Character Creation

Character Creation

Creating a random character

In Murdham, characters are created randomly. Just like in real life, you have to make the best of the hand you are dealt! You can follow the process below step by step or use the online Character Generator.

  1. Abilities. Roll on the Starting ability scores to determine an array of three scores and assign them randomly to the three abilities: Strength (STR), Agility (AGI), and Wits (WIT).

    • Roll a d3 to assign the highest score: 1) STR; 2) AGI; 3) WIT.

    • Roll a d2 to assign the middle score to one of the remaining abilities, skipping over the one which was already assigned.

    • Finally assign the lowest score to the last remaining ability.

  2. Background. Determine your background by rolling on the Backgrounds table. Check its description in the Backgrounds chapter.

    • You start with two skills granted by your background. If you are a wizard, you only start with 1 skill but also with 1 mana.

    • Reroll if you get the same background as another Player.

  3. Assets. You start with d8 shillings (ʂ), the items and followers granted by your background, and the items and shillings you get by rolling once on each of the Starting weapons and Starting items tables.

    • You additionally share a single medicine box, a single candle, and flint & tinder with the other Players.

    • If you are a priest, a wizard, or a hedge wizard, you start with a power scroll without a specified power. Roll for it on the Profane powers or Sacred powers tables.

    • Reroll if you get the same result as another Player on any table.

  4. Secondary properties. You start with health equal to your STR, 0 corruption, and 2 omens. You also start with 0 mana unless your background is wizard, in which case you start with 1 mana. Your armour value depends on your starting items.

  5. Name and description. Name and portray your character using words, drawings, or a combination of the two, as you prefer. You can roll on the Masculine names, Feminine names, Last names, Appearance, Personality, and Reason to adventure tables if you need inspiration.

Example

David is creating a new character.

  1. He rolls 7 on a d12 for the abilities scores: 11, 7, and 6. He rolls a d3 to assign the highest score (11) and gets a 2 (AGI). He rolls a d2 to assign the middle score (7) and gets a 2 again (WIT in this case, skipping over AGI). His character’s starting abilities are therefore: STR 6, AGI 11, WIT 7.

  2. He rolls a 4 on a d4 and a 10 on a d12 for the background: soldier. This grants him the cleave and skilled blow skills.

  3. He starts with the following assets:

    • He rolls 1 on a d8 for starting money: 1ʂ.

    • His background provides clothes and a halberd.

    • He rolls 1 on a d2 and 5 on a d12 for his starting weapon: a boat hook plus 4ʂ.

    • He rolls 2 on a d2 and 1 on a d12 for his starting item: one dose of flash powder.

  4. He notes down his secondary properties: health is 6 (equal to STR), corruption is 0, omens are 2, mana is 0, and armour value is 0.

  5. He finally describes and name his character.

Company relationships

After all characters have been created, describe how they know each other. You can roll on the Relationships table if you need inspiration. You don’t have to do this for every possible pair of characters, but you should make sure that everyone is connected. You can for example go around the table and define a connection for each pair of Players sitting next to each other, excluding the last pair.

