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View Full Version : [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)



Lacco
2024-01-24, 09:34 AM
https://cdn.discordapp.com/attachments/997470362705076326/1199722603095523448/lazlow9076_medieval_fantasy_painting_of_three_adve nturers_in_a__ff35cace-53c3-4d06-a49f-f50a06369130.png



The campfire was slowly dying as the sun slowly rose above the horizon. It was time to move - the enemy may be behind you, but their agents will be waiting for you. The more time you lose, the more time your enemies have to prepare for you. You may have hours, or just minutes, before they catch up with you - and you are sure there will be surprises ahead.

Your goal is to reach safety of your lord's estate, to warn them. You have seen something; you have heard the drums of war and you know the enemy's plans: you don't know whom you can trust. You only know that you need to get the warning to your lord.

There may be allies ahead, but you know there is a traitor in your lord's household: you can't entrust this to anyone else. It's your responsibility. Your duty.

You have your companions. A prisoner that is not a prisoner, and the one who was at the wrong place at the wrong time. Or right place. You can trust them. Maybe.

It's time to move.



Background:

I've been sick, which for me means I have some time to play old games. And my eyes landed on Betrayal at Krondor.

I liked Feist's writing, the story - but mainly I liked the idea of trying to travel across a medieval fantasy land while being pursued and ambushed, and trying to keep alive.

So I decided to run something similar. For (up to? or more?) three players, each of whom will take over a partial role in the game.



The campfire was slowly dying as the sun slowly painted the sky pink. It will be a windy day. But you had no time to enjoy the wind or the sky - your shackles were removed, and you have been given an order. To survive, against all odds, and to traverse a whole country to be able to act as a witness for your companion, to talk about betrayal and war, and to betray your own land.

It was time to move - you know the agents of your enemy, as you were once one of them. There will be many - some with swords, some with smiles, some wearing sinister magic. You will be lucky to survive, but your companions seem to be skilled and able. They need to trust you and you need to trust them - at least until you finish your job.



Game system:
I usually play Riddle of Steel (with magic from Blade of the Iron Throne welded on it). A d10 dice pool system with the best melee combat you can find.
I am willing and able to teach the system.
Or... if you are willing to experiment, I have my own homebrew system (largely finished), which we can playtest.



The campfire was dead. The road ahead looked almost inviting in the morning sun - but you knew there would be danger. When you met the two companions, your first impression was one of outlaws - running from justice. But the assassin they tackled last evening persuaded you - they have a good reason to keep together, and you are in for it. You have been seen with them.

Your best hope is to reach safety with them - and travelling in company seems to be better than travelling alone. And maybe you can even gain some glory and fortune along the way.

It is time to move.



What to expect:
Medieval fantasy travelogue meets adventure
Mid to low magic
Limited races (mostly human)
Eager, easy-going GM
Focus on roleplay
Survival, ambushes, plots and sidequests, fights
Open communication

What I expect:
Three players interested in learning/playing something else
No powergamers.
No breaking of the system.
No PvP unless agreed upon

You agree upon your role with the other players. You can be the one who escorts - a loyal(?) knight, a soldier, a hunter, a ranger or just a about any servant of your lord/baron/king? You can be the one who is escorted - the traitor who has good reasons to betray. And the third companion: someone who joined them on the road, but is now committed to the cause. Maybe you understand why is it necessary to escort the other two, maybe you just need the added security.

You will be mostly free to traverse the land, as selected by your choices of characters - you will be given a map, and will be able to pick your road to safety. The game ends when you reach the safe haven; though the story may continue later (and you may take your characters for another trip).

You will meet people, both friends and enemies, you will have to find resources to buy rations, horses, or you'll traverse on foot. You will fight for your life, you will haggle for food, you will hide from a certain doom.

I want to emphasize up front that I will be making decisions about the shape of the game based on the characters: you have relatively free range to create your character once you choose the role (the one who escorts - a , the one who is escorted . This will be a game with many moving parts, so it’ll take some time to prepare for game start, and you should be prepared to be patient both during and after character selection.

Do we have any volunteers?



TL:DR: I'm looking for up to three players for my newest idea: a medieval fantasy RPG where you'll travel across a dangerous country to safety, being hunted. Inspiration was taken from Betrayal at Krondor, FtL, the hobbits running from Shire and The Letter for the King.

JeenLeen
2024-01-24, 10:01 AM
Hey, lacco, good to see a game by you again. I'll have to think about if I have time to join a game or not--work plus 4 kids now means not a lot of time to devote to mechanic-intensive games--but I wanted to go ahead and post to help me remember to look into this.
Leaning towards your homebrew mostly due to being curious to see it as we talked mechanics a few years ago, but cool with Riddle of Steel.


The granularity of how armor works seemed one of the 'worse' granularities of the system to me, as well as the one most prone to abuse. Like, I remember when I delved into the game mechanics a lot several years ago, it was kinda easy to find ways to piece together armor so that you had good defenses by doing a mishmash of different types.
And having different armor values for, like, hand vs. shoulder is annoying.
The extreme granularity of combat in Riddle of Steel is part of the appeal, but I think also the main deterrent. I wouldn't want to play Riddle of Steel in person due to how it works, but I think it's decent for PbP.
In kinda summation of the rambling above: if your homebrew has streamlined some of the granularity, I lean more towards that.

(Granularity of how attacks land, and what damage they deal, also felt extremely unwieldy, but it's at least less abuseable.)

Lacco
2024-01-24, 01:11 PM
Heyy, JeenLeen! Yes, I have officially game-starved myself so much I am back at running a game.

Conrats to the 4 kids, I can hardly manage my two, so I have a whole lot of respect for that!

Regarding the granularity of the homebrew: I did not touch the combat system, just tried to write it down in concise way (all options in one place as opposed to split amongst few books; optional rules and all that) and I'm not completely finished, so only if you have the patience. For armor, I'd go with basic system for this game, as the 'build-your-own-suit' is an expensive option and not one for the road (don't have a month to wait for the armorer to fit it).

Strangely, TRoS is one of the systems that sounds like hell to run, but I never had the issue at table in RL.

JNAProductions
2024-01-24, 02:05 PM
I might have interest in being the third schmuck.

Do I need to own Riddle Of Steel or any books?
Or can you help guide me through the things and stuff?

Lacco
2024-01-24, 02:56 PM
I might have interest in being the third schmuck.

Do I need to own Riddle Of Steel or any books?
Or can you help guide me through the things and stuff?

Hello there!

RoS books are hard to get in print, but some googling will allow you to find most of them. Core, Flower of Battle and Companion are good to have, although I am pretty good at guiding people through RoS.

There will be a discussion whether we follow RoS (with welded on magic from Blade of the Iron Throne; a successor game that can be easily bought in PDF form) or go for a homebrew variant.

JNAProductions
2024-01-24, 04:20 PM
Good to know.

Should I bandy about some concepts for characters?

Lacco
2024-01-24, 04:33 PM
I don't mind discussing potential character concepts. However, very much will be determined by the first and the second character - the one who escorts and the one who is escorted (work-in-progress titles are 'The Loyal' and 'The Traitor/The Witness'): one former determines the goal of the trip, the latter determines the start of the trip. They both determine the enemy.

The third one adds allies, possibilities and complications.

First question would be... does anyone involved wish to be a magic user? I'm limiting them to one arcane mage (pretty skilled, but not the 'top' tier) and one dabbler; magic adds both problems and solutions.

ProgressPaladin
2024-01-25, 07:33 PM
I would love to play and just got the PDF’s. I might need a help with the system though.

Lacco
2024-01-26, 04:46 AM
Welcome!

So, with 3 potential players, we can start throwing ideas for characters around.

As stated, there are 3 roles: the Loyal (the one who escorts), the Traitor (the one who is escorted) and the Third Wheel (the third one). JNAProductions called dibs on the third man ('man' being used as general term; if you decide to play as a woman, there are no mechanical differencies, but there may be locations where that may prove to be disadvantage or advantage).

I'd like to know where the characters will be from in general. I will present you with a list of areas; you can pick one and we'll then specify the homeland of your character.

We have the Civilized Lands. Lands with cities, academia, monasteries, where people can mostly safely travel and live in relative comfort. Ruled by royals, governed by barons and courts. They make for a good homeland for the Loyal. Examples: Kingdom of Ânor, Enlightened Dominion of Baruthel, Cormanthir Highcastle, The Grand Duchies of Blackstone, Tharghrad, Free City of Zhengar.

Wild Lands, areas that are beyond control of civilization. There are people living there, in smaller communities, or under a local rule of someone powerful enough to band two or three villages - but stockades are a must and there is no formal rule of law. Examples: Schwerwald and Altrun forests, Whispering Marches, Megalith Valley.

Borderlands, where dangers lurk daily and where the only rule of law is the law you can uphold yourself. Examples are Fields of Blood, the Burnt Steppe, Ashen Vale, Anvil Mountains, Desolation of Agozz and the Scar (said to be a place of certain magic-fueled apocalyptic event of the past, a break in the land itself).

The Free Lands, lands that are roamed only by tribes or clans, not ruled by one, but with certain freedoms. Frozen Wastes, Savaxen Islands (think viking raiders), Gray Plains, Seaspires.

And lastly, the Far (or Wonder) Lands. Otamarluk, Khypria Archipelago, Principiality of Mirror Jungles. I'd suggest not starting as far, but it is possible.

So, any picks so far?

ProgressPaladin
2024-01-26, 07:51 AM
May I be the loyal, and from the civilized lands?

Lacco
2024-01-26, 11:45 AM
Why not? Do you like any of the proposed lands?

ProgressPaladin
2024-01-26, 12:31 PM
What is the benefit of proficiency in a weapon? And what is the use of defaults at the start?

Lacco
2024-01-26, 03:18 PM
Q: What is the benefit of proficiency in a weapon?

Simple answer: Proficiency + Reflex (derived attribute) = Combat Pool
So a Proficiency (Sword & Shield) 6 + Reflex 4 = Combat Pool 10

Combat pool represents a pool of dice you have for each round; every round has 2 exchanges, in which you have to utilize dice for maneuvers (e.g. Parry using 7 dice in first exchange, then Cut for 3 dice). So the more proficient (more proficiency points you have) you are, the better chances in combat you have.

Q: And what is the use of defaults at the start?

Defaults provide you with additional proficiencies. When you learn Longsword, you also catch the basics of Sword & Shield and Cut & Thrust, for example. So you spend 6 points for Longsword proficiency, but using defaults, you also gain additional proficiencies.

ProgressPaladin
2024-01-27, 12:01 PM
I would like my destiny to be that I will be killed by a traitor. Is that ok?

Lacco
2024-01-28, 03:16 AM
I would like my destiny to be that I will be killed by a traitor. Is that ok?

That would be up to the Traitor, actually. Which brings me to one very important piece of advice: don't make the character in vacuum. I'd say the best way to make characters is to discuss them with the GM and the other players as you create them. The reasons are:

1. We need to be fans. The players need to like the other characters and the GM is a player in this case: you need to mesh well (not necessarily on the level of mechanics) with the rest of the group. Especially with things like Passions, Drives and Destinies in play: if the other players know and accept them, we can work together to bring them out in play.

2. There needs to be trust. If I know what your plans with the character are and you trust me with them, I can make them work and even improve them.

3. It's the best way how to handle conflicts and secrets. Conflicts between characters (not among players) are fine in the 'verbal' area and may even progress into fisticuffs or even straight up fight - I don't condone PvP that is done in character and with agreement of players. You *should* be arguing about stuff. In character. While having a lot of fun about it out of character. You should be invested in the group, not only in your character. As for secrets: the best way to have a secret in RPG is to have at least one player and the GM know about it so they can uncover it at the right time. If nobody uncovers the secret, what's the point of having one? And having it come up in the *worst* possible moment (for characters) but most appropriate for players is possible only if they know what you want to do with them.

E.g. for the Destiny that you spoke about - destinies are long-term. So they should bear fruit sometimes during the campaign. It's probable that a destiny like this will not work without agreement between players. However, if we word it as "Their death shall be caused by the Traitor" or "The Traitor shall hold the weapon that strikes them down"... it gives me a lot more of wiggle room, leaves the original Destiny relatively intact and may provide a lot of guesswork and opportunities.



Okay, roll call. Who is still interested?

If you are, state a role that you'd like to take (the Loyal, the Traitor, the Third One; feel free to pick even two if you are not sure) and state your general concept and philosophy:

Concept
At least three things about the character that tell us something about it. Think about what would you like to play. Discuss it with your GM and other players. If you are unsure, pick one from the lists below:


Scout, explorer, academic, advisor, antiquarian, berserker, bladeslinger, bodyguard, graverobber, priest, cleric, nun, druid, witch doctor, laborer, crusader, highwayman, bandit, entertainer, occultist, skald, bard, plague doctor, duelist, gambler, con-man, roadwarden, marshall, ranger, woodsman, thief, cutpurse, burglar, knight, alchemist, healer, guardsman, warrior, mercenary, squire, rogue, assassin, hunter, craftsman, servant/page, steward, adventurer.

Are you noble? A free man? Are you an escaped prisoner?

Feel free to pick two and mix/match or come up with some idea of your own. You *should* have some combat capabilities, but you'll also need other aspects than combat to survive.


The thing that will bring most complications. Your characters *will* be flawed - they will not be perfect individuals, they will carry grudges or do stupid decisions based on their beliefs and drives. You need to own this - only this way the game will work.

can't say 'no' to a challenge
inexperienced and naive
can't resist a nice face
can't resist slapping a noble that abuses their power
obsessed with fame
thrill-seeker
superstitious
likes to drink too much
destined to be doomed


Feel free to invent new ones - or come up with your ideas. I want to hear about your characters.




ability to blend in crowds easily
wields powerful but possibly self-destructive magic
a seasoned traveller
has friends in most cities and allies on the way
a pouch full of silver and a well made blade at a side
worked as a master-at-arms of a minor noble
eyes of an eagle and ability to shoot squirrel's nuts off from 50'
a silver tongue and an uncanny ability to find 'friends'
muscles of a panther and the speed of a snake on hot roof




Philosophy
Philosophy is the character's approach to life. It is a quote/saying/code to which he turns when tough decision occurs. Best philosophies are those you will enjoy acting out.
It has no mechanical value, it's more of a guideline. A "Eat, drink and be merry, for tomorrow we die!" character will be different from "My honor is my life." and completely different from "A coin saved is coin earned".
I'll most probably ask for general explanation of your philosophy if I'm unsure how to grasp it, and may suggest some.

Name
Take up a name or a pseudonym under which your companions know you.



Since most votes were cast for Riddle of Steel, I'm not going to oppose. Question: do you mind implementing some other stuff? I'll definitely use a magic system out of Blade of the Iron Throne (arcane magic, the one where you use eldritch forces that may - and will, if you do not take care - lead to your destruction), but there are lots of things you can add (e.g. a list of minor/major gifts can be extended, and I like to add Instinct from Burning Wheel... at one point I even started to work on a lifepath character generator).

ProgressPaladin
2024-01-28, 07:00 AM
Loyal
A free Soldier/Scout who can pierce a thrown copper in the air with a thrust, and can’t resist a pretty face.
“A promise is forever.”

Lacco
2024-01-28, 11:00 AM
Loyal
A free Soldier/Scout who can pierce a thrown copper in the air with a thrust, and can’t resist a pretty face.
“A promise is forever.”

Nice one! Do you want some info on the potential homelands already?

ProgressPaladin
2024-01-28, 12:56 PM
Yes! I was hoping one a bit like Sthal. Would there be one like that?

JNAProductions
2024-01-28, 01:18 PM
I'm still interested, but I'm also just waking up.
Will refine a concept once I have brainpower. :P

Lacco
2024-01-28, 01:52 PM
Yes! I was hoping one a bit like Sthal. Would there be one like that?

I actually use Stahl from RoS books. Just hid it north of Schwerwald. So you can use the one from books as your homeland.


I'm still interested, but I'm also just waking up.
Will refine a concept once I have brainpower. :P

No problem. We have time.

JNAProductions
2024-01-28, 04:43 PM
The Third One
Ranger, woodswoman, and hermit. The kind of person who's parents lived in the woods going back generations, and hasn't interacted a ton with "civilized" society.

