Warlords Of Kruhl 4e EN:Creation

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Making up a Warlords Of Kruhl character should only take about 30 minutes, once you are familiar with the process. The hardest part is thinking up a character background and choosing what kind of character to play. In this chapter, we offer a few suggestions to help you out, along with a checklist of the steps that you should probably follow.

Before You Start

The goal of Warlords Of Kruhl is to help you have fun with your friends. If at all possible, try to assemble the players and make up your characters together. That way, you can avoid having two or three characters with the same focus. It's usually more fun if each character has their own specialty.

You might consider establishing a reason for the characters to work together by having some previous connection between them. The connection could be something as simple as, "Hey, you helped me in that fight that one time". If every character has a connection to at least one other character, it will be easier to get them past that awkward "getting to know you" stage.

Character Checklist

We have found that it's easiest if you create a character by following these steps. However, it's just a suggestion. Jump around if it makes you happy: feel free to fill in what you know, and come back to what you don't.

  • Concept: what is the character's core identity?
  • Folk: who are the character's people?
  • Archetype: what basic role does the character fill?
  • Background: what is the character's personality, description, and history?
  • Motivations: why does the character do what they do?
  • Complications: what makes the character's life more difficult?

Once you have the important parts of the character worked out, then you can start buying attributes, skills, gifts, and powers which are appropriate to the character concept you have in mind.

  • Attributes: what are the character's basic physical and mental traits?
  • Skills: what does the character know how to do?
  • Gifts: what gives the character an edge over most normal people?
  • Powers: what powers set the character apart from normal people?


Most characters have a core identity that goes beyond a mere recitation of their history or a catalogue of their powers. This core identity can usually be summed up in a few words, or in a poetic title for the character. This concept should be succinct, but should immediately convey the essence of the character.

Alternately, you could skip this step, and just use the character's origin and archetype(s) as their concept.

Here are some character concepts appropriate to Warlords Of Kruhl. Feel free to make up your own.

  • An ancient alien scientist expelled from their home world for their pursuit of perhaps forbidden research.
  • An aged master fencer addicted to youth potions and trying to hold on to their fame.
  • A twitchy cyborg bodyguard addicted to black market neuro-stims.
  • A former Malrechnen Syndicate enforcer who spent the last 20 years in a deep-space corporate prison.
  • A low-rent private investigator who made the mistake of crossing a Directorate CEO, and who has been paying for it ever since.
  • A beautiful alien noble fleeing a life of luxury to avoid an arranged marriage.
  • A pawn of the Dominion, threatened with genetic reprogramming unless they carry out missions for the Dominion.
  • A cynical InterSec veteran, disillusioned with the machinery of "justice", but who would fight again for a just cause.
  • An obsessed genengineer, trying to perfect the art of life itself.
  • A grim but idealistic mercenary who only takes jobs in support of doomed causes.


What folk does your character belong to? Were they raised among their own kind? What is their relationship to humans? Can they do anything that a normal human can't, or vice versa?


When writing up a character, it can be useful to have an archetype in mind for inspiration. Many popular characters actually combine two or more archetypes. You aren't limited to these archetypes, of course.

SIDEBAR: The Minion

Most of the allies and opponents the player characters encounter will not be captains of their own destinies. For better or for worse, they will live their lives carrying out the will of others. If a character is simply following orders, their archetype is probably the Minion, particularly if the character is part of a group of such individuals.

Examples: Police officer, criminal gang member, contract IT worker

Common powers: Blast (conventional firearm), Damage Resistance (ballistic vest), Linguist (computer languages only)

Would you like to randomly generate your archetype? You can!

