| wicked_raygun |
I'm playing a human assassin named Delrenn who is seeking redemption. He was raised in the slums of a city in the North. To feed himself, he became a hired killer.
Human: +2 AGL, +1 STR, +2 LUC; climbing, dungeoneering, herbalism
Origin (Urchin): 2d6 + 6 ⇒ (6, 1) + 6 = 13 years; +1 AGL, INT, END, LUC; stealth, thievery
My next 4 levels would be assassin. But don't forget to roll a d6 to see if I spend time as a Prisoner.
Daniel Stewart
|
What racial skills did you take? To enter the mage career you need a magic skill (Examples: abjuration, compulsion, creation, displacement,
divination, enchantment, evocation, healing, hexes, illusion, infusion, infliction, movement, summoning, transformation)
If you want we can say that you traded your 1000 silver pence "nest egg" from your noble origin and 1 skill to take one of those magical skills and that will allow you to enter the mage class (basically you are 'buying' into the class by paying for your apprenticeship)
How does that sound?
Daniel Stewart
|
Here is the link for their page. I will add this to the campaign tab as well.
WOIN Rules Reference Document
| wicked_raygun |
--- 1 ---
Career (Assassin): 1d6 ⇒ 5 years; +1 AGL, INT, WIL, REP; knives, stealth; Exploit: Surprise attack
Jail?: 1d6 ⇒ 1
Welp, looks like I have to take a career of prisoner.
--- 2 ---
Career (Prisoner): 2d6 ⇒ (5, 6) = 11 years; +1 STR, END, INT, REP; knives, stealth; Exploit: Shiv
--- 3 ---
Career (Assassin): 1d6 ⇒ 1 years; +1 AGL, INT, WIL, REP; knives, herbalism; Exploit: Create poison
Jail?: 1d6 ⇒ 4; No
--- 4 ---
Career (Assassin): 1d6 ⇒ 3 years; +1 AGL, INT, WIL, REP; herbalism, thievery; Exploit: Weak point
Daniel Stewart
|
Looks good. You grew up in the Rinthungi city of Drolsnau a poor wretch wandering the streets. You were recruited by a young woman to complete some very simple tasks...to start with. You needed to learn how to follow people without being seen, filch small items off unsuspecting targets. As time went on, the task became more and more difficult and you were forced to learn many new and difficult skills.
Career Two: Assassin1d6 ⇒ 3 years; Prison - 1d6 ⇒ 1 Yes
Career Three: Prison 2d6 ⇒ (5, 3) = 8 years
Unfortunately, during one of your very first solo assignment, you fell foul of the local town guard and were sent to jail at the infamous Oostsen Prison just outside Götstein, the major city-state of Rinthungi. For 8 years you rot in this cesspool, biding your time until your release.
Once free, you attempt to return to your previous training, but your old mentor is gone and no one seems willing to take an ex-con into their organization.
-------------------------------------------------------
So it looks like you get 1 career in assassin, then the next as a prisoner. While in prison you are marked on the back of your dominant hand with a brand from Oostsen Prison. It is very noticeable if you are not wearing a glove or hiding it some other way. If you want to continue in the assassin career, you will first need to take another criminal career (Burglar or ruffian) to re-connect to the underworld and find a new patron.
| wicked_raygun |
I'm cool with prison twice. It fits in with my character's hope for redemption.
Okay, so we have the following.
1 assassin
2 prisoner
3 burglar
4 prisoner
I'll just add 1d6 ⇒ 2 years to my last career and take that for my age. I'll have a final build tonight that you can look over. Perhaps my character was allowed out of prison early in exchange for service?
