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DigitalRaven
Oct 9, 2012




That glorious Tree of Life/Tarot character creation system is something I'm stealing for the next edition of Æternal Legends. Hell, the splats are already from the Tree of Life and the clades are tarot suits through a blurred lens, so why not go the whole hog?

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NO LISTEN TO ME
Jan 3, 2009

「プリスティンビート」
「Pristine Beat」

Alumnus Post posted:

This is a good bird. I'd play this bird. Birds.

El Spamo posted:

Sign me up for Bird.

Submit, consume, obey :unsmigghh:

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry
Time for more Space Opera!



Determine Character Career Experience
Space Opera has Classes, Races and Careers. So far the character is a Scientist:Researcher Avian, but who does he work for?

We may have a few choices...

"Space Opera' posted:

StarForce -- The StarForces are the elite units of the StarFleet, Space Marines, and Special Services Commandos who guard the spacelanes from enemy attack, and who carry death and destruction to the enemy's home planets.

BOSS -- (BUREAU OF STATE SECURITY) BOSS is a paramilitary organisation which combines the duties of such services as MI5, the FBI, the KGB, and similar security institutions.

BRINT -- (BUREAU OF INTELLIGENCE) BRINT is the intelligence-gathering agency of the StarForce. Ranks and pay are as for Executive Officers in the StarForce, regardless of specialisation, but only Astronauts can actually command BRINT Starships. BRINT operatives can expect to operate in enemy territory as 'spies' and saboteurs, and may be required to organise and train resistance groups on planets Occupied by the enemy. BRINT agents also keep a close watch on the Bureau of State Security, whose agents are not part of the Military Establishment and evidence over-zealous Police State mentalities which the military authorities resent and deeply suspect—especially in democratic societies. In totalitarian regimes, BRINT is the implacable foe of BOSS and delights in confounding the incursions of BOSS into military affairs.

IPA -- (INTERSTELLAR POLICE AGENCY) The IPA is a paramilitary organisation very similar to the StarForce and BRINT, except that it is charged with maintaining law and order in the volume of space controlled by the StarCulture and concerns itself with criminal activities of an interplanetary and interstellar nature. The IPA maintains naval quality vessels up to Fleet Cruiser displacement and armament in order to combat piracy and to patrol the spacelanes.
Interstellar Survey -- The Department of Interstellar Survey is charged with the exploration of deep space, to discover and chart new planets suitable for colonisation, resource exploitation, etc. Survey personnel are identical to StarForce personnel, insofar as pre-requisites are concerned, with Armsmen the equivalent of StarForce Commandos. The Survey Service operates naval class vessels up to BattleCruiser displacement, as deep space beyond the frontiers tends to produce hostile aliens. The ships are heavily modified for scientific research, however.

Independent Explorer -- The need for new Colony and resource planets is never satisfied, and while the Survey Service does extensive work in the discovery of new planets for settlement and industrial development, independent exploration companies have also entered the field. Freedom-loving adventurers of all classes have taken on this hazardous profession for pure profit. According to Interstellar Law, the discoverer of a planet uninhabited by sentient races becomes a First Claimant to all land and resources on the planet. If the discoverer undertakes the development of the planet, a very costly enterprise until returns are won from that development, he literally owns the planet. In most cases, the Only organisations capable of such development are governments and the great interstellar corporations. However, a discoverer can also sell his interest in his First Claim, the value of the Claim being dependent on the potential of the planet for colonisation or resource development and the difficulties that may be encountered in undertaking such development.

Contact Service and Diplomatic Corps. -- The Contact Service is a highly professional branch of the Diplomatic Corps. All First Contact personnel are Scientists with a strong background in the Social Sciences. Diplomatic Corps personnel are really identical to Contact Service personnel with regard to the qualifications required of PCs. The Diplomatic Corps is merely the political arm of the same department of government--Foreign Affairs.

Merchant Marine -- The Merchant Service is organised on a tight Guild structure. Normally, employment is maintained in one of the Guilds, but a general SpaceHand position may be obtained by any personnel unable to obtain employment in their Guild position.
Most large vessels are owned by large corporations as both the cost of the vessels and the cost of operations are far too high for many private citizens to manage. However. PCs may own ships of corvette and light merchantman displacement.

Planetary Police Force -- The Planetary Police forces are paramilitary law enforcement agencies charged with maintaining law and order on a particular planet or within a local planetary jurisdiction. Planetary police usually have no authority outside their jurisdiction and must depend upon the Interstellar Police Agency to pursue criminals escaping beyond planetary boundaries or to conduct investigations that are interplanetary or interstellar in nature. However, some highly developed
planets may have a number of StarFighters available for high-speed pursuit and for patrol work in the moons, asteroids, and outer planets of the system.which tend to be included in the jurisdiction of a major planet. Thus, while Astronauts are not normally employed by the Police, some systems may have a limited number of positions available.

Mercenary Company -- The Mercenaries are fighting men who have, for the most part, been released from the regular forces. Mercenaries hire Out their services to the large interstellar corporations, to frontier planets that lack sufficient population to maintain a regular planetary defence force and need professional 'stiffening' for their Citizen militias, and to independent merchants requiring a heavy guard for voyages into pirate and enemy infested space.

A BOSS bird bard? Works for me. Space James Bond with feathers and a guitar. The pre-requisites for a BOSS Scientist are Intelligence/11+, Intuition/ 12+, and Strength/10+ and Constitution/10+. As the current stats are Physique (11)9, Strength 12, Constitution 15, Agility 13, Dexterity 13, Empathy 18, Intelligence 18, Psionics 1, Intuition 16, Bravery 9, Leadership 15, GTA 13, MechA 11, ElecA 9 our James Bird easily qualifies. You roll a d20 and consult a table to see how many years you serve I roll a 12 and serve 9 two year tours as a BOSS agent If I wanted to re-enlist, I would need to roll a d20 and try to get (in a BOSS Scientist's case) a 13+. I would get +1 to this roll for each of the following stats...Intel/14+, Intuit/15+, Dex/13+, GTA/14+, Ldr/15+, Brav/13+ so in James Bird's case he would have a +4 and only need to roll a 9+. I think 18 years of honourable service is enough though.

"Space Opera' posted:

All BOSS promotions are based on obtaining 9+ on the roll of 2d6, made every two years at the end of a tour of duty. Ranks below grade/ 3 require a maximum Empathy of 13 to qualify. Ranks above grade/3 require -1 Empathy per rank grade above grade/3, and also minimum Leadership/12. PCs with Empathy/ 1-6 obtain +1 DM on promotion rolls. PCs with Leadership/16+ obtain +1 DM on promotion rolls.

You start at the lowest rank of course which is Rank Grade 0 -- Agent/5 for BOSS. Sadly, as James Bird has a Empathy of 18, he will never get promoted. He's just not callous enough.

Next retirement benefits...

"Space Opera' posted:

BOSS: PCs do not 'retire' from BOSS. Liberal regimes allow personnel to lapse into 'inactive service', but may require them to perform missions at need. Totalitarian regimes permit no retirement at all because the PC knows too much. In the latter case, retirement is unthinkable. A PC in a totalitarian BOSS organisation is assumed to have literally made a 'run' for it and will be a hunted man. In any event, a BOSS agent obtains CR 1000 x 1d10 x rank grade attained in equipment, whether by the beneficence of BOSS or by outright theft in the case of a PC who has deserted. Such equipment may be restricted or top secret, The PC will also be able to choose any three concealable small arms of his choice.

Well that Rank Grade of '0' fucks up any equipment I'll get, so I guess it's 3 concealable weapons and that's all. :(

Skills finally...

"Space Opera' posted:

Research Scientist: PCs receive 1 SP (Skill Point) x sum of Dexterity, 3x Intelligence, 2x Intuition, and any one of GTA, MechA, or ElecA scores, This yields a range of 7-133 SP, with middle to high values likely. Half of this number of SPs must be spent on scientific skills appropriate to the PC's service career, along with an additional 2 SP x number of years of service before entry into the game. The remaining SPs can be spent to acquire any other desired skills.

Right. Dex 13 + (3 x Intel 18) + (2 x Intuit 16) + GTA 13 = 112 SP. Of these points 92 points must be spent on sciences.

We're going social science crazy here...

General Social Science/9 at 2 SP per level = 18
Comparative Cultures and Xenology/10 at 3 SP per = 30
Linguistics/7 at 5 per =35
Psychology/3 at 3 SP per = 9

Total is 92 SP.

I have 20 more to spend on anything...
First up
Combat Training/2 at (1)2 SP per = 4

"Space Opera' posted:

Combat Training is open to any PC, but civilians pay double theSP cost. Military and Police personnel pay the basic SP cost.Combat training is the difference between an Armed Force and an unruly mob. Personnel with such training have learned to mesh with the requirements of being a part of a disciplined combat team, submerging their individualism in the discipline of the Service and developing required combat skills until they are dependable reflexes.
For each level of Combat Training expertise, a PC acquires:
[list]
[1] Expertise/1 with a chosen group of weapons, These form the nucleus of his subsequent arms specialisations or, if he prefers, a basic knowledge of a variety of weapons in addition to those he develops to a high level of expertise.
[2] Ability to instruct others to his level of expertise with any weapon or combat tactic he has learned himself.
[3] A bonus of +1% per expertise level in all attacks and -1% per' expertise level from attacks directed against him. For example, a PC with CT/8 is attacking a PC with CT/4. The difference is 4, for the CT/8 character has a +4% advantage to hit. The CT/4 character, however, has a difference of 4 (he is 4 levels below expertise/8) and so suffers a -4% penalty when he is attacking the character with CT/8
James actually paid attention in the 'Maim thy neighbor' classes. For his weapons groups', he is picking Needlers and Special Weapons. Special Weapons is so he can use this...

"Space Opera' posted:

The Tech/7 'slug' gun is a uniquely Terran hold-out weapon.
Usually disguised as some 'innocent' personal item, such as a fully functional pocket lighter, wristwatch, pen, etc., it will bear the closest scrutiny, short of a detailed internal examination. The slug gun expels a droplet of highly compressed CX2 gas, which has the property of expanding rapidly in the direction in which it is initially ejected from the weapon. The wave front of expanding gas literally 'puts the slug' on the target, as an ancient Terran saying goes, effectively delivering a massive punch which can shatter bones and inflict massive internal injuries. The slug gun loses power very rapidly with range, and thus it is typically used by Terran Intelligence and Security agents or by Police undercover agents.
A few of the weapons have passed into civilian hands and might be obtained on Terran worlds from the Black Market. They may also be issued from time to time to government personnel for personal protection in situations in which the obvious armaments are either too conspicuous for freedom of action or are forbidden.
The slug gun is responsible for the 'tough' reputation of the Terrans in a brawl. The weapon is characteristically held in the fist (pocket lighter models being very useful for this) and is fired as the PC appears to throw a punch at his opponent. The effects of such a Terran 'love tap' are truly spectacular, as few victims remain on their feet, no mater how big they are, unless they are of 'big game' size.
:swoon:

I'll finish up with Streetwise/3 at 2 SP per = 6 and Perform (Guitar)/10 at 1 SP = 10.

Final James Bird -- Avian Musician and Anthropologist (+ spy...)
High G Planetary Type 9: Terran Planet with Extreme Axial Tilt at Inner Edge of Stellar Ecosphere

Physique (11)9, Strength 12, Constitution 15, Agility 13, Dexterity 13, Empathy 18, Intelligence 18, Psionics 1, Intuition 16, Bravery 9, Leadership 15, GTA 13, MechA 11, ElecA 9

175cm tall, 57.47kg

CC:32.52kg DF:23 SR:15 SF:66

BOSS 18 Years. Left as Agent/5

SKILLS:
General Social Science/9
Comparative Cultures and Xenology/10
Linguistics/7
Psychology/3
Combat Training/2 (Weapon Groups Needlers and Special)
Streetwise/3
Perform (Guitar)/10

GEAR:
Slug Gun x 2
Hold-Out Needler
Guitar

...Oh yeah that Psionics 1?

Space Opera posted:

Psionically ‘Dead’ Characters: Any character with a Psionics (PSI) score of 10 or less will be psionically ‘inactive’ or ‘dead.’ That is, he will be unable to exercise psionic talents himself. He will also be unable to receive telepathic messages, etc, unless these are delivered in the form of a Mental Attack. Such characters will also have a form of natural resistance to psionic eavesdropping,’ as their minds cannot be read if they roll equal to or higher than their PSI scores on 1d20. Characters with PSI/1 are therefore ‘unreadable’ with telepathic powers because they will always roll 1 or higher on 1d20. Such characters have the capacity for ShuttleThought, their minds thinking on several levels at once in such a fashion that any Telepath attempting to read them receives only a confusing blur of mental images.

:psyboom:

Humbug Scoolbus fucked around with this message at 21:49 on Feb 26, 2014

Sweet and Awful
Oct 26, 2013


Ah, I appear to have gotten a bit confused last time. Step 2 is where Wounds and Fate Points come into play, and what I thought I'd be doing first is actually part 3.

Step 2: Characteristics

I'm actually not going to be doing this how the book recommends by rolling the numbers and adding the base. There's a variant rule I like in the largely ignorable Adeptus Evangelion Borderline Edition.

quote:

POINT BUY CHARACTER CREATION: Players do not roll any dice during Character Creation. Instead, they are allotted 141
points which are then used to purchase rolls for their Characteristics, Wounds and Fate. Characteristic and Wound rolls cost 1 point
per total value of the dice result purchased. i.e. A roll of 16 in Ballistic Skill costs 16 points. Characters are given the default 2 Fate
Points, but a third may be bought for a number of points equal to twice the minimum roll required for the character to begin with 3
Fate Points. i.e. Buying a third Fate Point on a Prodigy character would cost 16 points. No value may exceed the maximum normally
allowed by Character Creation.

So, for us an extra Fate Point is 20. Considering that we have the Replaceable trait an extra Fate Point isn't as important, so we won't buy it.

In order to determine Characteristics we take the base score our Background gives us and add the points we allot to it. For the record, Characteristics are all percentages you're supposed to roll under to succeed.

quote:

Characteristic: Base + Points = Total

Weapon Skill(WS): 20 + 10 = 30
Ballistics Skill(BS): 20 + 20 = 40
Strength(S): 20 + 10 = 30
Toughness(T): 20 + 10 = 30
Agility(Ag): 20 + 20 = 40
Intelligence(Int): 25 + 20 = 45
Perception(Per): 15 + 10 = 25
Willpower(WP): 23 + 11 = 34
Fellowship(Fel): 20 + 20 = 40
Synch Ratio(SR): 43 + 10 = 53

From here we're able to determine Wounds. Because most combat takes place on Evangelion scale, Pilots only have a single Wound pool acting as their HP as opposed to one for each body part. The roll needed calls for 1d5+ TB + 7. Rolling a 1d5 I get 1. I add that to the Toughness Bonus(TB). The bonus for any skill is always the tens digit.

Wounds: 1 + 3 + 7 = 11

Now on to the part where we actually make them a Pop Idol

Step 3: Drawbacks & Assets

quote:

At Character Creation, all players are required to select Drawbacks for their characters which represent the flawed nature of every pilot ever seen entering an Evangelion in the series. However, in return for each drawback, the character gains a form of credit known as ‘Depth.’ Each character is required to select at least 10 Depth worth of Drawbacks. A character may have as many Drawbacks as they wish, but only gain up to a total of 25 Depth.

We'll go with the full 25 because the Asset needed to make this a Pop Idol is on the expensive end and I just feel its more interesting that way.

quote:

Big Ego
Depth Value: 10
Effect: There’s feeling good about oneself and then there’s believing, and needing to prove, that one is the best of the best. In any situation when someone shows themselves to be more skilled than the pilot with this drawback, the pilot must make an Ordinary (+10) Willpower test or decide to prove their worth to those fools and show them how it is REALLY done. At the next available opportunity, the pilot must choose to attempt some action that imposes at least a net -20 penalty to its roll after all other effects have been applied. This action must be at least somewhat flashy, attention getting, or a blatant attempt to show off their skills. If the Willpower test is passed, they instead take a -10 penalty to Fellowship, Intelligence, and Perception for one hour as they force themselves to swallow their pride, which makes them irritable and distracted.

Civilian
Depth Value: 10
Effect: Some are little prepared for the carnage and destruction left behind after a battle and the images of the horror never leave them. In the aftermath of each battle, the pilot gains a number of Insanity points equal to twice the tens digit of the Collateral Damage total.

Lonely
Depth Value: 5
Effect: The pilot doesn’t handle being by themselves very well. They take a -10 to all tests made when they are isolated with no other people around. Being alone in a space would only count if they were not in contact with other people at the time; as such, this does not apply to being in the entry plug during a battle, as the constant contact with Nerv’s support staff and other pilots provides plenty of emotional reinforcement.

I think these are really good Drawbacks for someone famous. They adore their fans, are used to constant attention and being told they're great at things.

Now, on to Assets. This is how we'll become a Pop Idol.

quote:

Celebrity
Depth Value: 15
Effect: Prior to being recruited by Nerv, this character had a fairly active entertainment career, or other place in the spotlight. Perhaps a child star, or niche singer, or poster boy for a brand of snack cakes. Regardless, they have a talent for entertaining people that grants you training in the Performer skill, as well as the Talented(Performer) talent. In addition your previous glory has not been totally forgotten, granting you the Peer(Media) and Peer(Fans) talents.
Special: This Asset has a large impact on public reaction to the character, as well as the tone of the game, and as such requires GM Permission to take.

Charming
Depth Value: 5
Effect: Gain a permanent +10 to Fellowship based skills involving the gender of your choice.

Uncanny Luck
Depth Value: 5
Effect: A few lucky wins on scratchcards, a small payout from a local lottery, finding twenty bucks on the street; the character has a record of having chance go their way. The character is considered to be trained in the ‘Gamble’ skill and once per session may choose to modify any single, already rolled skill test by rolling 2d10 and subtracting the total from their roll.

Being a Celebrity is what turns us into a Pop Idol when we take the Performer(Singing) Skill. The gender of the Charming trait doesn't matter all that much, it could represent guys who are attracted to her or girls who look up to her. Or however else it's explained. I'll choose male. After that, Uncanny Luck is taken to make her more survivable, since she can't burn Fate Points to live because of her Replaceable trait.

Step 4: Career

We're going to use this to finish up the Character portion and do the Evangelion portion in the next post. Your Career determines what you can buy with your experience points and how much Characteristic increases cost.

quote:

Skirmisher: Generally skilled fighter. Good with both WS and BS.
Pointman: Essentially, the tank. Focused on drawing aggro and taking hits for other people.
Berserker: Heavy hitting Melee character. Focused on forcing your Evangelion to Berserk and getting bonuses from it.
A.T. Technician: Essentially, the Mage. Can do all sorts of tricks that the other pilots can't.

I honestly think A.T. Technician would work best. They could be all about preventing collateral damage in battle.

As such, we start out with 400 xp to buy things and a free starting package.

quote:

Starting Skills: Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR Common Lore (Any)
Starting Talents: Skill Proficiency (Twice), A.T. Power (Deflective Field), AT Power (Neutralize), Manipulation 1, Biological Upgrade or Structural Upgrade.
Starting Gear: Standard Plugsuit, Standard Entry Plug, Nerv ID

We'll take Common Lore(Local News), Skill Proficiency in Disguise and Dodge, from Manipulation 1 we'll get A.T. Power(Restrict Shot) which will allow us to cut down on collateral, and a Structural Upgrade Point(SUP) to give us some extra protection.

After that, we spend the xp.

quote:

Fellowship(Simple) - 200
Manipulation 1 - 100
Quick Spread - 100

For every rank we buy in a characteristic, we increase it by 5. There are four ranks and each one increase the price. The most a skill can be increased by is 20, having bought all ranks in it.

Manipulation 1 nets us another A.T. Power. We'll pick up the Layered Field spread type to give us more protection in battle. Quick Spread will make it easier to switch between spread types.

Bonus: Essentially this is a bard. So, with-in the actual setting of NGE, there aren't any bird people. However with no mechanical bonus or anything with in the system to represent it, from background material of the anime series it might be possible to say your clone has the soul of a bird but only as background fluff. Thus Bird-Lady Bard.

Next Time: The Bigger They Are, The Harder They Fall! Step 5: Creating Your Evangelion

Sweet and Awful fucked around with this message at 22:42 on Feb 26, 2014

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Ars Magica: A Virtue of Necessity

We picked our Flaws last time, and that means we have to pick Virtues! We had a full 10 points of Flaws, and so we get 10 points of Virtues. The only rule here is that we can have no more than one Major Hermetic Virtue. Let's take a look at the Hermetic Virtues - might as well see what we can get!

