Character Generation

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Rex
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Re: Character Generation

#181 Post by Rex »

Marullus wrote: Sat Jan 06, 2024 1:43 am Lharzin, Female Dwarf, Speaker of Stone

Born the 24th Day of Nolus, Early Summer.
Sunsign: Ahnu, the Fire Dragon
Only Child, born a Bastard, but acknowledged by Father who is the Clanhead.
Heavy in frame, 4'8" and 100lbs.
Of Plain appearance with fair skin, black hair, and green eyes.

Sheet:Lharzin - Speaker of Stone.pdf
AHNU, the Fire-Dragon
Ahnu is the fourth constellation of the Kethiran zodiac (Nolus 4th–Larane 4th) and located in the northern sky. The dragon symbolizes the cleansing destruction of fire. What the smith brings forth, Ahnu destroys. This is not necessarily wanton destruction, for Ahnu cleans and prepares the world for renewal, an ordeal that purifies, that destroys the unworthy and the superfluous, and makes room for the new.
Those born under Ahnu are perfectionists, which is both a strength and a weakness. They dislike and cannot find room for fault. Ahnuans tend to be intolerant and impatient; they have quick and violent tempers. They are slow to praise, quick to criticize. They are not fond of the conservative or the old and solid, but tend towards experiment and progress. Often they are radical revolutionaries prone to purge rather than correct.
Strength 15
Stamina 10
Dexterity 12
Agility 8
Eyesight 9
Hearing 9
Smell 14
Voice 10
Intelligence 15
Aura 16
Will 17

Morality: Unscrupulous
Severe Violent Temper (loses control). Will ×1.
Mild Ballistophobia (fear of missiles). Will ×5.

Worshiper of Siem, as all dwarves. Piety 16.
Disembodiment x2 - The ability to detach the ethereal spirit from the body, which is left in a state of metabolic suspension. The disembodied spirit is referred to as an astral entity.
Sensitvity - Sensitivity is subject to Passive Triggering and may be used actively to scan for magical or psionic residue/effects. Sensitivity can also be used to attune to magical artifacts or effects.
Unique (Voice of Ages) - From other RPGs, a Dwarven Ability to commune with earth and stone and receive its memories (like a custom form of psychometry)
Clairvoyance - The ability to visualize events currently occurring at a remote location.
Healing - Talent requires skin contact between the healer and the patient (who may be the healer). Four options exist: Empathy, Restoration, Bloodloss, Heal.
Prescience - The ability to determine the “fate” of a group, person, or item. Two forms: Prescient Vision, Sense Danger.
Hex - Sometimes called “the evil eye.” Hex is the ability to “curse” a victim, causing them to have bad luck.
Psychometry (perhaps add to the Unique:Voice of Ages as x2)
Occupations:
Mage(All): Runic Script/70+SBx2, Folklore/5, Mathematics/2
Mage (Fyvria): Foraging/4, Survival/4, Agriculture/3, Herblore/3, Tracking/3, Animalcraft/2, Embalming/2, Physician/2
Apothecary (Family): Herblore/2, Physician/1 (Total of Herblore/5, Physician/3?)
Military/Clansman: Melee Weapon (Warhammer?)/4, Spear/4 and Shield/4
Optional Points (5) [from Mage option list]: Cookery/4, Runecraft/2+1=3, Mental Conflict/4, Weatherlore/4

OMBs:
Runic Script/70+SBx2 [SB 12]: 94
Folklore/5 [SB 14]: 70
Mathematics/2 [SB 16]: 32
Foraging/4 [SB 14]: 56
Survival/4 [SB 14]: 56
Agriculture/3 [SB 14]: 42
Herblore/5 [SB 13]: 65
Tracking/3 [SB 14]: 42
Animalcraft/2 [SB 12]: 24
Embalming/2 [SB 12]: 24
Physician/3 [SB 12]: 36
Axe/Warhammer/4 [SB 15*]: 60
Spear/4 [SB 14]: 56
Shield/4 [SB 13]: 52
Cookery/4 [SB 14]: 56
Runecraft/3 [SB 16]: 48
Mental Conflict/4 [SB 17]: 68
Weatherlore/4 [SB 13]: 52
...to be continued.
  • I need help determining Age, then can move to Contacts/Friends/Enemies.
  • I need help setting languages and scripts.
  • I need the GM to set clan and social class, given she's the acknowledged bastard of a Clanlead of higher station, then her mother is a guilded Apothecarist.
  • I need the GM to set the level of the Chantry I am from.
  • I need GM to adjudicate psionics (open, dormant, combinable?)
  • I need to get the Magic PDF and pick spells (16pts)
  • I need help knowing what "Tools of the Trade" are, what clothing and armor I have from my social class and station, and what to use on the Family Wealth table.

(I'm assuming no veteran options - she's young and weird, and hampered by her temper.)


The Process:
1. Select a species and sex
a. Human, Khuzdul (dwarf), Sindarin (elf), or other (we will avoid other for these purposes)
Choosing Dwarf.
b. Male or Female
I'll leave to chance. Harnmaster says 75% chance male.
Gender [1d100]=72
...That said, a Female character would be interesting, too. If you want it to be 50/50% then that's the result.
Edit to Add: As the character evolved, I came to think more that she's female. Switching to that.

2. Birth date generation
Roll 1d12 for month and 1d30 for day, determines Sunsign
Birth Date [1d12]=4[1d30]=24
24th Day of Nolus, Early Summer.
Sunsign:Ahnu, the Fire Dragon

3. Birth Place, Culture,and Social Class we will ignore for now.
I'd like to be from Azadmere, just so I have a reason to read the book.
4. Family Development
a. Sibling Rank, roll %d and 1d6-1
I. Khuzdul and Sindarin are -20% to the roll
Sibling Rank [1d100-20]=1-20=-19 [1d6-1]=1-1=0
That equates to only child.
b. Parent, roll %d, if result is 01-50 or 91-00 roll an additional %d
Parent [1d100]=80[1d100]=49
Result is Bastard, acknowledged by Father.
Bastard: Character’s parents never married, most likely because the
father was of a higher social class, or one (or both) parents were already
married or betrothed. Character is acknowledged by father if roll was
76–80. Character probably lives with mother, but may reside with father
if acknowledged.
c. Estrangement. roll %d
I. Eldest child adds +5%
II. Members of small clans and all Khuzdul and Sindarin add +20%
III. A roll of 01 is always an Outcast
Estrangement [1d100+25]=39+25=64
Popular with family.
Popular: Character liked by
most relatives and may enjoy
special favor, but should not
take things for granted.
d. Clanhead, roll %d, if 01-50 roll another %d each time
Clanhead [1d100]=90[1d100]=60
Father or Mother is the the Clanhead. Given the Bastard roll, let's make it Father.
5. Appearance Attributes
a. Height, roll 4d6
I. Ivinian +1", Nobility +2", and Urban Poor -2"
Dwarf is 40+4d6, I don't know if we are Nobility or Poor because we omitted that step.
Height [4d6+40]=18+40=58
4' 10"
b. Frame, roll 3d6
I. Human Female -2, Sindarin -2, and Khuzdul +3
Frame [3d6+3]=11+3=14
Heavy frame, weight is 91+10% = 100lbs
c. Weight, no roll
I. note Character Size from table and modify for Frame, it will modify Strength, clothing and armor weights
d. Comeliness, 3d6
I. Sindarin +2, Tribesman Female (Kath only) +1
Comeliness [3d6]=8
Plain in appearance
e. Other, we are choosing Complexion, Hair and Eye color
Complexion [1d100]=62 Hair Color [1d100]=41 Eye Color [1d100]=71
Trying the tables: Fair skinned, black haired, and green eyed.

6. Physical Attributes
a. Strength, key attribute, roll 4d6 drop lowest
I. +4 Khuzdul, +1 Sindarin, modifier from Weight/Strength Table
Strength [1d6]=5[1d6]=4[1d6]=1[1d6]=2
5+4+2+4 = 15
b. Stamina, key attribute, roll 4d6 drop lowest
I. Khuzdul +2, Sindarin +1
Stamina [1d6]=6[1d6]=2[1d6]=4[1d6]=2
6+4+2+2 = 14
c. Dexterity, key attribute, roll 4d6 drop lowest
I. Khuzdul +1, Sindarin +2
Dexterity [1d6]=5[1d6]=2[1d6]=2[1d6]=4
5+4+2+1 = 12
d. Agility, key attribute, roll 4d6 drop lowest
I. Sindarin +1, modifier from Agility Frame Table
Agility [1d6]=3[1d6]=2[1d6]=3[1d6]=3
3+3+3-1 (Heavy) = 8
e. Eyesight, roll 3d6
I. Sindarin +2. Khuzdul +1, Tribesman +1
Eyesight [1d6]=6[1d6]=1[1d6]=1
6+1+1+1 = 9
f. Hearing, roll 3d6
I. Sindarin +2, Khuzdul +2, Tribesman +2
Hearing [1d6]=1[1d6]=3[1d6]=6
6+3+1+2 = 12
g. Smell. roll 3d6
I. Sindarin +3, Khuzdul +2, Tribesman +2
Smell [1d6]=3[1d6]=2[1d6]=3
3+3+2+2 = 10
h. Voice, roll 3d6
I. Sindarin +2
Voice [1d6]=6[1d6]=4[1d6]=5
6+5+4 = 15

7. Personality Attributes
a. Intelligence, key attribute, roll 4d6 drop lowest
Intelligence [1d6]=6[1d6]=3[1d6]=6[1d6]=1
6+6+3 = 15
b. Aura, key attribute, roll 4d6 drop lowest
I. Human Female +2, Sindarin +4, Khuzdul -2
Aura [1d6]=2[1d6]=1[1d6]=2[1d6]=3
3+2+2-2 = 5
c. Will, key attribute, roll 4d6 drop lowest
I. Khuzdul +3
Will [1d6]=3[1d6]=6[1d6]=3[1d6]=1
6+3+3+3 = 15
d. Morality, choose
Morality [3d6]=12
I'm curious what a roll would say, because I'm still developing the direction here. The result is Law Abiding... I might change it to Unscrupulous.
Edit to add: As this evolved, including unstable temper, I think she's lower on the scale. Setting to Unscrupulous.