Naïve, trusting, and overly friendly-she'll believe friends, she'll risk herself to protect friends, and it doesn't take much to become her friend.

Very talented in living off the land, archery, and natural lore.

Philosophy
Life is a gift to be treasured, but not hoarded.

Name
Narset Sifou


As mentioned, I don't have Riddle of Steel, so I'll need lots of help getting mechanics done.

bramblefoot
2024-01-28, 06:01 PM
hey lacco, if youll humor a novel idea

id like to play one or many of the chasers, trying to silence the nosy party

Lacco
2024-01-29, 10:14 AM
The Third One
Ranger, woodswoman, and hermit. The kind of person who's parents lived in the woods going back generations, and hasn't interacted a ton with "civilized" society.

Naïve, trusting, and overly friendly-she'll believe friends, she'll risk herself to protect friends, and it doesn't take much to become her friend.

Very talented in living off the land, archery, and natural lore.

Philosophy
Life is a gift to be treasured, but not hoarded.

Name
Narset Sifou


As mentioned, I don't have Riddle of Steel, so I'll need lots of help getting mechanics done.

Well, the first step is behind you. Now I'll be posting next steps as soon as we get the third player locked in with the philosophy/concept/name combo.

Good news: archery has much simpler mechanics than melee.

So, homeland-wise: where should she be from?


hey lacco, if youll humor a novel idea

id like to play one or many of the chasers, trying to silence the nosy party

Hey, bramblefoot!

I'm not sure how would you imagine this: like playing an NPC? Or having two parties, one escaping, the other one giving chase?

I'm not really against, but not sure how to manage that.

EDIT: I had one campaign where I used players that were out of town as 'evil overlords' who had their own 'minigame' where they planned the actions of their faction and basically provided me with story hooks for the players... but I'm not sure if something like that was the idea.

JNAProductions
2024-01-29, 01:16 PM
Well, the first step is behind you. Now I'll be posting next steps as soon as we get the third player locked in with the philosophy/concept/name combo.

Good news: archery has much simpler mechanics than melee.

So, homeland-wise: where should she be from?

Probably the Wild Lands-she's a forest person.

bramblefoot
2024-01-29, 08:47 PM
Well, the first step is behind you. Now I'll be posting next steps as soon as we get the third player locked in with the philosophy/concept/name combo.

Good news: archery has much simpler mechanics than melee.

So, homeland-wise: where should she be from?



Hey, bramblefoot!

I'm not sure how would you imagine this: like playing an NPC? Or having two parties, one escaping, the other one giving chase?

I'm not really against, but not sure how to manage that.

EDIT: I had one campaign where I used players that were out of town as 'evil overlords' who had their own 'minigame' where they planned the actions of their faction and basically provided me with story hooks for the players... but I'm not sure if something like that was the idea.

ill play the evil overlord or the chaser, i dont care which. i just like the idea of having to hunt down some nosy runners. maybe a separate channel or something for me to plan my moves in?

Lacco
2024-01-30, 09:30 AM
No sign of the third player for our adventurous travel?

We have:

ProgressPaladin's unnamed Loyal and JNAPRoductions' Narset Sifou, the Third One.

Any other takers?

I'll start character generation tomorrow, if nobody bites, but JNAProduction will have to take the role of the Traitor then. Are you okay with that?



@bramblefoot: I don't mind, if it will be ran as one-on-one, and there will be certain limitations (e.g. speed with what you can send out people, resources, allies).

Of course, the other players have to agree. It won't be very fair game (you'll have the advantage of resources, units, everything), and I'll expect you to work within the narrative.

bramblefoot
2024-01-30, 12:48 PM
oki doki. ifn they dont, ill play the traitor

Lacco
2024-01-31, 08:11 AM
So: we may have a third player, which means we can move on. For players with concept/philosophy/name, go to Priorities below.


oki doki. ifn they dont, ill play the traitor

Well, if you are interested, I could later set up a 1 on 1 game with the premise of you being the 'hunter' - a lord of some kind that has been betrayed/stolen from and now is trying to catch the culprits before they get to safety.

If you are going to play the traitor, then I'll need to know where are you from. Since we have Stahl - a civilized land - as the target country, and wildlands somewhere in between... and we don't want this to go across the whole world...

You can be from the Borderlands. You betrayed a warlord of some sort, planning an incursion into the civilized lands, or a great war. Semi-organized, with many subjects, loyal beyond death, maybe even dark magic at his service. His agents will not be able to blend into the civilized lands easily, but there will be a lot of them on your
If you decide to come from the Borderlands, you may hail from...
...the Fields of Blood, where former soldiers of countries that do not exist anymore still occupy ancient fortresses and battle for resources every day. Your former master is a tactician and leader who managed to siege and capture several forts and wishes to march on Stahl.
...Anvil Mountains, a highland region with several plateaus, governed by wild clans that often clash with each other. Your former master is a charismatic leader that wants to lead his clan to a better life, at any cost.
...The Scar, a large unnatural valley that cuts into a plain. At nights, it pulsates with power, and is a home to cults and worshippers of the being that created it; whether it is the Cult of Claw that Rakes, the Worshippers of H'lund the Undoer of Ties, or any other eldritch entity - they both share their reverence to the 'higher' being that created the Scar. Your former master is a powerful mage, who leads his cult with iron fist and wishes to spread the madness further.

You can be from the Civilized lands. The betrayal will be more about scheming politicians, someone who is selling his country and trying to defect or maybe even trying to get into a royal family of the other land. They may not have many subjects, but they will definitely be smart about using them and will have a wide network of agents able to blend into the local environment. You may have to choose who to trust.
Following civilized lands are potentially interested:

Kingdom of Ânor, with its militant policy, may have decided to wage war on their old enemy. A corrupt, powerful kingdom, organized like an army, controlled by eight ancient houses and a king that may or may not be more than a hundred years old. At war with Cormanthir Highcastle – but at perpetual war with the rest of the world. With their ability to plan for decades, and all Anorians being subject to military draft (after all, all their citizens are members of the military hierarchy), they would make a terrifying enemy.

Enlightened Dominion of Baruthel, a kingdom far East, known for its acceptance of magic and its studies. It is governed by the most powerful and richest houses – so it is partially a plutocracy and partial meritocracy. With its magic and riches, the Overlord may have been persuaded by one of the major houses to grab a piece of the land, and maybe even establish a new Imperium, as in the old times. Their way would be the way of money, of magic, of plans within plans.

Cormanthir Highcastle, with its knights and honor, may have decided that it is time to pay back for the last war. A fairy-tale like kingdom, where wandering knights still save fair maidens – the folks are almost romantic, love their freedom and wine, and will protect both fiercely. Your former master would be a duke or a count that wishes to wage a war. And with a weak, dying king at helm...

For The Grand Duchies of Blackstone, it is a matter of a single duke deciding that there is an opportunity to increase their own might. The claim for the Blackstone fortress, a symbol of the unity of the Duchies, could be made by someone who took another country and made it part of their own lands, and the warriors that serve the Duchies are fierce, well trained and experienced from all the local battles. To persuade the others to join, one would need a good claim, but with Stahl's reputation as godless folk, it would just require some careful maneuvering.

Tharghrad, a small kingdom in Dragontooth mountains, known for its rebellious nature and underhanded tactics, may have been on a warpath. The mountainfolk are hardy and don’t give up without a fight. And since Stahl is nearby and has a history of attempts to grab the Dragontooth, all failures, due to the fighting ability of Tharghrad folk, maybe there is another way - one of careful intrigue, something that only few noblemen of Tharghrad are able to perform. Like your former master.

You can also be from the Free lands. Even less civilized as the Borderlands, free men (and women) of these lands will mainly be concerned with direct approach: war, pillaging and maybe some revenge. There won't be too many intrigues or deceit, but you may be surprised at the tenacity of those who will hunt you.
If you decide to come from the Free lands, the one that makes sense is Frozen Wastes. Up north, where nobody ventures unless they have a wish to experience a slow freezing death or being robbed by the barbaric tribes of the 'wasters' as they are called in civilized lands, where frost dominates the lands, live clans of warriors that are used to the frost and death. Your former master is a leader of a clan that has found a way how to enter the civilized lands unnoticed with a large force and plans to unite clans and attack.

So... what would be your choice? Whom would you betray? Or if you have other ideas, I'm all ears.

Afterwards, I will need the concept (as above), philosophy and name.


Step 2: Priority Table

You'll have to choose your priorities to generate the character. A small change is the Race/Magic, in line with the magic system from BoIT. Starter characters begin with priorities ABCDEF (one from each column/row).




Race/Magic
Social Class
Attributes
Skills
Proficiencies
Gifts & Flaws


A
Human (magic/mage) or Half-elf (apprentice)
Landed Noble
47
6/6
14
2 major gifts


B
Human (magic/journeyman) or Half-elf (dabbler)
Landless Noble
43
6/7
11
1 major gift


C
Human (magic/apprentice) or Half-elf (mundane)
Wealthy Free Man
39
7/7
9
1 major gift, 1 minor flaw


D
Human (magic/dabbler) or Dwarf
Commoner, Free Man
35
8/8
6
1 minor gift, 1 minor flaw (or none)


E
Human (cursed)
Serf/Peasant
31
9/9
3
1 major flaw, 1 minor gift


F
Human (mundane)
Slave/Prisoner
27
9
0
1 major flaw, 1 minor flaw



Race/magic is mostly self-explanatory: it gives you a different race than basic human, and may give you the ability to use magic. If you want to be a magic user, this will most likely be the most important category: you can only gain magic through this priority or via certain gift. It sets limits: a dabbler is able to only have a single magic proficiency, whereas a full mage can harness many of those. Magic also mostly runs on Proficiencies and Attributes.
'Cursed' means either you start with a lower resistance to magic, you start with an actual curse, but you MAY be able to learn magic during game.
For other races, you have a dwarf and a half-elf. No other races are available for this specific game.

Social class sets up your rights, your starting pouch, equipment and may set you up with allies and enemies for the game. A landed noble is the richest one, but is also expected to have lands somewhere (they must purchase them, but may not be able to use them, depending on the situation). A slave/prisoner is subject to the whim of the GM, as they usually start with only what they can carry.

For attributes: there are 10 basic attributes that you'll have to split your points across. The higher the attribute, the better. Attribute with 4 is 'heroic average', attribute with 3 is 'commoner average' and attributes with 2 is a minimum. Your attributes may be subject to change based on your country of origin.

Skills: ratings there represent two (or in one case, a single one) skill packets that you will select. The skill packets from Companion will be used and this rating will be your target number for skill rolls: therefore the lower the number, the better. You can pick the same skill packet twice, but that is usually not the best idea.

Proficiencies are your combat skills. Things like Sword & Shield, Longsword, Daggers..., they represent a style of combat more than just a single weapon. The more points you have, the better, but: you can't spend have than 7 points in one proficiency if you are beginning character (8 if you pick the 'A' priority), so anything C+ means you can use multiple weapons well. A rating of 6 is somewhere around a skilled warrior that has passed basic training and has seen some combat.

Gifts & flaws are your 'rulebreakers'. Some offer dice advantage, some will require you to roleplay certain way and may trigger an automatic reaction (e.g. alcoholic or bloodlust). Gifts are usually very good to have (e.g. ambidextrity if you plan on using two weapons).

If there are questions, let me know. Otherwise, gimme your priorities and we'll continue.

ProgressPaladin
2024-01-31, 09:05 AM
A: Skills
B: Proficiencies
C: Social
D: Gifts
E: Skills
F: Human

Lacco
2024-01-31, 09:20 AM
I think you have Skills twice, either A or E should be Attributes. I'd go with attributes - the priorities will then make a pretty good combatant.

JNAProductions
2024-01-31, 02:22 PM
A: Skills
B: Proficiencies
C: Attributes
D: Race/Magic
E: Social Class
F: Gifts & Flaws

Maybe? Maybe.
Does this seem reasonable?

Lacco
2024-01-31, 02:54 PM
A: Skills
B: Proficiencies
C: Attributes
D: Race/Magic
E: Social Class
F: Gifts & Flaws

Maybe? Maybe.
Does this seem reasonable?

You'll have a very good chance to succeed on skill rolls. Basically, very reliable in their skill area, can hold her own in combat. The flaws will hurt, but well...

Just noticed I forgot to put the half-elves and dwarves into the race/magic column. Will fix that.

Why the "D" in race/magic?

bramblefoot
2024-01-31, 06:20 PM
i think ill take the scar, feeling an older man

A: proficiencies
B: skills
C: gifts
D: attributes
E: race/magic
F: social class

ProgressPaladin
2024-01-31, 09:19 PM
Sorry, for A meant attributes.

JNAProductions
2024-02-01, 12:15 AM
You'll have a very good chance to succeed on skill rolls. Basically, very reliable in their skill area, can hold her own in combat. The flaws will hurt, but well...

Just noticed I forgot to put the half-elves and dwarves into the race/magic column. Will fix that.

Why the "D" in race/magic?

Because I wanted a touch of magic. Not a ton, but a little bit of druidic thingies.

Lacco
2024-02-01, 01:37 PM
i think ill take the scar, feeling an older man

A: proficiencies
B: skills
C: gifts
D: attributes
E: race/magic
F: social class

Older man it is!

The Scar provides a bonus of +1 to EN and +1 to WP, but -1 to SOC. The bonuses apply after you spend your attribute points.


Sorry, for A meant attributes.

No problem. So it's:

A: Attributes
B: Proficiencies
C: Social
D: Gifts
E: Skills
F: Human

Stahl provides +1 to TO, -1 to SOC and +1 to Proficiency points. C in Social gives you a Shire horse (a Destrier).


Because I wanted a touch of magic. Not a ton, but a little bit of druidic thingies.

Okay. Dabbler means you are allowed to spend up to 3 proficiency points on Magic. In general I'd suggest going for Arcane magic, but if druidic magic is your style, see the spoilers.


There are 8 Lesser Mysteries:
Cursing - you place a curse on a person or an item, increasing likelihood of negative consequences.
Enslavement - you force your will on the person, either giving them commands or changing their perception of a certain fact (e.g. "that's not a sword, but a snake you are holding!").
Mending - recovery from injuries, lifting curses, curing diseases (or causing pain).
Prophecy - allows you to make prophecies and again, place spiritual attribute called "omen" on someone/something.
Scrying - allows you to see the true nature of things, as well as to travel astrally at distant places.
Warding - creation and manipulation of temporary or permanent wards - shields, walls, etc.
Witchfire - a magical attack (which may not be fire at all; it can be almost anything).
Telekinesis - controlling or moving of items with the power of sorcerer's mind.

There are also 3 known greater mysteries:
Necromancy (communication with the dead, allowing the sorcerer to gain knowledge already lost)
Goety (summoning of demons, to do their master's bidding)
Mana shaping (ability to create mana crystal/solid mana to create temporary items from, also to "hoard" mana to create areas with high magical potential)

As you can see, this is more 'eldritch magic' than druidic magic - and the mechanics support that. As a dabbler, you can spend up to 3 points of proficiencies to learn these lesser myseries (can't learn greater ones) and you can either become relatively good at one thing, or know basics of up to three mysteries. I'd suggest the bolded ones (especially mending).



I did a writeup for druidic magic some time ago. Never formally tried it out. Here is the basic stuff:

Rituals
Druidic rituals are used for two purposes – either they allow both more powerful and more distant use of Druidic Songs (Minor Rituals), or allow other magical effects – outside normal rules (Major Rituals).

For ritual to occur, the character needs to fulfill at least 3 basic requirements:
• ritual must take place at Place of Power or at Circle of Magic*
• ritual has to include at least two participants
• ritual has to include a Song and Motion
• ritual has to include a sacrifice of item
• ritual has to include a sacrifice of blood (counts as 2)
• ritual has to include a sacrifice of life (counts as 3)
* - mandatory for Major Ritual

If you are using the Ritual to empower a Song, the results are more predictable – see below and follow the ritual casting rules.

When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:

It’s going to take hours/days/weeks/months.
First you must ________.
You’ll need help from _________.
It will require a lot of resources.
The best you can do is a lesser version, unreliable and limited.
You and your allies will risk danger from ______.
You’ll have to disenchant __________ to do it.

One of these should be negotiable (GM’s choice, it will be exchanged for a different one from the list) and one should be (if possible) replaceable by difficulty adjustment for the Ritual roll.

