a personality when you've got muscles?

6. Dexterity → Strength

You were more of a dancer than a fighter. Your moves impressed but your punches didn't.

7. Dexterity → Constitution

You were a sneaky kid and soon, by one means or the other, your mind turned to crime. Frequent trips to a jail cell left their mark on your constitution.  

8. Dexterity → Wisdom

You spent your nights dancing and smoking strange substances. Your body was lithe but your mind, foggy and addled. 

9. Dexterity → Intelligence

You fell in with a fast and loose crowd, life was full of tricks and japes. But soon things got serious… duels, brawls, crime and thievery. In these circles life was cheap and short - you were fast enough to survive but that’s all you focused on. 

10. Dexterity → Charisma

You would often slip away unnoticed from social situations, sneaking away to your favourite, most inaccessible spot.

11. Constitution → Strength

The gang thought you looked like an easy target for their 'fun' . They beat you terribly but you never let yourself fall down.

12. Constitution → Dexterity

You ate well and grew large but your size made you ungainly.

13. Constitution → Wisdom

Life was fun, you could partake in more libations and puffery than any of your friends. That said, the constant revelry made you groggy and greedy.

14. Constitution → Intelligence

Your body endured toiling and fighting remarkably - but your brain struggled with the challenges and lessons of your oncoming adulthood

15. Constitution → Charisma

The same gruelling work, day after day. There was no time for friendship, only continual toil.

16. Wisdom → Strength

The other kids might have teased you but church life isn’t so bad. It’s given you awareness and conviction others lack even if it hasn't done wonders for your muscles.

17. Wisdom → Dexterity

You were very lucky and lived through a terrible, magical event. After that, you adopted a reckless mindset—"If the gods decide my fate, why bother being cautious?"

18. Wisdom → Constitution

It was a near death experience - you thought you saw the other side. Neither you nor your body have ever quite recovered. 

19. Wisdom → Intelligence

You spent much of your adolescence in the company of wise or holy folk, your faith and mental vigour increased but you began to forget about the world and began to think dogmatically, rather than rationally.  

20. Wisdom → Charisma

You saw something uncanny, something that others couldn't see nor believe. You've been a bit odd ever since.

21. Intelligence → Strength

Your family found themself in a hard situation, you soon learnt it was better to scheme than to fight.

22. Intelligence → Dexterity

You found, or were found by, a mentor who taught you a great many things, even knowledge that others found verboten. When your mentor was in danger, you weren’t quick enough to help them. 

23. Intelligence → Constitution

Struck down by some condition in your adolescence, only books kept you company as you recuperated. 

24. Intelligence → Wisdom

You secluded yourself away in a musty room full of books and scrolls, your mind grew sharp but your wits grew dull.

25. Intelligence → Charisma

You were too curious for your own good, and after your weird relative told you some esoteric secrets about the world, you were never quite as normal again.

26. Charisma → Strength

You stood no chance if you encountered one of the local gangs so you started one of your own.

27. Charisma → Dexterity

You were immensely unpopular and soon learned how to dodge a punch.

28. Charisma → Constitution

You were struck down by a terrible and contagious disease but you were so beloved that your friends and family continued to visit and care for you. 

29. Charisma → Wisdom

You easily goaded your friends into doing something dangerous with you but someone got hurt saving your imperceptive, cowardly life. 

30. Charisma → Intelligence

You were very cocksure, thinking you were the best there was, lots of people agreed... that was till the smarter kids made you look like a fool. You remained popular, but your pride was wounded. 



- Young Adulthood d30:

    High Low

1. Strength → Dexterity

You saw they were in danger and rushed in, your strength was enough to save them but doing so left you with a lingering unsteadiness. 

2. Strength → Constitution

Life felt easy, you became stronger and few challenged you. Perhaps too easy, when that challenge came you realised you were much softer than you assumed. 

3. Strength → Wisdom

In a moment requiring action, you relied on your strength, only to find later you’d overlooked something and your effort was for nothing.

4. Strength → Intelligence

You committed a crime and were incarcerated.

