
Helix Missionary |
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The Holy City of Xanaste. A decadent place, unworthy of its epithets in this day. It is a den of serpents, run by a court of bloody knives, a haven of debauchery perched on the edge of ruin. Plagues run rampant across the countryside. Zealots and heretics preach and brawl in the streets, seeking revolution, enlightenment, blood for blood's sake. The tombs of ancient god-kings are revealed in the shifting desert sands, guarded by ancient magicks and the horrors of the Wastes. And amidst this all, the nobles hire assassins for garden parties, hire adventurers for the sport of it, hire pawns for their endless games of politics and society.
The Holy City of Xanaste? Should the Gods deign to cast their eyes on this place, surely they weep, or curse, or spit. The Fey and the Demons have as much power here as any God.
And it is to this place you come, bearing your hardship, your woes, your weariness of the world. By all means, enter within our gates, walk our stone-paved roads. But do not mistake the city walls for safety. They are as much to lock us within as they are to keep danger without.
Setting Sliders
Low Fantasy 1 2 3 4 5 6 7 8 9 10 High Fantasy
This game will be firmly grounded in a lower fantasy feel than, say, Pathfinder, Dungeons and Dragons, or other such fancies where magic is flung about willy-nilly and a vicious monster is merely the villain of the week. This will be more in line with Lord of the Rings in some aspects, perhaps even Game of Thrones, or The Witcher with less spellcasting. Magic is mysterious, inherently dangerous, and generally considered to be the work of madmen (or, at best, dangerous zealots in the case of the divine). Monsters exist, but the average person in a city or town has never seen one, and thinks of them more as the stuff of stories than actual dangers. In this world, your fellow men and women are a far more pressing danger than dragons or sorcerers.
Grim & Gritty 1 2 3 4 5 6 7 8 9 10 Explosive Action
For the most part, this game will keep a very dark and dangerous tone, in keeping with the general "low fantasy" guidelines above. The setting evokes the struggle to survive, the ever-present danger of a dark and deadly world, and the importance of pragmatism. The party are the heroes of their story, and may not have a great impact on the world at large. The threat of mortality is ever present, if not constantly impending, and a knife in the back serves even better than an open duel in many cases. That said, the party are heroes, and have the chance to act as such should they desire.
The Campaign: Although it'll start out a touch linear for the length of a short adventure, I envision this game as something of a sandbox, where the party can make their own decisions about who to trust, who to work for, where to go, and what to accomplish. All of these may be terrible decisions that lead to ruin, but they could be profitable and lead to greater comfort, or fulfilling a personal quest. I have plenty of plans for adventure hooks and paths of many kinds, from social intrigue to a megadungeon. And I don't necessarily expect everyone to stay together all the time--part of the beauty of the play-by-post format is that splitting the party doesn't necessarily take time away from anyone!
The wider cultures and history of the world will be left unstated by me to start things out, and I encourage players to help me fill them in as we play. Feel free to create a town, or region, or nation, from which your character hails; share with the other party members what foods you ate, what holidays you celebrated, what banner you wore when conscripted to fight for your baron or prince or king. So long as it fits the overall sword-and-sorcery tone of the game, and doesn't contradict what has already been established, I'm fine with things being made up!
As far as specifics go, the actual gameplay (again, at least at the start) will be focused on the region around the Holy City of Xanaste. The city itself, and the surrounding area, are a mashed-up pastiche of Western Europe, the Mediterranean region, the Near-to-Middle East, and even touches of North Africa (mainly Egypt). You could picture Xanaste itself as a cobbling of Jerusalem at the time of the early Crusades, Paris in the late Middle Ages, and practically any Italian city-state at the height of the Renaissance, all viewed through the lens of popular fantasy and brushed over with a darker veneer. It is an old city, built on layer upon layer of violent and complex history, and now facing perhaps a more fraught period than ever before.
Within the history of the world, Xanaste was originally an Elvish city, later conquered by Dwarves, and most recently battled over by various factions and eventually claimed by Humans, who are at this time far more populous than any other race. It is called the Holy City because it is here, according to pseudo-mythical history, that the Gods first gave Magick to the Elves in ancient days. Countless relics and temples rest both in Xanaste and in the surrounding ruins and cities of the wider region. It is considered one of the great cities of the known world, a place of culture and learning as well as religion and enterprise. It is not just the destination of pilgrims, who travel sometimes thousands of miles in search of spiritual grace; it is also a place of merchants and adventurers.
On a slightly wider scale, Xanaste sits in a fertile but perilous region, crossed by a multitude of rivers and with many rolling hills and forests. The River Xanaste, which runs through the city, offers a quick journey to the Sea of Trials, a dangerous body of water the subject of many tales involving horrors which lurk in the depths. It is also not a far journey to the edge of the Wastes of Apheth, broken deserts and arid crags scoured by some ancient monster, should the legends be believed, and filled now with the unclean monsters that haunt the nightmares of any who encounter them. A week's ride from Xanaste can take you to sparkling oceans, treacherous swamps, barren wastes, black forests, or the snow-capped peaks of great mountains. It can also take you to forgotten necropolises, bandit fortresses, sites of eldritch rituals, dens of monsters, and even another Holy City of lesser renown.
As a final note on the Setting at large, mainly as an element of distinction and tone: in common practice, the Gods (be they Divine, Fey, or even Demonic) are named. Rather, they are given titles or descriptors which proclaim their general bearing and domain. For example, one does not worship Thor Odinsson; one is a Hammer of the Thunderhead. The ancient god-kings of the mortal races bore names and epithets, and this distinguishes them from the true Gods. Hopheth the Unclean may have been a magnificent ruler in his day, but none would confuse him or his power with that of the Emperor.
I personally have access to the Revised Core Rulebook and the main supplement, Main Gauche. If you don't have the game, don't let it put you off! I'm happy to share information as required, and you can look at the Quickplay Guide here. It gives the rundown on the basics of the system. Let me know if you're interested and don't have the materials, because we'll absolutely be able to make it work!
For those who do possess the Revised Core Rulebook, we'll be using some of the optional rules from the Game Mastery chapter. Namely, we'll be working with Alternative Weapon Damage to further differentiate weapons (and make combat more interesting), Piecemeal Armor to add some strategy and deadliness to combat, and Alternative Encumbrance because I like it and it makes sense.
CHARACTER CREATION
1. Attributes
These should be generated following the normal Grim & Perilous Method: roll 3d10+25 seven times and set them in order of the core Attributes: Combat, Brawn, Agility, Perception, Intelligence, Willpower, Fellowship.
--Mercy!: This benefit is allowed as usual: You may replace one rolled Attribute's value with 42, OR you may swap the values of two Attributes. This may be done at any point in the character creation process, so you'll probably want to see what your Profession is and gauge options before making use of this affordance.
2. Ancestries
All characters in this game will be human by default, as humans are by far the most populous of the races at this time. The demihumans, or Elder Races as they prefer to be called, are either in decline or simply scattered too few and far between in this day and age to hold much power beyond the odd outpost or a quarter in a city. (Xanaste, for example, still has Dwarvish and Elvish Quarters, as well as pockets where other demihumans congregate.)
If you want to play one of the Elder Races, you may roll on the table as normal to see which Ancestry is available to you. You may decide to play a human even after rolling.
--Ancestral Traits: These are randomly rolled for as normal. Feel free to identify the culture behind your trait, as this world's setting will be somewhat loosely defined at the start, and I hope for players to have input on the origins of their characters.
3. Archetypes and Professions
These will be randomly generated for your character as normal by rolling on the appropriate tables. However, to give you something in the way of options, I'm using a house rule I have termed...
--The Wending Ways: Fate is fickle and mutable, and any story could have been told a hundred ways with the same conclusion. You will generate three Archetype/Profession combinations for your character, and then choose the one you wish to have. Should you generate the same Profession more than once, you may not reroll--it seems destiny has spoken. You may roll for your Profession using either the tables in the Core Rulebook or the tables in Main Gauche, depending on your preference.
4. Background
Although it falls upon you, the player, to put it all together in a backstory, the core elements of your character's past are at some times not yours to dictate.
--Birth Season and Dooming: These should be rolled for randomly on the tables. They are simply flavor, with no mechanical effects, but in this world, many people take their Doomings quite seriously.
--Age Group: Your character's general age may be chosen by you, although you may roll if you prefer.
--Distinguishing Marks: I strongly encourage you to roll at least one of these at random on the table, but you may choose them yourself. The same goes for other purely cosmetic aspects of your character, including Complexion, Eye Color, and Hair Color.
--Build Type: This should be rolled for randomly (unless your Ancestral Trait dictates otherwise). However, you may roll or hand-pick your Height, depending on your preference.
--Upbringing: This should be randomly generated using the table. The early life of a character does not dictate their path forward, but it does leave its mark and suggest facets of their personality.
--Social Class: This should be rolled for on the table, but exchange the results for Lowborn and Burgher. It is true that the majority of people in this world are quite poor, but adventurous stock come mainly from the working people with just enough time and money to spare on things like actual training.
5. Drawbacks
Should you elect to take a Drawback for your character, you may roll randomly on the table; you may choose not to take the Drawback after rolling for it, should you wish to avoid such a complication. Accepting a rolled Drawback grants you an additional Fate Point as usual. You may also choose individual Drawbacks, but doing so does NOT grant a Fate Point, regardless of number. Only the Hand of Fate may grant boons as well as banes.
6. Alignments
Your Order and Chaos Alignments may be chosen by you, or rolled for randomly, depending on your preference. You may even roll to see what is suggested (which I highly recommend), and then choose another if you dislike the result. Your Order and Chaos Alignments are not required to "match" as they do on the table, allowing for very complex characters, morally speaking.
7. Building Your Profession
This follows the usual rules and method: You have 1,000 Reward Points to spend, 100 of which must go toward your Professional Trait, and the rest of which may be used as you wish on the Advances listed in your Profession.
8. Backstory
The final step is putting everything together to create a cohesive character beyond the numbers and statistics on a sheet or profile. I'm not looking for a short novel regarding your character's past, but I would certainly like a writeup detailing their appearance and general demeanor. You should include, at the least, why they left their old Profession and took up an adventuring lifestyle, signing onto a caravan headed for Xanaste--for indeed, this is what they have done. Keep in mind the tone of grim and perilous danger in this setting: even more joyous reasons should have a hint of ominous mystery about them.
I hope some folks are interested in this! Let me know if you have any questions. As far as the length of this recruitment goes, I'm looking for ideally 3-6 people, and will leave the thread open as long as I'm getting responses--probably at least until June 14th.
I begin by sitting down with my dice and an open mind. Zweihänder is not like most systems where I can have a firm build concept planned out and make choices toward that; the emphasis on random chance means I'll get a unique character every time. It may not always be the most optimal, and likely won't be what I envision as things start out, but it will be interesting!
First I generate my Attributes by rolling 3d10+25 for each, in order. Once I'm finished, I have the following:
Combat 45, Brawn 50, Agility 44, Perception 42, Intelligence 36, Willpower 48, Fellowship 41.
At the moment I have a fairly well-rounded individual with more combat ability than smarts, but with Mercy! in my pocket and many rolls ahead of me, that's quite possibly changing up later!
Next comes Ancestry. I'm leaning towards a Human, but just to see my options, I roll a 93, which would let me play an Ogre. I'd rather go with a human, so I roll for my Ancestral Trait and get a 77: Natural Selection. This lets me change any Attribute to a 55, the maximum possible roll. I note that by my Attributes to use later on--like Mercy!, I don't have to use it just yet, and I want to make sure I put it somewhere that will count for the character.
Now onto Archetypes and Professions. Thanks to The Wending Ways, I roll 3 combinations:
80: Socialite -> 64: Provocateur
98: Warrior -> 29: Dragoon
85: Warrior -> 84: Sellsword
Looking over each Profession, I'm ultimately the most interested in the Sellsword. Playing a hardy mercenary type seems quite doable with my current Attributes and sounds like a fun (and practical) time. I mark that as my choice, and think a bit on how I'll Build it later on.
Next comes Background. Because I'm a dice fiend and like the challenge, I'll roll for everything.
A 72 for my Season of Birth puts my character as born in Autumn, and a 31 on the Dooming table results in the cryptic message One step forward, two steps back. This doesn't have much meaning at the moment, but I mark it down to keep in mind during the game, and think on how my character might view it. Being a Sellsword, it probably has an edge of pragmatism and literal interpretation--they probably prefer to know what's behind them at any given time.
A 53 for Age Group marks my character as an Adult, which gives them one Distinguishing Mark. A 23 nets them Clammy Hands--an unusual choice, but I mark it down, appreciating the tactile nature. It's a small but defining detail, which is the point.
A 20 for Complexion gives my character Fair Skin. Combining that with the Natural Selection trait brings to mind a European-themed Renaissance culture with ideals of excellence and proper breeding, which I can use for my backstory.
The Build and Height rolls throw me for a bit of a loop: A 1 for Build indicates a Frail stature, and a 5 for Height is as short as it gets. At this point I decide my character is female, and mark her as being 5'2" tall and weighing approximately 92 pounds. I also use my Mercy! and Natural Selection options at this point, raising her Combat to 55 and swapping Brawn and Intelligence. She's deceptively small and lean, but she has a keen mind and is a vicious fighter!
For Hair, I roll a 28, indicating Dark Brown, and for Eyes, I get an 82, which means they're Blue. I mark these as well.
Her Upbringing is a 32, which means Industrious, and the Social Class roll is a 10: Burgher. Putting these together with my prior thoughts, I have a decent background in my mind's eye. My character was the daughter of a well-to-do craftsman and scholar in the burgeoning middle classes, raised in a small city. She was expected to follow her family's footsteps, but ultimately was too fiery and free-spirited to pursue such goals (not to mention being a little too interested in, and skilled with, weapons of war). She never grew tall or strong, but she knows how to handle a sword with deadly precision, and has a keen mind to boot.
I decide I do want my character to have a Drawback, and roll randomly for the bonus Fate Point. A 23 results in a Crop Ear, and I figure she probably got it cut off or smashed in a fight. I note it down along with the extra Fate Point.
For Alignment I also roll randomly and separately, interested to see what the results will be. My Order Alignment is 46, Gentility: She's a straightforward kind of person with a pure heart, who seeks to do the right thing, easily trusted and not taken as a threat by most people--certainly unusual for a Sellsword! The Chaos Alignment roll is a 37, which indicates Detachment: the danger of being a hermit or stargazer, with muddled thoughts and no comfort. That's a strange partner to Gentility, but I can see how it might play out: If she's so invested in the idea of proper behavior and kindheartedness, it might distract her from actually helping in the here and now. It's definitely not what I envisioned when I picked the Sellsword Profession, and that's excellent! Now my character is far more unique and fascinating than your run-of-the-mill practical mercenary.
Finally it's time to Build My Profession. After taking the Sellsword's Dogs of War Trait, I immediately decide to buy the Tough as Nails Talent, doubling down on her ability to resist Wounds. Next, I decide to buy some key Skills: Martial Melee, Resolve, Simple Melee, and Toughness. I waffle on Simple Ranged, but ultimately decide against it--I see her as preferring to get up close and personal, even if it's not always the smartest plan. Finally, I purchase some Attribute Bonuses, giving a +1 to her CB, BB, and WB to make her deadlier, tougher, and more resilient to mental stress.
With that, I'm more or less set! Once I finalize the mechanics, I really just have to decide what made her sign on to a caravan to Xanaste. After some thought, I decide her Crop Ear is very recent, and she's just finished recovering from the battle where she got it. She's now low on coin and spirits, and decides to hire on as a caravan guard to travel somewhere new. Deciding that's not quite enough, I add a personal touch: she received a letter from a sibling asking her to come home, and it made her decide to separate herself even further from her family--perhaps playing into her Detachment Alignment. Now I have a full character ready to journey into this grim and perilous world!

