Character Generation
Re: Character Generation
Is a Lance a Polearm or a Spear?
EDIT: And, roughly speaking, how likely is it that I will see mounted combat or a joust? Trying to decide if I should put some points there or not, especially since I don't currently own a warhorse.
EDIT: And, roughly speaking, how likely is it that I will see mounted combat or a joust? Trying to decide if I should put some points there or not, especially since I don't currently own a warhorse.
Re: Character Generation
Sorry, I thought we were just talking about Psychometry. I am fine with that for a unigue one. I will probably use the rules for Psychometry and since it is limited to stone only give you PSI+1 questions instead of PSI questions.Marullus wrote: ↑Wed Jan 10, 2024 12:59 pmI 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.
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?
Sounds great. Just let me know what she has... equipment is overwhelming.
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.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.
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.
There are 2 more level I spells.
Putrid Hand increase the rate of decay for 1 pound of organic matter 100 fold (300 fold with CS). With a CSI of 51+ it can be used to cause gangrene in a living being (but will not spread or effect vital organs. Could still cost someone a limb).
Verdant Hand accelerates natural growth 100 times normal (300 with CS). Does not effect growth in adults initially but can at higher CSI (CSI 71+). Max increase on an adult is 1% of mass per use.
Note for both these spells: They have a duration, but it is the amount of time they are decaying or growing at an accelerated rate. Once either has occurred it is permanent. I can post a pic of the spell you pick or both if you would like to see them before choosing.
I will deal with equipment this weekend (see above post).
Sorry for my confusion. Contacts are important, I use them whenever I can. The Ivinians are a long way from home so less used but I try to sneak them in as I can (Arngeir's have been used for example). You will be in Chybisa to start (sort of, I will explain more this weekend when I get some posts up for the new players to get them integrated in). This means less chance to use your contacts that are in Azadmere. What I was trying to get at is the King and Queen are not official contacts. One is your father and the other a potential rival I suppose. I will deal with them as special NPC's as befits their importance. Keep in mind also that Khuzdul culture is very different from human culture. Females are 25% of births and are considered equals of males, in some ways they are treated as more important than males. But not coddled or hidden away. They train for war and fight, just in specific roles that make the survival of their species more likely. They learned from Kiraz, they are vulnerable if a foe targets the female population. The Queen may be a rival, but she will still view you as a valuable and important resource.
You pick Herbs just like you pick spells, you get Herblore SB herbs, but common costs 1, uncommon costs 2, and rare costs 3 points each. There are some fungus/dwarf specific ones that I will point out when I have a few minutes. Same thing for Alchemy, SB points ... You can learn new ones along the way from teachers or books etc.
Re: Character Generation
Lance is a polearm (no clue why, it just is).
Mounted combat is more likely than a joust, but not likely. That said I would recommend at least 1 point into Riding. If you do get into mounted combat (even on a riding horse) your Initiative is averaged with your riding skill for your effective Initiative.
Re: Character Generation
Awesome.
Verdant Hand is in the book, just moved to be level 2 now. (I did buy it.) So, I'll spend the last point on Putrid Hand. Thanks!
Thanks!
Understandable. #2 and #3 (dwarf court and Godstone) remain in Azadmere, but perhaps we take #1 (cleric) and put them somewhere nearby? Probably not even a dwarf, maybe a customer of herbs. The last three all don't like me, so you can put them whereever drives the story.Rex wrote: ↑Wed Jan 10, 2024 5:46 pmSorry for my confusion. Contacts are important, I use them whenever I can. The Ivinians are a long way from home so less used but I try to sneak them in as I can (Arngeir's have been used for example). You will be in Chybisa to start (sort of, I will explain more this weekend when I get some posts up for the new players to get them integrated in). This means less chance to use your contacts that are in Azadmere.

Yeah, that's what I figured in the spoiler discussion. I want to record their names so I don't forget, but they're not "people I call on for favors" contacts.
That's good context! Thanks.Rex wrote: ↑Wed Jan 10, 2024 5:46 pmKeep in mind also that Khuzdul culture is very different from human culture. Females are 25% of births and are considered equals of males, in some ways they are treated as more important than males. But not coddled or hidden away. They train for war and fight, just in specific roles that make the survival of their species more likely. They learned from Kiraz, they are vulnerable if a foe targets the female population. The Queen may be a rival, but she will still view you as a valuable and important resource.