8. Re-arrange Attributes
I'm open to suggestions, but I think I may be good with it as is... I have high INT and WIL for magic and STR as a dwarf. I'd like a higher Aura, as I want to be super-mystical. I can at least swap Hearing and Aura, so lets do that. Aura becomes 10-2=8. Hearing becomes 7+2=9. Maybe I can swap Aura with something higher? I need advice before I do that so I don't break something.
Edit to Add: I've now read the convocations and found that Aura is the primary stat (not Int or Will), and strangely, so is Smell. I still want high Int and Will (for the concept, I am sure it will matter). The only other high raw roll I had was Voice at 15. I'll put that into Aura (-2=13, then +3 from the Psyche roll is 16 Aura). The Aura roll still goes to Hearing (7+2=9), and then the Hearing roll replaces Voice (10+0=10). To get better Smell, I'll have to move a physical attribute. I'll swap Stamina and Smell (each with a +2 as Khudzul) making Smell 14/Stamina 10. (She's got the big dwarven nose, but spent too much time in books.)

a. Do not include Morality

9. Medical
a. Roll %d, if 66-70, roll %d twice
I. Additional rolls may be required
Medical [1d100]=74[1d100]=17
74 is "No Disorder."
b. You may choose to take a second roll (%d)
I. if you took the roll add a total of +2 to any attribute(s) of your choice as long as it wasn't modified (+ or -) by your Medical rolls
I'll take a roll for +2 points! Especially since I got lucky the first time.
Medical [1d100]=84[1d100]=54
Lucky again. Something in this Bastard's favor. :) I'll add it as +2 Will, assuming its for spellcasters.
10. Psyche
a. Roll %d, if 66-70 roll %d twice, for each roll of 01-65 roll an addition %d for Severity
Psyche [1d100]=9[1d100]=30[1d100]=4
9 is Ballistophobia (fear of missiles). 30 is "Mild Will ×5."
b. You may choose to take a second roll (%d)
I. if you took the roll add a total of +3 to any attribute(s) of your choice except Will
...also really tempting. Let's do it.
Psyche [1d100]=63[1d100]=91[1d100]=31
63 is "Violent Temper (loses control)". 91 is "Severe Will ×1."
Can I add the +3 also to Will and raise it to 20? Or should I do something else?

11. Sexuality
a, Not rolling, You can note if you want or not
I'd prefer to leave this out of play. We'll see if it ever matters and decide then.
12. Deity/Religion
a. Choose
Siem, per your note to others.
All Khuzdul worship Siem and his demi-gods. They are directly opposed to Morgath and are the only species that can not be turned into undead (corrupted by the shadow).
13. Piety
a. Roll 5d6, if Cleric Willx5 instead (will not know at this point so you will adjust later if necessary)
Piety [5d6]=16
...16
14. Psionics
a. Roll 3d6, if Aur-the roll is a positive.non-zero number consult with DM
I. Comment, by the rules the DM makes this and following Psionic rolls in secret for the player and notes and informs the player of the Active only. I prefer the player to make the rolls and just require them to roll play what they know or don't know
Psionics [3d6]=7
With the swap I did, that's a success! So, that's two generation rolls. (If we swap with a different attribute, it would be more?)
Psionics [1d100]=83[1d100]=14
Disembodiment - The ability to detach the ethereal spirit from the body, which is left in a state of metabolic suspension. The disembodied spirit is referred to as an astral entity.
Sensitvity - Sensitivity is subject to Passive Triggering and may be used actively to scan for magical or psionic residue/effects. Sensitivity can also be used to attune to magical artifacts or effects.

Actually, if I apply the +3 bonus from Psyche to Aura, I get Aura up to 12 and get three more rolls to make her eldritch... Switching Voice to Aura as the main Mage skill and adding the +3 Psyche bonus makes it 16, which is a total of 9 rolls. I already made 5 (2 above, 3 below), so I will make four more.
Psionics [1d100]=100[1d100]=7[1d100]=21
That comes together as a REALLY solid concept. I like how this character evolved.
Unique (Voice of Ages) - From other RPGs, a Dwarven Ability to commune with earth and stone and receive its memories (like a custom form of psychometry). Psychometry is recent memories of any object, Voice of Ages is long-term memories but off of only stone things.
Clairvoyance - The ability to visualize events currently occurring at a remote location.
Healing - [/color]
Talent requires skin contact between the healer and
the patient (who may be the healer). Four options exist:
[1] Empathy: An attempt to diagnose the patient’s
emotional state and/or physical well-being.
Information depends on success level.
[2] Restoration: An attempt to remove fatigue. CS
eliminates four Fatigue Levels (F4); MS removes
two Fatigue Levels (F2).
[3] Bloodloss: An attempt to clot a single bleeding
wound. Any success stops bleeding, and CS also
reduces accumulated bloodloss by 1BP.
[4] Heal: An attempt to increase the healing rate of
one identified ailment or wound. CS increases the
healing rate by 2, MS by 1. If this brings the healing
rate to H6 (or more) any infection, disease, or
poison is defeated (cured).
Psionics [1d100]=57[1d100]=10[1d100]=28[1d100]=64
57 = Prescience
10 = Disembodiment (x2)
28 = Hex
64 = Psychometry (perhaps add to the Unique stone version as x2)


15. Occupation
a. Choose
I. Note that all Khuzdul and Ivinians without a primary Military Occupation will have Military/Clansman as an additional starting Occupation with no Option Points
I want to play with herbs, so we'll go Apothecary: Herblore/4, Alchemy/2, Mathematics/2, Physician/2, Script
b. Choose matching Social Class and Culture (this may be determined by Species/Race selection instead of Occupation)
c. Determine Parent Occupation by discussion with DM, is usually the same as the PC but sometimes not
She's an herbalist/apothecary like her mother. Her father is the dwarven clanhead and her illigitimate father. (Mother teaching Apothecary adds +1SB to each of those skills, so Herblore/5, Alchemy/3, Mathematics/3, Physician/3, Script/2.
Okay, I now realized that I have to take the Mage occupation for her delving into her studies. This sets her different than her mother's occupation as Apothecarist. From her Mother she gets Herblore/2 and Physician/1. From Mage, I need to go read the Convocations.
Looking at the convocations, Fyvria is what I was imagining. (Who can argue with "Healing, Horticulture, Necromancy, Earthquakes"?) It fits the theme well of her trying to embrace her Psionic talents and a dwarven earth-connection. Peleahn also goes with her Sunsign and Psyche, but lets see if we go there in play (a hot tempered character with actual fire-powers) and she's trying to control herself right now, not lean into it.
Trying to follow the skill section, the Mage gets an "all" set, a Fyvria set, and then "option picks."
Mage(All): Runic Script/70+SBx2, Folklore/5, Mathematics/2
Mage (Fyvria): Foraging/4, Survival/4, Agriculture/3, Herblore/3, Tracking/3, Animalcraft/2, Embalming/2, Physician/2
Optional Points (5) [from Mage option list]: Cookery/4, Runecraft/2+1=3, Mental Conflict/4, Weatherlore/4
Not sure how the family skills and mage skills act when they double-up. They sum?

16. Age
a, Determine age based on Occupation(s)
b. Potentially adjust age up based on discussion with DM
I. Comment, I usually adjust weaker Occupations up with Veteran Years, but this is always based on discussion with the player, if they want the challenge of running a 15 year old Beggar I am OK with it
I'm not sure what to do with age? Help?


16. Skills
a. Assign Occupation Skills with OML
b. Assign Family Skills or Adjust OML of Occupation Skills depending on Parents Occupation
c. Discuss Milita option with DM, if granted add Melee Weapon/4, Spear/4 and Shield/4 for unarmored Foot or Bow/4 and Melee Weapon/4, Crossbow/5 and Melee Weapon/4, or Melee Weapon/4 and Sling/3 for unarmored Archer
Note that Melee Weapon type is always at the DM's choice based on starting location but is usually Axe (Hand Axe), Club (Club), or Sword (Short Sword), rarely Dagger (Dagger)
d. Select optional Skills and or adjust current skills (may include additional Veteran Option Points)
Okay, using the skill lists determined above, I calculated all the SBs and OMBs. (Only Axe/Hammer gets a +1 from Sunsign)

Runic Script/70+SBx2 [SB 12]: 94
Folklore/5 [SB 14]: 70
Mathematics/2 [SB 16]: 32
Foraging/4 [SB 14]: 56
Survival/4 [SB 14]: 56
Agriculture/3 [SB 14]: 42
Herblore/5 [SB 13]: 65
Tracking/3 [SB 14]: 42
Animalcraft/2 [SB 12]: 24
Embalming/2 [SB 12]: 24
Physician/3 [SB 12]: 36
Axe/Warhammer/4 [SB 15*]: 60
Spear/4 [SB 14]: 56
Shield/4 [SB 13]: 52
Cookery/4 [SB 14]: 56
Runecraft/3 [SB 16]: 48
Mental Conflict/4 [SB 17]: 68
Weatherlore/4 [SB 13]: 52


17. Invocations and Spells
a. Clerics select Invocations and Mages select spells
So, all mages get FOCUS and DISPELL.
Then we get spell points equal to Aura (16).
...I need to get into the Magic PDF to know what they are.


