
Aubster |
1 person marked this as a favorite. |

OOPS! Please read
I completely misunderstood how species talents work. You get all the species specific talents not a species specific talent. If they had used the word ‘and’ in the rules it’ve been clearer to me.
So humans get Doomed, and Savvy or Suave, and 3 Random Talents
Dwarfs get Magic Resistance, and Night Vision, and Read/Write or Relentless, and Resolute or Strong-minded, and Sturdy
Halflings get Acute Sense (Taste), and Night Vision, and Resistance (Chaos), and Small, and 2 Random Talents
Sorry about that!
You still only get to pick 1 career talent to start with.

Aubster |

25xp buys +5 to a stat, right? Or am I thinking 2e? And with 75xp that would get me +5 WS, +5 Str, +5 T.
And thanks for the heads up on skills. I’ll add 5 to each of the miner skills. Gets me that much closer to going from prospector to miner
I think you’re muddling it with 2e...
The cost in XP of a Characteristic Advance is shown in the Characteristic and Skill Improvement XP Costs table (page 47) and depends on the number of Characteristic or Skill Advances you have already taken in that Characteristic or Skill
Each Characteristic Advance adds +1 to the associated Characteristic. So, if you had purchased 4 Agility Advances, and your Initial Agility was 27, your Current Agility would be 31. The Advances would cost 25 XP per +1 Advance, as at each point the number of Advances previously taken would be in the 0–5 range.
Each Skill Advance adds +1 to your Skill level. Therefore, if you had purchased 9 Advances in Stealth and your Agility was 31, your Stealth would be 40. The first 5 Advances would cost 10 XP each, and the 4 remaining Advances would cost 15 XP each. So to Advance a Skill 9 costs 110 XP points (10 XP for each point of advance for the first 5 advances and then 15 XP for each point of advance for advances 6, 7, 8 and 9).
Note: While Weapon Skill and Ballistic Skill have the word ‘Skill’ in them, this is only a historical artefact — they are characteristics and are Advanced as such.

Anthorg |

Ok, I'm advancing slowly, but with patience, we'll get there.
Rolling 2 random halfling talents:
Talent 1: 1d100 ⇒ 54 - Orientation
Talent 2: 1d100 ⇒ 7 - Animal Affinity
Can I stack maximums from halfling and physician? Like starting with 15 advances in Sleight of Hand (which is a skill for both)
I'm starting to get the feel like this guy will be party-face type, BTW.

Aubster |

Ok, I'm advancing slowly, but with patience, we'll get there.
Rolling 2 random halfling talents:
[dice=Talent 1]1d100 - Orientation
[dice=Talent 2]1d100 - Animal AffinityCan I stack maximums from halfling and physician? Like starting with 15 advances in Sleight of Hand (which is a skill for both)
No worries
Yes you can stack max from racial and career so you can definitely get 15 Advances in Sleight of Hand.
Animal Affinity
Max: Willpower Bonus
Tests: Charm Animal
Wild animals feel comfortable in your presence, and often follow
your lead. All creatures with the Bestial Trait not trained to be
belligerent will automatically be calm in your presence unless they
have a reason not to be, such as pain, an attack, being naturally
hyper-aggressive, or having nearby young.
Orientation
Max: Initiative Bonus
Tests: Navigation
You have an instinctual feel for direction. You automatically
know which direction is north with a glimpse at the stars, trees,
or whatever other signs you are familiar with.

Darkest Doomed |

There are different types of Stealth. I don't have my books with me, but the varieties are something like Urban or Forest. So you don't buy advances in Stealth as a whole. You buy advances in Stealth (Urban), or something close to that.
Sail is the same way for Landolf, though I never got around to choosing a type of boat for him to focus on, apparently.