That's trippy!Rex wrote: ↑Wed Jan 10, 2024 5:46 pmYou pick Herbs just like you pick spells, you get Herblore SB herbs, but common costs 1, uncommon costs 2, and rare costs 3 points each. There are some fungus/dwarf specific ones that I will point out when I have a few minutes. Same thing for Alchemy, SB points ... You can learn new ones along the way from teachers or books etc.
Okay, I'll know: (Amended, thanks for the correction!)
Berilik (common) [Alchemy (battlefield anesthetic) and Non-Alchemy (tea)]
Fletherane (uncommon) [Non-Alchemy (dried and smoked)]
Habsulara (common) [Alchemy (mind-enhancer) and Non-Alchemy (tea, energy boost)]
Kithyl (common) [Alchemy (bleeding, infection) and Non-Alchemy (bandages, poultice, root paste)]
Lavaryctia (uncommon) [Alchemy (sleeping potion) and Non-Alchemy (tea)]
Quessel (uncommon) [Alchemy (paste cures infections)]
Raskile (uncommon) [Alchemy (abortifactant) and Non-Alchemy (tea, contraceptive)]
Tirageyth (common) [Alchemy (narcotic) and Non-Alchemy (chew leaves, euphoria)]
Zahuruk (uncommon) - for a subteranean mushroom [Non-Alchemy (light source)]
Last edited by Marullus on Thu Jan 11, 2024 2:19 am, edited 1 time in total.
Re: Character Generation
I am good with the cleric being in Chybisa. Maybe someone your clan deals with at times and you met them through that. Most likely Peonian.
You will be in the Anadel Highlands at some point in the not to distant future so may want to look at herbs that grow there.
Here are some dwarfish herbs: You don't have to pick from just these or any of them, just for ideas, Baneberry (UC, poison but grows in your area and you wouldn't want to confuse it with blueberry), Danistor (UC, fungus, excellent forage), Golbahna (UC, fungus, common Khuzdul condiment), Homura (C, fungus, poison), Hreyochor (UC, fertility), Jhalasta (R, liverwort, used to make toadspit), Joldraiven (R, fern, used to heal internal parasites), Olrui (C, stimulant), Quessel (UC, potent med), Zahuruk (UC but I would give it to you as C, fungus, food/light)
I will look up some alchemy stuff over the next couple of days. Have to work early tomorrow (Thursday) so not sure how my posting will be.
You will be in the Anadel Highlands at some point in the not to distant future so may want to look at herbs that grow there.
Here are some dwarfish herbs: You don't have to pick from just these or any of them, just for ideas, Baneberry (UC, poison but grows in your area and you wouldn't want to confuse it with blueberry), Danistor (UC, fungus, excellent forage), Golbahna (UC, fungus, common Khuzdul condiment), Homura (C, fungus, poison), Hreyochor (UC, fertility), Jhalasta (R, liverwort, used to make toadspit), Joldraiven (R, fern, used to heal internal parasites), Olrui (C, stimulant), Quessel (UC, potent med), Zahuruk (UC but I would give it to you as C, fungus, food/light)
I will look up some alchemy stuff over the next couple of days. Have to work early tomorrow (Thursday) so not sure how my posting will be.
Re: Character Generation
Ooops! We cross-posted. If you're giving Zahuruk as Common, I'll add Homura from your list.
Okay, I'll know: (Amended, thanks for the correction!)
Berilik (common) [Alchemy (battlefield anesthetic) and Non-Alchemy (tea)]
Fletherane (uncommon) [Non-Alchemy (dried and smoked)]
Habsulara (common) [Alchemy (mind-enhancer) and Non-Alchemy (tea, energy boost)]
Homura (common) (poisonous in any form)
Kithyl (common) [Alchemy (bleeding, infection) and Non-Alchemy (bandages, poultice, root paste)]
Lavaryctia (uncommon) [Alchemy (sleeping potion) and Non-Alchemy (tea)]
Quessel (uncommon) [Alchemy (paste cures infections)]
Raskile (uncommon) [Alchemy (abortifactant) and Non-Alchemy (tea, contraceptive)]
Tirageyth (common) [Alchemy (narcotic) and Non-Alchemy (chew leaves, euphoria)]
Zahuruk (uncommon) - for a subteranean mushroom [Non-Alchemy (light source)]
Okay, I'll know: (Amended, thanks for the correction!)