18. Friends and Enemies
a. Contacts, a number of contacts = age/5 (round)
b. Work through this process for each Contact you have
c. A Contacts office, rank, or tittle is significant, 10% of a high office, rank or tittle where applicable
d. Roll %d to determine Contact (may require additional rolls on Occupation Table)
e. Roll %d to determine Relationship
f. Roll 1d20 to determine Loyalty
g. Once all Contacts are determined, choose 1 to be your Best Friend, adjust their Loyalty to 70+the result of their original d20 Loyalty roll
19. Equipment and Funds
a. Equipment everyone starts with
A set of clothing suitable to their station and occupation (I will give more detail on this)
A backpack with any portable tools of their trade
Fire making tools (tinder box or flint and steel)
bandana or scarf
Waterskin
Knife or Dagger
A weapon for each Weapon Skill (DM's choice)
Armor, maybe, depending on Occupation and Social Class
Credentials, depends on Occupation, Social Class, and situation
b. Funds and additional Equipment, roll 3d6, see Family Wealth Table and Veteran Equipment
I. 3-9 poor, 10-14 Average, 15+ Wealthy
c. Other
I. This category involves items that an individual can make themselves or are likely to have made
II. They must purchase or be able to reasonable gather themselves all raw materials
III. They must have access to any necessary tools, special needs
IV. All required rolls will need to be made, Crafting, Spell Casting, Praying etc.
V. Depending on item and rolls additional attempts may be allowed (Mages will start with a Focus for example but it may take several attempts)
I will note here that High Quality Item, Holy Item, Magic Item creation as well as Herbal and Potion creation are all nicely detailed and even possible for starting characters
20. Connecting the Party
a. I usually have some rational for everyone knowing each other or at least being together, but in this scenario we will not worry about it
So far everything looks good. That said I can't really check everything until I know for sure what your occupation is and what your parents occupation is. Based on the other post you are thinking fire or earth mage I think. You will also get Dwarf Clansman.

The most common convocation for dwarves is Jmorvi (metal/artifice), followed equally by Peleahn (fire/action), and Fyvria (earth/life cycles). The other 3 are very rare.

Important note about Jmorvi vs Fyvria: A stone wall of a castle (ie the stone is worked into something) is artifice thus the domain of Jmorvi. A cave wall worked by nature is Fyvria. For most spells the final objective can be obtained by different convocations just by thinking about it from a different approach.

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Marullus
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Re: Character Generation

#182 Post by Marullus »

Rex wrote: Sun Jan 07, 2024 11:35 pm So far everything looks good. That said I can't really check everything until I know for sure what your occupation is and what your parents occupation is.
Let's keep with Fyvria. That should then be ready for review.
Important note about Jmorvi vs Fyvria: A stone wall of a castle (ie the stone is worked into something) is artifice thus the domain of Jmorvi. A cave wall worked by nature is Fyvria.
I am not worried about this for magic, but for the psionic. Can the custom psychometry work on both?

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gurusql
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Re: Character Generation

#183 Post by gurusql »

Rex wrote: Sun Jan 07, 2024 10:47 pm
gurusql wrote: Fri Jan 05, 2024 7:33 pm Beryl.pdf

I have attempted to fill this out, please let me know how I have done.

Open questions -
  • Is my STR 18 or 19 (Nat 18 +4 -3) (I used the 19 in my work)
  • I did not understand the parent affects so I have not added them yet
  • For the moment I have added Tracking and Math for two of the five bonus skills, but I think to improve the others on my list (Climbing, Jumping and a Weapon) it might take multiple.
Looks pretty good so far. Some comments.

I can give you a list of Clan names you can pick from if you want, otherwise will we will go from a "lesser known clan" named however you want. Tourmaline could be a nickname or something like that if you pick a clan from the book.
If you are going with miner for you adopted parents occupation then you would get +1 OML (the multiplier) for the 5 Miner skills. Or maybe you fostered with a mixed Hunting/Trapping/Scouting clan, then you would get the Hunter/Trapper skills you have increased +1 OML (except weapons). Your call.
Unarmed is at OML 3
Ritual Siem is at OML 1
Languages
Khuzdul is 60+SB
Harnic is SB 3
Runic Script is 70+SB
Please give me a Clan name, I just picked Tourmaline out of the void, but I will use it for another part of the character (with your permission)

I only used 2 of the 5 bonus skills, but I need you help with a few items

(1) I was thinking of using a Trident, which appears to be useable with a shield at a -10 ML and attacking someone high or low gives a -10 ML (why you want to do this I don't know). So having a Spear of 108 seems like a pretty high skill value, but not sure since I have not run through a combat
(2)With the remaining 3 skills what would you recommend? I have been thinking Climbing, Jumping and some combat one. What are your thoughts?
Beryl.pdf
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Rex
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Re: Character Generation

#184 Post by Rex »

Marullus wrote: Mon Jan 08, 2024 2:09 am
Rex wrote: Sun Jan 07, 2024 11:35 pm So far everything looks good. That said I can't really check everything until I know for sure what your occupation is and what your parents occupation is.
Let's keep with Fyvria. That should then be ready for review.
Important note about Jmorvi vs Fyvria: A stone wall of a castle (ie the stone is worked into something) is artifice thus the domain of Jmorvi. A cave wall worked by nature is Fyvria.
I am not worried about this for magic, but for the psionic. Can the custom psychometry work on both?
Psychometry can be used with anything and is separate from the convocations, although there are some Savorya spells which can modify it.

I will go back and look over your sheet again now that I know your occupation. Parents occupation?

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Rex
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Re: Character Generation

#185 Post by Rex »

gurusql wrote: Mon Jan 08, 2024 3:04 am
Rex wrote: Sun Jan 07, 2024 10:47 pm
gurusql wrote: Fri Jan 05, 2024 7:33 pm Beryl.pdf

I have attempted to fill this out, please let me know how I have done.

Open questions -
  • Is my STR 18 or 19 (Nat 18 +4 -3) (I used the 19 in my work)
  • I did not understand the parent affects so I have not added them yet
  • For the moment I have added Tracking and Math for two of the five bonus skills, but I think to improve the others on my list (Climbing, Jumping and a Weapon) it might take multiple.
Looks pretty good so far. Some comments.

I can give you a list of Clan names you can pick from if you want, otherwise will we will go from a "lesser known clan" named however you want. Tourmaline could be a nickname or something like that if you pick a clan from the book.
If you are going with miner for you adopted parents occupation then you would get +1 OML (the multiplier) for the 5 Miner skills. Or maybe you fostered with a mixed Hunting/Trapping/Scouting clan, then you would get the Hunter/Trapper skills you have increased +1 OML (except weapons). Your call.
Unarmed is at OML 3
Ritual Siem is at OML 1
Languages
Khuzdul is 60+SB
Harnic is SB 3
Runic Script is 70+SB
Please give me a Clan name, I just picked Tourmaline out of the void, but I will use it for another part of the character (with your permission)

I only used 2 of the 5 bonus skills, but I need you help with a few items

(1) I was thinking of using a Trident, which appears to be useable with a shield at a -10 ML and attacking someone high or low gives a -10 ML (why you want to do this I don't know). So having a Spear of 108 seems like a pretty high skill value, but not sure since I have not run through a combat
(2)With the remaining 3 skills what would you recommend? I have been thinking Climbing, Jumping and some combat one. What are your thoughts?

Beryl.pdf
Looking very good.

For the Khuzdul clans are associated with occupation. Thus there are several metalsmith clans for example and all metalsmiths would come from one of those clans. But, Miners are the exception. There is no specific clans for just mining, most clans have miners in them who handle the mining/engineering tasks for the clan. So you can pick from almost any clan name, including the low guard military clan (Clan Kuhrdin). The high guard military clan would require you to be noble and not an orphan so that one is off limits based on your history. As you are thinking of him as a scout type you could go with clan Kuhrdin (low guard) but it would mean you are actively serving and we would need to come up with a reason why you are in Chybisa. Spying maybe? You could also be from a family that hunts/traps. These are sometimes loners with no clan, they act as not only suppliers of valuable food and pelts but they keep track of the Orcs and their movements for the kingdom.

For your skills you need to put 1 OP into Initiative to get it to 90, or you will have to drop your spear ML down to 93 as no weapons skill can be more than Initiative + the weapons SB (18 for spear in your case). I wouldn't want to loose that. Next would be Stealth as it is one of the more used skills. Last could be anything you want, maybe Awareness. That will determine surprise at times.

Weapons. You are very skilled with spears of all types. Max ML for any skill is 100+SB, so for spears in your case 118. You are already 108. You get 3 specialties from spears which will be +SB (18) on top of the 108. You will be very good. Keep in mind there are lots of situational modifiers, most of which will lower your score. Encumbrance is -5 per point of encumbrance, injuries are -5 per injury level, and lots more. The max EML you can have for any roll is 95, in other words a roll of 96 to 99 will always be a marginal failure and a roll of 00 will always be a critical failure. As for why you would want to attack low or high. It is often to get around armor, which is a game changer in HarnMaster combat. Striking where someone is lightly armored or none is a huge advantage over hitting mail or plate. Also you might be trying to hit a vital that can end the fight quicker (the face/eyes, skull, throat etc). Combat is more tactical than more abstract games.

