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Character Generation

This is a Hackmaster v4 (aka AD&D 2.5E parody) game.

This campaign is currently in developmental/debug stages.

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Character Generation

Post by Chris1234 »

Extracted from Kenzerco's HM PHB Appendix I to allow PBEM introduction to players new to the system and to encourage sales for Kenzerco.
Players are strongly recommended to get a copy of the 4th Ed HM PHB.

Unseen Servant for player rolls. Campaign ID = 461.

Player Character Generation
Step A: Roll ability scores
Roll 7 sets of 4d6c1 (discard lowest) arrange the first six as you wish for Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Comeliness is the seventh Ability score and is set as the seventh rolled (4d6c1). For each ability, a player also needs to roll a d100 for fractional abilities. These “fractional” ability scores represent how close a character is to attaining the next integer ability score. (You’ll have a chance of raising fractional scores as you go up levels. You can also raise them in later steps with Building Points).
You can adjust Ability Scores by burning off two (2) points from one ability and adding one (1) point to another (however, Comeliness may be adjusted neither up nor down).

Step B: Choose a race
Your options will be somewhat dictated by the Ability Scores - each race has its own maximum or minimum limitations on certain abilities.
Dwarf; Ef (High, Gray, Sylvan, Grunge aka Grel, Aquatic, Drow); Gnome; Gnome Titan; Gnomeling; Half-Elf; Halfling (Hairfoot, Stout, Tallfellow, Thug); Hallf-Orc; Half-Ogre; Pixie- Fairy

Step C: Record racial abilities and talents
Consult the ‘At a Glance’ listings and record the character’s special racial abilities.
Read through the descriptions for any optional racial abilities which were not listed. Record the racial BP bonus.

Step D: Character priors and particulars
Starting Age, Handedness, Height and Weight, Social Class and Rank, Circumstances of Birth (if Illegitimate Birth determine the nature of the illegitimacy), Status of Parents, Quality of Parent, Family Heritage, Number of Siblings, Order of Birth, Status of Sibling.
Note that you are allowed to burn a Building Point and reroll if you don’t like the results of a die roll in Step D.

Step E: Quirks & Flaws
These can generate extra Building Points but can have an adverse effect on Ability Scores. Two options:
E1 Cherry Picking:You may pick up to two minor quirks or flaws and gain 2 BPs for each one you choose.
You can also pick 1 major quirk or flaw to gain an additional 4 BPs. Therefore using this method could earn you a maximum of 8 additional BPs.
E2: Rolling Randomly for Quirks/Flaws: With this method you must declare how many rolls you are going to make on the quirk and flaw tables.
RAW you can roll a maximum nine times, but for this campaign House Rule of maximum 5 applies.
The catch is you must roll at least as many times as you had declared. The tables might require you to roll additional times beyond those you had declared but if not, you must roll the exact number of times you declared.
Once you have chosen or rolled for all of your quirks and flaws, record them on your character sheet and total the number of building points you have. Also, don't forget to adjust any abilities that may have been affected by a quirk or flaw.

Step F: Record final ability scores and relevant data
Now that you’ve chosen your race and made any necessary adjustments to your ability scores for quirks or flaws you have the opportunity to adjust your fractional Ability Scores by spending as many building points as you want on them. One BP can increase a fractional Ability Score by 25. Any fractional ability Score that is increased beyond 100 by this method allows the main Ability Score (those that were
determined using 4d6r1) to be increased to the next highest integer. Once you have spent as many BPs as you want for this, record your final Ability Scores on your character sheet. Once that’s done consult tables I (A) thru I (G) and record the various bonuses and penalties the character receives for having particularly high or low scores. There should be a specific box for each bonus/penalty on your character sheet. House rulle: Ability Scores above racail maximums cost is +2BP per +25%.

Step G: Select a class and Record your class abilities and bonuses

Consult the 'At a Glance’ listings in the racial descriptions section and select a class that is available to your character’s race and one that you qualify for with your current Ability Scores.
Consult the description for the class you’ve chosen, and record any abilities and bonuses derived from that profession. For example, if your character is a thief, record
his base thieving skills. Add your BP bonus for the class you’ve chosen to your current BP total.