Berilik (common) [Alchemy (battlefield anesthetic) and Non-Alchemy (tea)]
Fletherane (uncommon) [Non-Alchemy (dried and smoked)]
Habsulara (common) [Alchemy (mind-enhancer) and Non-Alchemy (tea, energy boost)]
Homura (common) (poisonous in any form)
Kithyl (common) [Alchemy (bleeding, infection) and Non-Alchemy (bandages, poultice, root paste)]
Lavaryctia (uncommon) [Alchemy (sleeping potion) and Non-Alchemy (tea)]
Quessel (uncommon) [Alchemy (paste cures infections)]
Raskile (uncommon) [Alchemy (abortifactant) and Non-Alchemy (tea, contraceptive)]
Tirageyth (common) [Alchemy (narcotic) and Non-Alchemy (chew leaves, euphoria)]
Zahuruk (uncommon) - for a subteranean mushroom [Non-Alchemy (light source)]
Re: Character Generation
The character sheet I'm looking at has only two pages and I don't see any place to put his riding horse. I also don't see a place for his age either. Should I just list those manually in his personal thread?Rex wrote: ↑Wed Jan 10, 2024 5:21 pm 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.
Re: Character Generation
I usually just put age under notes or medical and you can just post the horse on your inventory/equipment post. Then we have been editing the inventory post as we go along.sulldawga wrote: ↑Thu Jan 11, 2024 3:02 amThe character sheet I'm looking at has only two pages and I don't see any place to put his riding horse. I also don't see a place for his age either. Should I just list those manually in his personal thread?Rex wrote: ↑Wed Jan 10, 2024 5:21 pm 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.
Re: Character Generation
3 points in Riding to raise it to 65.
1 point in Initiative to raise it to 98.
1 point in Polearm to raise it to 75.
1 point in Axe to raise it to 90.
1 point in Shield to raise it to 78.
1 point in Rhetoric to raise it to 75.
1 point in Initiative to raise it to 98.
1 point in Polearm to raise it to 75.
1 point in Axe to raise it to 90.
1 point in Shield to raise it to 78.
1 point in Rhetoric to raise it to 75.
Re: Character Generation
Looks good, he will be good dealing with people as well as combat.
Re: Character Generation
Matching up herbs known to Alchemy formula:
Herbs Known:
Berilik (common) [Alchemy (battlefield anesthetic) and Non-Alchemy (tea)] Ichor of Agrik (Common)
Fletherane (uncommon) [Non-Alchemy (dried and smoked)] Fletharasha (Common)
Habsulara (common) [Alchemy (mind-enhancer) and Non-Alchemy (tea, energy boost)] Uhla Oil (Rare)
Homura (common) (poisonous in any form)
Kithyl (common) [Alchemy (bleeding, infection) and Non-Alchemy (bandages, poultice, root paste)]
Lavaryctia (uncommon) [Alchemy (sleeping potion) and Non-Alchemy (tea)] Heavy Curtains (Uncommon)
Quessel (uncommon) [Alchemy (paste cures infections)] Elmithra (Rare)
Raskile (uncommon) [Alchemy (abortifactant) and Non-Alchemy (tea, contraceptive)] Baby-can-Wait (Common)
Tirageyth (common) [Alchemy (narcotic) and Non-Alchemy (chew leaves, euphoria)] Halea's Tresses (Rare, illegal)
Zahuruk (uncommon) - for a subteranean mushroom [Non-Alchemy (light source)]
The most famous Khuzdul made potion, no herbs required: Eye-of-Dwarf (Common in Azadmere)
Same as Herblore you get SB points to spend (15 in your case). 1 for common, 2 for uncommon, and 3 for rare. Conveniently the above adds up to 15 if I did my math right. if you want some other options I can go through and get you some.