Aubster |

Thanks. I need to know the varieties in order to choose though XD.
Stealth (Ag) basic, grouped
Allows you to creep quietly and conceal yourself in shadows morereadily than most. Stealth is generally Opposed by an opponent’s
Perception Skill, and Tests will be modified by how dark or well
concealed your route is, as well as how circumspectly you are
dressed. An Impressive or Astounding Failure on a Stealth Test
will likely draw the immediate attention of the enemies you were
trying to avoid in the first place.
Stealth has many potential applications in combat, most usefully
to hide oneself in preparation for an Ambush, or to creep around
an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…
Specialisations: Rural, Underground, Urban

Aubster |

Sorry, I overlooked your question about intuition earlier
Intuition (I) basic
The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM.This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).
In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

Aubster |

Ok, money
4d10 brass pennies
Don’t forget to pick one of the 10 Empire gods to be a priest of. Any of the 10 are acceptable but Ranald may be a bit problematic. If your heart’s set on The God of Trickery then by all means go for it but it’s going to be more complicated to deal with than the other Gods.

![]() |

Yup...I have settled on Wise Verena, the Goddess of Learning and Justice. I am just trying to finish my avatar, but the system is not letting me choose an image. Also how do you want me to send you the character sheet? PM? email? just let me know and I will send it off...if is a fillable pdf and auto-calculates as well!!!

Aubster |

Yup...I have settled on Wise Verena, the Goddess of Learning and Justice. I am just trying to finish my avatar, but the system is not letting me choose an image. Also how do you want me to send you the character sheet? PM? email? just let me know and I will send it off...if is a fillable pdf and auto-calculates as well!!!
PM is good

Black Dow |

Still room for one more? Some Old World grimdarkishness definitely piques my interest :)
Race: 1d100 ⇒ 52 [Human +20XP]
Class & Career: 1d100 ⇒ 66 [Riverwoman +50XP]
Weapon Skill: 2d10 + 20 ⇒ (6, 2) + 20 = 28
Ballistics Skill: 2d10 + 20 ⇒ (9, 5) + 20 = 34
Strength: 2d10 + 20 ⇒ (7, 4) + 20 = 31
Toughness: 2d10 + 20 ⇒ (1, 4) + 20 = 25
Initiative: 2d10 + 20 ⇒ (6, 7) + 20 = 33
Agility: 2d10 + 20 ⇒ (8, 4) + 20 = 32
Dexterity: 2d10 + 20 ⇒ (8, 4) + 20 = 32
Intelligence: 2d10 + 20 ⇒ (9, 4) + 20 = 33
Willpower: 2d10 + 20 ⇒ (1, 5) + 20 = 26
Fellowship: 2d10 + 20 ⇒ (3, 2) + 20 = 25 [+50XP]
Working name for my rough & ready river lass would be "Siltmouth" Sietske...

Aubster |

Still room for one more? Some Old World grimdarkishness definitely piques my interest :)
[dice=Race]1d100 [Human +20XP]
[dice=Class & Career]1d100 [Riverwoman +50XP]
[dice=Weapon Skill]2d10+20
[dice=Ballistics Skill]2d10+20
[dice=Strength]2d10+20
[dice=Toughness]2d10+20
[dice=Initiative]2d10+20
[dice=Agility]2d10+20
[dice=Dexterity]2d10+20
[dice=Intelligence]2d10+20
[dice=Willpower]2d10+20
[dice=Fellowship]2d10+20 [+50XP]Working name for my rough & ready river lass would be "Siltmouth" Sietske...
We have room for exactly 1 more so welcome aboard. I’d request that you reroll your career choice though since we already have a Seaman career which is pretty similar to Riverwoman (unless you really want to be a Riverwoman which is fine then).

Aubster |

No worries;
1d100 [BEGGAR +50XP]
I'll get something cooked up for her overnight.

