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RQG Birthday Tables


jajagappa

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RQG p.81 outlines a basic method for determining the season, week, and day of week for your character's birth.  As I often like a bit more randomness in my character's birthdates, I put together the following tables that allow a couple options for calculating each (including mix-and-match as you will).  Hopefully of use to others who like randomized birthdays. 🙂

Option 3 in each case is intended to provide a weighted roll.  For Seasons, the weighting gives 55% for runic season, 10% for each other season, and 5% for Sacred Time except for the Moon rune which has 20% for the Young Elemental seasons, 15% for Stormseason, and 5% for Sacred Time.  For the Weeks, I set it so that you'd get 50% chance each for your best power or the opposite of your best power, or a spread across the weeks if your form rune was highest.  For the Days, there is a marginal addition for Wildday and Godsday.  On the weighted roll, it currently just spills over into the prior/subsequent day (though I'm still playing around with other optional spreads).

Season: 

Option 1: choose season from highest elemental rune

Option 2: roll 1D100 on the Season Table

Option 3: roll 1D20 + modifier from your highest elemental rune on the Season Table

  • Water rune +0
  • Fire rune +20
  • Earth rune +40
  • Darkness rune +60
  • Air rune +80
  • Moon rune x5 OR roll 1D100

 

Season Table:

D100

Season

01-11

Seaseason

12

Sacred Time

13-14

Fireseason

15-16

Earthseason

17-18

Darkseason

19-20

Stormseason

21-31

Fireseason

32

Sacred Time

33-34

Earthseason

35-36

Darkseason

37-38

Stormseason

39-40

Seaseason

41-51

Earthseason

52

Sacred Time

53-54

Darkseason

55-56

Stormseason

57-58

Seaseason

59-60

Fireseason

61-71

Darkseason

72

Sacred Time

73-74

Stormseason

75-76

Seaseason

77-78

Fireseason

79-80

Earthseason

81-89

Stormseason

90

Sacred Time

91-92

Stormseason

93-94

Seaseason

95-96

Fireseason

97-98

Earthseason

99-00

Darkseason

 

Week:

Option 1: choose season from highest power rune

Option 2: roll 1D100

Option 3: roll 1D20 + modifier from highest power/form rune

  • Disorder/Harmony rune +0
  • Death/Fertility rune +20
  • Stasis/Movement rune +40
  • Illusion/Truth rune +60
  • Man/Beast rune +80

 

Week Table:

D100

Week

01-10

Disorderweek

11-20

Harmonyweek

21-30

Deathweek

31-40

Fertilityweek

41-50

Stasisweek

51-60

Movementweek

61-70

Illusionweek

71-80

Truthweek

81-82

Disorderweek

83-84

Harmonyweek

85-86

Deathweek

87-88

Fertilityweek

89-90

Stasisweek

91-92

Movementweek

93-94

Illusionweek

95-96

Truthweek

97-00

Sacred Time

Note: replace Season if rolled, or reroll, or select preferred week

 

Day of Week:

Option 1: choose weekday from highest elemental rune

Option 2: roll 1D100

Option 3: roll 1D20 + modifier from highest of elemental or Man/Beast rune

  • Darkness rune +0
  • Water rune +11
  • Earth rune +25
  • Air rune +39
  • Fire rune +53
  • Moon or Beast rune +67
  • Man rune +80

 

Day of Week Table:

D100

Weekday

01-14

Freezeday

15-28

Waterday

29-42

Clayday

43-56

Windsday

57-70

Fireday

71-85

Wildday

86-00

Godsday

 

Sacred Time Week:

Option 1: Choose either Fateweek or Godweek

Option 2: Roll 1D20:  01-10 = Fateweek; 11-20 = Godweek

 

Day of Week:

Use Day of Week Table as above.

 
Edited by jajagappa
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I like it, but it's a lot of tables. For my old campaigns, I just had players roll 1D1000, divided by 1000, and multiplied by 294 to determine which day of the year their adventurers were born on. (This was before we had Elemental Rune affinity ratings, so I'll need to figure out how to modify that approach for RQ:G.)

— 
Self-discipline isnt everything; look at Pol Pot.”
—Helen Fielding, Bridget Jones: The Edge of Reason

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9 hours ago, trystero said:

I like it, but it's a lot of tables. For my old campaigns, I just had players roll 1D1000, divided by 1000, and multiplied by 294 to determine which day of the year their adventurers were born on. (This was before we had Elemental Rune affinity ratings, so I'll need to figure out how to modify that approach for RQ:G.)

For purely random, you could just do D10/2 for season, D8, and D8.  I wanted something that could cover both pure random and weighted based on runes, hence spread each of them over a D100.  Still just 3 rolls.

If you're unsure what runes you want, you can let the random roll guide you and see what you get.  If you know your runes, but find it odd that your birth date coincides exactly, then you can add in some randomness but still have good likelihood that it aligns.

Edited by jajagappa
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18 minutes ago, Richard S. said:

*Raises hand*

Get a D600 and divide the result by two. 🙂

Actual answer (or the way I'd do it, at least): roll 1D100 and 1D6. If the D6 result is 1–2, read the D100 result as-is; if it's 3–4, add 100 to the D100 result; if it's 5–6, add 200 to the D100 result. This gives you a perfectly flat 1–300 distribution.

This was one of the ways for generating a 1–20 number back in the very early days of the hobby, when D20s were still numbered 0–9. You rolled a D20 and a D6 (or a Danything, really) and added 10 to the D20 result if the Danything result was in the upper half of its range.

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— 
Self-discipline isnt everything; look at Pol Pot.”
—Helen Fielding, Bridget Jones: The Edge of Reason

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3 hours ago, PhilHibbs said:

Roll 1D100, roll 1D3-1 and multiply by 100, add.

I'd have rolled d100 and a d6: 3-4 add 100, 5-6 add 200.

Trystero beat me to it.  

Last weekend we played, I had a player desperately searching for d10 to roll damage.  He had like 3 d20s lying in front of him.  Millennials.

park threads GIF

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