kamenhero25 |

You already know that I'm interested. If anyone reading this is familiar with WFRP 2nd Edition, it's basically the same system with some streamlining and the serial numbers filed off to make it setting agnostic. A lot of the gods and magic will look very familiar if you're a Warhammer fan, so the system is super easy to get into if that's your thing.
Now I'm gonna do some rolls.
Brawn: 3d10 + 25 ⇒ (9, 9, 6) + 25 = 49
Agility: 3d10 + 25 ⇒ (3, 9, 6) + 25 = 43
Perception: 3d10 + 25 ⇒ (10, 5, 8) + 25 = 48
Intelligence: 3d10 + 25 ⇒ (3, 7, 3) + 25 = 38
Willpower: 3d10 + 25 ⇒ (1, 4, 8) + 25 = 38
Fellowship: 3d10 + 25 ⇒ (3, 2, 4) + 25 = 34
Ancestry: 1d100 ⇒ 39 Elf. I'm down for that.
Trait: 1d100 ⇒ 34 Fey Treachery. My capricious nature means I get an extra 1d6 damage on my first attack against each foe.
Archetype: 1d100 ⇒ 61 Ranger Profession: 1d100 ⇒ 58 Outrider
Archetype: 1d100 ⇒ 35 Knave Profession: 1d100 ⇒ 74 Prostitute
Archetype: 1d100 ⇒ 12 Academic Profession: 1d100 ⇒ 29 Astrologer
Season of Birth: 1d100 ⇒ 87 Winter Dooming: 1d100 ⇒ 39 Do not tread upon thick ice nor thin.
Age Group: 1d100 ⇒ 85 Middle Aged. Getting on in years, even for an elf.
Distinguishing Mark: 1d100 ⇒ 64 Older looking face. He's actually showing his age. That must not be common for an elf. I think I'm also going to pick Perpetual Deep Frown. He looks a bit sour over the whole thing.
Build: 1d100 ⇒ 45 Normal build
Upbringing: 1d100 ⇒ 74 Reverant. So his family likely took their faith quite seriously
Social Class: 1d100 ⇒ 59 Burgher. And were part of the burgeoning middle class
Order: 1d100 ⇒ 71 Mystery. He's an elf, one of a rare elder race. Perhaps this is his first time among humans in quite a long time and his ways are strange to them.
Chaos: 1d100 ⇒ 48 Cowardice. Perhaps this distance is intentional. He's not comfortable around outsiders and tries to avoid conflict with them as much as possible.
That should be all of the rolls that need to be done. I think I'm starting to get ideas already.

Helix Missionary |

I'm at least moderately interested, enough to roll some dice and see what's comes up. Are those random tables available online anywhere? The quick play guide you linked doesn't get into character generation.
I don't see the tables listed online after a brief search, but I'd be happy to share as needed with anyone who'd like to know more. Shoot me a PM if you like!
As far as rolling and seeing what happens, another option is to just roll out your dice in the thread here, and I'll give you the interpretation.
Your Ancestry option, if you want the chance to play something besides a human, requires a d100.
Your Ancestral Trait also requires a d100 roll.
For your Archetype and Profession, you'll need to roll 2d100, 3 times. The first narrows the selection down into an Archetype, the second determines the exact Profession. For people without the books, I'll just use the Core Rulebook Professions to keep things simpler.
Season of Birth requires a d100, as does your Dooming.
Age Group needs a d100 if you want it to be random, as do any Distinguishing Marks.
Your Build requires a d100 roll, as does Height if you want it random.
Complexion, Hair, and Eyes can all come from d100 rolls if you want to keep things random.
Upbringing requires a d100 roll, as does Social Class.
If you want the bonus Fate Point from a Drawback, that needs a d100 roll as well.
Finally, your Alignments need at least one d100 roll, two if you want to keep it really random.
In totality, that's...
3d10+25, seven times;
2d100, three times;
1d100 at least seven times, and as many as eighteen, depending.
I've put a template for rolling up characters in the Campaign Info tab for easy reference. Anyone and everyone should feel free to copy and paste it into a post here if they don't have access to the full books.

