Character Generation Aids

Wu-Yu Character Generation

Steps in Creating a Character
Step Subject
1 Race
2 Characteristics
3 Attributes
4 Subsistence Type
5 Profession
6 Free Skill Points
7 Magic, Religion, and Martial Arts
8 Flesh Out the Character

Step 1. Race

Race Attribute Modifiers Skill Modifiers Movement Rate %Frequency
Goblinoids -1 SIZ, +1 POW +15% Athletics, +15% Dodge 4 meters 01-30
Dwarves -1 SIZ, +1 CON +30% Oratory 4 meters 31-50
Orcs +0 +30% Ride (Horse) 4 meters 51-65
Elves -1 STR, +1 INT +30% Lore(Plant) 4 meters 66-75
Halflings -2 SIZ, +1 DEX, +1 CHA +30% Influence 3 meters 76-85
Humans +0 +30% Play Musical Instrument 4 meters 86-93
Vanara -1 SIZ, -1 POW, +2 DEX +30% Sleight 4 meters 94-97
Gnomes -1 SIZ, +1 INT +30% Literacy 4 meters 98-99
Tabaxi -1 SIZ, +1 DEX +30% Athletics 5 meters 00

Step 2. Characteristics

To Determine Characteristics
1. Roll 4D6 seven times, removing lowest die each time. Mulligan once if you choose.
2. Assign to Characteristics. If SIZ or INT are below 8, raise to 8.
3. Apply racial modifiers.

Step 3. Attributes

See rulebook.

Step 4. Subsistence Type

Race Typical Subsistence Type Typical Homelands %Frequency
Goblinoids Hunter-gatherer Southern Islands, Western Islands 01-05
Goblinoids Nomadic Jie Die Grasslands 06-15
Goblinoids Agricultural Yellow Forest, Blackbark Woods, Lao Du Marsh, Hoto Coast 16-35
Goblinoids Urban Imperial Lowlands, any Imperial city 36-00
Dwarves Hunter-gatherer Bay of Dhaksa 01
Dwarves Nomadic Apsara Desert 02
Dwarves Agricultural Iron Forest, Anga Mountains 03-22
Dwarves Urban The Tathatan, Imperial Lowlands, any Imperial city 23-00
Orcs Nomadic Uga’ama Steppes, Goro Desert 01-20
Orcs Urban Imperial Lowlands, any Imperial city 21-00
Elves Agricultural any agricultural area 01-20
Elves Urban any urban area 21-00
Halflings Nomadic Northern Wastes 01
Halflings Urban any Halfling city, Imperial city, or area with a trade route 02-00
Humans Nomadic Goro Desert 01-30
Humans Agricultural Imperial Highlands 31-00
Vanara Hunter-gatherer Jungles of Shen Bei 01-05
Vanara Urban any Imperial city 06-00
Gnomes Urban Plateau of Trulkor 01-00
Tabaxi Urban slave markets of Shen Bei and wherever their masters take them 01-00
Subsistence Type Basic Skill Bonuses Advanced Skills
Hunter-gatherer Athletics +10%, Lore(Animal) +15%, Lore(Plant) +15%, Perception +10%, Resilience +10%, Stealth +10%; PICK TWO: 1H Axe +10%, 1H Hammer +10%, Dagger +10%, Sling +10%, Bow +10%, Spear +10% Language(Native)+50%, Lore (Regional), Lore(Mineral), Tracking, Language; PICK ONE: Play Instrument, Dance
Nomadic Athletics +5%, Lore(Animal) +10%, Lore(Plant) +10%, Lore(World) +5%, Perception +5%, Resilience +10%, Riding OR Boating +10%, Stealth +5%; PICK TWO: 1H Axe +10%, 1H Hammer +10%, Blowgun +10%, Bow +10%, Dagger +10%, Shield +10%, Sling +10% Language(Native) +50%, Language, Lore(Regional), Lore(Mineral)+10%; PICK ONE: Craft, Lore, Tracking, Play Instrument, Dance
Agricultural Athletics +10%, Lore(Animal) +5%, Lore(Plant)+5%, Lore(World)+5%, Resilience +10%, Evaluate +5%; PICK TWO: Boating +10%, Driving +10%, First Aid +10%, Persistence +10%; PICK TWO: 1H Axe +10%, 1H Flail +10%, 1H Hammer +10%, 2H Axe +10%, Dagger +10%, Sling +10%, Spear +10%, Staff +10%, Unarmed +10% Language(Native) +50%, Lore(Regional), Lore(Mineral), Language; PICK TWO: Craft, Dance, Lore, Play Instrument
Urban Evaluate +10%, Influence +10%, Lore(World) +10%; PICK THREE +10%: Boating, Driving, First Aid, Persistence, Resilience, Sleight, Stealth; PICK TWO +10%: 1H Hammer, 1H Sword, Dagger, Crossbow, Polearm, Shield Language(Native)+50%, Lore(Regional), Streetwise; PICK THREE: Artistic Expression, Courtesy, Craft, Dance, Language, Literacy, Lore, Mechanisms, Play Instrument, Shiphandling, Streetwise

