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Ushgarak
Paladin
Gender: Male Location: Chelmsford, Essex, UK Co-Admin |
USH'S LORD OF THE RINGS GAME- Character Creation
Intro
Welcome to the character creation process for my Lord of the Rings (or more accurately, Middle-Earth) game! Some of this may look a little daunting, but with a small amount of effort, it is really quite easy.
This process allows me to know what kind of character you are, and what your skills and talents are. Unlike my other games, this one is not all focused on how dangerous you are in combat. Many skills are useful in Middle-Earth. Obviously, the films and books are good inspirations for characters, but there are three things you should remember:
1. Some players will be very much more dangerous than others in a fight. No matter which way you cut it in the films, Aragorn is a better swordsman than Merry- yet they are both heroes. It is highly recommended that everyone creates a character that can at least handle himself up close, but when some big Troll turns up, it’s time for the more intellectual characters to take a brave step backwards…
2. It doesn’t just cut across race, either. Compare Aragorn and Boromir. No doubt, Aragorn is an excellent swordfighter- but his skills cut many ways. He tracks and leads and can stalk and hide. Boromir… well, mostly he can fight, and damn well, and in the end, better. If you want to make a character who can do LOTS of things, don’t be surprised when someone who builds a Boromir-type can out-fight you.
3. The characters in the books and films are mighty heroes indeed. In this game, you are not! You are a cut above the rest, but in comparative terms, where Aragorn is a General or even King, you start of more like a Lieutenant or Sergeant. Eventually, you can make your way up to an Aragorn kind of level- but that progression is part of the point of the game. So you must remember you are creating relatively down-to-(Middle) Earth characters! Charging a horde of Orcs- like they do in the film- is a good way to kill yourself. Orcs are vicious and damn dangerous- show them respect. And don’t even think about Trolls- even Aragorn would think twice about them!
Bear in mind these three points and you will be able to handle your concept far better, and with less shattered hopes once you see how dangerous a Middle-Earth fight actually is…
There is a certain amount of number-crunching involved in making your character, but it is nothing complex, merely involved. Showing everything to you at once might overload you a little, so the fastest way to make a character is to first of all make your concept, and then when that is done add in the numbers.
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Concept
Conceptualizing your character involves imagining- broadly- what you want him to be, and to be good at. If you are interested in playing this game and have gotten this far, chances are you have such a concept already. However, that concept has to fit the rules.
__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
"You've never had any TINY bit of sex, have you?"
BtVS
Last edited by Ushgarak on Feb 18th, 2005 at 06:23 PM
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Feb 18th, 2005 06:19 PM |
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Ushgarak
Paladin
Gender: Male Location: Chelmsford, Essex, UK Co-Admin |
Race
Obviously, Race counts for a lot on Middle-Earth. This is not only the thing that most immediately distinguishes you from others, it also dictates your beliefs, background, skills and physical capacity. At the end of the day, an Eotheod is going to be the best horse rider and a Silvan the best bow-shot.
Middle-Earth offers a wide variety of races to choose from. Some are just blatantly better than others (i.e. Elves are better than Men). To make up for this, the more powerful you are, the less background advantages you will get later on. These backgrounds come in the form of background ‘points’, and the number of points each race gets is included here so you know how powerful your selection is- the lower the number, the less background points and so the more powerful that race must be!
There follows a list of what races you can be. For a full description of these races, see the reference thread here:
New game reference thread to follow-please ask questions until then!
Noldor Elf (2)
Sindar Elf (3)
Silvan Elf (4)
Half-Elf (3)
Dwarf (4)
Hobbit (5)
Man (includes Arnorian Men, Gondorian Men, Woodsmen, Dorwinrim, Men of Dale etc.) (5)
Dunadan (includes Arnorian or Gondorian) (3)
Eotheod (5)
Beorning (5)
Profession
The next part of your concept is to decide your character’s ‘profession’. By profession, I don’t mean necessarily your job, but what major part you play in the whole warring or adventuring life that typically is the focus of a game like this! Please note that your choice of profession may be rendered troublesome by your choice of race; Hobbits don’t make good Warriors and are simply incapable of being Mages! The options are as follows:
Warrior- A specialist in direct combat, normally good with a variety of weapons. Also not lacking in general skills. ‘Warrior’ is a broad term; Legolas and Boromir are both warriors but very different. Warriors are normally professional fighters.