  • Diedne Magic: Major. Further, you receive the Dark Secret Flaw if you take this, as the lineages descending from House Diedne are reviled by the Order. This does not count towards your normal Flaw allowances or give you any points for Virtues. When you cast a spontaneous spell without using Fatigue, you can choose whether to cast weakly or strongly. If you cast weakly, continue as normal. If you cast strongly, you cast as if you had spent Fatigue, but without spending Fatigue. When you choose to cast while spending Fatigue, you double the lowest Art involved in the spell before the total is divided by two as normal.
  • Elemental Magic: Major. Whenever you gain XP in Ignem, Terram, Aquam or Auram, you gain 1 XP in the three you didn't gain XP in. Further, you may ignore Form requisites in those four Arts, so long as the requisites are also of those four Arts. This Virtue is awful. Don't take it. If you're going to take it, take Secondary Insight instead. Elemental Magic is easily the worst Virtue in the entire game.
  • Flawless Magic: Major. All of your spells begin the game mastered, with a level of 1 in their mastery ability. You may choose a different special ability for each one as normal. If you learn any new spells, you also master them at level 1 when you learn them. All XP you gain towards Spell Mastery is doubled. This is actually really, really good. I don't take it often because it's a lot of work, but it's really good.
  • Flexible Formulaic Magic: Major. You may alter your formulaic spells slightly. You can raise or lower one and only one of Range, Duration or Target by one step when you cast a formulaic spell, chosen as you cast, so long as doing so does not violate any normal limits on formulaic magic. Casting success, fatigue loss and Penetration are all calculated based on the spell's modified level. You cannot alter Ritual magic this way. This is quite handy - being able to alter your spells a little on the fly changes a single-target buff to a self-only buff if you feel like making it easier to cast, for example, or spell that normally requires eye contact could be made to be Voice-range in a pitched battle.
  • Gentle Gift: Major. You have no social penalty for the Gift, rather than the normal -3 penalty to all social rolls. This applies to all humans and animals - anything that would react negatively to the Gift does not do so to yours. Handy, especially for socialite magi like those often found in House Jerbiton.
  • Life-Linked Spontaneous Magic: Major. When you cast a spontaneous spell, you may choose to activate this ability and declare what level of effect you want before you roll, including Penetration. Roll your spell as normal. If your roll exceeds your target, you spend only one Fatigue level, as normal. If you do not, you must spend an additional Fatigue level per 5 points you missed by (or fraction thereof). If you run out of Fatigue, you take a wound, with the number of levels still needed being the damage you take, ignoring all soak. You can kill yourself this way. However, no matter what happens, that spell does go off. I don't like this Virtue, it's kind of niche, but handy if you absolutely need to not fail a spell. Hell, technically, it will let you cast any spell at all and be sure you succeed if you're willing to die to do it.
  • Major Magical Focus: Major. You have a focus to your magic, within which you are much more potent than normal. This is smaller than Art, but might apply to several Arts. Examples: Necromancy, weather, birds, emotions. You cannot have a Focus in lab activities, but your Focus does apply its bonus to them in relevant situations. That bonus is simple: whenever the Focus applies, add the lowest Art score involved to the roll or lab total a second time. You may only ever have a single Focus.
  • Mercurian Magic: Major. Your magical lineage descends from the Roman Cult of Mercury, and you have a special talent for Ritual magic and group rituals. You receive the spell Wizard's Communion at a level equal to the highest Ritual spell you know, on top of your normal spell allotment. If you ever learn or create a Ritual spell of higher level, you automatically learn Wizard's communion at that level as well, with no extra time spent learning it. When you cast a spell via Wizard's Communion, you may add your Mastery score in that spell and your Mastery score in Wizard's Communion to the Communion's effective level. Any Ritual spells you cast have only half the usual vis cost, though any spells cast as part of a Communion have the normal cost unless all participants have this Virtue. You may only cast spontaneous magic via the Ceremonial Casting rules, though, so you're stuck with formulaic magic for day-to-day work. This is very handy for magi focused on rituals - healers, for example.
  • Mythic Blood: Major. You descend by blood from a legendary wizard or supernatural being. You do not lose any Fatigue levels when you cast a formulaic spell but miss the target by 10 or less points, though you lose Fatigue as normal if the spell outright fails. Additionally, you have a single magical ability you may use at will and end at will, as often as you like. Invoking this ability takes the same amount of time as fast-casting a mastered spell and the same amount of concentration. You design the spell as a Hermetic effect, whose (level+Penetration) total is limited by how you activate it. You do not add your Penetration ability to this total for design purposes, and it cannot be negative. If you must speak and gesture to use your power, your total to work with is 30. If you only speak, 25. If you only gesture, 20. If you do neither, 15. You also receive a free Minor Magical Focus in an area related to your ancestor and a hereditary Minor Personality Flaw that, again, is costless and provides no balancing benefits. Very nice, all told.
  • Secondary Insight: Major. When you study a Hermetic Technique by book, teacher or vis, you also gain 1 XP in any 4 Forms of your choice. When you study a Form, you gain 1 XP in any two Techniques of your choice. You cannot apply more than 1 bonus XP to a single Art. This is much better than Elemental Magic, though still not super great. I usually allow it to apply to all XP gains rather than just study.
  • Adept Laboratory Student: Minor. You get +6 to lab totals when working from the lab texts of others. This is handy if you just want to learn a lot of spells from lab texts or recreate what others have already done, but I prefer to invent my own poo poo.
  • Affinity With Art: Minor. Any XP you gain in a single Hermetic Art is increased by half, rounding up. At chargen, any XP placed in the Art is increased by half, rounding up, too. You may exceed normal recommended age limits in that Art. This is really, really good if you want to specialize.
  • Cautious Sorcerer: Minor. When casting spells or doing labwork, roll three fewer botch dice if you check for botch, to a minimum of 1. This is applied after all other effects that reduce botch dice, and some of those other effects can drop you to zero, though.
  • Cyclic Magic (Positive): Minor. You remember negative Cyclic Magic? Same deal, except during the positive end of your cycle, you get a +3 bonus to all spell rolls and lab totals (though, the lab total bonus, much as the penalty in negative Cyclic Magic, applies only if the bonus lasts an entire season). During your negative part of the cycle, you cast as normal. Yes, you can take both and vacillate between +3 and -3.
  • Deft Form: Minor. Pick one Hermetic Form. You take no penalty when using nonstandard voicing or gestures, including 'no voicing, no gestures,' when you use that Form. (Of course, Voice-range spells still rely on the range of your voice, so they're zero range if you cast silently.) It's not bad for specialists but I prefer other methods for getting this effect. (Yeah, subtle magic is nice, but the main use I see for this stuff is always casting while shapeshifted.)
  • Enduring Magic: Minor. Your spells with ranges other than Concentration, Momentary and Ring last longer than normal. When you cast a spell, the GM rolls a d10 secretly and multiplies the normal duration by the result of the die roll. This does not affect Ritual spells.
  • The Enigma: This is the House Virtue of House Criamon, and no one else can learn it.
  • Faerie Magic: This is the House Virtue of House Merinita, and no one else can learn it.
  • Fast Caster: Minor. You get +3 Initiative when casting in combat.
  • Free Study: Minor. When you study magic from vis, you add +3 to your study roll. Handy at high levels, not so great early on when you won't be studying from vis.
  • Harnessed Magic: Minor. You have enough control over your spells to end any of them by simple concentration, or even cancel the magic you instill in magic items. This takes as much time and concentration as casting a spell does. If you are distracted, you may try again later. You may cancel your magic over any distance, but once canceled, the magic is gone until you recast the spell or reinvest the item. When you die, all of your ongoing spells and magic items immediately lose all their power. It's...well, for a Minor Virtue, it's decent, but not one of my top picks. And yes, normal magi cannot end their spells at will - they have to allow the duration to run out.
  • Heartbeast: This is the House Virtue of House Bjornaer, and no one else can learn it.
  • Hermetic Prestige: We've covered this one already.
  • Inoffensive to Animals: Minor. Your Gift has no negative effects on animals, though it affects people normal. An unGifted character with the Magical Air flaw can take this Virtue.
  • Inventive Genius: Minor. You get +3 to lab totals to create new spells, items and potions. If you experiment, you instead get +6. I really like this Virtue a lot.
  • Life Boost: Minor. You may boost your formulaic spell casting totals by spending Fatigue. Every Fatigue level you spend gives +5 to your roll. You may spend more Fatigue than you actually have, but if you do, you must soak 1d10 damage, +5 damage per 'Fatigue' level you spend that you don't have, with no armor bonus. Your Fatigue is spent even if you somehow fail to cast the spell. You can kill yourself this way, and you must commit to your fatigue spending before you make the roll. It's less good than Life-Linked Spontaneous Magic because you are limited to your formulaics, which I generally feel you should try to be able to cast normally.
  • Minor Magical Focus: Minor. As per Major Magical Focus, but your Focus is narrower - generally slightly narrow than a single Form/Technique combo. Examples: Self-transformation, healing, birds of prey. Again: no matter what level it is, you can only ever have a single Focus.
  • Magical Memory: Minor. Your lab texts are all entirely in your head, and you always get the benefit of using a lab text when recreating something you've already done, even if you don't use a physical lab text. You do not get this benefit from the lab texts of others unless you've already used them before. I generally feel this is a waste of a Virtue, but at least it's fairly obviously a waste.
  • Mastered Spells: Minor. You get 50 XP to spend on Mastery skills for spells you know. You can take this multiple times.
  • Method Caster: Minor. You get +3 to all formulaic spells you cast...as long as you never, ever alter your voicing and gestures from the standard method you use. Since the bonus for bigger voice and gestures is a total of +2 for both, that's fine - you just can't stack them for +5. The main downside is that if you want to be quiet or subtle, you lose your bonus on top of taking the normal penalties.
  • Personal Vis Source: Minor. You have exclusive access to a vis source, which supplies about one tenth of the amount of vis the entire covenant gets per year at chargen. If the covenant gets more vis, your source does not increase to match it. Still, this is extremely handy for enchanters, who go through vis a lot.
  • Puissant Art: Minor. You get +3 to all uses of a single Art. You can take this up to twice, for two different Arts. Very handy for specialists.
  • Quiet Magic: Minor. You have no penalty for quiet voicing and only a -5 penalty for silent magic. You get no special benefits from normal voicing. You can take this Virtue twice to eliminate the silent magic penalty entirely.
  • Side Effect: Minor. You have some minor, mostly beneficial side effect to all magic you cast. Occasionally it is annoying. For example, you might gain a commanding presence, giving +1 to Presence rolls for a brief period after casting, or a calm state of mind that gives a bonus to Concentration rolls for a while.
  • Skilled Parens: Minor. You get 60 bonus XP and 30 bonus spell levels during apprenticeship. Very nice, as bonus XP virtues go, though it has no effect in ongoing play.
  • Special Circumstances: Minor. In certain uncommon circumstances, your magic is better, such as 'during a storm' or 'when touching the target'. You get a +3 bonus to cast or resist spells in those circumstances. You can take this more than once, but you never get more than a +3 bonus even when multiple circumstances apply.
  • Study Bonus: Minor. When you study an Art from a book or raw vis, you get 2 bonus XP (or +2 to your die roll, on vis study) as long as you have some physical materials related to that Art to study while you do it. The amount you need is based on your skill in that Art. Take Ignem - if you don't have much skill, a candle flame will do. If you have some skill, a campfire is fine. If you're notably skilled, you'll need to be in the middle of a large fire, or eventually even a volcano. You can have both this and Study Requirement.
  • Subtle Magic: Minor. You take no penalty for subtle or no gestures when casting. You get no special benefits from normal gestures.
  • Verditius Magic: This is the House Virtue of House Verditius, and no one else can learn it.

Hm, let's see. I love Inventive Genius, but I don't know that it fits Malik. Well, let's go with...Flawless Magic, because I want to show it off. That's 3 of our 10, and our only Major Hermetic. We'll hold off for now on Inventive Genius, but we're grabbing Affinity with Intellego - we're cops, and we need to be good at that. We might take Puissant Intellego if we want more specialization, but I'm not sure yet.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
We'll ignore Social Status Virtues for now - Malik's not taking any, since he is a magus and I don't see him as a university attendee, what with being a Moor. Now, since we’re skipping those, we can look at Supernatural or General Virtues. We’ll take a look at Supernatural ones first - their list is shorter, and we probably won’t be grabbing any on this character.

  • Entrancement: Major. You can control others’ will by staring into their eyes and giving verbal commands. You get 5 XP in Entrancement and can spend XP on Entrancement without problems.
  • Greater Immunity: Major. You are immune to one common and potentially deadly hazard, such as fire or iron weapons. (Just iron - not steel, not bronze, not wood. Wooden weapons would be their own immunity.) You can’t take immunity to age, that’s what Unaging is for. You are immune to the thing whether it’s magical or not - fire grants immunity to both mundane and magical fire.
  • Greater Purifying Touch: Major. You may touch someone and expand a Fatigue level to cure a single specific serious disease. This disease is either life-threatening or seriously disabling, and not one that people recover from naturally in most cases. You choose the disease when you take the virtue. You can only cure that disease, and not injury or other types of misfortune.
  • Shapeshifter: Major. You can turn into one or more mundane animals. You gain 5 XP in Shapeshifter and can spend XP on Shapeshifter without problems.
  • Strong Faerie Blood: Major. You have natural longevity, and do not need to make aging rolls until age 50, rather than 35, and get -3 to all aging rolls on top of any other bonuses you might have to them. You gain the Second Sight virtue for free and can see normally in darkness and dim light. Your eyes have vivid color. You may take Faerie Lore at character generation, even if you can’t take other Arcane Abilities. You also receive the benefit of your particular form of faerie heritage as per Faerie Blood, below. Your fae heritage is visible - perhaps you have small horns, literal blue blood or pure white eyes, depending on your fae lineage.
  • Animal Ken: Minor. You can talk to animals as though they were human beings. You get 5 XP in Animal Ken and can spend XP on Animal Ken without problems.
  • Dowsing: Minor. You can find things nearby with the use of intuition and a dowsing tool. You get 5 XP in Dowsing and can spend XP on Dowsing without problems.
  • Enchanting Music: Minor. You can magically induce emotion and belief with your music. You get 5 XP in Enchanting Music and can spend XP on Enchanting Music without problems.
  • Faerie Blood: Minor. You are resistant to aging and get -1 to all aging rolls on top of any other bonuses you might have to them. Further, you receive a minor benefit based on your heritage. Examples:
    • Dwarf Blood: +1 to any roll or total involving a Craft ability.
    • Goblin Blood: +1 to any roll or total involving stealth.
    • Satyr Blood: +1 to Communication and Presence when dealing with sexually compatible characters.
    • Sidhe Blood: You get +1 to your Presence score after you assign attributes, but to no higher than +3.
    • Undine Blood: +2 to any action underwater. (Most actions underwater will have a penalty you’re offsetting.)
  • Lesser Immunity: Minor. You are immune, as per Greater Immunity, to something that is either rare, not deadly or both.
  • Lesser Purifying Touch: Minor. You can heal a disease, as per Greater Purifying Touch, that is either not very serious or is usually recovered from naturally.
  • Magic Sensitivity: Minor. You can identify places or objects as magical. However, you are also more susceptible to magical effects. You get 5 XP in Magic Sensitivity and can spend XP on Magic Sensitivity without problems.
  • Premonitions: Minor. You intuitively sense when things are likely to go wrong or are wrong. You get 5 XP in Premonitions and can spend XP on Premonitions without problems.
  • Second Sight: Minor. You can see through illusions, disguises and even natural invisibility, allowing you to spot spirits or regio borders. You get 5 XP in Second Sight and can spend XP on Second Sight without problems.
  • Sense Holiness and Unholiness: Minor. You can sense the presence of true good and evil. This can, if they are especially powerful, overwhelm you. You get 5 XP in Sense Holiness and Unholiness and can spend XP on Sense Holiness and Unholiness without problems.
  • Skinchanger: Minor. You have a magical cloak of animal skin or other item made from an animal. When you are touching it, you may assume the form of that animal. This takes a full round, and you retain your mind and mental faculties while in animal form. Your clothes and possessions do not transform with you, and magic will reveal you as a transformed human. If your transformation item is stolen, it is an Arcane Connection to you and you can’t transform until it is returned. If the item is destroyed, you can spend a season making a new one, with a method based on what the item is. Your skin may be of any animal between Size -5 (a robin) and Size +2 (a bear). While in animal form, you have the normal stats of the animal, with one exception: you get a +3 bonus to Soak.
  • Wilderness Sense: Minor. You are mystically attuned to the ways of the wilderness. You get 5 XP in Wilderness Sense and can spend XP on Wilderness Sense without problems.
  • Unaging: Minor. You do not suffer the effects of age. Your stats don’t decrease as you gain aging points, though they do build up to gain Decrepitude. If an aging crisis is not potentially fatal, you suffer no problems from it. If it is potentially fatal, you still die if you fail the Stamina roll but are otherwise unaffected. You are not enfeebled by reaching Decrepitude 4, but will die as normal when you hit Decrepitude 5. You may choose your apparent age freely, though if you are essentially human it will be less than or equal to your actual age.

Yeah, I think Malik ibn Darras can handle himself fine without having a special power. He is a wizard, after all.

So, let’s check out those General Virtues! First, the Majors, so this block can be less, uh, huge than it might be.

  • Death Prophecy: Someone has named a condition that must be met to kill you - a magician, faerie or other supernatural creature. Until the condition is met, you won’t die, though you can still be seriously injured. You heal normally, but will not die of your wounds or of old age. Unfortunately, fate or bad planning can bring about the necessary condition in unexpected ways. For example: if your death condition is to fear only boars, you might be killed by men with boars on their coats of arms, or in an inn named for a boar, as well as by actual boars. Sometimes, the symbolism is even more oblique - a man known in his village as “a pig” might count as a boar if the GM is particularly mean. However, the book advises that the GM must at least give fair warning about items related to the prophecy, and that the group should agree on allowing the virtue - so if they do, the GM is being a jerk if he cheats the player out of their Major Virtue.
  • Ghostly Warder: You have a ghost watching over you. Someone that cares about you even beyond death. The ghost is invisible and silent to all but you and those who have Second Sight. It can see and hear normally, and can leave your presence for up to half an hour each day. However, the ghost’s death has left it with mental quirks. It has 300 XP worth of abilities that it can use to advise you, and may select any abilities without restriction.
  • Giant Blood: You are descended from literal giants. You are up to eight feet tall and can weigh up to 500 pounds. You are Size +2 and get +1 to both Strength and Stamina, to a maximum of +6. You may not combine this with the Large Virtue or the Flaws Small Frame or Dwarf. This is one of the best combat virtues in the entire game, since size is a major determinant in how badly you get wounded by damage.
  • Guardian Angel: You are watched by a literal angel that gives you advice. It whispers in your ear, telling you what is best spiritually. (Not materially.) The angel hates violence unless there is a holy reason for it, which is not usually the case, and if you ignore the angel’s advice, it will abandon you until you mend your ways. The angel has only limited awareness of your thoughts, but when you speak aloud, it can hear and talk to you. The angel can also give you material benefits: it can grant +5 soak whenever it wants, or give you Magic Resistance 15. This Resistance does not stack with any other form of Resistance except that which results from Faith Points. The angel will give these bonuses only when you are acting in accord with God’s will.
  • True Faith: You have a deep, unbreakable faith in God. No force can remove this from you. You have 1 Faith point and can gain more. (Having Faith Points gives you Magic Resistance equal to 10 times your number of Faith Points. You gain Faith Points via extreme devotion to God and actions of great piety. These rules were later revised, but we’re just looking at the Core right now.) This is a great Virtue, and once the revised rules are in place, easily one of the best in the game.
  • Ways of the (Land): You have a deep understanding of a specific form of terrain - for example, you might have Ways of the Forest or Ways of the Mountain, or even Ways of the Town. You get +3 to all rolls made in that terrain, including combat rolls, that directly involve the area or its inhabitants (mundane, magical or faerie - demons and angels are not actually from the terrain). Also, you roll one fewer botch die than normal when making botch checks on rolls that pertain to your area of understanding, to a minimum of zero. Animals of the terrain normally leave you alone, and always respect you, even though particularly vicious ones might still attack. (For Ways of the Town: People count for the +3 bonus but not this. There are, however, many urban animals in the 1200s.) You may take this Virtue multiple times for different types of terrain.
  • Wealthy: This can’t be taken by magi or anyone supported directly by a covenant. You are a rich member of your social class. You have three free seasons per year rather than two, needing only one season per year to maintain your lifestyle. Your actual wealth depends on your social status and job - a noble would have many servants and even some bodyguards, while a wealthy townsman might have three servants and a nice house. You can afford goods associated with higher classes than your own, though using them risks gaining a reputation for being a vulgar social climber. This virtue also gives you bonus XP during chargen! It is one of the best in the game. Pity magi can’t take it.

Now, I don’t think any of these fit Malik, either. Let’s look over the Minors.

  • Affinity with (Ability): Any XP you gain for the chosen Ability is increased by half, rounding up. This includes XP put in the ability in chargen. You can break normal age-based limits on that ability, too. Very nice for someone focused on one thing!
  • Apt Student: When you gain XP by being taught by someone, you gain 5 more XP than normal. Pretty nice, if you have good teachers around, but you’re still limited by what they can teach.
  • Arcane Lore: You may take Arcane Abilities during character generation. (Those aren’t the supernatural powers - they’re stuff like arcane lore.) Unless you have the Gift, you still can’t learn the Parma Magica. You also get 50 XP to spend on Arcane Abilities. If you are Gifted, you can learn the Parma, but if you aren’t part of the Order you must take the Major Story Flaw Enemies: The Entire Order of Hermes. The game suggests that you shouldn’t do this because the party will be trying to murder your rear end.
  • Berserk: First, you automatically get the Angry personality trait at +2 or +3. Any time you are wounded or wound an enemy, you must roll your Angry. If you roll 9 or higher, you go berserk. The GM can also call for a roll when you are very frustrated. You may deliberately go berserk, which takes only a 6 or higher when you trigger it normally, or 9 or higher if there is no trigger. While berserk, you get +2 to Attack and Soak totals, but -2 to Defense. You cannot retreat, hesitate to attack or give quarter while berserk. If you are still berserk when all enemies are gone, you will attack your friends. You may roll to calm down once per round, whenever you want. You roll 1d10+Perception-Angry, and need a 6 or higher. Lastly, you may take Martial Abilities during chargen.
  • Book Learner: When studying from books, you get 3 more XP than normal. This is one of the best virtues in the game, especially for magi, who spend a lot of time studying books.
  • Cautious with (Ability): When you make botch checks for the chosen Ability, you roll two fewer botch dice than normal, to a minimum of zero. You can take this Virtue even for Abilities you can’t learn during chargen.
  • Clear Thinker: You get +3 to all rolls to resist lies, confusion, befuddlement or subterfuge. Magical or mundane.
  • Common Sense: The GM will tell you when you’re doing something that would be intensely stupid or contrary to the setting. I feel this is a wasted Virtue - the GM should be telling you that anyway.
  • Educated: You can take Academic Abilities during chargen and get 50 XP to spend on Latin and Artes Liberales.
  • Enduring Constitution: You reduce the penalties for fatigue by 1, and reduce the total wound penalty you take when wounded by 1, to a minimum of 0. You get +3 to all rolls to resist pain.
  • Famous: You have a good Reputation of some kind at level 4, with whatever specific group you want. It need not be a deserved good reputation.
  • Free Expression: You get +3 to all rolls to make a new work of art. (This is surprisingly handy sometimes, but got a much-needed buff later in dealing with faeries.)
  • Good Teacher: Any books you write get +3 Quality (the stat that determines how much XP they give) and any students you teach gain 5 more XP than normal. This Virtue is not very handy for the person who has it, but the rest of the party (and any apprentice you take) will love it.
  • Gossip: You know all sorts of poo poo about local politics and rumors. On d10 roll of 6 or higher, you know all the interesting news before anyone else does. You treat all local Reputations as double their actual level. You may be able to give Reputations with a few well-chosen discussions.
  • Great (Characteristic): You may raise a single Characteristic that is already at least +3 by 1, to a maximum of +5. You can take this Virtue up to twice for any given Characteristic.
  • Improved Characteristics: You have 3 more points to spend on Characteristics. This does not increase your normal maximums. You may take this more than once.
  • Inspirational: You may urge people to great heights, giving them +3 to rolls for appropriate personality traits. This is most useful for inspiring people towards various emotions or inspiring bravery - one game I’ve run had a guy use it and save the entire party from a faerie’s fear powers.
  • Intuition: You have a natural sense for making the right decisions. Whenever you are given a choice in which luck plays a major role, such as deciding which of three unmarked paths to follow, the GM will roll a d10 secretly. On a 6+, the GM will tell you which decision is the “right” decisions.
  • Keen Vision: You get +3 to all rolls involving sight (except for ranged attacks).
  • Large: You are between six and seven feet tall. This makes you Size +1. This is quite a good combat virtue! It cannot be combined with Giant, or the Flaws Small Frame or Dwarf.
  • Latent Magical Ability: You have an unmanifested magical power. It may appear spontaneously whenever the GM likes, usually during a relevant event. It is not the Gift, and you probably aren’t aware of it. I don’t like this Virtue - it’s basically just hoping the GM gives you a cool power and a chance to use it.
  • Learn (Ability) From Mistakes: You choose one Ability when you take this Virtue. The first time each session that you either botch a roll of that Ability or fail a roll of that Ability by exactly 1 point, you gain 5 XP in that Ability. The roll must come up naturally as part of the story. You can take this more than once, for different Abilities.
  • Light Touch: You get +1 to all rolls involving subtle manipulation of objects (including musical instruments but not ranged weapons), and roll one less botch die when making botch checks involving such things.
  • Lightning Reflexes: When you are surprised or startled, you may roll your Quickness. On a 3 or higher, you reflexively. You tell the GM what one type of action you’re likely to respond with - attacking, blocking, running, etc. If you attack in response, you get a +9 bonus to Initiative. The GM is always the final arbiter of what happens, but it’s always in the best interests of your immediate survival. You can only react this way to threats you’re not fully aware of - if you know the assassin is there because you watched him sneak up, you don’t get this Virtue’s benefits. You don’t get a choice about whether you react - the GM just tells you someone is sneaking up, not whether it’s a friend or enemy, say, but you react all the same. You must, however, be able to perceive the action to react to it - if you’re asleep, you’re as hosed as anyone else.
  • Long-Winded: You get +3 to any Fatigue roll, except for casting spells.
  • Luck: In situations where luck is the main factor, you get a bonus of +1 to +3 depending on the GM’s view on how much luck is involved. You are very, very good at games of chance and are often accused of cheating.
  • Rapid Convalescence: You get +3 to all wound recovery rolls. This is very nice - the main cause of death in Ars is old age, followed by ‘died of his wounds getting worse without treatment.’
  • Perfect Balance: You get +6 to any rolls to avoid falling or tripping.
  • Piercing Gaze: You may stare intently at someone, causing them to feel uneasy. Those who have uneasy consciences or who are lying must roll an appropriate Personality Trait, Guile or whatever else the GM decides is appropriate in order to remain calm. You also get +3 to all rolls involving intimidation. None of this applies to either faeries or demons.
  • Privileged Upbringing: You get 50 XP to spend on any General, Martial or Academic Abilities. This does not allow you to spend any additional XP on Martial or Academic Abilities if you have no Virtue that unlocks them.
  • Protection: You are under the protection of a powerful noble or Churchman (or maybe someone else with a lot of power). Those that know of this treat you carefully, and those who don’t pay for it. You have a Reputation, which is your choice of good or bad, at level 3 - or more, if your protector is particularly well-known.
  • Puissant (Ability): You get +2 to all rolls or totals involving the chosen Ability.
  • Relic: You own a holy relic containing a single Faith point. This can be built into any item you own. While you are in contact with the item, you get the benefits of that Faith.
  • Reserves of Strength: Once per day, you may add +3 to your Strength for the duration of a single action. Afterwards, you must make two Fatigue rolls.
  • Self-Confident: You start with a Confidence score of 2 rather than 1, and 5 Confidence points rather than 3. (More on Confidence later.)
  • Sharp Ears: You get +3 to all rolls involving hearing.
  • Social Contacts: Choose a specific social circle when you take this Virtue. You know many people in that circle, all over the place. Whenever you go somewhere new, you can reach someone you know on a Presence roll of 6+.This may be harder in more remote areas or areas where you explicitly probably don’t know anyone. You can take this more than once, for a different social circle each time.
  • Strong-Willed: You get +3 to any roll that may involve strength of will.
  • Student of (Realm): Choose one Realm - Magic, Faerie, Infernal or Divine. You get +2 to all uses of the appropriate Lore, and you can take that Lore at chargen even if you can’t take other Arcane Abilities. This is basically Puissant (Ability) for those Lores, except it also unlocks them if you didn’t already. As a result, you can’t take both.
  • Temporal Influence: You have societal power. A leader goes to you for advice, and you may be a leader yourself. The more influence you have, the more responsibility comes with it and the harder it is to work unopposed with magi. Grogs may not take this Virtue.
  • Tough: You get +3 Soak.
  • Troupe Upbringing: You were raised by traveling entertainers. Pick an area your folks focused on - say, juggling and throwing stuff, tumbling and acrobatics or storytelling and acting. You get +2 to all rolls involving that focus.
  • True Love (PC): As True Love, the Flaw, but with another PC. You must both take it. You get +3 to appropriate Personality Trait rolls, and can add up to +3 to any roll the GM allows you to do it for, as long as the roll is related to getting you to your love or protecting them. If you do not have frequent contact with your love, you may suffer penalties from melancholy. You can, again, take this as True Friend to be non-romantic.
  • Venus’ Blessing: You get +3 to any Communication or Presence rolls with sexually compatibile characters in appropriate situations. Also, you are super hot.
  • Warrior: You may take Martial Abilities at chargen, and you get 50 XP to spend on Martial Abilities.
  • Well-Traveled: You get 50 XP to spend on living languages, Area Lores, Bargain, Carouse, Charm, Etiquette, Folk Ken or Guile.