Participants of the ritual are either non-magical helpers (using standard rules for Tapping) or participate using their magic. Druidic rituals allow any character that has Power attribute to participate using their magic – adding casting part of their Power attribute to dice pool – but once they do, all participants have to share their Taint, meaning that if any of the participants accumulates any Taint, it is spread over all participants who use magic.
Otherwise, rules for Ritual Casting are used.

Songs

You learn Songs from Ancestors, other Druids or Nature itself.

Learning from Ancestors takes place in Dreamspace.

Learning from other Druids takes time and may be taxing (time, resources, fatigue).

The songs themselves machanically work as proficiencies. You pay SA Points or Drama to learn a new Song. Each Song gives you a separate skill, starting at your Singing or Musical Instrument skill +2 – songs that are similar in nature may be at the same TN.

Each Song usually provides magical effect exactly as its name suggests, but you need to keep singing it for certain amount of time for the effect to take root in reality.

Most songs have 4 levels (proficiency points): apprentice, proficient, journeyman and master. If not stated otherwise, Apprentice level songs work only during the time the song is sung, their effects are limited to close range and up to 3 successes. Proficient songs work few moments (rounds) after you end them and their effects are limited to thrown range and 5 successes. Journeyman songs work even after you stop singing for several minutes, their effects are limited with long range and they have no limit of successes. Master songs may last until you stop focusing and you may even bind them to certain persons, items or animals – and they count as if they had double successes.

If you decide you need more power, you may sing louder or more powerfully – but it taxes you with Fatigue, Wounds or Corruption.

Example songs:
Song of Cleansing
Cleanses the area of Dark Magic and residual Taint, allows rerolls of Resist Magic rolls with bonus equal to net successes. Eldritch, Unholy and Undead will avoid the area unless ordered or provoked (+1 difficulty to all rolls while in area). Provides +1 difficulty to casting any other than natural magic for next hour.

Song of Soothing
Soothes the pain of all who hear it, removing temporarily Pain and Fatigue.
Removes – temporarily – 1 point of pain and fatigue per net success for next minute/hour/half-day/day (apprentice/proficient/journeyman/master).

Song of Valor
Provides bonuses to combat rolls (removes fatigue effects, adds 1 CP per 5 successes, provides bonus to Courage rolls...).

Song of Pathfinder
Allows rerolls of Navigation and Orienteering rolls.

Song of Sleep
Listeners need to resist magic or fall firm asleep for next (level+net successes) hours if friendly/neutral or (level+net successes) minutes if unfriendly. After that they may be woken normally. Caster gains 1 unresisted point of fatigue.

Hymn of Peace...
Song of the Hunt...
Ballad of Pain...


Regarding homelands: you can choose either Schwerwald or Rune forest. Schwerwald is basically the 'wild' part of Stahl: it spreads north and northeast of Stahl, and makes for a vast 'no man's land' forested area, which is contested by three countries at least at any moment. The natives are usually described as hot-headed and hard-headed, but very controlled. Situated amongst one of the largest forests, this area is full of old ruined castles and mysteries. And robber barons.

Rune forest is a different beast: less people, more mysteries. Elves are told to roam this ancient forest, said to be protected by druids and their magic. Orc encampements tend to be found on the northern side of the forest, but most orcs that stay nearby are heavily spiritual types - and will not attack unless you disturb their forest. It lies south of the Scar.

Schwerwald provides +1 WIL, free skill "Survival" and "Folk-lore", -1 SOC.
Rune forest provides +1 to POW (power; derived attribute), +1 HT and -1 SOC.



Step 3: Attributes!

There are 10 basic and 5 derived attributes. The higher they are, the better. Heroic average is 4, common folk average is 3.

You have to distribute the points from prioritization to 10 basic Physical and Mental attributes. One of them needs to be higher than the others and you can not get more than 7 or lower than 2 on during this step. Afterwards, modify those by your homeland. Calculate the derived attributes afterwards (except for Power; which requires you to spend some Proficiency points).

Physical:

Strength - ST - physical strength. Determines damage, carrying capacity, influences movement speed.

Agility - AG - physical agility, coordination of movement and dexterity. Influences lot of skills, combat reflex, aiming, movement speed and balance.

Toughness - TO - ability to withstand damage. Determines damage resistance and influences how hard it is to get your character unconscious.

Health - HT - ability of body to heal, withstand illness, poisons, etc. Influences how fast you bleed out.

Endurance - EN - determines how fast fatigue impacts your character.

Mental:

Willpower - WIL - determines how stubborn, self-controlling and determined the character is. Influences magic resistance, resistance to provocation/persuasion, as well as knockout of the character.

Wit - WIT - mental reflexes, cunning. Determine how quick-thinking the character is, influence character's reflexes and are used with several skills that require fast thinking.

Mental Aptitude - MA - ability to learn, understand and analyze. Influences how fast the character learns skills, starting number of free skill points, how "learned" the character is. Important fact - this is not "intelligence" - the low MA characters may still be smart, but not learned.

Social - SOC - ability of character to socialize, use words for his purpose, whether it is persuasion, intimidation or seduction.

Perception - PER - awareness of one's surroundings, influences aiming and is used mostly to determine what the person sees, hears, feels, etc. Is used mostly with skills that should "notice" something.

Derived:

(basic rule: unless told otherwise, round down)

Reflex - REF - exactly what it says on the tin. REF is a basis for character's combat pool. It is (AG+WIT)/2

Aim - AIM - basis for character's ranged combat pool. It is (AG+PER)/2

Knock down - KD - how easy it is to knock your character prone, lose balance, lose grip on sword, etc. Calculated as (ST+AG)/2

Knock out - KO - how easy it is to knock your character unconscious (TO+1/2WIL)

Move - MO - how fast the character moves (in yards per exchange). MO = (ST+AG+EN)/2

Mages have their own derived attribute - Power (POW) - calculated as (WIL + MA + HT + bonus)/3; where bonus is equal to number of mysteries you know or (if lower) the highest mystery rating.



So, spend your attribute points! Discuss or ask if you need anything.

Also, since I get errors, if there is a consensus, we can move this to Discord. Or at least the part where we discuss characters. Let me know.

JNAProductions
2024-02-01, 01:44 PM
Rune Forest for me, please.
And Druidic Magic. Definitely want Song of Soothing, but not sure what else.

And let's see, 39 points to work with. 10 Abilities.



Physical

19 Total


Strength
3


Agility
5


Toughness
3


Health
4


Endurance
4






Mental

20 Total


Willpower
3


Wit
3


Mental Aptitude
3


Social
4


Perception
7

Lacco
2024-02-01, 04:01 PM
@JNAProductions: Consider that Rune Forest will give you +1 HT. So feel free to drop the HT a bit and add Strength (will allow you to use better bows, if you plan to be an archer).

Otherwise, not too bad for a ranged combatant with some basic magic. Though your Power attribute will suffer a bit from the WIL/MA.

ProgressPaladin
2024-02-01, 04:47 PM
Oh I did not know we were using discord. This is most likely my fault. I will not use discord, so will have to leave.

Lacco
2024-02-01, 06:02 PM
No, I plan using GitP for PbP, but was offering it as temporary solution for current issues with the server (almost lost the two long writeups, but I've grown to be paranoid.

ProgressPaladin
2024-02-01, 08:54 PM
Ah, that’s fine. We can still communicate on here though?

ProgressPaladin
2024-02-01, 08:59 PM
Attributes:
STR: 6, AG: 6, TO: 5+1, EN 3, HT: 4, WP: 3, WT: 6, MA: 2, SOC: 3-1, PER: 6

Reflex: 6
Aim: 6
Knockdown: 6
Knockout: 6

JNAProductions
2024-02-01, 09:20 PM
Physical
19 Total


Strength
4


Agility
5


Toughness
3


Health
3+1=4


Endurance
4






Mental
20 Total


Willpower
3


Wit
3


Mental Aptitude
3


Social
4-1=3


Perception
7

Lacco
2024-02-02, 05:03 AM
Ah, that’s fine. We can still communicate on here though?

Of course. I plan to run the game here - it was mostly for convenience regarding current situation.

Also, as English-as-second-language speaker, I need time to check what I write - I am quite proficient, but still think in my language that is quite different.

So, there is very little chance of me running anything on Discord. I don't mind having it as "Q&A" section, as I can respond faster, but PbP is PbP. And today I am getting no errors, so it should be fine.


Attributes:
STR: 6, AG: 6, TO: 5+1, EN 3, HT: 4, WP: 3, WT: 6, MA: 2, SOC: 3-1, PER: 6

Reflex: 6
Aim: 6
Knockdown: 6
Knockout: 6

Knockout should be ST + 1/2 of WP, which is 7 in your case.

Also, one of your attributes needs to be higher than the other ones before you apply race/homeland bonuses and penalties. I'd suggest improving AG and lowering PER, you'll get the same AIM, but you can improve WIT during game to get REF 7, which is phenomenal.

Overall, good job. I'd watch out for the EN and WP: you will get fatigued easier, which can be bad (don't wear heavy armor) and socially skilled enemies will provoke you easily. Especially if you take one of the flaws related to troublemaking/bloodlust.

There are no dump stats in this game. Even the low SOC will bite you, as people will not be as likely to help you out.

Still, a formidable fighter.




Physical
19 Total


Strength
4


Agility
5


Toughness
3


Health
3+1=4


Endurance
4






Mental
20 Total


Willpower
3


Wit
3


Mental Aptitude
3


Social
4-1=3


Perception
7



Checks out.

Calculate derived attributes and we can move on.



Step 2.5: Lacco Forgot about the Status!


Status decides your position in your local society (so, at home - but is mostly respected or mistreated also outside), your privileges, obligations, reputation and your starting equipment.

As you will be starting outside your 'home' area, we won't be doing the shopping in detail, but you will be afforded starting equipment according to the status, and you'll get some personalised picks (will be prepared later for each of you after we have prepared the character; the 'starting equipment' is there just to give you a basic idea what to expect).

In general:

A - Landed Noble
General Privileges: owning land, owning weapons, setting local rules, commanding the serfs, having yeomen, acting as judge on their land.
Obligations: owns fealty to a higher power (king), must provide units/money if asked, has to pay taxes.

Assets: landed noble owns lands and a manor in their homeland, where they may retreat. They also have extensive network of contacts among other nobles, and wear their own banner (if worn, they may be recognized).

Starting equipment: A set of very good quality armor and several weapons, a warhorse, few other horses or a carriage, escort of few men, several pouches of silver, jewelry, good clothes (including spares), good tools for any relevant skill, a personal servant (unless replaced by PC), pavillion tent and a chest of personal effects.

B - Landless Noble
Gentry, or minor nobility. Addressed as "sir/lady", or as appropriate to the country, if recognized. Have a family banner. May own a house and may use their name to gain access to certain local nobles.
Starting equipment: a good quality weapon, a good quality armor, a good horse or a carriage, a pair of hired mercenaries and a servant, good clothes, tools, a pavillion tent and horse to carry it, a pouch or two, full of silver.

C - High Freeman
Free-folk. The artisans, merchants, mercenaries, not bound by anyone. Or landless noble out of luck.
Priviledges: move around freely, carry weapons in most societies; if landless noble out of luck, you gain bad reputation.
Starting equipment: a weapon, an armor, a good set of tools, a riding horse and maybe a mule for equipment, a pouch of silver

Low Freeman
Not indentured to anyone, but not so well-to-do as high freemen. Academics, lower clergy or scribes.
Starting equipment: a weapon, a leather jacket (or padded armor), a set of basic tools for their job, clothes that keep them dry and warm, a riding horse or a wagon, and handful of silver coins,

Peasants and Serfs
The working class. Unless their lord gives them the privilege, they may not own weapons (bows, daggers and staves are not considered "weapons"). Serfs have to work on their lord's land and may not move without permission. Peasants, on the other hand, may move, but have to pay rent for their land.
Starting equipment: a 'not weapon' (bow, dagger and/or staff) of lower quality, a set of clothes and personal effects that fit into a small satchel or backpack, handful of copper pieces

Prisoners/slaves/exiles
The unfortunate.
You get what the GM gives you and you may be pleasantly surprised (or not).
Or you get one ragged set of clothes, a rusty/bent weapon given by GM and pat on back (pats on back have no in-game effect!)




Step 4: Proficiencies and Skill Packets


Proficiencies are weapon skills – specifically, they are styles of combat, sometimes including several styles over one weapon. A longsword may be used with sword&shield style, longsword/greatsword, even with cut&trust (not very effectively).

Here you distribute the points you got into individual weapons skills to calculate you CP (combat pool).

Defaulting is important part. When you train one style, you may gain proficiency in some other styles, similar to the one you train. Through defaulting, you can not raise your proficiency over 6. I will post a link to table with defaults (where you can calculate your final proficiencies).

Melee proficiencies are:


Sword and shield – covers the traditional combination of one-handed or hand-and-half sword with a personal shield on your arm. This offers good defensive options.
Longsword/greatsword – covers use of long swords, usually used with both hands. Long range and good cutting power.
Cut and thrust – light swords, focused on thrusting - short swords, backswords, sideswords, usually in combination with other hand free, small personal shield, cloak or power glove, in some cases also two swords. Emphasis on thrusting or draw-cutting, fast swordplay.
Rapier – use of rapier, smallsword. Quick and deceptively deadly.
Case of rapiers – simultaneous use of two rapiers. Extended range and good attack potential.
Sabres, scimitars - curved blades, especially good for mounted combat, very effective against lightly armoured opponents.
Daggers – easily hidden, popular as civilian weapons. Carried almost by everyone.
Polearms – spears, pikes, quarterstaffs. Good range, good piercing attacks and cheap.
Poleaxes – especially effective against armour, used by both hands. Includes famous guisarmes and glaives.
Mass weapon and shield – axes, flails, hammers. One or two-handed, particularly heavy on the “bussiness” end.
Pugilism/brawling – punches, kicks, dirty tricks and some grappling. Good for close combat, bad if the opponent has range and doppelhander.
Wrestling – specific focus on getting the opponent pinned, thrown to the ground and there immobilized/killed by bare hands. Good as a last measure, fine in unarmed fight. May be good idea against some opponents, immediate death against other.


Ranged proficiencies are:


Bow
Crossbow
Darts
Slings
Spear/Javelin (may get "defaulted" from polearms)
Thrown Knives
Thrown Axes
Thrown Rocks (and other irregular objects)


Basically, each weapon/style is deadly. As the book states, you wouldn’t want to get stabbed by a dagger – so why would your character ignore it? Still, going with a dagger against a greatsword is foolish at best.
Proficiency 3 means basic training (basic training), 6 is for trained person (e.g. soldier), 9 for elite and 12 for masters.
Proficiencies give you access to manuevers. We will discuss these later.





Skills represent target numbers (TN) for skill checks, rolled with Xd10 dice, where X is the value of respective attribute. This means, that the lower the skill value, the better.
In the character generation, you pick skill packets, representing the “occupation” or training you received. You can also suggest your own skill packets if you find the ones in the rules lacking.

The numbers in the priority table represent skill packet values – e.g. 6/7 means you get one skill packet with TN 6 and one skill packet with TN 7. Every skill packet has a list of skills, some with modifiers (from -2 to +2) which change the final value.

After that, you receive skill points equal to your MA attribute, which you can invest in any skill you want. First point invested will give you the lower TN from your skill packet values (e.g. in our example it would be 6).

You can choose from basic skill packets, or propose an specific one from the concept list:


Academic
Adventurer
Alchemist
Antiquarian
Assassin
Bandit
Bard
Beggar/Street urchin
Bounty hunter
Burglar
Clergyman
Cleric
Con-man
Courtier
Craftsman
Cutpurse
Druid
Druid/
Entertainer
Explorer
gambler
Guardsman
Healer
Highwayman
Knight/squire
Laborer
Manservant/Butler/Seneschal/Page
Mercenary
Merchant/trader
Occultist
Peasant/craftsman
Pirate
Plague doctor
Priest/nun
Ritualist
Roadwarden
Rogue
Sailor
Scout
Soldier
Spy
Swordsman
Thief
Warrior (clan/tribe)
Witch doctor
Woodsman/ranger



Other skill packets may be produced on demand. If you want to take one skill packet twice, it will lower the TNs of all skills by one.