Gaming Ranger |

Combat: 3d10 + 25 ⇒ (10, 6, 4) + 25 = 45
Brawn: 3d10 + 25 ⇒ (4, 7, 8) + 25 = 44
Agility: 3d10 + 25 ⇒ (7, 9, 6) + 25 = 47
Perception: 3d10 + 25 ⇒ (7, 10, 10) + 25 = 52
Intelligence: 3d10 + 25 ⇒ (8, 1, 4) + 25 = 38
Willpower: 3d10 + 25 ⇒ (9, 7, 9) + 25 = 50
Fellowship: 3d10 + 25 ⇒ (4, 7, 7) + 25 = 43
Picked Human Ancestry: 1d100 ⇒ 97 seventh sense
Archetype: 1d100 ⇒ 8 Academic Profession: 1d100 ⇒ 45 Diabolist
Archetype: 1d100 ⇒ 50 Ranger Profession: 1d100 ⇒ 78 Reeve
Archetype: 1d100 ⇒ 31 Commoner Profession: 1d100 ⇒ 27 Camp follower
Season of Birth: 1d100 ⇒ 97 Winter Dooming: 1d100 ⇒ 32 Your Killer will not know your name
Age group: 1d100 ⇒ 72Middle Aged
Distinguishing Mark: 1d100 ⇒ 93 Vulger Tattoo
Build: 1d100 ⇒ 65 Husky
Upbringing: 1d100 ⇒ 73 Opportunistic (Perception)
Social Class: 1d100 ⇒ 5 Low born
Order: 1d100 ⇒ 17 Compassion
Chaos: 1d100 ⇒ 95 Scorn
Just bought the book, now I have to figure out what this all means.

Krek |

The description of the setting sounds like it can deepen into a wonderful campaign; I'd like to toss my hat in the ring. Though I don't have the text, I did use your link to get the quickplay guide, giving me a tangential understanding of things. If chosen, I'd need to get a lesson/some information from you though!
Ranger there has provided a nice exemplar of the creation mechanics though, so I'll get that started:
Combat: 2d10 + 25 ⇒ (5, 8) + 25 = 38
Brawn: 2d10 + 25 ⇒ (10, 7) + 25 = 42
Agility: 2d10 + 25 ⇒ (8, 5) + 25 = 38
Perception: 2d10 + 25 ⇒ (10, 4) + 25 = 39
Intelligence: 2d10 + 25 ⇒ (5, 3) + 25 = 33
Willpower: 2d10 + 25 ⇒ (7, 8) + 25 = 40
Followship: 2d10 + 25 ⇒ (6, 2) + 25 = 33
Ancestry: 1d100 ⇒ 87
Archetype 1: 1d100 ⇒ 40 Profession 1: 1d100 ⇒ 51
Archetype 2: 1d100 ⇒ 66 Profession 2: 1d100 ⇒ 45
Archetype 3: 1d100 ⇒ 33 Profession 3: 1d100 ⇒ 29
Season: 1d100 ⇒ 94
Dooming: 1d100 ⇒ 46
Age Group: 1d100 ⇒ 82
Distinguishing Mark: 1d100 ⇒ 28
Build: 1d100 ⇒ 56
Upbringing: 1d100 ⇒ 39
Social Class: 1d100 ⇒ 19
Order: 1d100 ⇒ 12
Chaos: 1d100 ⇒ 75
I must've missed the table indicating which values matched with which items, but I'd be happy to develop things further once I know!

Boss Zog |

Yeah, this is totally up my alley. Lets see what the fates have in store. I don't have the core rule book, but I'll do my best to put all these rolls together.
Combat: 3d10 + 25 ⇒ (7, 5, 6) + 25 = 43
Brawn: 3d10 + 25 ⇒ (5, 5, 2) + 25 = 37
Agility: 3d10 + 25 ⇒ (5, 3, 9) + 25 = 42
Perception: 3d10 + 25 ⇒ (8, 3, 8) + 25 = 44
Intelligence: 3d10 + 25 ⇒ (3, 9, 8) + 25 = 45
Willpower: 3d10 + 25 ⇒ (7, 1, 2) + 25 = 35
Fellowship: 3d10 + 25 ⇒ (8, 5, 3) + 25 = 41
Ancestry: 1d100 ⇒ 33 - I think that's elf, but not Sure
Trait: 1d100 ⇒ 28 - Elven Immortality
Archetype: 1d100 ⇒ 83Profession: 1d100 ⇒ 65
Archetype: 1d100 ⇒ 20Profession: 1d100 ⇒ 17
Archetype: 1d100 ⇒ 99Profession: 1d100 ⇒ 97
Season: 1d100 ⇒ 77
Dooming: 1d100 ⇒ 85
Age Group: 1d100 ⇒ 41 An Adult
D.Marks: 1d100 ⇒ 81 Slouchy Posture
Build: 1d100 ⇒ 44
Upbringing: 1d100 ⇒ 84
Social Class: 1d100 ⇒ 55 Burgher
Order: 1d100 ⇒ 34
Chaos: 1d100 ⇒ 82
Still looking for the tables for things.

Krek |

My mistake, I just now noticed I did 2d10 instead of 3d10 for the first section of stats. Here's the remaining 1d10 for each:
Total Combat: 1d10 + 38 ⇒ (2) + 38 = 40
Total Brawn: 1d10 + 42 ⇒ (2) + 42 = 44
Total Agility: 1d10 + 38 ⇒ (9) + 38 = 47
Total Perception: 1d10 + 39 ⇒ (1) + 39 = 40
Total Intelligence: 1d10 + 33 ⇒ (7) + 33 = 40
Total Willpower: 1d10 + 40 ⇒ (4) + 40 = 44
TotalFellowship: 1d10 + 33 ⇒ (3) + 33 = 36
Independent athlete, looks like.

Gaming Ranger |

@ Krek
Here is a quick look at what your rolls mean. I will try to post details later.
Ancestry: 1d100 ⇒ 87 noble savage
Archetype 1: 1d100 ⇒ 40 Profession 1: 1d100 ⇒ 51 Knave: gutter snipe
Archetype 2: 1d100 ⇒ 66 Profession 2: 1d100 ⇒ 45 Ranger: hedge wise
Archetype 3: 1d100 ⇒ 33 Profession 3: 1d100 ⇒ 29 Knave: vagabond
Season: 1d100 ⇒ 94 winter
Dooming: 1d100 ⇒ 46 your left eye will not see the truth
Age Group: 1d100 ⇒ 82 middle aged
Distinguishing Mark: 1d100 ⇒ 28 different colored eyes and roll again
Build: 1d100 ⇒ 56 normal
Upbringing: 1d100 ⇒ 39 industrious (brawn)
Social Class: 1d100 ⇒ 19 lowborn
Order: 1d100 ⇒ 12 candor
Chaos: 1d100 ⇒ 75 arrogance

Gaming Ranger |
1 person marked this as a favorite. |

@Boss Zog
Same as above
Ancestry: 1d100 ⇒ 33 - elf
Trait: 1d100 ⇒ 28 - enduring mortality (or human: esoteric memory)
Archetype: 1d100 ⇒ 83Profession: 1d100 ⇒ 65 socialite: provocateur
Archetype: 1d100 ⇒ 20Profession: 1d100 ⇒ 17 commoner: boatman
Archetype: 1d100 ⇒ 99Profession: 1d100 ⇒ 97 warrior: watchman
Season: 1d100 ⇒ 77 winter
Dooming: 1d100 ⇒ 85 the depths are crushing he shallows inviting
Age Group: 1d100 ⇒ 41 adult
D.Marks: 1d100 ⇒ 81 slouchy posture
Build: 1d100 ⇒ 44 normal
Upbringing: 1d100 ⇒ 84 reverent, willpower
Social Class: 1d100 ⇒ 55 low born
Order: 1d100 ⇒ 34 duty
Chaos: 1d100 ⇒ 82 cynicism