Table: Random archetype, Table 1
Roll 1d6 Complexity
1 Roll once on Table 2
2-5 Roll twice on Table 2
6 Roll three times on Table 2

Table: Random archetype, Table 2
Roll 1d6 Roll 1d6 Archetype
1 1 Addict
2 Artist
3 Aristocrat
4 Assassin
5 Brawler
6 Bureaucrat
2 1 Criminal
2 Detective
3 Diplomat
4 Entertainer
5 Explorer
6 Foreigner
Roll 1d6 Roll 1d6 Archetype
3 1 Gambler
2 Gangster
3 Gunslinger
4 Knight
5 Mechanic
6 Mercenary
4 1 Monk
2 Noble
3 Novelist
4 Priest
5 Prostitute
6 Philosopher
Roll 1d6 Roll 1d6 Archetype
5 1 Pilot
2 Savage
3 Scholar
4 Scientist
5 Scoundrel
6 Scout
6 1 Smuggler
2 Soldier
3 Sorcerer
4 Spy
5 Supernatural
6 Thaumaturge


What is your character's personality? How do they act around other people? Are they serious but kind, grim and menacing, or wacky and easy-going? It's up to you to bring your character to life. If you have a clear idea of how your character interacts with others, you will have a strong foundation to build on when choosing the character's motivations.

A character's physical description is not as important as their personality, but it does have an impact on how they interact with others and how the players see the character. The more detail you can add to your description, the easier it will be for you and the other players to imagine them.

Unless your character is an amnesiac or was grown in a vat, they will have had years of life experience before the first game starts. Where did they come from? How were they raised? Have they been in the military? Were their childhood years relatively carefree, or were they marred by tragedy? When did they first hear the call to adventure? Did this realization come suddenly, perhaps as a result of a trauma, or was it something they had always known on some level?

You don't need to know all of this at the beginning of the first game, of course. If you aren't sure about the details, start with the broad strokes, and fill in the details as the character develops in play.


Motivations are the driving force behind most of the character's choices. Motivations, unlike complications, are ultimately under the control of the character (although it may take effort).

Here are a few motivations to get your creative juices flowing. Mix and match a couple, and think of some new ones, if you like. Take notice of the fact that a few of these are morally questionable, and some of them are incompatible with the life of a player character.

Would you like to randomly generate the motivations of your character? You can!

Table: Random character motivations, Table 1
Roll 2d6 Complexity
2-7 Roll once on Table 2
8-10 Roll twice on Table 2
11 Roll three times on Table 2
12 Conflicted: roll once on table 2, and see the note below

Conflicted: The character is torn between two mutually incompatible motivations. Roll on Table 2, and make a note of the roll and its opposite. The character's primary motivation is the first motivation rolled, but they are also driven by the opposing motivation. For example, the opposing motivation of "adventure" is "security".

Table: Random character motivations, Table 2
Roll 1d6 Roll 1d6 Motivation
1 1 Adventure
2 Asceticism
3 Audacity
4 Community
5 Compassion
6 Courage
2 1 Curiosity
2 Detachment
3 Enlightenment
4 Exploration
5 Freedom
6 Idealism
3 1 Justice
2 Mercy
3 Nobility
4 Passion
5 Pride
6 Rebellion
Roll 1d6 Roll 1d6 Motivation
4 1 Security
2 Materialism
3 Subtlety
4 Individualism
5 Wrath
6 Fear
5 1 Faith
2 Responsibility
3 Secrecy
4 Isolation
5 Control
6 Pragmatism
6 1 Vengeance
2 Ruthlessness
3 Fellowship
4 Serenity
5 Humility
6 Traditionalism


Your character has an adventurous spirit and rarely turns down the opportunity for a bold quest or a daunting challenge, as long as the task is noteworthy, risky, and exciting. They tend to carry out any endeavour with a swashbuckling flair. This can be a good or a bad instinct depending on the circumstances.

In opposition to: Security


Your character practices severe self-discipline and avoids all forms of indulgence, typically for spiritual reasons. They may regard those who partake in earthly pleasures with good humour and patience, or they might look down on such hedonism as a moral weakness.

In opposition to: Materialism


Your character is an adrenaline junkie driven by a desire to experience thrills and glory. They crave action, speed, and attention, and often leap before looking. On the positive side, this sort of person often deals well with chaotic situations that require quick reflexes and spur-of-the-moment decisions.