Ranger- A combat type, good in a fight (though with less of a Warrior’s skill over many different weapon types), but also good at a broader range of tactical skills- ambushes, stalking, hiding, herb lore etc. Aragorn and Faramir are both Rangers, so they can be professionals like Faramir or independent types like Aragorn.
Adventurer- A broadly talented all-rounder, solid in a fight but self-reliant in all areas of life in Middle-Earth, Adventurers are independent types who enjoy exploration, fighting evil- and general adventure! The four Hobbits in Lord of the Rings are all Adventurers.
This is one of only two professions open to Hobbits.
Scout- A Scout is a light fighting type, with skills very much dedicated towards the covert; lock picking, stalking, hiding etc. They may be Agents/Spies, or thieves, or simply people with talent for the subtle. Bilbo is a Scout.
This is one of only two professions open to Hobbits.
Animist- An Animist is a person who channels spiritual powers- but into the realm of the physical, unlike a Mage who deals with the Arcane. Animists deal with the areas of Healing, herbs, connections with the land, control over nature, bonds with animals, and so on. Elrond is an Animist- the most famous and most powerful in Middle-Earth.
Only Dunadain and Elves may be Animists.
Mage- a Mage is a person who channels their energies into directly visible arcane effects! Humans call this ‘Magic’, but Elves frown upon that term, seeing Magic as something the enemy does, as opposed to their own simple channeling of power. Mages are notably wise, knowledgeable and intelligent and this makes them valued members of any group.
Only Dunadain and Elves may be Mages.
IMPORTANT NOTE- This is not Dungeons and Dragons. Magic in Middle-Earth is a far more reserved affair- Gandalf, about as powerful as you can get, does not continuously fling fireballs around! Whilst Mages do have access to some offensive Magic, it must be used sparingly. Furthermore, you start off as a novice Mage in training. The benefits a Mage brings are as much (at least!) due to his brains as his power, so do not take one expecting to turn all your foes to fire!
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By now you should have a race and profession. Now you need to go through the following instructions, as appropriate to what you chose.
__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
"You've never had any TINY bit of sex, have you?"
BtVS
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Feb 18th, 2005 06:29 PM |
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Ushgarak
Paladin
Gender: Male Location: Chelmsford, Essex, UK Co-Admin |
Stats
Your stats (statistics) tell us of the direct physical and mental capacities of your character. They work in multiples of five (for interaction with the skill system) and are based around an average of zero- which is to say, the average fit, bright and quite charismatic guy would have a zero in all his stats; fitter, brighter and more charismatic people have positive scores in some of them, and weaker people negative (most people in the street has negatives; the zero average is designed around proactive fighting types, not peasants). As you are all playing heroes- potential heroes at least- you all get far more than an average allocation, even for fit people.
The stats are:
Strength: A simple measure of your physical power
Agility: A measure of your dexterity and nimbleness
Constitution: A measure of your hardiness and toughness
Intelligence: A measure of your sheer brainpower
Intuition: A measure of your intuition, wisdom and common sense.
Presence: A measure of the personal impact you make on others.
The first three are all used directly in fighting, the last three in all other areas. There is a little crossover between the two, but that is the general rule.
To work out your levels in these stats, you go through a three step process:
1. First of all, one of your stats immediately goes to +10. Which stat it is depends on your profession:
Warriors- Strength
Rangers- Constitution
Adventurers- Strength or Agility (choose)
Scout- Agility
Animist- Intuition
Mage- Intelligence
2. Now, you may add four lots of +5 of your own choosing. You can add them among four different stats, or among two stats for +10 each, or even put +20 on one stat; any way you choose. However…:
a. You may not add any more to the one that started at +10 above in step one (basically, that stat is set to +10 after you spend).
b. Noldor and Sindar Elves have a mandatory Presence increase. Noldor must spend at least +10 in Presence, and Sindar at least +5. This is on top of the Presence bonuses you get in step 3- Elves really do shine out.
