Ability Scores:
- Roll 3d6 six times and write them down in order, but you can switch any one pair of ability scores. I primarily did this because your starting constitution score determines your hit points, and in a game without magical healing and with a very slim chance that your HP will increase as you level up, I wanted to allow someone who rolled that 4 in constitution to switch it out for something else if they desired.
- Hopeless Characters: If not a single score grants a bonus and several scores are very low, I will allow you to reroll all six abilities down the line again. I leave this up to the player's discretion. You do not have to take this option, and I realize that this may not be very old school, but I want everyone to have a good time.
Mutations:
- Roll mutations randomly, but if you end up with more drawbacks than beneficial mutations you have the option of re-rolling ALL of your mutations. Again, you do not have to take this option.
Other than that, I go by the book. All races are fair game and starting gold and equipment should be figured as normal.
EDIT (12/22/10):
Starting players in my campaign can choose to roll up a character using my Fantasy Quirks character creation supplement for Mutant Future.
EDIT (12/22/10):
Starting players in my campaign can choose to roll up a character using my Fantasy Quirks character creation supplement for Mutant Future.
Go get 'em!
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