Spazmodeus |
Ah, I didn't think the Origin counted as a career and had one more after Sailor !
Darn , had plans to become a dread pirate , accosting the Rinthungi shipping up and down the coast!
Oh well, best laid plans and all that.
Cool. I'll get my alias up.
First though...Sex, odd=male, even=female: 1d100 ⇒ 62
Daniel Stewart |
Money systems for each of the 3 lands are pretty standard, only the names of the coins and their actual, physical appearance differs. The main currency is silver-based with copper and gold coins.
Rinthungi
copper pfennig
silver schilling
gold mark
Ankhu
copper fals
silver dinar
gold dirham
Darini
copper farthing
silver pence
gold crown
exchange is the same in all areas as well:
4 copper = 1 silver
20 silver = 1 gold
Large amounts of money can usually be arranged through usury notes. These early banks lend and store money for a small fee, and can issue 'notes' from one branch to another for large transactions. These notes can be surrendered to a Usurer in the same territory for the full price, and in another land for anywhere between 1-5% off the total (a fee kept by the Usurer)
All starting money is in copper, and the prices in the book are in silver.
Cwethan Owner - Gator Games & Hobby |
Sorry! Very busy weekend :-/
Ruffian
Years: 1d6 ⇒ 6
brawling, dodging
Street Tough
Ruffian
Years: 1d6 ⇒ 5
brawling, concentration
Opportunist Stomp
Dagmar's apprenticeship came to an abrupt end one day when the Inquisitors came for her master. Ever since then she's returned to the streets, hoping to stay one step ahead of them with the help of hard fists and wary eyes.
Daniel Stewart |
Sorry for the delay...so it looks like your last career will be in prison.
Prisoner (2d6 years)
Your life of crime ended you up in prison where you served time; or perhaps you were a political prisoner or a prisoner-ofwar. It was a tough environment and you spent most of your time just trying to survive, although you did make one or two lifelong contacts.
Prerequisites: none.
Attributes: STR +1, END +1, INT +1, REP +1
Skill Choices: intimidation, survival, [subterfuge], [unarmed fighting], knives
Prison Tough. You are mentally and physically toughened. Each time you take this exploit you gain a permanent +1 bonus to all three of your Defense scores. You may repeat this exploit.
Shiv. You are easily able to improvise weapons using your surroundings—glasses, rocks, and so on. You always count as carrying a knife or club. You may also use the brawling skill with knives and clubs.
Let to once again fend for yourself on the streets, you soon fall in with a band of thieves. Things seem to go well for you, and you keep your magical talents mostly hidden and do the bidding of your crime boss. You slowly climb the ranks of the gang until you are working directly for the boss, but then you are betrayed. Another member of the group, feeling that she should be in your position of power, rats you out to the city guard. In what can only be described as a complete surprise, you are captured and sent away to prison. Your next few years you languish in Oostsen Prison on the edge of the northern forest.
Cwethan Owner - Gator Games & Hobby |
I'll go for Deception and Brawling and I'll take Prison Tough.
This weekend's going to be a little slow for me since I'm marrying off my younger brother in a couple days, and am very much in the circle of last minute craziness, but I'll get Dagmar postable at least (even if I might not have eeeeverything finalized)