Step H: Finish background
At this time, you can determine how long it took your character to make it through school and/or training for his chosen class and what money he has left over.
Modify Character Starting Age (according to race). Determine Aging Effects if any. (by racial type). Determine Starting Money

Step I: Calculating your starting Honor
Now add the seven ability scores from Step A together, and divide that sum by seven (round down any fractions). Adjust the result by any modifiers for your Charisma score, character class, background or quirks and flaws. This is your starting Honor. Record the result on your character sheet. Check with the GM if any adjustments to your current total of BPs are in order.

Step J: Purchase beginning skills, proficiencies and talents
Now you can spend your building points on any skills, proficiencies or talents from any of the relevant lists subject of course to any racial/class restrictions and skill progression requirements. Each skill you purchase allows you one (1) roll of the mastery die for that skill, which can be added to your base skill mastery for that skill. You cannot buy a progression skill until you have at least a 50% in the prerequisite skill(s) for that skill. Note that you must spend the BP cost to gain weapon proficiencies. They are not automatic.

Racial Building Point Bonuses
Dwarf 10
Elf. High 12
Elf, Grunge 13
Elf, Dark 13
Gnome 10
Gnome Titan 15
Gnomeling 10
Half-Elf 11
Halfling 11
Half-Orc 8
Half-Ogre 8
Human 10
Pixie-Faire 14

Class Building Point Bonuses
Cleric 10
Druid 10
Fighter 10
Barbarian 7
Beserker 8
Cavalier 10
Dark Knight 12
Knight Errant 5
Monk 12
Paladin 12
Ranger 10
Magic-User 9
Battlemage 8
Bloodmage 11
Illusionist 9
Thief 12
Assassin 9
Bard 8

Step K: Cash in any remaining BPs for money
Each BP you have remaining can be cashed in for 25 gp. Any BPs not converted are lost.

Step L: Choose an Alignment
Abide by class restrictions when choosing your alignment.

Step M: Record Saving Throws

Step N: Roll Hit Points
Roll the appropriate hit die for your character, as indicated on the class progression table for the class you've chosen.

Step O: Record base movement
Find the character’ base movement rate and record it. Also record the encumbrance categories as well as modified movement rates and combat abilities.

Step P: Name your Character
Give your character an appropriate name and record it on your character sheet.

Step Q: Equip your character
Don’t forget to determine your character’s armor class rating for any armor worn. Also be sure to modify your base AC by your defensive adjustment.
Record the weight, size, damage, rate of fire, and range information for each weapon carried. Include type and speed factors also.
Chris1234
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Re: Character Generation

Post by Chris1234 »