| wicked_raygun |
Health: 3d6 + 2d6 ⇒ (6, 1, 2) + (2, 5) = 16
Wealth: 2d6 + 3d6 ⇒ (5, 6) + (6, 6, 5) = 28 * 20 = 560 gc
Race (human): +2 AGL, +1 STR, +2 LUC; climbing, dungeoneering, herbalism; Exploit: Explorers, Varied
Origin (Urchin): 13 years; +1 AGI, INT, END, LUC; stealth, thievery; Exploit: Life on the streets
Career (Assassin): 5 years; +1 AGL, INT, WIL, REP; knives, stealth; Exploit: Surprise attack
Career (Prisoner): 11 years; +1 STR, END, INT, REP; knives, stealth; Exploit: Shiv
Career (Burglar): 1 year; +1 AGL, INT, LUC, REP; acrobatics, climbing; Exploit: Locksmith
Career (Prisoner): 1d6 ⇒ 3 years; +1 STR, END, INT, REP; knives, thievery; Exploit: Prison Tough
--- Attributes ---
STR 6 (3d6) AGI 8 (3d6) END 6 (3d6) INT 8 (3d6) LOG 3 (2d6) WIL 4 (2d6) CHA 3 (2d6) LUC 7 (3d6) REP 4 (2d6) MAG 0 (0)
--- Skills ---
acrobatics 1 (1d6)
climbing 2 (1d6)
dungeoneering 1 (1d6)
herbalism 1 (1d6)
knives 3 (2d6)
stealth 3 (2d6)
thievery 2 (1d6)
--- Exploits ---
Explorers, Varied, Life on the streets, Surprise attack, Locksmith, Prison Tough, Feint, Deadly Strike
Trait (Ambidextrous)
--- Derived Statistics ---
Health (3d6 + 2d6) = 16
Speed 6, Climb 3, Swim 3
Jump 16'/6'
Carry 120 lbs.
Lift 300 lbs.
Initiative (3d6)
Perception (3d6)
Melee Defense (5d6) 18+1+2 = 21
Ranged Defense (4d6) 14+1 = 15
Mental Defense (3d6) 11+1 = 12
Starting Wealth (2d6 + 3d6) = 560 gc
Shiv 5d6 (2d6+6 piercing)
Parrying Dagger {main gauche} 5d6 (2d6+7 slashing; shield)
Knife 5d6 (2d6+6 piercing; thrown 3)
Studded Leather (Soak 5)
| Oceanshieldwolf |
Hey Daniel, thanks for linking the reference doc. Unfortunately I’m not finding the system enticing or intuitive at character generation so I’ll pass. I may poke my head in to watch some mechanics happen and see if I find it more enticing then. Thanks for taking the time to run the game and helping me with/entertaining my concept.
| Helikon |
Dwarf:
Axes, alchemy, carousing
Noble:
Leadership, Summoning
Can we see I just paid 800silver marks, so that it leaves me at least with some little pocket change for good quality clothes
Mage 1:
Skills: Summoning, Lore Geology
Exploit: Arcane Knowledge Base Secret of Metal, Infusion, Heal/Mend, Transform Evocation
Mage 2:
Skills: Summoning, Transfom
Exploit: Familiar
Mage 3:
Skills: Summoning, Heal/Mend
Exploit: Specialization Earth
Mage 4:
Skills Summoning, Displacement
Exploit: Secret Life
| Cwethan Owner - Gator Games & Hobby |
So you started out your life as one of the many unwashed street urchins found in any of the city-states. Your parents, if you ever knew them, were taken away to fight in one of the many battles that are constantly forming between the various cities. Left to fend your yourself you survived by being smart, quick and vicious when needed.
Urchin: 13 years
A rough childhood on the streets taught you how to survive.
Prerequisites: none.
Attributes: AGI +1, INT +1, END +1, LUC +1
Skill Choices (choose 2): perception[b], [performance], running, stealth, survival, [b]thievery
Life on the Streets. Accustomed to sleeping rough, you heal a bonus 1d6 Health each day.
One day, when you should have been out scrounging food, you decided to follow an old man you had seen several times wandering your neighbourhood. He seemed extremely fragile and it surprised you that none of the local thugs had cracked his skull and robbed him. You follow him back to his home...a small shack leaning up against a squalid tenement.
Dagmar spends a while watching the shack. There didn't seem to be anything special about it, but there wasn't anything special about the old man either, except that he'd survived for now reason. She knows all too well not to go alone into enclosed places. At least not unless she knew it was safe, or worth it.
Instead, she resolves to sleep nearby. She'd take a closer look once he left.