Step 5. Profession

Hunter-gatherer
Goblinoids, Vanara, Dwarves Occupation
01-30 Fisher or Forager
31-98 Hunter or Forager
99-00 Shaman

Nomadic
Goblinoids Orcs, Humans, Dwarves, Halflings Occupation
01-07 01-07 Crafter
08-85 08-85 Herder or Fisher
86-95 86-95 Hunter or Fisher or Forager
- 96 Noble
96-98 97-98 Shaman
99-00 99-00 Warrior

Agricultural
Goblinoids Dwarves, Humans Elves Occupation
01-02 01-02 01-15 Crafter
03 03 16-20 Entertainer
04-55 04-55 - Farmer
56-70 56-70 21-45 Fisher or Forager
71-80 71-80 46-75 Herder
81-90 81-90 76-90 Hunter or Forager
- 91-92 - Noble
91-94 93-94 91-94 Priest or Shaman
95-00 95-00 95-00 Warrior

Urban
Goblinoids Dwarves Orcs Elves Halflings Vanara Gnomes Tabaxi1 Occupation
01-05 01-15 01-05 01-15 01-05 01-05 01-05 01 Crafter
06 16 06-08 16-25 06-08 06-14 06-07 02-15 Entertainer
11-33 17-33 07 - 09-15 15 08-41 16-20 Farmer
34-35 34 08-09 26-30 16-28 16-24 42-43 - Fisher,Hunter,Forager
36-53 35-39 10-15 31-39 29-30 25-31 44-51 21-63 Unskilled Laborer
54-58 40-41 16-17 40-43 31-33 32-37 - - Beggar
59 42-44 18-19 44-53 34 38 52-53 64 Healer
60-69 45-49 20-49 54-63 35-39 39 54-81 65-69 Herder
- 50-51 50 - 40-49 - 82 - Merchant
70-79 52-54 - 64-83 50-65 40-59 85-86 - Peddler
- - 51-55 - 66 - 87 - Noble
- 55-64 56-57 - - - - - Fallen Noble
80 65-74 58-59 - 67 - 88-89 70-79 Servant
81-82 75-79 60-69 84-88 68-69 60-61 - - Priest
83-93 80-84 70-74 89-93 70-89 62-81 - 80-89 Sailor
- 85-89 75-79 - 90-91 - 90-91 90 Scribe
94-96 90-99 80-98 94-96 92-96 82-84 92-96 - Warrior
97-00 00 99-00 97-00 97-00 85-00 97-98 91-95 Thief
- - - - - - - 96-00 Runaway Slave
- - - - - - 99-00 - Sorcerer

1 All Tabaxi are slaves. Results reflect the capacity in which they serve (or don’t serve, in the case of runaways). Use the same skill bonuses and magic, but any equipment is considered the master’s property.

Changing Professions

To Change Professions1
To find a mentor, roll the appropriate percentage chance for the desired profession.
Use the skills, magic, and equipment of the new profession, except...
All money (whatever is listed as “X iron shu worth of…”) is cut in half as a result of the costs and mitigating circumstances of changing profession

1 Characters may not change to “Noble” or “Fallen Noble.” Birthright is the only gate to nobility during character generation.

Step 6. Free Skill Points

Allocating Free Skill Points (100)
* Add to a Basic or Weapon skill score.
* Add to an Advanced Skill score, as long as the character already possesses the skill.
* Purchase an Advanced Skill. This costs 10 free skill points and the Advanced Skill starts at its basic Characteristic-derived score.
* NOTE: No single skill may benefit from more than 30 free skill points. This means that an Advanced Skill purchased with with free skill points cannot be increased by more than 20 points.

Step 7. Magic, Religion, and Martial Arts (if any)

Magic

Magical Tradition Respected by Despised by Required to Cast Equipment
Shamanic Hunter-gatherer and Nomadic peoples, Agricultural common folk Urban peoples, Agricultural educated elite Focus One focus per spell
Priestly Urban peoples, Agricultural educated elite Hunter-gatherer and Nomadic peoples, Agricultural common folk Gesture, chant Holy symbol (not required for casting)
Sorcerous Gnomes, secret sympathizers People everywhere except the Plateau of Trulkor Mere thought Sorcerous texts, one per spell, required to re-memorize after casting