3. Finally, your stats get increased again depending on your race, as follows:
Noldor: +15 Agility, +10 Constitution, +5 Intuition, +5 Intelligence, +15 Presence
Sindar: +10 Agility, +5 Constitution, +5 Intelligence, +10 Presence
Silvan: +10 Agility, +5 Intelligence, +5 Presence
Half-Elf: +5 Strength, +5 Agility, +5 Constitution, +5 Presence
Dwarf: +5 Strength, -5 Agility, +15 Constitution, -5 Intelligence, -5 Presence
Hobbit: -20 Strength, +15 Agility, +15 Constitution, -5 Intelligence, -5 Presence
Man (Standard, Eotheod or Beorning): +5 Strength
Dunadan: +5 Strength, +10 Constitution, +5 Presence
Note that these increases CAN improve on the +10 from step one.
You should now have a final total for all your stats.
__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
"You've never had any TINY bit of sex, have you?"
BtVS
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Feb 18th, 2005 06:29 PM |
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Ushgarak
Paladin
Gender: Male Location: Chelmsford, Essex, UK Co-Admin |
Skills
Now we decide your character’s skills- what he or she has learned to during upbringing and training. First of all, I shall list all the skills, then tell you how you work out your level in them.
SKILL LIST
For use with above
MOVEMENT/MANOEUVRE SKILLS: These skills are all about how trained you are in moving about in certain types of armour. Technically speaking, anyone can wear any armour, but without these skills you would fall over if you tried to move anywhere. Note that because armour gives you a huge penalty to your manoeuvre value, this skill is normally about trying to make your final total less negative, rather than getting very positive.
Manoeuvre skills are very important, not only for trying to get anywhere quickly in armour, but also for striking first in a fight!
All armour types give an automatic encumbrance penalty (comes under Special) to the skill. The types are:
Unarmoured (Agility): The maximum base in this skill is ten. Your final score in Unarmoured is your maximum for all other M&M skills.
Soft Leather (Agility): The maximum base in this skill is 15. The encumbrance penalty is 15.
Rigid Leather (Agility): The maximum base in this skill is 25. The encumbrance penalty is 30.
Chain (Strength): The maximum base in this skill is 35. The encumbrance penalty is 45.
Plate (Strength): The maximum base in this skill is 45. The encumbrance penalty is 60.
WEAPON SKILLS: These are easy. The more you have in one of these, the better you are with it! The categories are:
One-handed edged weapons (Strength): Swords, axes, daggers, knives…
One-handed concussion weapons (strength): Maces, flails, morning stars, clubs, cudgels…
Two-handed weapons (Strength): Two handed-swords, large axes, double-handed maces…
Thrown weapons (Agility): Throwing knives or spears, javelins…
Missile Weapons (Agility): Bows, crossbows, slingshots…
Polearms (Strength): Lances, pikes, halberds…
Note- Dwarves alone can use their one-handed concussion score with one-handed axes.
GENERAL SKILLS: Handy survival skills for Middle-Earth
Climb (Agility)
Ride (Intuition)
Swim (Agility)
Track (Intelligence)
SUBTERFUGE SKILLS: For times when violence will not help
Stalk/Hide (Presence)
Pick Lock (Intelligence)
Disarm Trap (Intuition)
OTHERS: Some other important things to keep track of
Perception (Intuition): Your ability to spot things. You don’t get any base points in this unless you transfer them from other areas.
Defensive Score (Agility): Your base ability to get out of the way of things. Defensive Score does not have a base or a profession bonus, so you cannot add to it.
Stamina (Constitution): How much you can take in combat until you drop. Stamina goes up in set amounts (in multiples of seven) rather than having points spent on it. It has an automatic special bonus of +10.