Herbs Known:
Berilik (common) [Alchemy (battlefield anesthetic) and Non-Alchemy (tea)] Ichor of Agrik (Common)
Fletherane (uncommon) [Non-Alchemy (dried and smoked)] Fletharasha (Common)
Habsulara (common) [Alchemy (mind-enhancer) and Non-Alchemy (tea, energy boost)] Uhla Oil (Rare)
Homura (common) (poisonous in any form)
Kithyl (common) [Alchemy (bleeding, infection) and Non-Alchemy (bandages, poultice, root paste)]
Lavaryctia (uncommon) [Alchemy (sleeping potion) and Non-Alchemy (tea)] Heavy Curtains (Uncommon)
Quessel (uncommon) [Alchemy (paste cures infections)] Elmithra (Rare)
Raskile (uncommon) [Alchemy (abortifactant) and Non-Alchemy (tea, contraceptive)] Baby-can-Wait (Common)
Tirageyth (common) [Alchemy (narcotic) and Non-Alchemy (chew leaves, euphoria)] Halea's Tresses (Rare, illegal)
Zahuruk (uncommon) - for a subteranean mushroom [Non-Alchemy (light source)]
The most famous Khuzdul made potion, no herbs required: Eye-of-Dwarf (Common in Azadmere)
Same as Herblore you get SB points to spend (15 in your case). 1 for common, 2 for uncommon, and 3 for rare. Conveniently the above adds up to 15 if I did my math right. if you want some other options I can go through and get you some.
Re: Character Generation
I'll give her a Light spear and an Average warhammer.
I've named her ponies Barri and Bildr. I've added her wagon (let me know what to subtract from wealth).
Her Mother is Herrithr, Apothecarist of clan Grimhald.
Posted at the top as the Active Sheet.
I've named her ponies Barri and Bildr. I've added her wagon (let me know what to subtract from wealth).
Her Mother is Herrithr, Apothecarist of clan Grimhald.
Posted at the top as the Active Sheet.
- AleBelly
- Rider of Rohan
- Posts: 9279
- Joined: Wed May 28, 2014 4:46 am
- Location: Research Triangle Park, NC
New character generation
Hi all,
Looking forward to joining the game. All die rolls are linked here.
Species [1d100]: Human
Gender: Male
Birthdate: 15th of Savor -> sunsign is Tai the Lantern Bearer
Birthplace, culture, social class I will leave to GM for color, but happy to roll randomly on a given table.
Sibling rank and family: 5th of 5 children
Parents: Raised by parents who are both still living together
Clanhead: Cousin of my character's grandfather
Estrangement: Popular
Height: 4d6+54 = 68"
Frame: 3d6=12, so 153 pounds (both height and weight yet to be modified due to social class, etc.
Comeliness: 3d6=11 a pretty vanilla character so far!
Strength (key attribute): 4d6c1=14 -> no mods due to height or weight
Stamina (key): 4d6c1=8
Dexterity (key): 4d6c1=13
Agility (key): 4d6c1=13, no mods applied
Eyesight: 3d6=7
Hearing: 3d6=14
Smell: 3d6=14
Voice: 3d6=12
Intelligence (key): 4d6c1=7
Aura (key): 4d6c1=13
Will (key): 4d6c1=10
Morality: 3d6=7, unscrupulous fun!
No rearranging scores, will play as rolled.
Medical roll #1 [1d100] = 35
One leg missing or deformed, giving a 50% penalty to agility. Character can walk (half-move) or hobble (full move) with use of a pegleg.
Against my better judgement, I'll take another medical roll.
Medical roll #2 [1d100] = 81
No medical trait.
Will add one bonus point each to aura and strength.
Now at:
Strength: 15
Stamina: 8
Dexterity: 13
Agility (key): 7 (13 halved, rounded up)
Eyesight: 7
Hearing: 14
Smell: 14
Voice: 12
Intelligence (key): 7
Aura (key): 14
Will (key): 10
Morality: 7
Now, for psyche [1d100] = 21. Gambling mania!
Given the morality score and psyche, he has to worship Halea, the goddess of wealth and pleasure.
