ForeverWorld Books'
Dynamic Adventures Inc.
Hourani Character Generator for NeverWorldŽ
The following is a step-by-step guide to generating a character for NeverWorld, using the Hourani Character Generator Software. You will need the following:
  1. Hourani Character Generator Software
  2. The Tome of NeverWorld
  3. The Culturebook: Hourani
Take a moment to envision your fantasy character, including looks, skills, attributes, gear, personality and desires.
I. Choose Quick PC Maker by left-clicking on the Tomb of NeverWorld cover. Choose Hourani character (if needed). Enter your Character Name using examples in the Culturebook. Enter your own name for Played By: Give your character an Attitude description.
Press the button for a Pathway of Neutral Taker (selfish) or Assertive Giver (group oriented).
II. Using the dialog boxes: Choose a Sub Culture based on the following Table, then a starting Career from that sub-culture. In NeverWorld, your character can have the skills of many other careers (magic, thieving, protective armors, etc.), but you are still only hired for one specific job or profession.
Subculture Starting Career(s)
Balentin (Metaphysicians) Medic, Guardian
Cortez (Honorable Men of Arms) Recruit
Feznoth (Holy Priests of Dragonfay) Initiate
Groam (Wizards) Wizard's Apprentice
Illiomis (Entertainers, Artists) Itinerant
Porter (Dishonorable Men of Arms) Employee, Mercenary
Raidir* (Females, Priestesses) Maiden, Specialist
Rosenthal (Dark Priests of the Dragonfay) Black Pawn
Wayne (Historians Monk
Use your culturebook to look up career descriptions. Career Requirements: Mastery, Pathway, Advantages, Required Gear, Pre-requisites. *All Hourani Females come from the house Raidir, but are capable of being a specialist in any other house except Feznoth and Rosenthal.
The next dialog concerns your Family Trade.You may choose to come from the average category of lineage (51-55) or you may take your chances at something better. You will need to type in your specific Family Trade and Background from the provided list.
III. Cultural and professional advantages are already selected. You may choose additional advantages using the dialog box.
  1. You may trade 25 skill points for 1 advantage point.
  2. If you are desperate, you may also take Disadvantages of up to -10 in any given Advantage, and move those points into a different advantage at a 1 to 1 ratio. But don't go below your career minimums.
You can raise other advantages besides your Career requirements, but you should save at least 300 points for skills.
IV. Use the drop down-lists or enter the following information in the Select Physical Traits dialog. Choose an Age from the Adulthood column on page 2 of the Culturebook, Hourani Age Delineations. Select an Eye Color from Blue, Brown, Green or Hazel and a Hair Color from Red, Brown or Blond. These are the common colors, but you may choose differently if you want to be oddly unique. Choose a Skin Color from any example of the Human Race. For Birthdate, choose the month and day, then subtract your age from 1000 to determine the year. Based on your Strength and Stamina, choose Build such as thin, average, husky, muscle-bound, etc. Choose a Height, normally between 5 and 6 feet. Choose a Weight, normally 100-140 Female, 160-200 Male.
A computer generated random roll will determine if you are ambidexterous. If not choose left or right Handed from the dialog provided.
VIII. The Mastery List of Skills dialog allows you to choose various skills from the drop-down list provided. Native Skills have already been selected. Note the skills you cannot learn from this culture, listed under Unknown Skills, in Culturebook Hourani, do not choose these skills. You have 405 Starting Points - total points spent on advantages + possible points from Family Trade roll. You need to assign points to the required skills of career Masteries first. Turn to your Career requirements (culturebook). Look at your required Mastery Levels. Masteries (ex: Combat) are the average of Emphasis Levels (ex: Blades), which are the average of Skill Ratings (ex: Longsword, Shortsword, etc.) divided by 10. Combat, Cultural and Magic Masteries require you fill in the skills from the Culturebook. See the pre-generated character in the back of the Culturebook for examples. Looking at your first Mastery requirement, choose 1 Emphasis you prefer. Multiply the min number next to it x 10 x required Mastery level. Deduct this from your starting points and spread them out amongst the same number of skills as the min. (Example: Scholastics 3. Choices are: 6 skills from Archaic Science or All 3 skills from History or All 3 skills from Research. Archaic Science will cost 180 starting points, applied to 6 different skills in the emphasis. History or Research will only cost 90 starting points, applied to all skills of the emphasis.) Things to note:
  1. You may check your current emphasis levels by pressing the Emphasis Levels button.
  2. Combat skills are found on page 4 (Culturebook), the Weapons Chart. The WC is the same as complexity, written to the right of the skill. Emphases on pg 64-66 (Tome)
  3. Magic skills require 1 level of Logic for every spell skill, or a Logic of 5 for Magic Theory which gives characters no limit to the number of spells they can learn.
  4. The maximum for any starting Skill Rating is 100.
  5. You may have more than the minimum skills in an emphasis, but the average of all skills, divided by 10 must equal the Mastery requirement.
  6. You may have more than 1 emphasis of skills, following the same rules as above for mastery requirements.
After you have spent Starting Points on career requirements, you may spend the remainder on any other skills. You do not have to have an Emphasis to put points into additional or non-career skills. (Example: Putting 40 points into the just the Potions skill under Professional Crafts, under Brewing).
X. If your PL meets the requirements, you may choose from the Special Skills listed in your career description. Use the provided dialog do to this and do not choose the same Special Skill more than once.
XII. Print out your character sheet and fill in any additional information such as starting equipment, weapons, armor, goals, etc.

Copyright ©1994-98 Erin Laughlin.
NeverWorld is a Trademark of ForEverWorld Books.
Software Copyright ©1997-98 Dynamic Adventures Inc.