Okay, let’s look at these. Malik is taking Piercing Gaze. He’s good at scaring people. We decide to also take Affinity with Code of Hermes - we are good at knowing the Wizard Law. We also snag Educated. Malik got a good education as a kid.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
We have 3 points left. We’ll go back and choose Skilled Parens, Puissant Intellego and Inventive Genius.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
Okay! That’s our Virtues and Flaws handled!

Next time: Characteristics!

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?
Nobilis Antithesis Minibook 1i: A Diary of Deceivers

Three pages ago, potatocubed made someone who keeps Creation running. I’m going to make someone trying to destroy it instead.

But before that, I should explain what Deceivers are. You see, all the Excrucians want to destroy Creation, but they have many ways to go about it. The Warmains test Creation to see which parts are worthy of being incorporated into themselves. The Mimics hide amongst the Imperators, hoping their Powers don’t discover the unnaturalness at their core. The Strategists just want the world to waste away the way they are wasting away themselves.

But the Deceivers? The Deceivers just know that Creation is a hurtful lie, and that everyone deserves better than what existence gives them. No matter what lies they tell, no matter what masks they wear, that is why they fight.

Anyway, let’s get started on character creation. This is still the same basic system as Nobilis, so we’re still starting with a lifepath. They have Lies and Truth instead of Hearts and Shadows, but it should become obvious what Lies and Truth mean as I go along.



The psuedo-Estate (or pState if you prefer) is how the Deceiver interacts with the world. They can’t exactly control things in their pState the way Powers can control their Estate, because pStates aren’t things the way an Estate is. They are simply a major part of how the Deceiver sees the world.

(A Deceiver’s pState is also simultaneously what made them realize Creation is fake and the only thing in Creation that is true for them, but that’s a philosophy thing. If you want to read about that, just buy the book.)

Keys
Yes, Deceivers have keys too. They’re different from the keys Powers get, but the principles remain the same. Like potatocubed, I’m letting the dice choose which of the 16 keys I’ll be using for this.

-Key 1: The Lotus Flower, Key of the Shepard
-Key 14: The Water-Lily, Key of Something Spiritual

First, the Lotus Flower means that we care about the ordinary people we meet, We want to help them, to give them something to make their lives better. The Lie of this key is what they get from us. This could be any number of things. Love, family, a new shape, anything. Since our second key is Something Spiritual, I’ll say that we bring our flock Faith.

Now, the Truth of the Lotus Flower is what parts of us we are giving these people. Everyone with this key starts with the same two: “I love them” and “I listen to them”.

The Water Lily means that we are a holy creature, a divine being of the void beyond Creation. You are a saint blessed by nothing, and those who believe in nothing will prostate themselves before you. The Lie of the Water Lily is how your holiness shows itself. It could show in our kindness, or in our disdain, or in our blasphemous aura. For this character, I’m going to combine two examples and choose Innocent Blasphemies. We are antithetical to Creation’s religions, but not out of spite and not intentionally.

The Truth of the Water Lily is what we are: An Excrucian Deceiver. There may be more to us, but there is no less.

The lifepath so far:

As you can see, our Deceiver brings their faith to all they meet, but not a faith that is compatible with Creation’s. That’s a good start, so let’s keep going.

Foundations
The Deceiver’s Foundations serve the same purpose as they do when creating a Power, but it comes with four new Foundations that are more in line with the themes of a Deceiver. You might be Elemental and Unbound, content with who and what you are. You could be Uncoiling, Hunting, the Storm Arising, a grand and terrible thing who plans are only just beginning to unfold. Or perhaps you’re So Full Of Feelings For Them if you care so much about the Powers opposing you that you’d never leave them be. Or maybe you're just All About The Crazy Head Games, if you’d rather convince everyone about how reality truly hurts than simply beat Creation into submission.

The Lotus Flower and Water Lily are tied to being Elemental and Unbound and All About The Crazy Head Games, respectively. If we choose either of those, we strengthen that Key’s Lie. If we pick one of the other two Foundations, we strengthen either one of the Truths. Looking at the four options and what I have thought up about the character so far, Elemental and Unbound seems to fit the best. This character’s not about going out of their way to change people’s minds. This character changes people’s minds by being friendly with them because that’s what happens when you talk to a blasphemous saint of nothing.

Of course, since we chose the Foundation tied to The Lotus Flower, the Lie is strengthened and we need to figure out another thing people get from following this Deceiver. Thinking about it, let’s give our followers Something To Follow.

pState
Here’s where we figure out how our character actually interacts with Creation, the lens through which they view reality. There are two parts that we’re going to have to choose, just like an Estate: what our estate is morally and what your estate does.

(Before we get much farther, the naming conventions of pStates include, well, the Deceiver’s name. Looking at the appendix of Deceiver names in the back of the book, we’re now making Ivone Withrell. Going to use feminine pronouns, because it’s a vaguely feminine name and I keep wanting to use “her” anyway.)

First, the moral angle of Ivone Withrell’s pState. There are four choices, A Marvelous Artifice, a Pretty Truth, a Sorrowful Thing or a Despicable Construction. The two choices that would strengthen the Lies of our keys are a Pretty Truth or a Sorrowful Thing. These are both things that just happen, as opposed to things that are actively made. Looking at the weird saint we’re making here, our pState will be a Pretty Truth. Something that doesn’t exist until we say it but is still a net positive if you ignore the blasphemous parts of them. This is tied to The Lotus Flower, so that Lie is strengthened. Continuing the general holy prophet theme we got going here, let’s give our followers A Home Outside Society.

Next, what our pState does. It can be Descriptive, something you tell people. Your Lies, your Drawings, anything as long as you can describe things with it. Or it can be Reactive and focus entirely on how people react to you. Maybe you’re Adored, maybe people Owe You, maybe people just listen to what you have to say. Or maybe your pState is Possessive and is a thing you have. Your Family, your Murderer, your Good Left Hand. Or it’s an Active thing that you do/have done. The Things You Have Stolen, That Which You Have Healed.

For our pState, our Keys point us at something either Descriptive or Possessive. Ivone Withrell here is turning into a real religious leader, so I can probably justify any of these descriptions. But when I look at her Keys, when I look at why she speak to their followers in the first place, I know that her true power lies in Ivone Withrell’s Followers. This is a Possessive pState, which means I finally made a choice that boosts the Water Lily’s Lie. This builds on how her divine nature shows itself, so let’s go with something that makes her more of a weird void god. After some thought, let’s say she Speaks Without Sound.

Here’s what the pathway map looks like so far:


Breakthrough
Deceivers generally have the same origin story. They were a person, or a place, or a thing. Something makes them realize that Creation is a lie. The person, place or thing is gone, and a Deceiver is in their place. A slave girl in a Bronze Age serves in a temple, polishing a tablet that is engraved with The Lies of Iolithae Septiman. She reads The Lies of Iolithae Septiman aloud, despite being unable to read or speak. Iolithae Septiman now stands where a slave once stood, and her lies are the only thing that are real.

Still, even if the pattern is the same, the reason for this pattern beginning differs. This is the choice for this step. Perhaps your self-creation began with a great Loss, or Guilt over some crime, or out of some great Need for something, or perhaps you just Chose to exist.

For Ivone Withrell, I’m torn between Need and Choice for her Breakthrough. I definitely see her emerging out of the void like Athena leaping from Zeus’ brow, but I’m not sure if she would will herself into being out of a sense of profound loneliness or the simple fact that she must create herself. Thinking about it, a desire for human interaction fits her pState better than predestination does, so I’m picking Need. This is tied to The Lotus Flower, so I add Companionship to that Lie.

Your Plan
Deceivers come to Creation for any number of reasons, but there are four categories you could put their plans into. Some come to Creation to Build Something. Usually it’s something specific, like a base or a mighty weapon. Sometimes they just enjoy building. Still others want to Make A Pointed Argument, to dig into some Estates and twist them around to prove their point. A few want to just Burn It All Down. There’s even some Deceivers that just come in to Pay A Social Call Or Two, meet with some of the forces of Creation, maybe convince them to help unmake it.

For Ivone Withrell, given what I chose for my last step, I have to choose Pay A Social Call Or Two. She’s too focused on just interacting with people for me to choose something else. Since Pay A Social Call isn’t associated with either of her keys, I have to add to one of her Truths. I’ll add I Need Companionship to the Truth of The Lotus Flower, which means that she talks with other people so they would talk with her.

Your Backup Plan
Your plan from the last step will fail, that much is certain. You’re going to want to know what you’ll do once it does.

Do you fall back on Threats and force your enemies to leave you be before they force you to do something they would regret? Do you have great Temptations to offer them so the powers of Creation don’t just drive you out? Has this all just been Stage 2 Of The Plan? Or would you have nothing left but Despair if you plan fails?

Ivone Withrell does not seem like the type to have a backup plan. She’s an innocent who is only here in Creation to get people she can bring back to the endless realms beyond Creation and maybe destroy some parts of reality to make them leave. She can only give it her all and Despair when it fails because she doesn’t want to do anything beyond what she’s trying to do. Despair isn’t tied to either of her keys, so I’m adding “Voidstuff In A Human Shell” to the Truth of the Water Lily. I could have her true form just be a cloud of nothingness instead of giving her a human form and Nobilis can actually handle characters like that, but it’s kind of hard to describe what a cloud is doing.

Contacts
This is where you pick two people or groups of people that you’re close to. Since there’s twenty four of the things in this book, I’m not going to go through each one of them like I’ve been doing.

The two Contacts associated with the Lotus Flower are People Whose Lives You’ve Touched and an Organization. I would definitely pick Organization here… if I didn’t know that Celebrants or Cultists were also on this list. Since Ivone Withrell’s Followers are an important enough part of her character that they’re her pState and she gives them Faith, I have to go with Celebrants here. That’ll strengthen the Truth of the key, and this is the point where I’m starting to run out of good ideas for bullet points for the Lotus Flower.

Meanwhile, the Water Lily is associated with having a Partner or Ward. Neither of these really fit the character, though. I don’t see many people wanting to work with Ivone Withrell that aren’t one of her Followers, and she’s not going to have a person or group of people she takes care of that don’t become her Followers. After looking over the rest of the list while knowing this is going to strengthen the Truth of the Water Lily, I get an idea. You see, one of the contacts is Friends From Home, other Excrucians that keep causing you trouble. Ivone in particular has a good reason to have other Excrucians keep bugging her: she’s just not very good at being an Excrucian. She’s spent this most of this lifepath either getting followers or wanting followers and none of it with a really good reason to want to erase Creation, so now her coworkers are getting on her case over how little reality-unraveling she’s actually doing.

Territories
This step is completely optional, so I’m not focusing too much on it. Basically, if you have a Cool Territory In The Lands Beyond Creation or an Awesome Ride or a Chancel In Creation that you somehow took for your own, say so now and you can have it on your lifepath somewhere.

For Ivone Withrell, I already added “A Home Outside Society” to the list of things she gives those who listen to her. If anyone should have a place she controls, it’s her. A cool territory in the Lands Beyond Creation fits the best when we’re talking about something that’s halfway between Shangri La and a cult compound for her Followers. Choosing this would strengthen the Water Lily’s Lie, so this makes her more of a weird divine figure from outside Creation. Thinking about it, I’m going to say that she Holds Heaven In Her Heart. Not the literal Heaven, since that’s a whole other faction of Powers and that’d be weird, but possibly in her literal heart. She’s made of nothingness, she can get around a lot of biological stuff.

Justification
This is the last step. This is where you say once and for all why you’re trying to destroy Creation. Do they Deserve Better and you’re obligated to help? Is it Because It’s A Lie and you cannot stand a falsehood on that scale? Or maybe You’re You, And The World Is Very Fragile and you’d destroy it whether you want to or not? Or maybe you just… Have To, I Guess? Maybe? Everyone else says you have to, so…

For Ivone Withrell, I’m torn between Because They Deserve Better and Because I Have To, I Guess? But when you get down to it, I did just spend a whole step talking about how she’s bad at this Excrucian stuff. Because I Have To it is. (This strengthens the Lie of The Water Lily, but I’m not adding another thing to that because I am honestly out of ideas at this point. It’s the final step and I got plenty of bullet points already. It can survive.)

And that’s it. The Lifepath is now done. I started with two randomly chosen Keys and ended with a godlike thing that created herself from nothing because she was lonely and leads an ever-growing number of people out of Creation to live in her base outside Creation. potatocubed was right when they said that Nobilis is good at letting you start with nothing and end with a cool character.



The Mechanics
The mechanics for Deceivers are mostly the same as the mechanics for Powers, so I’m not going to stat Ivone out fully. Instead, I’m just going to list some of the differences.

-Of the four main stats, Deceivers can’t get Domain. This means that Ivone Withrell will never be able to flat out create or destroy followers. She can still make things more or less like her followers with Persona or be really good at doing things with Aspect or have a lot of cool stuff with Treasure, but never Domain. It’s just not how they work.

-Deceivers can put on a Second Skin, effectively turning them into someone else. How they do this differs from Deceiver to Deceiver, but the mechanics are always the same: The Deceiver gains whatever mortal skills the target has, and the ranks of Domain/Persona the target has in their estate if they are a Power. This sounds like a big deal, and that’s because it’s the biggest deal Deceivers get. It’s why they’re called Deceivers and not Philosophers or Self-Obsessed Idiots or whatever. You start with two or three prepared Second Skins out of character creation, but the GM chooses their stats.

And that’s about it for mechanical differences between Deceivers and Powers. Beyond that they basically work the same. If you excuse me, I’m going to go do… anything other than write about making a character, to be honest. I enjoyed making this character, but it was a hell of a lot to write in one sitting.

Azran
Sep 3, 2012

And what should one do to be remembered?


Let's create a kickass character with Iron Kingdoms' kickass Career system

Iron Kingdoms is a cool game. Magic, swords, gunpowder, giant robots and giant beasts punching each other forever. Privateer Press, its creator, made both a miniature wargame system (Warmachine, and later Hordes) and a d20 3.0 RPG supplement (their Monsternomicons were rad as gently caress). The current d20 is a completely revamped 2d6 system, almost identical to the one used in their wargames. And it's great.

I'll take any requests, but I just want to showcase the most unique concepts you can achieve in this system for now. Let's start with a guy that shouts really, really loud. Loud enough to kill people. And when that doesn't work? Then he will channel spells through his bullets.

Sadly, no bird bards in this system. Let's get started!

Pick your race

I can choose between Humans, Iosans (think xenophobic elves with beards), Nyss (think Winter Elves who are on the brink of extinction), Rhulics (think Dwarves with no beards), Ogrun (kinda a not-Ogre/Orc who are honourable and pretty widespread), Gobber (civilized goblins who are really deft) and Trollkin (distant relatives of full-blood Trolls)


One of these guys.

Trolls have many advantages, like being Tough and having Feat: Revitalize. They known Molgur-Trul (the language of the wild people, basically) and another language they picked during their travels (ain't no Common in this setting).

Pick your archetype
You get four archetypes, which give you benefits and kinda determine how you're going to play your character. They are Gifted (you need this archetype to be able to use Magic), Mighty (you do more damage on melee attacks; an extra d6 in a 2d6 system is huge), Skilled (you can make another attack each turn) and Intellectual (you get a +1 to hit and damage rolls, and it applies to your nearby teammates)

Each one of these archetypes allows you to pick an extra benefit from a list. In fact, my Tough and Feat: Revitalize abilities are from the Mighty archetype. Yay trollkins.

I pick Gifted because I need it if I want to be full of bullshit cast magic with my pistols. As an archetype primary benefit, I can now choose Gifted careers. As a secondary benefit, I choose Combat Caster. Whenever I cast an attack spell, I can use 3d6 instead of 2d6, and discard the lowest.

Choose two careers
Here's were the fun begins. From Aristocrat to Stormblade, this section is full of cool options and it's my favourite part of the system. Hell, there's even a box with information as to how customize the existing careers.

I will pick Gun Mage and Fell Caller. The first career is full of people who carve magical runes on their bullets and "cast" spells through their guns, while the Fell Caller is the trollkin bard. They have a respected position in society because they can shout so loving loud they will bring walls down. Or people too.

Each career gives me equipment, cash, Military and Occupational skills and abilities. It also tells me my "caps" in regards of Skills, and which other abilities I can learn.

Fell Caller gives me the abilities Fell Call: Signal Call (you will hear me talk about your mother even if you are two miles away from me) and Fell Call: Sonic Blast. (Imagine a troll shouting GET OUT forever)

It also gives me Hand Weapon 1 OR Great Weapon 1. The number represents the bonus I'll get on my attack rolls with that kind of weapon. I'll choose Hand Weapon; I'll be using pistols anyways so it doesn't really matter.

In regards of Occupational Skills, I have Command 1, Fell Calling 2, Lore (Trollkin) 1 and Oratory 1. I also get 75 Cygnarian Crowns (Gold Pieces).

Gun Mage gives me the abilities Craft Rune Shot (I can make my own magical ammunition) and Fast Reload (I get an extra Quick Action to recharge my guns).

It gives me a choice between Pistol 1 OR Rifle 1. I pick Pistol; if both careers have the same Military Skills they add up.

Occupational Skills-wise, I have Detection 1 and Intimidation 1. Most of the time, combat careers are really light on Occ. Skills. While I get 25 Cygnarian Crowns, I get an ammo bandolier, a rune shot casting kit and a choice between a Magelock Rifle or Pistol (with powder and ten ammo rounds). Magelock weaponry are special equipment through which I can cast my rune shots; obviously, I pick a pistol.

I also get spells! In this case, the Rune Shots Accuracy (Easier to hit with these), Brutal Shot (these ones hit really hard) and Thunderbolt (these one push you the gently caress away).

As an aside, Gifted Trollkin can't be Arcane Mechaniks, Warcasters or Arcanists since these are careers with an scholastic bent to Magic.

Increase stats

Your race determines your starting stats. Everyone gets 3 points to increase them as they see fit.
In my case, they are:

PHY 6 (Physique, your physical tolerance.)
- Spd 5 (Speed, the distance you can move.)
- Str 5 (Strength, the power behind your attacks.)
AGL 3 (Agility, how dextrous you are.)
- Prw 4 (Prowess, how easy it is for you to hit in melee.)
- Poi 2 (Poise, your skill with ranged weaponry.)
INT 3 (Intellect, how smart you are.)
- Arc 3 (Arcana, how many Fatigue/Focus points you get for spellcasting, and how easy it is to hit enemies with spells)
- Per 3 (Perception, how insightful and aware of your surroundings you are)

Simple stuff. Trollkins are slower than average, poo poo at shooting but pretty resilient and strong. You've got a Racial Maximum Limit that increases as you level up, but I'll increase my POI and Arcana for now.

PHY 6
- Spd 5
- Str 5
AGL 3
- Prw 4
- Poi 4
INT 3
- Arc 4
- Per 3

Poise is at its racial maximum for now, same with Arcana. Great! Other tertiary stats, like Defense, Armour, Initiative, Command Range and Willpower are derived from these bunch.

Defense is your dodge chance, basically. It's equal to Agility + Speed + Perception, minus any armour penalizers. I get an 11. Welp. More than half of the time, a professional soldier will hit me. And this isn't even taking armour into account yet!

Armour is damage mitigation, mostly. Every point it is beaten by equals one damage point. It's derived from PHY + shield/armor modifiers. I have a base of 6.

Initiative is SPD + Prw + Per; 12 in total. Whoever has the best initiative roll goes first in battle, as always. It can get affected by armour.

Willpower is just PHY + INT, so 9. It represents your tolerance to fear and mind control.

Command Range is useful for our Fell Calls that buff other (trollkin) allies. It's INT + Command skill, so 4 inches around me.

I also have 4 Fatigue Points. If I were a Warcaster, these would be Focus points, but they would be less in number due to the versatility. Instead, Fatigue Points work like mana in video games. If I want to cast two spells that are COST 2 each, like two rune shots, I can - but I will gain 4 Fatigue. Next turn, that Fatigue goes away and everything is okay. I can also go over the top, up to 8 Fatigue Points, but I risk losing my turn every time I use a spell.

PHY, AGL and INT are primary stats, which give your Life Spiral, the equivalent of Hit Points in this system. In that sense, any kind of character benefits from being tough, agile or intelligent.

Phys ****
**
Agi ***

Int ***

In our case, I have a total of 12 hit points. Which means two good hits from that professional soldier may kill me! OUCH. If you lose all the circles in one branch of your spiral, you will suffer penalties to hitting, damaging and casting spells - according to the branch that got taken out.

It's a good thing every character gets 3 Feat Points to do stuff like halve any received damage. The system may be ultra lethal, but the Feat Point dynamic forces you to be on the offensive all the time. You will be spending feat points like crazy, but as long as you are being aggresive, you will regain them. I like it, personally.

Gear

I have 100 Cygnarian Golden Crowns in total, which is lower than average; but I've got my free Magelock Pistol, so I'll just get armour and some other random stuff. I'll get a bayonet for my pistol (5gc), a backpack (15g), a Custom Light Armour set (60g) and a 50 rounds of ammunition (20g). The Armour set in particular will reduce my DEF in 1, but it will increase my armour in 7. I have a total of Armour 13 now. To put things into perspective, a loving Sword wielded by a normal human has Power 7 in total. So 7 + 2d6, and every point over 13 is a damage point. :suicide:

Adventuring Companies are a neat thing. Players can choose to restrict their Career choices around a certain theme, like a Magic Order or a Pirate Crew, and it will give them different benefits; from free Abilities to their own stronghold.

We will ignore them.

We're just missing a name! I dunno, Trollgun Sam.

Final Character Sheet

- Trollgun Sam

PHY 6
- Spd 5
- Str 5
AGL 3
- Prw 4
- Poi 4
INT 3
- Arc 4
- Per 3

Phys ****
**
Agi ***

Int ***

DEF 10
ARM 13
Initiative 12
Willpower 9
Command Range 4


Abilities:
*Craft Rune Shot
*Fast Reload
*Fell Call: Sonic Blast
*Fell Call: Signal Call

Spells:
* Runeshot: Accuracy
* Runeshot: Brutal Shot
* Runeshot: Thunderbolt

Military Skills:

Hand Weapon 1

Pistol 1

Occupational Skills:

Deception 1

Command 1

Lore (Trollkin) 1

Intimidation 1

Oratory 1

Fell Caller 2

Gear:
Magelock Pistol with Bayonet; 60 ammo rounds + powder
Custom Light Armour set
Rune Shot Casting Kit
Backpack


And that's it!

Azran fucked around with this message at 18:29 on Feb 27, 2014

Asymmetrikon
Oct 30, 2009

I believe you're a big dork!