As for the trident specifically. The spear rules HM combat. But the Trident is a very good weapon as well and I am fond of it. One of the guys I play with loves the trident and he has used it effectively with several characters. It is a good weapon without a shield as well, particularly with your scores.

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Re: Character Generation

#186 Post by gurusql »

OK, I followed your advice and put the last three skills into Initiative, Stealth, and Awareness. Then I dropped the Math and raised the Physician.

I would like to try the trident, it seems like a fun weapon in this system.

In terms of background as a Mining Scout - I think of him a geologist / cave ranger that explores caves to find the place that the miners of the clan should mine. I was thinking that he was sent to Chybisa to find a new mining location for his clan. Unknown to Beryl some seer or mystic told the clan leader that Beryl could find a Tourmaline mine for the clan. The clanhead has me using Tourmaline as my clan name, I think it is because I was being shamed, but the purpose was to inspire me to find the right mine. Sounds like it might would best for a jeweler clan?
Beryl.pdf
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Re: Character Generation

#187 Post by Rex »

I think you missed updating the sheet or I am downloading an old one maybe?

Jeweler clans are
Radrith, specialize in gold and silver
Demelak, specialize in gemstones including diamonds (only known source of diamonds)
Zaridoth, specialize in gold jewelry, most there gemstones are sourced from clan Demelak
Urkang, the best gold and silver smiths on Harn (probably in the world)

Demelak seems the obvious choice but any are open to you. Specialize doesn't mean only so could be one trying to expand their reach so to speak.

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Re: Character Generation

#188 Post by Marullus »

Rex wrote: Mon Jan 08, 2024 4:18 am Psychometry can be used with anything and is separate from the convocations, although there are some Savorya spells which can modify it.

I will go back and look over your sheet again now that I know your occupation. Parents occupation?
All of that is answered in the spoilered sections below. Let me know if that's enough.

Mother is an Apothecarist, which provides the family skills. Clan/Family is up to you - I would be interested in Tarazakh, which would make her the king's bastard and adds some additionallevels tovthe game. Fine if you don't want that, though.
Marullus wrote: Sat Jan 06, 2024 1:43 am Lharzin, Female Dwarf, Speaker of Stone
Born the 24th Day of Nolus, Early Summer.
Sunsign: Ahnu, the Fire Dragon
Only Child, born a Bastard, but acknowledged by Father who is the Clanhead.
Heavy in frame, 4'8" and 100lbs.
Of Plain appearance with fair skin, black hair, and green eyes.
AHNU, the Fire-Dragon
Ahnu is the fourth constellation of the Kethiran zodiac (Nolus 4th–Larane 4th) and located in the northern sky. The dragon symbolizes the cleansing destruction of fire. What the smith brings forth, Ahnu destroys. This is not necessarily wanton destruction, for Ahnu cleans and prepares the world for renewal, an ordeal that purifies, that destroys the unworthy and the superfluous, and makes room for the new.
Those born under Ahnu are perfectionists, which is both a strength and a weakness. They dislike and cannot find room for fault. Ahnuans tend to be intolerant and impatient; they have quick and violent tempers. They are slow to praise, quick to criticize. They are not fond of the conservative or the old and solid, but tend towards experiment and progress. Often they are radical revolutionaries prone to purge rather than correct.
Strength 15
Stamina 10
Dexterity 12
Agility 8
Eyesight 9
Hearing 9
Smell 14
Voice 10
Intelligence 15
Aura 16
Will 17

Morality: Unscrupulous
Severe Violent Temper (loses control). Will ×1.
Mild Ballistophobia (fear of missiles). Will ×5.

Worshiper of Siem, as all dwarves. Piety 16.
Disembodiment x2 - The ability to detach the ethereal spirit from the body, which is left in a state of metabolic suspension. The disembodied spirit is referred to as an astral entity.
Sensitvity - Sensitivity is subject to Passive Triggering and may be used actively to scan for magical or psionic residue/effects. Sensitivity can also be used to attune to magical artifacts or effects.
Unique (Voice of Ages) - From other RPGs, a Dwarven Ability to commune with earth and stone and receive its memories (like a custom form of psychometry)
Clairvoyance - The ability to visualize events currently occurring at a remote location.
Healing - Talent requires skin contact between the healer and the patient (who may be the healer). Four options exist: Empathy, Restoration, Bloodloss, Heal.
Prescience - The ability to determine the “fate” of a group, person, or item. Two forms: Prescient Vision, Sense Danger.
Hex - Sometimes called “the evil eye.” Hex is the ability to “curse” a victim, causing them to have bad luck.
Psychometry (perhaps add to the Unique:Voice of Ages as x2)
Occupations:
Mage(All): Runic Script/70+SBx2, Folklore/5, Mathematics/2
Mage (Fyvria): Foraging/4, Survival/4, Agriculture/3, Herblore/3, Tracking/3, Animalcraft/2, Embalming/2, Physician/2
Apothecary (Family): Herblore/2, Physician/1 (Total of Herblore/5, Physician/3?)
Military/Clansman: Melee Weapon (Warhammer?)/4, Spear/4 and Shield/4
Optional Points (5) [from Mage option list]: Cookery/4, Runecraft/2+1=3, Mental Conflict/4, Weatherlore/4

OMBs:
Runic Script/70+SBx2 [SB 12]: 94
Folklore/5 [SB 14]: 70
Mathematics/2 [SB 16]: 32
Foraging/4 [SB 14]: 56
Survival/4 [SB 14]: 56
Agriculture/3 [SB 14]: 42
Herblore/5 [SB 13]: 65
Tracking/3 [SB 14]: 42
Animalcraft/2 [SB 12]: 24
Embalming/2 [SB 12]: 24
Physician/3 [SB 12]: 36
Axe/Warhammer/4 [SB 15*]: 60
Spear/4 [SB 14]: 56
Shield/4 [SB 13]: 52
Cookery/4 [SB 14]: 56
Runecraft/3 [SB 16]: 48
Mental Conflict/4 [SB 17]: 68
Weatherlore/4 [SB 13]: 52
...to be continued.
  • I need help determining Age, then can move to Contacts/Friends/Enemies.
  • I need help setting languages and scripts.
  • I need the GM to set clan and social class, given she's the acknowledged bastard of a Clanlead of higher station, then her mother is a guilded Apothecarist.
  • I need the GM to set the level of the Chantry I am from.
  • I need GM to adjudicate psionics (open, dormant, combinable?)
  • I need to get the Magic PDF and pick spells (16pts)
  • I need help knowing what "Tools of the Trade" are, what clothing and armor I have from my social class and station, and what to use on the Family Wealth table.

(I'm assuming no veteran options - she's young and weird, and hampered by her temper.)


The Process:
1. Select a species and sex
a. Human, Khuzdul (dwarf), Sindarin (elf), or other (we will avoid other for these purposes)
Choosing Dwarf.
b. Male or Female
I'll leave to chance. Harnmaster says 75% chance male.
Gender [1d100]=72
...That said, a Female character would be interesting, too. If you want it to be 50/50% then that's the result.
Edit to Add: As the character evolved, I came to think more that she's female. Switching to that.

2. Birth date generation
Roll 1d12 for month and 1d30 for day, determines Sunsign
Birth Date [1d12]=4[1d30]=24
24th Day of Nolus, Early Summer.
Sunsign:Ahnu, the Fire Dragon

3. Birth Place, Culture,and Social Class we will ignore for now.
I'd like to be from Azadmere, just so I have a reason to read the book.
4. Family Development
a. Sibling Rank, roll %d and 1d6-1
I. Khuzdul and Sindarin are -20% to the roll
Sibling Rank [1d100-20]=1-20=-19 [1d6-1]=1-1=0
That equates to only child.
b. Parent, roll %d, if result is 01-50 or 91-00 roll an additional %d
Parent [1d100]=80[1d100]=49
Result is Bastard, acknowledged by Father.
Bastard: Character’s parents never married, most likely because the
father was of a higher social class, or one (or both) parents were already
married or betrothed. Character is acknowledged by father if roll was
76–80. Character probably lives with mother, but may reside with father
if acknowledged.
c. Estrangement. roll %d
I. Eldest child adds +5%
II. Members of small clans and all Khuzdul and Sindarin add +20%
III. A roll of 01 is always an Outcast
Estrangement [1d100+25]=39+25=64
Popular with family.
Popular: Character liked by
most relatives and may enjoy
special favor, but should not
take things for granted.
d. Clanhead, roll %d, if 01-50 roll another %d each time
Clanhead [1d100]=90[1d100]=60
Father or Mother is the the Clanhead. Given the Bastard roll, let's make it Father.
5. Appearance Attributes
a. Height, roll 4d6
I. Ivinian +1", Nobility +2", and Urban Poor -2"
Dwarf is 40+4d6, I don't know if we are Nobility or Poor because we omitted that step.
Height [4d6+40]=18+40=58
4' 10"
b. Frame, roll 3d6
I. Human Female -2, Sindarin -2, and Khuzdul +3
Frame [3d6+3]=11+3=14
Heavy frame, weight is 91+10% = 100lbs
c. Weight, no roll
I. note Character Size from table and modify for Frame, it will modify Strength, clothing and armor weights
d. Comeliness, 3d6
I. Sindarin +2, Tribesman Female (Kath only) +1
Comeliness [3d6]=8
Plain in appearance
e. Other, we are choosing Complexion, Hair and Eye color
Complexion [1d100]=62 Hair Color [1d100]=41 Eye Color [1d100]=71
Trying the tables: Fair skinned, black haired, and green eyed.