Character creation tables

Table 1. Starting ability scores
D12ScoresD12ScoresD12Scores

1

8, 8, 8

2

9, 8, 7

3

9, 9, 6

4

10, 7, 7

5

10, 8, 6

6

10, 9, 5

7

11, 7, 6

8

11, 8, 5

9

12, 6, 6

10

12, 7, 5

11

13, 6, 5

12

14, 5, 5

Table 2. Backgrounds
D4

D12

1

2

3

4

1

Acrobat

Agitator

Artisan

Assassin

2

Barber-surgeon

Beggar

Boatman

Bodyguard

3

Bone picker

Bounty hunter

Brawler

Burglar

4

Coach driver

Cutpurse

Duellist

Fire eater

5

Footpad

Gambler

Hedge wizard

Herbalist

6

Hunter

Jester

Knight

Labourer

7

Lawyer

Mercenary

Messenger

Miner

8

Noble

Outlaw

Peasant

Pedlar

9

Physician

Pit fighter

Priest

Raconteur

10

Rat catcher

Scholar

Sharpshooter

Slayer

11

Soldier

Soothsayer

Thug

Tomb robber

12

Townsman

Witch hunter

Wizard

Zealot

Table 3. Starting weapons
D2

D12

1

2

1

Cleaver (d4 damage), 6ʂ

Club (d4 damage), 6ʂ

2

Dagger (d4 damage), 6ʂ

Hammer (d4 damage), 6ʂ

3

Hatchet (d4 damage), 6ʂ

Knife (d4 damage), 6ʂ

4

Sickle (d4 damage), 6ʂ

Bullwhip (d4 damage), 6ʂ

5

Boat hook (bulk 2; d6 damage), 4ʂ

Scythe (bulk 2; d6 damage), 4ʂ

6

Pitchfork (bulk 2; d6 damage), 4ʂ

Sledgehammer (bulk 2; d6 damage), 4ʂ

7

Staff (bulk 2; d6 damage), 4ʂ

Woodcutting axe (bulk 2; d6 damage), 4ʂ

8

Morningstar (d6 damage)

Spear (d6 damage)

9

Warhammer (d6 damage)

Rusty zweihänder (bulk 2; d8 damage; fragile)

10

Mancatcher (bulk 2; d4 damage, grab)

Blowgun (d4 damage, range 8)

11

Darts (d4 damage, range 8)

Sling (d4 damage, range 8)

12

Makeshift bow (bulk 2; d6 damage, range 8; fragile)

Old pistol (d6 damage, range 8, reload; fragile)

Table 4. Starting items
D2

D12

1

2

1

Acid vial (bulk ½; consumable, d8 damage, range 2), 6ʂ

Flash powder (bulk ½; consumable, range 2, blast, stun)

2

Bear trap (bulk 2)

Caltrops

3

Helmet

Warm clothes (bulk 2)

4

Beastman blood (bulk ½; consumable)

Butterfly sting (bulk ½; consumable)

5

Corpse mandrake (bulk ½; consumable)

Madcap mushroom (bulk ½; consumable)

6

Lantern (empty), 6ʂ

Oil lamp (bulk ½; consumable), 6ʂ

7

Chess set

Climbing gear (bulk 2)

8

Field kitchen (bulk 2)

Music instrument (flute)

9

Grappling hook, 6ʂ

Signet ring (bulk ½; stolen)

10

Lucky charm (bulk ½; cornicello)

Marbles (bulk ½), 6ʂ

11

Muzzle, 6ʂ

Pipe & tobacco (bulk ½; consumable), 6ʂ

12

Rope ladder (bulk 2), 6ʂ

Saddle (bulk 2)

Table 5. Sacred powers
D2

D6

1

2

1

Rite of bane

Rite of blessing

2

Rite of courage

Rite of healing

3

Rite of judgement

Rite of martyrdom

4

Rite of preservation

Rite of protection

5

Rite of purging

Rite of purification

6

Rite of restoration

Rite of warding

Table 6. Profane powers
D2

D12

1

2

1

Animal shape

Arcane lock

2

Bewitch

Burning vengeance

3

False death

Fiery taste

4

Flawed resurrection

Gift of speech

5

Golden transmogrification

Hold secret

6

Illusion

Joyous appearance

7

Levitation

Miasma of chaos

8

Occult consultation

Plague vessel

9

Purifying flame

Radiant honesty

10

Reanimate corpse

Silence

11

Star sign

Summon demon

12

Water breathing

Wood shape

Table 7. Appearance
D2

D20

1

2

1

Quite short, you get mad when someone points it.

Very tall, you often bump your head.

2

Worryingly thin, sickly and emaciated.

Corpulent, your belly shakes when you run or laugh.

3

Ugly, but confident.

Good looking, hopelessly vain.

4

Filthy, your stench fills the room.

Very clean, you try to wash yourself every day.

5

Rotten teeth, bad breath.

Beautiful teeth, constantly smiling.

6

Plain features, your face is hard to remember.

Exotic features, your ancestors hail from a distant land.

7

Conventional clothing, you feel the need to conform.

Unorthodox clothing, in a foreign fashion.

8

Bad posture, slouching and hunching.