In opposition to: Subtlety


Your character believes that the greatest measure of an individual is in their value to the society in which they exist. They seek to be dependable and helpful to those around them, and they encourage these traits in others. A character motivated by community might choose to work in isolation, but they would do so with the greater good in mind.

In opposition to: Individualism


Your character wants to protect others and alleviate their suffering, particularly the innocent and the helpless. Seeing people in danger or in pain brings out the character's strongest instincts to act. By the same token, the character will tend to be quite careful when using violence in public places.

In opposition to: Wrath


Your character detests the chaos of society, and seeks to impose order and discipline. They conduct their own affairs with precision, and they impose that same order on others when possible. If they are truly ambitious, the character might seek to control events on a grand scale as a kind of benevolent dictator or as a mastermind pulling strings behind the scenes for the benefit of the masses, who aren't competent to lead themselves.

In opposition to: Freedom


Your character chooses and is willing to confront agony, danger, and uncertainty. They seek to face physical pain, hardship, and death with equanimity, and they embrace the opportunity to act rightly in the face of popular opposition, scandal, and personal loss. They will be remembered either as a great hero or as a fool.

In opposition to: Fear


Your character lives and breathes to solve the world's mysteries. Their focus might be on cracking the puzzles of the natural world or on unraveling the enigmas of the heart and mind, but whatever their obsession, ignoring a riddle requires great effort. The expression "curiosity killed the cat" comes to mind.

In opposition to: Faith


Your character seeks to avoid any emotional entanglements on a personal or professional level. They may feel that such connections would limit their freedom of action, and they may fear the obligation such a commitment entails. If offered the choice between maintaining their detachment or assisting with a cause that supports their other motivations, the character may have a crisis of conscience.

In opposition to: Responsibility


Your character's true calling is education and enlightenment, both their own and others'. Nurturing talent and preserving or establishing a legacy are key goals in their life. They may seek to provide a moral compass to those in their company, or they may be prone to probe and test others' abilities.

In opposition to: Secrecy


Your character lives to seek out new places and new ideas, to go beyond the edges of the map. The same old routine is not stimulating enough, and though proper planning is important, cautionary tales are often ignored in favour of seeking the new.

In opposition to: Isolation


The character believes in something which is not supported by empirical evidence, and this belief gives meaning to their life. They may feel compelled to adhere to a code of conduct inspired by their faith, or they may strive to spread their beliefs to others. Depending on how militant the character is about their faith, their beliefs may cause friction with those who require objective evidence for extraordinary claims, or those whose beliefs conflict with the beliefs of the character.

In opposition to: Curiosity


Your character makes every effort to avoid injury, danger, and uncertainty. Threats of physical pain, hardship, or death will compel the character to take preventative or palliative action, and they are likely to shift their position when faced with popular opposition, scandal, or personal loss. He who runs away may live to see another day.

In opposition to: Courage


Your character seeks to eliminate artificial barriers between individuals, such as socioeconomic status or political influence. They attempt to treat all sentients as equal in fundamental worth and social status. This may cause friction with those who do not share the character's egalitarian views.

In opposition to: Nobility


Your character detests the rigid structure of society, and seeks to escape any imposed order and discipline. They conduct their own affairs with wild abandon, and they disrupt the carefully-laid plans of others when possible. If they are truly ambitious, the character might seek to disrupt events on a grand scale as a kind of "agent of chaos", for the benefit of the masses who are too complacent to free themselves.

In opposition to: Control


Your character strives to maintain a healthy perspective regarding their own importance in the universe, for in a vast and uncaring universe, what does a single sentient life matter? They are likely to decline honors and rewards, no matter how well-earned, and they are usually polite and respectful even in the face of abuse and deliberate malice. At the same time, since their sense of self-worth is internal, they pay little heed to rude or disrespectful behaviour. In the cosmic scale, such things simply do not matter.