Azran posted:

While it was originally a d20 setting for 3.5, it ended up branching out into the wargaming scene to great success

Hahahahaha, you got your timeline a little bit mixed up there.

Quick poll: Would people be more interested in a WFRP3e character, or a D&D 4e character? I'll be doing both, but they take a little time to get all the information for.

Lemon-Lime
Aug 6, 2009
WFRP3, definitely (and SWEotE too, if you have it). I think everyone's familiar with how 4E chargen works by now.

e;

Azran posted:

While it was originally a d20 setting for 3.0, it ended up branching out into the wargaming scene

This is wrong, incidentally. It was a wargame first and the IK supplement was for 3.5, not 3.0.

Lemon-Lime fucked around with this message at 18:07 on Feb 27, 2014

Asymmetrikon
Oct 30, 2009

I believe you're a big dork!

Lemon Curdistan posted:

(and SWEotE too, if you have it)

Oh yeah. I'll probably do up a post comparing their character systems too, considering the similarities they have.

Azran
Sep 3, 2012

And what should one do to be remembered?

Asymmetrikon posted:

Hahahahaha, you got your timeline a little bit mixed up there.

Quick poll: Would people be more interested in a WFRP3e character, or a D&D 4e character? I'll be doing both, but they take a little time to get all the information for.

Whoops. :downs: Thanks for the correction! And please do WFRP3e, it's intriguing.

Asymmetrikon
Oct 30, 2009

I believe you're a big dork!

Azran posted:

Whoops. :downs: Thanks for the correction!
I didn't mean that it was a 3.0 setting, I mean that the minis game came before the d20 setting (even if the intent was to release the other way around). Just some nitpicking.

Azran
Sep 3, 2012

And what should one do to be remembered?

Asymmetrikon posted:

I didn't mean that it was a 3.0 setting, I mean that the minis game came before the d20 setting (even if the intent was to release the other way around). Just some nitpicking.

Welp! You are right, I thought Warmachine was from 2004. Once again, :downs: Fixed.

Edit: Just noticed the edit a couple posts above. Thanks to you too!

Azran fucked around with this message at 18:29 on Feb 27, 2014

Siivola
Dec 23, 2012

Lemon Curdistan posted:

This is wrong, incidentally. It was a wargame first and the IK supplement was for 3.5, not 3.0.
The original Iron Kingdoms supplements - Lock & Load: Iron Kingdoms Character Primer, Monsternomicon volume 1 and the original Witchfire trilogy of adventures - were indeed 3.0 products! They didn't switch to 3.5 until the Iron Kingdoms Character Guide, the collected Witchfire Trilogy hardcover and everything else. :spergin:

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Ars Magica: Characteristically Speaking

We have finally gotten our Flaws and Virtues taken care of. According to the Detailed Character Creation checklist, we must now buy our Characteristics - that is, our Attributes. You’ve got Eight of them, which range between -3 and +3. You have Intelligence (memory and ability to analyze stuff, and very important for wizards), Perception (intuition and ability to notice things), Strength (physical power), Stamina (toughness and ability to withstand fatigue, also very important for wizards), Presence (charisma, appearance and demeanor, though not in the sense of prettiness), Communication (self-expression, speechmaking, writing books and influencing people over time), Dexterity (grace, agility and hand-eye coordination) and Quickness (reaction speed and reflexes). All of the physical stats are fairly important in combat; none of the mental stats are. Directly, anyway.

Now, we get 7 points to spend on Characteristics. They all start at 0. Raising to +1 costs 1 point, raising to +2 costs 3 (1+2) and raising to +3 costs 6 (1+2+3). You can get more points by making a stat negative, on the same math. Now, Intelligence and Stamina are the most important stats for Hermetic magic - one for labwork, the other for casting. But we also want good Perception, since we’re an investigator, and probably decent Presence and Communication. Strength is not important to us, we won’t be dealing damage with our bodies often. Quickness is slightly more important, as it is the defensive stat. Dexterity is handy but less useful to us - it’s the offensive stat. (Of course, all of these have out of combat uses, but generally they aren’t our focuses, either.)

So, we’ll first spend 6 of our points grabbing Intelligence 3. This is fairly common among magi, and I’m pretty sure later books say that most magi look for apprentices that are that smart over most other concerns. (Not all - House Jerbiton values the Gentle Gift even over genius, for example.) That leaves us with 1 point. I want Stamina 2, so I decide to drop our Strength -2. This covers our Stamina 2, and we still have 1 point free. I drop it in Presence. We now have 0 points. I decide to drop Dexterity to -2, giving us 3 points. I spend those on Perception 2. I get 3 more points by dropping Strength all the way to -3 - we are not strong at all. I raise Communication to 1, leaving us 2 more points. We could raise Presence or Communication to 2 with those. I pick Communication. We have left Quickness at 0.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
Next, we deal with Early Childhood. This is where we start dealing with XP, which we spend on Abilities (read: skills) and, eventually, Arts. In Early Childhood, a character gets enough XP to raise their native Language to 5, 75 XP. (I will present the Advancement Table for you.)



That 75 XP must go into our Native Language - Arabic. We also get 45 XP to spend on Area Lore for the place(s) we grew up in, Athletics, Awareness, Brawl, Charm, Folk Ken, Guile, other Living Languages, Stealth, Survival and Swim. Let’s take a look at those. All of them are General Abilities - those that anyone can learn without needing a Virtue to unlock them.

  • Living Language: Every language is its own Ability. Rather than being rolled, it generally measures your fluency, as follows. When speaking with another person, communication occurs at the lower of their two scores in the shared language. Latin and Hebrew are not living languages in most places, but if you live in one of the rare places that they are, you can learn them as living languages rather than dead ones, with no need for a Virtue. This ability can be rolled occasionally - it also covers artistic composition in the language, as well as telling stories in it. Example specialties: Poetry, prose, specific dialects, expansive vocabulary, specific technical vocabulary, slang, storytelling.
    • 0, but with XP in the ability: You know a few words, like ‘please’ or ‘thank you.’
    • 1: You can ask basic questions like ‘where is the church’ or ‘do you sell food’ and mostly understand the answers. You have a terrible accent, make a lot of mistakes and need people to speak slowly to properly understand them.
    • 2: You can sustain short conversations on common topics. You still make a lot of mistakes and often misunderstand words.
    • 3: You can hold a conversation on everday topics, though it’s slow and you still have a bad accent and make mistakes.
    • 4: You can hold conversations on non-technical topics and rarely make mistakes. People don’t usually need to repeat themselves. You must have at least level 4 in a language to read a book written in that language and gain XP from it. (Also you have to be literate in that language, which is not covered by this skill directly.)
    • 5: You speak fluently, though you have a weak accent if it’s not your native tongue. You know as much about the language as most natives. You must have a language at 5 to write a book in it. (And, obviously, literacy.)
    • 6: You choose your words very well and, even in a non-native tongue, have no accent.
  • Charm: Fascinating, enticing or endearing others to you, but only on a personal, one-on-one basis. Also, winning people over emotionally, particularly sexually compatible people. Example specialties: Courtly love, first impressions, being witty.
  • Folk Ken: Understanding the personality, background and motives of other people. Generally rolled secretly by the GM, so you don’t know if you failed or botched. Example specialties: Peasants, townsfolk, nobles, clergy, magi, the opposite sex.
  • Guile: Lying, feigning emotions or beliefs, disguises. If you understand your target (9+ on a Perception+Folk Ken roll), you get a +1 to Guile against them. Example specialties: Particular kinds of deception, lying to authority, fast talk, elaborate lies.
  • Stealth: Sneaking around without being seen or heard, and also hiding or tailing people. Example specialties: Hide, sneak, shadowing, urban areas, natural areas.
  • Survival: Finding food, water, proper routes, safety and shelter in the wilderness. Building fires, cooking without implements or tools. Example specialties: Specific locales.
  • Swim: Swimming. Example specialties: Long distances, diving, underwater maneuvering.

The game presents a few example childhood packages, which I usually make use of - the Athletic Childhood (Athletics 2, Brawl 3, Native Language 5, Swim 2), the Exploring Childhood (Area Lore: Home Area 2, Athletics 1, Awareness 1, Native Language 5, Stealth 1, Survival 2), the Mischievous Childhood (Brawl 2, Guilde 2, Native Language 5, Stealth 2), the Social Childhood (Charm 2, Folk Ken 2, Guile 2, Native Language 5) and the Traveling Childhood (Area Lore: Area A 1, Area Lore: Area B 1, Folk Ken 2, Living Language 1, Native Language 5, Survival 2). We’ll grab the Traveling Childhood - it’s good for a character from Spain, near the Muslim/ Christian borders. Now, as a note - every Ability we take gets a specialty. When that specialty applies, our Ability is considered 1 rank higher than it normally is.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Abilities
Area Lore: Andalusia (Geography) 1 (5 XP)
Area Lore: Castille (Geography) 1 (5 XP)
Folk Ken (Peasants) 2 (15 XP)
Spanish (Slang) 1 (5 XP)
Arabic (Poetry) 5 (75 XP)
Survival (Hills) 2 (15 XP)

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
Malik also gets 50 XP to split between Latin and Artes Liberales, because of his Educated Virtue. Both are Academic Abilities and cannot normally be taken at chargen without a Virtue to unlock them. Educated unlocks all Academic Abilities but only gives XP to spend on these two.

  • Dead Language: Works as per Living Language, save that the language is one that is not spoken natively any more. Example specialties: Academic usage, Church ceremonies, Hermetic usage.
  • Artes Liberales: the seven liberal arts, the basis of medieval education. They are divided into the Trivium (grammar, logic and rhetoric) and the Quadrivium (arithmetic, geometry, astronomy and music). The main focus is on the Trivium, but both are taught. So this one Ability covers theoretical questions of linguistic structure, the styudy of syllogism and reasoning, basic math, the study of planes and solid figures, the study of light, predicting the positions of stars and planets and the (purely theoretical) study of proportion and musical theory. That last one has nothing to do with actually playing or singing - it’s all pure theorycrafting. This skill also covers the ability to read and write. For every rank in it, you are literate in all languages you know that use one specific alphabet - the Latin alphabet, say, or the Greek or Arabic ones. This skill is also important for Ritual and ceremonial magic. Example specialties: Grammar, logic, rhetoric, arithmetic, geometry, astronomy, music, Ritual magic, Ceremonial magic.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Abilities
General
Area Lore: Andalusia (Geography) 1 (5 XP)
Area Lore: Castille (Geography) 1 (5 XP)
Folk Ken (Peasants) 2 (15 XP)
Spanish (Slang) 1 (5 XP)
Arabic (Poetry) 5 (75 XP)
Survival (Hills) 2 (15 XP)
Academic
Latin (Hermetic Usage) 3 (30 XP)
Artes Liberales (Logic) 2 (20 XP)

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
So, Malik is literate in Spanish, Latin and Arabic. Also, he knows enough Latin that he can read Hermetic texts, but no other kinds of book. Now, our first real challenge: deciding Malik’s age, and how old he was when he became an apprentice. That is usually between 5 and 10, so let’s roll a die to find out.

Welp! It appears that Malik was picked up at age 5.

This means we cut straight to apprenticeship XP. This takes 15 years, so it’s done when Malik is age 20. He gets 240 XP, plus the 60 bonus XP from Skilled Parens, for a total of 300 XP to spend on Abilities and Arts, total. He also gets 120 levels of spells, plus 30 for his Skilled Parens. We’ll determine spells when we’ve spent his XP. Magi have special rules: once they enter apprenticeship, they can take any Ability they want, except Supernatural Abilities. They don’t need Virtues to unlock them any more. Supernatural Abilities, as always, still need to be unlocked individually. But this is getting long, so we’ll look over the apprenticeship of the wizard Avendaras next time!

Next time: Giant XP lumps and you!

Asymmetrikon
Oct 30, 2009

I believe you're a big dork!


Burning Wheel II

With stats done, we can move on to skills. We count up our General and Lifepath points, coming up with 4 GPts and 35 LPts (that may seem like a lot of lifepath points, but having spell songs will eat up our points). We can also make a list of all our Lifepath skills:

Skills: Armor, Brawling, Conspicuous, Elven Script, Flute, Knives, Lyre, Oratory, Shield, Silver Trumpet, Sing *, Song of Soothing, Sword *

Spell Songs: Doom of Strength, Lament of Mourning, Lament of the Westering Sun, Lyric of Healing *, Recitation of Ages, Song of Merriment *, Song of Songs *, Song of the Sword, Tract of Enmity, Verse of Friendship

All skills start out "unopened". To open a standard skill, spend 1 point on it - it then gains a rating equal to half its root stat rounded down. Spell songs and training skills (like Armor) cost 2 points to open. After opening, points can be spent on skills just as they're spent on stats - 1 to increase the exponent by 1 (to a max of 6), and 5 to increase the shade by 1 (except for training skills, which are either opened or unopened with no advancement). The skills and spell songs with an asterisk are special - we have to open them (putting at least 1 point in them, or 2 points in some specific cases). The first skill in each lifepath is mandated to be opened.

Because of the mandated skills, we start out with only 27 points to spend on lifepath skills, but get a few spell songs. Almost all spell songs have a Will root, so having a G4 Will is extremely beneficial (2 points opens a spell song at G2, which is already nice). We get the following mandatory:

Sing G2
Sword B3

Lyric of Healing G2 - adds dice to Health checks for recovery
Song of Merriment G2 - removes penalties and hesitation
Song of Songs G2 - can add extra dice to a spell song check

First, let's consider what to open, then distribute points to buff up our skills. The essentials:

  • Armor is a training skill (costs 2 points to open, and can't be advanced) which will remove penalties from removing armor.
  • Shield is the same but for shields.
  • Brawling is nice if we're caught without our sword, but is really good because it can be FoRKed (Field of Related Knowledge - gives +1D/2D if exponent > 6 when making a check) when using the Sword skill.
  • Conspicuous lets us make ourselves known above even a rowdy audience.
  • Oratory lets us make use of our boisterous voice to make speeches.
  • Lament of Mourning will be essential to counteract Grief (which will be explained later).
  • As a Sword Bard, we should definitely pick up Song of the Sword - we get a few blessings which we can empower our sword with by song (like bonuses to speed or power).

With all these opened, we have 16 points left, which I distribute to buff up our skills. We have 4 General skill points, which can be used to open and advance pretty much anything. I'll open Music-Wise and put 1 point into it (a wise is a general knowledge of a certain niche), and I'll open both Command and Rope Chant at their roots.

pre:
Armor B2 (aptitude only)
Shield B3 (aptitude only)

Brawling B3 (B2 + 1 pt)
Command G2
Conspicuous G4 (G2 + 2 pts)
Music-wise B3 (B2 + 1 pt)
Oratory G4 (G2 + 2 pts)
Rope Chant B2
Sing G4 (G2 + 2 pts)
Sword B5 (B3 + 2 pts)

Lament of Mourning G2 (G2 + 0 pts)
Lyric of Healing G4 (G2 + 2 pts)
Song of Merriment G3 (G2 + 1 pts)
Song of Songs G3 (G2 + 1 pts)
Song of the Sword G5 (G2 + 3 pts)
Now that that's done, we can move on to Traits.

There are 3 types of trait - [Char] traits, which are just flavor traits that your character has; [Dt] or dice-traits, which give bonuses to stats / skills / rolls and other effects; and [C-O] (Call-On) traits, which give free re-rolls and tiebreakers.

Unlike skills, we automatically get some traits for free. These are the Elven Common traits, which include:

Born Under the Silver Stars [Char] - have a faint glow
Fair and Statuesque [Char]

Essence of the Earth [Dt] - no ill effects from temperature/illness/age, +1D to Health/Forte vs fatigue and poison
First Born [Dt] - max Perception at 9, stride 8
Grief [Dt] - gain the Grief mechanic
Keen Sight [Dt] - +1D to Per/Obs maneuvers in Range and Cover or long distance Per tests, see in starlight as day, no Ob for dim lights

From our lifepaths, we have 5 trait points to spend. However, like skills, we have to buy the first trait in each lifepath - luckily, these are always 1 point cost, even if they'd be more to buy freely. Therefore, we get:

Vocal [Char]

Sword of the White Towers [Dt] - 1D affiliation with the Swords of the White Towers

This leaves us with 3 points to spend. We'll take:

Ineffable Feature (Tongue) [Char] - 1 pt: our tongue can't be destroyed (we will sing forever)

Sonorous Voice [C-O] - 2 pt: call-on for persuasion because of our lovely voice

Next Time: I HOPE YOU LIKE SURVEYS

Asymmetrikon
Oct 30, 2009

I believe you're a big dork!


Burning Wheel III

Now, we do some calculation and fill out some surveys!

Mortal Wound is the average of Power and Forte, rounded down, plus 6: B9.
Reflexes is the average of Perception, Agility, and Speed, rounded down: B5.

Health begins as the average of Will and Forte: B6 (because Will is gray shade and Forte isn't, Health is black shade but gains +2). However, there are some questions that can modify our Health based on our character's backstory:

Does the character live in squalor or filth? - Being a warrior elf, probably not: no penalty.
Is the character frail or sickly? - Nope: no penalty.
Was the character severely wounded in the past? - Let's go with yes; a warrior isn't a warrior until they have a wound to speak of: -1 Health.
Has this character been tortured and enslaved? - No: no penalty.
Are you a Dwarf, Elf, or Orc? - Yes!: +1 Health due to their mystical/immortal nature.
Is the character athletic and active? - Warrior? Check: +1 Health.
Does the character live in a really clean and happy place - No, the battlefield is a little dirty: no bonus.

Adding it all up, we have a Health of B7.

Steel begins as B3 for all characters, then we have to answer the following:

Has the character taken a .... soldier, ... or knight type lifepath? - Yes: +1 Steel.
Has the character ever been severely wounded? - As in Health, yes: since the wound was as a soldier, +1 Steel.
Has the character ever murdered or killed with their own hand? - In war, yes: +1 Steel.
Has the character been tortured, enslaved or beaten terribly over time? - Nope: no change.
Has the character led a sheltered life, free from violence and pain? - Not with that severe wound: no change.
Has the character been raised in a competitive (but non-violent) culture? - Maybe, but for these purposes, no: no change.
Has the character given birth to a child? - Sure!: +1 Steel.
Is the character Gifted or Faithful or an equivalent? - Elves can't be either: no change.
Is the character's Perception exponent 6 or higher? - Nope: no change.
Is the character's Will exponent 5 or higher? - Thanks to the grey shade, no: no change.
Is the character's Forte exponent 6 or higher? - No: no change.

Steel ends up as B7. If we had gotten 5 or more points, we could've traded 5 to get a grey shade, but we'll just have to deal with our black shade.

Hesitation is 10 minus Will exponent: ours is 6.

Grief is our special Elf stat. It measures our world-weariness from living so long; it goes up over our life, and if it hits 10, we either have to leave to the mysterious West, or we begin to waste away.
We begin with Grief B0, and answer some questions:

Has the character taken any Protector lifepath? - Yes: +1 Grief.
Has the character been a ... Soother? - Yes: +1 Grief.
Has the character been Born Etharch? - No: no change.
Has the character been a Loremaster, Adjutant, or Althing? - No: no change.
Has the character taken the Elder lifepath? - No: no change.
Does the character know any Lamentations? - Yes, the Lament of Mourning: +1 Grief.
Does the character's history include tragedy? - Nope, other than soldiering: no change.
Has the character lived among non-Elven people? - During travels, yes: +1 Grief.
Does the character have Steel greater than exponent 5? - Yes: +2 Grief.
Is the character's Perception exponent greater than 5? - No: no change.
Is the character 500 or more years old? - No: no change.

Totaling it, we have 6 points of Grief to spend. We could take a B6, but I'll spend 5 to get a G1 Grief. It will advance faster, and we can take more Grief before we fade away.

Stride is 8, as all Elves.

After our derived stats, we come to Resources. Resources are the abstraction of money in this game - we get an amount to spend on several things, which also buys us a Resources stat to use in the game. We have 55 resource points, which can be spent on:

  • Gear - standard adventuring trinkets; swords, armor, MacGuffins, the works
  • Relationships - characters who will be given recurring roles in the sessions
  • Affiliations - Power in various organizations
  • Reputation - renown and influence
  • Gangs and crews - people who'll back us up in a pinch
  • Bodyguards, Squires and Apprentices
  • Spells - we can't buy these, cause we're Elves and only use songs

Let's look at gear first, and see how much we're gonna have to dump on that before we move on to anything else. Standard purchases come first - Elven clothes and shoes are 3 rps together, and we should probably buy Traveling Gear (2 rps). We're gonna need a sword and shield, so we get some Elven Arms. If we had taken 4 or less lifepaths and still ended up as a Sword Singer, we could get a discount, but we'll have to buy it at the full price of 15 rps. We'll also pick up some standard Leather Armor for 10 rps (the Elven version is superior, but costs 3 times as much). With our Rope Chant, rope might come in useful - 12 rps for enough Elven Rope to last for a long while. This rope is enchanted, too, so we get bonuses to use it, and can make it move with a wink. With gear bought, we have 13 points to spend on other things. I'll buy a relationship - that 13 could almost get me to a relationship to a very powerful character. To get it, I'll have to take a -2 to the cost for one of the conditions. I'll take "family", and decide that the Youthful Usurper, a powerful and reviled Elf rebel who fights against the White Towers, is my son. That'll create some drama!

Resources exponent is the number of rps spent on things that aren't gear, spells or relationships divided by 15. I spent none on those, so I have a B0 - I have no clout to buy things.

Now to calculate Circles - how much community influence I have - I divide my Will in half and get G2.

Physical tolerances now. There are 6 levels of tolerance: Superficial, Light, Midi, Severe, Traumatic, and Mortal, ranging from least to greatest threat. Mortal is the same value as Mortal Wounds - B9. Light is half Forte rounded down plus 1, so B2. The tolerances in the middle are splayed throughout the middle of those two, with gaps less than or equal to half Forte rounded up between the least severe. With a little calculation, I find that I have Light B4, Midi B6, Severe B7, and Traumatic B8.

Phew! We're almost done. There are only three steps left - Beliefs, Instincts, and Naming.

Beliefs are goals; they represent what your character wants, and what you should be rewarded for achieving. Let's take "I will keep my son alive", "I will learn what the True Song means", and "I will help the Swords retake our ancestral fortress".

Instincts are automatic ways of acting - they can do things that would normally take actions, but cannot be refused. I'll take the classic "My lips always sing the Song of the Sword in time before danger", and "Don't say my son's name in front of those who wish him dead".

The final step is naming - the simplest, yet most frustrating, step in any game. I will name this Elf Feane the Sword Singer.

And with that, we are ready to play. The final character:

pre:
+------+------------+-------+-----------+-----+----------------+
| Name |      Feane | Stock |       Elf | Age |            192 |
+----+-+--+----+----+----+--+-+----+----+-----+----+-----+-----+
| Wi | Pe | Ag | Sp | Po | Fo | He | Re | Ste | Mw | Res | Cir |
| G4 | B4 | B6 | B5 | B4 | B3 | B7 | B5 |  B7 | B9 |  B0 |  G2 |
+----+----+----+----+----+----+----+----+-----+----+-----+-----+
|       Stride |  8 |        Grief | G1 |     Hesitation |  4  |
+----+----+----+----+----+----+---------+----------------+-----+
| Su | Li | Mi | Se | Tr | Mo | Relationship: Son, leader of   |
| B2 | B4 | B6 | B7 | B8 | B9 |     rebel elves                |
+----+----+-+--+----+----+----+--------------------------------+
|    | Char | Born Under the Silver Stars, Fair and Statuesque |
|    |      | Vocal, Ineffable Feature (Tongue)                |
|    +------+--------------------------------------------------+
| Tr |   Dt | Essence of the Earth, First Born, Grief,         |
|    |      | Keen Sight, Sword of the White Towers            |
|    +------+--------------------------------------------------+
|    |  C-O | Sonorous Voice                                   |
+----+------+--------------------------------------------------+
|    | I will keep my son alive                                |
| Bl | I will learn what the True Song means                   |
|    | I will help the Swords retake our ancestral fortress    |
+----+---------------------------------------------------------+
|    | My lips always sing the Song of the Sword in time       |
| In |     before danger                                       |
|    | Don't say my son's name in front of those who wish him  |
|    |     dead                                                |
+----+---------------------------------------------------------+
|    | Armor B2, Shield B3                                     |
|    +---------------------------------------------------------+
|    | Brawling B3, Command G2, Conspicuous G4, Music-wise B3, |
| Sk | Oratory G4, Rope Chant B2, Sing G4, Sword B5            |
|    +---------------------------------------------------------+
|    | Lament of Mourning G2, Lyric of Healing G4,             |
|    | Song of Merriment G3, Song of Songs G3,                 |
|    | Song of the Sword G5                                    |
+----+---------------------------------------------------------+
| Gr | Elven clothes, shoes, arms, rope; training gear,        |
|    | leather armor                                           |
+----+---------------------------------------------------------+

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry
Another day another space game...