Perfect posture, straight and proud.

9

Glabrous, not a single hair grows on your body or face.

Very hairy, they call you the Bear.

10

Perfect diction, no accent.

Strong accent, people struggle to understand you.

11

Rough skin, callous and scarred.

Oily skin, punctuated with boils and pustules.

12

Perfect skin, smooth as silk.

Large birthmark, surely proof of noble ancestry.

13

Large tattoo, representing something important to you.

Numerous piercings, your face looks like a jewellery store.

14

Bald, either by choice or by necessity.

Long and luscious hair, your pride and joy.

15

Dyed hair, in a flashy colour.

Unusual hairstyle, sure to attract attention.

16

Pox scars, all over your body and face.

Blade scar, you lost a fight but were spared.

17

Claw marks, you have nightmares about it.

Burn scar, your home was once put to the torch.

18

Noose mark, you escaped the gallows.

Ritual scars, self inflicted.

19

Missing finger, memory of a past misadventure.

Missing toe, you walk with a slight limp.

20

Missing ear, a punishment for a past deed.

Missing tooth, lost in a brawl.

Table 8. Personality
D2

D20

1

2

1

Arrogant, you think you are always right.

Humble, you don’t give yourself enough credit.

2

Craven, you sweat profusely when afraid.

Brave, you are convinced you can’t be defeated.

3

Cautious, you are never at the front when danger lurks.

Impulsive, you have come close to death more than once.

4

Decadent, you can’t resist wordly pleasures.

Stoic, you refuse any form of luxury.

5

Misanthrope, you have no qualms hurting fellow humans.

Altruist, you can’t help but look after others.

6

Solitary, you only feel at ease by yourself.

Sociable, you definitely speak too much.

7

Deceitful, you lie even when unnecessary.

Honest, or at least more honest than most.

8

Lazy, hard work is for losers.

Energetic, you can’t stay still.

9

Condescending, everyone is dumber than you.

Respectful, you try to avoid conflict when possible.

10

Competitive, you throw a tantrum when you lose.

Apathetic, you just go through the motions.

11

Submissive, it’s easier to just follow others.

Bossy, you constantly order people around.

12

Superstitious, you hoard useless trinkets.

Sceptical, it’s hard to persuade you.

13

Naive, you are convinced there is good in everyone.

Experienced, you have learnt from past misadventures.

14

Wicked, nothing is wrong as long as it benefits you.

Righteous, you can’t stand to see a wrong go unpunished.

15

Irreverent, constantly badmouthing the authorities.

Pious, frequently muttering prayers.

16

Sarcastic, you laugh at your own jokes.

Stern, nobody remembers seeing you smiling.

17

Reserved, the less people know about you the better.

Braggart, always talking loudly about your exploits.

18

Tactful, sometimes almost too subtle.

Blunt, you just say what you think.

19

Silent, you only say what’s essential.

Chatty, you can talk for hours without interruption.

20

Pragmatic, the end result is all that matters.

Idealistic, you have principles and stand by them.

Table 9. Reason to adventure
D2

D10

1

2

1

You could’t stand your tedious and repetitive existence.

You want to learn more about the world.

2

Being on the road will keep you away from your past.

You answered the calling of the Church.

3

You want to make the world a better place.

You want minstrels to tell your tale for centuries to come.

4

You seek redemption from your sins.

You want money, a lot of money.

5

You were extremely bad at your past occupation.

You seek vengeance on someone who ruined your life.

6

You want to follow in the footsteps of one of your relatives.

You think you would make a decent adventurer.

7

You seek the thrill of adventure.

You want to improve yourself.

8

You want to prove you can handle yourself.

You have a duty to uphold.

9

You seek a honourable death.

You have lost everything and want to start over.

10

You want to save the Kingdom.

Events out of your control forced you to.