For spending of MA points there is a skill list (more skills to be updated):

Acrobatics
Acting
Ancient languages
Animal guise
Animal handling/herding
Appraisal
Arcane theory
Artillery
Astronomy
Battle
Boating
Body language
Breaking and entering
Camouflage
Climbing
Combat/Weapon art
Craft/Trade
Dancing
Diplomacy
Disguise
Etiquette
Farming
First aid
Folk lore
Forgery
Gambling
Games
Heraldry
Herbalist
Hunting/Trapping
Intimidate
Intrigue
Juggling
Language (nation)
Law
Leadership
Lockpicking
Lore (knowledge area)
Meditation
Musical instrument
Navigation
Omen reading
Orate
Orienteering
Panhandling
Persuasion
Pickpocket
Read & Write
Research
Ridicule
Riding
Ritual Magic
Sailing
Scrounging
Search
Secret Language (specific language)
Seduction
Sincerity
Singing
Sneak
Stewardship
Strategy
Streetwise
Style analysis
•Surgery
•Survival
•Swimming
•Symbol Drawing
•Tactics
•Teamster
•Theology
•Tracking
•Traps
•Weather sense


If there are any questions about application of skill, I’ll answer them, however – start with skill packet. The additional skills will be selected easily.

JNAProductions
2024-02-02, 12:34 PM
Physical
19 Total


Strength
4


Agility
5


Toughness
3


Health
3+1=4


Endurance
4






Mental
20 Total


Willpower
3


Wit
3


Mental Aptitude
3


Social
4-1=3


Perception
7






Derived

-


Reflex
4


Aim
6


Knock Down
4/5


Knock Out
4/5


Move
6/7


Power
5/6



Do we round up or down? That's what the X/Y are.

Proficiencies-11 Total
Bows
Daggers
Rocks

Not sure what kinda numbers to assign. Maybe 6/3/2?

Skills-6/6
Explorer
Woodswoman

How does spending MA points work? Do we get one per MA?

bramblefoot
2024-02-02, 05:18 PM
alright, since i dont like the social classes kit i get, im gonna do some editing

proficiencies A
skills B
attributes C
social status D
gifts E
race F

ill take flawed vision as my flaw

for his philosophy it is the voices speak madness. my gibbering holds the truth

for perk:

ST: 4
AG: 5
TO: 4
HT: 5
EN: 4+1

WILL: 3+1
WIT: 5
MA: 3
SOC: 3-1
PER: 3

REF: 4
AIM 4
KD: 4
KO: 3
MOV: 5

Lacco
2024-02-03, 03:37 AM
Proficiency Default Table:

LINK (https://docs.google.com/spreadsheets/d/15RVt30_9mM-WYtytEJ9dAce3LHXkryBZ/edit?usp=sharing&ouid=110272964725657180639&rtpof=true&sd=true)

Use the 'generator' sheet. Just select your proficiency priority & put points into 'invested points' column.



Do we round up or down? That's what the X/Y are.

Always round down in this game.



Proficiencies-11 Total
Bows
Daggers
Rocks

Not sure what kinda numbers to assign. Maybe 6/3/2?

Check the link above.

Bows 6 will give you 3 points by default into thrown rocks.

That will leave you with 3 free points for melee.

However, remember that for druidic magic you need to spend proficiency points for Songs.

In character generation you spend 1 point to get 3 Songs - learned from the mentor. Afterwards you have to improve each separately (each becomes its own Proficiency and its own skill). So if you choose Healer's Songs, you get the three songs mentioned for 1 point at Apprentice level. If you want to improve Song of Soothing to a journeyman level, you need to spend additional point.

Healer's Songs (Song of Soothing, Song of Mending, Song of Cleansing)
Traveller's Songs (Song of Pathfinder, Chant of Long Road, Song of Soothing)
Warrior's Songs (Hymn of Valor, Ballad of Pain, Song of Soothing)
Hunter's Songs (Song of the Hunt, Chant of the Long Road, Tracker's Tune)
Nightmother's Songs (Nightmother's Lullaby, Song of Dreams, Requiem for a the Fallen)
Allfather's Songs (Song of Cleansing, Hymn of Peace, Song of Friendship)

And I'd suggest putting at least 2 points into polearms (a staff is surprisingly good weapon, as is a spear) or axes (mass weapon & shield style, can be used without a shield).



Skills-6/6
Explorer
Woodswoman

How does spending MA points work? Do we get one per MA?

You get 1 point per MA. Spending a single point gets you either a single new skill at your higher rating (in your case 6), improves a skill by one step, or give you an additional language.

You should definitely spend points to get Singing as your skill. For the songs.

Your skill packets:

Appraisal +2
Breaking and entering +1
Climbing
First aid +1
Hunting/Trapping +1
Navigation
Orienteering
Search
Streetwise
Survival
Swimming

Select 2 of following:
Boating
Sailing
Teamster
Riding

Hunting -1
Tracking +1
Survival
Scrounging
Animal Guise
Herbalist +1
Orienteering -1
Sneak +1
Camouflage
Climbing +1
Swimming -1
Weather Sense


alright, since i dont like the social classes kit i get, im gonna do some editing

Why? It would make it more interesting... ok, I'd give you a free gift. Manacles! For free! :smallwink:



proficiencies A
skills B
gifts C
social status D
attributes E
race F

Okay. I'd seriously suggest not going so low with attributes. You can get new equipment by buying it (you have two companions), by scrounging it, by stealing it, looting it... but E in attributes will hurt you.

IF you want an old man, go with attributes C and gifts E. You'll get a Lingering Injury and maybe some other baggage, but the two others won't have to carry you


ill take gibbering madman as my flaw

for his philosophy it is the voices speak madness. my gibbering holds the truth

for his special thing its a killer instinct and a taste for blood

Philosophy is fine. The special thing sounds like Bloodlust flaw (which is available and basically makes you fight to the death most of the time instead of letting foes run away). As for the gibbering madman... there is no such thing, but we can think of something. However, bear in mind: you are a witness of something important. And the two men that are dragging you across three countries should trust you. So less of a madman, but maybe touched by magic. I'd say you can have something called 'a flawed vision' - you see omens and portents, broken images and dreams - but they are often unrealiable. How does that sound?


ST: 3
AG: 5
TO: 3
HT: 3
EN: 2+1

WILL: 2+1
WIT: 4
MA: 2
SOC: 2-1
PER: 3

That's 29. You still have 2 additional points even with the E.

ProgressPaladin
2024-02-03, 09:54 AM
I have proficiency in both cut and thrust, and saber and dagger. Could I use my cut and thrust sword and a dagger for the latter?

Lacco
2024-02-03, 11:49 AM
I have proficiency in both cut and thrust, and saber and dagger. Could I use my cut and thrust sword and a dagger for the latter?

Saber & dagger is an error on my side, have to fix the table. The original proficiency is Saber, Scimitar, Messer. And it assumes only a single weapon.

Saber & dagger (weapon combo) would be under Cut & Thrust proficiency.

JNAProductions
2024-02-03, 12:17 PM
Physical
19 Total


Strength
4


Agility
5


Toughness
3


Health
3+1=4


Endurance
4






Mental
20 Total


Willpower
3


Wit
3


Mental Aptitude
3


Social
4-1=3


Perception
7






Derived
-


Reflex
4


Aim
6


Knock Down
4


Knock Out
4


Move
6


Power
5



Proficiencies-11 Total
Bows 6
Daggers 3
Druidic Magic 2

Skills-6/6
Explorer [Teamster, Riding]
Woodswoman

MA: Singing
MA: Hunting/Trapping improvement
MA: Sneaking improvement

Lacco
2024-02-03, 02:47 PM
@JNAProduction:

Hunting / Trapping = you need to choose one of those (either hunting or trapping). However, you have it in both packets, so you can have both.

Your skill list should look like this (if I did no mistakes):

Skills:
Animal Guise 6
Appraisal 8
Breaking and entering 7
Camouflage 6
Climbing 5
First aid 7
Herbalist 7
Hunting 6
Trapping 7
Navigation 6
Orienteering 4
Riding 6
Scrounging 6
Search 6
Singing 6
Sneak 6
Streetwise 6
Survival 5
Swimming 4
Teamster 6
Tracking 7
Weather Sense 6

Which druidic songs will you choose?

JNAProductions
2024-02-03, 03:14 PM
Sleep, Pathfinder, and Soothing.

ProgressPaladin
2024-02-03, 04:17 PM
I was looking through the weapon stats, and polearms add “p” to thier damage. What is that?

bramblefoot
2024-02-04, 12:53 AM
alright, ill flip it. the dm is always right :)

Lacco
2024-02-04, 04:57 AM
Sleep, Pathfinder, and Soothing.

I think you wanted to spend 2 points; in that case you can either get 2 songs, or you can take one of the packets (3 songs for price of 1) I mentioned above.

If you want to be a healer, I'd suggest going also for the Song of Mending (which speeds up healing).


I was looking through the weapon stats, and polearms add “p” to thier damage. What is that?

I'll be using the weapon list from Flower of Battle supplement. It's much more detailed.

Also: the 'p' means 'piercing'. Some polearms (e.g. staff) use blunt damage. Spears use piercing, but e.g. boar spear can also cut and you can use the handle for a quick blunt swing/thrust.

You have different damage results for cutting/piercing and blunt damage.


alright, ill flip it. the dm is always right :)

Bear in mind: it's your character. I'm just providing suggestions as someone who played the system for a long time.

If I were you, I'd go for the 'prisoner'. You would normally get an old sword (or a different weapon), some clothes, a fur/hide armor (least effective, does not cover most of the body) and a personal item or two. It will make the game a biiiit more complicated at start, but bear in mind: you are effectively starting in a lawless land, you'll have to rely on your companions to provide some money for equipment and share their provisions - but it will be balanced by your skill in combat.

And the free manacles, of course! Can be reused on someone else! :smallbiggrin:

So, feel free to rework or keep the original character.



So, any questions? Feedback? If you are unsure about anything, let me know. I'm here to help.

ProgressPaladin
2024-02-04, 10:27 AM
I don’t have the flower of battle supplement, nor any interest in feting it. Could you share the stats somehow?

bramblefoot
2024-02-04, 12:00 PM
proficiencies A
skills B
attributes C
social status D
gifts E
race F

ill take flawed vision as my flaw

for his philosophy it is the voices speak madness. my gibbering holds the truth

for perk ill take muscles of a panther and the speed of a snake on a hot roof

ST: 4
AG: 6
TO: 4
HT: 5
EN: 4+1

WILL: 3+1
WIT: 4
MA: 3
SOC: 3-1
PER: 3

REF: 5
AIM 4
KD: 5
KO: 4
MOV: 7

proficiencies

longsword 8
thrown rocks 2
brawling 4
dagger 4
sword and shield 4

JNAProductions
2024-02-04, 12:20 PM
I think you wanted to spend 2 points; in that case you can either get 2 songs, or you can take one of the packets (3 songs for price of 1) I mentioned above.

If you want to be a healer, I'd suggest going also for the Song of Mending (which speeds up healing).

I must've missed the packets-what do they include?

Lacco
2024-02-04, 03:14 PM
I don’t have the flower of battle supplement, nor any interest in feting it. Could you share the stats somehow?

No problem.

Normally I ask what weapons you'd like and provide the stats, but I can also write them down in total (I always wanted to do it but never had a reason to).

So, if you give me some time, I can have a list ready maybe somewhere around Tuesday.


proficiencies A
skills B
attributes C
social status D
gifts E
race F

ill take flawed vision as my flaw

for his philosophy it is the voices speak madness. my gibbering holds the truth

for perk ill take muscles of a panther and the speed of a snake on a hot roof

ST: 4
AG: 6
TO: 4
HT: 5
EN: 4+1

WILL: 3+1
WIT: 4
MA: 3
SOC: 3-1
PER: 3

REF: 5
AIM 4
KD: 5
KO: 4
MOV: 7

proficiencies

longsword 6
thrown rocks 2
brawling 3
dagger 3

Attributes look fine.

If you have proficiency A, you can go to 8 with your proficiency level (normally you can go to 7). I'd go for the Longsword 8. That will give you (see Default table (https://docs.google.com/spreadsheets/d/15RVt30_9mM-WYtytEJ9dAce3LHXkryBZ/edit?usp=sharing&ouid=110272964725657180639&rtpof=true&sd=true)) 4 in Daggers and Brawling by default.

And Longsword 8 makes you a formidable opponent.

After that I'd look at ranged options: in RoS, bows are dangerous. Dangerous as hell (you'll learn). Thrown knives and rocks are fine, but they are strength-dependant (and even a short bow can easily mess you up).

Also, Sword & Shield. Don't think shields are like D&D and give +1. Nope. They give you passive armor (on the arm you are wearing them and even more if you have a larger shield), are the only way how to defend against ranged (outside of evasion) and are very good for blocking and give you a range of maneuvers.

Again, just suggestions. But look at the defaults and consider what you want to pick. Even thrown rocks are a good idea (slings are even better; but they require at least ST 5 to use well).

(also, Longsword! one of the best proficiencies!)


I must've missed the packets-what do they include?

Healer's Songs (Song of Soothing, Song of Mending, Song of Cleansing)
Traveller's Songs (Song of Pathfinder, Chant of Long Road, Song of Soothing)
Warrior's Songs (Hymn of Valor, Ballad of Pain, Song of Soothing)
Hunter's Songs (Song of the Hunt, Chant of the Long Road, Tracker's Tune)
Nightmother's Songs (Nightmother's Lullaby, Song of Dreams, Requiem for the Fallen)
Allfather's Songs (Song of Cleansing, Hymn of Peace, Song of Friendship)

Song of Soothing: Soothes the pain of all who hear it, removing temporarily Pain and Fatigue. Removes – temporarily – 1 point of pain and fatigue per net success for next hour/half-day/day/week (apprentice/proficient/journeyman/master). The pain still needs to be healed, but the negative effect of pain is removed. Takes somewhere from a minute to three minutes to sing.

Song of Mending: Mends wounds and speeds up healing. Net successes are split evenly between healing a wound (removing 1 point of Pain immediately per net success) and speeding up healing of the residual pain (decreasing the time until next healing roll from by 1 day; usually this is once per week). Levels above apprentice provide 1 additional point of Pain healed by the song. Singing this song takes a four hours on apprentice level, 2 hours on proficient, 1 hour on journeyman and only 10 minutes when Master.

Song of Cleansing: Cleanses the area of Dark Magic and residual Taint, allows rerolls of Resist Magic rolls with bonus equal to net successes. Eldritch, Unholy and Undead will avoid the area unless ordered or provoked (+1 difficulty to all rolls while in area per level of the Song). It takes an hour to sing the song, and the area is determined by the level.

Song of Pathfinder: First level of the song, when sung, allows rerolls of Navigation and Orienteering rolls. Second level allows you to choose either faster or safer path. Journeyman level provides you with knowledge of how to find your path towards your goal.

Chant of the Long Road: This chant allows everybody who hears it to reroll Endurance rolls during long parts of road. On higher levels, it adds dice to the Endurance roll equal to the level. Lasts only when sang.

Hymn of Valor: An uplifting battle song, filling hearts of warriors with courage and their arms with vigor. Needs to be sang before combat. It lasts only for few hours (2 hours per level) and takes 5 minutes to sing. Net successes provide bonuses to combat rolls (remove fatigue effects - 1 point per level, adds 1 CP per 4/3/2/1 successes - based on level, provides bonus to morale rolls).

Ballad of Pain: A bloodthirsty song that is able to fill the warriors with anger and desire to hurt. It increases Pain caused by any wounds they cause by +1 per level of the song.

Song of the Hunt: This song needs to be sang before a hunt. It lasts for a single hunt and takes around 5 minutes. It allows the hunter to reroll a hunting or trapping roll and provides bonus dice for the higher song levels.

Tracker's Tune: This tune needs to be sang during tracking. On lowest level it allows only to reroll a failed tracking roll, but on higher levels it provides bonus dice and decreases the amount of successes needed to track someone.

Nightmother's Lullaby (Song of Sleep): A short lullaby, takes less than a minute (several combat rounds) to sing. Listeners need to resist magic or fall into a magical sleep (only pain can wake them up) for next (level+net successes) hours if friendly/neutral or (level+net successes) minutes if unfriendly. After that they may be woken normally.