SECONDARY SKILLS: If you want to be good at anything not covered in the Primary skills- like Leadership, Performance, Acrobatics, First Aid, Gambling- anything you find useful!- it is classified as a Secondary skill. Best to check with me before a Secondary is allowed.
Two notably important Secondary skills are Herbalism and Animal Ken- important skills for Animists
Another one to note is Foraging- something Rangers are famed for. It also allows you to find Herbs for Chanelling spells in the wild (Rangers and Animists made good teamates in that respect)
__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
"You've never had any TINY bit of sex, have you?"
BtVS
Last edited by Ushgarak on Apr 6th, 2005 at 06:36 PM
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Feb 18th, 2005 06:30 PM |
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Ushgarak
Paladin
Gender: Male Location: Chelmsford, Essex, UK Co-Admin |
Determining your skills
Several factors go into the final total of your skill in something. They are:
Base- the ‘base’ level is simply how good you are at it! Whenever you put effort into becoming better at a skill, it is the base that increases. The base increases in fives until it reaches fifty, and then in twos thereafter. If your base in a skill is zero, it is entered in as -25.
Stat- each skill is based on a stat; you add the stat (the final total decided from the section above) to the base.
Profession- depending on your profession, you get a set instinctive bonus to certain skills that increases at a flat rate every time you go up a level- this is in addition to the base increase you might get for going up a level.
Special- There are many extra bonuses that may be factored in here. Characters with Animal Empathy get a bonus to Ride that goes in special, for example.
Item- Various items may change a skill up or down. A Helmet, for example, reduces your Perception, but an Elvish Blade is worth a bonus to your One-Handed Edged skill- obviously, only as long as you are actually using it!
These numbers are added together to make a final score. So a person with a One-handed edged skill of 50, a Strength stat of +10, a profession bonus of +6, a reflex bonus of +5 to fighting skills, and a +5 weapon would end up with a One-handed edged skill looking like this:
(50/10/6/5/5)= 76
‘Special’ and ‘Item’ we don’t need to worry about right now. ‘Stat’ we already know. So what we have to work out now is ‘Profession’ and ‘Base’. Profession is easy; we’ll do that first.
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Profession
Simply apply the following number, as set by your profession, multiplied by your level (new characters are level one; if you are more than that when making a character now I have already told you).
Warriors: 1 to all General Skills, 2 on Stamina, 3 to all Weapon Skills
Rangers: 2 to all Weapon skills, 2 to Stalk/Hide, 2 to Perception, 3 to all General Skills
Adventurers: 2 to all Weapon Skills, 2 to all General Skills, 2 to all Subterfuge Skills
Scouts: 1 to all Weapon Skills, 1 to all General Skills, 2 to all Subterfuge Skills, 3 to Perception
Animists: 1 to all General Skills, 1 to Perception, 2 points among Secondary skills
Mages: 4 points among Secondary skills
That's as complex as profession gets- you get that much extrra each level. Now onto base.
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Base
Your starting base is a combination of your Adolescent Development, and your skills be level.
