Infamous Character Creation
From D&D Wiki
Back to: Main Page → 1e Homebrew →Classes
The Infamous Project is a brutal variant of typical AD&D 1st edition that is designed to reward good problem solving, and mitigate the downsides of simple bad luck. In this variant of the game, more control is given to the players who wish to lower their chances of rolling bad as much as possible, giving this edition a greater emphasis on min-maxing. These concepts make it necessary to give players more freedom over how their character will be played. Luck is still very much a factor, but with these rules the players will have much more freedom in deciding what to do with the rolls that are used.
Character Creation Process[edit]
Ability Scores[edit]
Characters in Infamous are rolled using 3d6 flat, instead of the traditional 4d6 drop lowest. The stats will be rolled and recorded in the following order:
- Strength
- Intelligence
- Wisdom
- Dexterity
- Constitution
- Charisma
When these ability scores have been determined, there are two major methods of adjustment. Firstly, ability scores may be freely swapped around as normal. This is not recommended unless the requirements for something like a Paladin or Monk can be met. The second and generally more favorable option refers to ability adjustment, and is similar to a point-buy system. Firstly, the categories in which the abilities fall must be established. These are important to note, as the categories will determine the price of purchasing new ability score points. Points will be spent from one category to add to another.
Body:
- Strength
- Dexterity
- Constitution
Mind:
- Intelligence
- Wisdom
Tongue:
- Charisma
Generally, the price of adjusting for a new point is 3 to 1. For example, if the character has 12 strength and 15 charisma, intelligence could be increased to 16 if we spent 3 points from strength, giving us 9 strength and 16 charisma. We would generally annotate this by writing our original ability score, and writing the new ones to the right of the originals.
For reference:
- Str: 12 / 9
- Int: 14 /
- Wis: 12 /
- Dex: 9 /
- Con: 9 /
- Chr: 15 / 16
Let's suggest we want a higher intelligence for this character. Points may be adjusted freely outside the categories at 3/1, but the cost is different when adjusting within a category. This is where they become important! The cost becomes 2/1 when operating within a category, and since intelligence and wisdom are categorized together, we can reduce our wisdom by 2 points (instead of 3) to increase charisma by 1.
- Str: 12 / 9
- Int: 14 / 15
- Wis: 12 / 10
- Dex: 9 /
- Con: 9 /
- Chr: 15 / 16
With further adjustments being made, we shall increase charisma as much as possible to give us the most effective charisma and intelligence character we can.
- Str: 12 / 9
- Int: 14 / 15
- Wis: 12 / 7
- Dex: 9 / 6
- Con: 9 / 9
- Chr: 15 / 18
There is a limit to how much can be adjusted, as no more than 1 ability is allowed to be adjusted below 6. While dexterity could be reduced further here, doing so would prevent us from lowering wisdom any more since that would bring the character below 6 in two abilities. Of course, multiple abilities below 6 are permitted if they were rolled naturally. Note that adjusting abilties above 18 is possible, and lists of the benefits for stats that high can be found in the AD&D 1e Legend Lore.
Adjusting Strength above 18[edit]
Due to the rules on "exceptional strength" found in the Player's Handbook, strength adjustment needs it's own clarification. When adjusting above 18, roll for exceptional strength using a d100. The result becomes your new exceptional strength, and will increase in increments of 10% for each additional point of strength added. Note that 18/100 must be reached before any further adjustment can be made.
Ability Score Summary[edit]
- Roll 3d6 for each ability score.
- May swap OR adjust. (not both!)
- Three categories for adjusting, Body, Mind, and Tongue
- Adjustment ratio is 3/1 normally, 2/1 within a category.
- No more than 1 ability may be adjusted below 6.
Character Details[edit]
The second step in the character creation process is selecting character details. In this step basic things like name, race, alignment, and class are selected. Once class has been determined, hit points will be rolled and proficiencies will be selected. All Infamous characters begin the game with a single Skill which serves as the character's background. As always, replacing any weapon proficiencies for skills is also allowed.
- Str: 12 / 9ㅤㅤㅤㅤㅤㅤName: Chuck the FighterㅤㅤㅤHit Points: 4/4
- Int: 14 / 15 ㅤㅤㅤㅤㅤㅤRace: HumanㅤㅤㅤㅤㅤㅤㅤㅤArmor Class: 10
- Wis: 12 / 7ㅤㅤㅤㅤㅤㅤAlignment: Lawful Good
- Dex: 9 / 6ㅤㅤㅤㅤㅤㅤㅤClass: Fighter
- Con: 9 / 9ㅤㅤㅤㅤㅤㅤㅤLevel: 1
- Chr: 15 / 18ㅤㅤㅤㅤㅤㅤExperience: 0
Proficiencies
- Longsword
- Carousing
- Intimidation
- Interrogation
- Bribery
Rolling for Equipment[edit]
After character details are decided, and ability scores established, the character will do any last minute preparation before moving on to equipment. This includes selecting what spells the character has, (if playing a spellcasting class,) as well as rolling for psionics and any other miscellaneous stuff like that.
In Infamous, characters begin the game with significantly less starting equipment than normal. Roll a d100 (The d10 and percentile dice) to determine what the character begins the game with. Things marked as "stuff" refer to a blanket, backpack wooden holy symbol or spellbook, and usually 1-4 days rations. All rolls higher than 10 will result in clothing.
1-5 | Absolutely nothing (or a loincloth if your DM is nice) |
6-10 | A bit of cloth to cover your private parts, as well as a crude holy symbol or 2-5 loose pages for a spellbook if applicable. |
11-20 | Clothing and, if applicable, a spellbook or crude holy symbol. |
21-30 | 1-6 copper pieces or a trashed weapon up to (but not including) a longbow or bastard sword. |
31-40 | Very used weapon of any type or 2-12 copper pieces. |
41-50 | Used weapon and 2-12 copper, or 1-6 silver and stuff. |
51-75 | Slightly used weapon and 1-6 silver, or 2-12 silver and misc. stuff. |
666 | Cursed item, such as a Helm of Opposite Alignment. |
76-90 | New weapon and 2-12 silver, or 3-18 silver and stuff. |
777 | Minor magical item such as a +1 weapon or a wand with 1 charge. |
91-95 | Weapon, leather armor, and 2-12 silver, or 1-6 gold and misc. stuff. |
96-99 | Weapon, chain armor, and 2d6 silver pc. or 2d6 gold pc. and misc. stuff |
100 | Roll gold in the Player's Handbook and buy items there. |
If a 66 or 77 is rolled, roll an additional d10, and if that number is the same as the previous 2 digits there, treat it as rolling a 666 or 777.
Final Summary[edit]
Infamous characters do start with much less immediate power on average, but have the potential to quickly become much more powerful with a well-constructed build. The following checklist can be easily referenced for the character creation process.
- Roll 3d6 for each ability score.
- May swap OR adjust. (not both!)
- Three categories for adjusting, Body, Mind, and Tongue
- Adjustment ratio is 3/1 normally, 2/1 within a category.
- No more than 1 ability may be adjusted below 6.
- Select name, race, alignment, class, etc.
- Select proficiencies and roll for hit points.
- Select additional traits and roll for psionics (if eligible).
- Select spells.
- Roll for starting equipment.