Daniel Stewart
|
That all looks fine. Do you know how to get your other stats? If not I can set you up with them. You can go ahead and make your alias and I will give you a lead in for the game once everyone else is ready. Any questions you may have, feel free to ask and I will try to find the answer for you!
Daniel Stewart
|
Hey all...sorry for the silence but work got in the way!! lol
Hi Spazmodeus! You are more than welcome to submit a character...make sure you read the information in the campaign tab.
Here is a list of the "magical" careers that would be open to you:
Cleric, Diabolist, Druid, Firemage, Inquisitor, Mage, Necromancer
I would also include these others if you were interested:
Alchemist, Herbalist, Loremaster
The old man will become your mentor in whichever career you choose to follow (or multiple careers..your choice)
Daniel Stewart
|
OK, so far we have the following:
Wicked_raygun's questionable human criminal
Helikon's dwarven earth mage
Cwethan's still in progress magic-user??
as well as a number of people who have expressed interest.
Let's try to get this all finished up this week and start playing by maybe next Friday?? How does that sound?
| Spazmodeus |
OK i've settled on a Sylvan Elf...which from your list only come from Rinthungi.
I wanted him/her to have an ususual wanderlust that is typical, so wanted the origin Nomad, but that isn't in your list for Rinthungi.
Can I still take it? I also see it as a desire to escape the strictures of the Hastian faith .
A bit unclear as to my next step, do I choose a starting career or do we RP that as well?
Thanks
Also, there seems to be some discrepency between the basic book you're using and the SRD online...
Daniel Stewart
|
I can allow that origin if you want. We can simply say you grew up in the great northern forest with a wandering band of sylvan elves. The next steps are up to you...what career do you wish to start out with, and from there we can move forward to complete your character. How does that sound?
Daniel Stewart
|
Ok, here is the info for a mage.
Mage (1d6 years)
You are practiced in the arcane arts, able to wield spells with ease. A mage is a trained magic-user—sometimes known as a wizard, or sorcerer. Able to cast a variety of spells, and well versed in a range of lore, the mage is a generalist.
Prerequisites: one [magical] skill.
Attributes: MAG +1, LOG +1, WIL +1, REP +1
Skill Choices: [artistic], [lore], [magical], staves
Arcane Knowledge Base: Choose four [magical] skills and one element secret. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.
Arcane Secret: You have learned or discovered an arcane secret—either an element, creature type, or virtue. You can take this exploit multiple times, learning a new secret each time, but you may know no more secrets than your LOG attribute.
Attuned: You easily detect magic. You do not need to make an attribute check to detect magic within 30'; you are automatically aware of its existence.
Familiar: You gain a familiar, which is a tiny-sized creature (cat, bat, owl, mouse, rat, etc.) You can speak to your familiar, which is able to report back things it has seen or heard.
Learned: When using any [lore] skill as part of a dice pool, you may reroll any 1s.
Specialization (requires Arcane Knowledge Base): Choose one secret that you already know. You are specialized in that secret. You may exceed your MAG attribute by 2 points when using that secret. You may only ever specialize in one secret.
Daniel Stewart
|
Druid (1d6 years)
Guardians of nature, druids are attuned with the natural forces of the world. Plants and animals are their allies, and druids frequently live in the wild, deep within forests. A druid typically wields a staff or sickle.
Prerequisites: nature.
Attributes: INT +1, WIL +1, END +1, MAG +1
Skill Choices: [crafting], [magical], [outdoor], herbalism, medicine, nature, staves
Animal Affinity (requires Speak with Animals): With a successful CHA vs. Mental Defense check, you can shift an animal within 10' one stage along the Charm status track for one hour.
Animal Companion: You gain an animal companion in the form of a wolf or other beast with a maximum dice pool of 6d6 and a maximum LOG attribute of 2. This companion will accompany and defend you. If your companion dies, you attract a new companion in one month. However, if you abuse your companion (for example by sending it ahead to set off traps), it will leave you and you will never be able to replace the companion. The companion is bright for its species but has no special intelligence or abilities. You may take this exploit multiple times, gaining an extra animal companion each time.
Ageless (requires Poison Immunity): You no longer age and become effectively immortal, saving accidental death.