Anthorg |

Halfling Physician
Characteristics:
Weapon skill: (1,3) + 10 = 14
Ballistic skill: (3,2) + 30 = 35
Strength: (2,1) + 10 = 13
Toughness: (8,3) + 20 = 31
Initiative: (7,2) + 20 = 29
Agility: (3,6) + 20 = 29
Dexterity: (4,10) + 30 = 44
Intelligence: (9,10) + 20 = 39
Willpower: (10,10) + 30 = 50
Fellowship: (1,9) + 30 = 40
Race advancements
5 pts:
Intuition, Sleight of Hand, Stealth (Urban)
3 pts:
Lore (Reikland), Perception, Stealth (Underground)
Career advancements
Bribery +5, Cool +5, Drive +5, Heal +10, Perception +5, Sleight of Hand +10
Career talent: Field Dressing (which I don't know what does, but I'll follow your recommendation)
Trappings:
sheets of Parchment: 1d10 ⇒ 4
Don't know what my Status tier and level are, so don't know how to roll money
Appearence rolls (because rolls are fun):
Eye color: 2d10 ⇒ (5, 8) = 13 - Hazel
Hair color: 2d10 ⇒ (1, 7) = 8 - Chestnut
(apparently I look nuts - HA)
Age color: 5d10 + 15 ⇒ (3, 5, 7, 4, 3) + 15 = 37 years old
Height color: 1d10 ⇒ 2 - 2''+3'1'' (which is 99 cm if you don't understand the imperial system either)
Final XP count: 20+50+25 = 100
Before I spend them, I'd like to know the conditions to complete the physician career

Aubster |

Halfling Physician
Characteristics:
Weapon skill: (1,3) + 10 = 14
Ballistic skill: (3,2) + 30 = 35
Strength: (2,1) + 10 = 13
Toughness: (8,3) + 20 = 31
Initiative: (7,2) + 20 = 29
Agility: (3,6) + 20 = 29
Dexterity: (4,10) + 30 = 44
Intelligence: (9,10) + 20 = 39
Willpower: (10,10) + 30 = 50
Fellowship: (1,9) + 30 = 40Race advancements
5 pts:
Intuition, Sleight of Hand, Stealth (Urban)
3 pts:
Lore (Reikland), Perception, Stealth (Underground)Career advancements
Bribery +5, Cool +5, Drive +5, Heal +10, Perception +5, Sleight of Hand +10Career talent: Field Dressing (which I don't know what does, but I'll follow your recommendation)
Trappings:
[dice=sheets of Parchment]1d10
Don't know what my Status tier and level are, so don't know how to roll moneyAppearence rolls (because rolls are fun):
[dice=Eye color]2d10 - Hazel
[dice=Hair color]2d10 - Chestnut
(apparently I look nuts - HA)
[dice=Age color]5d10+15 years old
[dice=Height color]1d10 - 2''+3'1'' (which is 99 cm if you don't understand the imperial system either)Final XP count: 20+50+25 = 100
Before I spend them, I'd like to know the conditions to complete the physician career
h Physician’s Apprentice — Brass 4
Skills: Bribery, Cool, Drive, Endurance, Gossip, Heal, Perception, Sleight of HandTalents: Bookish, Field Dressing, Read/Write, Strike to Stun
Trappings: Bandages, Healing Draught
To move past Physician’s Apprentice you need to have 5 advances in all 8 of the skills above and also in the 3 Characteristics associated with Physician’s Apprentice which are Dexterity, Intelligence and Willpower.
Field Dressing
Max: Intelligence Bonus
Tests: Heal during combat Rounds
You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy.

Black Dow |

Random Talent: 1d100 ⇒ 42 Mimic
Random Talent: 1d100 ⇒ 6 Ambidextrous
Random Talent: 1d100 ⇒ 65 Read/Write
... Mmm. Some interesting talents - think there's a story or two in her background...
As an aside its taking me longer than planned to get her profile completed. Bear with :) I'll give you the heads up when I'm good to go.

Aubster |

[dice=Random Talent]1d100 Mimic
[dice=Random Talent]1d100 Ambidextrous
[dice=Random Talent]1d100 Read/Write... Mmm. Some interesting talents - think there's a story or two in her background...
As an aside its taking me longer than planned to get her profile completed. Bear with :) I'll give you the heads up when I'm good to go.
No worries, join in when you can. We're just starting the first combat of the game but nothing has actually happened yet.