ADOLESCENCE
All characters started their adult lives with a variety of skills you learned in their adolescence (or whatever equivalent Elves have of that). These determine your starting skill bases, depending on your Race as follows:
(note your rating in 'Spells' is spent like Spell Development points, described below)
NOLDOR:
Unarmoured- 5
One-handed edged weapons- 5
Missile Weapons- 5
Ride- 5
Swim- 10
Stalk/Hide- 10
Perception- 15
Stamina- 7
Spells- 2
SINDAR
Unarmoured- 5
One-handed edged weapons- 5
Missile Weapons- 10
Climb- 5
Ride- 5
Swim- 10
Stalk/Hide- 15
Perception- 15
Stamina- 7
Spells- 2
SILVAN
Unarmoured- 5
One-handed edged weapons- 5
Missile Weapons- 15
Climb- 10
Ride- 5
Swim- 15
Stalk/Hide- 20
Perception- 15
Stamina- 7
Spells- 1
HALF-ELF
Unarmoured- 5
Rigid Leather- 5
Chain- 5
One-handed edged weapons- 5
Missile Weapons- 10
Climb- 5
Ride- 5
Swim- 5
Stalk/Hide- 10
Perception- 5
Stamina- 7
Spells- 1
DWARF
Unarmoured- 5
Rigid Leather- 5
Chain- 15
One-handed concussion weapons- 20
Thrown Weapons- 5
Climb- 5
Pick Lock- 5
Disarm Trap- 5
Perception- 10
Stamina- 21
HOBBIT
Unarmoured- 5
Thrown Weapons- 10
Missile Weapons- 10
Climb- 10
Stalk/Hide- 25
Pick Lock- 5
Disarm Trap- 5
Perception- 20
Stamina- 12
MAN (general)
All manoeuvre skills except Plate: 5
One-handed edged weapons- 5
Throw weapons- 5
Missile weapons- 5
Polearms- 5
Ride- 5
Swim- 5
Stalk/Hide- 5
Perception- 5
Stamina- 14
EOTHEOD
Unarmoured- 5
Rigid Leather- 5
Chain- 10
One-handed edged weapons- 10
Missile Weapons- 5
Pole-arms- 5
Ride- 40 (yes… forty…)
Swim- 5
Perception- 5
Stamina- 14
BEORNING
Unarmoured- 5
Two-handed weapons- 5
Thrown Weapons- 5
Pole-arms- 10
Climb- 10
Swim- 10
Stalk/Hide- 20
Perception- 5
Stamina- 21
DUNADAN
Unarmoured- 5
Rigid Leather- 5
Chain- 10
One-handed edged weapons- 10
Thrown Weapons- 5
Missile Weapons- 5
Pole-arms- 5
Ride- 5
Stamina- 21
Spells- 1
This is simply where your base starts, before we add in your level bonus.
__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
"You've never had any TINY bit of sex, have you?"
BtVS
Last edited by Ushgarak on Apr 6th, 2005 at 06:23 PM
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Feb 18th, 2005 06:31 PM |
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Ushgarak
Paladin
Gender: Male Location: Chelmsford, Essex, UK Co-Admin |
LEVEL BONUS
Once your adult career started, you acquire skills as you go along. In this game, this is determined by character ‘levels’ that keep a track of how powerful you have become., Each level, including your first, gives you a chance to increase your skills. You choose where to spend, but the areas you develop best in are determined by profession- so a Warrior gets more points to spend on weapon skills than others, for example. Note that this increase to your base is in addition to the Profession bonus you also get when you go up in level- Profession bonuses are automatic; level bonuses are under your control.
The points you get to spend are called ‘Development Points’, and can be used as follows:
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One point will increase any Movement/Manoeuvre skill by five. This can be done as many times as you have points. Remember that M/M skills have a maximum (given above).
One point will increase any other skill by five (unless the base is fifty or higher, in which case it goes up by two). But once you increase that skill it cannot be increased again that level.
Three points will increase any other skill by ten (unless the base is fifty or higher, in which case it goes up by four)- again, once increased, it cannot be increased any more that level.
One point in 'Spells' gives you the next two spells in that spell list if it is your favoured spell type, or just one spell if it is unfavoured. You can spend your Spell Development points as you like.
Stamina does not have points spent on it- it simply goes up by the amount shown.
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So on most skills you will spend none, one or three. There is no way to spend any other amount on non-Movement/Manoeuvre skills.
If you wish, development points can be transferred between categories as follows:
You can take two development points out of a category to gain an extra development point in a category that you normally have development points in (a Warrior taking out of General to put into Subterfuge, for example)
You can take four development points out of a category to gain an extra development point in a category that you do NOT normally have development points in (a Warrior taking out of Weapons to put into Spells, for example)
You can take one development point out of any category to gain an extra development point for Perception- it does not matter if you normally have development points there or not. Perception can still only be increased once, though, so it is pointless having anything other than one or three points to spend on it.
Finally, you can take one development point out of any category to increase a Secondary Skill by ten- and this is the only way you get secondary skills.
When you spend Development points, please keep a note of how you have spent them, so I can check if your character is legal.
