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Post by Lord Inar on Jan 21, 2013 0:32:52 GMT -5
I started with 500 (I think that was I had in the other game).
I guess I'd go with that unless Bret says differently (and then I'll need to change as well!)
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Post by badpixie on Jan 21, 2013 17:45:34 GMT -5
ok revised Ghalle with proper gear: Ghalle; female Half Orc (treat as human stats) from Divided Baronies: ST: 13 IQ: 8 DX: 11 (11) Morningstar, Dagger, Throwing Axe x 2, Custom Cloth Armour, Small Shield Pack,Tinderbox, Beltpouch, Sleeping Roll, Good Cloak & Boots, 97 sp Speak Common Tongue (free) IQ +1 Speak Orcish (free social skill) IQ +1 Axe/ Mace (Background skill) DX +1 Unarmed Cbt ST +1 Stalker DX +1 Stealth DX +1 Tracking IQ +1 Unsurprisingly something of a social loner, Ghalle has carved out a niche as a mercenary scout in the fraught battlefields of the Baronies. When personal feuds and backbiting simply became too much to handle, she wisely opted out and took a simple bodyguarding job for a merchant headed for Redpoint. Read more: darkcitygames.proboards.com/index.cgi?board=current&action=display&thread=230#ixzz2IeWWJPad
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Post by mister frau blucher on Jan 22, 2013 10:18:18 GMT -5
OK, we'll go with 500 silvers, that is cool.
Bad pixie - I replaced Demarrain with Trade language, as that is the "common tongue" of the Stormspeake. If you had something else specifically in mind for that let me know. Also, your throwing axes - i did not go over your silver expenditures, but I treated them as the large axe, 40 silvers - let me know if you purchaesed a smaller weapon like a hatchet.
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Post by mister frau blucher on Jan 22, 2013 10:19:43 GMT -5
I will be trying to stick to a scedule of getting one or two adventures started each day this week. still not recovered from the stinking flu, and behind at work, trying to finish next adventure, blah, blah, blah.
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Post by mister frau blucher on Jan 22, 2013 10:38:20 GMT -5
Lord Inar -
You need to select one free social skill for the druid (for being human) and one free area of origin skill. The area of origin skill should be something nature oriented, like Tracking or Survival, etc. you are correct Sorcerer's tongue is free to all Mage characters.
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Post by mister frau blucher on Jan 22, 2013 11:11:25 GMT -5
Julianus - I went with d6+1 for the cestus, d6+2 in grappling.
Each character gets an area of origin skill for free (in addition to the social skill you picked). You have two that already qualify, so if you would like to take another skill like Dagger+1 or increase the skill level of one you already posses, go ahead and let me know!
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Post by Lord Inar on Jan 22, 2013 11:48:39 GMT -5
Lord Inar - You need to select one free social skill for the druid (for being human) and one free area of origin skill. The area of origin skill should be something nature oriented, like Tracking or Survival, etc. you are correct Sorcerer's tongue is free to all Mage characters. OK, I adjusted accordingly! (I figured being a druid, he'd be more likely to be able to talk with Elves than read)
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Post by rockprairie on Jan 23, 2013 2:11:46 GMT -5
Weynon "Nub" Talcot Human ST-12 DX-11 IQ-9 MA-5
Skills: Axe+1, Bow+1, Sling+1, Carpentry+1, Literacy+1(Common), Smith+1
Weapons: Hatchet(T)(9) 1d6+1 Axe(12) 1d6+3 Bow(9) 1d6 Sling(8) 1d6-1
Belongings: Common Clothes, Boots, Tent, Bedroll, 50' rope, 100' rope, Small pouch of Carpentry tools, Small pouch of sling bullets, Soft quiver of 10 arrows, canteen, and a donkey(?)
Weynon's parents were farmers for the lord of a remote province. They died in a fire when he was 12. Thus orphaned and indentured by birth, he apprenticed for both the lord's smith and his carpenter for three years. During which time he also received instruction in the written word so he could better serve his lord. His instructor, the lord's niece Sara, grew quite fond of Nub's eagerness to learn and the promise of a simple life. Despite her being promised to wed a local dignitary, the two eloped and fled pursuit from the lord's men for several weeks. Finally they found a small, secluded valley where they were certain to be safe. Weynon's brief apprenticeships allowed him to forge modest tools, build a home with simple furnishings and begin to raise crops and poultry. Soon, they had twin sons. The winter the boys had turned 4 years old, Weynon left their valley home to hunt large game. When he returned he found his wife and sons dead from disease. He remained at the homestead for another year waiting for the disease to take him as well, but it was not to be. Weynon left their valley home and its painful memories with the few possession he owned. Eventually he encountered a small caravan headed to the city of Redpoint. Weynon has been skilled with the sling since early childhood. While he never had any formal martial training, he is very comfortable with an axe and hatchet as these were common tools he carried frequently. He was able to keep game on the table with his bow and that helped him persuade the caravan leader to allow him to accompany them.