Unlike the previous two games I've covered, Blue Planet is a very good game. One that really should have an F&F done on it. Today though we are going to make a character. There are no bird PCs in Blue Planet, so how about a Beluga Whale Bard?

Blue Planet is a game set on a water world . Explorations in Earth's Solar System had located a wormhole that allowed FTL travel to the Lambda Serpentis System and back. After several small explorations were accomplished by probes a colony was decided to be set up on Lambda Serpentis II a/k/a Poseidon; a world with 95% coverage of surface water and animal life that was similar to Earth's with some significant changes, such as most mammal analogues being hexapodal to a greater or lesser extant.

This colony called the Athena Project had genetically modded colonists for amphibious survival along with uplifted Bottlenose Dolphins and Orcas as scouts and assistants. Meanwhile a genetically modified crop destroying virus had been released on Earth causing a massive famine known as the Blight. This started a new dark age which lasted almost 60 years until the virus is eradicated. Another ship is finally sent to Poseidon to establish contact with the abandoned colonists and finds they have slipped into an almost tribal level due to all their technology wearing out.

A few years later the corporations move in to begin to explore the economic opportunities.

    [1] Develop a character concept. discuss it with the game moderator, and select an appropriate character power level.
    [2] Select a species and record the default attribute scores for that species.
    [3] Modify the character's attributes, using either the point-based or random system.
    [4] Select biomods for the character and record any changes to the character's primary and derived attributes.
    [5] Record the character's abilities. Choose the character's aptitudes.
    [6] Select one origin package and two background packages for the character.
    [7] Choose professional training packages for the character.
    [8] Allocate points to the character's custom skills.
    [9] Consult with the game moderator and select equipment appropriate to the character and campaign.

Develop a character concept. discuss it with the game moderator, and select an appropriate character power level.

The original rules only supported humans, gene-modded humans, bottlenoses, and orcas. The last supplement published, Ancient Echoes, added, Beluga, Pilot Whales, and Common Dolphins. I'm going to create a Beluga musician who was born on Earth and has emigrated to Poseidon to become a missionary. Of the various types of cetaceans, Belugas are renowned for their musical talent.
The three Character Power Levels are: Everyday, Exceptional, and Elite. The game recommends all PCs be Exceptional or Elite. Everyday is for NPCs. This Power level sets the amount of points to be spent on various character choices.
Exceptional sounds good...
pre:
Attributes			3/5
Biomods				2-4 Minor, 1-2 Major
Aptitudes			2/4
Professional Packages		5
Points for Custom Skills	10
Max Skill Level at Start	6
Select a species and record the default attribute scores for that species.

Beluga Whale obviously, the base statistics are:

pre:
BUILD			7
FITNESS			2
AGILITY			0
DEXTERITY		-10	
AWARENESS		1
	CHEMICAL (Not Cetaceans)
	ECHOLOCATION (Only Cetaceans)
	HEARING
	INTUITION
	TOUCH
	VISION
INTELLECT		-1
PRESENCE		0
WILL			0
(Figured Characteristics)
ENDURANCE		+3
REFLEXES		+0
STRENGTH		+0
TOUGHNESS		+0
Modify the character's attributes, using either the point-based or random system.
I'm going to use the point-buy system. The random system may get you more points to work with, but you may not get the statistics you want/need for a concept.

pre:
LEVEL  CHARACTER POINTS
-3				-4
-2				-2
-1				-1
0				0
+1				+1
+2				+2
+3				+4
I'm going to spend 2 Points on PRESENCE raising it to a 2, 1 Point on AWARENESS raising it to a 2, and 1 Point on INTELLECT raising it to a 0. I will drop 1 point from BUILD lowering it to a 6 so I can afford it.

Record the character's abilities. Choose the character's aptitudes.
Now my stats look like this...

pre:
BUILD			6
FITNESS			2
AGILITY			0
DEXTERITY		-10	
AWARENESS		2
	CHEMICAL (Not Cetaceans)
	ECHOLOCATION (Only Cetaceans)
	HEARING
	INTUITION
	TOUCH
	VISION
INTELLECT		0
PRESENCE		2
WILL			0
(Figured Characteristics)
ENDURANCE		4
REFLEXES		1
STRENGTH		4
TOUGHNESS		2
NOTE: The AWARENESS raw score is the average of the various senses. That means you can increase one Sense if you lower another. I'm not going to do that with this character.
Aptitudes:
These are how good you are with groups of skills, like Command, Fine Arts, or Firearms. A Superior Aptitude allows you to roll 3d10, a Strong Aptitude gives you 2d10, and an Average Aptitude is 1d10. As an Exceptional Power Level character I get 2 Superior and 4 Strong Aptitudes. My Superior Aptitudes are Fine Arts, and Culture. My Strong Aptitudes are Communication, Command, Human Sciences, and Tech. This is a very social character and is quite familiar with bureaucracy and the like.

Select biomods for the character and record any changes to the character's primary and derived attributes.
This game is heavy on cybernetics, biological modification, and genetic engineering mainly due an unusual biological component found on Poseidon. (Why all the corporations are so interested.)
I am not going heavy cyber with this guy and am just taking a Sonic Trode

Blue Planet posted:

Cetaceans, especially orcas, seem to universally abhor cybernetic implants, and often have a hard time dealing with humans who are heavily modified. As a result. cetaceans typically interface with computers and other hardware via a unique form of trode.
Basically a neural link so no changes to attributes.

Select one origin package and two background packages for the character.
Skills are gained in 'packages'. I'm going to take...

Blue Planet posted:

EARTH - COASTAL RESIDENT:
Coastal Cetes live in large social groups, usually near human population centers. They tend to have more educational and professional opportunities than their more feral counterparts and enjoy a more stable role in the human world.
Cetacean Culture 3, Earth Culture 1, Language(Interspec) 5, Remote Operation 1
This is because the uplifted Belugas tend to cluster around Baffin Bay in Canada.

I want this to be a suave cete about town, or bay actually, so he gets this...

Blue Planet posted:

UNIVERSITY:
This background represents the basic skills acquired through a general Liberal arts education. While these skills cover only the first year or two at a major university. many students go on to more specialized studies, and the acquisition of these skills is covered by the professional training packages described below.
Computers 1, Earth Culture 2. History 1, Language 3, Politics 1, Writing 2
...twice. For language he is learning Latin (he likes Gregorian Chants...).

Choose professional training packages for the character.
These work much the same as the Origin and Background Packages. They all come in three levels (Novice, Specialist, Expert)and it costs 1 package pick per level. I'm going to take...

Blue Planet posted:

ARTS AND ENTERTAINMENT EXPERT (Musician)
Entertainment is one of the fastest growing industries on Poseidon. Miners and prospectors in town between excursions, scientists tired of collecting specimens, soldiers on leave-sometimes it seems like everyone is trying to escape the day-to-day for a while. And, as is the case in most frontier societies. there are always folks willing to help them. The high demand for entertainment on Poseidon doesn't mean that every two-bit crooner with a guitar is rolling in stock options.
Poseidon has its share of street-corner musicians and starry-eyed dreamers hocking their underwear to pay for another demo recording
Acting 5, Computers 3, Culture (Cetacean) 3, Culture (Colonial) 1, Dancing 5, Earth Culture 4, Electronics 3, History 1, Mechanics 1, Music 7, Negotiation 3, Persuasion 3, Physics 1, Psychology 3

WHALESONG MYSTICISM NOVICE
While human researchers have enjoyed little success in making any sense of its enigmatic philosophy, the Church of Whalesong Theogony remains a powerful force in cetacean culture. This package represents the broad, holistic understanding and skills cultivated through whalesong mysticism.
Astronomy 1, Cetacean Culture 2, Genetics 1, Geology 1, Language (Interspec) 1, Meteorology 1, Oration 1, Persuasion 1, Psychology 1, Theology 3, Zoology 1

COLONIZATION NOVICE
Cetacean colonists are some of the most valuable resources on Poseidon. in both native and newcomer settlements. Their adaptations to the aquatic environment make them uniquely suited to a variety of marine tasks, from aquaculture to fishing.
Animal Husbandry 3, Aquaculture 3. Botany 2. Culture (Colonial) 2, Electronics 1, Fishing 3, Foraging 2, Language (Interspec) 2, Mechanics 1, Meteorology 2, Remote Operation 1, Zoology 2

Allocate points to the character's custom skills.
I've got 10 to work with so I'll buy 2 more in Oration, 3 in Leadership, 3 in First Aid and 2 more in History.

Finally I'll give him a CICADA which is a cetacean ROV and has a rotor drone so he can participate in stuff on the surface. He interfaces with it though his Sonic Trode of course...

Choir Leader
Beluga Missionary and Songmaster.
pre:
BUILD			6
FITNESS			2
AGILITY			0
DEXTERITY		-10	
AWARENESS		2
	CHEMICAL (Not Cetaceans)
	ECHOLOCATION (Only Cetaceans)
	HEARING
	INTUITION
	TOUCH
	VISION
INTELLECT		0
PRESENCE		2
WILL			0
(Figured Characteristics)
ENDURANCE		4
REFLEXES		1
STRENGTH		4
TOUGHNESS		2
pre:
Agriculture 1d10
	Animal Husbandry 3 
	Aquaculture 3
Command 2d10
	Leadership 3
Communication 2d10
	Language(Interspec) 6
	Language(Latin) 3
	Negotiation 3
	Oration 3
	Persuasion 4
	Writing 2
Culture 3d10
	Cetacean 6
	Colonial 5
	Earth 3
Fine Arts 3d10
	Acting 5
	Dance 5
	Music 7
Human Sciences 2d10
	History 4
	Politics 1
	Theology 3
Life Sciences 1d10
	Botany 2
	Genetics 1
	Zoology 3
Medicine 1d10
	First Aid 3
	Psychology 1
Physical Sciences 1d10
	Astronomy 1
	Geology 1
	Meteorology 3
	Physics 1
Survival 1d10
	Fishing 3
	Foraging 2
Tech 2d10
	Computers 5
	Electronics 4
	Mechanics 2
	Remote Operation 3

Humbug Scoolbus fucked around with this message at 23:12 on Feb 27, 2014

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!


And this character right here is why the Burning Wheel book explicitly states that you have to have GM and entire-rest-of-party permission to have grey shade anything at character creation, let alone half your character sheet. Not a very representative character, although I guess it does show off most of what the system can do.

Asymmetrikon
Oct 30, 2009

I believe you're a big dork!
Hey, Elves are already way unbalanced; why not make it moreso :v:

Dagon
Apr 16, 2003




Rifts is certainly a thing. Maybe even a game? Nobody knows. I thought it might be neat to make one character in Rifts, but from every World and Dimension book. That is, embrace the multiverse aspect of things, and roll up one character with multiple versions. John Doe, coalition citizen; John Doe, Atlanean; Doe John, cyber-samurai; Jo-N D0, robot space pirate; and so on. Roll stats one time, go to each book and find something that he can be with those stats, and make it.

So to get things started, we need our initial stats. We roll 3d6, 8 times, in order.
Stats: 8#3d6 14 9 10 11 6 8 5 15
Those are, in order: IQ, which is our characters actual Intelligence Quotient divided by 10; ME, or Mental Endurance, which has to do with mental and emotional stress and psionic attacks; MA, or Mental Affinity, which is how personable and trusting we are; PS, or Physical Strength, how buff we are; PP, or Physical Prowess, our dexterity and agility; PE, Physical Endurance, our stamina; PB, Physical Beauty, how hot we are; and Spd, which determines our speed.
pre:
IQ	14	PP	6
ME	9	PE	8
MA	10	PB	5
PS	11	Spd	15
With the normal human range being 3-18 and averaging 9ish, our personality and strength are pretty average, we are kind of smart and kind of fast, but ugly and clumsy. We don't get any bonuses until we hit 16, in which case we would have rolled another 1d6 and added it to the score, repeating if that rolled a 6. So the exceptional people are really exceptional, often even superhuman.
The Ultimate Edition added a thing to compensate for low attributes, and we are going to take advantage of it. Since we have two or more attributes below 7, we get to add +1d4+5: 9 to another attribute, and a flat +3 to another attribute or a +2 to our Perception. Unfortunately this specifies other attributes, so we are stuck with our 6 PP and 5 PB. Because role playing.
pre:
IQ	14	PP	6
ME	9	PE	11
MA	19	PB	5
PS	11	Spd	15
We bump our MA up to 19, so we are ugly, but charming, and our PE to 11 so we aren't totally unhealthy. Looking at our bonuses and penalties quick, we see our MA of 19 gives us a 55% chance to gain someone's trust or intimidate them. Our PP of 6 gives us -1 to initiative, -2 to strike, parry, dodge, disarm, entangle, pull punch, and roll with impact, -15% on skills that require high manual dexterity like picking pockets, and -5% on skills requiring any manual dexterity. PB of 5 means we get -5% to skills that might need a good first impression, like Performance and Public Speaking, and -20% to Seduction, but +5% on Interrogation.

As a non-supernatural creature, we are gooey Hit Points (HP) in a Structural Damage Capacity (SDC) candy shell. Our Occupational Character Class (OCC) should tell us how many SDC, but some don't, and for those ones we get 2d6+12: 18. This is our "flesh wound" damage. We also get HP equal to our PE+1d6: 12, adding another 1d6 for each level we gain. This is the real hurt - if we get to 0 HP, we collapse, fall into a coma, and will die without medical assistance. We can survive down to -11 (PE) HP - past that, there's nothing left to save.
Mega-Damage Capacity (MDC) and Mega-Damage, for the uninitiated to Rifts, are equal to 100 SDC. This is a one-way street. 1 point of Mega-Damage, from say, a pen-sized laser, can obliterate a human, but a hundred points of normal damage, say from a company of marines opening fire on your robot suit, doesn't even scratch the paint.
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15		
If we aren't in a Racial Character Class (RCC) or OCC that gives us psychic powers, we still might have them if we roll lucky. Are We Psychic: 1d100 69 Not psychic. Sorry.

We are going to skip choosing an alignment, because alignment is dumb and I'm probably going to have to change it once I start picking classes.

Now, the good stuff. We start with the core book, the Ultimate Edition to be exact, so it probably has some errata and I think it has a couple of extra classes maybe? Who knows, I haven't read these things since I was a teen.

Of course, we have to go with…

...the iconic Glitter Boy. It was a toss up between Vagabond and Glittery Boy, but guy with a 25 million dollar robot beats homeless guy.

Glitter Boys, to explain things for non-Rifts people again, are rare pre-Rifts power armor suits with a really big gun. They couldn't be rolled up into the regular power armor soldier classes because reasons. They are "Glitter" because they have shiny anti-laser armor. Unsurprisingly, the Ultimate Edition has an aside from Kevin Siembieda explaining that a Glitter Boy was his first ever Rifts character because he just watched Bubble Gum Crisis. That’s right, the entire class is an knock-off anime Mary Sue.

But, we need a PP of 10 to be a Glitter Boy. We stumble out of the recruitment office, tripping over our own feet and with a single tear rolling down our cheek, and sign up for perhaps the second best class in Rifts, the Rogue Scholar.

Rogue Scholars only need a 10 IQ and MA. It recommends a high ME but it can shove it, I'll go crazy reading eldritch texts if I want to. We get the ability to teach others new skills, a +20% on Find Contraband related to pre-Rifts artifacts, -40% off list price for any such items, and a 50% off discount if we spend 24 hours working for the Black Market doing their homework, nerd. We can recognize authentic items at 58% +3%/level, restore and improve old stuff by 8% per level at 58% +3%/level, get +10% to Art, Calligraphy, Forgery, and Photography skills, and +1 to IQ, +2 to MA, +5 Perception, and +2d6: 6 SDC.
pre:
IQ	15	PP	6	SDC	24
ME	9	PE	11	HP	12
MA	21	PB	5		
PS	11	Spd	15		
Wow! Sure beats a badass robot suit!

Next, we get skills. There is a big list of OCC skills we get, another big list of related skills we get to pick from and get a bonus on, and another big list of Secondary Skills we get to pick from. There are also some Weapon and Hand to Hand skills thrown in there.
We grab a few, look up their skill level, and apply bonuses and penalties from our class and our lovely attributes:
pre:
Literacy: American	95	WP Sword	
Literacy: Euro		65	WP Energy Pistol	
Literacy: Chinese	65	WP Energy Rifle	
Literacy: Dragonese	65	WP Shotgun	
Language: American	98	Hand to Hand: Basic	
Language: Euro		78		
Language: Chinese	78		
Appraise Goods		55		
Basic Math		75		
Computer Operation	65		
Computer Programming	50		
Creative Writing	45		
Find Contraband		45		
History: Pre-Rifts	63		
History: Post-Apoc	65		
Public Speaking		50		
Research		75		
Pilot: Automobile	67		
Art			55		
Salvage			45		
Lore: Demons		45		
Lore: Faerie		45		
Botany			40		
Biology			45		
General Repair		35		
Cryptography		40		
Forgery			20		
Intelligence		36		
Dancing			25		
Now we get to pick our equipment. We get a suit of light MDC body armor and one weapon for each WP we have, and a personal vehicle matching our pilot skill (we'll get to these later). A set of travelling and a set of dress clothes, a cd recorder/player and headphones, a video disc player, a digital camera, a portable language translator, two notebooks, a sketch pad, a dozen pencils and markers, a dip pen and ink, a magnifying glass, binoculars, a hat, a survival knife, a bedroll, knapsack, backpack, carrying case for artifacts, an extra sack for books, a radio, personal items, 2d6x100: 600 credits, and 3d6x1000: 3d6*1000 15000 credits worth of black market saleable artifacts.

Well, that’s almost like a 25 million credit robot. I mean, we got a hat.

Lets go shopping! We get armor, 4 weapons, and a car.
It talks about "light" armor a lot, but never classifies any of it. We pick the Bushman because it looks cool and is expensive, but it says it is "lightweight." It provides 60 MDC on our body, 50 on our head, 30 on each arm, and 55 on our legs. It is also sealed so I guess we aren't getting gassed.
For our weapons, we get a NG-57 Northern Gun Heavy-Duty Ion Blaster, an ion pistol with a small e-clip but two damage settings, 2d4 or 3d6 MD. Our rifle is a Wilk's 447, with a 20 shot clp that does 3d6 damage and has a 2000' range. We grab a Vibro-Saber, which does 2d4 MD, for our sword. Lastly I guess Ultimate Edition doesn't give SDC weapon stats so we have a shotgun for duck hunting.
Our ride is the Mountaineer ATV, which despite the name is a pretty big off road truck thing. It'll do 120mph and has a 210 MDC body, 25 MDC tires, and a 50 MDC pilot compartment. It also would look pretty ballin in the wasteland:


That’s it for the first version of John Doe. We have a car and the special ability to get a job. Totally not missing out on having a sweet robot suit, no sir. Especially not one that could one-shot my truck.

Next time, World Book 1: Vampire Kingdoms, or, Juan Doe: Vampire Hunter!

jng2058
Jul 17, 2010

We have the tools, we have the talent!





The thing about MDC and SDC in the Palladium games came into effect because of Robotech. It made sense in that game to make a serious distinction between SDC people and MDC giant robots that the people flew around in.

The problem came when they used the same system in Rifts and applied it to personal equipment. It destroys the boundary between Hard Giant Robots and Soft Squishy People when the SSP are wearing clothes that can absorb HGR weapon fire. And it leads into ridiculous things like Glitter Boys.

But worst of all, the dissolving of SDC and MDC cripples the promise of Rifts that it allowed characters from any Palladium game into it. Sure, you could bring your Bird Bard Lady from Teenage Mutant Ninja Turtles into the Rifts world...and if she didn't get herself some heavy armor and a real big gun right drat quick she'd get blown to feathers and red paste by the first shot that went anywhere near her.

So yeah, you could bring a character from any other Palladium game into Rifts, but if you didn't gear them up and start acting like every other Rifts character you were dead on arrival. And if, Gygax help you, you were stupid enough to allow someone from Rifts into your non-Rifts game they would wreck the world in a session!

Zereth
Jul 9, 2003



jng2058 posted:

But worst of all, the dissolving of SDC and MDC cripples the promise of Rifts that it allowed characters from any Palladium game into it. Sure, you could bring your Bird Bard Lady from Teenage Mutant Ninja Turtles into the Rifts world...and if she didn't get herself some heavy armor and a real big gun right drat quick she'd get blown to feathers and red paste by the first shot that went anywhere near her.

So yeah, you could bring a character from any other Palladium game into Rifts, but if you didn't gear them up and start acting like every other Rifts character you were dead on arrival. And if, Gygax help you, you were stupid enough to allow someone from Rifts into your non-Rifts game they would wreck the world in a session!
It's not like there aren't a lot of Rifts classes which have the same problem! :v:

Dedman Walkin
Dec 20, 2006




Shuffle Up and Draw! Let's Make a Character for Deadlands Classic

Starting characters get their clothes and $250 to buy starting gear, unless they took a Hindrance or Edge to alter it. So, let's buy our Preacher some stuff.

Off the bat, we need to defend ourselves, and a good defense is a strong offense. Let's buy a gun. $15 gives us a nice Colt Peacemaker, and $3 gets us a box of 50 rounds of ammo. Stuff that's not listed, like a bible or cross, figure you can either give it for free, or use the price of something similiar.

  • Colt Peacemaker $15
  • 50 rounds $3
  • Single-barrel shotgun $25
  • Gun belt $2
  • Holster $3
  • 20 Shotgun shells $2
  • Axe Handle $1
  • Bible
  • Cross

$51 spent, and $199 left over. That would be the end of chargen normally, but we got a Blessed, so let's pick some Miracles.

Blessed get one miracle per level in Faith, plus the bonus miracle Protection. In fact, anyone with Faith can cast it, but only the Blessed can get access to more miracles. So with Faith 5, we get 5 miracles to pick.

  • Protection: We can try to stop supernatural evil from directly attacking us (our Faith roll is contested against it's Spirit roll)
  • Lay on Hands: Just like Cure X Wounds.
  • Sacrifice: Usually, we can only give our friends Fate Chips if we pay an equal cost into the pot. With this miracle, we can directly give to a friend.
  • Holy Roller: We can try to gamble our luck to get more Fate Chips, but if we goof up, we lose our highest chip.
  • Smite: Increase our (or a friends) Strength to clobber baddies harder.
  • Inspiration: Gives us a bonus to our Tale-Tellin' roll.

And with that, our Preacher is pretty much done.

pre:
Preacher Douglass Reeves

    Deftness: 1d8
      -Shootin': Shotgun 3
    Nimbleness: 4d6
      -Climbin' 1 (FREE)
      -Dodge 2
      -Fightin': Brawlin' 3
      -Sneak 2 (1 pt)
    Quickness: 3d6
    Strength: 2d8
    Vigor: 2d8

    Cognition: 1d8
      -Scrutinize 2
      -Search 3 (1 pt FREE)
    Knowledge: 3d8
      -Area Knowledge: Home County 2 (FREE)
      -Medicine: General 2
      -Professional:Theology 2
    Mien: 3d10
      -Persuasion 3
      -Tale-Tellin' 3
    Smarts: 2d12
    Spirit: 3d12
      -Faith 5
      -Guts 4

Grit: 0
Pace: 12
Size: 6
Wind: 20

Hindrances:
[*]Heroic
[*]Obligation (Deliver a sermon on Sundays)
[*]Clueless
[*]Squeamish

Edges:
[*]Arcane Background:Blessed 
[*]Brave
[*]Gift of Gab

Miracles:
[*]Protection
[*]Lay on Hands
[*]Sacrifice
[*]Holy Roller
[*]Smite
[*]Inspiration

Gear: ($199)
[*]Colt Peacemaker $15
[*]50 rounds $3
[*]Single-barrel shotgun $25
[*]Gun belt $2
[*]Holster $3
[*]20 Shotgun shells $2
[*]Axe Handle $1
[*]Bible
[*]Cross
All that's left is some background info, and our Worst Nightmare.

Coming up next, an attempt to make that there Bird-Themed Bard in Deadlands.

