GFRP – Character Creation

The Kickstarter for Forbidden Lands has recently posted an update discussing the steps to character creation for their upcoming game, so I thought this might be a good opportunity to do the same with GFRP, whilst also introducing the Attributes and Skill.

Now the design aims for GFRP are to bring the flavourful elements of WFRP into the Year Zero engine, whilst also employing relevant, fitting mechanics from other games.

And so character generation (“chargen”) here uses an (approximate) approach that is a dirty mixture of Mutant: Year Zero, WFRP, Conan 2d20, Blades in the Dark and Shadow of the Demon Lord.

What we end up with is a career-centric chargen system that in a number of steps builds a character based on their background, and offers optional (though highly recommended) random tables to generate everything.

Here are the summarised steps:

  1. Roll/choose a RACE. This provides the inital spread of Attributes (8 points spread across 4 Attributes) and grants your character one point in three skills, plus one racial talent.
  2. Roll/choose an UPBRINGING. This grants your character a free skill point and a free attribute increase. Also determines some of your starting gear (especially starting coin).
  3. Roll/choose a COMMON CAREER. This provides a list of 24 common careers that can either be rolled for or chosen, each of which has a list of skills and talents associated with that career. You choose one skill and talent at chargen. Also determines the remainder of your gear (especially weapon).
  4. Roll/choose a LIFE-CHANGING EVENT. Something transformative happened in your life, making you more susceptible to a life of adventuring. This provides the final free talent at chargen.
  5. Roll/choose a TEMPERAMENT. This defines why your character acts the way he/she does, and provides a free skill point and attribute increase.
  6. Roll/choose a PROBLEM. Like Vice in Blades in the Dark or Obligations in Star Wars EOTE, this is the major flaw in your character.  Acting on this in a session can grant bonus experience.
  7. Roll/choose a GOAL. Acting on this goal in a session can grant bonus experience.
  8. Roll/choose the FINISHING TOUCHES.  Gender, age, appearance, personality and mannerism can all be rolled randomly or chosen.
  9. Finalise the STATS. Add one final Attribute point (though no Attribute can go higher than 5) and two additional Skill points (on two different skills), redistributing earlier skill points if needed so that no skill starts with more than 2 points.
  10. Purchase additional GEAR. The last step is to purchase any additional gear with starting coin, subject to GM approval and if appropriate to the starting adventure.

What you are left with is a character with 11 points spread across 4 Attributes (none higher than 5), 8 points spread across 16 Skills (none higher than 2) and 3 Talents (based on your Race, Career and Life-Changing Event).

Seeing as how I am talking about Attributes and Skills so much here, that will be the subject of my next post.

Leave a Reply

Your email address will not be published. Required fields are marked *