Gaming Ranger |

@ Krek
NOBLE SAVAGE
Whether through purposeful training or accident, Humans have developed a natural resistance to the elements.
Effect: You never suffer physical Peril as a result of failed Toughness Tests.
CANDOR: You are direct
and steady, a firm believer
in the marriage of words
and deeds. Others treat your
proclamations with the greatest respect and never doubt that you mean what you say.
ARROGANCE: You are haughty and disliked and your inflated sense of self-worth is an insult to others. You are inclined to view yourself as more capable than you are and others will be more than willing to correct your mistakes.
GUTTER SNIPE
Many Guttersnipes are orphans, usually from broken homes or having lost their families through war and disease. They either made their way in-and-out of disgusting and cruel orphanages or took instantly to a life on the street. Either way, they are not skulkers or sneaks, but instead operate in the broad daylight. They may take on a disguise of a petty laborer, such as a chimneysweep, coal delivery boy or parcel runner, in order to case their next mark. With such easy trusting access to people’s homes and wallets, it’s hard not to pick up a few coins, jewels or delicacies. Leaving cupboards and cabinets bare while the residents are out, oblivious to the messenger boy’s true intentions, are trademarks of the Guttersnipe.
Guttersnipes are often young, so they tend to get bored and take up adventuring as just ‘something to do’.Their experience in ducking through alleyways, crawling up chimneys and swimming through sewers have given them many useful skills, savory or otherwise. But it is also the young who are the most tragic; Corruption loves to manipulate tender minds, planting the seeds of destruction early to germinate into a terrible fruit-bearing tree. Their innocence is soon replaced by vacant stares, shaky hands and paralyzing nightmares.
ARTFUL DODGER
Guttersnipes were orphaned on the streets and thieve to eat and survive. Some even take up ‘trades’ – such as a chimneysweep or ragpicker– casing joints underneath the guise of an honest- working citizen.
Effect: You automatically gain every Focus in the Stealth Skill when you enter this Profession. This means you may exceed the normal limits for Focuses set by your [IB], but for Stealth only.
Skills
Counterfeit, Disguise, Folklore, eaves drop, guile, Rumor, simple ranged, Skulduggery, stealth, Survival
Talents
Handspring
Sprint
Streetwise
Attribute AB, AB, FB, FB, IB, PB, PB
HEDGE WISE
Talented in ways that others are not, Hedgewise are practitioners of the ancient, Themelic arts. Drawing their power from talismans, old rituals, inner will and a bit of luck, they are able to exhibit an uncanny mastery over the smallest of spells. They dally with danger as they work with Magick, lacking the formal training their betters will have had. Most Hedgewise discover their power at a very young age, using simple ‘parlor tricks’ to impress others. But as they mature in age, so do their powers. As does the allure of greater mastery over their strange abilities. Unless they become officially sanctioned Magick practitioners, Hedgewise are usually outlawed. Thus, most Hedgewise operate in secret, eternally fearful of investigation by Inquisitors.
Once a Hedgewise’s powers have matured, they are strong enough to attract the attention of the Inquisition. Regarded as apostates by students of the arcane and treated as witches by worshippers of the divine, Hedgewise usually live lives spent in isolation or on the road. No matter how careful they are, their displays of Magick invariably invite the wanton attention of Abyssal demons. They constantly whisper promises of unmitigated power in return for the small ‘sacrifice’ of the Hedgewise’s soul; thus, the lust for power begins, and the path towards the Warlock and Black Magister beckons...
HEDGEWIZARDRY
The Hedgewise can harness the simplest of the ever-changing Winds of Magick far more naturally than their studiously, wizardly counterparts. They exhibit mastery over the smallest of spells, but maintain an ignorance towards others beyond their understanding. Effect: When casting Generalist Magick – at your option – you may automatically succeed at the Incantation Test, but move one step down the Peril Condition Track negatively. You also understand how to use the Ritual of Magick Circle.
SPECIAL TRAIT: ARCANE MAGICK
Combing the Æther into energies through sheer force of will and formula, you can harness Magick with but an utterance of a few words. Effect: You are solely a practitioner of Arcane Magick. As a consequence, you may never adopt a Profession which has Divine Magick as a Special Trait. In addition, you immediately learn three Generalist Magick spells when you enter this Profession. If you gained Arcane Magick from a previous Profession, you learn an additional Generalist Magick spell instead.
DRAWBACK: CRUEL TUTELAGE
As Hedgewise are wholly self-taught in the ways of Magick, the practice of their spells is messy and chaotic. Hedgewise and their ilk make easy prey, leading them down a path towards the blackest and most soul-corrupting of Magicks.
Effect: When you generate face ‘1’ or ‘6’ with Chaos Dice, you invoke a Chaos Manifestation. See Chapter 10: Grimoire.
Skills: alchemy, bargain, folklore, handle animal, incantation, navigation, resolve, rumors, simple melee, resolve
TALENTS
Azimuth
Blood magic
Supernatural paranoia
Attributes
FB,FB,IB, IB, PB, WB, WB
VAGABOND
A rolling stone gathers no moss, but you could say otherwise about the Vagabond. Vagabonds are wanderers, storytellers and well-weathered vagrants who find more solace on the roads between villages than they do settling into a dull drudgery. Wandering hither-and-yon, hopping on ships or tagging along with wagons to see what the world has to offer, Vagabonds live at the whim of their wanderlust and that is how they like it. Often strange and somewhat aloof, the Vagabond tends to pick up little mannerisms, stories and attitudes from places they visit, becoming more worldly and independent in the process.
Vagabonds are already adventurers in a sense, though they would rarely delve into tombs or walk alone into badlands. They are hardy and crafty individuals, having a smattering of skills from all walks of life they picked up on the road. The Vagabond is no stranger to tragedy, though, and sometimes the people they meet end up dead or worse. At times, having nowhere to call your own is rough on a wanderer, and Abyssal servants love tormenting these souls with visions of a life the Vagabond will never have, but one they will always chase after.
AIMLESS DRIFTER
Consigned to the life of a wanderer, you have seen far-flung places, shook hands with strange people and picked up odd affectations along the road, but as an experienced traveler, you know that road. In that, you’re oftentimes viewed with apprehension or adoration, depending on who you speak with.
Effect: When you fail a Folklore or Navigation Test, you may re-roll to generate a better result, but must accept the outcome.
Skills athletics, bargain, disguise, folk lore, navigation, rumor, simple ranged, stealth, survival, toughness
TALENTS:
Azimuth
Rural sensibility
Worldly
Attributes AB, AB, BB, FB, IB, PB, WB
If you want info on the talents let me know

Gaming Ranger |
1 person marked this as a favorite. |

@ Boss Zog
I’ll have more later.
The Boatman makes his living on the water. Some are sailors, living off the bounty of the ocean or trading with far off lands, salty winds in the sails and their faces, the sight of mighty leviathans swimming alongside bringing comfort. Always longing for the familiar feeling of bottomless depths under their feet, they live an independent life, free of any laws save kinship with other sailors. To them a heart broken in every port, bastard children and debts mean little when you are a thousand miles away from any border. Others sail up and down twisting rivers and along winding coasts, finding comfort in known shores, often undertaking similar tasks.
Some though, take this love too far. Sailing for months out of sight of land or trying to navigate through endless mazes of deadly deltas can drive a man to drink or madness. Such Boatmen whisper horrible stories of vast cities under the waves, declare their love for flesh-eating mermaids, and prove unable to rest before they hunt down the beast that slaughtered their former companions. Many a hapless Boatman has come to believe in such tales and followed them to their deaths in the briny depths. Others who escape such drownings can be seen clinging to rocky outcroppings in the midst of the sea, bones and desiccated flesh left to rot.
BATTEN DOWN THE HATCHES
A Boatman can steer a ship, boat, or barge safely through almost any passage.
Effect: You may flip the results to succeed at Pilot Tests. When you succeed, it is always considered a Critical Success. In addition, when using the Movement subtype of Swim, you do not have to add the additional 1 Action Point cost. Action Points (called AP throughout the rest of the book) are thoroughly covered in Chapter 8: Combat.
Skills
Athletics, bargain, coordination, folklore, gamble, navigation, pilot, resolve, rumor
Attributes
AB, AB,BB, BB, FB, IB, WB
Talents
Azimuth
Carousing
Mariner

Helix Missionary |
2 people marked this as a favorite. |

I am also here with updates and info, although thanks to Gaming Ranger for posting some information as well! Although in the future, I might request against copy-pasting full text blocks, just since it seems a little against the proper spirit of sharing this sort of thing.
Glad to see interest cropping up! And I am certainly happy to help explain rolls and such.
Gaming Ranger, if you have any questions, feel free to ask. I know the book is quite sizable!
Your Ancestry roll indicates that you could play an Ogre--a mysterious race of mighty nomads, who wander the lands, typically as mercenaries or other free-spirited types. Common knowledge holds them as brutish, violent, and greedy simpletons, but adventurers, by their very nature, break the mold.
Whether you want to play an Ogre or stick with a Human, you need to roll a d100 to generate your Ancestral Trait, which determines the strongest aspect of your heritage, and suggests a more specific cultural background.
Your first Archetype roll indicates a Knave--a catch-all for the rogues, scoundrels, and other "criminal" types of the world. Its Profession is a Guttersnipe: A thief in broad daylight. Rather than skulking in the night, you gain access to valuables through simple deceit, often by posing as a simple laborer like a chimneysweep or messenger. The Professional Trait of the Artful Dodger gives you every Focus for free in the Stealth Skill, meaning you're capable of sneaking in even the most dangerous positions.
The second roll is for a Ranger, the kind of folk who dwell in the wilderness and eke out a harsh existence free from the confines of civilized society. The attached Profession is that of a Hedgewise. Self-taught mages, these folk use ancient arts involving pagan talismans and old rituals, and are typically outlawed and distrusted, since their practice is neither disciplined nor sanctioned by any organization. They have access to Arcane Magick, and the Professional Trait Hedgewizardry lets them automatically succeed when casting Generalist Magick at the cost of moving down the Peril Track--but their Cruel Tutelage also results in a higher chance of Chaos Manifestations when casting spells.
The third roll also shows a Knave, but its Profession is the common Footpad, the muscle of the criminal world. You might have been an enforcer or a common thug, but either way, you're tough and willing to do the dirty work. Its Professional Trait is Sneak Attack, which adds an additional 1d6 to attacks when your foe is Surprised or vastly outnumbered, and lets you use Stealth without spending additional AP.
Your Birth Season roll puts you as a Winter child, with the following Dooming: Your left eye will not see the truth.
Your Age Group is Middle-Aged, which means you have two Distinguishing Marks. Your first roll resulted in different colored eyes; you can roll another 1d100 for your second if you like, or just come up with another defining attribute about your character's appearance. You have a Normal Build, so nothing super special there.
Your Upbringing roll puts you coming from an Industrious family, hard-working and harsh; this gives you a discount when purchasing Focuses for Brawn-based Skills. You come from the Burgher Social Class, of middling wealth and means.
Finally, your Alignments! For Order, you emblemize Candor: directness, steadiness, doing as you say and saying as you mean. For Chaos, however, you fall to Arrogance, becoming haughty and with an inflated sense of self-worth, considering yourself more capable than you may truly be.
Your Ancestry roll does indeed indicate an Elf, the haughty Elder Race most directly connected to both the Divine Gods and the Fey (although not necessarily the most favored by either). If you want to do that, your Ancestral Trait roll indicates Enduring Mortality, which means you never suffer the debilitating effects of disease, aging, or sickness, even magickal in origin. If you'd rather go Human, you instead possess an Esoteric Memory, allowing you an automatic success on Scrutinize Tests to recall particular details and facts.
Your first Archetype roll shows a Socialite, the type who uses self-import and notoriety to make their way, whether through actual credibility or simply putting on airs. In your case, the Profession is that of a Provocateur. Wily and manipulative, these are the men and women who infiltrate social circles and extract information. Their Professional Trait, referred to as Shaken Not Stirred, lets them re-roll Charm and Eavesdrop Tests, although you'd have to accept the outcome even if worse than the original roll.
The second roll indicates a Commoner, the most populous folk in regular society, working hard for little reward as they make the world go round. The Profession for this roll is the Boatman, a water-traveler who might be a sailor or a riverman. The water calls to many people, offering a life of freedom unmatched by most common folk, and the Professional Trait it grants is knowledge of how to Batten Down the Hatches--granting a far greater chance of exceptional success in piloting boats, and improving your swimming ability.
Finally, your third roll puts you on the path of the Warrior, the military sorts who use violence to survive in a violent world. Specifically, this roll's Profession is the Watchman, a servant of justice trained to keep the streets safe, whether in a great city or a small hamlet. No elite warriors, these guardians rely on instinct as much as training to make up for poor equipment; their Professional Trait is Hue and Cry, which gives them an extra die to determine Initiative Order, greatly increasing their chances of responding swiftly to danger.
Your Birth Season roll puts you as a Winter child, with the following Dooming: The depths are crushing, the shallows inviting.
Your Age Group and Distinguishing Mark rolls are indeed what you listed, so you're good there! Your Build is Normal, so about average.
You are indeed of the Burgher Social Class, and you come from an Upbringing that was primarily Reverent: fearful and respectful of the Gods. This might mean your family was particularly faithful, or you may have been raised in a faith-driven setting such as a monastery.
Finally, for your Alignments, you strive to display the Order of Duty, and fall to the Chaos of Cynicism. At the best of times, you are guided by personal oaths, with unshakable dedication; at the worst, you have a lack of faith in the exterior world, feeling that there may be no greater point to it all.
Try to keep in mind that ideally you're deciding on Profession before getting into anything after that, so try not to be swayed by later rolls when making your choice between the three. It's a step-by-step process designed to help make characters a bit more dynamic and unique, so definitely try not to get in a mindset of making things "backwards compatible."

