Post by The Weirwood on Mar 20, 2015 20:26:21 GMT
Step 1: Determine Character's Age
Squire: 13-20
Adult: 21-30
Middle Age: 31-50
Old: 51-70
Step 2: Determine Character's Status and Role
Step 3: Select Attributes
Any: 510
Though given 510 points, the more points you save can be turned into Destiny Points and used for an Admin ability.
All Abilities start at Rank 3 Unless raised by the player:
Attribute Rank to Experience Cost:
4d: 30
5d: 60
6d: 90
7d: 120
Remember that your STATUS IS an Attribute. So you must PAY to Raise it to whatever you selected it to be.
Language is now a Specialty of Knowledge. Your character must have Knowledge 3 to be able to read and write, and Bonus Dice put into Languages affect how skilled your character is at understanding, speaking, and writing foreign tongues. Pick Lock and Thievery are now Specialties of Stealth. Marksmanship has been removed as an attribute, and its Specialties have been moved to Fighting, except for Siege, which is now Specialty of Warfare. You MAY reduce an attribute to 1d, but we will find a way to punish you for it.
List of Attributes (and their associated Specialties)
Agility (Acrobatics, Balance, Contortions, Dodge, Quickness)
Animal Handling (Charm, Drive, Ride, Train)
Athletics (Climb, Jump, Run, Strength, Swim, Throw)
Awareness (Empathy, Notice)
Cunning (Decipher, Logic, Memory)
Deception (Act, Bluff, Cheat, Disguise)
Endurance (Resilience, Stamina)
Fighting (Axes, Bludgeons, Bows, Brawling, Crossbows, Long Blades, Polearms, Shields, Short Blades, Spears, Thin Blades, Thrown)
Healing (Diagnose, Treat Ailment, Treat Injury)
Knowledge (Education, Research, Streetwise, Language)
Persuasion (Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt)
Status (Breeding, Reputation, Stewardship, Tournaments)
Stealth (Blend In, Sneak, Pick Lock, Thievery)
Survival (Forage, Hunt, Orientation, Track)
Warfare (Command, Siege, Strategy, Tactics)
Will (Coordinate, Courage, Dedication)
Note: In one Attribute only, for 50 specialty points you may receive bonus dice equal to half of your attribute dice to all specialties of that attribute. For example, if you have 6d in Warfare and spend 50 specialty points, you can have 3b in Command, Siege, Strategy, and Tactics. The exception to this rule is Fighting, where you may pick four specialties to use this bonus with.
Step 4: Select Specialties
Specialty Points allotted:
200
Bonus Dice to Specialty Point Cost
1: 10
2: 20
3: 30
4: 40
5: 50
Step 5: Character's Destiny Points and Qualities - Benefits and Drawbacks
Destiny points can be purchased at the start of game at the cost of 30 experience points per destiny point. A Player is also allowed to take as many benefits and drawbacks that they deem fit to do so at a ratio of 2:1.
Step 6: Calculate Derived Statistics
Intrigue Defense: Awareness + Cunning + Status
Composure: 3 × Will
Combat Defense: Agility + Athletics + Awareness
Health: 3 × Endurance
Step 7: Background
You can write as long or as short of a background as you like.
Squire: 13-20
Adult: 21-30
Middle Age: 31-50
Old: 51-70
Step 2: Determine Character's Status and Role
Step 3: Select Attributes
Any: 510
Though given 510 points, the more points you save can be turned into Destiny Points and used for an Admin ability.
All Abilities start at Rank 3 Unless raised by the player:
Attribute Rank to Experience Cost:
4d: 30
5d: 60
6d: 90
7d: 120
Remember that your STATUS IS an Attribute. So you must PAY to Raise it to whatever you selected it to be.
Language is now a Specialty of Knowledge. Your character must have Knowledge 3 to be able to read and write, and Bonus Dice put into Languages affect how skilled your character is at understanding, speaking, and writing foreign tongues. Pick Lock and Thievery are now Specialties of Stealth. Marksmanship has been removed as an attribute, and its Specialties have been moved to Fighting, except for Siege, which is now Specialty of Warfare. You MAY reduce an attribute to 1d, but we will find a way to punish you for it.
List of Attributes (and their associated Specialties)
Agility (Acrobatics, Balance, Contortions, Dodge, Quickness)
Animal Handling (Charm, Drive, Ride, Train)
Athletics (Climb, Jump, Run, Strength, Swim, Throw)
Awareness (Empathy, Notice)
Cunning (Decipher, Logic, Memory)
Deception (Act, Bluff, Cheat, Disguise)
Endurance (Resilience, Stamina)
Fighting (Axes, Bludgeons, Bows, Brawling, Crossbows, Long Blades, Polearms, Shields, Short Blades, Spears, Thin Blades, Thrown)
Healing (Diagnose, Treat Ailment, Treat Injury)
Knowledge (Education, Research, Streetwise, Language)
Persuasion (Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt)
Status (Breeding, Reputation, Stewardship, Tournaments)
Stealth (Blend In, Sneak, Pick Lock, Thievery)
Survival (Forage, Hunt, Orientation, Track)
Warfare (Command, Siege, Strategy, Tactics)
Will (Coordinate, Courage, Dedication)
Note: In one Attribute only, for 50 specialty points you may receive bonus dice equal to half of your attribute dice to all specialties of that attribute. For example, if you have 6d in Warfare and spend 50 specialty points, you can have 3b in Command, Siege, Strategy, and Tactics. The exception to this rule is Fighting, where you may pick four specialties to use this bonus with.
Step 4: Select Specialties
Specialty Points allotted:
200
Bonus Dice to Specialty Point Cost
1: 10
2: 20
3: 30
4: 40
5: 50
Step 5: Character's Destiny Points and Qualities - Benefits and Drawbacks
Destiny points can be purchased at the start of game at the cost of 30 experience points per destiny point. A Player is also allowed to take as many benefits and drawbacks that they deem fit to do so at a ratio of 2:1.
Step 6: Calculate Derived Statistics
Intrigue Defense: Awareness + Cunning + Status
Composure: 3 × Will
Combat Defense: Agility + Athletics + Awareness
Health: 3 × Endurance
Step 7: Background
You can write as long or as short of a background as you like.