Beast Form: You may transform into a small or medium-sized animal (and back again) once per day for up to one hour. You cannot speak in this form and retain your own mental attributes, but otherwise, use the animal’s statistics.
Companion Link (requires Animal Companion): You gain a telepathic link with your animal companion with a range of 1 mile; this enables you to send it instructions and to see through its eyes.
Elemental Druid: You gain any two of the secrets of air, earth, fire, and water.
Greater Beast Form (requires Beast Form): You may now change into a large or tiny animal.
Nature’s Passage: You can move through woodland areas and thick undergrowth without any speed reduction, and leave no tracks or traces of your passing unless you choose to do so.
Nature Priest: You gain the secrets of beasts and plants.
Poison Immunity: You become immune to all poisons and poison damage.
Speak with Animals: You may freely speak with animals, although they do not gain special intelligence or knowledge.
Daniel Stewart
|
Ok, so we will go year by year to make it easier for you and me. So year one is your origin (or background) year. You grew up in the wilds of The Altwidus (old forest) north of the City-state. Your group travelled from place to place, not only looking for food and resources but also to throw off the City-state's recruiters and inquisitors. Following the "Old Gods", you and for tribe had turned away from the Hastian faith.
__________________________________________________________
Ok, so for your origin you receive the following:
Nomad (2d6 + 6 ⇒ (5, 4) + 6 = 15 years)
Travelling is your way of life, never staying still too long.
Prerequisites: none.
Attributes: INT +1, END +2, WIL +1
Skill Choices: [developmental], astronomy, navigation, running, tracking, survival
Wanderer: When travelling, you (and your party) automatically gain +1 to your travel score at the start of each day.
So you add the Attributes to your starting attributes and then choose 2 skills and the exploit.
___________________________________________________________
During your wanderings, it was discovered that you had the potential to become a priest of the "Old Faith". During the next 5 years, you were taught the ways of the wild by the group of Druids who had taken you in to teach you. Each had a special part to play in the cycle of your training. Gruff Thomas, the human taught you how to defend yourself and survive the harshness of the wilds; Young Aeloft the sylvan elf showed you the importance of the many plants and minerals found in the wilds, and finally, little Rose the smallfolk from the far-off island of Dara educated you on the helpfulness of the local fauna and how even the smallest of creatures can teach you something. After these 5 years of intensive study, you were off on your own to further your education in whatever direction it took you.
_____________________________________________________________
And it is here we start your second career, which is, again Druid. You do the same as you did before above, but use the DRUID Career for your choices. You choose 2 skills and 1 exploit for each "term" you take, up to the 5th term.
Hope this helps. I can go through each year with you RPing it with you as you decide what skills you want.
Daniel Stewart
|
It was a surprise to you that the old man had actually turned out to be a wizard! Years of 'service' to the city-state had left him a broken shell of a man, and until you showed up, he was ready to lie down and die. If you had not, all those years ago, let your curiosity get the better of you and attempt to sneak into the old man's hovel, you would never have seen him using magic to light his fire or create water. The look on his face will be with you forever; a cross between anger, fear and surprise! It is only now, after your basic training, do you realize how very lucky you were that he did not snuff out your life with a single spell.
The last 5 years have taught you much and brought the old man back to life. His passing on his knowledge seems to have given him purpose once again. Most of your learning has been studying the skills necessary to control the powers of magic. Divination, evocation, illusion, infusion and abjuration have been drilled into your head till you sleep, eat and, well other things, magical theory. In the last year, the old man (who, not surprisingly has never given you his name) began teaching you about the secrets of frost. You can now use your training to control this element, to some degree.
_________________________________________________________________
Ok, onto year 2 (career 3) for you! Looking good so far!!
| Spazmodeus |
Ok, Cool.
So Nomad (15 years ), then one term of Druid ( 5 years ), then another
1d6 ⇒ 1
Here's my stats so far...