kamenhero25 |
1 person marked this as a favorite. |

@Gaming Ranger: I have a weird knack for remembering little details like that. I was going to ask if I should help out since I've got the books too, but you beat me to it, so I should thank you too :P
Also, so many winter births. I guess all our parents have busy springs, if you know what I mean ;)
I think I'm going for Astrologer for my profession. I'm still working out my elf's details, but I think I'm going to use my Mercy to swap my Brawn and Willpower. I think I'm going to need it.

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Also interested in the game. Here are my rolls:
Brawn:: 3d10 + 25 ⇒ (9, 2, 7) + 25 = 43
Agility:: 3d10 + 25 ⇒ (9, 6, 8) + 25 = 48
Perception:: 3d10 + 25 ⇒ (2, 4, 3) + 25 = 34
Intelligence:: 3d10 + 25 ⇒ (8, 6, 2) + 25 = 41
Willpower:: 3d10 + 25 ⇒ (1, 6, 7) + 25 = 39
Fellowship:: 3d10 + 25 ⇒ (3, 7, 6) + 25 = 41
Okay, below-average Perception, Willpower, Intelligence, and Fellowship, average Combat, and above average Agility and Brawn. Looking like a rogue-ish character?
Ancestry: 1d100 ⇒ 72: Halfling! OK, that might work.
Ancestral Trait: 1d100 ⇒ 45: Fieldwarden
Archetype 1: 1d100 ⇒ 4, Profession 1: 1d100 ⇒ 98: Academic, Scribe
Archetype 2: 1d100 ⇒ 10, Profession 2: 1d100 ⇒ 25: Academic, Antiquarian
Archetype 3: 1d100 ⇒ 58, Profession 3: 1d100 ⇒ 26: Ranger, Bounty Hunter
With my stats, I think Ranger (Bounty Hunter) works best, so I'll go with that.
Birth Season: 1d100 ⇒ 17: Spring
Dooming of Spring: 1d100 ⇒ 80: Provide no succor to the blind man
Okay ...
Age Group: 1d100 ⇒ 3: Young, so no Distinguishing Marks
Complexion: 1d100 ⇒ 71: Brown skin
Build: 1d100 ⇒ 1: Frail, very frail
Height and Weight: 1d100 ⇒ 3: Wow, okay. 3.8 feet and 40 lbs.
Hair color: 1d100 ⇒ 69: Black
Eye Color: 1d100 ⇒ 61: Copper
Upbringing: 1d100 ⇒ 50: Militant
Social Class: 1d100 ⇒ 43: Lowborn
Drawback: 1d100 ⇒ 21: Crop ear
Order alignment: 1d100 ⇒ 69: Mystery
Chaos alignment: 1d100 ⇒ 57: Incompetence

kamenhero25 |

@Gaming Ranger: From the looks of it, the Reeve is supposed to be a hardcore law enforcer. Having high perception so nothing gets past you seems like it fits as well as being able to beat a fool down who tries to cross you. You honestly rolled pretty well for both of them, so I think it comes down to preference. I don't think you necessarily need the higher intelligence from a mechanical standpoint, but if you want your character to be more clever simply for character reasons, it fits nicely.

kamenhero25 |

Alright so I end up with:
Combat 45 Brawn 38 Agility 43 Perception 48 Intelligence 38 Willpower 49 Fellowship 34
Definitely going elf astrologer.
So he's getting on in years and looks the part, which is a bit odd for an elf. This has left him somewhat grumpy and introverted. He's not nasty, he just doesn't like to talk to other people much. He does have sharp eyes and a will of steel, but his head is in the clouds on occasion and despite being fairly well educated, he has a tendency to be absent minded. He's willowy and slight, but still manages to have quick hands and a good thrust with a knife.
He was raised in the elven homeland, an island nation to the north of the mainland where the elves have somewhat secluded themselves from the increasingly human population ever since their great empire fell apart in the distant past. They have a strong martial culture and elven raiders are not uncommon on the coast. However, his mother was a scholar and his father was a navigator on an elven trade ship, so he wasn't entirely isolated from the rest of the world and he was raised to be knowledgeable. His parents were very devout to the elven pantheon, a mixture of capricious incarnations of the gods and honored ancestors, so when he developed his talent for divining and reading the stars, it was taken as a strong omen. He was given blessings from the One-Eyed Lord, the god king and wisest god, the Lady of Bones, queen of the underworld and knower of mortal destinies, and the birth blessing of the Frost Queen, bringer of dooms and the world's yearly slumber.
He has had a complicated relationship with his own abilities for a long time. Being able to make out fate from the stars leaves him conflicted. He was taught to respect fate and to interpret the gods' will in the heavens, but also that such things are written. He has mixed feelings about destiny and part of him wishes that he could challenge what he sees, but working up the courage to do so is difficult. Going adventuring out in the wider world is his way of seeking new knowledge and trying to put his concerns to rest, one way or another. As an ancient holy city of the elves, Xanaste is a fantastic destination to seek his own fate.

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Combat: 3d10 + 25 ⇒ (6, 10, 4) + 25 = 45
Brawn: 3d10 + 25 ⇒ (2, 7, 2) + 25 = 36
Agility: 3d10 + 25 ⇒ (10, 5, 10) + 25 = 50
Perception: 3d10 + 25 ⇒ (2, 10, 8) + 25 = 45
Intelligence: 3d10 + 25 ⇒ (10, 6, 4) + 25 = 45
Willpower: 3d10 + 25 ⇒ (1, 6, 4) + 25 = 36
Fellowship: 3d10 + 25 ⇒ (9, 3, 5) + 25 = 42
Ancestry: 1d100 ⇒ 76*
Ancestral Trait: 1d100 ⇒ 51
Archetype 1: 1d100 ⇒ 68 Profession 1: 1d100 ⇒ 24
Archetype 2: 1d100 ⇒ 4 Profession 2: 1d100 ⇒ 56
Archetype 3: 1d100 ⇒ 54 Profession 3: 1d100 ⇒ 33
Season of Birth: 1d100 ⇒ 90 Dooming: 1d100 ⇒ 100
Age Group: 1d100 ⇒ 11*
Distinguishing Mark: 1d100 ⇒ 61* (Roll once for Adult, twice for Middle-Aged, thrice for Elderly)
Build: 1d100 ⇒ 72
Height: 1d100 ⇒ 97*
Upbringing: 1d100 ⇒ 59
Social Class: 1d100 ⇒ 15
Complexion: 1d100 ⇒ 61*
Hair Color: 1d100 ⇒ 59*
Eye Color: 1d100 ⇒ 87*
Drawback: 1d100 ⇒ 64*
Order Alignment: 1d100 ⇒ 21*
Chaos Alignment: 1d100 ⇒ 70*
Combat: 3d10 + 25 ⇒ (6, 10, 4) + 25 = 45
Brawn: 3d10 + 25 ⇒ (2, 7, 2) + 25 = 36
Agility: 3d10 + 25 ⇒ (10, 5, 10) + 25 = 50
Perception: 3d10 + 25 ⇒ (2, 10, 8) + 25 = 45
Intelligence: 3d10 + 25 ⇒ (10, 6, 4) + 25 = 45
Willpower: 3d10 + 25 ⇒ (1, 6, 4) + 25 = 36
Fellowship: 3d10 + 25 ⇒ (9, 3, 5) + 25 = 42
Ancestry: 1d100 ⇒ 76* Halfling--Human
Ancestral Trait: 1d100 ⇒ 51 Manifest Destiny
Archetype 1: 1d100 ⇒ 68 Profession 1: 1d100 ⇒ 24 Socialite-Cultist
Archetype 2: 1d100 ⇒ 4 Profession 2: 1d100 ⇒ 56 Academic-Engineer
Archetype 3: 1d100 ⇒ 54 Profession 3: 1d100 ⇒ 33 Ranger- Bounty Hunter
Season of Birth: 1d100 ⇒ 90 Dooming: 1d100 ⇒ 100 Winter- Do not fly too close to the stars
Age Group: 1d100 ⇒ 11* Young
Distinguishing Mark: 1d100 ⇒ 61* (Roll once for Adult, twice for Middle-Aged, thrice for Elderly) NONE-YOUNG
Build: 1d100 ⇒ 72 Husky
Height: 1d100 ⇒ 97* 6.2
Upbringing: 1d100 ⇒ 59 Militant
Social Class: 1d100 ⇒ 15 Lowborn
Complexion: 1d100 ⇒ 61* Light brown skin
Hair Color: 1d100 ⇒ 59* Ash blonde
Eye Color: 1d100 ⇒ 87* Copper
Drawback: 1d100 ⇒ 64* Persecution Complex
Order Alignment: 1d100 ⇒ 21* Cunning
Chaos Alignment: 1d100 ⇒ 70* Exclusion
Mercy: to switch Agility and Brawn, in keeping with this giant boy’s background.