Black Dow |

@Aubster/Decimus: Just been royally hit with the work hammer this morning and one of my support team going off long term sick. New status quo is likely to be norm for a couple of weeks :(
Realistically getting my PC done might be a stretch too far, so with that in mind I'm happy to have Decimus step into my stead.
Cheers
BD

Aubster |
1 person marked this as a favorite. |

@Aubster/Decimus: Just been royally hit with the work hammer this morning and one of my support team going off long term sick. New status quo is likely to be norm for a couple of weeks :(
Realistically getting my PC done might be a stretch too far, so with that in mind I'm happy to have Decimus step into my stead.
Cheers
BD
No worries Black Dow...hoping your work goes well.

Aubster |

Cheers for the heads up!
I'll be in a tabletop game tonight but will try to have a PC together asap.
A martial type wanted?
So far we have:
Dwarf MinerHuman Priest
Human Seaman
Human Adviser
Halfling Physician
So we are lacking a martial character type but if you don't want to play that type of character, have something specific in mind or want to let the dice decide that's fine. Any character type at all is fine. My only request would be to not play an Elf. That wouldn't really fit in with either the group (with our Dwarf) or the setting (Ubersreick doesn't see Elfs very often)

Anthorg |

Ok, sorry for the delay.
With 100 XP I advance Endurance and Gossip 5 pts each. If I read it right, all I need to advance past phaysician apprentice now is the characteristic advancements, right?
So, rolling money:
Brass 4: 8d10 ⇒ (3, 7, 10, 7, 4, 9, 10, 4) = 54 brass pennies
Now I need to read a little about the setting and where we're starting so I can give the character some shape. Also, what can (and should) I buy with these 54 brass pennies?
Also, do you have a sheet template we can use for an alias in the forums?

Aubster |

I don't have a sheet template. I can send you a link to free character sheet that works well but I don't know how to get that to work on this site. Sorry. Maybe the other players could help.
You do just need to advance the relevant characteristics to move past apprentice. Once you move past a level though you can no longer buy the talents for that level that you don't have yet.
I'll post some additional background information about Ubersreick in the discussion tab later tonight.
I'd recommend holding off buying anything for right now. Circumstances are about to change for the characters once the riot is over.

Black Dow |

Black Dow wrote:No worries Black Dow...hoping your work goes well.@Aubster/Decimus: Just been royally hit with the work hammer this morning and one of my support team going off long term sick. New status quo is likely to be norm for a couple of weeks :(
Realistically getting my PC done might be a stretch too far, so with that in mind I'm happy to have Decimus step into my stead.
Cheers
BD
Cheers Aubster - alas seems right game @ wrong time. I'll keep an eye out should you have any drop outs during the course of your adventures.
Thanks again

Decimus Observet |

Most rolls done apart from money. I'll need to check the Warden section later, do questionnaire, and background, should be done by tonight. Please let me know if there's anything to revise.
Species: 1d100 ⇒ 37 Human +20xp
Class: 1d100 ⇒ 7 Warden +50xp
Weapon Skill: 2d10 + 20 ⇒ (7, 8) + 20 = 35
Ballistic Skill: 2d10 + 20 ⇒ (5, 4) + 20 = 29
Strength: 2d10 + 20 ⇒ (1, 6) + 20 = 27
Toughness: 2d10 + 20 ⇒ (6, 10) + 20 = 36
Initiative: 2d10 + 20 ⇒ (9, 2) + 20 = 31
Agility: 2d10 + 20 ⇒ (10, 6) + 20 = 36
Dexterity: 2d10 + 20 ⇒ (6, 3) + 20 = 29
Intelligence: 2d10 + 20 ⇒ (5, 3) + 20 = 28
Willpower: 2d10 + 20 ⇒ (3, 4) + 20 = 27 5' 11"
Fellowship: 2d10 + 20 ⇒ (7, 7) + 20 = 34
+50xp
Advanced attributes?
Wounds: 10
Fate: 2
Resilience: 1
Extra points: 3 - Where do these go?
Movement: 4
Animal Care
Charm - 5 advances
Leadership - 3 advances
Cool - 5 advances
Evaluate - 3 advances
Gossip
Haggle
Language (Bretonnian)
Language (Wastelander)
Lore (Reikland) - 3 advances
Melee (Basic) - 5 advances
Ranged (Bow)
Doomed
Savvy
3 Random Talents
First talent: 1d100 ⇒ 58 Night Vision
Second talent: 1d100 ⇒ 66 Perfect Pitch
Third talent: 1d100 ⇒ 47 Resistance (any one)
Warden career skills and talents?
Courtier trappings: Courtly Garb, Dagger, Pouch containing Tweezers, Ear Pick, and a Comb
Class trappings?
Money?
Status?
Eye Colour: 2d10 ⇒ (9, 7) = 16 Brown
Hair Colour: 2d10 ⇒ (2, 10) = 12 Dark Brown
Age: 1d10 + 15 ⇒ (6) + 15 = 21 21
Height: 2d10 ⇒ (10, 4) = 14 5' 11"