Kellsterik
Mar 30, 2012
It's the archetypal example of random superhero generation yielding utterly ridiculous results, so while we've got RIFTS and TMNT on the brain, let's peer into another dark corner of the Palladium Megabasement with

HEROES UNLIMITED

plus Powers Unlimited 1, 2 and 3, which added more superhero origins and a boatload of absurdly specific powers. Into the abyss!

First off, our stats. The stats themselves and the method of generating them are exactly the same as Dagon explained for Rifts a few posts back, so we'll just jump in.

Stats: 8#3d6 16 11 17 9 9 14 9 3

pre:
IQ	16	PP	9
ME	11	PE	14
MA	17	PB	9
PS	9	Spd	3
Our IQ and and MA are 16 or more, which means we get to roll two more d6 and add them to those stats! We do so, adding 6 to IQ and 4 to MA. But holy ballz, that 6 means we roll again for IQ! This time we roll a 5, adding that as well. Our stats are now:

pre:
IQ	27	PP	9
ME	11	PE	14
MA	21	PB	9
PS	9	Spd	3
We determine our HP by adding 1d6 to our PE, for a total of 16. We'll find out our SDC based on our Power Category, the next exciting step!

We roll for our super secret superhero origin on a table in Powers Unlimited 2, which added several new Power Categories, and feebly warns that it may be better for players to just choose the category they think would be fun rather than rolling on a table. That's dumb, so we'll roll: 1d100: 73 means we have the Magic origin!


Haha, yay, magic!

This can actually refer to one of four distinct character types, which we will of course choose by rolling on another table. Magic Source: 1d100 90 means our power was Bestowed upon us "by the supernatural forces of order (good) and chaos (evil) to champion their cause." It also means that we are normally a standard issue mortal, until we transform by calling out a trigger word like shazam "Shazoomy!!!"

While transformed, we make some changes to our stats: add 2d6: 6 to MA, 2d6 to PS (minimum has to be 20, so we'll just raise our puny 9 to that directly), 1d6: 5 to PP (again not enough to hit the minimum of 18, so we just do that), and not even bother rolling 2d4 and just raise our pitiful Spd 3 to the minimum 24. Our base SDC is 20, plus either 2 or 3 d4 x 10, depending on which entry on the same page you believe. Let's assume 3d4 x 10, giving us a total of 120 SDC.

The book notes that it can be "fun and ironic" to play up the mortal-to-superhero transformation by making the normal mortal form physically frail, and provides an optional table to roll on to determine the frailty. Let's! 1d100: 95 means we're an Invalid, confined to a wheelchair. Our physical stats of PE, PS, and PP are capped at 18, our Spd is 0 (it was 3 anyway so whateva), and we can't take Physical skills that require more than the upper body- bodybuilding and swimming are okay, gymnastics and hand-to-hand combat are out. Our stats are now:

pre:
Mortal Form
IQ	27	PP	9
ME	11	PE	14
MA	21	PB	9
PS	9	Spd	0
SDC     20      HP      16
pre:
Super Form
IQ	27	PP	18
ME	11	PE	14
MA	27	PB	9
PS	20	Spd	24
SDC     120     HP      16
Now for the actual powers our mysterious patron bestowed: 1d100 67 means we get four magic spells and two minor super abilities.

In a major oversight, there is no random table to roll for spells, but they are handily arranged in an alphabetical list so we can make one ourselves! 4#1d48 32 25 47 7 means our spells are Resist Fire, which temporarily makes us and one or two others immune to heat and take half damage from fires mundane and magical, Mystic Alarm, which lasts "one year per level of the spellcaster" if that should ever come up and gives us a one-time mental alert no matter where we are in the multiverse if someone touches our poo poo, Wind Rush, which briefly creates a 60mph gust of wind, and Carpet of Adhesion, which summons a big ol' patch of super-flypaper we can shape to our preference that sticks people to it. So far, i'm getting that our patron empowered us to respond to the presence of arsonists in their sacred spaces by magically sticking them to the ground until they burn to death, then blowing out the fire. Who can know the minds of the gods?

Maybe our super-abilities proper will change things up. Powers Unlimited 3 added a big ol' random table incorporating all the powers published across the books, which it handily divided into Offensive and Defensive powers to offer the player a little more control over the powers they rolled. Again, this is anathema to everything we stand for, so we'll abstract that to a 1d2 for each power. First minor super ability: Offensive!

1d100 54 gives us Abnormal Energy Sense, located in Powers Unlimited 1. We have the power to constantly and passively sense magical and psionic energy, detect the use of psychic powers or magic spells (45%), trace their energies to their source (55%), detect if someone or something is a powerful supernatural being like a demon or demigod (40% +20% if they're super evil) and track them once detected (25%). Being near a ley line or nexus interferes with detecting all but the most powerful magic and psionics. I will be absolutely astonished if this power was not copy/pasted from RIFTS. Still, it makes some sense considering our origin. What does not make sense is why on Earth this was categorized as an 'offensive power', it's purely sensory.

Our second power is also Offensive, according to Kevin Siembieda anyway. 1d100 89 gives us Blur, which makes us difficult to see clearly (Superman is sometimes described as doing this when people gripe about Clark Kent clearly being the same guy), smears our fingerprints to make them unidentifiable, disguises our voice to sound "like someone talking through a spinning fan", lets us run at double Speed for 30 second bursts, and gives us a grab bag of combat bonuses making us harder to hit, for the criminally underused duration of "Until the hero chooses to stop vibrating." Oh yeah, and we also have -60% to sneak around -40% to any task requiring dexterity, precision or finesse, "and that's most everything". Handwriting is impossible. Tremble, villains!

But who is our differently abled security guard of the gods? Let's find out by rolling on the optional character background tables! 9#1d100 27 21 26 23 48 61 37 2 20
We were the firstborn of our family, are thin but not skinny, relatively short, are a bit of a worrywart, nervous and cautious, our life savings are $4000.00, we hail from Canada, grew up in a small countryside town in a military family, and were empowered by cosmic forces as a preteen. Not quite as evocative as Apocalypse World's Look, but it has its own charm. Gotta love the life savings table specifying those decimal places so you don't try to cheese 99 cents past the DM.

Next is our education level, which determines the skills we can choose and is of course rolled randomly as well. 1d100 77 means we got our bachelor's degree despite the challenges of being imbued with mystic power as a tween. This means we pick 3 'skill programs' which get a 25% bonus and 10 secondary skills we picked up outside of the classroom. For our skill packages i'll pick Journalist, Electrical, and Mechanical. I've decided that our hero's passion is overcoming his lack of mobility through bodybuilding and being an amateur pilot, so i'll pick secondary skills with that in mind. One thing about Heroes Unlimited is that Physical skill choices let you raise your base stats directly rather than providing a new skill to roll, which is neat. Thanks to our high IQ (270!) we get a +13% boost to all our skills, and our final totals are:

pre:
Mathematics: Basic       98
Read/Write English       98
Electrical Engineer      88
Surveillance Systems     88
Computer Repair          83
Robot Electronics        33
Computer Operation       98
Intelligence             84
Photography              93
Writing (Journalistic)   76
Mechanical Engineer      88
Locksmith                78
Aircraft Mechanics       38
Robot Mechanics          33
First Aid                68
Swimming                 71
Navigation (air)         78
Read Sensory Instruments 58
Pilot: Airplane          87
Forgery                  48
W.P. Chain
Athletics (general) (various combat bonuses, +1 PS, +1d4 Spd if it weren't stuck at 0, +1d8 5 SDC)
Body Building (+2 PS, +10 SDC)		
Climbing (+1 PS, +1 PE, +1d6 5 SDC)
So our final statblock ends up being:


pre:
Mortal Form
IQ	27	PP	9
ME	11	PE	15
MA	21	PB	9
PS	13	Spd	0
SDC     40      HP      17

pre:
Super Form
IQ	27	PP	18
ME	11	PE	15
MA	27	PB	9
PS	24	Spd	24
SDC     140     HP      17
Spells: Resist Fire, Mystic Alarm, Wind Rush, Carpet of Adhesion
Superpowers: Abnormal Energy Sense, Blur
I dunno. I think Morrison could do something with him.

Ryuujin
Sep 26, 2007
Dragon God
Carpet of Adhesion is crazy broken. I was playing an Immortal Golem from Heroes Unlimited, Powers Unlimited 2, that was super strong and all about melee combat and leaping massive distances and turning his jade hands into weapons. This was in a Rifts game where he was converted to regenerating MDC. Took part in a little pvp tournament, my opponent cast that single spell. And so I lost. Because of that single spell that prevented my super strong Immortal Golem, from being able to get free.

Mustache Ride
Sep 11, 2001




Traveller5 Character Creation Pt 4 - In which we live our life

Last time, we were able to drink our way through Homeworld creation (Skeggiold Prime) as well as the opening years of our character (Tolman Jenkins) childhood and Education. We graduated college and now we must get a job! Yes! In Character Creation!. No, you won't roleplay this! Isn't this fun!

But first, we graduated from University with honors so lets see if we can get into Medical School or Law School or go for our Masters. Doctors are cool, and our major was Biology, so that might work out. I'm not going to even bother with Lawyering, as we have none of those skills, and also gently caress lawyers. I deal with them enough at work.

Anyways, to keep things completely random, heads is Doctoring, tails is Going-For-Starbucks-Training:


Looks like Mr Polk says we're going to Med School. That was lucky. Before we begin, however, we have to apply. This is an Education check again, which means we roll 2D and hope we get under our Education, if you forgot from last time.


NOPE. We didn't get below our Education of 8. Luckily we can still roll a waiver to try to get by that using our Social Standing. We have to roll a check under 9 (10 is our Soc, but we already used 1 waiver and its Soc - #-of-waivers-rolled).


Looks like daddy had to throw around the big bucks to get us back in school, hopefully we'll get a building named after us. Now lets choose our major/minor. We get to choose from 4 skills for Med School, Biology, Forensics, Medical, and Soophontlogy (whatever that is).
Major: 1d4 3 - Medical
Minor: 1d4 2 - Forensics

So we've been accepted into Med School, we've chosen our Major, we've moved in to Daddy's new Student Housing building, now we need to pass quarterly, yes QUARTERLY tests for 4 years to graduate. So lets do that:
Med School - Year 1: 4#2d6 11 4 3 3

Right off the bat we've failed our first test. Wonderful. Lets see if we can Social our way past this one. We have to roll an 8 or less now.


Well that was lucky. Looks like Daddy bought the school some more lab equipment. Or maybe a library or something. I'll use those other rolls for the rest of Year 1. Since we failed the first quarter, we don't get any skill bump from the first check, but we do for the final 3. So that +3 Medical, and +1 Forensics.

Med School - Year 2: 4#2d6 8 11 10 12
Well... that's not good. We pass the first check, and get +1 Medical and +1 Forensics, but we fail the final 3 checks for year 2. Lets roll Soc, it has to be 7 or less, then 6 or less, then 5 or less.
Daddy Pays?: 3#2d6 10 7 6

NOPE we drop out of Med school. Looks like Daddy's :20bux: wasn't enough.



So now we're age 24 (18 base + 4 University + 2 Med School). We have a degree in Biology, but we didn't cut Med School. TIME FOR A JOB!

We'll randomly choose a Career as well as everything else. Careers are numbered 1 through 13. I wonder where the list of Careers is...



OH RIGHT, page 68, which is supposed to be Characters. So to Randomly choose one we roll 2D. What about the 13th option, you ask? Well


Rolling:


Career 8, which is Soldier!


Every Career is valid for 4 years. Kinda like the Education process. Except I'm not going to go looking for a job every 4 years like they are here (more like every 5-8 months). You have to apply for each Term (Called the "Begin" phase) and then you do what the career description says to do for each different Career. The soldier one says the following:


Wait, thats not very descriptive... where the hell is the right page in this thing?



There it is. So lets start. If you ignore all the poo poo at the top, we'll start with box A

A
Soldier Begins: 2d6 6
6 is less than our 10 Strength, so we're fine. We're in the Army. We start (since we didn't go to ROTC) as a Private (S1), and gain the "Fighting" skill automatically.

Lets select our Branch now. This is the chart, uh, North of the A box.

Select Branch: 1d6 1 - Infantry


Also, thanks to the table, our Mod is +1. I'll come back to that.

To decide what we're going to do this year, we roll on the Operations table (The table to the right of the Branch Table)

Year 1 - Operation: 1d6 6
A 6 on this table is ANM School. More School? Yay?

Looking at the AMN School table on the Education page shows us:


Goddamn, thats a lot of poo poo, and it isn't even Skills its just Knowledge. Okay, whatever, we can only take Knowledge labelled "A", and there are 31 of those. Oh, and we get 2 ranks of that skill per year at ANM school.
ANM School: 1d31 20
So we get 2 ranks of... uh... Slug Thrower. Yippee

Now we come to the fun part of this Career. Risk and Reward. This bit is confusing, but basically, you pick a series of 4 characteristics, and roll against each of those to complete this term. There are 6 characteristics, and I'll determine the series like so:
R&R Characteristics: 4#1d6 4 5 1 3

You, of course, can pick the ones you want. But for me (as I'm randomizing everything) they are the following:
Year - Characteristic (Roll) - Our Level
C1 - Intelligence (4) - 7
C2 - Education (5) - 8
C3 - Strength (1) - 10
C4 - Endurance (3) - 4

We're going to have a real problem with Endurance, but otherwise we'll be fine. To roll Risk and Reward, you roll against each of these characteristics, twice. The first is the Risk, the second is the Reward. We must roll equal or below the Characteristic value and succeed in both to continue.

Now we need to determine if we're going to use the Caution Mod or Bravery Mod, or just straight roll it. The Caution/Bravery Mods allow you to add or subtract 2 from each of your Risk rolls, and then subtract or add 2 from your Risk roll, the opposite of what you did for Risk. You only get Reward if you succeed in your Risk, so this will be important for some characteristics that are low, like Endurance. Its more important that we survive our Risk than receive our Reward at this point, as not succeeding on our Risk roll can lead to death.

We already have Mod +1, so this means all of our checks increases by 1. So for the C1 check, against Intelligence, we'll roll for at or below 8 instead of 7 (Int + Mod = 8). Make sense?

So here we go:
Risk C1 - Intelligence: 2d6 7
We succeed. At learning about Slug Throwers. At ANM School. Yawn.

Lets roll our Reward now. As we werent in a Battle or Peace Keeping operation, we can't get a ribbon or Medal, so its pretty useless to us. Oh well.

At this point we'd usually determine the Skill we learned for this Term. But as ANM School sucks, we don't get a Skill, just the 2 stupid Knowledges. So on to Year 2:
Year 2 - Operation: 1d6 3
We're in a Peace Keeper force this time. This Operation is eligable for Rewards, so lets see if we survive this Peace Keeping mission. We're on C2 now, so we'll roll against Education. I'm also going to take a Bravery Mod, because I'm tired of having my nose behind a book, and want to see some action. So we have to Roll a 5 or Less (Mods stack, so its -2 for Bravery, and -1 for the Operation):
Risk C2 - Education: 2d6 5

We got lucky, and we succeed. Now we roll against our Education again for the Reward. As this is a combat operation, we'll get a medal this time.
Reward C2 - Education: 2d6 12
Oooooh, that sucks. We don't succeed at the Reward so we don't get a medal. Luckily we're not wounded, however. I guess we shouldn't have broken up that peaceful rally of Students by yelling at them that they'd be better off dropping out of Med school and then crying.

Now we'll get to determine our skill. At the bottom of the page, in box C, is the Soldier Skill table. We can roll against the column describing our Operation for this Term to determine the skill we earn.
C2 Skill: 1d6 6
This year we earn one rank in Navigation. I guess we raided a library and picked up a book on map-making or something during our Peace Keeping Year.

Thats it for Year 2, on to Year 3:
Year 3 - Operation: 1d6 5
This year our Peace Keeping mission turned into an Occupation mission. Looks like the rallying students armed themselves, and we had to go to work. Let see if we get hurt by a flying poster board or something. We'll be rolling Strength, which is 10, so I'll take the Bravery Mod again. The goal is 8 or less:
Risk C3 - Strength: 2d6 7

We survive. Lets hope we actually get a medal this time.
Reward C3 - Strength: 2d6 5
Oh yeah, our roll is much less than the target of 12 (Strength 10 + Bravery 2). We get a medal this year. The medals chart is on a different page... somewhere.


So the Characteristic we used (Str) is 10, minus the roll of 5 = 5. We get the MCUF - Meritorious Conduct Under Fire. Awesome, that'll give us big bucks when we muster out. Now on to our skill. We'll roll under the Occupation Column:
Occupation Skill: 1d6 1 which is Fighting, which increases by 1.

Our final year, the troublesome one. Lets hope we don't get in a firefight:
Year 4 - Operation: 1d6 5
Looks like the Occupation continues for another year. Yaaaay (we're gonna die)

So lets roll Risk for Endurance with the Caution Mod:
Risk C4 - Endurance: 2d6 6

Holy poo poo, we survived. We rolled exactly what we needed to. Unfortunately that means we have to roll Snake Eyes to get a Reward, but whatever. We didn't die.
Reward C4 - Endurance: 2d6 9

Nope no medal this year, but we're alive, so who cares. Lets choose our Skill:
Occupation Skill: 1d6 6
We gain a rank in Sensors, and this completes our 4 year Term in the Infantry.

Now, at the end of our Term, we get to see if we get a promotion. We roll our C2 Characteristic, which was Education at 8.
Enlisted Promotion vs Education: 2d6 7

Looks like we are promoted from Private to Corporal. We also get a skill for this. Its under the Military column, so lets roll for it:
Promotion Skill: 1d6 5
So we get a Rank in Computer, for some reason.

Now at this point we get to roll to see if we can gain a Commission. We roll this against our Social of 10:
Commission: 2d6 7
And we are able to obtain a Commission to Officer Rank. That's lucky, Officers get better Muster Benefits than Enlisted. We start as an O1, or 2nd Lieutenant. We also get another skill for this commission:
Commission Skill: 1d6 6
A rank in Tactics. Good deal.

Finally, we'll roll to see if we continue with a next 4 year Term, or Muster out of the Army:
In the Army?: 2d6 5 is less than the goal of 7 (Its in the sheet under "Continue") so we stay in the Army for another 4 year Term as a 2nd Lieutenant.

So for this Term, lets select our Branch again:
Branch: 1d6 4
We're a 2nd Lieutenant in the Cavalry this Term.


Lets generate our Characteristics for this Term:
Characteristics: 4#1d6 2 3 1 5
C1 - Dex - 9
C2 - End - 3
C3 - Str - 10
C4 - Edu - 8

So lets get going with our Operations:
Year 1 - Year 1 - Operation: 1d6 6
ANM School.
ANM School: 1d31 21
2 ranks in Sprays (Sprays? WTF)

Risk - Risk C1 - Dex: 2d6 2
We survive our school trip to learn about Sprays. Or something. No Rewards. No Skills

Year 2 - Year 2 - Operation: 1d6 4
An insurgency.

Risk - Risk C2 - Endurance: 2d6 7
our Endurance + Caution Mod is 5. We fail. Badly. So now we get a Wound Badge (WB). Our Hit Points are now 3-7, or -4. We get a recovery dice: Recovery: 1d6 5. Luckily, our recovery doesn't leave us in the negative, but if it did, our Endurance would be reduced by 1. Permanently.
No Reward, because we were injured. We do still get a skill, though:
Insurgency Skill: 1d6 1 - so we get a rank in Fighting.

Year 3 - Year 3 - Operation: 1d6 3
Another Peace Keeping Mission. I guess our Insurgency is over.

Risk - Risk C3 - Strength: 2d6 10
I think I'll add the caution Mod to that one so we don't get injured again. Our target is 11 then, and we survive.
Reward - Reward C3 - Strength: 2d6 7
So now our Target is 9, and we do get a reward. 3 on our Medal Table. Another Meritorious Conduct Under Fire.
Peace Keeper Skill: 1d6 6 - 1 rank in Navigation.

Year 4 - Year 4 - Operation: 2d6 5
Occupation. Our Peace Keeping must have failed again.

Risk - Risk C4 - Education: 2d6 9
Caution Mod = Success
Reward - Reward C4 - Education: 2d6 4
So we get another Medal, #4 on the table. Yet another MCUF.
Occupation Skill: 1d6 2. 1 Rank in Vacc Suit

Cool, 4 Terms completed. Lets do Promotions. Occifer promotions are based on Social, which ours is 10:
Officer +1: 2d6 5

We are promoted to 1st Lieutenant - O2.
Officer Skill: 1d6 5 - and we get 1 Rank in Army. uhhhh, right. Sure.

Now we've been through University (4 Years) + Med School (2 Years) + Army - Infantry (4 Years) + Army - Cavalry (4 Years). We are now 32 years old. Your GM will usually tell you when to Muster out, I usually say 35-40, because I like my characters to have enough skills, but some have different rules. Any Terms after 34 get to be troublesome, because you have to start modifying your character at 34 years old based on the Aging Table. You don't want to see it, believe me.

So lets see if we can't do 1 more Term in the Amry.

Continue?: 2d6 5

Yep, 1 last Term. Lets select our Branch: Branch: 1d6 6


Ooooh, Commando. This'll be fun. All of our risks just got a Mod 2 on them, which makes them really difficult now. In this case, I'm going to Choose Characteristics instead of rolling for them, because gently caress that.

C1 - Strength - 10
C2 - Dexterity - 9
C3 - Education - 8
C4 - Social - 10

Year 1 - Year 1 - Operation: 1d6 4
Our Operations are now on the Commando/Protected Table. 4 is an Insurgency

Risk - Risk C1 - Strength: 2d6 7 = 7, we survive
Reward - Reward C1 - Strength: 2d6 4
Nice, we'll get a medal out of that. 10 - 4 = 6, which is a Medal for Conspicuous Gallantry. Very Nice.
Insurgency Skill: 1d6 5. 1 rank in Gunner

Year 2 - Year 2 - Operation: 1d6 3
Peace Keeper with Mod 1.

Risk - Risk C2 - Dex: 2d6 6. We survive again. Barely
Reward - Reward C2 - Dex: 2d6 6
Medal type 3, MCUF
Reward C2 - Dex: 2d6 6. Navigation +1

Year 3 - Year 3 - Operation: 1d6 1
Uh oh, a Battle. Thats not good.

Risk - Risk C3 - Education: 2d6 7. With the Caution Mod, we still had to make 5 or less, so we fail and get another WB. However its a superficial wound, as 8-7 is still a positive, so we're in no real danger.
No Reward, but Battle Skill: 1d6 2. +1 Vacc Suit.

Year 4 - Year 4 - Operation: 1d6 2
More Combat. Wow, they get their monies worth of the Commandos.

Risk - Risk C4 - Social: 2d6 6. We survive.
Reward - Reward C4 - Social: 2d6 2
So, that 10 - 2 = 8. 8 on our Medals chart is an SEH - Starburst for Extreme Heroism. That is very cool, it gets us a great Muster benefit.
Combat Skill: 1d6 4 +1 Stealth

Let see if we get promoted. Promotion: 2d6 9
Yep, thats less than our social still, so we get a promotion to O3 - Captain.

Continue?: 2d6 7, Yes, we'll continue for one more Term, as after 4 terms in the military we get Retirement Pay, so I think we'll stick around for that.

But thats next time, I think I might break the forums if I keep writing.

--------------------------------

pre:
Current Character
2983 Circini: F8 V
Habitable Zone Orbit: 4

Skeggiold Prime: 
Starport: A
Size: 0
Atm: 0
Hyd: 0
Pop: 5
Gov: 6
Law: 3
Tech: 15
O.1717

Captain Tolman Jenkins - O3
Str: 10 (A)
Dex: 9
End: 4
Int: 7
Edu: 8
Soc: 10 (A)

Medals:
WB x3
MCUF x4
MCG x1
SEH x1

Skills:
Zero-G - 1
Driver - 1
Biology - 4
Linguistics - 1
Medical - 4
Forensics - 2
Fighting - 3
Navigation - 3
Sensors - 1
Computer - 1
Tactics - 1
Vacc Suit - 2
Army - 1
Gunner - 1
Stealth - 1

Knowledges:
Slug Throw - 2
Sprays - 2

Mustache Ride fucked around with this message at 07:48 on Feb 28, 2014

Kai Tave
Jul 2, 2012
Fallen Rib


Roll 11d10 or Don't: Let's Make Characters in Greg Stolze's Reign

Reign is Greg Stolze's first self-published RPG using the One-Roll Engine that he first created for Godlike, Arc Dream's RPG of an alternate history World War II where various soldiers on all sides of the conflict begin to develop finicky, fragile superpowers. The quickest way to sum up Reign is "an atypical fantasy RPG with a strong emphasis on domain management," though that obviously omits a huge amount of detail.