In opposition to: Pride


Your character believes in some cause or ideology so strongly that they would willingly die to protect it or uphold it. For example, your character might believe that their worth as a person is tied to their adherence to a code of honor, including such tenets as keeping one's word, appropriate use of force, and respect for rank. Any challenge to these ideals is sure to provoke a strong response.

In opposition to: Pragmatism


Your character believes that the rights of the individual hold the highest moral value, above any society or philosophy. The character seeks to be self-reliant and independent, and encourages these traits in others. A character motivated by individualism might work with a team, but their reasons for doing so would be personal, rather than out of any sense of obligation.

In opposition to: Community


Your character seeks to avoid exposure to new places and new ideas, preferring the comfort and safety of the known. It may be that they are frightened of what lies beyond the horizon, or it may simply be that they like the world as they know it and feel no desire to discover anything else. In extreme cases, the character may wish to avoid being contaminated, either physically or culturally, by strangers and their uncouth customs.

In opposition to: Exploration


Your character seeks to ensure that misdeeds are met with appropriate punishment. If the structure of society is such that the judicial system usually works as intended, then the character would seek to deliver criminals to the appropriate authorities (along with evidence of their crimes, if possible). However, if the system is corrupt (or if the character believes it to be so), then the character may decide that the cause of justice would be best served by taking the law into their own hands.

In opposition to: Vengeance


Your character wants to amass great wealth. Whether they spend it freely or even pursue philanthropy on a large scale is likely based on other personality traits, but the accumulation of riches is an end in itself for this character. Some might even call them greedy.

In opposition to: Asceticism


Your character practices benevolence, forgiveness, and kindness. They make a point of doing so particularly when the recipient is, by any objective measure, undeserving of such consideration. They might do this for any number of reasons, from the purely selfish (e.g., it makes them happy) to the pragmatic (e.g., they believe that by showing mercy, the person unworthy of forgiveness may change their ways) to the altruistic (e.g., they believe that each small act of kindness makes the universe a better place).

In opposition to: Ruthlessness


Your character was born to rule and command the respect of their lessers. They may look out for the little people based on a sense of noblesse oblige, but they take action because they feel it is necessary and proper to do so, not because someone else demands that they act. At best, a slight condescension is apparent in most interactions with others not of exalted lineage.

In opposition to: Fellowship


Your character has a visceral, perhaps even savage, nature that they may have to struggle to control. At the same time, they may have a strong sense of loyalty or compassion. In general, your character is ruled by emotions and has to work to fit into a rational world, but they may also have insights that logical people overlook.

In opposition to: Serenity


Your character believes that practical accomplishments are more important than ideas and philosophies. Honor and ideologies are of little value if they do not produce the desired real-world result. This approach is likely to become controversial when the pragmatic approach violates the ethical tenets of the culture at large.

In opposition to: Idealism


Your character seeks to personify the ideal of something, whether a culture, social class, or profession. They hold to an exacting standard of behavior and expect to be in the public eye, commanding respect for what they represent. They are not likely to appreciate scandals or public slights.

In opposition to: Humility


Your character doesn't fit into the larger society, living as a loner due to prejudice or personal choice. The rebel scoffs at popular trends and pays little heed to public mores. They may seek out other iconoclasts who follow their own drummer or they may just want to be left alone.

In opposition to: Traditionalism


Your character feels that they have abilities or burdens that limit their freedom of action. They have a duty to someone or something outside of themselves, and they feel that casting this duty aside would be selfish or irresponsible. If offered the chance to cast aside this burden, the character may have a crisis of conscience.

In opposition to: Detachment


Your character will allow no personal feelings or squeamishness to cloud their judgment. The feelings and well-being of others are irrelevant to the achievement of your character's ambitions. If this means that some must suffer while you claw your way to your objective, so be it: it matters not whether those in your character's way deserve such treatment. Perhaps your character's goals are so lofty that the ends justify the means; perhaps your character is just a heartless bastard.

In opposition to: Mercy


Your character strives to hide information from those who are unworthy of it, or from those who are unready to hear it. Knowledge is power, and power must be kept in the hands of those most fit to wield it. They may attempt to conceal or destroy information in order to prevent its dissemination, or they may seek to discredit those who attempt reveal that which should remain hidden.