Your Development Points per level are as follows:
WARRIOR: M&M- 3; Weapon Skills- 5; General Skills- 2; Subterfuge Skills- 2; Stamina +21
RANGER: M&M- 2; Weapon Skills- 3; General Skills- 4; Subterfuge Skills- 2; Spells- 1; Stamina +14
ADVENTURER: M&M- 2; Weapon Skills- 3; General Skills- 3; Subterfuge Skills- 3; Stamina +14
SCOUT: M&M- 1; Weapon Skills- 3; General Skills- 3; Subterfuge Skills 5; Stamina +14
ANIMIST: Weapon Skills- 2; General Skills- 3; Subterfuge Skills- 1; Spells- 4; Stamina +14
MAGE: Weapon Skills- 1; General Skills- 2; Spells- 4; Stamina +14
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Reminder:
1. Your skills start at the adolescence level given above, for Base.
2. The Profession bonus is then set by your Profession
3. You then add your development points, also based on profession.
You should now have a good idea of what your skills are at!
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__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
"You've never had any TINY bit of sex, have you?"
BtVS
Last edited by Ushgarak on Apr 1st, 2005 at 06:39 PM
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Feb 18th, 2005 06:32 PM |
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Ushgarak
Paladin
Gender: Male Location: Chelmsford, Essex, UK Co-Admin |
Backgrounds
Background points give you certain advantages- special skills, or good equipment, or money. The less powerful races get more background by compensation. As a reminder, here are the points each race gets:
Noldor Elf: 2
Sindar Elf: 3
Silvan Elf: 4
Half-Elf: 3
Dwarf: 4
Hobbit: 5
Man (all but Dunadan): 5
Dunadan: 3
Background points can be spent to buy the following:
1. Money. Each point spent on money gives you ten gold pieces to buy stuff with. You start off eith only basic equipment if you take no money.
2. A +5 bonus to any stat. However, like the bonuses at character creation, this cannot increase the stats that got set to +10 by your profession.
3. An item of quality- superior Elvish blade or rope, or armour tailored to you, or quality boots that make no noise… regardless the item is worth +10 to a skill. Note that you cannot take a mount this way- horses etc. must be bought.
4. A magical focus- like a Mage’s staff (it must be at least as bulky as a staff)
5. Animal Empathy. Choose an animal type (horse, eagle, camel etc.), and you get +20 to all rolls involving the use of or communication with that animal.
6. Nimbleness- grants a +10 bonus (special) to all Movement/Manoeuvre skills.
7. Observant- grants a +10 bonus (special) to Track and Perception.
8. Lightning Reactions- gives a +5 bonus (special) to all weapon skills, and your Defensive Score.
9. Pain Resistant- makes stamina go up in 10s rather than 7s
10. Charismatic- +10 to all attempts to influence others
11. Resistant- a +10 bonus to resisting the category of your choice (examples- Electricity, Fire, Cold)
12. Talented- a +5 bonus (special) to any skill of your choice. This can be cumulative.
13. Proficient- begin play with an extra spell list (Animists and Mages only, of course!). This can only be taken once.
Take time to think about your backgrounds- this is a one-off deal, you will never get any more (though you may obviously find more money, or quality items, during play).
Finishing touches
You now have the numbers to match your concept. Make sure you have everything right- a set of stats, a set of skills, and then the differences your backgrounds made. You should now be able to add up your final skill totals… and your character is done!
Of course, that’s not the full story. I am sure you may have had some other ideas at the concept stage- for example, a name. Names are very important!
Also, you want to think about your origin. If you are a Dunadain, are you from Gondor or Arnor? If a Noldor Elf, which of the Elven havens are you from? A Silvan- which forest? A Sindar… Haven or forest, you choose. These things make big differences to your character! If you need any help, other then checking out the background section, please ask questions here and I will aid you best I can.
Likewise, if any of this process has confused you, let me or others know and we can help. Also, don’t be afraid to take advice from others about the type of character the ground wants.
Finally, do remember that all your characters must be altruistic good guys who would be interested in aiding King Arvedui’s struggle to save Arthedain. We don’t want any moral confusion here!