Reign's setting is humanocentric...there are no dwarves or elves or animal-people. There are demons but they aren't really something you play so much as a threat you have to deal with. Magic exists and can be quite powerful, but it also comes with costs and limits which prevent it from being the dominant force in the setting. Anyone can learn the skill of countering magic directed against them, and a skilled warrior with a grasp of countermagic could easily carve his way through a would-be magiocracy.


The last thing many an ambitious sorcerer ever sees.

What do I mean by the title "roll 11d10 or don't?" When Greg Stolze made Reign he did a clever thing...he incorporated random character creation in the game, but did so in a way that eliminates the most problematic elements of random character generation, namely the tendency for randomly generated characters to come out all sorts of lopsided and imbalanced. Random character generation will never give you a character that is built on less or more resources than one built manually, so you can have a game where random characters and point-built ones play side-by-side without any real adjustments necessary. In addition you can even have "semi-random" character creation where you set some of your dice to specific values in advance and then roll the rest. It's entirely up to you.

But the random generator doesn't just give you numbers, it also gives you backstory as well, acting as a sort of lifepath generator. Unlike a typical lifepath generator, you can assign the events of your roll in whichever order you choose. Even if two characters get the same results, a general who fell into poverty and became a beggar is a much different sort of character than a beggar who rose to become a general.

Now, that all said I feel that there can be a disparity between random characters and point-built ones, mainly in the fact that when building a character manually you're able to focus your efforts towards a certain goal...buying up higher levels of martial or skill-based disciplines, magical capabilities, that sort of thing. I don't feel like the disparity is in any way massive or insurmountable, and being overspecialized in Reign can have its own problems, but it's something that I still feel deserves to be brought up. It's possible for random characters to wind up with a broad smattering of skills and abilities for which they're rolling small-ish dice pools, which given the way the One-Roll Engine works can wind up feeling a bit frustrating in play compared to the guy who's rolling 8+1E on his Cut Dudes in Half skill (I'll explain what this all means as I go).

On the other hand, literally nothing stops you from tweaking a random character after the fact or simply re-rolling because no matter how many times you roll you'll never get more character resources than anyone else.

First, let's explain a few things about how Reign works.

What is the One-Roll Engine?


If you've ever played Exalted then congratulations, you have enough dice to run Reign five times over.

The basic resolution system for Reign is the One-Roll Engine, and it's pretty simple in practice. The ORE is a dice pool system using d10s, almost never any more than 10 total. You roll your pool, adding or subtracting dice for bonuses or penalties as applicable, and then you look for matching values. Those matched dice become a "set" which you use to determine whether you succeeded or not.

Let's say you roll 6d10 and get 3, 1, 10, 9, 10, and 3. So we have two matched sets here, a pair of 3s and a pair of 10s. In ORE parlance these are notated as [Number of dice in the set] x [Value of the dice], so we have a 2x3 set and a 2x10 set. The number of dice in your set is the width which tells you how quickly or efficiently you did something while the value of the dice is the height which tells you how effective your attempt was. These two values tell you everything you need to know about how well you succeeded, whether you beat someone else to the punch or not, and so on.

In addition to regular dice there are also Expert Dice and Master Dice. You can, if you wish, pay to have one of the dice in a skill pool upgraded to an Expert Die, which instead of being rolled like usual is simply considered to be a 10 at all times. So let's say that 6d10 pool from earlier was actually 5d10+ED (turning a die into an Expert or Master die doesn't add it to your pool like it was an extra die, it just replaces one of your regular dice with the upgraded version).

Like before we roll a 3, 1, 10, 9, and 10 on the first five dice, but instead of rolling that other 3 our Expert Die always counts as a 10, so we add that to what we rolled and get a final result of 3x10. Having expert dice doesn't necessarily guarantee that you'll get a set, but it increases the odds of you getting a x10 set which is the highest result you can achieve.

Then if you pay even more you can upgrade an Expert Die to a Master Die. The Master Die also isn't rolled, but after rolling the rest of you pool you can set the Master Die as any number you want. What this does is it guarantees you that no matter what you roll you'll always have at least one set, though it doesn't guarantee that set will be as high or as wide as you necessarily want it to be.

Also in certain circumstances (such as combat) you might actually want to choose sets that aren't as high as possible in order to do things like target a specific body part (which is generally determined by the height of a set...a x10 set gives you a head shot, for instance), so Master Dice give you a superior amount of control in cases like that along with ensuring that no matter what else you roll you'll always have some sort of set.

For the random character generation in Reign you roll 11d10 instead of the usual cap of 10d10, the reason being that with 11 dice you're guaranteed to get at least one matching set even if all the other dice come up with non-matching results.

How are characters made?

The bits and pieces that make up a character in Reign will be pretty familiar to anyone who's played RPGs before. You have stats and skills, add the skill value to a corresponding stat value and you have a dice pool to roll. There are advantages you can purchase as well, which covers things such as possessing significant material wealth or valuable items, having a particularly tough skull, being exceptionally beautiful, or being attuned to a school of magic (which I'll cover in more detail later).

There are also esoteric disciplines and martial paths which are essentially collections of special abilities and techniques that you can learn which are tied to various skills. Reign provides esoteric disciplines for all of its skills, which means that you can spend points to become the greatest beggar in the world or an incredible masseuse in addition to your typical sword-masters and stealth experts.

Before we even roll a single thing, all characters begin with 2 points in each of the game's six stats.

quote:

Body is a general measure of how big, strong, tough and able to work your character is. A high Body character is better able to tote bales, overcome illness and smack around punier specimens. A low Body indicates indolence, lethargy or general scrawn.

Coordination is what you use to keep your balance, control your limbs, move gracefully, aim, and climb up trees. A character with poor Coordination is a klutz. A character with good Coordination moves smoothly and with skill.

Sense measures your alertness and how well-attuned you are to the world around you. An intelligent character might still be very absent-minded and oblivious to her surroundings — she has high Knowledge, low Sense.

Knowledge describes your character’s ability to learn and remember. An untutored character may still have a high Knowledge score: She just learned a lot through observation instead of study. Similarly, a person who’s not naturally bright but who has had extensive schooling may have a low Knowledge Stat but make up for it with high Skills.

Command is a measure of presence. A low Command character is easy to overlook and ignore, while a high Command character always gets your attention if he wants it. You may not like him, but you listen to what he says.

Charm measures how generally pleasant you seem. People with high Charm are likeable, sympathetic and fun to be around. Low Charm people are crass, boring, irritating and uncomfortable to spend time with.

You cannot get Expert Dice or Master Dice attached to a Stat. You cannot start with a Stat higher than five.

So pretty similar to Dungeons & Dragons, with Strength and Constitution rolled up into one stat while Charisma has been broken down into two. Command and Charm can be fairly important in Reign where politics and domain management can be just as important as personal skill at arms. You can have up to a maximum of 5 points in a stat, and skills also cap at 5, so the most you're going to roll at any one time is 10 dice, which helps keep things manageable.

You also start with a free master die in your character's native language, if you're the sort of person who cares about linguistics in your games.

Random Character Generation.

So after we write down our baseline stats we come to random generation. How it works is this...roll 11d10 and add up your matched sets, setting aside any lone results. Each potential height value corresponds to a five-level "profession" on the random generator table...the x1 results are for beggars, the x2 results are for thieves, etc. Meanwhile, the width of each set corresponds to how good you were at these various professions or how long you remained within them. For instance, here's what you get if you were to roll a 2x1 set among other things:

quote:

2x1 Lowly Beggar:
+1 SENSE, +2 Plead, +1 Run, +1 Sight, +1 Dodge

So with that 2x1 set we gain an extra point in our Sense stat and the accompanying points in the Plead, Run, Sight, and Dodge skills...Plead is what you roll to beg, whine, or generally cajole people into giving you what you want out of pathetic desperation (no, seriously, it can actually be farly useful), Run and Dodge are obvious, and Sight is what you use to notice things with your eyes.

This is the "basic" level of this profession. If we had rolled a wider set (more 1s) then we would gain more and more from this path. Let's say we rolled a 3x1 instead. You would get this:

quote:

3x1 Canny Beggar:
+1 Dodge, +1 Run, +1 Fascinate, +1 Jest, +1 Endurance

as well as the 2x1 result, adding everything together. So our Canny Beggar would receive altogether +1 to his Sense stat, +2 to Plead, Dodge, and Run, and +1 to Sight, Fascinate, Jest, and Endurance. If we rolled a 4x1 or a 5x1 then we would gain further additional benefits while including all the preceeding levels as well. All professions cap out at a width of 5 after which they go no higher. If you roll 6 or more dice of the same hight then simply take the extras and reroll them.

The various levels of various professions give you different benefits that correspond to the professions they're meant to represent, but all levels of each profession have been designed to be balanced points-wise...rolling on the beggar table doesn't give you less bang for your buck than rolling on the table for merchants or generals, it's the same amount of resources simply assigned in different areas (every random die is basically worth 5 build points of stuff). Some results will give you things like advantages or levels in an esoteric discipline/martial path. All 2x sets will always give you a +1 increase to one of your stats, and everything you roll is cumulative...if you get two results that give you +1 Sense then you add both of those points to your starting stat value of 2.

Then once you've finished matching sets and adding up all that they give you, take the dice that didn't match. These are called waste dice. There's a series of tables which give you various results for waste dice. In the core book there are three of these tables, while in later supplements there are usually only one. Pick which table you want to use (or mix and match, it's all equal really) and then look up the result that corresponds to each waste die you have. For instance, let's say I rolled a 6 with no other 6s to match it with. I go to the Unusual Experiences tables and check out the result for a 6 on each one:

quote:

Chart A - 6 Gladiator: You’ve fought for the entertainment of others. Maybe you were willing, maybe not so much, but you’ve known the pressure of having people hoot and cheer while someone else tries to stick a trident in your thigh.
+3 Weapon: Spear, Thick Headed, the first martial technique in a Path based on Spear, Dodge or Parry

Chart B - 6 Vengeance Quest: They murdered your father! (Or maybe it was your husband, or sister, or child.) You’ve spent years honing yourself into an engine of vengeance. Now they must pay!
+2 Sword, the first two techniques of a Martial Path. The Path is up to you, but it must relate to Sword, Dodge or Parry.

Chart C - 6 Saved Someone’s Life: That’s got to feel good, huh? How’d you do it? Cure the fever no one else could? Pull her from in front of runaway horses? Swim him to shore? Scare off the wolf pack? Whatever it was, you’ve got a friend for life. And your friend is a good friend to have!
Patron (5 points)

So you can see that each one of these results gives you a collection of additional skill points and/or advantages as well as a lifepath event that explains how you came to receive them. It's up to you to decide, in the case of the corebook, which one of these charts you want to pick from, and then it's up to you where in your character's backstory you want that event to fall. Ultimately the numbers will add up the same whether your story begins with you as a gladiator or whether it's something that happens to you later, but how you come to wind up in an arena with a spear in your hands fighting for your life can make a big difference in your character's background. It's up to you to determine whether your stint as a beggar is how you got your start or an ignominious fall from grace.

Once you've pieced together your character's backstory from the various events and professions you rolled and added up all the stats, skills, and advantages you received...that's it, you're ready to go.

What if I HAVE to be a beggar?


Just think, this could be you!

If you want to guarantee that your character is slanted towards some particular profession or type (a beggar, someone who can fight, someone with good social skills, etc.) then all you need to do is take however many dice you want before rolling and set them to the value you want, then randomly roll the rest.

So for instance if Bob wants to be King of the Beggars he can take 5 of his starting 11d10 and set them to all be 1s, giving him a 5x1 set to begin with, then roll the remaining 6d10 safe in the knowledge that no matter what else he rolls he will be an incredible beggar on top of it. You could, in theory, simply set every die to the result you wanted and build a character that way since ultimately it all adds up the same in the end, so picking and choosing won't give you a more powerful character than one rolled completely at random.

Next Time: Actually making a character, holy poo poo.

Dagon
Apr 16, 2003




The first follow-up to this wacky Rifts adventure is world book 1, vampire kingdoms. Where are these vampire kingdoms? Mexico. I think this is all covered in a F&F review, but Rifts somehow makes even vampires stupid as all hell.

Here is what we originally rolled up for stats:
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15		
Now, this book doesn't really have any OCCs in it. Its mostly about vampires, gangs, vampire hunters, and traveling carnivals. You would think we would probably get some sweet Vampire Hunter class, but nope. Instead, John Doe's second incarnation is going to take an RCC, particularly, the Secondary Vampire.

Juan Doe: Vampire Hunter


To spoil things that are at the very beginning of this book and nobody cares about, the Vampire family tree starts with a Vampire Intelligence, which is some sort of alien life form that crosses dimensions in search of your blood. It is that big tentacle eyeball blob in the back. It can make Master Vampires, who I guess are that Dracula dude pictured. They can make Secondary Vampires who are almost as good as the Master but a little dumber and weaker. Lastly there are Wild Vampires, who can be made by Secondary Vampires, but are crappy howling hordes.


Master isn't an option and Wild sucks, so Juan is a Secondary Vampire. RCCs are supposed to be like a race as class thing, so some of them modify your starting rolls. I'm just going to add the bonus where I can, and roll dice and add or subtract where needed, from our already-rolled stats.
pre:
IQ	16	PP	14	"HP"	3d4x10: 110
ME	15	PE	20	PPE	1d4x10: 20
MA	25	PB	6	ISP	3d6x10: 110	
PS	25	Spd	25	HF	12
We got better at everything, but are still an ugly motherfucker. We gained a Horror Factor (HF), Inner Strength Points (ISP), and Potential Psychic Energy (PPE). ISP for for psionics, PPE is for magic. We also got some scare quotes around our HP: we are impervious to most weapons, including mega-damage ones, so those HP are just there for the weapons that can hurt us.

We get 5 hand to hand attacks per melee, and can mix in psionic attacks with them. If we had spells before getting bit, we keep half of them. Our bite does 2d6 MD, a pulled punch 3d6 SD, a full-strength punch 2d6 MD, a power punch takes two attacks and does 4d6 MD. If we fight another vampire, our attacks go straight to HP. In addition to whatever our high attributes give us, we get +3 on saves vs horror factor, +2 on initiative, immunity to psionic and magic sleep and paralysis, and +3 on saves vs magic and psionic mind control. We also get to keep 10 skills from our past life.

So that’s it for Juan Doe: Vampire Hunter. Its still no shiny robot, but we can punch heads off and shrug off bullets and lasers and stuff.

Next stop, Atlantis!

Sweet and Awful
Oct 26, 2013


Step 5: Creating Your Evangelion

This is almost created as a separate character though it's a lot faster than character creation. A lot of it is rolled as opposed to the pilot, where almost none of it was.

First we have Characteristics, which are mostly taken from the Pilot.

quote:

WS: 30
BS: 40
S: 30
T: 30
Ag: 40

Now we have Wounds. Unlike our Pilot, each body part has a Wound total and Armor Points(AP). Each Wound total is the Eva's Toughness Bonus (3) + a modifier.

quote:

Armor
Head: 4
R. Arm: 4
L. Arm: 4
Body: 7
R. Leg: 4
L. Leg: 4

Wounds
Head: 3 + 2 = 5
R. Arm: 3 + 4 = 7
L. Arm: 3 + 4 = 7
Body: (3*2) + 5 = 11
R. Leg: 3 + 4 = 7
L. Leg: 3 + 4 = 7

Now we get into the rolling. I'm going to roll a d% on each chart twice to determine the Evangelion's color. First chart is a descriptor and the next is a color.

quote:

First Color
31: Bright
55: Green

Second Color
70: Dark
63: White

Since Dark White isn't really possible we're told to ignore the descriptor, leaving us with Bright Green and White.

After this we roll a d10 on each Distinguishing Features chart. Each one generally provides a benefit and a drawback.

quote:

Distinguishing Features - History
2: Resurrected - During initial testing, there was a cataclysmic core failure that nearly destroyed the Eva entirely. Only by rebuilding the body with parts salvaged from other, failed Evangelions was this Unit saved. Its fractured nature provides a unique buffer in the feedback response, reducing your SR by 5 while you are its pilot but increasing your Feedback Threshold by 1.

Distinguishing Features – Construction
2: Wingless - Because of a production flaw, the EVA lacks Shoulder Pylons on both arms. However, all is not lost. You can still be equipped with wing loadout Structural upgrades, and are no longer limited by the traditional space of 2 wing slots. You may have a number of wing loadout upgrades equal to your Eva’s Toughness Bonus, but each wing loadout costs 1 more SUP than normal.

Distinguishing Features – Mutation
6: Steel Giant - The Evangelion beneath the armor is a powerful beast, noticeably stockier than a normal Eva. The Eva gains an additional AP of 2 for all body locations, but Tests to attack it are at a +10 bonus.

Distinguishing Features - Soul
4: Skittish - Being in the Eva makes you feel like a trapped animal, always alert of every threat around you and ready to make a run for it at the first opportunity. The Eva has the Hunter Berserk Type.

Hunter Berserk Type
Your Evangelion is a predator, pure and simple. A hunter of Angels. When Berserk, the Evangelion gets +20 to its Weapon Skill, +10 to its Ballistic Skill, and +20 to its Agility. However, for every Reaction you use, the pilot takes 1 point of Impact damage to the body that cannot be reduced in any way. The stress of this Evangelion unleashed is just too much for the human body to handle.

Honestly, the image I'm getting of this is something along the lines of Gypsy Danger from Pacific Rim. I'm going to name it Beast Unleashed because the traits seem to point toward something that can't be contained.

Finally, we have one Structural Upgrade Point(SUP) to spend from the Tier 1 list. I'll get Armor Enhancement I so I can work towards getting Entry Plug(Armored) at a later point. With that, we go on to the last step.

Step 6: Putting It All Together

Here is the finalized character sheet:

quote:

Pilot Name: Mimi Hayes
Background: Manufactured
Career: A.T. Technician

Traits
Replaceable: 8 Back-Ups Bodies, Can't burn fate points to save your life.
Implanted Memories: Talented(Deceive) and Talented(Disguise)
Gullible: +20 against Mimi when testing Barter, Blather, Charm, and Deceive.
Mental Conditioning: Difficult Willpower Test(-20) to disobey orders in combat, Challenging Willpower Test(+0) out of combat.

Drawbacks
Big Ego: Ordinary Willpower Test (+10) to show off. Failure: must make a Difficult Test (-20) at first opportunity. Success: -10 modifier for one hour.
Civilian: Gain twice the tens digit of Collateral in Insanity points after combat.
Lonely - -10 modifier to rolls made without human contact.

Assets
Celebrity: Gain Performer Proficiency, Talented(Performer), Peer(Media), Peer(Fans)
Charming: +10 modifier to rolls made against Males.
Uncanny Luck: Gamble Proficiency, once per session subtract 2d10 from a roll.

Characteristics
WS: 30
BS: 40
S: 30
T: 30
Ag: 40
Int: 45
Per: 25
WP: 34
Fel: 45
SR: 53

Wounds: 11

Skills
Common Lore(Local News)
Deceive
Disguise
Dodge
Gamble
Literacy
Logic
Performer
Speak Language(English)

A.T. Powers
Deflective Field
Layered Field
Neutralize
Restrict Shot

Talents
Peer(Fans)
Peer(Media)
Talented(Deceive)
Talented(Disguise)
Talented(Performer)
Quick Spread

Characteristic Ranks
Fellowship(Simple)

quote:

Evangelion Name: Beast Unleashed
Primary Color: Bright Green
Secondary Color: White

Characteristics
WS: 30
BS: 40
S: 30
T: 30
Ag: 40

Armor
Head: 7
R. Arm: 7
L. Arm: 7
Body: 10
R. Leg: 7
L. Leg: 7

Wounds
Head: 5
R. Arm: 7
L. Arm: 7
Body: 11
R. Leg: 7
L. Leg: 7

Upgrades:
Armor Enhancement I

Distinguishing Features
Resurrected: reduces your SR by 5 while you are its pilot but increasing your Feedback Threshold by 1.
Wingless: Does not begin with a Wing Loadout but instead can buy wing loadout upgrades equal to your Eva’s Toughness Bonus, but each wing loadout costs 1 more SUP than normal.
Steel Giant: The Eva gains an additional AP of 2 for all body locations, but Tests to attack it are at a +10 bonus.
Skittish: Hunter Berserk Type

Hunter Berserk Type: When Berserk, +20 to Weapon Skill, +10 to Ballistic Skill, and +20 to Agility. However, for every Reaction you use, the pilot takes 1 point of Impact damage to the body that cannot be reduced in any way.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
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Ars Magica: A Wizard's Life For Me

Okay. When last we left Malik, we had 300 XP and 150 spell levels to spend. And he looked like this.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Abilities
General
Area Lore: Andalusia (Geography) 1 (5 XP)
Area Lore: Castille (Geography) 1 (5 XP)
Folk Ken (Peasants) 2 (15 XP)
Spanish (Slang) 1 (5 XP)
Arabic (Poetry) 5 (75 XP)
Survival (Hills) 2 (15 XP)
Academic
Latin (Hermetic Usage) 3 (30 XP)
Artes Liberales (Logic) 2 (20 XP)

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
We have some necessities to get out of the way first. The book suggests that all apprentices, by the end of apprenticeship, should have Artes Liberales 1 (check), Latin 4 (...not quite), Magic Theory 3 and Parma Magica 1. Magic Theory and Parma Magica are Arcane Abilities, which I will now go over.

  • Code of Hermes: Knowledge of Wizard Law, precedent in Wizard Law and how to use Wizard Law, including when it’s a good idea to call for a vote and how to frame an argument. Example specialties: Wizards’ Marches, apprentices, mundane relations, Tribunal procedures, political intrigue
  • Dominion Lore: Knowledge of the supernatural manifestations of Divine power. Has nothing to do with the mundane Church or theology, but instead covers miracles and angels and so on. It’s about power, not doctrine. Example specialties: Angels, saints, Divine creatures
  • Faerie Lore: Knowledge of faerie powers, weaknesses, motivations and areas. Example specialties: Faerie forests, faerie mounds, specific types of faerie.
  • Finesse: Manipulating spells and doing special tricks with them. Used for delicate maneuvering, aiming aimed spells and replicating the work of craftsmen. Example specialties: Grace, precision, any one Form.
  • Infernal Lore: Knowledge of Infernal power and agents, including the habits and weaknesses of demons and undead, as well as curses. Example specialties: Demons, undead, curses.
  • Magic Lore: Knowledge of magical creatures, areas and traditions. Example specialties: Creatures, magical traditions, regiones.
  • Magic Theory: Knowledge of Hermetic theory and Hermetic magic in technical terms. Used to do lab work, and useless to almost anyone but a Hermetic or, in small amounts, a scribe working for magi. Example specialties: Inventing spells, enchanting items, a specific Art.
  • Parma Magica: Protection against magic. The Parma requires the Gift, and is a special ritual, not a spell, which takes five minutes to perform. It adds five times your Parma Magica score to your Magic Resistance until the next sunrise or sunset. You may suppress your Parma temporarily by concentrating, as if concentrating on a spell, but you need not concentrate to keep it up. For each point of Parma, you may extend the protection to one other person by touching them. This lasts until neither of you can see the other, or until you cancel it, which you can do at will. While protecting others, your Parma score is reduced by 3 for purposes of its effectiveness - which means that with Parma 3 or lower, you and the people you protect have Magic Resistance 0. Magi still get Form resistance, at least! And MR 0 is still enough to, say, stop the social effects of the Gift. Example specialties: Any specific Form.
  • Penetration: Getting past Magic Resistance. Example specialties: Any one Art.

