Well, here's your book stuff:
Born Guilder --> Apprentice --> Journeyman --> Trader
Age: 21+15+25+45= 106 years; +1P, +1 M/P, +1M
Resources: 5+20+25+70= 120
Traits: 1+1+1+1=4; required: Seen Not Heard, Hungry (2pts to spend)
Skill Points: 4pts General; 4+7+7= 18 class
Skills: Required: Carving*, Haggling*, Stentorious Debate* (2pts),
Optional: Black-Metal Artifice (2pts), Carpentry, Cartwright, Haggling, Mending, Persuasion, Reputation-Wise, Scutwork-Wise, Shrewd Appraisal (2pts), Tanner
You can follow along with
Enoch's example here. Remember that for stats and skills, 2-3 is a beginner, 4 is proficient, 5 is advanced, and 6 is the starting max. Skills start at half the relevant stat rounded down, so even-number stats help in that case.
Stat Points:
8 mental +1 = 9
16 physical +1 = 17
+1 for either physical or mental
Divide 9 mental points between Will and Perception. Will is the root for his haggling, persuasion, etc., and important in those skills. Perception is the root for his appraisal and wises (i.e. knowledgeable). With 9 points you're likely to put 4 in on and 5 in the other. If you use your extra point, you can go 5 and 5, or 6 and 4.
You have 17 (or 18 if you use the extra point) to divide between Power, Forte (i.e. stamina), Speed, and Agility. That is 4 in each with one of them at a 5.
Skill Points:
You have 18 points. You are required to open Carving, Haggling, and Stentorious Debate, which takes four points, leaving 14 points.
You can spend the remaining 14 points first to open other skills from this list:
Black-Metal Artifice (2pts), Carpentry, Cartwright, Haggling, Mending, Persuasion, Shrewd Appraisal (2pts), Tanner, Reputation-Wise, Scutwork-Wise.
- the 2pt ones are Dwarven Arts, which act quasi-magical due to dwarven nature. (All 6s explode for more success)
- If you open all of them, it takes 12 points, leaving you only two. So, decide which of them you want / don't actually want.
- After opening them, decide which you want to be your focus (like Black Metal Artifice as a Blacksmith). Raise those to at least 4, preferably 5, or to 6 if you are exceptional.
- Wises are special skills that allow you to declare facts about the game world relevant to your wise and to your situation, and if you succeed on the roll, they are true. They also are useful as FoRKs, which is a special rule to allow them to give +1 Die to any roll that you can weave them into the narrative for.
You also have the same question to answer as Drumrin did:
Marullus wrote:How do you communicate?
You have the rare option of two good social skills.
- You are required to open Stentorious Debate. "This skill is a combination of Haggling, Oratory and Persuasion. It is loud, boisterous and heated."
- You can also open Persuasion. "Persuasion is the art of convincing someone to act on your behalf because it is in his best interest. This skill often involves an exchange of agreements-something very different from Falsehood or Oratory. Those two skills tell someone what to do or believe, whereas using Persuasion, one carefully crafts a suggestion for the victim to agree with. With luck, he'll think it was his idea in the first place."
Mechanically, they both can be used in most circumstances, including as a primary skill for Duel of Wits. Stentorious Debate is woven into the magic of dwarven nature, and so has slight differences. For the same expenditure of skill points you can have either Stentorious Debate at B5 and all 6's are rerolled for more success, or you can have Persuasion 6 and need to spend a Fate point to reroll 6's on a given test.
Story-wise, they are quite different, however, and your choice regarding these two skills will tell you a lot about who your guy is and how he operates.
GM-Caveat: Stentorious Debate can be used in a wide array of circumstances (haggling, oratory, and persuasion) but it is always a hard sell approach. If that approach is likely to be ill-received (such as by non-dwarves), I will assign an obstacle penalty.
When you get to resource points, you will likely look at Affiliations and Reputations, having been around a while and being a known quantity in the community. It is good stuff - go read on it and I can answer questions.
Age. My use of all caps above was a typo.
106 years old is not -that- old, but that number is mostly for generating statistics. I mentioned on the OOC thread that I'm open to the idea of players modifying their dwarven age (in line with Tolkien's realities, like I did for the elf) if it helps their concept. He could have been a go-getter and gotten to his current state in 106 years. If your concept is that he's pretty lazy, there's no reason you couldn't voluntarily make him older for story purposes (not mechanical benefit). With "old and weary" as the concept, I'd day we make him somewhere between 200 and 250 years old. That means he was a young dwarf during the Dragon-Dwarf War (180 years ago) and this is his
second exodus due to the King's home getting sacked. Good?
That then leads to...
Traits:
1+1+1+1=4; required:
Seen Not Heard, Hungry (2pts to spend)
We spend one point to make a character trait:
Old and Weary
You use the last point for another character trait of your choice, pick a descriptor.
Use of these traits - whenever you invoke them in the story to cause yourself a problem, you get awarded a Fate Point which helps with a future roll.