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Post by badpixie on Jan 23, 2013 14:02:35 GMT -5
No, I'd just always assumed Demarrian was the 'Common (ie Free) ' language.
I'd also assumed that the 1d6+3 axes were not throwable, whereas the 1d6+1 axes were: the axes are for throwing.
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Post by Julianus Petronius Merenda on Jan 23, 2013 20:26:11 GMT -5
Julianus - I went with d6+1 for the cestus, d6+2 in grappling. Each character gets an area of origin skill for free (in addition to the social skill you picked). You have two that already qualify, so if you would like to take another skill like Dagger+1 or increase the skill level of one you already posses, go ahead and let me know! Updated... I've assumed that I can use the Cetus with the Unarmed skill. Is that correct ? Damage and/or to hit ? Character: Aurelio Xenn Human ST: 10 DX: 12 (10) IQ: 10 MA: 5 XP: 0 Karma: 0 Unarmed: +1 +1 striking; +1ST grappling Stealth: +1 Evade detection on 3/DX. Charisma: +1 Control non-hostile NPC on winning IQ. Tracker: +1 Identify & follow local beings; negate surprise on 3/IQ. Origin Skill: Streetwise: +1 Negate pickpocket, swindling, mugging on 3/IQ. Free Social skill: Diplomacy: +1 Change an "attack" option to a "talk" option or vice versa on winning IQ. Possessions / Equipment: Carries a concealed cestus damage: d6+1, d6+2 grappling Wears a weathered/worn Leather long coat with 2 hidden inner pockets. (LUW Leather Coat: 2/2) Wears a wide brimmed hat that keeps his eyes in shadow most of the time. Also carries an ornate boot knife, but not for use as a weapon. Hard Boiled "Confidential Agent" who takes the jobs of mediator for less than reputable transactions such as ransom negotiations, finding of "lost" property, or other situations that requires a clandestine mediator or investigator. He can usually be contacted through Brody at the Tobacco Store off of Water Road. Has a reputation for playing things straight and honest. It is rumored he has also helped "hide/liberate" runaway slaves. Generally a good guy despite the "tough guy" demeanor. Smokes strong coarse cigars when not "on the job" (helps with the "tough guy" image). He doesn't believe in slavery and dislikes slavers... a LOT.
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Post by mister frau blucher on Feb 1, 2013 11:36:24 GMT -5
I've assumed that I can use the Cetus with the Unarmed skill. Is that correct ? Damage and/or to hit ? Yeah, that's cool. Like a normal skill: to hit or damage, though you can decide on an individual strike basis which it will be.
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Post by mister frau blucher on Feb 1, 2013 11:56:33 GMT -5
Hey rockprairie, welcome to the boards, and to the game! You sent me your character and we discussed him briefly. I overlooked that you had taken three weapon skills. Normally you are limited to two at creation, but it makes sense for your character, so no big deal at all. I did leave off the donkey - it would interfere for the first adventure or two. But if you really want him, let me know and I'll figure it out. i didn't add up your equipment to check it against 500 silvers to see how much you have left. Let me know, or we'll just give you an arbitrary 100 left over, plus the 10 from the caravan master.
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Post by Lord Inar on Feb 1, 2013 14:19:22 GMT -5
[quote author=admin board=current thread=230 post=2625 time=1359737793Normally you are limited to two at creation, but it makes sense for your character, so no big deal at all.[/quote]
Hey Bret,
just wondering, if the character could take a weapon skill as his "location" skill, does that count against the 2 weapon skill max?
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Post by Lord Inar on Feb 1, 2013 16:43:00 GMT -5
Hi Bret,
I realized I forgot that spells in LAW use IQ for casting, so I was wondering if I could shift 1 point from DX to IQ, leaving everything else the same, so he would have 11 DX and IQ 10.
Thanks!
- Marc
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Post by Lord Inar on Feb 1, 2013 16:58:14 GMT -5
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