5. Strength → Charisma

You grew to be tall and strong but after that one particularly ignominious incident, most considered you an oaf, a constant source of embarrassment. 

6. Dexterity → Strength

Whatever your calling, you seemed to attract altercation. When fights came, and they did, more and more, you never shied away. You relied on your skill and the maxim - defence is the best offence. 

7. Dexterity → Constitution

You spent time among the wealthy and swanned about during their ostentatious social events, you impressed many with your dancing, precision and finesse but the finer life didn’t build you any grit. 

8. Dexterity → Wisdom

You were easily enamoured, hopelessly romantic and would climb through second-story windows, perform stunts, anything to impress, you’d even steal if they wanted you to. 

9. Dexterity → Intelligence

Perhaps you regressed, or you never really grew up. Your young adulthood was fun, free and breezy.

10. Dexterity → Charisma

You became something of an outcast, a drifter, an exile. Travelling from place to place and always, always, quick on your feet.

11. Constitution → Strength

Stranded alone in some harsh environment, you body began to fail and wither away - only your innate grit and fortitude saw you through.

12. Constitution → Dexterity

You thought you were the toughest there was, your cockiness led you to defy some powerful and cruel people. You withstood some brutal punishment but they weren’t done with you yet, and you couldn’t escape their clutches. 

13. Constitution → Wisdom

You found yourself charmed, bewitched, commanded to work hard for goals that were not your own.

14. Constitution → Intelligence

You much grew to prefer a physical challenge over a mental one and your abilities and lifestyle grew to match that outlook.  

15. Constitution → Charisma

You went away for a few years. It was bad. And while you were tough enough to survive it, when you returned you never spoke about what happened - for a long time you rarely spoke at all. 

16. Wisdom → Strength

You acted when others, stronger and larger than yourself, were frozen with fear. 

17. Wisdom → Dexterity

You guided a group through a dangerous place, relying on your wits and determination to keep them safe. Though you overcame many dangers, not everyone made it - the experience left you wary, slow and hesitant to act without overthinking things.

18. Wisdom → Constitution

Circumstances began to unwind, slowly perhaps or swiftly in a great calamitous swoop. Either way, life became about survival - your wits and will grew sharper but the effects of the hardship you faced remains with you. 

19. Wisdom → Intelligence

You picked up some strange beliefs from a strange source, eschewing common knowledge. To the common folk, you seemed a fool, and to scholars, you were deranged - but your unusual perspective gave you an insight that few understood or believed. 

20. Wisdom → Charisma

You began to notice things others often missed and considered them foolish. You appeared wise, but aloof, strange and impersonal.

21. Intelligence → Strength

You sought some knowledge, skill or mystery with such vigour it left your body drained and neglected.

22. Intelligence → Dexterity

Some knowledge is better off not known at all. Whatever you learnt opened your mind but aged you beyond your years. 

23. Intelligence → Constitution

You travelled far in the pursuit of knowledge or skill but in that foreign land you were struck by a strange and debilitating sickness. 

24. Intelligence → Wisdom

You pursued knowledge relentlessly in young adulthood - your studies were only limited by temptations that your frequently lapse-prone willpower could not overcome.

25. Intelligence → Charisma

You'd debate the mysteries and wonders of the world with anyone who'd listen but fewer and fewer would.

26. Charisma → Strength

The many that pursued you were more interested in your personality than your body.

27. Charisma → Dexterity

Your young adulthood was pleasant. You charmed your peers at parties though you never, ever danced.

28. Charisma → Constitution

You couldn’t stand by any longer, neither could your fellows, leading them you stood up and challenged the status-quo - whether you succeeded or failed, you took a savage beating.

29. Charisma → Wisdom

You committed many faux pas but you made a lot of friends doing it.

30. Charisma → Intelligence

You flourished at parties and social events but you’d sneak away or bloviate when the conversation turned academic.


Here's a PDF copy, please share your results with the tables, I'd love to hear them!