STR 3
AGI 3 + 2
END 3 + 2 + 2 + 1 + 1
INT 3 + 1 + 1 + 1
LOG 3
WIL 3 + 1 + 1 + 1
CHA 3
LUC 3
REP 3
MAG +2 + 1 + 1
CHI
PSI
Origin : Nomad
Skills : (from Sylvan Elf) nature , bows, [magical]
(from Nomad) tracking and survival
( from Druid ) staves, [magical]
(from Druid ) [crafting], herbalism
Exploits : (from Nomad) Wanderer +1 to travel score at the start of each day
(from Druid ) Elemental Druid Secrets of Air and Earth
(from Druid ) Nature Priest secret of Beasts and secret of plants
I have two magical skills and one crafting skill I have to figure out.
No idea what secrets of air and earth, beasts and plants mean :)
At this point , I think the pressure from Hastian Inquisitors grew greater forcing my elf to separate from most of his/her friends and venture toward the eastern coast with Gruff Thomas, who continued his/her education in the survival of the wilds, in the Career : Ranger.
Sound ok?
Daniel Stewart
|
Sounds great so far!! The secrets are part of the formula needed to use magic. The second part is the skills. Skills represent the sort of 'book' learning of magic...understanding how you can manipulate the secrets into the shapes and forms of magic spells. The skills are Abjuration, Affliction, Compulsion, Creation, Displacement, Divination, Enchantment, Evocation, Healing/Mending, Hexes, Illusion, Infusion, Movement, Summoning and Transformation.
___________________________________________________________
Career Three
The last year living on your own in the forest has taught many things. You look forward to going back to the others and showing them how much you have grown in the knowledge of the wilds, but stop short when you see smoke on the horizon. Fearing the worst, you rush to the small enclave that had been the meeting place for the followers of the Old Faith, only to arrive to see ruin and death. It is clear the Inquisition found the compound, as their symbols and the stink of their incense permeate the area. You see those very same teachers you wished to impress lying dead on the ground, their bodies hacked and desecrated. You are almost overcome with emotion when you hear a noise. Both fearing and hoping it is the Inquisition, you prepare to meet your doom, but are surprised to see it is only a forest fox nosing around the clearing...but it seems to be doing more than just wandering aimlessly. It seems to be trying to catch your attention by acting in an odd way that only someone who had studied the ways of the forest fauna would understand. You follow close behind the fox as it takes you out of the compound and into a small sheltered dell. There you find one of your teachers still alive but badly wounded. Thomas, the gruff but kindly keeper of survival knowledge had crawled here after being stabbed. The tough old bird was able to bind the wound and use a variety of herbs to make a poultice that has kept him alive this long. Now that you are here, he sighs with relief and slips off into a deep healing slumber.
Over the next few months, Thomas tells you of the attack and his desire to strike back at the Hestian Church.
________________________________________________________
Ok, go ahead and start your next career! You will have one more after this one then you will be ready to play!!
| Spazmodeus |
Nice! I love your narratives !
So setting off with Thomas, our intrepid sylvan elf spends the next 1d6 ⇒ 6 years causing a world of hurt to the Hastian faithful, especially any Inquisitorial member that should dare come their way.
So, 6 years as a Ranger.
I think after this long, the powers that be begin to pour more men and resources to stop this annoying presence in the north, slowly pushing our elf, Thomas and their merry band east wards toward the coast. Attrition consumes most of the band, until only our elf, Thomas and a couple of stalwarts remain. Thomas having grown older and more weary as the years have progressed, declares his intend to make a stand, allow our elf to make for the coast, and perhaps gain passage on one of the whalers/sealer or fisher ships that ply those seas. The others of the band, some go their own way , some stay with Thomas. Our elf is torn , but ultimately takes this last gift from his/her mentor and travels to the coast.
There he/she finds a small fishing town, gains passage south.
Here their next career begins....that of a Sailor!
Daniel Stewart
|
Your heart is beating so hard that you fear the Inquisitors might hear you as you prepare to ambush yet another group of churchmen attempting to capture you and your band of outlaws. It has been a long 6 years since you discovered your Druidic enclave destroyed and one of your mentors, Thomas, near death. HIs healing took time, but the stronger he got, the greater his hatred for the Hestian church and in particular, their inquisitors.