Aubster |

Is there still an opportunity to join?

Aubster |
1 person marked this as a favorite. |

Most rolls done apart from money. I'll need to check the Warden section later, do questionnaire, and background, should be done by tonight. Please let me know if there's anything to revise.
Advanced attributes?
Extra points: 3 - Where do these go?
Doomed
Savvy3 Random Talents
[Dice=First talent]1d100 Night Vision
[Dice=Second talent]1d100 Perfect Pitch
[Dice=Third talent]1d100 Resistance (any one)
Warden career skills and talents?
Courtier trappings: Courtly Garb, Dagger, Pouch containing Tweezers, Ear Pick, and a Comb
Class trappings?
Money?
Status?
Very interesting career. I'd never read the Warden description before because I assumed it was basically a prison warden. It's not, it is someone who oversees and protects another's territory.
Warden skills - 40 points into these 8, with no more than 10 in any one.
Skills: Athletics, Charm Animal, Consume Alcohol, Cool,
Endurance, Intuition, Lore (Local), Perception
Talents: Menacing, Night Vision, Sharp, Strike to Stun (Pick 1)
Menacing
Max: Strength Bonus
Tests: Intimidate
You have an imposing presence. When using the Intimidate
Skill, gain a SL bonus equal to your levels of Menacing.
Night Vision
Max: Initiative Bonus
Tests: Perception tests in low-light conditions
You can see very well in natural darkness. Assuming you have
at least a faint source of light (such as starlight, moonlight, or
bioluminescence) you can see clearly for 20 yards per level of
Night Vision. Further, you can extend the effective illumination
distance of any light sources by 20 yards per level of Night Vision.
Sharp
Max: 1
You gain a permanent +5 bonus to your starting Initiative
Characteristic (this does not count towards your Advances).
Strike to Stun
Max: Weapon Skill Bonus
Tests: Melee Tests when Striking to Stun
You know where to hit an opponent to bring him down fast. You
ignore the ‘Called Shot’ penalty to strike the Head Hit Location
when using a melee weapon with the Pummel Quality (see page
298). Further, you count all improvised weapons as having the
Pummel Quality.
Trappings: Keys, Lantern, Lamp Oil, Livery
Money 1d10 silver shillings
Status - Custodian Silver 1

DM Lil" Eschie |

Got the PDF..
Race: 1d100 ⇒ 50 I am Human, after all (20 Xp)
Class&Career: 1d100 ⇒ 99 Soldier (50 Xp)
WS: 2d10 + 20 ⇒ (9, 8) + 20 = 37
BS: 2d10 + 20 ⇒ (2, 10) + 20 = 32
STR: 2d10 + 20 ⇒ (10, 5) + 20 = 35
TOU: 2d10 + 20 ⇒ (10, 5) + 20 = 35
Ini: 2d10 + 20 ⇒ (6, 8) + 20 = 34
Agi: 2d10 + 20 ⇒ (5, 6) + 20 = 31
Dex: 2d10 + 20 ⇒ (10, 3) + 20 = 33
Int: 2d10 + 20 ⇒ (3, 8) + 20 = 31
Will: 2d10 + 20 ⇒ (9, 2) + 20 = 31
Fell: 2d10 + 20 ⇒ (7, 8) + 20 = 35
Don't put the blame on me. Leaving these good rolls right where they are.(50 xp)
Wounds: to calculate
Skills (maybe a few changes later, i got an idea)
5 points: Melee Basic, Ranged (Bow), Cool
3 points: Leadership, Langage Bretonnian, Gossip
Talents
Doomed
Savvy (or maybe Suave, I'll check. Suavely savvy?)
Random talents:
Talents: 1d100 ⇒ 82Sturdy
Talents: 1d100 ⇒ 24Flee!
Talents: 1d100 ⇒ 22Flee better! (I suppose I have to roll again)
Talents: 1d100 ⇒ 84Sturdy. Well. Sturdier? another roll, I guess!
Talents: 1d100 ⇒ 45Night vision
120 XP if I count well.(20 race+50 Class+50 Attributes)