Ability Scores

Strength
[Ability Score] To Hit (Damage Adjustment) / Weight Allowance, lbs (Max Press, lbs) / Open Doors (Locked) / Bend Bars & Lift Gates
[1/01] -3 (-8) / 1 (3) / 1 (NA) / 0%
[1/51] -3 (-7) / 3 (5) / 1 (NA) / 0%
[2/51] -3 (-7) / 4 (7) / 1 (NA) / 0%
[3/01] -3 (-6) / 5 (10) / 2 (NA) / 0%
[3/51] -3 (-6) / 7 (20) / 2 (NA) / 0%
[4/01] -2 (-5) / 9 (25) / 3 (NA) / 0%
[4/51] -2 (-5) / 11 (30) / 3 (NA) / 0%
[5/01] -2 (-4) / 13 (35) / 3 (NA) / 0%
[5/51] -2 (-4) / 15 (40) / 4 (NA) / 0%
[6/01] -2 (-3) / 18 (50) / 4 (NA) / 0%
[6/51] -2 (-3) / 21 (60) / 4 (NA) / 0%
[7/01] -1 (-2) / 24 (70) / 4 (NA) / 0%
[7/51] -1 (-2) / 27 (80) / 5 (NA) / 0%
[8/01] -1 (-1) / 30 (90) / 5 (NA) / 1%
[8/51] -1 (-1) / 33 (95) / 5 (NA) / 1%
[9/01] +0 (-1) / 36 (100) / 5 (NA) / 1%
[9/51] +0 (-1) / 39 (110) / 6 (NA) / 1%
[10/01] +0 (+0) / 43 (115) / 6 (NA) / 2%
[10/51] +0 (+0) / 47 (125) / 6 (NA) / 3%
[11/01] +0 (+0) / 51 (130) / 6 (NA) / 4%
[11/51] +0 (+0) / 55 (135) / 7 (NA) / 4%
[12/01] +0 (+1) / 59 (140) / 7 (NA) / 5%
[12/51] +0 (+1) / 63 (145) / 7 (NA) / 5%
[13/01] +1 (+1) / 67 (150) / 7 (NA) / 6%
[13/51] +1 (+1) / 71 (160) / 8 (NA) / 6%
[14/01] +1 (+2) / 76 (170) / 8 (NA) / 7%
[14/51] +1 (+2) / 81 (175) / 8 (NA) / 8%
[15/01] +1 (+3) / 86 (185) / 9 (NA) / 9%
[15/51] +1 (+3) / 91 (190) / 9 (NA) / 10%
[16/01] +2 (+4) / 97 (195) / 10 (NA) / 11%
[16/51] +2 (+4) / 103 (220) / 10 (NA) / 12%
[17/01] +2 (+5) / 109 (255) / 11 (NA) / 15%
[17/51] +2 (+5) / 115 (290) / 11 (NA) / 20%
[18/01] +3 (+6) / 130 (350) / 12 (3) / 25%
[18/51] +3 (+6) / 160 (480) / 14 (6) / 35%
[19/01] +3 (+7) / 200 (640) / 15 (8) / 50%
[19/51] +3 (+7) / 300 (660) / 16(9) (9) / 55%
[20/01] +3 (+8) / 400 (700) / 17 (10) / 60%
[20/51] +3 (+8) / 500 (755) / 17 (11) / 65%
[21/01] +4 (+9) / 600 (810) / 17 (12) / 70%
[21/51] +4 (+9) / 700 (865) / 18 (13) / 75%
[22/01] +4 (+10) / 800 (970) / 18 (14) / 80%
[22/51] +4 (+10) / 900 (1,050) / 18 (15) / 85%
[23/01] +5 (+11) / 1,000 (1,130) / 18 (16) / 90%
[23/51] +5 (+11) / 1,100 (1,320) / 19 (16) / 95%
[24/01] +6 (+12) / 1,200 (1,440) / 19 (16) / 97%
[24/51] +6 (+12) / 1,300 (1,540) / 19 (17) / 98%
[25/01] +7 (+14) / 1,500 (1,750) / 19 (18) / 99%

Dexterity
[Ability Score] Defence Adjustment / Reaction Adjustment / Missile Adjustment
[1/01] +5 / -5 / -6
[1/51] +5 / -5 / -5
[2/01] +4 / -5 / -5
[2/51] +4 / -4 / -5
[3/01] +4 / -4 / -4
[3/51] +3 / -4 / -4
[4/01] +3 / -3 / -4
[4/51] +3 / -3 / -3
[5/01] +2 / -3 / -3
[5/51] +2 / -2 / -3
[6/01] +2 / -2 / -2
[6/51] +1 / -2 / -2
[7/01] +1 / -1 / -2
[7/51] +1 / -1 / -1
[8/01] 0 / -1 / -1
[8/51] 0 / 0 / -1
[9/01 to 12/50] 0 /0 / 0
[12/51] 0 / 0 / +l
[13/01] 0 / +l / +l
[13/51] -1 / +l / +l
[14/01] -1 / +l / +2
[14/51] -1 / +2 / +2
[15/01] -2 / +2 / +2
[15/51] -2 / +2 / +3
[16/01] -2 / +3 / +3
[16/51] -3 / +3 / +3
[17/01] -3 / +3 / +4
[17/51] -3 / +4 / +4
[18/01] -4 / +4 / +4
[18/51] -4 / +4 / +5
[19/01] -4 / +5 / +5
[19/51] -5 / +5 / +5
[20/01] -5 / +5 / +6
[20/51] -5 / +6 / +6
[21/01] -6 / +6 / +6
[21/51] -6 / +6 / +7
[22/01] -6 / +7 / +7
[22/51] -7 / +7 / +7
[23/01] -7 / +7 / +8
[23/51] -7 / +8 / +8
[24/01] -8 / +8 / +8
[24/51] -8 / +8 / +9
[25/01] -8 / +9 / +9