Religion

Religion Primary Deity Titles and Epithets Archetypes Followers
Thauma-Virun Thauma-Viru Sun-prince, One With Thauma, Vanquisher of Darkness, Savior, He Whose Avatar Is the Emperor, Ancestor of Orc-kind Ruling Deity, Sun God, War God, Hunting God, Sea God Imperial Orcs, Imperial officials, in theory all Imperial citizens, crafters, warriors, fishers, sailors, healers, the needy and lost
Thaumatan Thauma Master Fashioner, Lord of Sky, Rain, Thunder, Smithing, and Sovereignty, Sun God, Ancestor of Dwarf-kind Ruling Deity, Sun God, Storm God, War God, Sea God Dwarves, nomadic and agricultural peoples, warriors, crafters, sailors, rulers
Tathatan Thauma Master Fashioner, Lord of Sky, Rain, Thunder, Smithing, and Sovereignty, Sun God, Ancestor of Dwarf-kind Ruling Deity, Sun God, Storm God, War God, Sea God Conservative Dwarves
Wu-Yun Wu-Yu World Spirit, Mother of All, Ancestor of All Earth Goddess, Agricultural Goddess Goblinoids, Halflings, most all species, majority of shamans
Yaj Yeeb Wu-Yu Mother of All, Giver of Madness, Ghost Rider Earth Goddess, Night Goddess Goblinoids, the low-class and oppressed
Atmahan Atmah World Serpent, Dragon Encircling the World, the Natural Principle, Ancestor of Dragon-kind Sea God Philosophers, the educated elite
Bharatan Bharata Lady of the Underworld, Mistress of the Dance, Lady of Mystery, Ancestor of Elf-kind Moon Goddess, Night Goddess, Underworld Goddess Elves, wanderers
Maha-Mengan Maha-Meng Great Dreamer, He Whose Dreams Create the World, Lord of Song, Poetry, and Bardic Knowledge Trickster Humans, bards, poets, and musicians
New Cults Various Various Various The lost, orphaned, disillusioned, and hopeful
Trulkoran(Heretical) - - Sorcery Gnomes, dabblers in sorcery

Martial Arts

A new system for Martial Arts is currently in development. Check back later for updates.

Step 8. Flesh Out the Character

Homeland

Choose a homeland.

Languages

Language Family Native speakers Other speakers and purposes
Imperial Dwarven Urban peoples of the Empire, Imperial Lowlands peoples Administration and trade throughout the Empire
Imp Grog (Imperial Grog) Dwarven - Sailors, pirates, thieves, urban Vanara
Anga Imperial Dwarven Anga Mountains peoples -
Blackbark Imperial Dwarven Blackbark peoples -
Jie Die Imperial Dwarven Jie Die Grasslands peoples -
Yellow Forest Imperial Dwarven Yellow Forest peoples -
Apsara Dwarven Dwarven Apsara Desert peoples -
Dhaksa Dwarven Dwarven Dhaksa Bay peoples -
Iron Forest Dwarven Dwarven Iron Forest peoples -
Old Dwarven Dwarven - Sacred Dwarven Law-scriptures, followers of the Tathatan religion
Xing Xiang Goblinoid Goblinoid Extinct Unreadable stone glyphs
Eastern Islands Goblinoid Goblinoid Eastern Islands tribes -
Southern Islands Goblinoid Goblinoid Southern Islands tribes -
Hoto Goblinoid Goblinoid Hoto Coast Goblinoids -
Goro Orcish Orcish Goro Desert nomads and descendants in the Empire -
Uga-ama Orcish Orcish Uga’ama Steppes nomads and descendants in the Empire -
Elven Elven Elves Followers of the Bharatan religion
Maritime Halfling Halfling Peoples of Halfling cities Halfling-related trade throughout Hoto Coast, Eastern Islands, and Southern Islands
Traditional Halfling Halfling Nomadic Halflings of the Northern Wastes and peoples of Yakas -
Highlands Human Human Humans of the Imperial Highlands -
Goro Human Human Nomadic humans of the Goro Desert -
Vanaran Vanaran Vanara -
Gnomish Gnomish Gnomes and peoples of the Plateau of Trulkor Sorcerers, sorcerous texts
Yuan-ti Yuan-ti Tabaxi -

Age

Age
Choose the character’s age, or…
Roll 2D6+15 to determine years of age.

Appearance

Describe the character’s physical appearance.

Personality

Personality
Choose three traits or quirks.
Create a motivation for adventuring.

Hero Points

Hero Points may be spent in-game in the following ways:

Second Chance: Reroll any die roll that affects, such as a skill test, damage roll, or opponent’s attack roll against the character.

Glancing Blow: Downgrade a Major Wound to a Serious Wound, and return Hit Points in the location to a negative score equal to its starting Hit Points.

Legendary Abilities: Hero Points may be banked up and spent to acquire Legendary Abilities, which are powers and propensities that few mortal creatures enjoy. The minimum number required is 8 Hero Points, and many abilities require more than 8.

Starting Hero Points
All characters begin with 2 Hero Points

Equipment and Encumbrance

Equipment and Encumbrance
Spend coins or tradeable goods if desired.
Beware of overloading.
Make sure the character does not exceed carrying capacity.

Character Generation Aids

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