Once that is all done… you are finished! If everything has gone well, I will put you up in the Roll of Honour, and you join the Fellowship of Heroes!
__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
"You've never had any TINY bit of sex, have you?"
BtVS
Last edited by Ushgarak on Aug 17th, 2005 at 06:42 PM
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Feb 18th, 2005 06:36 PM |
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Ushgarak
Paladin
Gender: Male Location: Chelmsford, Essex, UK Co-Admin |
Note- oops, forgot the base level rules on first posting! Corrected now
Man! Even with an effort made to simplify, there is a lot to that! Soon weed out the ones who are really keen!
This isn't the end of the matter yet. To follow:
1. XP calculations for the existing characters. For now, make a level 1 character (level 2 if you played the very original game back in the beginning of time) and I'll tell you how much XP you are owed later. This is the last change for existing characters to tweak how they are designed- you have better stats then before, btw.
2. A new reference thread, which will encyclopaedically list the important info about the game so I don;t keep having to repeat descriptions everywhere
3. An example of character creation in progress so new people can see how it works.
Until then, ask me questions and I'll see when I can answer- just I am damn busy right now, so this is really up so that anyone who feels smart can do it all now.
__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
"You've never had any TINY bit of sex, have you?"
BtVS
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Feb 18th, 2005 08:55 PM |
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Fire
Senior Member
Gender: Male Location: On vacation |
Argentis, Eothian Warrior, played by Fire
Pain Resistance, Lightning Reactions, Animal Empathy (Horse), Money Option x2
STATS
Strength: 15
Agility: 10
Constitution:10
Intelligence:0
Intuition: 0
Presence: 0
MANOEUVRES
Unarmoured- (10/10/0/-0)= 20
Rigid Leather- (15/10/0/-30)=-5
Chain- (35/15/0/-45)= 5
WEAPON SKILLS
One-handed edged weapons- (30/15/6/5)= 56
Missile Weapons- (15/10/6/5)= 36
Pole-arms- (20/15/6/5)= 46
GENERAL SKILLS
Ride- (50/0/2/20)= 72
Swim- (15/10/2/-)= 27
OTHERS
Perception- (5)= 5
Stamina- (56/10/4/16)= 86
Defensie Score: (0/10/0/5)= 15
this should be it (for the record I changed 2 subterfuge points into 1 M&M point the other 2 into 1 Weapon point)
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Feb 18th, 2005 09:25 PM |
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Peach
mordrem
Gender: Female Location: verdant brink Moderator |
Okay! I think I have this worked out...if someone could kindly let me know if I've done this right it'd be great...
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Ellothiel, Half-Elf Scout
Strength: +10
Agility: +15
Constitution: +10
Intelligence: +5
Intuition: +10
Presence: +5
MOVEMENT/MANOEUVRE SKILLS:
Unarmoured- (5/15/0) = 20
Rigid Leather- (10/15/0/-30) = 0 (used 2 M/M points)
Chain- (5/10/0/-45) = -30
WEAPON SKILLS:
One-handed edged weapons- (20/10/1) = 31 (used 3 development points for +10)
Missile Weapons- (20/15/1) = 36 (used 1 development point for +5)
GENERAL SKILLS:
Climb- (10/15/1) = 26 (used 1 development point for +5)
Ride- (5/10/1) = 16
Swim- (5/15/1) = 21
SUBTERFUGE SKILLS:
Stalk/Hide- (20/5/2) = 27 (used 3 development points for +10)
OTHERS:
Read Runes- 5
Perception- (5/10/3) = 18
Stamina- (21/10/10) = 56
Changed 2 General Skills points to 1 M/M point
Changed 2 Subterfuge Points to 1 Weapons point
Background: Money, Lightning Reactions, +5 to stat (constitution)
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Feb 19th, 2005 03:37 AM |
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Mace Skywalker
Senior Member
Gender: Male Location: United States, DC |
Tenharien/ Silvan Elf(2)
Warrior- A specialist in direct combat, normally good with a variety of weapons. Also not lacking in general skills. ‘Warrior’ is a broad term; Legolas and Boromir are both warriors but very different. Warriors are normally professional fighters.