Piety [5d6]=19
I will pause here to digest some of the other rules.
Looking forward to joining the game. All die rolls are linked here.
Species [1d100]: Human
Gender: Male
Birthdate: 15th of Savor -> sunsign is Tai the Lantern Bearer
Birthplace, culture, social class I will leave to GM for color, but happy to roll randomly on a given table.
Sibling rank and family: 5th of 5 children
Parents: Raised by parents who are both still living together
Clanhead: Cousin of my character's grandfather
Estrangement: Popular
Height: 4d6+54 = 68"
Frame: 3d6=12, so 153 pounds (both height and weight yet to be modified due to social class, etc.
Comeliness: 3d6=11 a pretty vanilla character so far!
Strength (key attribute): 4d6c1=14 -> no mods due to height or weight
Stamina (key): 4d6c1=8
Dexterity (key): 4d6c1=13
Agility (key): 4d6c1=13, no mods applied
Eyesight: 3d6=7
Hearing: 3d6=14
Smell: 3d6=14
Voice: 3d6=12
Intelligence (key): 4d6c1=7
Aura (key): 4d6c1=13
Will (key): 4d6c1=10
Morality: 3d6=7, unscrupulous fun!
No rearranging scores, will play as rolled.
Medical roll #1 [1d100] = 35
One leg missing or deformed, giving a 50% penalty to agility. Character can walk (half-move) or hobble (full move) with use of a pegleg.
Against my better judgement, I'll take another medical roll.
Medical roll #2 [1d100] = 81
No medical trait.
Will add one bonus point each to aura and strength.
Now at:
Strength: 15
Stamina: 8
Dexterity: 13
Agility (key): 7 (13 halved, rounded up)
Eyesight: 7
Hearing: 14
Smell: 14
Voice: 12
Intelligence (key): 7
Aura (key): 14
Will (key): 10
Morality: 7
Now, for psyche [1d100] = 21. Gambling mania!
Given the morality score and psyche, he has to worship Halea, the goddess of wealth and pleasure.
Piety [5d6]=19
I will pause here to digest some of the other rules.
Re: Character Generation
Interesting start AleBelly. Go ahead and re-roll the missing a leg (and any missing body parts rolls on the re-roll). Just to much of a PIA to deal with and no reason. Then you get 5 points to spread as you want. Only rule is no more than 2 on Will. I could see a few interesting ways to go with him, just let me know if you have any questions and I will try to get back to you as quick as I can.
- AleBelly
- Rider of Rohan
- Posts: 9279
- Joined: Wed May 28, 2014 4:46 am
- Location: Research Triangle Park, NC
Re: Character Generation
OK, will re-roll the missing leg. I don't mind it, but if it's a PIA to deal with then I'll gladly lean on your experience there. I did allocate 2 points for rolling an additional medical. I didn't add a psyche so do I get 5 points more, or no?
Only other question I have is around birthplace, social class, etc. I don't know anything about the geography of Harn, so whatever makes the best story sense is fine with me. If there's a percent breakdown of chance of belonging to a social class I would use that then roll for occupation. But again, if there's a story line that makes choice a better way to go that's fine too. Just let me know. I'm sure I'll have a lot more questions around skills, etc. later.
Only other question I have is around birthplace, social class, etc. I don't know anything about the geography of Harn, so whatever makes the best story sense is fine with me. If there's a percent breakdown of chance of belonging to a social class I would use that then roll for occupation. But again, if there's a story line that makes choice a better way to go that's fine too. Just let me know. I'm sure I'll have a lot more questions around skills, etc. later.
Re: Character Generation
Story wise, we crit-failed a detection spell and accidentally teleported the group to the wrong side of the continent.
So a local to there would work well! We don't know what's there yet besides the Dwarfhome that was abandoned and sealed 500 years ago.
If you look at this map we're on the north side of the Rayesha Mountains coming down into Equeth. Which I just googled and found is populated by warring Barbarian tribes...
So, anything about Equani Barbarians that tickles your fancy, or an Orbaalese Norse Viking-like character who is there to win glory fighting barbarians (we have two of those in the group), oor we have a few dwarves.