Song of Dreams: This song transports the singer and the sleeper into a dream world. Depending on the level of the song, net successes can be extracted to view memories, see future, scry into distance and even send messages to other people.

Requiem for the Fallen: This song awakens the feelings of loneliness, sadness and makes people contemplate their own mortality. Listeners need to pass a Will check or become demoralized, ignoring even direct threats. Higher levels of the song may lead people to lose combat dice when in combat, or even worse.

Hymn of Peace: The song calms down enemies and even animals.

Song of Friendship: The song is a celebration of friendship and may cause listeners to become more friendly, helpful and on higher levels even directly cause them to rally behind the singer.

JNAProductions
2024-02-04, 04:37 PM
I'll take the Healer's package.

Lacco
2024-02-06, 04:55 AM
Sorry for the radio silence, been compiling both the druidic stuff and the weapon list. I'm done with ranged weapons, axes, spears, hammers and most of the polearms. Will get to swords soon and that should be it.

Will post it as google doc when I'm done.

Question regarding equipment: is everybody ok with me providing the equipment as a set of choices ('pick 2 out of the following...')? Or do you want to go through the shopping?

I'd like to avoid shopping in favour of speeding up the chargen, but I can find a way.

Also: can you post your characters so far? So I can see what else is missing?

I will be posting the list of Gifts & Flaws soon. It will be modified against the core rules/companion extension.

JNAProductions
2024-02-06, 06:09 PM
I'm good not shopping, so long as we get good gear.





Physical
19 Total


Strength
4


Agility
5


Toughness
3


Health
3+1=4


Endurance
4






Mental
20 Total


Willpower
3


Wit
3


Mental Aptitude
3


Social
4-1=3


Perception
7






Derived
-


Reflex
4


Aim
6


Knock Down
4


Knock Out
4


Move
6


Power
5



Proficiencies-11 Total
Bows 6
Daggers 3
Druidic Magic 2

Skills-6/6
Explorer [Teamster, Riding]
Woodswoman

MA: Singing
MA: Hunting/Trapping improvement
MA: Sneaking improvement

Animal Guise 6
Appraisal 8
Breaking and entering 7
Camouflage 6
Climbing 5
First aid 7
Herbalist 7
Hunting 6
Trapping 7
Navigation 6
Orienteering 4
Riding 6
Scrounging 6
Search 6
Singing 6
Sneak 6
Streetwise 6
Survival 5
Swimming 4
Teamster 6
Tracking 7
Weather Sense 6

Healer's Songs
-Soothing
-Mending
-Cleansing

Lacco
2024-02-07, 03:32 AM
Okay. I'd also like to ask you all to comment on the other characters - you will be working together during the game, so you need to be comfortable with the other characters. If there is something you are not really okay with, or have ideas, feel free to suggest or discuss.

Lacco
2024-02-07, 03:56 PM
Link for the weapons list:

LINK (https://drive.google.com/file/d/1jY9UqNCmiPOO6CJC8DvLx4bW2rOYZWhf/view?usp=sharing)

With C in social status, your choice of weapons will be

Exchange rate for golden sovereign (former imperial coin; Stahl uses Marks, which are a bit more sizeable and fluctuate usually somewhere over 1.5x value; this however does not matter for beginning of the game).

1 golden sovereign/crowns = 20 silver shillings
1 silver shilling = 12 copper pennies
1 copper penny may be further split into 4 bits

1 copper bit buys you a loaf of bread.
1 copper penny buys you an old linen shirt.
1 silver shilling buys you a pack of good rations for a week.
1 gold sovereign buys you a weaker riding horse or sword.


Item Cost
Full sets of clothing:
Peasant (tunic, hose, wrapping boots or sandals) 3 copper
Freeman (poor - shirt or tunic, rawhide coat or pelt coat, breeches, hide boots) 8 copper
Freeman (average - shirt or tunic, tabard, pelt coat or hide coat, cloak, breeches, leather boots) 2 silver
Merchant (shirt or tunic, fur coat or leather jacket, cloak, breeches, leather boots, all of good quality) 5 gold
Soldier (enlisted - tabard, shirt or tunic, breeches, leather boots, all of good quality) 10 copper
Soldier (officer - surcoat, shirt or tunic, cloack, breeches, leather boots, all of high quality) 3 gold
Clergy (simple robe) 10 copper

Individual clothes (good quality)
Belt 3 copper
Boots 2 silver 6 copper
Breeches 1 silver
Cap/hat 1 copper+
Cloak 6 copper
Girdle 5 copper
Gloves 8 copper
Robe 10 copper
Sandals 7 copper
Sash 4 copper
Shoes 6 copper
Silk jacket 1 gold
Surcoat 15 silver
Tunic 5 copper
Vest 6 copper

Jewelry/decorations
Brooch (simple) 1 gold
Necklace (simple) 3 silver+
Ring (seal) 4 silver
Ring (simple) 2 silver 6 copper

Food and Lodgings

Beverages
Ale (pitcher) 2 copper
Beer (pitcher) 2 copper
Liquor (bottle) 3 copper
Mead (bottle) 3 copper
Wine (bottle) 4 copper+

Foodstuff
Bread (loaf) 1b
Cheese (2 lbs) 1 copper
Meat (1 lb) 3 copper
Grain (5 lbs) 2 copper 2b
Fresh Vegetables (1 lb) 2 copper

Household Provisions
Butter (1 lb) 3b
Coarse sugar (1 lb) 1 silver
Rations, hard (week) 2 copper
Rations, soldier (week) 1 silver
Ratios, knight (week) 2 silver 6 copper
Firewood (day) 2 copper
Herbs (1 lb) 1 silver
Salt (1 lb) 1 copper
Spice, common (1 lb) 2 silver 6 copper
Spice, rare (1 lb) 8 silver

Services for hire
Academic/clerical
Read a letter 1 copper
Write a letter 4 copper
Book (50 pages) 2 gold
Illumination (1 page) 2 silver 6 copper
Copy a book (by hand, 10 pages) 5 silver
Religious ceremonies (wedding, funeral, mass) 1 silver
Indulgences, minor sin 1 silver
Indulgences, major sin 1 gold
Lawyer (per day) 2 silver 6 copper

Heralds and Messengers
Deliver a letter (per day of travel) 6 copper
Herald (per week) 12 silver
Determine genealogy 4 gold
Forged documents 10 silver+

Medical
Medicine (various) 1 silver
Simple first aid 2 silver 6 copper
Herbal bag 3 silver 2 copper
Healing salve 5 silver 10 copper
Healing potion 3 silver (very weak) 12 silver (weak)
Surgery 15 silver
Hospital care (week, poor) 10 copper
Hospital care (week, good) 1 gold 5 silver

Entertainment
Acting troupe (per night) 8 silver
Compose a poem 4 silver
Compose a song 7 silver
Courtesan (per night) 15 silver+
Dancers (common, per night) 20 copper
Dancers (exotic, per night) 10 silver+
Dancers (fine, per night) 8 silver
Musicians (common, per night) 3 silver+
Musicians (fine, per night) 6 silver/2 gold
Recite poem/song 6 copper
Theater ticket 3 copper

Underworld
Brigands/thugs (5 men, per day) 5 silver
Harlot, cheap (per night) 4 copper
Harlot, pricey (per night) 3 silver+
Poison 1 silver+

Other services
Bath/shave/haircut 3 copper
Guide (city, per day) 1 silver
Guide (wilderness, per week) 5 silver
Laborer (per month) 4 silver
Latern/torchbearer (per night) 3 copper
Laundry (by load) 1 copper
Mourner (per funeral) 4 copper
Servant (per month) 1 silver 5 copper

Transport
Barge (10 miles) 2 copper
Carriage (per day) 4 silver
Ferry (per trip) 3 copper
Raft (10 miles) 1 copper
River boat (10 miles) 1 copper
Sedan chair (per day) 6 silver
Ship (sea, per 10 miles) 2 copper
Wagon (per day) 2 copper

Animals
Mounts
Horse (riding) 1 gold 5 silver
Horse (work/cart) 8 silver
Mule/Donkey 6 silver
Pony 7 silver

Farm animals
Bull 15 silver
Chicken (12) 1 silver
Cow 13 silver
Goat 1 silver
Ox 14 silver
Pig 1 silver 8 copper
Rabbits (12) 1 silver
Ram 6 silver
Sheep 2 silver

Domestic animals
Carrier pigeon 2 silver
Cat 6 copper
Dog (hunting) 1 silver+
Songbird 8 silver

Exotic animals
Bear (trained) 2 gold
Monkey 3 gold
Parrot 2 gold
Wolf (not happy) 12 silver

Other equipment
Travel gear
Horseshoes and shoeing 8 copper
Saddle 3 silver
Saddle bags 2 silver
Tent (2-man) 8 copper
Tent (pavilion) 2 gold
Travel pack (everything below) 6 silver
Backpack 5 copper
Bandage kit 3 copper
Bedroll 4 copper
Grappling hook 1 silver
Hatchet 4 copper
Lantern 8 copper
Mess kit 5 copper
Pouch 1 copper
Rope (50') 4 copper
Stachel 8 copper
Soap 1 copper
Tinderbox 3 copper
Torch 2b
Whetstone and oil 4 copper

Academic supplies
Chalk 1b
Ink (bottle) 2 copper
Paper (per sheet) 2 copper
Parchment (3' roll) 4 copper
Quill-pen 1 copper
Scroll case 3 copper+
Sealing wax 1 copper

Fineries
Hourglass 4 silver
Magnifying glass 6 silver
Makeup 1 silver
Mirror 17 silver
Perfume 1 silver+
Scale 1 silver
Spectacles 8 silver
Spyglass 2 gold 3 silver
Water clock 5 gold 8 silver

Musical instruments
Bagpipes 12 silver
Drums 2 silver
Fiddle 10 copper
Flute 6 silver
Harp 3 silver+
Horn 8 copper
Lute 5 silver
Lyre 5 silver
Panpipe 4 copper
Tambourine 3 copper
Violin 16 silver

Other items
Barrel 6 copper
Basket 4 copper
Bell (hand size) 3 silver
Bucket 2 copper
Candles (per one 1 copper
Cards (playing) 1 silver
Cards (tarot) 9 silver
Chain (10') 3 copper
Chest 3 silver
Climbing gear 5 silver
Cloth, coarse (yd) 1 copper
Cloth, fine (yd) 4 copper
Cloth, silk/exotic (yd) 1 silver 8 copper
Dice/Bones/Jacks 1 copper
Fishing Gear 2 silver
Hunters' Traps (5 pcs) 3 silver
Ladder 5 copper
Lock Picks 4 silver
Lock, good 8 silver
Lock, poor 1 silver
Tools (assorted) 4 silver+
Whistle 2 copper


I can either give you money to start and you can shop... or I can give you a choice like this:


A good quality weapon
A small house in a major city, a large farmhouse in a village or a small settlement in a forest
Two additional good quality weapons (2 common or one uncommon; may be switched for a good shield) and a riding horse OR a courser (very good horse) OR a well-fitted set of light chain armor and a pouch of silver
Horses automatically get a saddle/tack/harness
Pick two:
A backpack full of useful traveller's items, well-stocked with food (some fresh, most dried)
A healer's satchel
Saddlebags stuffed with food
A set of tools for one skill
A pavillion tent
A riding horse

You can also get one of the following items, or pick one from the above
A small silver ring
Writing utensils and parchment
A small book
A pouch of silver
A wineskin full of very good brandy or wine
Comfortable weather-resistant boots

You can pick 2 other items from the above list, but they will be a worse version (e.g. a half-empty backpack, a small copper ring...). You also get a waterskin, two sets of clothes, a knife or a dagger and food for few days. And a pouch full of silver.

ProgressPaladin
2024-02-07, 04:46 PM
Since I get a riding horse from Stahl, may I switch that out for something else?

Lacco
2024-02-07, 05:15 PM
Since I get a riding horse from Stahl, may I switch that out for something else?

What would you switch the horse for?

ProgressPaladin
2024-02-07, 05:33 PM
What is the difference between uncommon and common weapons? This is relevant.

Lacco
2024-02-08, 07:04 AM
What is the difference between uncommon and common weapons? This is relevant.

Common for the area you come from and your status I'd say. Though I will create specific packets with more specific stuff if you decide to go that way.

Common weapons for Stahl would be axes, spears, polearms, swords and especially longswords and greatswords.

Common weapons for a Stahlnish high freemen (your specific status level) would be axes, longswords and greatswords. You are basically either a son of a wealthy merchant, craftsman, or even like fourth son of a minor noble. Or a knight's son: someone whose parent is able to provide for them, and maybe even make them into a squire, but not wealthy enough to afford a title. You have to win the title in service.

Which would be a good reason for your character to be somewhere around the Scar.

Uncommon weapons for you would be... a rapier. An estoc. A fine/masterwork scimitar. Or recurve composite bow: not that you can't find those at local market, but it's not a common thing to buy there.

Does this answer satisfy you? What weapon would you be interested in?

ProgressPaladin
2024-02-08, 07:47 AM
Yes, it does. I was interested in a balanced spear, sidesword and katzbalger, and some javelins. I could easily switch the katzbalger to a knife though.

Lacco
2024-02-08, 11:09 AM
Yes, it does. I was interested in a balanced spear, sidesword and katzbalger, and some javelins. I could easily switch the katzbalger to a knife though.

A balanced spear would be fine.

Sidesword... sideswords and rapiers would be considered relatively uncommon in Stahl: folks there favour longswords and greatswords, maybe even doppelhanders; some would frown upon the light blade of a sidesword. View it as a 'new fad' from these crazy southerners.

Katzbalgers would be fine. Basically a cut-focused short sword.

Javelins. Also fine.

Bear in mind that encumbrance will be in play.

With a C as your priority, this would be doable.

ProgressPaladin
2024-02-08, 12:16 PM
May I keep my spear and javelins on my horse when not using them?

bramblefoot
2024-02-08, 06:12 PM
id like to take an intuitive reader package at 7, that lets me size up someone in a single breath

id also like a howling barbarian package at 6

Lacco
2024-02-09, 04:30 AM
May I keep my spear and javelins on my horse when not using them?

Of course.

One thing I'd like to state is that while the equipment is important (because there is a radical difference between old, bent spear and a shiny new longsword), it's not as important as in D&D: you can kill the enemy using the spear or the longsword.

That said, equipment can get lost, destroyed, damaged or stolen and it does not render your character useless as it does in some other games. You can get a stick and be quite deadly with it unless you square off with an armored knight.


id like to take an intuitive reader package at 7, that lets me size up someone in a single breath

id also like a howling barbarian package at 6

No idea about the intuitive reader.

Available skill packets are in the spoiler below

Skills represent target numbers (TN) for skill checks, rolled with Xd10 dice, where X is the value of respective attribute. This means, that the lower the skill value, the better.
In the character generation, you pick skill packets, representing the “occupation” or training you received. You can also suggest your own skill packets if you find the ones in the rules lacking.

The numbers in the priority table represent skill packet values – e.g. 6/7 means you get one skill packet with TN 6 and one skill packet with TN 7. Every skill packet has a list of skills, some with modifiers (from -2 to +2) which change the final value.

After that, you receive skill points equal to your MA attribute, which you can invest in any skill you want. First point invested will give you the lower TN from your skill packet values (e.g. in our example it would be 6).

You can choose from basic skill packets, or propose an specific one from the concept list:

Academic
Adventurer
Alchemist
Antiquarian
Assassin
Bandit
Bard
Beggar/Street urchin
Bounty hunter
Burglar
Clergyman
Cleric
Con-man
Courtier
Craftsman
Cutpurse
Druid
Druid/
Entertainer
Explorer
gambler
Guardsman
Healer
Highwayman
Knight/squire
Laborer
Manservant/Butler/Seneschal/Page
Mercenary
Merchant/trader
Occultist
Peasant/craftsman
Pirate
Plague doctor
Priest/nun
Ritualist
Roadwarden
Rogue
Sailor
Scout
Soldier
Spy
Swordsman
Thief
Warrior (clan/tribe)
Witch doctor
Woodsman/ranger



Other skill packets may be produced on demand. If you want to take one skill packet twice, it will lower the TNs of all skills by one.

