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
Nomadic
Agricultural
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. |