Aubster |

Adelaida and Decimus, let me know when you're ready to join in the action. Feel free to go ahead and post in the Gameplay section when you're ready. Start off by describing how you found yourself in the middle of a riot in the Marketplatz. Then roll for initiative (we are using initiative is determined by rolling 1D10 and adding that to your base Initiative characteristic.

Adelaida Lehner |

25xp buys +5 to a stat, right? Or am I thinking 2e? And with 75xp that would get me +5 WS, +5 Str, +5 T.
Reading the rules I understand 25 xp per point of characteristic (page 47 of the basic book):
"The cost in XP of a Characteristic Advance is shown in the Characteristic and Skill Improvement XP Costs table, and depends on the number of Characteristic Advances you have already taken in that Characteristic.
Each Characteristic Advance adds +1 to the associated Characteristic. So, if you had purchased 4 Agility Advances, and your Initial Agility was 27, your Current Agility would be 31. The Advances would cost 25 XP per +1 Advance, as at each point the number of Advances previously taken would be in the 0-5 range"
(and 10 xp per point of skill)
What does the Gm understand?
Question about my talents: I rolled Sturdy, Flee!, Flee again (so I supposed to re-roll) and then Sturdy again. Should I re roll the second Sturdy too, or do I start with Sturdy with 1 advance? (Sturdy level 2?)

Aubster |

If you want to advance a characteristic, it costs 25 XP per point for the first 5 and then 30 XP per point for the next 5.
If you wanted to advance a characteristic 8 points it would cost (5 x 25 XP) + (3 x 30 XP) which is 215 XP.
As an FYI, if you wanted to advance a skill 8 points it would cost (5 x 10 XP) + (3 x 15 XP) or 95 points.
Even with the higher cost, it may make sense to advance the characteristic because each advance carries down to the associated skill. And to complete a career you must have made 5 advances for each characteristic that can be advanced at that level.
For a Soldier Class to go from Recruit Level to Soldier Level you need 5 advances in Weapon Skill, Toughness and Willpower.
The rules say if you roll the same random talent again, you may re-roll so it depends on if you want to be able to carry A LOT or want a a different talent.

Decimus Observet |

Cheers, folks. Here's the new stuff. I'll arrange this lot into a sheet asap.
As a human, gets Doomed, and Savvy, and the 3 Random Talents rolled above.
3 extra points into resilence (new total 4)
+5 each to Athletics, Charm Animal, Consume Alcohol, Cool, Endurance, Intuition, Lore (Local), Perception
Strike to Stun
Trappings: Keys, Lantern, Lamp Oil, Livery
Status - Custodian Silver 1
Silver shillings: 1d10 ⇒ 10

Decimus Observet |

I believe that Talther Augenlos is about ready!
@Aubster: Thank you for your patience.
I'd like to pin down Talther's (former) employers, as in which noble house he served in. If there's one that would especially serve the plot, I'm all ears. If not, I'll make up a random minor house. I'll get posting asap.

Aubster |

I believe that Talther Augenlos is about ready!
** spoiler omitted **
Excellent!
Go ahead and roll for initiative in the gameplay thread. I do initiative as your initiative + d10.
Also, post in the gameplay thread how Talther found himself in the Marketplatz riot.