hustonj |
I'm curious, and would like to see what the dice bot selects for me. I also know nothing and do not have the books.
Combat: 3d10 + 25 ⇒ (2, 6, 7) + 25 = 40
Brawn: 3d10 + 25 ⇒ (9, 5, 6) + 25 = 45
Agility: 3d10 + 25 ⇒ (8, 1, 3) + 25 = 37
Perception: 3d10 + 25 ⇒ (1, 5, 1) + 25 = 32
Intelligence: 3d10 + 25 ⇒ (4, 9, 1) + 25 = 39
Willpower: 3d10 + 25 ⇒ (2, 4, 8) + 25 = 39
Fellowship: 3d10 + 25 ⇒ (5, 1, 7) + 25 = 38
Ancestry: 1d100 ⇒ 30*
Ancestral Trait: 1d100 ⇒ 84
Archetype 1: 1d100 ⇒ 31 Profession 1: 1d100 ⇒ 6
Archetype 2: 1d100 ⇒ 98 Profession 2: 1d100 ⇒ 61
Archetype 3: 1d100 ⇒ 17 Profession 3: 1d100 ⇒ 88
Season of Birth: 1d100 ⇒ 81 Dooming: 1d100 ⇒ 51
Age Group: 1d100 ⇒ 43*
Distinguishing Mark: 1d100 ⇒ 70* (Roll once for Adult, twice for Middle-Aged, thrice for Elderly)
Build: 1d100 ⇒ 86
Height: 1d100 ⇒ 85*
Upbringing: 1d100 ⇒ 67
Social Class: 1d100 ⇒ 48
Complexion: 1d100 ⇒ 67*
Hair Color: 1d100 ⇒ 76*
Eye Color: 1d100 ⇒ 43*
Drawback: 1d100 ⇒ 87*
Order Alignment: 1d100 ⇒ 24*
Chaos Alignment: 1d100 ⇒ 55* (Roll only for additional randomness)
And of course the attributes are almost completely below average.
Scanning back through the thread, though, that seems pretty common, and mine are far from the worst set of attributes.

kamenhero25 |

@hustonj
Elf Trait: Nature's Own
Wild Elves have lived amongst the forest, beneath the jungle canopy, atop the highest mountain and even below the earth. With burrs, leaves, mud and the like clinging to their clothing, they emerge unwashed from the wilderness, acknowledging little reason to clean themselves up for civilized company.
Effect: You leave no trace of your passing in rural areas or above ground, unless discovered by Magick or a CriticallySucceeded Awareness Test.
or
Human Trait: Natural Selection
Favored above all others, Humans are the living instruments of the gods. A thankless few are granted an inkling of their might. To those born beneath the right stars, a great blessing is bestowed.
Effect: You may permanently change any one Primary Attribute to a 55%.
Profession 1: Commoner => Artisan
Profession 2: Warrior => Pit Fighter
Profession 3: Commoner => Rat Catcher
Season of Birth: Winter
Dooming: Revenge is upon you
Age Group: Adult
Distinguishing Mark: Perpetual Deep Frown
Build: Corpulent
Upbringing: Opportunistic (Perception)
Social Class: Burgher (Middle Class)
Drawback: VETERAN’S BOOT Perhaps lost during an unfortunate carriage accident, during an intense battle, or in the jaws of a rabid animal, you are missing a foot. In its place is a wooden boot, which you must strap onto your leg to stand up straight. It makes a characteristic ‘CLUD’ sound as you walk, which has earned you a number of embarrassing nicknames.
Effect: You cannot Charge, Maneuver or Run with Movement Actions without spending an additional Action Point.
Order Alignment: Cunning
Chaos Alignment: Martyrdom

Maho Tsukai |

Here are my rolls, but I'll need a translator since I don't have the book yet.
Brawn: 3d10 + 25 ⇒ (4, 5, 3) + 25 = 37
Agility: 3d10 + 25 ⇒ (8, 9, 2) + 25 = 44
Perception: 3d10 + 25 ⇒ (2, 8, 4) + 25 = 39
Intelligence: 3d10 + 25 ⇒ (10, 9, 3) + 25 = 47
Willpower: 3d10 + 25 ⇒ (4, 1, 8) + 25 = 38
Fellowship: 3d10 + 25 ⇒ (9, 5, 2) + 25 = 41
Ancestory: 1d100 ⇒ 9
Ancestral Trait: 1d100 ⇒ 36
Archetype1: 1d100 ⇒ 59
Profession1: 1d100 ⇒ 16
Archetype2: 1d100 ⇒ 35
Profession2: 1d100 ⇒ 32
Archetype3: 1d100 ⇒ 32
Profession3: 1d100 ⇒ 52
Season of Birth: 1d100 ⇒ 5
Dooming: 1d100 ⇒ 52
Age group: 1d100 ⇒ 93
Distinguishing mark: 1d100 ⇒ 89
Build: 1d100 ⇒ 68
Height: 1d100 ⇒ 28
Upbringing: 1d100 ⇒ 61
Social Class: 1d100 ⇒ 25
Complexion: 1d100 ⇒ 61
Hair Color: 1d100 ⇒ 55
Eye Color: 1d100 ⇒ 89
Drawback: 1d100 ⇒ 59
Order: 1d100 ⇒ 79
Chaos: 1d100 ⇒ 95

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Maho Tsukai:
Ancestry: Dwarf (+1 on Brawn bonus, Combat bonus, and Willpower bonus, -1 on Agility bonus, Fellowship bonus, and Perception bonus) or Human (+1 on Combat bonus, Intelligence bonus, and Perception bonus, -1 on Agility bonus, Fellowship bonus, and Willpower bonus)
Ancestral Trait: If Dwarf: Grudgebearer (Fury Dice explode on 5-6 for weapon damage), or if Human: Fortune's Wheel (Any time you roll a Critical Failure, you gain one Fortune Point)
Archetype1/Profession1: Ranger / Bailiff
Archetype2/Profession2: Knave / Footpad
Archetype3/Profession3: Commoner / Doomsayer
Season: Spring
Dooming: Do not Accept Trust Lightly
Age Group: Elderly
Distinguishing Mark: Tarred and Feathered (and you have to roll 2 more times for to more marks)
Complexion: Light brown skin
Build: Husky
Height, Weight, Hair Color, Eye color: Depends on race
Upbringing: Opportunistic (Perception)
Social Class: Lowborn (3d10+3 brass pennies starting cash)
Drawback: Nemesis (when confronted by your nemesis, you can't spend Fate or Fortune Points)
Order Alignment: Romanticism (Amorous and dignified, you are never without friends, you have a great lust for life that is attractive to many)
Chaos Alignment: Scorn (You are in love with yourself and delight in taking down others with just the right phrase)

Helikon |

I will give it a try.
Combat: 3d10 + 25 ⇒ (4, 7, 6) + 25 = 42
Brawn: 3d10 + 25 ⇒ (8, 3, 5) + 25 = 41
Agility: 3d10 + 25 ⇒ (4, 5, 5) + 25 = 39
Perception: 3d10 + 25 ⇒ (10, 3, 10) + 25 = 48
Intelligence: 3d10 + 25 ⇒ (10, 3, 7) + 25 = 45
Willpower: 3d10 + 25 ⇒ (5, 6, 4) + 25 = 40
Fellowship: 3d10 + 25 ⇒ (7, 6, 5) + 25 = 43
Ancestry: 1d100 ⇒ 23Prof: 1d100 ⇒ 70
Archetype : 1d100 ⇒ 84Prof: 1d100 ⇒ 74
Archetype 2: 1d100 ⇒ 32Prof: 1d100 ⇒ 60
Archetype 3: 1d100 ⇒ 86
Season: 1d100 ⇒ 83
Dooming: 1d100 ⇒ 5
Age Group: 1d100 ⇒ 1
Distinguishing Mark: 1d100 ⇒ 42
Build: 1d100 ⇒ 37
Upbringing: 1d100 ⇒ 59
Social Class: 1d100 ⇒ 76
Order: 1d100 ⇒ 5
Chaos: 1d100 ⇒ 59

Helix Missionary |

Whoa, quite a blow-up of interest last night! This is just a quick morning check-in, but I'm glad to see people helping each other out. Everything is looking neat so far, and I'm excited to see how people's characters come together in full! I'll be back later today to give more substantial feedback.

Brunhard Schölhamer |

@Helix: Black Dow noting a grim interest... I have the rulebook (and a thing of deadly beauty it is).
Brunhard is a Hedge Knight created for another Zweihander game that sadly came to an end all too prematurely. Would be very keen in giving him another tilt if you'd include him for consideration?
Am happy enough to roll other archetype/profession choices - but unlikely i'd select anything over what I rolled previously (just fit).
In the previous game he was a Knight of the Leviathan - who followed a waterborne god/order - however not sure if anything similar exists in your setting?

Boss Zog |

@Gaming Ranger and @Helix. You guys rock. Thanks for the help.
Okay, I feel somewhat familiar with the system as I use to play the Warhammer 40k Deathwatch game. (Lots of percentile rolls and deaths in mass combat), so feel confortable with what I got set up so far.
Usually I'd lean towards Elf Cop (Watchmen), cause that sounds like an epic fantasy remake of Lethal Weapon with undertones of Max Payne. Damned to do the right thing a la Murtagh, but his way with maximum justice (this is grim dark, right).
However, this socialite provocateur sounds like the way to go. Especially since this is grim & perilous; I think having someone on staff to grease the wheels, shake some hands, and steal state sponsored secrets is going to be the most versatile story and play wise. Seems like there will be plenty of chance for intrigue and trickery in a faction up city like Xanaste. But what's really selling me on provocateur is his duty bound/religious upbringing. Xanaste was originally an Elven City dedicated to the gods that gave elves magic. I think a "Elvish Spy on a Mission for the Gods" is just going to be too good to pass up RP wise (Blue's Brothers music begins playing).
As for boatman...If ya'll want to go pirate or Cthulhu, I think I can make something work.
I'll think about it another a moment, then see If I can get something together by the end of day.

