Oracle_Hunter
2010-06-09, 09:17 PM
Alright, I'm rolling up a character for an "eccentric" campaign with the following rules:
Here's how I want you to do this.
1. Roll 3d6 six times and note the results.
2. If your total is 57 or less, cross out all numbers and start-over.
3. If your total is 58 or higher, assign each number to one of the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
4. I can imagine a few of you grumbling at this point. Don't worry! You've been peasants/merchants/petty nobles/etc. your whole life, and while you're attuned to the drudgery of your daily routine, it doesn't really challenge your abilities. When you start adventuring you'll be lifting/moving/working/thinking/contemplating/persuading more than every before in your lives. After a few weeks on the road, your abilities will start to reflect this lifestyle change. But at the moment, you're still the common folk.
5. Send me your results when you're finished, just so I'll have a record of where we are.
============================
PERMITTED RACES (generic D&D equivalent in parenthesis)
THE BEFELLAHN FAMILY
- Befellahn (Mountain Dwarves) = 0 fate points
-- Aton (Deep Dwarves) = 1 fate point
-- Bendrin (Hill Dwarves) = 0 fate points
-- Daemin (Badlands Dwarves) = 2 fate points
-- Durgan (Gray Dwarves / Duergar) = 2 fate points
-- Orin (Dream Dwarves) = 2 fate points
- Kantrin (Rock Gnomes) = 0 fate points
-- Ketorin (Forest Gnomes) = 2 fate points
-- Nevin (Svirfneblin) = 3 fate points
-- Ovimit (Whisper Gnomes) = 2 fate points
-- Zimbilic (Chaos Gnomes) = 2 fate points
- Shae (None or Halflings) = 0 fate points
-- Asme (~Tallfellows) = 1 fate points
-- Fimi (~Deep Halflings) = 1 fate points
THE ESTILIAN FAMILY
- Devin (Dark Elves / Drow) = 2 fate points
- Eavelin (Wood Elves / Sylvan) = 2 fate points
- Grugan (Wild Elves) = 1 fate point
- Killoren (Killoren) = 3 fate points
- Phaeruni (High Elves) = 1 fate point
- Ultrisi (Painted Elves) = 2 fate points
THE KADORN FAMILY
- Dargoti (None or Humans) = -1 fate points
- Dibli (None or Humans) = -1 fate points
- Dosseni (Skulk) = 2 fate points
- Galdoni (None or Humans) = -1 fate points
- Underfolk (Underfolk) = 2 fate points
THE KRAG FAMILY
- Anzenol (Gnoll) = 2 fate points
- Anzork (Orc) = 1 fate point
-- Anzorakim (Sharakim) = 2 fate points
-- Anzrelork (Scab Orcs) = 2 fate points
- Dorkobold (Kobold) = 0 fate points
- Dorkuli (Lizardman) = 2 fate points
- Kragoblin (Goblin) = 0 fate points
-- Krabuka (Bhuka) = 2 fate points
-- Kragoboblin (Hobgoblin) = 1 fate point
-- Kragobubin (Bugbear) = 3 fate points
THE TORORIAN FAMILY
- Senarin (None or Human) = -1 fate points
- Tororian (None or Human) = -1 fate points
- Westvalen (None or Human) = -1 fate points
HYBRID RACES
- Intrafamily Hybrid = Greater of parents' values (but always at least 1)
- Interfamily Hybrid = Sum of parents' values (but always at least 2)
============================
PERMITTED CLASSES
- Adept = 2 fate points
- Aristocrat* = 3 fate points
- Commoner = -1 fate points
- Expert = 3 fate points
- Warrior = 2 fate points
* Aristocrats can only be 1) Senarin, 2) Tororian, 3) Westvalen, 4) Estilian, or 5) Hybrids of these four races.
I have 5-8 Fate Points (secret DM number) and the following stats: 16, 14, 13, 10, 9, 7
We can pick another class at LV 2 (possibly unlimited, but probably with DM permission) and the campaign is ostensibly a "roleplaying sandbox" but considering the intricate character creation, I am somewhat skeptical.
So, what am I looking for?
I'd like a solid character progression up through 10th level. The DM said it will be a "low magic" campaign so I'd like a character that's not dependent on magic items to function. I'm leaning towards a druid of some variety, though a Steampunk Aristrocrat/Cleric might be amusing. But I'm open to anything.