If you look at this map we're on the north side of the Rayesha Mountains coming down into Equeth. Which I just googled and found is populated by warring Barbarian tribes...

So, anything about Equani Barbarians that tickles your fancy, or an Orbaalese Norse Viking-like character who is there to win glory fighting barbarians (we have two of those in the group), oor we have a few dwarves.
Re: Character Generation
Marullus is correct that the closest human population is barbarians. You can certainly run a tribesman and if interested I can post info for you. You would get the tribesman bonus to some of your ability scores. Occupation would be some sort of hunter/warrior or shaman. But that isn't your only option. South of the area is the Republic of Tharda. Lots of stuff going on there and I can justify just about anything. They have gladiatorial arenas and specialists who hunt monsters, tribesman, orcs, just about anything really. Plus all the standard occupations. You have solid scores in Str, Dex, and Agi which makes for a good thief/scout type or any military/combat type. Aur is decent so you may have psionics (roll 1d20 to determine). Your low Int hurts for mage or priest (including shaman) but you could run one as long as you are OK with a little slow witted mage type. My first thought with your scores was actually a gladiator. I would probably want a back story on how he became a gladiator and he would have 2 occupations. So something like slave (born to slave parents) who showed promise for the arena. Or could have been a street thief that got into debt gambling way over his head and ended up in the arena to pay it off. Feel free to get creative and do something that interests you somehow. Try not to think in game terms at this point, just concepts. I will get the concept to a workable character and into the current group.
- AleBelly
- Rider of Rohan
- Posts: 9279
- Joined: Wed May 28, 2014 4:46 am
- Location: Research Triangle Park, NC
Re: Character Generation
OK, re-rolled the medical. My PC grew back a leg but has leprosy now. So comeliness is 11-2d6 = 4. I like the leprosy hook.
Happy to modify any of this, but based on the above, what about a Viking fisherman who ran into trouble with gambling debt. He joined a crew to make extra money to pay off the debt, but contracted leprosy during the voyage. He set off for an urban center (Tharda?) to seek a cure, but found it was VERY expensive. Became a gladiator to earn money, but he keeps gambling it away and the disease has progressed. He could either be searching for a cure, knowing none was to be found in Tharda, or he could have been exiled from Tharda, unable to continue to earn as a gladiator. Leprosy could also explain his lower stamina and poor eyesight.
Happy to modify any of this, but based on the above, what about a Viking fisherman who ran into trouble with gambling debt. He joined a crew to make extra money to pay off the debt, but contracted leprosy during the voyage. He set off for an urban center (Tharda?) to seek a cure, but found it was VERY expensive. Became a gladiator to earn money, but he keeps gambling it away and the disease has progressed. He could either be searching for a cure, knowing none was to be found in Tharda, or he could have been exiled from Tharda, unable to continue to earn as a gladiator. Leprosy could also explain his lower stamina and poor eyesight.
Re: Character Generation
Sounds like an interesting character to play. Lots of stuff going on there. For obvious reasons we will say the leprosy is early stage.
Need to know your parents occupation. Most likely Fisherman or Huscarl. Since you are Ivinian and the timing is right they likely were a Huscarl who settled down after the invasion. This will modify your skills below as follows: Fisherman +1 OML to all Fisherman skills. Huscarl+1 OML to all Clansman skills. If you want to go with another occupation for your parent that is fine we just need to have a backstory for it. Example would be Farmer/Clansman, then the land in Orbaal sucked so you took up fishing instead. Another occupation would get the first listed skill for that occupation at OML+1 and any other skill from the occupation at OML.
Adjust your height and then weight up for being Ivinian (+1 inch, 157 lbs). Add +1 to Strength for the weight increase.
