User Tools

Site Tools


character_creation

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
character_creation [2012/09/23 17:44]
dan
character_creation [2017/09/25 12:12] (current)
toml Reverted carrying capacity
Line 15: Line 15:
   * [[:​Journeyman]]:​ Masters of crafting, medicine, alchemy and scholarly pursuits, providing the expertise and equipment needed to render any problem solvable.   * [[:​Journeyman]]:​ Masters of crafting, medicine, alchemy and scholarly pursuits, providing the expertise and equipment needed to render any problem solvable.
  
 +Optionally, you may also choose to play a [[:​non_human|non-human character]],​ although this is not recommended as a first character and you may not have more than one at a time((additional restrictions also apply)).
 ===== 2. Choose Your Backgrounds ===== ===== 2. Choose Your Backgrounds =====
  
Line 29: Line 29:
  
  
-Between class and background, you will now have a roster of skills from which your character can pick. You start with points to use at character creation. This can be increased to up to points by accumulating picks through monstering. Each skill costs 1 point to purchase. Skills are divided into levels on the trees. In order to begin purchasing skills from higher levels, your character must have:+Between class and background, you will now have a roster of skills from which your character can pick. You start with points to use at character creation. This can be increased to up to 10 points by accumulating picks through monstering. Each skill costs 1 point to purchase. Skills are divided into levels on the trees. In order to begin purchasing skills from higher levels, your character must have:
   - Had a certain number of skill points spent on them.   - Had a certain number of skill points spent on them.
   - Gone on at least one adventure in this state (does not apply when spending starting points).   - Gone on at least one adventure in this state (does not apply when spending starting points).
Line 35: Line 35:
 The thresholds to unlock new levels of skills are: The thresholds to unlock new levels of skills are:
  
-  * Level 2: points +  * Level 2: points 
-  * Level 3: points +  * Level 3: 11 points 
-  * Level 4: 12 points +  * Level 4: 17 points 
-  * Level 5: 15 points+  * Level 5: 24 points
  
 These limits also apply at character generation. Therefore, unless a character takes complimentary backgrounds,​ they will only be able to purchase skills up to level 2 at character generation. These limits also apply at character generation. Therefore, unless a character takes complimentary backgrounds,​ they will only be able to purchase skills up to level 2 at character generation.
Line 62: Line 62:
   * The ability to wear light armour to gain two additional hits.   * The ability to wear light armour to gain two additional hits.
   * The ability to repair light armour fully with half an hour’s work.   * The ability to repair light armour fully with half an hour’s work.
-  * Fight with any weapon of 36” or less in one hand, calling SINGLE, and use a main-gauche (a weapon ​26” or less) in their off hand.+  * Fight with any weapon of 36” or less in one hand, calling SINGLE, and use a main-gauche (a weapon ​24” or less) or buckler ​in their off hand.
   * Carry a travel backpack with sufficient supplies to cater for their own needs.   * Carry a travel backpack with sufficient supplies to cater for their own needs.
   * Sleep on the trail for three days without penalty.   * Sleep on the trail for three days without penalty.
   * Drag an armoured person slowly.   * Drag an armoured person slowly.
-  * Consume 5 alchemical preparations a day with no danger of [[:​curses_addictions_and_diseases|addiction]] 
   * Execute an unconscious individual with ten seconds of hacking at their body.   * Execute an unconscious individual with ten seconds of hacking at their body.
   * Survive for sixty seconds after falling unconscious through lack of hits, after which they will die.   * Survive for sixty seconds after falling unconscious through lack of hits, after which they will die.
 +  * May halt a character'​s death count by roleplaying staunching their wounds (although the death count will resume if they stop).
 +  * Carry up to 30 alchemical preperations.
 ===== 5. Starting Equipment ===== ===== 5. Starting Equipment =====
  
-Every Character can begin play with 2 standard weapons (one of which can be swapped for a shield), a standard suit of armour and 30 Acra, plus one adventure’s worth of any income or items their starting skills provide or produce. Equipment comes in several tiers, with the following characteristics:​+Every Character can begin play with 2 standard weapons (one of which can be swapped for a shield), a standard suit of armour and 27 Riel, plus one adventure’s worth of any income or items their starting skills provide or produce. Equipment comes in several tiers, with the following characteristics:​
  
   * Substandard:​ Can only be used with basic strikes and skills up to level 1.   * Substandard:​ Can only be used with basic strikes and skills up to level 1.
character_creation.1348422245.txt.gz · Last modified: 2015/05/14 21:08 (external edit)