Constitution
[Ability Score] Hit Point Adjustment / System Shock (Resurrection Survival) / Poison Save (Immunity to Disease & Alcohol) / Regeneration
[1] -5 / 25% (30%) / -2 (+30%) / 1HP per 2 weeks
[2] -4 / 30% (35%) / -1 (+25%) / 1HP per week
[3] -4 / 35% (40%) / 0 (+20%) / 1HP per 2 days
[4] -3 / 40% (45%) / 0 (+15%) / 1HP per 2 days
[5] -3 / 45% (50%) / 0 (+10%) / 1HP per 2 days
[6] -2 / 50% (55%) / 0 (+5%) / 1HP per 2 days
[7] -2 / 55% (60%) / 0 (+0%) / 1HP per day
[8] -1 / 60% (65%) / 0 (-5%) / 1HP per day
[9] -1 / 65% (70%) / 0 (-10%) / 1HP per day
[10] 0 / 70% (75%) / 0 (-20%) / 1HP per day
[11] 0 / 75% (80%) / 0 (-25%) / 1HP per day
[12] +1 / 80% (85%) / 0 (-30%) / 1HP per day
[13] +1 / 85% (90%) / 0 (-35%) / 1HP per day
[14] +2 / 88% (92%) / 0 (-40%) / 1HP per day
[15] +2 / 90% (94%) / 0 (-45%) / 1HP per day
[16] +3 / 95% (96%) / 0 (-50%) / 1HP per day
[17] +3 / 97% (98%) / 0 (-55%) / 1HP per day
[18] +4 / 99% (100%) / 0 (-60%) / 1HP per 18 hours
[19] +4 / 99% (100%) / +1 (-65%) / 1HP per 12 hours
[20] +5* / 99% (100%) / +1 (-70%) / 1HP per 6 turns
[21] +5† / 99% (100%) / +2 (-75%) / 1HP per 5 turns
[22] +6† / 99% (100%) / +2 (-85%) / 1HP per 4 turns
[23] +6‡/ 99% (100%) / +3 (-90%) / 1HP per 3 turns
[24] +7‡/ 99% (100%) / +3 (-95%) / 1HP per 2 turns
[25] +7‡/ 100% (100%) / +4 (-99%) / 1HP per 1 turn
*All 1s rolled for Hit Dice are automatically considered 2s.
†All 1s and 2s rolled for Hit Dice are automatically considered 3s.
‡All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.

Intelligence
[Ability Score] # Languages (Highest Spell Level) / Learning Ability (Max # Spells per Level) / Illusion Immunity / Chance of Spell Mishap
[1] 0** (NA) / 01%* (NA) / NA / NA
[2] 1 (NA) / 05%* (NA) / NA / NA
[3] 1 (NA) / 10%* (NA) / NA / NA
[4] 1 (NA) / 15%* (NA) / NA / NA
[5] 1 (NA) / 20%* (NA) / NA / NA
[6] 1 (NA) / 25%* (NA) / NA / NA
[7] 1 (NA) / 30%* (NA) / NA / NA
[8†] 1 (Cantrips) / 30%† (5) / NA / 35%
[9‡] 2 (4th) / 35%‡ (6) / NA / 20%
[10] 2 (5th) / 40% (7) / NA / 15%
[11] 2 (5th) / 45% (7) / NA / 10%
[12] 3 (6th) / 50% (7) / NA / 05%
[13] 3 (6th) / 55% (9) / NA / 0%
[14] 4 (7th) / 60% (9) / NA / 0%
[15] 4 (7th) / 65% (11) / NA / 0%
[16] 5 (8th) / 70% (11) / NA / 0%
[17] 6 (8th) / 75% (14) / NA / 0%
[18/01-50] 7 (9th) / 85% (18) / Cantrips / 0%
[18/51-00] 7 (9th) / 90% (20) / Cantrips / 0%
[19] 8 (9th) / 95% (All) / 1st-level / 0%
[20] 9 (9th) / 96% (All) / 2nd-level / 0%
[21] 10 (9th) / 97% (All) / 3rd-level / 0%
[22] 11 (9th) / 98% (All) / 4th-level / 0%
[23] 12 (9th) / 99% (All) / 5th-level / 0%
[24] 15 (9th) / 100% (All) / 6th-level / 0%
[25] 20 (9th) / 100% (All) / 7th-level 0%
** While unable to speak a language, the character can still communicate by grunts and gestures.
* Learning Ability for this level of intelligence is for Skills/Proficiencies only. Learning spells is impossible.
†8 is the minimum Intelligence required for a Gnome Titan to learn/cast spells though such a character, as indicated, would be limited to the use of cantrips.
‡9 is the minimum Intelligence required to learn/cast spells for all races except for the Gnome Titan