For spending of MA points there is a skill list (more skills to be updated):
Acrobatics
Acting
Ancient languages
Animal guise
Animal handling/herding
Appraisal
Arcane theory
Artillery
Astronomy
Battle
Boating
Body language
Breaking and entering
Camouflage
Climbing
Combat/Weapon art
Craft/Trade
Dancing
Diplomacy
Disguise
Etiquette
Farming
First aid
Folk lore
Forgery
Gambling
Games
Heraldry
Herbalist
Hunting/Trapping
Intimidate
Intrigue
Juggling
Language (nation)
Law
Leadership
Lockpicking
Lore (knowledge area)
Meditation
Musical instrument
Navigation
Omen reading
Orate
Orienteering
Panhandling
Persuasion
Pickpocket
Read & Write
Research
Ridicule
Riding
Ritual Magic
Sailing
Scrounging
Search
Secret Language (specific language)
Seduction
Sincerity
Singing
Sneak
Stewardship
Strategy
Streetwise
Style analysis
Surgery
Survival
Swimming
Symbol Drawing
Tactics
Teamster
Theology
Tracking
Traps
Weather sense


The 'howling barbarian' sounds like Warrior (clan/tribe).

The closest to 'intuitive reader' (sizing up someone) is the skill Body Language (that can be used in combat to establish if the attack is a feint, but also provide some additional dice to protect yourself from the attack) and Style Analysis (ability to establish which style the person is using and maybe even giving you a hint on preferred maneuvers). These are both available in Swordsman skill packet.

bramblefoot
2024-02-09, 05:17 AM
ill take warrior (clan/tribe)

ill cook up my own package: (how many skills are in a package?)

im feeling body language, style analysis, hypnotism (if i need to do a little mind-work on a recalcitrant subject)

Lacco
2024-02-09, 05:26 AM
ill take warrior (clan/tribe)

ill cook up my own package: (how many skills are in a package?)

im feeling body language, style analysis, hypnotism (if i need to do a little mind-work on a recalcitrant subject)

Warrior (clan/tribe) skills:
Battle
Hunting -1
First Aid -1
Etiquette (Clan) -1
Sneak +1
Leadership +1
Intimidate
Gambling +1
Boating -1

Hypnotism would definitely fall under arcane magic (there is the 'lesser mystery' of Enslavement, which works as a hypnosis).

Cooking own skill packets in general: you tell me what the skill packet is about, I build you one. You don't learn only handpicked set of useful skills during your life, you pick a lot of stuff. So: give me information about your mentor or what you did and I'll build you up one.

So far it looks either like a Spy or Swordsman.

bramblefoot
2024-02-09, 05:50 AM
alright, im feeling readers are half spy, half torturer; they are the bag-men, the people who dispose of undesirables, and most definitely boogeymen. they wring confessions out of souls, and arrange for accidents to befall people who really deserve it but can't be touched by local law. the sadistic prince who tortures servants, the rich countess with ties to blood magic, the weird old hag who might be a caster, all are scooped up, tortured for their secrets, and disposed of

i imagine his mentor was helmuth the crooked, a man who raised reaper to love the sounds of screams and begging, but to continue on with his work until a confession was secured. then the axe comes out, and they are disposed of and buried

Lacco
2024-02-09, 09:11 AM
alright, im feeling readers are half spy, half torturer; they are the bag-men, the people who dispose of undesirables, and most definitely boogeymen. they wring confessions out of souls, and arrange for accidents to befall people who really deserve it but can't be touched by local law. the sadistic prince who tortures servants, the rich countess with ties to blood magic, the weird old hag who might be a caster, all are scooped up, tortured for their secrets, and disposed of

i imagine his mentor was helmuth the crooked, a man who raised reaper to love the sounds of screams and begging, but to continue on with his work until a confession was secured. then the axe comes out, and they are disposed of and buried

Oh. Sounds like a complicated character.

Why would he leave this wonderful service?

Reader Skill Packet:
Search -1
Surgery (+1)
Breaking & Entering
Etiquette (clan)
Intimidation -1
Style Analysis +1
Body Language (read)
Forgery +1
Intrigue +1
Sincerity -1

JNAProductions
2024-02-09, 12:31 PM
That's a lot of weapons.

I am perfectly happy to go off what you suggest, Lacco. I trust you to make a good package.

ProgressPaladin
2024-02-09, 01:09 PM
A: Attributes
B: Proficiencies
C: Social Class
D: Gifts and Flaws
E: Skills
F: Human

Attributes:
STR: 6, AG: 7, TO: 5+1, EN 3, HT: 4, WP: 3, WT: 6, MA: 2, SOC: 3-1, PER: 5

Reflex: 6
Aim: 6
Knockdown: 6
Knockout: 7

Gift: Careful (Minor); Flaw: Troublemaker (Minor)

Soldier 9/ Knight 9

Leadership 9
Intimidate 9
Riding 7
Heraldry 7
Strategy 8
Tactics 9
Battle 8
First Aid 7
Hunting 9
Etiquette (Tourney) 9

Defaults
Acting 13
Animal Handling 10
Breaking And Entering 13
Camouflage 10
Climbing 10
Dancing 13
Diplomacy 13
Disguise 13
Etiquette 12
Gambling 13
Games 10
Trapping 12
Teamster 10
Intrigue 13
Meditation 13
Navigation 13
Orate 10
Orienteering 13
Panhandling 10
Persuasion 11
Pickpocket 13
Ridicule 10
Scrounging 10
Singing 10
Sneak 10
Stewardship 13
Streetwise 13
Surviving 13
Theology 13
Traps 13

Lacco
2024-02-09, 03:39 PM
That's a lot of weapons.

I am perfectly happy to go off what you suggest, Lacco. I trust you to make a good package.

Well, I'd still suggest a quarterstaff for you, mainly because of the reach advantage. Daggers are good, but you need to get close.

Still, with a bow as your main weapon... unless the enemy reaches you, you are good.

I'll prepare the packs over the weekend. Can't do them now.



Gift: Careful (Minor); Flaw: Troublemaker (Minor)

Troublemaker, eh? :smallbiggrin:

That one's going to be fun. A lot of fun.


Soldier 9/ Knight 9

Leadership 9
Intimidate 9
Riding 7
Heraldry 7
Strategy 8
Tactics 9
Battle 8
First Aid 7
Hunting 9
Etiquette (Tourney) 9

A young squire.

Also, regarding defaults: anything over 10 is basically rolled as untrained, so no need to write them down.



Gifts & Flaws!

Gifts:

Absolute direction (minor)
Accuracy (major or minor)
Alert (major or minor)
Allies (major or minor)
Ambidextrity (major)
Animal Kin (major or minor)
Beauty of legends (major or minor)
Calm (minor)
Careful (major or minor)
Cautious (minor)
Compassionate (minor)
Courageous (minor)
Eagle-eyed (minor)
Easygoing (minor)
Exceptional hearing (minor)
Favoured fighting style (minor)
Focused (minor)
Glorious destiny (major)
Good reputation (major or minor)
Great presence (major or minor)
Hardy (major or minor)
Heir (major)
High pain threshold (major or minor)
Honest (minor)
Intellectual (major or minor)
Intimidating (minor)
Intuition (minor)
Jack of all trades (major)
Light sleeper (major or minor)
Linguist (minor)
Marksman (major)
Muscle-bound (minor or major)
Nimble (major or minor)
Patron (major or minor)
Polite (minor)
Quick hands (major or minor)
Quick healing (major)
Quick learner (major)
Quick wits (major or minor)
Resolute (major or minor)
Saddleborn (minor)
Seasoned Traveller (minor)
Snake reflexes (minor)
Social butterfly (minor)
Steadfast (major)
Stout (minor)
Strong willed (minor)
Tireless (major or minor)
True faith (minor)
True leadership (major)


Flaws

Abrasive (minor)
Absent-minded (minor)
Addiction (minor)
Afraid of Darkness (major or minor)
Aggressive (minor)
Amnesia (major or minor)
Amputee (major or minor)
Argumentative (minor)
Arrogant (minor)
Bad liar (minor)
Bad luck (major)
Bad reputation (major or minor)
Bad temper (minor)
Bleeder (minor)
Bloodlust (major)
Bossy (minor)
Both feet left/Horseman legs (minor)
Bully (minor)
Claustrophobia (minor)
Clumsy (minor)
Cold-hearted (minor)
Competitive (minor)
Compulsion (minor)
Curious (minor)
Dark Temptation (minor)
Demonomania (major or minor)
Detached (minor)
Dishonest (minor)
Disturbing presence (minor)
Drunkard (minor)
Enemy (major or minor)
Evil twin (major or minor)
Fat fingers (minor)
Fear of Eldritch (major or minor)
Fear of Unholy (major or minor)
Fearful (minor)
Fidgety (minor)
Gambler (minor)
Gloomy (minor)
Greed (minor or major)
Grouchy (minor)
Hieromania (minor)
Hopeless (minor)
Chicken (minor)
Chicken (major)
Immature (minor)
Inattentive (minor)
Jealous (minor)
Kleptomania (minor)
Lazy (minor)
Lecher (minor)
Lecherousness (minor)
Lingering injury (minor or major) (major or minor)
Lithe (minor)
Little (minor)
Loner (minor)
Nearsighted (major or minor)
Necromania (minor)
Nocturnal (minor)
Obese (major or minor)
Overconfident (major or minor)
Phobia (minor)
Phobia (major or minor)
Picky (minor)
Pious (minor)
Poor (major or minor)
Rage (minor or major
Reckless (minor)
Relentless (minor)
Secretive (minor)
Selfish (minor)
Shy (minor)
Sickly (major or minor)
Skeletons in the closet (major or minor)
Sleep Disorder (minor)
Sleep disorder (major or minor)
Slow on draw (major or minor)
Suspicious (minor)
Telegraphed techniques (major or minor)
Tormented (major or minor)
Troublemaker (minor)
Ugly (major or minor)
Unquiet Mind (minor)
Weak Grip (minor)
Winded (major or minor)
Wows (major or minor)



For JNAP's character, I'd suggest "Quick Fingers" which speeds up you loading your bow (major version speeds it up by one round automatically; minor one lets you just pay dice and you don't have to roll to speed up).

Some of these are added by me, so if something catches your eye, let me know. I can post descriptions, but won't be doing it for all of those.

ProgressPaladin
2024-02-09, 04:06 PM
What is “unquiet mind”?

JNAProductions
2024-02-09, 04:50 PM
For flaws, thinking Inattentive (Minor) and maybe Overconfident (Major)?

bramblefoot
2024-02-09, 06:33 PM
Oh. Sounds like a complicated character.

Why would he leave this wonderful service?

Reader Skill Packet:
Search -1
Surgery (+1)
Breaking & Entering
Etiquette (clan)
Intimidation -1
Style Analysis +1
Body Language (read)
Forgery +1
Intrigue +1
Sincerity -1

maybe their was nothing else helmuth could teach him, so they show him the front door?

alternatively, maybe he hears something he shouldnt, and has to do a runner?

bramblefoot
2024-02-09, 06:38 PM
for my gifts and flaws im taking snake reflexes and evil twin (major)

Lacco
2024-02-10, 01:01 PM
What is “unquiet mind”?

Something terrible for a spellcaster, something irritating for anyone else.

Basically, it's a combination of always worrying about anything and everything, hearing voices, phantom sounds, seeing things out of the corner of one's eye.

For a spellcaster, it's actually a major flaw. They can seldom focus, so their spellcasting attempts require additional success, depending on GM's decision.

For a mundane, it is mostly represented by randomly adding 1 difficulty (requiring additional success) to stressful tasks. It does not work in combat because that runs mostly too fast. Also, GM may insert random stuff from the list above to his descriptions specifically for you.

I'd suggest you don't take that one.


For flaws, thinking Inattentive (Minor) and maybe Overconfident (Major)?

Overconfident: Some people just don’t know when they’re outclassed – others don’t care; both suffer from the overconfident flaw. Characters with overconfidence have a bit too much self-esteem – big britches as it were. This flaw must be roleplayed to the hilt. The character does not usually stand down or shy away from an opportunity. The player is expected to go into confrontations without too much thought - they may be talked down by the other characters, but if there is someone that challenges them, they will show their true colours. If a roll is ever called
for (we don’t encourage it, but sometimes you have to), make a WP test with a Difficulty of 4 to stand down or be a little humbled.
(that's the major version).

Inattentive (minor): You just can't pay attention for too long, and your mind tends to wander off. The GM is free to leave out unimportant details or parts of conversations (as your mind wanders off the conversation). Mechanically, you need to succeed on a WP roll if the action is taking too much time or is about performing mind-numbing tasks (boooring).

In general, if you provide an interesting moment or roleplaying opportunity for others using your flaws, I tend to provide Drama points as a reward.


maybe their was nothing else helmuth could teach him, so they show him the front door?

alternatively, maybe he hears something he shouldnt, and has to do a runner?

Okay, so since your character is from the Scar, I'd say there is a new cult leader that is amassing influence with the clans. He is using magic that was not seen for a long time, is surrounding himself with loyal/brainwashed cultists and has a plan.

Since you were torturing someone near to him - a traitor, by his words - you now know the plan (or at least a vital part of it): it's not pleasant, it will cost a lot of your peoples' lives and will only lead to suffering. Your people are being betrayed by their leader. Who was maybe your friend, or you hate their guts: either works. You want to stop it. You were caught, thrown into prison, tortured. You escaped and met with the knight. You are now hunted. And you know that you need to bring the message somewhere else: to a king or a prince, or just someone powerful enough to match the cult leader.

That would be my suggestion.


for my gifts and flaws im taking snake reflexes and evil twin (major)

Evil Twin: They say that everybody has a double. In your case, they’re actually right – and he’s a real bastard. Somewhere in the same geographical area, there is someone who looks exactly like you and he is nasty. If taken as a major flaw, your Evil Twin knows of you, hates you, and is actively working against you.

Snake reflexes: sometimes you react before you think, having drawn the sword before others notice the threat. Any reflex roll for defense or surprise gets +2 dice and any quickdraw attempt gets -1 TN.

JNAProductions
2024-02-10, 01:18 PM
Yeah, those sound like good flaws. The Overconfidence is not so much bravado as naivete, but it works!

bramblefoot
2024-02-10, 02:23 PM
im feeling reaper has a twisted moral code he follows

1. **Efficiency and Purpose**: The torturer believes that every action, including torture, must serve a purpose. There should be a clear objective behind every act of torture, whether it's extracting information, instilling fear, or achieving a specific goal.

2. **Necessity over Pleasure**: While the character may not enjoy their role, they understand that sometimes unpleasant tasks must be undertaken for the greater good. Torture is not a source of pleasure but a means to an end. The character recognizes that they have a duty to carry out necessary actions, no matter how distasteful.

3. **Limited Scope**: The torturer operates within a set of boundaries. They do not engage in gratuitous cruelty or inflict unnecessary suffering. Each method of torture is carefully chosen to achieve the desired outcome with the least amount of harm possible, considering the circumstances.

4. **Professionalism**: The torturer approaches their work with professionalism and detachment. They maintain a calm and composed demeanor during interrogations, focusing solely on the task at hand without allowing personal emotions or biases to interfere.

5. **Respect for Information**: The torturer values the information obtained through their actions. They understand the importance of accurate intelligence and strive to extract it efficiently, recognizing that misinformation or false confessions can lead to disastrous consequences.

6. **Accountability and Consequences**: Despite their role, the character acknowledges the moral and ethical implications of their actions. They understand that they may face judgment and consequences for their deeds, whether from within their own conscience or from external forces.

7. **Reflection and Justification**: The character engages in introspection, constantly evaluating the necessity and justification of their actions. They may struggle with the morality of their role, but ultimately believe that what must be done for the greater good outweighs personal discomfort or ethical dilemmas.

8. **Ends Justify Means**: The character subscribes to the belief that achieving their ultimate goals justifies the methods employed along the way. They are willing to make difficult choices and take on the burden of responsibility for their actions, no matter how morally ambiguous they may be.

im thinking the three central tenets are sometimes, you have to get your hands dirty, justice must be carried out, no matter the consequences, and nothing good comes without sacrifice.

bramblefoot
2024-02-10, 03:16 PM
for my spiritual traits ill take luck at 5, and drive 2 (what must be done must be done)

Lacco
2024-02-11, 06:48 AM
Yeah, those sound like good flaws. The Overconfidence is not so much bravado as naivete, but it works!