In opposition to: Enlightenment


Your character strives to minimize risk, despite the potential reward or excitement. Even the most extraordinary task is carried out with an eye toward avoiding or eliminating anything which might be potentially interesting (and thus, dangerous). Ideally, this will lead to a long life, albeit a dull one.

In opposition to: Adventure


Your character seeks to maintain a spiritual, mental, and emotional balance. This may be for spiritual reasons, or it may be a mechanism for coping with the character's inner demons. It's probable that they try to avoid situations that might trigger bad memories or unhealthy behaviors, but learning to face these challenges with equanimity is an important step toward recovery.

In opposition to: Passion


Your character seeks to achieve their goals without attracting attention. Careful planning is usually high on their list of priorities, but success alone is not enough. From your character's point of view, the greatest achievement is one that no one else ever knows about. The most powerful hand is the one that no one sees.

In opposition to: Audacity


Your character believes in structure, tradition, and the chain of command. They appreciate the value of respecting authority, and of following and giving orders. They thrive on stability, structure, and clear objectives. This can potentially create a crisis of conscience if those orders conflict with their personal morals.

In opposition to: Rebellion


Your character seeks revenge for some past wrong done to them or their loved ones. Any personal sacrifice is worthwhile. Depending upon the character's other motivations, sacrificing others might be worth the cost as well.

In opposition to: Justice


Your character exults in causing death and destruction, particularly when the target is guilty or despicable. Seeing people abuse their power or behave in an offensive manner brings out the character's strongest instincts to act. The character will tend to be careless when using violence in public places.

In opposition to: Compassion


Complications are circumstances that make the character's life more difficult, and which are beyond their choice or control. Think of one or two complications for your character: things that make your character more interesting, and which will make the game more exciting for you and the other players.

These complications are just examples: feel free to create your own, or skip it entirely. If you choose to have any complication, remember that your complications are not an excuse to be a jerk or to undermine the fun of the other players. More than anything else, complications are reasons to do something fun even if it's not strictly the wisest idea.

  • Compulsion: The character has an uncontrollable urge to do (or to not do) something. For example, they may be unable to overtly lie ("Compulsion: Oathbound"), or they may be prone to acting before they have thought the situation through ("Compulsion: Impulsive").
  • Gruesome: Whatever the reason, the sight of the character horrifies adults and makes children cry. They may have difficulty in social situations, particularly when meeting someone for the first time.
  • Obligation: The character must answer to someone else. The character doesn't have to obey, but disobedience will have consequences if it becomes known.
  • Outsider: The character is unfamiliar or perhaps simply uncomfortable with social norms and customs.
  • Wanted: The character is an outlaw, hated and/or hunted by a powerful enemy.
  • Weakness: The character suffers a -3 penalty on their defense and on all skill rolls when they or the object of their attention is exposed to an otherwise harmless environment or substance, such as water or sunlight.

Character Points

Once you have the the important parts of the character sketched out, you can start writing up the character's abilities. Characters in Warlords Of Kruhl are created using "character points". The player begins with 50 of these character points, and then spends them to buy attributes, skills, gifts, and so on. (Characters in Warlords Of Kruhl are extraordinary: relatively ordinary people would be created with 20 character points.)

A lot of us have a tendency to want to be extraordinary even in things that aren't particularly important to the character. For example, a medal-winning Olympic weightlifter would only have Brawn 4. Just something to keep in mind.

Improving Your Character

At the end of each story arc (every half-dozen game sessions or so), the GM grants one experience point to each player, and each player adds that amount to the "Unspent Experience" on the character sheet of the character they played during that story.

Each experience point is used just like the character points used to create a character: improving an attribute, buying a skill, and so on. The GM should keep a close eye on any new abilities the character gains, as well as on any increases in the character's attributes that might make the character unsuitable for the game being run. It's always a good idea for the players and the GM to discuss how the players plan to spend their experience points.