Wisdom
[Ability Score] Magical Defence Adjustment (Bonus Spells) / Chance of Spell Failure (Chance to Improve Skills) / Spell Immunity
[1] -6 (NA) / 80% (NA) / NA
[2] -4 (NA) / 60% (NA) / NA
[3] -3 (NA) / 50% (01%) / NA
[4] -2 (NA) / 45% (02%) / NA
[5] -1 (NA) / 40% (03%) / NA
[6] -1 (NA) / 35% (03%) / NA
[7] -1 (NA) / 30% (04%) / NA
[8] 0 (NA) / 25% (04%) / NA
[9] 0 (0) / 20% (05%) / NA
[10] 0 (0) / 15% (05%) / NA
[11] 0 (0) / 10% (05%) / NA
[12] 0 (0) / 5% (05%) / NA
[13] 0 (1st) / 0% (05%) / NA
[14] 0 (1st) / 0% (06%) / NA
[15] +1 (2nd) / 0% (07%) / NA
[16] +2 (2nd) / 0% (08%) / NA
[17] +3 (3rd) / 0% (09%) / NA
[18/01-50] +4 (4th) / 0% (10%) / NA
[18/51-00] +4 (5th) / 0% (11%) / Befriend
[19] +4 (1st, 3rd) / 0% (12%) / Cause Fear, Charm Person
[20] +4 (2nd, 4th) / 0% (13%) / Command, Hypnotism, Forget, Hold Person, Ray of Enfeeblement, Scare
[21] +4 (3rd, 5th) / 0% (14%) / Fear
[22] +4 (4th, 5th) / 0% (15%) / Charm Monster, Confusion, Emotion. Fumble, Suggestion
[23] +4 (1st, 6th) / 0% (16%) / Chaos, Feeblemind, Hold Monster, Magic Jar, Quest
[24] +4 (5th, 6th) / 0% (18%) / Geas, Mass Suggestion.
[25] +4 (6th, 7th) / 0% (20%) / Rod of Rulership, Antipathy/Sympathy, Death Spell, Mass Charm

Charisma
[Ability Score] Max # Henchmen, Cronies & S-Kicks / Loyalty Base (Reaction Adjustment) / Comeliness Modifier (Starting Honour Modifier)
[1] 0* / -8 (-7) / -8 (-9)
[2] 1 / -7 (-6) / -8 (-8)
[3] 1 / -6 (-5) / -5 (-7)
[4] 1 / -5 (-4) / -3 (-6)
[5] 2 / -4 (-3) / -3 (-5)
[6] 2 / -3 (-2) / -1 (-4)
[7] 3 / -2 (-1) / -1 (-3)
[8] 3 / -1 (0) / -1 (-2)
[9] 4 / 0 (0) / 0 (-1)
[10] 4 / 0 (0) / 0 (0)
[11] 4 / 0 (0) / 0 (0)
[12] 5 / 0 (0) / 0 (+1)
[13] 5 / 0 (+1) / +1 (+2)
[14] 6 / +1 (+2) / +1 (+3)
[15] 7 / +3 (+3) / +1 (+4)
[16] 8 / +4 (+5) / +2 (+5)
[17] 10 / +6 (+6) / +2 (+6)
[18] 15 / +8 (+7) / +3 (+7)
[19] 18 / +10 (+8) / +4 (+8)
[20] 20 / +12 (+9) / +4 (+9)
[21] 25 / +14 (+10) / +5 (+10)
[22] 30 / +16 (+11) / +5 (+11)
[23] 35 / +18 (+12) / +6 (+12)
[24] 40 / +20 (+13) / +7 (+13)
[25] 45 / +20 (+14) / +8 (+14)
*Note that a character is ALWAYS entitled to have one (1) sidekick no matter how low his Charisma