Works for me.


im feeling reaper has a twisted moral code he follows

1. **Efficiency and Purpose**: The torturer believes that every action, including torture, must serve a purpose. There should be a clear objective behind every act of torture, whether it's extracting information, instilling fear, or achieving a specific goal.

2. **Necessity over Pleasure**: While the character may not enjoy their role, they understand that sometimes unpleasant tasks must be undertaken for the greater good. Torture is not a source of pleasure but a means to an end. The character recognizes that they have a duty to carry out necessary actions, no matter how distasteful.

3. **Limited Scope**: The torturer operates within a set of boundaries. They do not engage in gratuitous cruelty or inflict unnecessary suffering. Each method of torture is carefully chosen to achieve the desired outcome with the least amount of harm possible, considering the circumstances.

4. **Professionalism**: The torturer approaches their work with professionalism and detachment. They maintain a calm and composed demeanor during interrogations, focusing solely on the task at hand without allowing personal emotions or biases to interfere.

5. **Respect for Information**: The torturer values the information obtained through their actions. They understand the importance of accurate intelligence and strive to extract it efficiently, recognizing that misinformation or false confessions can lead to disastrous consequences.

6. **Accountability and Consequences**: Despite their role, the character acknowledges the moral and ethical implications of their actions. They understand that they may face judgment and consequences for their deeds, whether from within their own conscience or from external forces.

7. **Reflection and Justification**: The character engages in introspection, constantly evaluating the necessity and justification of their actions. They may struggle with the morality of their role, but ultimately believe that what must be done for the greater good outweighs personal discomfort or ethical dilemmas.

8. **Ends Justify Means**: The character subscribes to the belief that achieving their ultimate goals justifies the methods employed along the way. They are willing to make difficult choices and take on the burden of responsibility for their actions, no matter how morally ambiguous they may be.

im thinking the three central tenets are sometimes, you have to get your hands dirty, justice must be carried out, no matter the consequences, and nothing good comes without sacrifice.

The central tenets are fine. I'd ask the other players if they are fine with this direction of the character.


for my spiritual traits ill take luck at 5, and drive 2 (what must be done must be done)

Luck is out of the window. I use the Drama mechanic from Companion.

'What must be done must be done' sounds more like a philosophy than a spiritual attribute.

Drive requires to be more specific. "Reach Stahl alive", "Get the word of the conspiracy to someone powerful", "Kill anyone standing between you and Stahl".

Drive is your goal for the moment. Something mid- or even long-term to achieve.




Step V. Spiritual attributes

This last part of character creation will deal with spiritual attributes (the "who am I" and "what I want" also known as "I tell the GM what stories I expect") and final touches.

What they are?
Spiritual attributes represent character's motivations, beliefs, passions, code of conduct - their moving forces we could say. They are the thing that separates them from the others. They have strict goals.

Remember how in stories, the protagonist always gets beaten, but when the fair lady looks at him with a tear in her eye, he curbstomps the villain? When the hero gets tempted to break his oath, but he refuses and due to that he overcomes the opposition? How the good guy takes the sword he can not handle and kills the swordsman, because he threatened to start a war? How the main character breaks out of his shackles just by the power of his faith? How the deteminator mows down the opposition, taking numerous wounds, dying just after he kills the villain because he fulfilled his vengeance? How the barbarian becomes a king, because it has been predicted, foreseen and there are numerous prophets that say so?

That are the effects of the SAs. Namely - passion, oath, conscience, faith, drive and destiny.

And let's not forget the lucky breaks. These are covered by "Drama".



How do I use them?

Two ways.

First, you add dice to your rolls when the SAs activate ("fire up"). When your character encounters the object of his SA and you decide to act in line with the SA (e.g. you have a conscience - you don't let the bandits kill the poor farmer, even if it means you get into first line), you start to add the dice to your rolls. Of course, when you decide to act against the SA, you remove dice (the same example, you try to join the bandits and kill the farmer).

The second way - you spend them to improve your character.



How do I get them points?

Every time your SA activates, GM may award you an additional point of the SA.

If you consistently act against your SA, GM may ask you to change it.



What kinds are there?
Conscience means your character wants to do "the right thing" - be it a personal code of conduct, "greater good", or just being "a good guy" or a hero. This one gives you dice to any roll that supports your decision to do the "good" or "correct" thing, instead of taking the easier, more profitable or more "fun" thing. This is the most "general" spiritual attribute and it may be chosen without further specification.
The fact that you do not take conscience does not mean you will play a ruthless or evil character. It only means, you don't want to be mechanically rewarded for taking the "hard" way.
If you take conscience, you tell the GM "I want to be presented moral choices."
Example of conscience: Knight's code of chivalry seen by the knight as "right thing to do".

Destiny represents the higher calling. Whether it is a prophecy, something your character always knew he was born to do, or something your character was told by the gypsy at the market - it is true. If you particularly trust your GM, you may leave the destiny up to him - and he will slowly show you what it is. You may also take "negative" destiny as a flaw and fight against it. It adds or removes dice when a significant event occurs, or when the character can further his destiny.
If you take destiny, you tell the GM "This is where I want my character to be when we finish his story" or "This is the destiny I want him to fight against" or "This is how I want my character to die".
Destiny is the most powerful, however least used SA. Best destinies are ambiguous or with several possible interpretations.
Examples: He dies knee-deep in water. Destined to wear the jeweled crown of Aquilonia upon a troubled brow (=he will be a king and have lots of trouble). To find the way when he loses it.

Drive is the sense of purpose, a motivation. It may be a worthy cause, a goal, a dream, something he wants to achieve or die trying. This one needs to be specified. It adds dice to any attempt to defend or further his cause.
If you take Drive, you tell the GM "This is something my character deeply cares about" or "This is what I want his story to be about".
Drive is the most used SA.
Examples: To become the best swordsman east of the High Mountain. To have his revenge on a man who killed his family. To sleep peacefully again.

Faith reflects the belief of the man. It is usually bound to a religion, however, it may be any set of firm beliefs. It adds dice when one defends someone who believes in the same, or to further/defend his belief. A question here is - do the gods really exist within the game? Are they actively meddling in lives of the mortals or just act from afar?
My players usually don't care about gods, so we don't use it so much. Except for the Riddle of Steel.
When you take faith, you tell your GM "I want to explore the faith of this world".
Examples: Any religion.

Passion is the love. The hatred. The loyalty. The friendship. The passions that moves the world and is focused on a person - be it NPC or PC. It adds to your dice when you defend or help the object of you positive passion, or when you attack or hinder your enemy. This may be focused on one person or a group of person, or even to ideas.
When you take passion, you tell your GM "I want to fight this enemy/enemies" or "I want to rescue and help this PC/NPC". Basically, you give your character a direct link to the person that is the object of your passion.
Passion can be used also as "Loyalty to the party" or "Friendship with other PC".

Oath is the given word. The thing that separates boys from men is their word - and this reflects the character's devotion to his word. It adds dice when you try to fulfill your word.
When you take oath, you tell your GM "I want you to try to make me break it...bring it"

However, each SA also takes dice - if you act against your object of passion, if you break your oath, if you take the easy way - your conscience will slow you down, bother you. That is the price you pay.

Feel free to mix them, to give your character opposing SAs - that is most interesting to play.

I left Drama for the last. This one is special - you use it for rerolls, to get a free success, to put details into the story (important details, like a sword hanging over the fireplace when you are without weapon).



What do the numbers mean?

You can have up to 5 points in each spiritual attributes. When you reach 5 in a Destiny SA, something special should happen at GM's discretion.

Basically, if you have 3 SA points in Drive, it means, that you receive 3 dice to a roll, or 3 dice each combat round.

Destiny is special. If you have 3 SA points in Destiny, you add 3 dice to all rolls - even the combat rolls (that means you effectively get 6 SA points).

If you want to change the SA, you need to lower it to 0 and also lower to 0 one additional SA. Or, if the GM agrees that the story needs to move on, you can change it without penalty.

I give chance to change SA after first game without any penalty.



How many points do I put into these?

For the start, select from 3 to 5 SAs and place up to 7 SAs freely between them. You can put up to 3 points into drama for beginners. During play we will slowly add the rest of the SAs.

bramblefoot
2024-02-11, 12:39 PM
i will take drive 2 (kill anyone standing between you and stahl) destiny 2 (to unleash the beast within and spread chaos wherever you go) and drama 3

ProgressPaladin
2024-02-11, 12:51 PM
I will take conscience 4 and drama 3

bramblefoot
2024-02-11, 03:16 PM
personally i may take an anti-conscience entitled know when to hold em, know when to fold em, know when to walk away, know when to run

JNAProductions
2024-02-11, 04:22 PM
Conscience 4
Narset was raised with a firm set of morals. You do the right thing-doesn't matter if it's hard, tedious, or anything else that isn't enjoyable, you do the right thing.

Passion 2
She takes to people easily, but she's especially passionate about her first love, a trader by the name of Adam Lenly. She'll work her butt off to help anyone she considers a friend, but anyone from the Lenly family (and especially Adam) is even more.

Drama 1

Lacco
2024-02-11, 04:24 PM
i will take drive 2 (kill anyone standing between you and stahl) destiny 2 (to unleash the beast within and spread chaos wherever you go) and drama 3

Drive is acceptable.

Destiny... are you sure about that one? :smallbiggrin: I'll veto the part about 'whenever you go': "He will unleash the beast within and spread chaos across the land".

Because I now have a very (not) nice idea.


I will take conscience 4 and drama 3

Conscience is acceptable.

Drama is not a spiritual attribute per se. It's a separate mechanic. You will start with 3 points in Drama, but you need to spend the 7 points across 3 to 5 spiritual attributes.

How about Passion? You can have loyalty, you can friendship, or even hatred. Groups are also applicable. Hatred against liars? Hatred against assassins and murderers (as in 'dishonorably trying to kill people)? Loyalty to your lord, to your companion? Although I'd say that one can wait until you travel a bit together.

How about a nice Oath? "I will bring the barbarian to my lord and save my land from the danger!"

Faith... does not really apply to atheistic Stahlners.

Or a Drive? Drive is always a good choice. What would you like to achieve?

Also, these give me a lot of hooks for adventures. So that's why I'm asking for ones that are well defined.


personally i may take an anti-conscience entitled know when to hold em, know when to fold em, know when to walk away, know when to run

That also sounds like a philosophy. And there is no anti-conscience.

For your character... I'd say go with Passion. Hatred. Whom does he hate? Or loyalty? To the smartypants knight that promised to save him?

We have Drive, Destiny... again, going with Passion is maybe a good step in the right direction.

Or Passion: "Soft side for the little guy,". Meaning you don't like when the commoners get into the line of fire, and you generally try not to worsen their current state. It would be like a very narrow Conscience.


Conscience 4
Narset was raised with a firm set of morals. You do the right thing-doesn't matter if it's hard, tedious, or anything else that isn't enjoyable, you do the right thing.

Passion 2
She takes to people easily, but she's especially passionate about her first love, a trader by the name of Adam Lenly. She'll work her butt off to help anyone she considers a friend, but anyone from the Lenly family (and especially Adam) is even more.

Drama 1

Again, Conscience is always good thing to have.

Passion: in this case, it could be either taken as Loyalty (Lenly family) or Love (Adam). Either way, not sure if that will apply considering the game will be moving form one country to another. I'd suggest keeping it with 0 points (or 1) if you want, and adding a more general Passion/more applicable to matter at hand.

Same as above, Drama does not count. You all get Drama points but they are outside of SAs.

JNAProductions
2024-02-11, 04:27 PM
Oh, I was confused about Drama too, looks like.

Drive 1
See the natural world protected.

And for the Passion being changed... Hrm... Lemme think.

Lacco
2024-02-11, 04:55 PM
Oh, I was confused about Drama too, looks like.

Drive 1
See the natural world protected.

And for the Passion being changed... Hrm... Lemme think.

That specific Drive... is acceptable.

Bear in mind: you want this to come into play as often as possible: these are your XP points. You spend them to improve, as your passions/drive/loyalties push you into danger and to improve yourself.

So you want something that will come up as often as possible. Still, shouldn't be too narrow (e.g. specific character that does not travel with you), but it can't be too wide (e.g. hatred against all enemies) and with the exception of Destiny, it should not be something beyond your decision (e.g. survival instinct).

Destiny's wild stuff, because the GM either agrees with you on specific destiny to be played out, or they take the destiny and implement it - as stated - into game. So when you write it down, and the GM agrees... the destiny is going to pass as written. You can fight it. Good luck with that :smallwink:

Destiny requires big amount of trust: because it can't be too straightforward, but it needs to be true to the statement. I like destinies. And anti-destinies.

Story time:

One of my players took the destiny of 'To die protecting those that hate him". He took it mostly as a challenge - I challenged him to take it and to defy it.
He was basically this viking barbarian in a civilized country. Former slave. Horrible past, wonderful future. Whenever he tried helping someone, he checked if they had anything against Savaxen - his country of origin - and if so, he smugly refused to protect them.
For first few games, nothing major happened. He gained a point or two by saving some farmers. Over the course of the game, the party ventured into certain town that was in the way of an enemy army. At some point, the lord of the town was found dead, his advisor turned traitor, so the party scrambled for next leader of the town. They found him, but the townsfolk decided to just leave and not wage war.
The party needed to slow down the army, so who stands up and delivers this heartfelt speech about '...I am not one of your town, or one of your country, but I will return and fight along your side!"

At that point, I handed him a slip of a paper with statement "you just gained 4 points to your Destiny, it's now at 5".
He went pale.

The story continued, and he even fulfilled the destiny. It was quite epic.

JNAProductions
2024-02-11, 04:57 PM
Alright. Definitely keeping Conscience high, but I'll think on the others more.

ProgressPaladin
2024-02-11, 05:08 PM
Conscience 3
Passion 3 “Loyalty to those that are loyal to me.”
Drive 1 “To deliver my lord from danger.”

bramblefoot
2024-02-11, 05:36 PM
i will drop destiny to one and take passion those who tortured me shall suffer agony, and know it well at 2

bramblefoot
2024-02-11, 05:56 PM
for my last passion it is Honor and chivalry? Let's see how well they fare when they're asleep and their blood is on my knives

Lacco
2024-02-12, 03:16 AM
Conscience 3
Passion 3 “Loyalty to those that are loyal to me.”
Drive 1 “To deliver my lord from danger.”

Conscience: ok
Drive: ok
Passion... not so sure about it. You *could* start with a loyalty regarding the group, no problem about that (Loyalty: My Companions), but that would be maybe better served as an Oath.

This is one of the fringe cases where it looks like a bit too wide, but if we come to an agreement when/whom it should appply to, I'll be fine with it.

So, whom should it apply to? And when?


i will drop destiny to one and take passion those who tortured me shall suffer agony, and know it well at 2

I'd extend this one a bit. Hatred: Those who betrayed and tortured me.

That will cover also their lords and lackeys. Which will help immensely. How about it?

It won't cover bounty hunters, random guys and local guards, but that's fine: it will apply to the guys who specifically went against you. And I'm fine with that.


for my last passion it is Honor and chivalry? Let's see how well they fare when they're asleep and their blood is on my knives

This one I'm completely missing. Do you mean a hatred against honorable people?

Bear in mind: Passion is about emotions. You feel loyal to someone. You hate someone. You love someone. You could hate a principle (hatred against those who lie) or a group (hatred against religious fanatics), but it needs to be clearly defined.

I don't mind using character's own words to extend/explain the Passion, but I'll need a clear statement to be able to work with it mechanically.

So, what exactly is meant by this?

bramblefoot
2024-02-12, 03:41 AM
i imagine its a general hatred of those who espouse the standard chivalry line and honor in general. johann will happily show them up by chucking a fistful of gravel in their face and then show them the error of their ways

Lacco
2024-02-12, 06:42 AM
i imagine its a general hatred of those who espouse the standard chivalry line and honor in general. johann will happily show them up by chucking a fistful of gravel in their face and then show them the error of their ways

@ProgressPaladin: are you potentially okay with this?

My general view is, that intra-party conflict and tension is all okay while all sides are okay with it and enjoy some bickering.

PvP is frowned upon and a character that causes it will be reduced to NPC status quick.