6. Physical Attributes
a. Strength, key attribute, roll 4d6 drop lowest
I. +4 Khuzdul, +1 Sindarin, modifier from Weight/Strength Table
Strength [1d6]=5[1d6]=4[1d6]=1[1d6]=2
5+4+2+4 = 15
b. Stamina, key attribute, roll 4d6 drop lowest
I. Khuzdul +2, Sindarin +1
Stamina [1d6]=6[1d6]=2[1d6]=4[1d6]=2
6+4+2+2 = 14
c. Dexterity, key attribute, roll 4d6 drop lowest
I. Khuzdul +1, Sindarin +2
Dexterity [1d6]=5[1d6]=2[1d6]=2[1d6]=4
5+4+2+1 = 12
d. Agility, key attribute, roll 4d6 drop lowest
I. Sindarin +1, modifier from Agility Frame Table
Agility [1d6]=3[1d6]=2[1d6]=3[1d6]=3
3+3+3-1 (Heavy) = 8
e. Eyesight, roll 3d6
I. Sindarin +2. Khuzdul +1, Tribesman +1
Eyesight [1d6]=6[1d6]=1[1d6]=1
6+1+1+1 = 9
f. Hearing, roll 3d6
I. Sindarin +2, Khuzdul +2, Tribesman +2
Hearing [1d6]=1[1d6]=3[1d6]=6
6+3+1+2 = 12
g. Smell. roll 3d6
I. Sindarin +3, Khuzdul +2, Tribesman +2
Smell [1d6]=3[1d6]=2[1d6]=3
3+3+2+2 = 10
h. Voice, roll 3d6
I. Sindarin +2
Voice [1d6]=6[1d6]=4[1d6]=5
6+5+4 = 15

7. Personality Attributes
a. Intelligence, key attribute, roll 4d6 drop lowest
Intelligence [1d6]=6[1d6]=3[1d6]=6[1d6]=1
6+6+3 = 15
b. Aura, key attribute, roll 4d6 drop lowest
I. Human Female +2, Sindarin +4, Khuzdul -2
Aura [1d6]=2[1d6]=1[1d6]=2[1d6]=3
3+2+2-2 = 5
c. Will, key attribute, roll 4d6 drop lowest
I. Khuzdul +3
Will [1d6]=3[1d6]=6[1d6]=3[1d6]=1
6+3+3+3 = 15
d. Morality, choose
Morality [3d6]=12
I'm curious what a roll would say, because I'm still developing the direction here. The result is Law Abiding... I might change it to Unscrupulous.
Edit to add: As this evolved, including unstable temper, I think she's lower on the scale. Setting to Unscrupulous.


8. Re-arrange Attributes
I'm open to suggestions, but I think I may be good with it as is... I have high INT and WIL for magic and STR as a dwarf. I'd like a higher Aura, as I want to be super-mystical. I can at least swap Hearing and Aura, so lets do that. Aura becomes 10-2=8. Hearing becomes 7+2=9. Maybe I can swap Aura with something higher? I need advice before I do that so I don't break something.
Edit to Add: I've now read the convocations and found that Aura is the primary stat (not Int or Will), and strangely, so is Smell. I still want high Int and Will (for the concept, I am sure it will matter). The only other high raw roll I had was Voice at 15. I'll put that into Aura (-2=13, then +3 from the Psyche roll is 16 Aura). The Aura roll still goes to Hearing (7+2=9), and then the Hearing roll replaces Voice (10+0=10). To get better Smell, I'll have to move a physical attribute. I'll swap Stamina and Smell (each with a +2 as Khudzul) making Smell 14/Stamina 10. (She's got the big dwarven nose, but spent too much time in books.)

a. Do not include Morality

9. Medical
a. Roll %d, if 66-70, roll %d twice
I. Additional rolls may be required
Medical [1d100]=74[1d100]=17
74 is "No Disorder."
b. You may choose to take a second roll (%d)
I. if you took the roll add a total of +2 to any attribute(s) of your choice as long as it wasn't modified (+ or -) by your Medical rolls
I'll take a roll for +2 points! Especially since I got lucky the first time.
Medical [1d100]=84[1d100]=54
Lucky again. Something in this Bastard's favor. :) I'll add it as +2 Will, assuming its for spellcasters.
10. Psyche
a. Roll %d, if 66-70 roll %d twice, for each roll of 01-65 roll an addition %d for Severity
Psyche [1d100]=9[1d100]=30[1d100]=4
9 is Ballistophobia (fear of missiles). 30 is "Mild Will ×5."
b. You may choose to take a second roll (%d)
I. if you took the roll add a total of +3 to any attribute(s) of your choice except Will
...also really tempting. Let's do it.
Psyche [1d100]=63[1d100]=91[1d100]=31
63 is "Violent Temper (loses control)". 91 is "Severe Will ×1."
Can I add the +3 also to Will and raise it to 20? Or should I do something else?

11. Sexuality
a, Not rolling, You can note if you want or not
I'd prefer to leave this out of play. We'll see if it ever matters and decide then.
12. Deity/Religion
a. Choose
Siem, per your note to others.
All Khuzdul worship Siem and his demi-gods. They are directly opposed to Morgath and are the only species that can not be turned into undead (corrupted by the shadow).
13. Piety
a. Roll 5d6, if Cleric Willx5 instead (will not know at this point so you will adjust later if necessary)
Piety [5d6]=16
...16
14. Psionics
a. Roll 3d6, if Aur-the roll is a positive.non-zero number consult with DM
I. Comment, by the rules the DM makes this and following Psionic rolls in secret for the player and notes and informs the player of the Active only. I prefer the player to make the rolls and just require them to roll play what they know or don't know
Psionics [3d6]=7
With the swap I did, that's a success! So, that's two generation rolls. (If we swap with a different attribute, it would be more?)
Psionics [1d100]=83[1d100]=14
Disembodiment - The ability to detach the ethereal spirit from the body, which is left in a state of metabolic suspension. The disembodied spirit is referred to as an astral entity.
Sensitvity - Sensitivity is subject to Passive Triggering and may be used actively to scan for magical or psionic residue/effects. Sensitivity can also be used to attune to magical artifacts or effects.

Actually, if I apply the +3 bonus from Psyche to Aura, I get Aura up to 12 and get three more rolls to make her eldritch... Switching Voice to Aura as the main Mage skill and adding the +3 Psyche bonus makes it 16, which is a total of 9 rolls. I already made 5 (2 above, 3 below), so I will make four more.
Psionics [1d100]=100[1d100]=7[1d100]=21
That comes together as a REALLY solid concept. I like how this character evolved.
Unique (Voice of Ages) - From other RPGs, a Dwarven Ability to commune with earth and stone and receive its memories (like a custom form of psychometry). Psychometry is recent memories of any object, Voice of Ages is long-term memories but off of only stone things.
Clairvoyance - The ability to visualize events currently occurring at a remote location.
Healing - [/color]
Talent requires skin contact between the healer and
the patient (who may be the healer). Four options exist:
[1] Empathy: An attempt to diagnose the patient’s
emotional state and/or physical well-being.
Information depends on success level.
[2] Restoration: An attempt to remove fatigue. CS
eliminates four Fatigue Levels (F4); MS removes
two Fatigue Levels (F2).
[3] Bloodloss: An attempt to clot a single bleeding
wound. Any success stops bleeding, and CS also
reduces accumulated bloodloss by 1BP.
[4] Heal: An attempt to increase the healing rate of
one identified ailment or wound. CS increases the
healing rate by 2, MS by 1. If this brings the healing
rate to H6 (or more) any infection, disease, or
poison is defeated (cured).
Psionics [1d100]=57[1d100]=10[1d100]=28[1d100]=64
57 = Prescience
10 = Disembodiment (x2)
28 = Hex
64 = Psychometry (perhaps add to the Unique stone version as x2)


15. Occupation
a. Choose
I. Note that all Khuzdul and Ivinians without a primary Military Occupation will have Military/Clansman as an additional starting Occupation with no Option Points
I want to play with herbs, so we'll go Apothecary: Herblore/4, Alchemy/2, Mathematics/2, Physician/2, Script
b. Choose matching Social Class and Culture (this may be determined by Species/Race selection instead of Occupation)
c. Determine Parent Occupation by discussion with DM, is usually the same as the PC but sometimes not
She's an herbalist/apothecary like her mother. Her father is the dwarven clanhead and her illigitimate father. (Mother teaching Apothecary adds +1SB to each of those skills, so Herblore/5, Alchemy/3, Mathematics/3, Physician/3, Script/2.
Okay, I now realized that I have to take the Mage occupation for her delving into her studies. This sets her different than her mother's occupation as Apothecarist. From her Mother she gets Herblore/2 and Physician/1. From Mage, I need to go read the Convocations.
Looking at the convocations, Fyvria is what I was imagining. (Who can argue with "Healing, Horticulture, Necromancy, Earthquakes"?) It fits the theme well of her trying to embrace her Psionic talents and a dwarven earth-connection. Peleahn also goes with her Sunsign and Psyche, but lets see if we go there in play (a hot tempered character with actual fire-powers) and she's trying to control herself right now, not lean into it.
Trying to follow the skill section, the Mage gets an "all" set, a Fyvria set, and then "option picks."
Mage(All): Runic Script/70+SBx2, Folklore/5, Mathematics/2
Mage (Fyvria): Foraging/4, Survival/4, Agriculture/3, Herblore/3, Tracking/3, Animalcraft/2, Embalming/2, Physician/2
Optional Points (5) [from Mage option list]: Cookery/4, Runecraft/2+1=3, Mental Conflict/4, Weatherlore/4
Not sure how the family skills and mage skills act when they double-up. They sum?