Table 10. Masculine names
D4

D20

1

2

3

4

1

Adalbert

Allwin

Alard

Aaldred

2

Alexander

Alured

Amaury

Amairic

3

Anselm

Arnald

Baldric

Baldwin

4

Balthasar

Bertram

Blackwin

Colin

5

Constantine

David

Edwin

Elias

6

Helyas

Engeram

Ernald

Eustace

7

Fabian

Fordwin

Fulk

Gamel

8

Geoffrey

Gerard

Gervase

Gilbert

9

Giles

Gladwin

Godwin

Grimald

10

Guy

Hamo

Hamond

Harding

11

Henry

Herlewin

Hervey

Hugh

12

James

Jocelin

John

Lawrence

13

Leofwin

Martin

Maurice

Meginhard

14

Michael

Nigel

Norman

Nicholas

15

Odo

Osbert

Peter

Pippin

16

Philip

Ralf

Ranulf

Richard

17

Robert

Samer

Savaric

Simon

18

Stephan

Terric

Theobald

Thomas

19

Thurstan

Umfrey

Waleran

Warin

20

Werinbert

William

Wilmarc

Ymbert

Table 11. Feminine names
D4

D20

1

2

3

4

1

Ada

Adallinda

Adaltrude

Agnes

2

Albreda

Aldith

Aldusa

Alice

3

Alina

Amanda

Amiria

Annabel

4

Annora

Avelina

Avice

Beatrice

5

Basilea

Bela

Berta

Bertrada

6

Carlotta

Celestria

Cecilia

Clarice

7

Constance

Desdemona

Dionisia

Edith

8

Eleanor

Elizabeth

Estrilda

Isabel

9

Felicia

Fina

Gersvinda

Gisela

10

Golda

Gundred

Haunild

Hawisa

11

Helena

Helewise

Hildegarde

Ida

12

Ingrid

Ireena

Isolda

Joan

13

Juliana

Katherine

Laetitia

Liecia

14

Linota

Lora

Lucretia

Lucia

15

Mabel

Malota

Margaret

Margery

16

Marsilia

Mary

Mathilda

Mazelina

17

Millicent

Muriel

Nesta

Ophelia

18

Philippa

Petronilla

Primeveire

Richenda

19

Roesia

Rothaide

Sabina

Sarah

20

Serena

Susanna

Sybilla

Theodelinda

Table 12. Last names
D4

D20

1

2

3

4

1

Albon

Alder

Applebottom

Atterberry

2

Ayers

Barnes

Bigelow

Blacklock

3

Charker

Coppard

Crask

Crathorne

4

Daintith

Deane

Dodd

Duguid

5

Easterbrook

Elwood

Fairclough

Fayne

6

Fitt

Freeman

Goodacre

Gorsuch

7

Gowing

Graves

Griswold

Grosseteste

8

Hackett

Hawthorne

Hogben

Holdman

9

Holmes

Horscroft

Inglett

Jepson

10

Kidner

Knowles

Laidler

Laverick

11

Limmer

Luffman

Mabey

Marsh

12

Mawdesley

Millerchip

Mincer

Moore

13

Mowell

Muckle

Myres

Naldrett

14

Nesmith

Newby

Nigh

Nottage

15

Odom

Paine

Palfrey

Pedler

16

Pettengill

Pickerill

Porteous

Postle

17

Provan

Quinnel

Rattue

Reep

18

Rountree

Sadd

Scroggs

Sisley

19

Smitherman

Tamblyn

Thew

Thorburn

20

Thurgood

Waghorn

Wanless

Woods

Table 13. Relationships
D2

D10

1

2

1

Met in prison, spent a few years there together.

Fought a war together, they share terrible memories.

2

Met in a tavern, became friends after a few drinks.

Served the same person in the past.

3

Have been travelling together for safety.

Are childhood friends and grew up together. Good memories.

4

Are relatives, they can’t stand each other but they still care.

Have a common acquaintance who introduced them to each other.

5

Studied under the same mentor.

Are the sole survivors of a previous company.

6

Are the sole survivors of a ravaged village.

Were accomplices in crime, were never caught.

7

Are mentor and pupil.

Are master and servant.

8

Just met the other day, but get along surprisingly well.

Come from the same village, but barely talked before.

9

Worked together in the past, they have stories to share.

Come from two families with close ties.

10

Have both witnessed something weird, nobody else believes them.

Share a common secret, they don’t talk about it.