Here's how I want you to do this.
1. Roll 3d6 six times and note the results.
2. If your total is 57 or less, cross out all numbers and start-over.
3. If your total is 58 or higher, assign each number to one of the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
4. I can imagine a few of you grumbling at this point. Don't worry! You've been peasants/merchants/petty nobles/etc. your whole life, and while you're attuned to the drudgery of your daily routine, it doesn't really challenge your abilities. When you start adventuring you'll be lifting/moving/working/thinking/contemplating/persuading more than every before in your lives. After a few weeks on the road, your abilities will start to reflect this lifestyle change. But at the moment, you're still the common folk.
5. Send me your results when you're finished, just so I'll have a record of where we are.
============================
PERMITTED RACES (generic D&D equivalent in parenthesis)
THE BEFELLAHN FAMILY
- Befellahn (Mountain Dwarves) = 0 fate points
-- Aton (Deep Dwarves) = 1 fate point
-- Bendrin (Hill Dwarves) = 0 fate points
-- Daemin (Badlands Dwarves) = 2 fate points
-- Durgan (Gray Dwarves / Duergar) = 2 fate points
-- Orin (Dream Dwarves) = 2 fate points
- Kantrin (Rock Gnomes) = 0 fate points
-- Ketorin (Forest Gnomes) = 2 fate points
-- Nevin (Svirfneblin) = 3 fate points
-- Ovimit (Whisper Gnomes) = 2 fate points
-- Zimbilic (Chaos Gnomes) = 2 fate points
- Shae (None or Halflings) = 0 fate points
-- Asme (~Tallfellows) = 1 fate points
-- Fimi (~Deep Halflings) = 1 fate points
THE ESTILIAN FAMILY
- Devin (Dark Elves / Drow) = 2 fate points
- Eavelin (Wood Elves / Sylvan) = 2 fate points
- Grugan (Wild Elves) = 1 fate point
- Killoren (Killoren) = 3 fate points
- Phaeruni (High Elves) = 1 fate point
- Ultrisi (Painted Elves) = 2 fate points
THE KADORN FAMILY
- Dargoti (None or Humans) = -1 fate points
- Dibli (None or Humans) = -1 fate points
- Dosseni (Skulk) = 2 fate points
- Galdoni (None or Humans) = -1 fate points
- Underfolk (Underfolk) = 2 fate points
THE KRAG FAMILY
- Anzenol (Gnoll) = 2 fate points
- Anzork (Orc) = 1 fate point
-- Anzorakim (Sharakim) = 2 fate points
-- Anzrelork (Scab Orcs) = 2 fate points
- Dorkobold (Kobold) = 0 fate points
- Dorkuli (Lizardman) = 2 fate points
- Kragoblin (Goblin) = 0 fate points
-- Krabuka (Bhuka) = 2 fate points
-- Kragoboblin (Hobgoblin) = 1 fate point
-- Kragobubin (Bugbear) = 3 fate points
THE TORORIAN FAMILY
- Senarin (None or Human) = -1 fate points
- Tororian (None or Human) = -1 fate points
- Westvalen (None or Human) = -1 fate points
HYBRID RACES
- Intrafamily Hybrid = Greater of parents' values (but always at least 1)
- Interfamily Hybrid = Sum of parents' values (but always at least 2)
============================
PERMITTED CLASSES
- Adept = 2 fate points
- Aristocrat* = 3 fate points
- Commoner = -1 fate points
- Expert = 3 fate points
- Warrior = 2 fate points
* Aristocrats can only be 1) Senarin, 2) Tororian, 3) Westvalen, 4) Estilian, or 5) Hybrids of these four races.
I have 5-8 Fate Points (secret DM number) and the following stats: 16, 14, 13, 10, 9, 7
We can pick another class at LV 2 (possibly unlimited, but probably with DM permission) and the campaign is ostensibly a "roleplaying sandbox" but considering the intricate character creation, I am somewhat skeptical.
So, what am I looking for?
I'd like a solid character progression up through 10th level. The DM said it will be a "low magic" campaign so I'd like a character that's not dependent on magic items to function. I'm leaning towards a druid of some variety, though a Steampunk Aristrocrat/Cleric might be amusing. But I'm open to anything.