16. Age
a, Determine age based on Occupation(s)
b. Potentially adjust age up based on discussion with DM
I. Comment, I usually adjust weaker Occupations up with Veteran Years, but this is always based on discussion with the player, if they want the challenge of running a 15 year old Beggar I am OK with it
I'm not sure what to do with age? Help?


16. Skills
a. Assign Occupation Skills with OML
b. Assign Family Skills or Adjust OML of Occupation Skills depending on Parents Occupation
c. Discuss Milita option with DM, if granted add Melee Weapon/4, Spear/4 and Shield/4 for unarmored Foot or Bow/4 and Melee Weapon/4, Crossbow/5 and Melee Weapon/4, or Melee Weapon/4 and Sling/3 for unarmored Archer
Note that Melee Weapon type is always at the DM's choice based on starting location but is usually Axe (Hand Axe), Club (Club), or Sword (Short Sword), rarely Dagger (Dagger)
d. Select optional Skills and or adjust current skills (may include additional Veteran Option Points)
Okay, using the skill lists determined above, I calculated all the SBs and OMBs. (Only Axe/Hammer gets a +1 from Sunsign)

Runic Script/70+SBx2 [SB 12]: 94
Folklore/5 [SB 14]: 70
Mathematics/2 [SB 16]: 32
Foraging/4 [SB 14]: 56
Survival/4 [SB 14]: 56
Agriculture/3 [SB 14]: 42
Herblore/5 [SB 13]: 65
Tracking/3 [SB 14]: 42
Animalcraft/2 [SB 12]: 24
Embalming/2 [SB 12]: 24
Physician/3 [SB 12]: 36
Axe/Warhammer/4 [SB 15*]: 60
Spear/4 [SB 14]: 56
Shield/4 [SB 13]: 52
Cookery/4 [SB 14]: 56
Runecraft/3 [SB 16]: 48
Mental Conflict/4 [SB 17]: 68
Weatherlore/4 [SB 13]: 52


17. Invocations and Spells
a. Clerics select Invocations and Mages select spells
So, all mages get FOCUS and DISPELL.
Then we get spell points equal to Aura (16).
...I need to get into the Magic PDF to know what they are.


18. Friends and Enemies
a. Contacts, a number of contacts = age/5 (round)
b. Work through this process for each Contact you have
c. A Contacts office, rank, or tittle is significant, 10% of a high office, rank or tittle where applicable
d. Roll %d to determine Contact (may require additional rolls on Occupation Table)
e. Roll %d to determine Relationship
f. Roll 1d20 to determine Loyalty
g. Once all Contacts are determined, choose 1 to be your Best Friend, adjust their Loyalty to 70+the result of their original d20 Loyalty roll
19. Equipment and Funds
a. Equipment everyone starts with
A set of clothing suitable to their station and occupation (I will give more detail on this)
A backpack with any portable tools of their trade
Fire making tools (tinder box or flint and steel)
bandana or scarf
Waterskin
Knife or Dagger
A weapon for each Weapon Skill (DM's choice)
Armor, maybe, depending on Occupation and Social Class
Credentials, depends on Occupation, Social Class, and situation
b. Funds and additional Equipment, roll 3d6, see Family Wealth Table and Veteran Equipment
I. 3-9 poor, 10-14 Average, 15+ Wealthy
c. Other
I. This category involves items that an individual can make themselves or are likely to have made
II. They must purchase or be able to reasonable gather themselves all raw materials
III. They must have access to any necessary tools, special needs
IV. All required rolls will need to be made, Crafting, Spell Casting, Praying etc.
V. Depending on item and rolls additional attempts may be allowed (Mages will start with a Focus for example but it may take several attempts)
I will note here that High Quality Item, Holy Item, Magic Item creation as well as Herbal and Potion creation are all nicely detailed and even possible for starting characters
20. Connecting the Party
a. I usually have some rational for everyone knowing each other or at least being together, but in this scenario we will not worry about it
PDF sheet

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gurusql
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Re: Character Generation

#189 Post by gurusql »

Rex wrote: Mon Jan 08, 2024 6:00 am I think you missed updating the sheet or I am downloading an old one maybe?

Jeweler clans are
Radrith, specialize in gold and silver
Demelak, specialize in gemstones including diamonds (only known source of diamonds)
Zaridoth, specialize in gold jewelry, most there gemstones are sourced from clan Demelak
Urkang, the best gold and silver smiths on Harn (probably in the world)

Demelak seems the obvious choice but any are open to you. Specialize doesn't mean only so could be one trying to expand their reach so to speak.
I will go with Zaridoth, the clanhead wanting to get out from under the thumb of clan Demelak

Trying to upload the sheet again
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Rex
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Re: Character Generation

#190 Post by Rex »

Your build is very complicated but for a first time you didn't do bad.

You get the skills of a Fyvrian Shek-Pvar at there listed levels. Your chantry is 4 stars so Fyvria and Neutral are 3 OML. (Khuzdul Chantries are considered as J 5, F and P 4, O and L 2, and S 1, but they don't actually have any chantries)

Family skills of another occupation give you +1 OML to Herblore (you have this) and pick another Apothecrist skill to open at OML or +1 OML if you already have it. These are Alchemy, Math, or Script (Script could be either another or +1 OML to one you have)

As a dwarf you get clansman skills (even females): This will grant you the following skills you don't already have Heraldry/2 (missing), Weaponcraft/2 (missing), and modify the following you do have: Initiative/5 (you have 4), Spear/6 (you have 4), Axe/5 (you have 4), Shield/5 (you have 4), Foraging, Survival, and Physician you have correct

As a dwarf you spend another year and get Harnic or Jarinese at OML 3 and a Script, normally Runic but you have it already so Lakise at 70+SB, Your Khuzdul will be 80+SB (Scholar) and Runic will be 70+SBx2

5 Option points: You have Folklore/5 (4 from occupation +1 from OP) so 1 OP here, Runecraft/4 (opens at 2 with 1 OP and then +2 is another 3 OP) so 4 OP here, Tracking/3 (2 from occupation +1 from OP) so 1 OP here, Weatherlore/4 (opens at 4 with 1 OP) so 1 OP here, Mental Conflict/4 (opens at 4 with 1 OP) so 1 OP here). Total of 8 OP, 3 over, need to trim here.

Awareness is a typo I think it should be 44 not 34

I am fine with you being an unacknowledged bastard of the King. You may even be a known bastard but that doesn't place you in line for the throne but would grant you some obvious privileges. For an example of this the King of Kaldor has 3 known but unacknowledged sons. All are treated as noble (only one is from a noble mother) and hold positions of power in the kingdom. You would pick your mothers clan name as Shek-Pvar don't have their own clans they remain part of their parents clan. I know you have Azadmere but if you need help finding it let me know.

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Re: Character Generation

#191 Post by Rex »

gurusql wrote: Mon Jan 08, 2024 4:21 pm
Rex wrote: Mon Jan 08, 2024 6:00 am I think you missed updating the sheet or I am downloading an old one maybe?

Jeweler clans are
Radrith, specialize in gold and silver
Demelak, specialize in gemstones including diamonds (only known source of diamonds)
Zaridoth, specialize in gold jewelry, most there gemstones are sourced from clan Demelak
Urkang, the best gold and silver smiths on Harn (probably in the world)

Demelak seems the obvious choice but any are open to you. Specialize doesn't mean only so could be one trying to expand their reach so to speak.
I will go with Zaridoth, the clanhead wanting to get out from under the thumb of clan Demelak

Trying to upload the sheet again

Beryl.pdf
Looks good. Go ahead and post your sheet in his topic with his picture. I will probably get to his equipment after work tonight. I have an idea tying the dwarves together but still want to think on it a little.

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Re: Character Generation

#192 Post by Marullus »

Rex wrote: Mon Jan 08, 2024 4:47 pmYour build is very complicated but for a first time you didn't do bad.

Thanks! Am I working in a different version of the book? I have Version 3.5.2. Addressing below, let me know.
Rex wrote: Mon Jan 08, 2024 4:47 pm You get the skills of a Fyvrian Shek-Pvar at there listed levels. Your chantry is 4 stars so Fyvria and Neutral are 3 OML. (Khuzdul Chantries are considered as J 5, F and P 4, O and L 2, and S 1, but they don't actually have any chantries)
Perfect, thanks! Updated.
Rex wrote: Mon Jan 08, 2024 4:47 pmFamily skills of another occupation give you +1 OML to Herblore (you have this) and pick another Apothecrist skill to open at OML or +1 OML if you already have it. These are Alchemy, Math, or Script (Script could be either another or +1 OML to one you have)
It says (p. Character 16) the first skill gets a x2 (Herblore) and then another skill gets x1 (I picked Physician). g
I added this to Fyvria Herblore/3, Physician/2 to get what I used: Herblore/5, Physician/3.
...I still want Physician as my second pick, are the numbers then right?
Rex wrote: Mon Jan 08, 2024 4:47 pmAs a dwarf you get clansman skills (even females): This will grant you the following skills you don't already have Heraldry/2 (missing), Weaponcraft/2 (missing), and modify the following you do have: Initiative/5 (you have 4), Spear/6 (you have 4), Axe/5 (you have 4), Shield/5 (you have 4), Foraging, Survival, and Physician you have correct
In your instructions you had: " Discuss Milita option with DM, if granted add Melee Weapon/4, Spear/4 and Shield/4 for unarmored Foot or Bow/4 and Melee Weapon/4, Crossbow/5 and Melee Weapon/4, or Melee Weapon/4 and Sling/3 for unarmored Archer."