Robbet Reeve |

This is the Alias for Gaming Ranger's submission (that I will use if selected). Because of a storm my power has been down most of the day and I have working from my ipad which is much slower for me.
I hope to spend my RP and buy skills, advances, and talents this evening. I'll let you know if I need any help. all updates will be put in this alias.
Name Robbet Reeve
Age middle aged 48
Social Class Burgher
Sex Male
Ancestry Human
Profession Reeve
====================================================================
Order Alignment _________9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9_________ Chaos Alignment
Fate Points: 1
Reputation Points:
Disorders:
===================================================================
Dodge
Parry
Injuries
Damage Threshold BB+dtm[ ] +6[ ] +12[ ] +18[ ]
Damage condition tracker
......... [X ]Unharmed
......... [ ]Lightly wounded
......... [ ]Moderately wounded
......... [ ]Seriously wounded
......... [ ]Grievously wounded
......... [ ]Slain
===================================================================
Peril threshold WB+1[ ] +6[ ] +12[ ] +18[ ]
Peril condition tracker
......... [ X ]Unhindered
......... [ ]Imperiled
......... [ ]Ignore 1 skill rank
......... [ ]Ignore 2 skill rank
......... [ ]Ignore 3 skill rank
......... [ ]Incapacitate
===================================================================
COMBAT: 45 CB: 5
Advance 0 0 0 0 0 0
Martial Melee 0 0 0
Martial Ranged* 0 0 0
Simple Melee* 0 0 0
Simple Ranged* 0 0 0
===================================================================
BRAWN: 44 BB: 4
Advance 0 0 0 0 0 0
Athletics 0 0 0
Drive 0 0 0
Intimidate* 0 0 0
Toughness* 0 0 0
===================================================================
AGILITY:47 AB: 3
Advance 0 0 0 0 0 0
Coordination 0 0 0
Pilot 0 0 0
Ride 0 0 0
Skulduggery 0 0 0
Stealth 0 0 0
===================================================================
PERCEPTION: 52 PB: 6
Advance 0 0 0 0 0 0
Awareness 0 0 0
Eavesdrop 0 0 0
Scrutinize* 0 0 0
Survival 0 0 0
===================================================================
INTELLIGENCE: 42 IB: 5
Advance 0 0 0 0 0 0
Alchemy 0 0 0
Counterfeit 0 0 0
Folklore 0 0 0
Gamble 0 0 0
Heal 0 0 0
Navigation 0 0 0
Warfare 0 0 0
===================================================================
WILLPOWER: 50 WB: 4
Advance 0 0 0 0 0 0
Incantation 0 0 0
Interrogation* 0 0 0
Resolve* 0 0 0
Tradecraft 0 0 0
===================================================================
FELLOWSHIP: 43 FB: 3
Advance 0 0 0 0 0 0
Bargain 0 0 0
Charm 0 0 0
Disguise 0 0 0
Guile 0 0 0
Handle Animal 0 0 0
Leadership* 0 0 0
Rumor 0 0 0
===================================================================
ENCUMBRANCE LIMIT [ ] currant [ ] overage [ ]
INITATIVE overage current
MOVEMENT overage current
==================================================================
INTELLIGENCE BONUS
WILLPOWER BONUS
INCANTATION SKILL
===================================================================
ARMOR:
……..Damage Threshold Modifier
……..Quality
……..Encumbrance Value
SHIELD:
……..Quality
……..Encumbrance Value
===================================================================
Weapons:
===================================================================
Traits:
===================================================================
Talents:
===================================================================
Trappings:
Coins:
Season of Birth: Winter
Dooming: You killer will not know your name
Age: 48 (Middle-aged)
Distinguishing Mark: Leathery skin
Build: Husky
Height & Weight: 5’ 11”& 215lbs
Hair Colour: Brown with gray streaks
Eye Colour: Gray
Upbringing: Opportunistic (Primary Attribute: Perception)
Social Class: Burgher
Robbet is a grizzled middle aged man, standing a shade under six feet, with the thick well-muscled frame of an outdoorsman. His skin is bronzed and leathery, like the bark of an old tree, from constant exposure to the elements which accentuates the hard, dangerous lines of his body.
His tanned, worn, almost sinister face is that of a man not to trifle with. His face is framed by wavy dark brown hair slowly fading to gray and a thick beard the same color.
The Reeve’s gaze appears knowing and penetrating with dark grey eyes the color of the sky right before a storm.
Robbet has a loud booming voice like stone breaking.
Thunder pealed in the distance as a steady rain continued to fall covering the dirt road in a hazy grey mist and turning it into a muddy quagmire. In spite of the worsening weather Robbet maintained his pace, adjusting his hat, he looks through the steady downpour at his traveling companions, and is thankful for their company. There is safety in numbers when traveling along the road to the Holy City of Xanaste, he acknowledges to himself as makes a sign in the air to ward off evil spirits. Not that he was a stranger to the dangers along the road having made his living as Reeve protecting the roads along the Maidens Way in Kelvin’s Hold these past twenty years.
As he walks in the bone numbing rain his mind relaxes getting lost in the monotony of taking one step after another. His thoughts eventually find their way to the past...
His youth,
The boy, Robbet, hid deep within the bushes, close to the Knavesmire Bridge, thankful to get away from his daily chores. He smelled the horse at the same time he heard the clopping of hooves reverberate as a wagon made its way across the stone bridge. He started to peek out of his hiding spot, in order to spy on the unwary traveler, when he heard his father’s voice and froze.
”Halt,” his father’s voice boomed. It took the boy a moment to realize his father was addressing the occupant of the wagon and not him. The boy watched from the bushes as his father strong armed the exasperated merchant into parting with a salted pork shoulder and two brass pennies.
The startled lad remained frozen and watched from his concealed position while his father leaned against a tree watching the departing merchant disappear down the lane. Without looking in the boys direction his father announced, ”Lad ye can be coming out now.”
Shamefaced the boy left his bush to be educated by his father. Robbet’s father explained that what he did wasn’t stealing it was his due for keeping the roads safe. Plus, he further justified his actions by saying that the fat merchants can afford to pay a little toll in exchange for the safety the road. ”Boy there ain’t be nothin’ wrong with taking a little extra for yeself and ye family,” he admonished as they walked home….
Kelvin’s Hold,
Kelvin’s Hold is an isolated frontier barony encircled by thick trackless forests and foreboding marshes. The Holding is populated by a hardworking, but backward and superstitious, people who primarily make their living harvesting lumber and coal. There are several villages spread throughout the holding; Ramsgate, Hastings, Longford, and Hadrian’s Wall.
Robbet nervously stood as the Baron addressed him at his father’s graveside, ”As your father and his father before him I appoint you Reeve of the holding” The Baron continued, ’Tis your duty to keep the roads safe. To patrol along the Maiden’s Way which begins at the Knavesmeere in the west to Hadrian’s Wall in the east.” With a pompous air the Baron concluded, ”Pay special attention to the Great Road for it leads south to Xanaste and much trade flows along it during the annual pilgrimage.”
Robbet has been Reeve of Kelvin’s Hold for over twenty years and is known as an upright and honest protector. While others praise Robbet for his actions and compassion no one is more impressed with Robbet then Robbet himself. Those who cross him quickly find out his tongue is just as sharp as his dirk and that he has the uncanny ability to track down criminals.
six days ago,
Robbet smelled the smoke almost a mile away, and he quickened his pace, sprinting the last hundred yards to the smoldering ruin of a cottage. In the wreckage he found the charred remains of his son, daughter-in-law, and four year old grandson Ricken. The Reeve let out a primal scream and franticly looked around for the culprits trail.
The Reeve quickly found the trail and the scent of his quarry and ran after the fiends until he passed out. He awoke in the pitch of night and returned to the burnt cottage and began to dig graves for his family. Afterward he hastily wrote a note to the Baron hoping to dispatch it along the way. With his wife in the grave these past seven years and no other family to speak of Robbet gathered what belongings he could and picked up the trail of the murderers south towards Xanaste.
the present,
Robbet is startled from his reminiscing as cold water drips down his back. He adjusts his wide brimmed hat as he chides himself, Pay attention to the task at hand you old fool. He continues to trudge down the water logged road occasionally breathing deeply through his nose, Curse this rain I can’t find the scent.
The man curses his luck and looks up into the storm hoping the rain will hide his tears. With no other option he continues toward Xanaste hoping to pick of the trail of the killers.