Thursday, 24 October 2024

THE SELV


Hwæt! This tale begins in those earliest days when the Elves first awoke, when the world was not, and all things were beautiful. And the elves, whose fascinations were infinite, came to gather around those things most worthy of their admiration - the glimmer of the newborn stars, the newly shifting arms of clear, unfurling nebulae, the song of the cosmic breath as it passed over the flowering expanse, the glittering gemstones that scattered the twilight meadows and the mysteries of those magical processes by which creation unfolded before them. And through these gatherings, the first communities came to be and all was fair, equal and just, for all were lords and ladies of their own commonwealths of universal wonderment and splendour.

That is, save for One, HE, who was above others and whose name, now unspoken, once meant 'Most Beauteous of Creation'. HE became as a great king, HE who was the fairest of these beings, without blemish, without trace of weakness of limb or mind, vitality or song and whose grace and glory were unmatched. HE, who had come to master all of these elven fascinations, came to gather around HIM many fellow elves who basked in HIS perfection and supplicated themselves to HIS will. In turn, HE was their champion. For it was HE who slew those unknown horrors that slobbered and clawed their way from the world before. And as HE stood, victorious in battle, over their manyfold dead, HE was among the first created to feel disgust - dread. Yet further pained, HE pondered; do putrid beings foretell of what was to become of MY new world?


From then on, HE sought ways to preserve the purity and perfection of the starry, flowering realm. For it was HE who was the first to entreat the gods and HE sang of an end to the unfolding creation - that peaceful perfection abounded, and that beauty could be preserved, should but Creation cease. These songs went into the starry void without answer, nor echo. And so, HE looked with disdain at the first dawn of the neonate sun, and to HIM, the arrival of the unpocked moon was a blot on the glimmering meadows of the sky. And soon fear and malice formed in his ageless heart. So, with the wilting of the first flower and as fresh maladies first sapped the limbs of elves - with the appearance of beasts, bristling and chitinous, teeming in the roiling mud and the apes that gibbered in swelling trees - HE knew what fate HE must pursue. Such creations, both tangible and intangible, would serve only to corrupt HIS beauteous visage and pockmark HIS perfect earthly realm. And so, claiming HIS beauty as HIS right to command Elvenkind, HE proclaimed this curse to freshly afeared elves; 

“Woe unto the Creator’s creation! Woe unto the scabrous beasts that mar its face! Once pure, now befouled with crawling, hideous life - scarred and made unclean by prankish entropy! My realm shall be untainted and unmarred! Therefore, I, who am more splendid than the Sun, nobler than the Moon, fairer than the fairest star, shall be the hand to hold back the loom of Creation and by my will shall the march of time be stayed, and beauty live eternal!”

And upon swearing this terrible oath, HIS followers leapt straightway to HIS side and took the selfsame vow together, striking down any who refused. And red with spilt elven blood shone their drawn swords in the glare of the weeping, child sun. Quickly, then, they did away, down into the heart of the world. Down HE led HIS followers, deep within, and under the earth where reality remains strange, and where time itself might be kept at bay. There, in the abyss, HE wove HIS own realm, one preserved from Creation, touched only by the decay of his own heart and shaped by HIS deranged will and unspooled mind. So it was, and as strange aeons ebbed and flowed, HE and HIS followers basked in their endless spiralling beautification. There, in the deepest of all places, they preened and warped themselves beyond elvenkind, seeking to surpass the beauty that, in elder days, they had once found sacred. For they are now the Selv, starry and strange - scintillating, stelliferous entities of an eerie, alien fairness - cold, cruel and desirous.


So, it would remain, but unfurling creation could not be hidden from forever. Save for the Creator, the weird ways of the deep earth know few masters, and so, after untold Ages, the underworld's groping tendrils - its dungeons and dark places - have begun to pierce the Selv's uncanny garden-realm. Now, up through the earth; by secret fae-paths, forgotten ways and hidden elven-doors, do the Selv slink furtively to the subterranean fringes of our mortal world. Ancient folk emerging into an Age of dearth and misrule - knowing only deep magic, and the lore of the earliest dawns, the Selv know little of our myth-removed Age. Truly, their imperious sneers survey all Creation with disgust and curiosity - for you should consider yourself accursed the Selv know you not. For the keen fascination of their elven forebears beats still in the Selv’s wicked hearts, yet their study is born of self-superiority and is filled with malice and revulsion. 