Default skills: Climbing/4, Condition/5, Dodge/5, Jumping/4, Stealth/3, Throwing/4, Awareness/4, Intrigue/3, Oratory/2, Religion (Sarajin)/1, Rhetoric/3, Singing/3, Language Ivinian/50+SB, Harnic/3, Orbaalese/3, Folklore (Ivinian)/3
Fisherman skills: Fishing/5, Seamanship/5, Weatherlore/2, Piloting/2, Shipwright/2
Clansman skills (all non-military Ivinian are also Clansman. LF in your case.): Initiative/7, Foraging/4, Survival/4, Heraldry/2, Physician/3, Weaponcraft/2, Spear/6, Shield/6, Bow/5, Dagger/5, Seamanship/see Fisherman (if Huscarl parent increase Seamanship under Fisherman by 1)
Gladiator skills: Initiative/see Clansman, 3 weapons/OML+2 (go for unusual weapons or classic gladiator combos here, if they overlap with Clansman take the higher of Gladiator or Clansman OML and increase by 1), Unarmed/5, Physician/see Clansman
5 option points (OP) to spend however you want. If you open a skill you don't already have it opens at OML+1, if you put them into skills you do have it is as follows:
1 OP +1 OML
3 OP +2 OML
Note you can open a new skill at OML+1 then add to it with additional OP's as normal. So, say you open Swimming, 1 OP opens it as Swimming/2 and you could spend a second OP to make it Swimming/3 or 3 more OP to make it Swimming/4.
When calculating your SB's it is the average of the 3 Attributes listed (some may be more than once). Then add any Sunsign modifier to SB. Dodge is just Agility. Then to calculate your starting ML it is SB x OML. OML is the number after the slash.
Age, 14+1d3+4 (Fisherman) +5 (Clansman) +4 (Gladiator) = 27+1d3 years old.
I probably missed something. Please ask any questions you have.
Need to know your parents occupation. Most likely Fisherman or Huscarl. Since you are Ivinian and the timing is right they likely were a Huscarl who settled down after the invasion. This will modify your skills below as follows: Fisherman +1 OML to all Fisherman skills. Huscarl+1 OML to all Clansman skills. If you want to go with another occupation for your parent that is fine we just need to have a backstory for it. Example would be Farmer/Clansman, then the land in Orbaal sucked so you took up fishing instead. Another occupation would get the first listed skill for that occupation at OML+1 and any other skill from the occupation at OML.
Adjust your height and then weight up for being Ivinian (+1 inch, 157 lbs). Add +1 to Strength for the weight increase.
Default skills: Climbing/4, Condition/5, Dodge/5, Jumping/4, Stealth/3, Throwing/4, Awareness/4, Intrigue/3, Oratory/2, Religion (Sarajin)/1, Rhetoric/3, Singing/3, Language Ivinian/50+SB, Harnic/3, Orbaalese/3, Folklore (Ivinian)/3
Fisherman skills: Fishing/5, Seamanship/5, Weatherlore/2, Piloting/2, Shipwright/2
Clansman skills (all non-military Ivinian are also Clansman. LF in your case.): Initiative/7, Foraging/4, Survival/4, Heraldry/2, Physician/3, Weaponcraft/2, Spear/6, Shield/6, Bow/5, Dagger/5, Seamanship/see Fisherman (if Huscarl parent increase Seamanship under Fisherman by 1)
Gladiator skills: Initiative/see Clansman, 3 weapons/OML+2 (go for unusual weapons or classic gladiator combos here, if they overlap with Clansman take the higher of Gladiator or Clansman OML and increase by 1), Unarmed/5, Physician/see Clansman
5 option points (OP) to spend however you want. If you open a skill you don't already have it opens at OML+1, if you put them into skills you do have it is as follows:
1 OP +1 OML
3 OP +2 OML
Note you can open a new skill at OML+1 then add to it with additional OP's as normal. So, say you open Swimming, 1 OP opens it as Swimming/2 and you could spend a second OP to make it Swimming/3 or 3 more OP to make it Swimming/4.
When calculating your SB's it is the average of the 3 Attributes listed (some may be more than once). Then add any Sunsign modifier to SB. Dodge is just Agility. Then to calculate your starting ML it is SB x OML. OML is the number after the slash.
Age, 14+1d3+4 (Fisherman) +5 (Clansman) +4 (Gladiator) = 27+1d3 years old.
I probably missed something. Please ask any questions you have.
Last edited by Rex on Sun Jul 14, 2024 2:32 pm, edited 1 time in total.
Re: Character Generation
You also need a 1d20 roll for Psionics.