Helix Missionary |

Alright everybody, here's my more full check-in for the day! Once again, let me just say how much I love what's going on here so far, with all the interest and the characters coming together!
kamenhero25, that all sounds very solid to me. As a small note, what you've listed so far applies specifically to that Elvish culture; I'm very interested in avoiding the sort of homogenization that happens with non-human races in most fantasy settings. There's far from a single cultural background for the Elder Races; each is as multifaceted and widespread as Humanity, just in smaller numbers in this day and age.
Keep in mind that once, the Elves and Dwarves had various empires and kingdoms that spanned much of the known world, and the Halflings, Gnomes, and Ogres have traveled across the same space in all that time. Every pocket of their populations in the modern day have their own unique cultures. The Ancestral Traits are a nice way of showcasing this mechanically: just because you're an Elf doesn't automatically make you "immortal," just because you're a Dwarf doesn't make you a master craftsman. Your specific cultural background and upbringing lend more to that!
As another, even smaller note, theologically speaking the Elvish version of the Gods would be the actual, original version... assuming they've actually held that true over the thousands of years since anyone had direct contact with them. At this point it's purely the debate of scholars and zealots as to which incarnation of the Gods is the true one, or if the various Gods different cultures worship are even one and the same at all (although that's generally held to be the case, simply due to there being enough similarities between pantheons).
All of that said, I like what's going on there, and none of it needs changed! Just wanted to post some notes on how it would be viewed within the setting.
Everybody, as a reminder and slight update to the original character creation rules: You may flip the results for Lowborn and Burgher on the Social Class roll. Burghers certainly have more opportunity to take up adventuring, but there are far more Lowborn people out there, and they have an even higher chance of being forced into that lifestyle, in many cases. Your choice which you stick with, if you roll Lowborn!
Thanks again to our volunteer dice interpreters, as well as to the blind rollers taking a leap of faith on this game concept! Here's a bit more info for some of you who're rolling blindly.
The Artisan is your typical craftsman: whether butcher, baker, or candlestick maker, they produce the trappings of civilized life. They come in many varieties, for indeed this is a catch-all for a wide array of professions. Whatever their trade, though, a true Artisan is set apart by their Professional Trait: Guild Privilege. This means that they are quite quick to master new specifics of Tradecraft, granting them three Focuses whenever they purchase one in the Tradecraft Skill (meaning you have more specialties to draw on).
Pit Fighters, on the other hand, are crude and rough, the entertainers who deal in sweat and blood. They are not veterans of the field of battle, but instead ply their deadly trade in sandy pits, cobbled arenas, and underground rings. Through years of slaughtering other fighters and beasts, they've developed their Professional Trait using mastery over Blood & Sand, and it lets them move one step up both the Damage and Peril Condition Tracks whenever they spend a Fortune Point.
Finally, Rat Catchers are the unsung heroes of the common folk, trodden upon by nearly everyone, for they hold one of the lowest stations in society. Rooting out vermin from warrens, tunnels, sewers, and cellars is an unpleasant, abhorrent, and entirely necessary job. But between their sheer tenacity and their ubiquitous small but vicious dog companions, they prevent the spread of plague and vermin upon the land. Their Professional Trait comes from this long and thankless job, allowing them the talent of Gutterspeak, which they can use to communicate with Small Animals such as those they hunt and work with; they are also immune to specific diseases carried by such beasts.
The Bailiff is a generalist governmental official, typically charged with guarding roadways, but also serving as tax collector, debt collector, and lawman when necessary. They are, as a general rule, despised by the common people, because no matter what you call yourself, you don't make friends by taking others' money. Still, their Professional Trait ensures they know how to get people to Pay the Piper, allowing them to reroll Bargain or Intimidate Tests (although you must keep the new outcome).
The Footpad could be viewed as the criminal counterpart to the Bailiff. They are thugs and enforcers, the strong arm of the underworld, and not afraid to crack heads, twist arms, and backstab in order to get their job done. Their Professional Trait comes from their underhanded, brutish tactics, giving them keen knowledge of the Sneak Attack, which lets them roll an additional damage die when attacking a foe who is Surprised or vastly outnumbered, and letting them use Stealth more easily.
Finally, you have Doomsayers, religious fanatics who believe the world is in its last steps. They are most commonly flagellants, devoting themselves to higher powers and reveling in self-inflicted pain. This fanaticism grants them incredible toughness through their Professional Trait; as such zealous Holy Rollers, their Damage Threshold is increased by +3 when not wearing armor (the equivalent of Brigandine). However, the same scars which grant them their toughness also result in a Drawback; as they believe so strongly that The End is Nigh, Doomsayers whip themselves to the point they can never be restored to Unharmed on the Damage Condition Track, only Lightly Wounded.
Your Ancestry roll indicates that you could play an Elf, should you so choose. You do need to roll a d100 to find out your specific Ancestral Trait, but I'd suggest choosing your Race first if possible!
Your first Archetype/Profession roll puts you as a Warrior, more specifically a Pugilist. These are the bare-knuckle boxers of the world, whether the local bar champion or circus scrappers, a bonafide prize-fighter or a back alley roughneck. This life of pain given and taken grants them a Professional Trait based on their skill in Mortal Combat, letting them ignore the Pummeling and Weak Qualities of Brawling weapons, and allowing them to refer to their Brawn or Combat Bonus with these weapons for damage, whichever is more favorable.
The second option is a Commoner and a Laborer, the thankless "unskilled" workers who help keep the world running. They run the gamut from dung collectors to chimneysweeps, miners to stonelayers; no songs are sung about Laborers' work, but they are important nonetheless. The Backbreaking Labor they perform grants them a Professional Trait that lets them ignore the ill effects of the Peril Condition Track until they are at the point of Ignoring 3 Skill Ranks.
Finally, you can be another type of Warrior: a Pit Fighter. These are the brutish entertainers of the arenas, who deal in sweat and blood for the roar of the crowd. Years of hard fighting against other gladiators, whether slaves or criminals, and vicious beasts, have granted them knowledge of Blood & Sand. This Professional Trait lets them move up one step on both the Damage and Peril Condition Tracks whenever they spend a Fortune Point.
Your Birth Season is, as so many of the submissions, Winter, with the following Dooming: Warm winters bring hard frost. You are Young, and as such possess no Distinguishing Marks. Your Build is Slender, your Upbringing was Militant, and you were born to the Burgher middle class.
Finally, your Order Alignment is that of Ambition: You are possessed of incredible drive, and when you have your mind set on a goal, no obstacle can possibly stand in your path. Your Chaos Alignment is Incompetence, as in your low points, you have a simple nature that comes from mistakes outweighing your successes, and others can grow to view you as foolish and incapable.
Brunhard, very nice to see you! I actually played Little Aurelie in the game with you, and I remember enjoying your Hedge Knight immensely. Feel free to roll for other Archetype/Professions just to see what Fate offers, but I'm fine with you keeping our random rolls from that game. I'm sorry it ended when it did (and that I stepped away a little before then, even), so hopefully this game might offer a new chance!
As far as worshiping the Leviathan, that's totally reasonable. I'm happy for players to invent just about anything for their characters as long as it fits the tone and the few outlined rules I have in place for the setting. That includes Gods, Orders that worship them, Holidays they celebrate, Myths and Parables surrounding them... You get the idea.
Finally, EVERYONE, it's worth pointing out one of the underlying and underspoken assumptions of Zweihander in general (and this game specifically within that umbrella):
At the start of the game, your characters have more or less already moved on from their Professions to an adventuring life.
This shift might be very recent--in all honesty, it makes more sense if it is, as your characters are still drawing very much on their Professions for their skills and Advances for a while (until they gain a second Profession). This is a consideration worth keeping in mind when thinking on your backstory and concept, as well as answering the question of why you're signed on to a caravan to Xanaste. This isn't to say you can't be doing something involved with your Profession, but the idea of "a last job" should very much be part of things if you go that route. After all, when you reach Xanaste, you will no longer be carrying out that job as you were before; you'll be an adventurer in a party of the same!
Whether that's good fortune or ill remains to be seen.

kamenhero25 |

@Helix: I understand! As you can probably tell, I was going for a sort of viking aesthetic, especially with the Iceland inspired isolated island culture and the particular aspects of the gods. Perhaps his homeland is known as the home of the sea elves or something of the sort, one of many elven cultures that are now scattered. I think his ancestry trait plays in well to a more war-like elven society.
@Brunhard: I don't know if you have access to Main Gauche, but it has two new advanced careers for knights: the chevalier and the grand master. If you want to stick with a theme, they're definitely a great way to go.

Markus the Librarian |
1 person marked this as a favorite. |

There I was, thinking no more recruitment, and I have to see... Black Dow... really?
Let's see if the fates have a brilliantly quirky character in the dice, love a good RP challenge.
But honestly, only if there is room for me.
Initial rolls:
3d10 + 25 ⇒ (6, 5, 5) + 25 = 41
3d10 + 25 ⇒ (6, 10, 7) + 25 = 48
3d10 + 25 ⇒ (8, 4, 3) + 25 = 40
3d10 + 25 ⇒ (7, 9, 7) + 25 = 48
3d10 + 25 ⇒ (2, 8, 9) + 25 = 44
3d10 + 25 ⇒ (3, 10, 9) + 25 = 47
3d10 + 25 ⇒ (3, 7, 10) + 25 = 45
2d100 ⇒ (6, 5) = 11
2d100 ⇒ (3, 28) = 31
2d100 ⇒ (42, 46) = 88
1d100 ⇒ 51
1d100 ⇒ 49
1d100 ⇒ 96
1d100 ⇒ 9
1d100 ⇒ 14
1d100 ⇒ 43
1d100 ⇒ 31
Here goes!

Robbet Reeve |

Here is how I spent my RP (everything else is in the alias)
100RP - Basic Tier Profession (Reeve)
100RP - Intimidate Skill
100RP - Simple Ranged Skill
100RP - Scrutinize Skill
100RP - Resolve Skill
100RP - Simple Melee Skill
100RP - Menacing DemeanorTalent
100RP - +1 WB
100RP - +1 PB
100RP - +1 CB

Markus the Librarian |
1 person marked this as a favorite. |

Markus, I’ll get your results for you.
That would help a great bit, I don't even mind buying one or both books, should I get in.
The percentile remind me of ICE. I think they were playing a Middle Earth campaign.
Uhoh, don't tell me... I'm a 5'2" clumsy albino Minotaur missing one horn and with limp, who can't lie...
... and is sensitive to people calling "bullscat."
The one horn, hella pointy though! Inflicts extra bleed damage, if I don't pass out myself, first.
for third profession: 2d100 ⇒ (70, 26) = 96

Gaming Ranger |

Here you go, sorry no minotaur. Also, you need to roll 1d100 three times for distinguishing marks due to your age. I’ll post a brief summary of your professions in a bit. Finally chose your race and I’ll let you know what your ancestral trait means
2d100 ⇒ (6, 5) = 11 ancestry: dwarf, trait: cave sight (or blessing in disguise if human)
2d100 ⇒ (3, 28) = 31 profession 1: academic, Apothecary
2d100 ⇒ (42, 46) = 88 profession 2: knave, grave robber
70, 26 profession 3: socialite, entertainer
1d100 ⇒ 51 season: autumn
1d100 ⇒ 49 dooming: Revenge is upon you
1d100 ⇒ 96 age: elderly
1d100 ⇒ 9 upbringing: cultured (fellowship [favored attributes])
1d100 ⇒ 14 social class (can flip roll see GM comments)
1d100 ⇒ 43 order Alignment: ferocity
1d100 ⇒ 31 chaos alignment: hypocrisy