And those first men to behold the Selv, to be held tranfixt upon their cruel and sickly-beauteous, shimmering forms and meet with terror their gaze, glowing with the light of underworld stars. With piercing eyes that burn darkly with contempt that wrinkles not their statue faces. 

For the Selv, mortal men are as insects before a collector’s pin, as boils before a studying surgeon or yet, with greater terror - impure clay before a master sculptor.  For many warped men, uncanny and statue-faced, with the light of the heavens springing from their mindless eyes, do lope and lunge and tear and toil at a world they now reckon as odious and unworthy. No creature, high or low, shall escape their desire - for even bats of strange angles that carry the glimmer of stars, do flutter on gossamer wings from the constellation-lit caves of the Selv.

HE lives still! Brooding against an ugly reality, in the impossible depths of the living earth within his shrinking realm, scheming. HIS goals are many; to learn of the created world and the lengths of its completion, its nature, and the nature of its inhabitants and how they may be best made beautiful or excised as a gardener might snails. Whispered voices, in deep tombs, hiss in slender tones of a great ‘War of Disgust’ against reality, when the Selv have found some means to bleach back Creation and start afresh. And yet, a needling thought, spry against the vastness of his ancient memory does pain HIM, quietly - are the Selv, his children, those ancient abominations that he did HE slay at the dawn of all things?


The Selv
Stats as Elves, (though something more special may be in order) adjust HD depending on the age of the particular Selv (HE would have the stats of something from Deities and Demigods). Selv differ from Elves in the following regards:
In combat, they always target the ugliest thing first, who they will usually attempt to slay. 
They speak to Elven PC’s before all others. 
They will attempt to capture and study those they do not exterminate.
They glow a cold white light and their weird and stunning beauty means the Selv always surprise their opponents. They are as swift and light footed and can almost always cover a great distance before being spotted. 
They inhale and exhale but once a day, they do not blink, nor sleep. They are sustained by very little, often eating a single petal per day. 

The Beautified:
The uncanny and ethereal workhorses of the Selv. The Beautified can use the stats of any creature, save that they gain +1 to ALL rolls and are unable to use any mental, spell-casting or force of personality unless instructed by a Selv to do so. 
Any creature can be beautified by the Selv using a ritualised version of a modified Polymorph Other spell. This usually takes place after an intense and unpleasant period of examination. The Beautified are always under the thrall of the Selv as a race.   

Some notes on the Selv as a faction:
The Selv are a faction designed to be able to be placed into any deep corner of any underground dungeon or adventure site. Their Selv-ways may even connect several distant dungeons across your campaign map.
Lacking the numbers to wage direct war on reality the Selv do begrudgingly seek non-Selv allies, promising beauty, exquisite gems and deep lore in exchange for favours or artefacts of great power that may aid them in the destruction of reality.
Their hierarchy is organised by most to least fair though these miniscule differences are not noticeable to non-Selv. The Beautified are essentially lobotomised works of uncanny valley art and are the lowest rung of Selv society. 
The Selv hate disease and are easily disgusted to the point of violence.  
For naming conventions take typical Tolkienesque elven names and ‘extend’ them by duplicating vowels and or consonants in weird ways. 


Myself and an elite cadre of skellington appreciators and OSR bloggers coalesced in the spirit of this spooky season to gift each other content. This was organised by Empedocles of Elemental Reductions. And glad I was to accept the call to write archaic, ape-tolkienesque nonsense in very long and unwieldy sentences! OK, my actual prompts were:
The Fall of a Great King
Beauty Rotten from the Inside
The Curse of Being Forgotten
And the format was: Faction. So, I attempted to do all three. I hope you are pleased, anonymous friend!

I am also submitting this to the RPG Blog Carnival, hosted by the great Tim Brannon of The Other Side blog - the theme HORROR AND FANTASY.