Strength: +10
Agility: +5
Constitution: +5
Intelligence: +5
Intuition: +5
Presence: +15
MOVEMENT/MANOEUVRE SKILLS:
Unarmoured- 5
WEAPON SKILLS:
One-handed edged weapons-(10/5)=15
Missile Weapons- (5/5)=10
GENERAL SKILLS:
Ride- 5
Swim- (10/5)=15
SUBTERFUGE SKILLS:
Stalk/Hide- (15/10)=25
OTHERS:
Read Runes- 10
Use Item- 5
Perception- (15/5)=20
Stamina- (7/5)=12
I dont know if its right, could you someone please check
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"You can stop a rose from growing if you nip it in the bud, but you can't stop the stream from flowing and you cannot stop the flood."
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Feb 19th, 2005 06:42 AM |
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Dexx
wingless
Gender: Male Location: Bucharest, Romania |
your weapon skills seem too low....u msut have missed something.
and lana...just from experience..you might want to set yourself on either missile or one handed weapons...and increase the skill more in just one. or you'll be mediocre with both....just an idea
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Feb 19th, 2005 07:50 AM |
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Tptmanno1
Life Ponder-er
Gender: Male Location: Dreaming...Or am I living... |
Yea pick one or the Other
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Feb 19th, 2005 08:10 AM |
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Ushgarak
Paladin
Gender: Male Location: Chelmsford, Essex, UK Co-Admin |
I haven't checked these carefully yet (though your stats look too low, Fire), but actuallyt SS's character looks fine- the lesson is not necessarily to only have one wapon (though to be sure, Warriors are by far the best at doing that), but to make sure you can do melee. You are toast if you can't. As SS starts with a high missile skill anyway, she has done the best thing by investing her points in melee. There's really nothing more she can do.
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"You've never had any TINY bit of sex, have you?"
BtVS
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Feb 19th, 2005 10:16 AM |
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Fire
Senior Member
Gender: Male Location: On vacation |
lets see +10 str (profession) +5 str (man) +10 con (2 "statpoints") +10 agility (2 "statpoints") seems to check out (unless I missed a rule)
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Feb 19th, 2005 11:58 AM |
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rusky
Waiting for da snow
Gender: Male Location: Wild Wild World |
Can I keep the current setup Ush ? Are there any changes to creation ?
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Feb 19th, 2005 01:17 PM |
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Fire
Senior Member
Gender: Male Location: On vacation |
(lol it's a tad different rusky -but wiv the right spending you can get it all like it was -except for higher stats-)
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Be smart, be cool, be sexy = be LIBERAL!
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Feb 19th, 2005 01:57 PM |
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Peach
mordrem
Gender: Female Location: verdant brink Moderator |
Hey, cool, I did it right!
(which is good as I was just slightly confused at how to figure out the base scores for skills...but I think I have that down now...)
(Thanks for the advice anyways, guys...and Dexx I think that's the first time I've ever seen you call me Lana )
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Last edited by Peach on Feb 19th, 2005 at 03:25 PM
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Feb 19th, 2005 03:11 PM |
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Mace Skywalker
Senior Member
Gender: Male Location: United States, DC |
Uh but what about me, how do I add up the stats?
Like I only have two sposts then = for my stat. you guys have three. what did i do wrong for each stat/
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"You can stop a rose from growing if you nip it in the bud, but you can't stop the stream from flowing and you cannot stop the flood."
Last edited by Mace Skywalker on Feb 19th, 2005 at 05:15 PM
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Feb 19th, 2005 05:11 PM |
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Mace Skywalker
Senior Member
Gender: Male Location: United States, DC |
just deisregard that its all messed up, ill do it over but i wont post it untill its pefect.
__________________
"You can stop a rose from growing if you nip it in the bud, but you can't stop the stream from flowing and you cannot stop the flood."
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Feb 19th, 2005 05:50 PM |
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