Effects of Comeliness
[Comeliness] How others view the Character
[-16 or lower]: Those viewing a character with Comeliness this low are repulsed and horrified, so as to turn away or attempt to destroy the creature that is so offensive to the sight. If the individual with low Comeliness is powerful, his appearance will make others tend to want to escape, or they will experience a reinforcement of a previously determined awe (horror) reaction. If both viewer and creature are of evil alignment, the effect is that of a positive Comeliness of the same total.
[-15 to -9]: Those viewing creatures with Comeliness in this range display disgust, evidenced by a tendency to look away. They will revile the individual, and act hostile in general. Under no circumstances will the viewers accept this character unless all are of evil alignment, so that the negative Comeliness can be regarded as positive.
[-8 to 0]: All viewers will evidence aversion and a desire to be away from so ugly a creature. If given an excuse, those near the individual will be hostile and openly aggressive: otherwise they will merely tend toward rejection.
[+1 to +6]: Such an individual is simply ugly. The reaction evidenced will tend toward unease and a desire to get away from such brutishness as quickly as possible. If given the opportunity, the character’s Charisma can offset ugliness, but this requires a fair amount of conversation and interaction to take place.
[+7 to +9]: The homeliness of the individual will be such that initial contact will be of a negative sort. This negative feeling will not be strongly evidenced. High Charisma will quickly overcome it if any conversation and interpersonal interaction transpires. (Consider a dwarf with a 16 Charisma and a base Comeliness roll of 9; he will be at 8 when viewed by all creatures except other dwarves - who will see him with Comeliness adjusted by + 2 for Charisma.)
[+10 to +13]: Plain to average Comeliness; no effect on the viewer.
[+14 to +17]: Interest in viewing the individual is evidenced by those in contact, as he is good-looking. The reaction adjustment is increased by a percentage equal to the Comeliness score of the character. Individuals of the opposite sex will seek out such characters, and they will be affected as if under a Fascinate spell unless the Wisdom of such individuals exceeds 50% of the character's Comeliness total.
[+18 to +21]: The beauty of the character will cause heads to turn and hearts to race. Reaction for initial contact is at a percent equal to 150% of the Comeliness score. Individuals of the opposite sex will be affected as if under a Fascinate spell unless their Wisdom exceeds two-thirds of the character's Comeliness total. Individuals of the same sex will do likewise unless Wisdom totals at least 50% of the other character’s Comeliness score. Rejection of harsh nature can cause the individual rejected to have a reaction as if the character had a negative Comeliness of half the actual (positive) score.
[+22 to +25]: The stunning beauty and gorgeous looks of a character with so high a Comeliness will be similar to that of those of lesser beauty (18-21). However, individuals will actually flock around the character, follow him and generally behave foolishly or in some manner so as to attract the attention of the character. The reaction adjustment is double the score of Comeliness: i.e., 22 Comeliness equals 44%. Fascinate-like power will affect all those with Wisdom of less than two-thirds the Comeliness score of the character. If an individual of the opposite sex is actually consciously sought by a character with Comeliness of 22-25, that individual will be effectively Fascinated unless his Wisdom is 18 or higher. Rejection is as above.
[+26 to +30]: Only creatures from other planes - demigawds. demigawddesses and otherworldly beings of unusual sort, can possess unearthly beauty of this sort. Reaction adjustment is double the Comeliness score. Fascinate-like power affects all except those with Wisdom equal to at least 75% of Comeliness, except that 19 or higher Wisdom always allows a saving throw versus the power. An individual of the opposite sex who is consciously sought by the possessor of such unearthly beauty and Comeliness will always be under the “spell” of the individual with such beauty unless he has Wisdom of 20 or more.
The Fascinate-like power of high Comeliness is similar to the 2nd-level spell of the same name, Those subject to this power will be captivated by the user, and treat him as a trusted friend, mentor and companion. A saving throw versus spell will negate the effect but if the Comeliness is not magical in nature, then Dispel Magic, Antimagic Shell and similar spells will not affect the Fascination effect.
Fascinated creatures will follow the orders of characters with high Comeliness, provided a roll of 3d6 does not exceed the Comeliness of the character. Requests that are not in the best interest of the creature get a +1 to the die, while those that are hazardous can add up to + 6 or more to this roll. If the roll is higher than the user’s Comeliness, the Fascinate-effect is broken. If a once-Fascinated creature has been badly treated and breaks free of this enrapture, the creature will react as if the character’s Comeliness was a negative amount. If the creature has been well treated, it may still be friendly to the character even after the Fascination has worn off.
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