Switching to your dwarf version: Heraldry/2, Weaponcraft/2, Initiative/5, Spear/6, Axe/5, Shield/5
...updated.

My Foraging, Survival, and Physician come from Fyvria, are you saying there is an additional amount from dwarf militia?
On Character 27, it says those skills go to Military except Militia. We're getting them anyway?
Rex wrote: Mon Jan 08, 2024 4:47 pmAs a dwarf you spend another year and get Harnic or Jarinese at OML 3 and a Script, normally Runic but you have it already so Lakise at 70+SB, Your Khuzdul will be 80+SB (Scholar) and Runic will be 70+SBx2
Harnic/3 added (as 42), Lakise added, Khudzul added, Runic was right.
Rex wrote: Mon Jan 08, 2024 4:47 pm5 Option points: You have Folklore/5 (4 from occupation +1 from OP) so 1 OP here, Runecraft/4 (opens at 2 with 1 OP and then +2 is another 3 OP) so 4 OP here, Tracking/3 (2 from occupation +1 from OP) so 1 OP here, Weatherlore/4 (opens at 4 with 1 OP) so 1 OP here, Mental Conflict/4 (opens at 4 with 1 OP) so 1 OP here). Total of 8 OP, 3 over, need to trim here.
Page Character 26 says all Shek P'var start with Folklore/5, and that Fyvria start with Tracking/3. I don't want to use OP on them (even if they're lower.)
ShekPvar Skills.JPG
ShekPvar Skills.JPG (48.99 KiB) Viewed 9516 times
I said I spent my points on (in "the process" spoiler):
Optional Points (5) [from Mage option list]: Cookery/4, Runecraft/2+1=3, Mental Conflict/4, Weatherlore/4
Did I get Cookery from somewhere else in your math?

Runecraft was only set to 3 (Runecraft/2 plus I did spend 1 OP). That said, in the post about Murgar today he said he's focusing on divination so I don't want to edge into that territory. I'll drop Runecraft.
...can I add these points to Weaponcraft instead? That feels extra-dwarfy.
Rex wrote: Mon Jan 08, 2024 4:47 pmAwareness is a typo I think it should be 44 not 34
Yep! Fixed.
Rex wrote: Mon Jan 08, 2024 4:47 pmI am fine with you being an unacknowledged bastard of the King. You may even be a known bastard but that doesn't place you in line for the throne but would grant you some obvious privileges. For an example of this the King of Kaldor has 3 known but unacknowledged sons. All are treated as noble (only one is from a noble mother) and hold positions of power in the kingdom. You would pick your mothers clan name as Shek-Pvar don't have their own clans they remain part of their parents clan. I know you have Azadmere but if you need help finding it let me know.
That's awesome. :) This should add to the story. No intention of being in-line for the throne - this just adds political interest as we head to Azadmere.

If your read what's in my spoiler tag with all the rolls, the rolls were Only Child (from this union), Bastard Acknowledge by Father, Father is Clanlead, and Popular in the clan.
...being clear, you're saying we're switching to Unacknowledged Bastard and to my Mother's clan instead of Tarazakh (in which case, what is her clan?)? My Popular applies to mother's clan and you'll set a starting disposition for her relationship with Tarazakh?

What is her Social Status? Is she Noble even if not Tarazakh, or another tier?

What is her age? I can't figure that out.

Once we know that, I can continue into the Contacts, Equipment, etc that's still unanswered under the spoiler in my post.

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Re: Character Generation

#193 Post by Rex »

I will go through most of these after work tonight but I just looked baed on a question the other day so can say my rule book is version 3.0, probably the cause of several issues. I have the pdf too but never really use it so looks like I need to update my rules.

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Re: Character Generation

#194 Post by Marullus »

Whatever numbers you want are fine; I am just diagnosing.

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Re: Character Generation

#195 Post by Rex »

I hate trying to get quote boxes to split so I will use numbers to match up with each of your non-quoted sections.

1. We definitely have different versions. Use yours and I will go off your clip.

2. Chantries, all set.

3. Your clip is higher for Foraging, Survival, and Tracking by 1 OML each. Foraging and Survival will get +1 OML each from Clansman (see later). So you should be Foraging/5, Survival/5, Tracking/3
By the rules you always start with Occupation and if something adds to something you already have you don't add OML's but increase the higher by 1. So it isn't Herblore/2 + Herblore/3 = 5, it is Herblore/3 +1 =4, hopefully this makes sense. Adding to physician is fine but clansman also adds for a total of 4 (2+1+1=4)

4. Sorry for the confusion, that is for non-dwarves. All dwarves get Clansman at a cost of 4 years. It is All Military skills plus Khuzdul Clansman Skills. You would be a member of the Crech Guard or more likely the Guardians (Azadmere 28, newest version). Any skill you already have gets +1 OML. Algrim and Beryl are both members of the Beardless Guard.

5. All set.

6. I think we have this covered based on the different version. All set now

7. I just missed cookery completely somehow. All set.

8. She would be treated as a noble by anyone who knows she is the kings bastard. Interestingly all Khuzdul are treated as noble outside Azadmere (just too much risk otherwise). Keep in mind all Khuzdul are free. Her clan would be Grimhald (the only Khuzdul Apothecary clan, E8 on Azadmere City 9).

Age = 13 plus 1d3 + occupation years +1 for Dwarf language/scripts bonus. In your case 13+9+4+1=27+1d3, note I house rule Shek-Pvar from 7 to 9 years based on the fact they get a lot of skills.

When you are ready to start on spells we can work on those.

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Re: Character Generation

#196 Post by Marullus »

Okay! Combined all together, that gives these skills:
Occupations:
Mage(All): Runic Script/70+SBx2, Folklore/5, Mathematics/2
Mage (Fyvria): Foraging/4, Survival/4, Agriculture/3, Herblore/3, Tracking/3, Animalcraft/2, Embalming/2, Physician/2
Apothecary (Family): Herblore/2, Physician/1
Optional Points (5) [from Mage option list]: Cookery/4, Runecraft/2+1=3, Mental Conflict/4, Weatherlore/4, Alchemy/2, Weaponcraft +1
Military/Clansman: Heraldry/2, Weaponcraft/2, Initiative/5, Spear/6, Axe/5, Shield/5, Foraging, Survival, and Physician
As a dwarf you spend another year and get: Harnic/3, Script, Lakise at 70+SB, Your Khuzdul will be 80+SB (Scholar) and Runic will be 70+SBx2.

Total Skills: Khuzdul 80+SB (Scholar), Harnic/3, Runic Script/70+SBx2, Lakise Script at 70+SB, Mental Conflict/4,
Initiative/5, Spear/6, Axe/5, Shield/5
Agriculture/3, Alchemy/2, Animalcraft/2, Cookery/4, Embalming/2,Folklore/5, Foraging/5, Heraldry/2, Herblore/4, Mathematics/2, Physician/4, Survival/5, Tracking/3, Weaponcraft/3, Weatherlore/4
...and these OMBs:
OMBs:
Khuzdul/80+SB [SB 14]: 94
Harnic/3 [SB 14]: 42
Runic Script/70+SBx2 [SB 12]: 94
Lakise Script/70+SB [SB 12]: 82

Mental Conflict/4 [SB 17]: 68

Initiative/5 [SB 14]: 70
Axe/Warhammer/5 [SB 15*]: 75
Spear/6 [SB 14]: 84
Shield/5 [SB 13]: 65

Agriculture/3 [SB 14]: 42
Alchemy/2 [SB 15]: 30
Animalcraft/2 [SB 12]: 24
Cookery/4 [SB 14]: 56
Embalming/2 [SB 12]: 24
Folklore/5 [SB 14]: 70
Foraging/5 [SB 14]: 70
Heraldry/2 [SB 13]: 26
Herblore/4 [SB 13]: 52
Mathematics/2 [SB 16]: 32
Physician/4 [SB 12]: 48
Survival/5 [SB 14]: 70
Tracking/3 [SB 14]: 42
Weaponcraft/3 [SB 16*]: 48
Weatherlore/4 [SB 13]: 52
...and then this age:
Age [1d3+27]=1+27=28

Updated all that on my sheet. I'll go figure out more stuff later when I get time and come back to post it. (Saving for now so I don't lose this work.)

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Re: Character Generation

#197 Post by Marullus »

The remainder of the Process:
Age:
Age [1d3+27]=1+27=28

18. Friends and Enemies
a. Contacts, a number of contacts = age/5 (round)
28/5 = 6

b. Work through this process for each Contact you have
c. A Contacts office, rank, or tittle is significant, 10% of a high office, rank or tittle where applicable
d. Roll %d to determine Contact (may require additional rolls on Occupation Table)
e. Roll %d to determine Relationship
f. Roll 1d20 to determine Loyalty
g. Once all Contacts are determined, choose 1 to be your Best Friend, adjust their Loyalty to 70+the result of their original d20 Loyalty roll

Contacts [1d100]=26[1d100]=91[1d100]=93[1d100]=74[1d100]=24[1d100]=27
Relationship [1d100]=49[1d100]=45[1d100]=54[1d100]=13[1d100]=5[1d100]=19
Loyalty [1d20]=17[1d20]=16[1d20]=14[1d20]=20[1d20]=8[1d20]=14
High Official (on 1) [1d10]=9[1d10]=4[1d10]=4[1d10]=9[1d10]=9[1d10]=1
Guildsman Occupation [1d100]=40
Combining all those into a readable table below.