You took to the ancient forest and began hunting those who did not belong. The common folk you left alone, but any 'recruiters' or troops from the city-states to the south were harried and if they fought back, destroyed. It started small with the beating of several 'press-gangs' operating in the scattered villages on the forest's eves, but soon troops were dispatched to ferret out your group. Once the troops began to run into your 'nature' magic, the church dispatched the inquisition. It was only by sheer numbers that they have pushed you and your group easterly to the frigid coast and now, in desperation, you, Thomas and a select few have stayed behind to slow the relentless pursuit of the church and city-state soldiers. Once this final ambush is done, you will all retreat back to a waiting sealer's boat waiting for you on the barren shore of the Zyndyr Zee.
______________________________________________________________
Ranger (1d6 years)
Woodsman and hunter, you are a master of the outdoors. The ranger is the quintessential outdoorsman.
Prerequisites: WIL 3+
Attributes: AGI +1, INT +1, END +1, WIL +1
Skill Choices: [outdoor], bows, climbing, herbalism, local knowledge, navigation, running, stealth, swimming, swords, tracking
Beast Whisperer: You can speak to animals. This does not grant them special knowledge or intelligence, so the information you can gain is limited by their own capabilities. Neither does it guarantee friendship or cooperation.
Beastmaster (requires Companion): You gain a second animal companion. You can repeat this exploit, gaining a new companion each time you take it.
Companion: You gain an animal companion, much like the Druid’s. This companion will accompany and defend you. If your companion dies, you attract a new companion in one month. However, if you abuse your companion (for example by sending it ahead to set off traps), it will leave you and you will never be able to replace the companion.
Nature’s Camouflage: You can camouflage yourself to become effectively invisible at a distance of 30' or greater while in an outdoor, non-urban environment. You may only move at half Speed while camouflaged, and any attack ends the effect for anybody within sight.
Nature’s Secrets: You learn the secret of plants and the secret of beasts.
Traveller: You are skilled at wilderness travel, at home under the open sky. While travelling through Wilderness, you automatically gain your group +1 Fortune per day.
Wilderness Stride: You are not affected by difficult terrain caused by plants or undergrowth.
| Spazmodeus |
Ok , after the stint as a Ranger, the stats look like:
STR 3
AGI 3 + 2 + 1
END 3 + 2 + 2 + 1 + 1 + 1
INT 3 + 1 + 1 + 1 + 1
LOG 3
WIL 3 + 1 + 1 + 1 + 1
CHA 3
LUC 3
REP 3
MAG +2 + 1 + 1
CHI
PSI
Origin : Nomad
Skills : (from Sylvan Elf) nature , bows, [magical]
(from Nomad) tracking and survival
( from Druid ) staves, [magical]
(from Druid ) [crafting], herbalism
(from Ranger) swords, stealth
Exploits : (from Nomad) Wanderer +1 to travel score at the start of each day
(from Druid ) Elemental Druid Secrets of Air and Earth
(from Druid ) Nature Priest secret of Beasts and secret of plants
(from Ranger ) Natures Camouflage
So, still burning with hatred for the Hastian plague, our woodsy elf and friends watch their home fade into the distance , replaced with the salty spray of the sea!
4th Career: Sailor! 1d6 ⇒ 6 years!
Daniel Stewart
|
Another year slips past as the old man and you delve deeper into the mysteries of magic. This time you hone your skills on Abjuration while discovering the mystery of Beasts. You spend some of your free time getting reacquainted with your old haunts and generally reminding yourself that there is a world outside the small shack you and the Old Man reside.
_______________________________________________________________
Ok, if you have made all your career adjustments, we are ready for your next career. You will have 1 more after this one. And feel free to take some direction in your character's background...add whatever you think will be a good addition to the story.
Daniel Stewart
|
Your narrow escape from the clutches of the church sent you off on a 6-year odyssey, travelling the many small coastal villages both north and south of The Barrier Peaks (Holoth-Ram). In that time you travelled on a number of different vessels, from Barq's and Kogs out of Rinthungi ports, to the great dhows of Ankhu and the schooners of the Darini.
______________________________________________________
Ok, last career. So in summery, you started out as a nomad, then took 2 careers as a druid, 1 as a ranger and the last as a sailor. That works out to 5. You can now gather all this information and make your alias.