In any case. We spend 20 XP getting Latin up to 4, 30 on Magic Theory 3 and 5 on Parma Magica 1. That’s 245 XP left. We spend 20 XP on Code of Hermes, too, since we’re Wizard Cops! Since we took Affinity for it, this is effectively 30 XP, getting us Code of Hermes 3. We drop 15 more XP on Penetration and 5 XP on Finesse. So that’s 205 XP left to spend after Arcane Abilities.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Abilities
General
Area Lore: Andalusia (Geography) 1 (5 XP)
Area Lore: Castille (Geography) 1 (5 XP)
Folk Ken (Peasants) 2 (15 XP)
Spanish (Slang) 1 (5 XP)
Arabic (Poetry) 5 (75 XP)
Survival (Hills) 2 (15 XP)
Academic
Latin (Hermetic Usage) 4 (50 XP)
Artes Liberales (Logic) 2 (20 XP)
Arcane
Code of Hermes (Political Intrigue) 3 (30 XP)
Magic Theory (Intellego) 3 (30 XP)
Parma Magica (Mentem) 1 (5 XP)
Penetration (Intellego) 2 (15 XP)
Finesse (Precision) 1 (5 XP)

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
Let’s see. We don’t really need any more Academic Abilities - they won’t really be helpful to Malik’s concept. And I don’t think he needs any Martial Abilities! But we’re going to want to pick up a little Brawl so he can at least dodge half-decently. So let’s spend 15 XP on that. That’s 190 XP left. We’ll put 15 into Charm, and 15 more into Folk Ken. So 160 XP left. We’ll drop 15 each in Guile and Intrigue, and use the rest on Arts. I’ll cover what Intrigue does later, but you can probably guess a bit.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Abilities
General
Area Lore: Andalusia (Geography) 1 (5 XP)
Area Lore: Castille (Geography) 1 (5 XP)
Brawl (Dodging) 2 (15 XP)
Charm (Magi) 2 (15 XP)
Folk Ken (Peasants) 3 (30 XP)
Guile (Keeping Secrets) 2 (15 XP)
Intrigue (Negotiations) 2 (15 XP)
Spanish (Slang) 1 (5 XP)
Arabic (Poetry) 5 (75 XP)
Survival (Hills) 2 (15 XP)
Academic
Latin (Hermetic Usage) 4 (50 XP)
Artes Liberales (Logic) 2 (20 XP)
Arcane
Code of Hermes (Political Intrigue) 3 (20*1.5 XP)
Magic Theory (Intellego) 3 (30 XP)
Parma Magica (Mentem) 1 (5 XP)
Penetration (Intellego) 2 (15 XP)
Finesse (Precision) 1 (5 XP)

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
So, that’s 130 XP we’ve got to spend on Arts. I know we’re taking Intellego, so I’ll randomly select one other Technique and two Forms. That’s Perdo., Auram and Herbam. Let’s just get a brief refresher on the arts.

Techniques
  • Creo: ‘I create.’ Creates and improves things, though permanent creation requires vis.
  • Intellego: ‘I know.’ Reveals facts and information about things.
  • Muto: ‘I change.’ Alters the properties of things. Permanent changes take vis.
  • Perdo: ‘I destroy.’ Destroys and weakens things.
  • Rego: ‘I control.’ Moves and controls things.
Arts
  • Animal: Magic on animals and animal materials.
  • Aquam: Magic on water and other liquids. Not weather.
  • Auram: Magic on air and weather.
  • Corpus: Magic on human bodies. Covers healing and physical necromancy.
  • Herbam: Magic on plants and plant materials.
  • Ignem: Magic on fire and light.
  • Imaginem: Magic on sensory images - sounds, sights, feelings, tastes, smells.
  • Mentem: Magic on human minds. Covers spiritual necromancy.
  • Terram: Magic on earth, stone and metal.
  • Vim: Magic on magic.

So, we have 130 XP. With four Arts, we could splot that into 30 XP each, with 10 leftover. This would get us Perdo, Auram and Herbam 7, and since we’d effectively have 45 XP in Intellego, that would be at 9. That’s decent! I drop 6 more XP into Herbam to raise that to 8. That leaves us with 4 XP. Let’s drop that into Auram - it won’t raise it yet, but it’ll be easier to raise later.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Abilities
General
Area Lore: Andalusia (Geography) 1 (5 XP)
Area Lore: Castille (Geography) 1 (5 XP)
Brawl (Dodging) 2 (15 XP)
Charm (Magi) 2 (15 XP)
Folk Ken (Peasants) 3 (30 XP)
Guile (Keeping Secrets) 2 (15 XP)
Intrigue (Negotiations) 2 (15 XP)
Spanish (Slang) 1 (5 XP)
Arabic (Poetry) 5 (75 XP)
Survival (Hills) 2 (15 XP)
Academic
Latin (Hermetic Usage) 4 (50 XP)
Artes Liberales (Logic) 2 (20 XP)
Arcane
Code of Hermes (Political Intrigue) 3 (20*1.5 XP)
Magic Theory (Intellego) 3 (30 XP)
Parma Magica (Mentem) 1 (5 XP)
Penetration (Intellego) 2 (15 XP)
Finesse (Precision) 1 (5 XP)

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Arts
Intellego 9 (30*1.5 XP), Perdo 7 (30 XP), Auram 7 (34 XP), Herbam 8 (36 XP)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
That leaves us with 150 levels of spells to take. Let’s look at those next time!

Next time: It’s maaaaagic

Mors Rattus fucked around with this message at 23:02 on Feb 28, 2014

Rulebook Heavily
Sep 18, 2010

by FactsAreUseless
Okay, I knew RIFTS had devalued Megadamage, but giving people megadamage punches is a bit ridiculous.

Ryuujin
Sep 26, 2007
Dragon God
I think you needed supernatural strength to do MegaDamage. Robotic strength might have too not sure. But you have to take into consideration that things with Supernatural Strength were stronger than giant robots/glitterboys and so if those machines can hit for MD then so to must the supernaturally strong.

Though that does suggest that any vampire trying to feed will pulp any SDC individual they bite before they can start drinking blood.

Dagon
Apr 16, 2003


Ryuujin posted:

Though that does suggest that any vampire trying to feed will pulp any SDC individual they bite before they can start drinking blood.

I was curious about that, remembering that vampires have a "slow kill" to make more vampires, and hey look at that there is another chapter with the vampire powers in it. So, an addendum to the last character:

Vampires have to drink 2 pints of blood every 48 hours or they start going crazy and taking penalties to stuff. Victims slain for their blood don't turn into vampires, of course, so I don't think you specifically have to bite to feed. Rip heads off and gulp.

If you want to turn someone into a vampire, you slowly drain them over three consecutive nights. It doesn't say how this is done, but at the end, they die and (for secondary vampires) have a chance to come back as a secondary or wild vampire.

Vampires can also mind control people and dominate other vampires, they get a few psionic powers (to use those ISP on), the ability to turn into a wolf, mist, or a bat which has a SDC bite so I guess they can drink blood that way. They can summon bugs, dogs, and fog. They can see in the dark, smell blood, echolocate like a bat, don't breathe, don't bleed, and are impervious to stun attacks, fire, heat, cold, artificial light, drugs, and alcohol.

They regenerate fully overnight and live forever. The stuff that does actual damage to them is wood (stakes), silver (bullets), herbs (garlic), the cross, running water, sunlight, not sleeping on their home soil, and fire (once weakened). A squirt gun does 2d6 damage, a fire-truck mounted hose does 1d6*10.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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#1 Builder
2014-2018

...doesn't that mean that the most cost-effective way to fight vampires is to outfit a small unit with Super Soakers?

Dagon
Apr 16, 2003


Mors Rattus posted:

...doesn't that mean that the most cost-effective way to fight vampires is to outfit a small unit with Super Soakers?

Better yet, there are rules for having your Techno-Wizards make magical super soakers for vampire hunting.

Edit: Except for that cost-effective thing:

39,865 credits for quadruple range and shots, and an extra dice of damage. Probably cheaper just to hire another person with a water gun.

Dagon fucked around with this message at 22:02 on Feb 28, 2014

Mors Rattus
Oct 25, 2007

FATAL & Friends
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#1 Builder
2014-2018

Ars Magica: Oh, oh, it's magic, you know! Never believe it's not so!

Now, Ars Magica spells come in levels. I suppose I should make at least one for this, but first let’s just look at the rules for how we can learn them. During character generation, we cannot start with any spell that is higher than (Intelligence+Technique+Form+Magic Theory+3).

Malik can learn Intellego Herbam up to 30, thanks to Puissant Intellego. He can learn Intellego Auram up to 29. He can grab any other Intellego spell up to 22. He can learn Perdo Herbam up to 24, and Perdo Auram up to 23. Any other Perdo he can learn up to 16. He can learn any other Herbam up to 17, and any other Auram up to 16. Now, we turn to the spells section - I always start by picking out premade spells that I think will work well.

Intellego Herbam
  • Probe Nature’s Hidden Lore: Level 4. Tells you what kind of plant you’re touching and a mental image of its natural habitat. This works on plant products, too, so it can be handy occasionally. Still, it’s so easy that Malik can just cast out out of hand without having to learn it.
  • Hunt for the Wild Herb: Level 5. While you concentrate, you can smell one type of plant and follow the scent. You must have a sample of the plant you want to find, and you roll Preception at 6+ to follow the smell. If there is no plant close enough to smell, you smell nothing, but the spell still works. Handy for an herbalist and, occasionally, a detective...but still so easy that we don’t need to learn it.
  • Intuition of the Forest: Level 10. You can intuitively commune with the local forest, sensing how to get the most from it without hurting it. You get +3 to all nature-oriented rolls except spells when in a forest or similar area until the next sunrise or sunset. The spell ends early if you cause significant harm to the forest. Handy for exploration. We might grab it.
  • Shriek of the Impending Shafts: Level 15. You can hear woden objects shrieking as they come near you. You get +9 Defense against wooden weapons, so long as you have room to dodge, and you can automatically dodge any wooden missiles fired from more than ten paces away. Only you can hear the shrieking, and no one can simulate it. We’ll be grabbing this - it’s a great defensive spell.
  • Converse with Plant and Tree: Level 25. You can talk to a single plant you touch, for as long as you concentrate. The more noble and longer-lived plants, obviously, are smarter. A single question and answer takes between ten and thirty minutes depending on how slow the plant grows. Typically, plants can tell you about the soil and plants around them, but have less awareness of momentary events unless those events had a direct bearing on the plant in question - for example, if someone cut its trunk. However, plants can talk to each other, so news does travel in forests. Bystanders cannot understand the conversation. We’re definitely grabbing this, though casting it succesfully may be a challenge. Still, a great investigatory spell.

So after looking at Intellego Herbam, we have selected Shriek of the Impending Shafts and Converse with Plant and Tree. Totalled, this takes 40 of our 150 spell levels.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Abilities
General
Area Lore: Andalusia (Geography) 1 (5 XP)
Area Lore: Castille (Geography) 1 (5 XP)
Brawl (Dodging) 2 (15 XP)
Charm (Magi) 2 (15 XP)
Folk Ken (Peasants) 3 (30 XP)
Guile (Keeping Secrets) 2 (15 XP)
Intrigue (Negotiations) 2 (15 XP)
Spanish (Slang) 1 (5 XP)
Arabic (Poetry) 5 (75 XP)
Survival (Hills) 2 (15 XP)
Academic
Latin (Hermetic Usage) 4 (50 XP)
Artes Liberales (Logic) 2 (20 XP)
Arcane
Code of Hermes (Political Intrigue) 3 (20*1.5 XP)
Magic Theory (Intellego) 3 (30 XP)
Parma Magica (Mentem) 1 (5 XP)
Penetration (Intellego) 2 (15 XP)
Finesse (Precision) 1 (5 XP)

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Arts
Intellego 9 (30*1.5 XP), Perdo 7 (30 XP), Auram 7 (34 XP), Herbam 8 (36 XP)

Spells
Shriek of the Impending Shafts (InHe 15), Converse with Plant and Tree (InHe 25)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
Perdo Herbam
  • Curse of the Rotted Wood: Level 5. A single non-living wooden object that you touch rots and falls apart. Objects up to the size of a single door can be affected, though anything that big takes two rounds to decay, not one. Usually, large chunks of wood start falling off and then slowly crumble until only dust is left. A handy spell, but easy to cast without learning it specifically. Call it a maybe.
  • Wizard’s Autumn: Level 15. You touch a tree among a small grove. All deciduous trees in that grove have their leaves turn brown and fall to the ground over the course of a full minute. The trees will not bud again until next spring. Very impressive, but not perhaps the most useful spell.
  • Plant’s Withering Bane: Level 20. Withers and destroys one living plant in voice range, up to and including plants the size of a small tree. Handy in places, impressive, but somewhat limited. Maybe.

As yet, we’ll leave Perdo Herbam alone and save our 110 spell levels.

Intellego Auram
  • True Sight of the Air: Level 15. Until the next sunrise or sunset, you can see clearly through any obfuscation of the air, including smoke, fog or dust, even if it’s magical. We’ll be grabbing this.
  • Whispering Winds: Level 15. Pick any group of people you can see. For as long as you concentrate, you can hear what they are saying, so long as no solid barrier, including a glass one, intervenes. This is a unique spell that does not perfectly fit Hermetic theory, but it sure is a useful one! We’re taking it.
  • Sailor’s Foretaste of the Morrow: Level 20. You learn what tomorrow’s weather will be and get a general impression of the weather of the next week. This applies only to the area you cast the spell in, and is based on current conditions and extrapolation, since Hermetic magic cannot see the future. So, sometimes it is wrong - but only when things like magic or volcanic eruptions get involved. Useful for sea travel, obviously.
  • Eyes of the Bat: Level 25. You can move around in complete darkness until the next sunrise or sunset, using your hearing to sense air and its boundaries. You can’t hear fine distinctions between objects, but it is 360-degree ‘vision.’ Very nice but a bit potent - we could learn it, but casting it will be a challenge. Call it a maybe.

We end up taking True Sight of the Air and Whispering Winds, taking up 30 levels of our remaining 110.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Abilities
General
Area Lore: Andalusia (Geography) 1 (5 XP)
Area Lore: Castille (Geography) 1 (5 XP)
Brawl (Dodging) 2 (15 XP)
Charm (Magi) 2 (15 XP)
Folk Ken (Peasants) 3 (30 XP)
Guile (Keeping Secrets) 2 (15 XP)
Intrigue (Negotiations) 2 (15 XP)
Spanish (Slang) 1 (5 XP)
Arabic (Poetry) 5 (75 XP)
Survival (Hills) 2 (15 XP)
Academic
Latin (Hermetic Usage) 4 (50 XP)
Artes Liberales (Logic) 2 (20 XP)
Arcane
Code of Hermes (Political Intrigue) 3 (20*1.5 XP)
Magic Theory (Intellego) 3 (30 XP)
Parma Magica (Mentem) 1 (5 XP)
Penetration (Intellego) 2 (15 XP)
Finesse (Precision) 1 (5 XP)

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Arts
Intellego 9 (30*1.5 XP), Perdo 7 (30 XP), Auram 7 (34 XP), Herbam 8 (36 XP)

Spells
Shriek of the Impending Shafts (InHe 15), Converse with Plant and Tree (InHe 25), True Sight of the Air (InAu 15),
 Whispering Winds (InAu 15)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
That leaves us with 80 spell levels. Let’s look at Perdo Auram.

Perdo Auram
  • Room of Stale Air: Level 15. The air in one room within voice range (so long as you can see inside the room) becomes sutffy and uncomfortable. Everyone in the room gets -3 to all rolls involving physical exertion, and for each round of exertion, they must roll Stamina 6+ to avoid losing a Fatigue level. This can sometimes cause panic, and the air will refresh itself based on how well-ventilated the room is. A good trap. We pick it up for trapping criminals.
  • Quiet the Raging Winds: Level 20. This stops all wind around you from blowing, leaving only calm air. This cannot affect winds caused by Ritual magic, and only affects those that are blowing on you when you cast the spell. Under normal circumstances, the winds will remain calm for at least an hour. It’s impressive, sure, but not very handy.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Abilities
General
Area Lore: Andalusia (Geography) 1 (5 XP)
Area Lore: Castille (Geography) 1 (5 XP)
Brawl (Dodging) 2 (15 XP)
Charm (Magi) 2 (15 XP)
Folk Ken (Peasants) 3 (30 XP)
Guile (Keeping Secrets) 2 (15 XP)
Intrigue (Negotiations) 2 (15 XP)
Spanish (Slang) 1 (5 XP)
Arabic (Poetry) 5 (75 XP)
Survival (Hills) 2 (15 XP)
Academic
Latin (Hermetic Usage) 4 (50 XP)
Artes Liberales (Logic) 2 (20 XP)
Arcane
Code of Hermes (Political Intrigue) 3 (20*1.5 XP)
Magic Theory (Intellego) 3 (30 XP)
Parma Magica (Mentem) 1 (5 XP)
Penetration (Intellego) 2 (15 XP)
Finesse (Precision) 1 (5 XP)

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Arts
Intellego 9 (30*1.5 XP), Perdo 7 (30 XP), Auram 7 (34 XP), Herbam 8 (36 XP)

Spells
Shriek of the Impending Shafts (InHe 15), Converse with Plant and Tree (InHe 25), True Sight of the Air (InAu 15),
 Whispering Winds (InAu 15), Room of Stale Air (PeAu 15)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
We still have 65 spell levels left. We pop down to Intellego Vim and pick up a spell there - The Invisible Eye Revealed, which can be taken at any level and reveals scrying magic being used on you while you concentrate by providing a physical sensation related to the scrying spell. It can detect any magic up to double its level, so we grab it at level 15 - easily castable and good for most simple magics. That leaves us with 50 levels still. We could grab some Perdo Vim anti-magic, but instead, we jump to Intellego Mentm and pick up one of the very useful Quaesitorial spells: Frosty Breath of the Spoken Lie. It’s a level 20 spell, but our Intellego is good enough to manage it - well, learning it, anyway. It works on a person whom you make eye contact with, for as long as you concentrate, and it makes it so that whenever they lie, misty breath comes out of their mouths. In winter, it comes out in massive amounts so you can’t mistake truth for lies. It is possible to defeat the spell’s detection with a statement if you roll Communication+Guile at 15+, but that’s not easy. Creo and Perdo Auram can be used to fool it, too...and of course it doesn’t work on demons unless they want it to.

pre:
Malik ibn Darras, Avendaras
House: Guernicus

Characteristics
Strength -3		Intelligence +3
Stamina +2		Perception +2
Dexterity -2		Presence +1
Quickness +0		Communication +2

Abilities
General
Area Lore: Andalusia (Geography) 1 (5 XP)
Area Lore: Castille (Geography) 1 (5 XP)
Brawl (Dodging) 2 (15 XP)
Charm (Magi) 2 (15 XP)
Folk Ken (Peasants) 3 (30 XP)
Guile (Keeping Secrets) 2 (15 XP)
Intrigue (Negotiations) 2 (15 XP)
Spanish (Slang) 1 (5 XP)
Arabic (Poetry) 5 (75 XP)
Survival (Hills) 2 (15 XP)
Academic
Latin (Hermetic Usage) 4 (50 XP)
Artes Liberales (Logic) 2 (20 XP)
Arcane
Code of Hermes (Political Intrigue) 3 (20*1.5 XP)
Magic Theory (Intellego) 3 (30 XP)
Parma Magica (Mentem) 1 (5 XP)
Penetration (Intellego) 2 (15 XP)
Finesse (Precision) 1 (5 XP)

Virtues
(FREE) Hermetic Prestige (0)
Flawless Magic (3)
Affinity with Intellego (1)
Piercing Gaze (1)
Affinity with Code of Hermes (1)
Educated (1)
Puissant Intellego (1)
Skilled Parens (1)
Inventive Genius (1)

Flaws
Weak Scholar (-1)
Weak Spontaneous Magic (-1)
Dependent (-3)
Driven: Root our corruption (-1)
Pessimistic (-1)
Outsider (-3)

Arts
Intellego 9 (30*1.5 XP), Perdo 7 (30 XP), Auram 7 (34 XP), Herbam 8 (36 XP)

Spells
Shriek of the Impending Shafts (InHe 15), Converse with Plant and Tree (InHe 25), True Sight of the Air (InAu 15),
 Whispering Winds (InAu 15), Room of Stale Air (PeAu 15), The Invisible Eye Revealed (InVi 15), Frosty Breath of the
 Spoken Lie (InMe 20)

Reputations
Dogged Investigator 3 (Hermetic)
Filthy Moor 2 (Local)
We have 30 levels left, and I think we’ll use a few of them to design our own spell next time.

Next time: If you want to make an apple pie from scratch, you must first invent the universe

Mors Rattus fucked around with this message at 23:01 on Feb 28, 2014

Dagon
Apr 16, 2003


Continuing the John Doe Rifts adventure with...



Again, our base stats are:
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15		
Atlantis has two major factions; the Splugorth, evil alien intelligences (like the vampire lord) who enslave people and do all sorts of bio-magic and other craziness; and the True Atlanteans, descendants of the original Atlantis who escaped disaster and fled into other worlds. Being a True Atlantean is kind of boring, so lets go with some crazy Splugorth poo poo.

A Kittani Warrior sounds good. The Kittani are technologically advanced ape-men who had a space-faring empire of their own, until they were wiped out by the Mechanoids (Skynet, p much). The Splugorth leaders discovered the fleeing Kittani armada and saved their monkey butts, and now they have been buddies for 38,000 years.


Much like the Vampire, last time, this is an RCC, so it gets its own stats. We modify our already rolled stats accordingly:
pre:
IQ	27	PP	9	SDC	50
ME	20	PE	17	HP	12
MA	25	PB	5	PPE	1
PS	19	Spd	15	ISP	50
We get Hand to Hand: Expert, can do MD with our punches, get +1 to strike, parry, dodge, pull/roll with punch/fall, and tackle, and +2 to save vs Horror Factor. We are a major psionic with the Mind Block, Sixth Sense, Speed Reading, Total Recall, Object Read, and Telemechanics powers.
Unlike the vampire, who gets skills based on his previous self, the Kittani Warrior has his own set of skills:
pre:
Math: Basic			70	WP Blunt	
Math: Advanced			70	WP Sword	
Radio: Basic			65	WP Energy Pistol	
Radio: Scrambler		50	WP Energy Rifle	
Surveillance Systems		45	WP Heavy MD Weapons	
Intelligence			46	WP Heavy Military Weapons	
Pick Locks			45	WP Military Flamethrowers	
Pilot: Robots and Power Armor	59	Hand to Hand: Martial Arts	
Pilot: Robot Combat: Basic		WP Knife	
Pilot: Military: Tanks & APCs	40	WP Quick Draw	
Pilot: Military: Jet Fighters	44		
Language: Dragonese		83		
Language: Gobblely		83		
Boxing			
Climbing			55		
Swimming			65		
Cryptography			35		
Optic Systems			40		
Basic Mechanics			35		
Robot Mechanics			25		
Demolitions			73		
Field Armorer			55		
Body Building			
Physical Labor			
Track and Trap Animals		25		
A few of those (Boxing, Body Building, Physical Labor) don’t have skill percentages. Instead, they modify our stats. Body Building gives us +2 PS and +10 SDC. Boxing gives us +1 attack, +2 to parry and dodge, +1 to roll with impact, +2 PS, and +3d6: 13 SDC. Physical Labor gives us +2 PS, +2 PE, and +2d8: 12 SDC.
pre:
IQ	27	PP	9	SDC	85
ME	20	PE	19	HP	12
MA	25	PB	5	PPE	1
PS	25	Spd	15	ISP	50
Because we have Martial Arts, we start with 4 attacks per melee, +3 to pull/roll, and can judo toss our opponent. Because we have Robot Combat we get that many attacks in robots too, plus 1. We also get +1 to strike, parry, dodge, and roll in hand to hand.

It doesn't say what equipment we start with, but we would probably have something like the K-4 Laser Pulse Rifle, which does 3d6+6 MD or 1d6*10+6 MD in a 3-shot burst, and Kittani Explorer Armor, with 85 MDC.

We would also probably have at least the K-Universal Light Power armor, if we can talk our GM into it. It has 220 MDC in its main boxy, can run 40 mph and make jump pack assisted leaps and flight, but has no weapons of its own.

If our GM is really open to stupid stuff, aka letting us have equal footing with Glitter Boys, We would talk him into the Kittani Serpent Power Armor, with 375 MDC body and a double-bladed plasma axe that does 1d4*10 MD with a chop or a plasma blast, a shield with 200 MDC and a mini-missile launcher, and a vibro-blade tail that does 3d6 MD.


And we get to look pretty badass for a monkey-man.

Next time, England!

Rulebook Heavily
Sep 18, 2010

by FactsAreUseless

Dagon posted:

We get Hand to Hand: Expert, can do MD with our punches,

I can sort of understand a Vampire doing mega-damage. There's at least some kind of design logic to it.

This is an ape.

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Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Rulebook Heavily posted:

I can sort of understand a Vampire doing mega-damage. There's at least some kind of design logic to it.

This is an ape.

You ever seen a gorilla punch a guy?

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