Added names to friends. Kalil I figure is a young female friend who is an acolyte in the king's court. Guldbund Dhuzak is a named NPC in the book who I'd love to know. For best friend, I'll take Valka and say she's the Jukhar of the Guardians - the one who oversees the Godstone has a personal interest in this young bastard girl with eldritch talent. I'm leaving the three enemies for you to name and place. (You're free to modify the above, of course, just giving you something to work with.) Not sure if it is fair to use....
the King, Hazmadul III (her father... Acquaintaince? Friendly? Unfriendly?)
Queen Nodra of Azadmere (as Unfriendly... I'm the other woman's daughter)
...I figure that they're not "people she calls on for help" as Contacts do, so its fair to leave them out. (I want to remember their names, so leaving the note here for that purpose, too.)
NameContactRelationshipLoyalty
Kalil Hardakain
Guldbund Dhuzak**
Valka Hurenfal




** Azadmere City B4
Church (King's Court)
Palace Builder*
Guardians Jukhar*
Dwarf Guildsman (Apprentice Sage/Tutor)
Church
Church (High Official)

* (GM Option)
Acquaintance
Acquaintance
Acquaintance Best Friend
Unfriendly
Enemy
Unfriendly

.
47
46
84
30
None
24

.


19. Equipment and Funds
a. Equipment everyone starts with
...I don't see an '"Equipment" spot on the sheet?

A set of clothing suitable to their station and occupation (I will give more detail on this)
...If you're putting her in the Guardians, then it says she gets Kurbul and a non-metal weapon (a stone-tipped spear, perhaps?)

A backpack with any portable tools of their trade
She has a LOT of trades... which ones do you want to give tools for?

Fire making tools (tinder box or flint and steel)
bandana or scarf
Waterskin
Knife or Dagger
A weapon for each Weapon Skill (DM's choice)
Armor, maybe, depending on Occupation and Social Class
...If you're putting her in the Guardians, then it says she gets Kurbul and a non-metal weapon (a stone-tipped spear, perhaps?)

Credentials, depends on Occupation, Social Class, and situation
b. Funds and additional Equipment, roll 3d6, see Family Wealth Table and Veteran Equipment
I. 3-9 poor, 10-14 Average, 15+ Wealthy
Family Wealth Table [3d6]=11
Average Noble is 1,200d (Assuming Dad sent her off with some guilt money) or 180d (if her Mom had to scrape it together)

c. Other
I. This category involves items that an individual can make themselves or are likely to have made
II. They must purchase or be able to reasonable gather themselves all raw materials
III. They must have access to any necessary tools, special needs
IV. All required rolls will need to be made, Crafting, Spell Casting, Praying etc.
V. Depending on item and rolls additional attempts may be allowed (Mages will start with a Focus for example but it may take several attempts)
I will note here that High Quality Item, Holy Item, Magic Item creation as well as Herbal and Potion creation are all nicely detailed and even possible for starting characters
...I'm not really sure what to do, or what's fair, so I'm just going to let you (GM) tell me what she has.

20. Connecting the Party
a. I usually have some rational for everyone knowing each other or at least being together, but in this scenario we will not worry about it
Top


When you are ready to start on spells we can work on those.

Okay... we get spell points equal to Aura (16).

Eye of Kemdal (I)
Talin’s Eye (II)
(The Eye of Kemdal goes well with being a Guardian, and her Best Friend connection there. She is well-able to find new discontinuities. I like her dwarfy weaponcraft going well with Dispell and Talin's Eye, which lets her make weapons that "glow blue when orcs are near." :) )

Balm of Gresan (I)
Figure of Aestras (I)
Verdant Hand (II)
Vine of Alguinas (IV)
Animus of Nithri (V)
(It says Dispel and Focus are free. Speeding healing and making things grow faster are apprentice skills she would grasp, as both are impatient in their nature and effect. Figure of Aestras is power and control over other living things, which appeals to her. She otherwise, though, grasp for great power she may or may not be able to handle - I absolutely am enamored with Animus as the one necromancy spell in the list, which effectively provides Speak with Dead, and fits her persona. The Vine of Alguinas is Verdant Hand on steroids (make growth magic violent and rage-y!)and the type of showy and impatient power she would also seek.)

Resulting Elements...

Contacts Table:
NameContactRelationshipLoyalty
Kalil Hardakain
Guldbund Dhuzak**
Valka Hurenfal




** Azadmere City B4
Church (King's Court)
Palace Builder*
Guardians Jukhar*
Dwarf Guildsman (Apprentice Sage/Tutor)
Church
Church (High Official)

* (GM Option)
Acquaintance
Acquaintance
Acquaintance Best Friend
Unfriendly
Enemy
Unfriendly

.
47
46
84
30
None
24

.

Equipment and Wealth: (GM Discretion [Notes above])

Credentials: (GM Discretion)

Spells:
Eye of Kemdal (I)
Talin’s Eye (II)
Balm of Gresan (I)
Figure of Aestras (I)
Verdant Hand (II)
Vine of Alguinas (IV)
Animus of Nithri (V)

Updated sheet attached.
Lharzin - Speaker of Stone.pdf
(458.7 KiB) Downloaded 121 times

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Re: Character Generation

#198 Post by Rex »

Looking good.

Contacts look good. I am fine with you listing the King and Queen but no Loyalty is required.

Not sure what the Voice of Ages psionic talent is? Meant to ask this yesterday and forgot.

Neutral spells cost double when starting out so you are over by 3 points for your spells. I also have the old first edition spell book for Fyvrvia if you want a few more options. Easily converted. Talin's Eye is one of my favorite spells, so many uses.

Kurbal is hardened leather armor. The reason for kurbal armor and stone spear for guardians is that Godstones don't play nice with metal. You will be away from Azadmere (and the Godstone) on a mission for the king to start and will have mail and metal weapons.

We will need to figure out what herbs/fungus you know. You don't have Alchemy so most of the potions/ointments etc you can't make. But there are some you don't need alchemy for. Also note that there are 2 dwarf NPC's in play right now. Volin is a Pelehan mage with Alchemy (and Herblore). You will start with some based on what you know.

For magic items you will start with a focus and 1 item with Talin's Eye. Any others you will make in play. Note that more than 1 focus is handy as if you are attuned to a focus you always know its location (direction/distance) so they make great ways to track or find your way back. The # of items you can attune to is based on your aur and wil.

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Re: Character Generation

#199 Post by Marullus »

Rex wrote: Wed Jan 10, 2024 6:04 amNot sure what the Voice of Ages psionic talent is? Meant to ask this yesterday and forgot.
I asked about that in my first post - I rolled "unique" for psionic and proposed to take the idea from other dwarf RPGs. Telemetry is recent memory off any object. Voice of Ages is old memory but only off stone. "If these walls could talk" is real. (Particularly useful for delivering history and plot info as GM.) If you don't want that then regular Telemetry is fine.
Rex wrote: Wed Jan 10, 2024 6:04 amNeutral spells cost double when starting out so you are over by 3 points for your spells. I also have the old first edition spell book for Fyvrvia if you want a few more options. Easily converted.
Okay, drop Vine of Alguinas (IV), then I am one point unspent. There are no other 1pt spells in this book. What do you recommend from your other book?
Rex wrote: Wed Jan 10, 2024 6:04 amYou will be away from Azadmere (and the Godstone) on a mission for the king to start and will have mail and metal weapons.
For magic items you will start with a focus and 1 item with Talin's Eye.
Sounds great. Just let me know what she has... equipment is overwhelming.
Rex wrote: Wed Jan 10, 2024 6:04 amWe will need to figure out what herbs/fungus you know. You don't have Alchemy so most of the potions/ointments etc you can't make. But there are some you don't need alchemy for. Also note that there are 2 dwarf NPC's in play right now. Volin is a Pelehan mage with Alchemy (and Herblore). You will start with some based on what you know.
Are you saying I need to keep an itemized list of each herb I know? How do we want to do that? (I assumed I had knowledge and then rolled dice to be successful.) I made sure I backed Azadmere in their early bird window so that I would get the herb guide; I fully intend to immerse in that lore. :)

I do have Alchemy/2.

Not sure what you are saying about NPCs. That aspect of my PC is redundant? I can focus on other stuff.

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Re: Character Generation

#200 Post by Rex »

Quick post for all 3 of you then on to Marullus' post.

sulldawga, go ahead and add 2 years to Ingram's age and spend 8 option points on his skills (including new ones if he wants). Remember an increase of 1 OML is 1 OP, 2 OML is 3 OP, and 3 OML is 7 OP. You will get more obviously by spreading them out. 1 OP to open a new skill as long as it makes sense or seems like an easy skill. If unsure just ask, but an example of something I might charge more for would be Alchemy, it doesn't really fit the build and would be difficult to learn as a hobby.

Everyone, I will be going through and doing equipment/inventory this weekend. Probably Sunday/Monday as we are playing again on Saturday. If you have any requests or ideas feel free to mention them. Lharzin will be getting the noble starting coin. I think Ingam is missing his riding horse and tack.

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