So, if this is meant as a way to show the honorable squire that real world cares a little about honor and it will lead to him learning about combat pragmatism and gray areas of morals from the barbarian, and in turn, teaches the barbarian that acting honorable has its time and place, reason and rewards, I am fine with it. Both characters should learn something from the other one.

And Spiritual Attributes can evolve/change over the duration of the game, so that's not a problem.

The young squire that is attempting to become a good knight and the barbarian that sees a wider world for the first time, both learning that their worldview was limited. That's a good story, and one I'd enjoy.

ProgressPaladin
2024-02-12, 07:29 AM
Yes, I would be fine with that. I was thinking the passion would apply when sacrificing something for someone who has sacrificed something for me. Would that be ok? Or should I change it?

JNAProductions
2024-02-12, 12:45 PM
Conscience 4
Narset was raised with a firm set of morals. You do the right thing-doesn't matter if it's hard, tedious, or anything else that isn't enjoyable, you do the right thing.

Drive 2
The world is a beautiful place to be explored. Narset wants to see everything the world has to offer-from the peaks of mountains to the depths of valleys, molten volcanoes and icy tundra, great forests and great cities.

Passion 1
Friendship, for the party and those who are kind to us.

This work, DM?

Lacco
2024-02-12, 03:19 PM
Yes, I would be fine with that. I was thinking the passion would apply when sacrificing something for someone who has sacrificed something for me. Would that be ok? Or should I change it?

We can give it a try. We'll see how it goes.


Conscience 4
Narset was raised with a firm set of morals. You do the right thing-doesn't matter if it's hard, tedious, or anything else that isn't enjoyable, you do the right thing.

Drive 2
The world is a beautiful place to be explored. Narset wants to see everything the world has to offer-from the peaks of mountains to the depths of valleys, molten volcanoes and icy tundra, great forests and great cities.

Passion 1
Friendship, for the party and those who are kind to us.

This work, DM?

Works for me. Drive related to exploration is fine. Friendship towards your companions is also okay. Kindness to strangers is covered under Conscience though, but we'll make do.

Okay, gimme a day to prep the packets related to your backpacks. Also, I'll have a small surprise for you all.

Last things:

Calculate your CP and MP (melee combat pool = CP, calculated as Reflex + Proficiency; MP = missile pool, calculated as AIM + Proficiency).

Your first combat will be a light one, to explain the mechanics.

If there are any questions regarding the characters, ask away. I'll also prepare the intro. You'll be jumping into the whole thing in-medias-res.

ProgressPaladin
2024-02-12, 05:22 PM
Combat Pool: 13 (Cut & Thrust, Polearm)
Missile Pool: 12 (Spear/Javelin)

JNAProductions
2024-02-12, 06:51 PM
Physical
19 Total


Strength
4


Agility
5


Toughness
3


Health
3+1=4


Endurance
4






Mental
20 Total


Willpower
3


Wit
3


Mental Aptitude
3


Social
4-1=3


Perception
7






Derived
-


Reflex
4


Aim
6


Knock Down
4


Knock Out
4


Move
6


Power
5



Proficiencies-11 Total
Bows 6
Daggers 3
Druidic Magic 2

Skills-6/6
Explorer [Teamster, Riding]
Woodswoman

MA: Singing
MA: Hunting/Trapping improvement
MA: Sneaking improvement

Animal Guise 6
Appraisal 8
Breaking and entering 7
Camouflage 6
Climbing 5
First aid 7
Herbalist 7
Hunting 6
Trapping 7
Navigation 6
Orienteering 4
Riding 6
Scrounging 6
Search 6
Singing 6
Sneak 6
Streetwise 6
Survival 5
Swimming 4
Teamster 6
Tracking 7
Weather Sense 6

Healer's Songs
-Soothing
-Mending
-Cleansing

Daggers CP: 7
Bows CP: 12

Lacco
2024-02-13, 04:02 AM
Okay, last two funky parts.

Combat maneuvers:
Check your proficiency HERE (https://drive.google.com/file/d/1CFMJWv6SapKKi5Dl_5JGeLrABfjFjK7m/view?usp=sharing)to see your maneuvers. Feel free to write them down, or just use this sheet. You know all that your proficiency level allows you.

Activation cost tells you how many dice you spend to activate the maneuver.

Check the maneuvers HERE (https://docs.google.com/document/d/1FzAJv3TwkSrXEFEh8fAzMT3sPx_794wXN64r-sajps4/edit?usp=sharing).

And I'm off back to work.

ProgressPaladin
2024-02-13, 07:50 AM
What is quick draw, winding and binding, twitching, and master strike?

Lacco
2024-02-13, 05:40 PM
What is quick draw, winding and binding, twitching, and master strike?

Some maneuvers from the Flower of Battle supplement. I'm not going to use Winding & Binding, as that's like adding a combat into combat (it's the 'we cross swords and push/twist/circle' maneuver).

Quick Draw: iaijutsu. Drawing and attacking in one exchange/fluent motion. Can be used to cut/bash or to parry (so it's offensive or defensive) with medium range or shorter weapons (there's a additional 1CP activation cost for straight-bladed or hafted weapons). Longer weapons can be used to pommel thrust.
Process: declare quick draw, decide on the attack (allocate dice). You have to succeed on a terrain roll then (so you allocate dice) with cut ATN (-1 if your hand is free, -2 if your hand is already on the grip). If you succeed, you can attack immediately. If you fail, your weapon will be free by next exchange.

Twitching: Ever seen a zwerchcopter?
Similar to the feint, you twitch back the blade as soon as it makes contact with opponent's parry, to bring another attack, to the other opponent's side. To work, it requires your attack actually gets parried - successfully.
Process: you declare twitch together with cutting/bashing attack, pay the activation cost and put a secret quantity of dice into your hand, taken from your CP. If your attack succeeds or is complete failure (no successes, but no fumble), return half of the dice to your CP (if dice are refreshed, they are lost). Combat continues normally. However, if opponent manages to defend against your attack (including ties) with any maneuver other than evasion, reveal the secret dice: if the number of dice is higher than your opponent's net successes, put them and dice from opponent's margin of success into your next attack (as bonus dice). This next attack needs to be with the opposite edge or side of the weapon and be on the opposite side of your opponent (e.g. you twitch horizontal left to right, diagonal to horizontal or other diagonal, ...). If the secret amount of dice is smaller than opponent's net successes, the twitch fails.
No more than four twitches in a row are possible.

Master-strike: is an actual strike that attacks and defends in one single move, by displacing opponent's weapon (defending) and striking. It's far away and only masters (proficiency 12+) can learn it. Basically, at this point you are so good that you can one-shot most opponents.

Lacco
2024-02-14, 04:33 PM
Equipment time!

Give me your picks, write them down. Feel free to suggest replacements, if you find something that you don't really like.

Also, answer potential questions in the text.

I'll return to mapmaking.


You will start with a dull longsword. Who did you take it from?
You are wearing a dirty tunic you stole from one of your former clansmates. What colour was it before it got covered in blood and dirt?
You have your old boots, leather pants and a simple cloak with fur lining.
You have an empty backpack. You scavenged an old wineskin, a frying pan, few pieces o chalk, a loaf of day old rye bread, a roll of oilcloth and old wool blanket.
Your pouch contains 1d6 copper denarii, two small pieces of copper jewelry and one small silver nugget. Whose were those?
You have a small bag of salted meat (should last around 2 days) and managed to steal (pick two items):
a) a small round shield, bent and scraped
b) leather vest, worn and holding together just by willpower
c) a horned helmet, missing one horn and slightly dented
d) few bandages
e) a whetstone
f) a bottle of spirits, half empty
g) a small pouch full of foreign coins
h) a small talisman
You also start with manacles.



Your pouch contains 30 silver pieces, split between 1d10 Stahlner silver funts, 1d10 silver imperial sterlings and 1d10 copper denarii. The rest is various small trinkets or jewelry.

Your backpack and your saddle bags contain food (traveller’s rations – dried pork, biscuits, cheese, linen-covered ham, bacon, a small bag of peas, a small bag of flour, dried fruit - enough for 7 days)

Your backpack also contains a waterskin, tinderbox with flint & steel, a bottle of wine/liquor, spare linen tunic & comfortable shoes.

You are wearing a well-made linen dress embroidered with a pattern (tell me what the pattern is and what it signifies). You also have leather gloves and leather boots. You have a small dagger on your belt.

You have a work horse; it's carrying saddle bags and your horsehair bedroll. Name it.

You also have a map of the area.

Furthermore, you get several picks from the following lists. You can spend two A, two B and four C picks. Each of these can be traded for lower or higher level pick with 1:2 ratio.

Weapon:
A: a finely-crafted shortbow (pick one: ATN 5, DMG +1 or increased range)/an old, rune-covered dagger of mysterious origin
B: standard shortbow/fine large dagger/quiver with 10 bodkin and 10 broadhead arrows
C: large dagger/jambiya dagger/10 hunting and 10 bodkin arrows
D: small dagger/20 hunting arrows

Armor (stats for AV are for cut/puncture/blunt damage); you can spend only one pick here:
A: a fine scaled armor over a leather vest with a coif (covers torso and legs down to upper thighs; AV 5/4/4; coif protects the upper head AV 4/4/2)
B: a couir boulli (boiled leather) breastplate (AV 3/3/4)
C: a well-made leather doublet (covers torso AV 3/3/4 and arms AV 1/3/1)/heavy fur/hide cloak (AV 1/3/1)
D: a leather vest (covers torso, AV 1/3/1)/leather pants (AV 1/3/1)/an aketon (padded armor, covers torso, upper legs and arms, AV 0/1/1)/rain-proofed leather cape /leather vambraces (cover forearms, AV 1/3/1)

Miscellaneous
A: a riding horse carrying a pavillion tent/a small healing potion/a fine surgeon’s kit
B: a work horse carrying a small tent/spyglass/silver mess kit/a quiver full of hunting arrows/surgeon’s kit/fine hood and cloak
C: a mule/iron lantern with a bottle of oil/velvet pouch with soap/cooking pot/whetstone and oil/salted meat (2 days worth)/small healing poultice/healer’s satchel/fur cape
D: Bandage kit (3 bandages, a small vial of spirits)/a 50'rope and grappling hook/a bag of grain and a pouch of dried blackberries/sack of healing herbs/fur hat



You have your sidesword and the katzbalger.

Your pouch contains 25 silver pieces, split between 1d20 Stahlner silver funts, 1d10 copper pfennigs and 1d10 imperial copper denarii. The rest is various small trinkets or jewelry.

Your backpack contains food (knight's rations – dried beef, hardtack, cheese, linen-covered bacon, a small bag of grain, enough for 5 days), a waterskin, tinderbox with flint & steel, a bottle of wine/liquor, spare linen tunic & boots.

You are wearing a tabard with your lord’s symbol (tell me what the symbol is) over a linen tunic (tell me what the difference in colour is between your spare one and this one), leather gloves and leather boots. You have a small dagger on your belt.

You have your shire horse (name it). Your horse is carrying saddle bags, the balanced spear and 2 javelins, as well as your horsehair bedroll.
The saddle bags contains a brush for the horse.

You also have a letter from your lord, providing you with safe passage once in Stahl, as one of his servants. And a small signet ring with your father’s crest.

Furthermore, you get several picks from the following lists. You can spend one A, two B and three C picks. Each of these can be traded for lower or higher level pick with 1:2 ratio.

Armor (stats for AV are for cut/puncture/blunt damage):
A: a light mail hauberk with coif (covers torso, arms above elbows and legs down to knees; AV 4/4/2; coif protects the head)/plate breastplate, pauldrons, vambraces and thigh guards (AV 4/4/4)
B: a couir boulli (boiled leather) breastplate (AV 3/3/4)
C: a well-made leather doublet (covers torso AV 3/3/4 and arms AV 1/3/1)
D: a leather vest (covers torso, AV 1/3/1) or an aketon (padded armor, covers torso, upper legs and arms, AV 0/1/1) or leather vambraces (cover forearms, AV 1/3/1)

Other clothes and armor:
A: a pot helm (bascinet, covers upper head and sides, AV 5/5/5, penalty of -0,5 CP and penalty -1 to hearing) or a knightly banded shield
B: kettle helm (AV 4, covers the upper head only) or medium round banded shield
C: leather cap (AV 1/3/1, covers the upper head and sides), or a heavy fur/hide cloak (AV 1/3/1) or small wooden round shield
D: leather pants (AV 1/3/1), or a leather cape (rain-resistant) or a buckler

Miscellaneous
A: a spare riding horse/work horse carrying a pavillion tent/a small healing potion
B: a work horse carrying a small tent/spyglass/silver mess kit/quality leather boots
C: Iron lantern with a bottle of oil/velvet pouch with soap/cooking pot/whetstone and oil/salted meat (2 days worth)/small healing poultice/fur cape/fur boots
D: Bandage kit (3 bandages, a small vial of spirits)/a 50'rope and grappling hook/a bag of grain and a pouch of dried blackberries/small bag of salt/fur hat/cloak

bramblefoot
2024-02-14, 05:26 PM
i will take the shield and the helmet sah

ProgressPaladin
2024-02-14, 06:30 PM
Archer Havensfold:
[roll0] Stahlnish Silver
[roll1] Copper Pfennigs
[roll2] Imperial Copper Denarii

Lords Symbol: Three keys, one upright, the other 2 crossing over it.
Tunic: One is a bright blue, the other a muted red.
Shire horse: Hawken

1 A, 3 B, 1 C

A: A light mail hauberk with coif (covers torso, arms above elbows and legs down to knees; AV 4/4/2; coif protects the head)/plate breastplate, pauldrons, vambraces and thigh guards (AV 4/4/4)

B: A work horse carrying a small tent, Quality leather boots, Kettle helm (AV 4, covers the upper head only)

C: Salted meat (2 days worth)

My armor (As I understand it)
Top of head: 4/4/4;4/4/2(Helmet/Coif)
Bottom of head: 4/4/2 (Coif)
Shoulders 4/4/4 (Pauldrons)
Chest 4/4/4;4/4/2 (Breastplate/Coif)
Arms 4/4/2;4/4/4 (Vambraces/Coif)
Thighs 4/4/2;4/4/4 (Thigh Guards/Coif)
Shins ?/?/?

Lacco
2024-02-15, 09:05 AM
i will take the shield and the helmet sah

Horned helmet: AV 4/4/4 against upper head (diagonal & vertical) attacks
Slightly dented (reduced durability)

Small round wooden shield: Melee Block DTN: 6, Missile Block TN: 8
Bent & scraped (reduced durability).
What is painted on the shield?


Archer Havensfold:

Squire Archer Havensfold


[roll0] Stahlnish Silver
[roll1] Copper Pfennigs
[roll2] Imperial Copper Denarii

Good roll!

Stahlnish coins (pfunts/funts and pfennigs) are actually 'heavy' coins. They are somewhere between 1.2 and 1.5 weight/value when compared with imperial coins.
One quarter of a copper (broken copper are called 'bits') buys you a fresh loaf of bread; a silver coin will buy you a dagger.

As for the rest, you have a small amber-inlaid silver ring and two engraved copper bracelets.


Lords Symbol: Three keys, one upright, the other 2 crossing over it.
Tunic: One is a bright blue, the other a muted red.
Shire horse: Hawken

So, your lord is baron Albrecht von Dreischlöss? Good to know.


1 A, 3 B, 1 C

A: A light mail hauberk with coif (covers torso, arms above elbows and legs down to knees; AV 4/4/2; coif protects the head)/plate breastplate, pauldrons, vambraces and thigh guards (AV 4/4/4)

B: A work horse carrying a small tent, Quality leather boots, Kettle helm (AV 4, covers the upper head only)

C: Salted meat (2 days worth)

You can either get the hauberk or the breastplate. I originally prepared a table but the forum ate two of them, so I decided to do a rewrite and it's not so visible with the slashes. Sorry for that. So unless you use two 'A's, you get just one of them.

With the coif you can cover the lower face (but not the upper part of face) or keep it open.

The breastplate is better against the blunt damage, but has open parts (e.g. elbows, hips).

If you put on two armors, you take the better value of one of them (e.g. with leather the basic AV is 2, with light plate it's 4) and the best modifier (leather has -1/+1/-1, light plate has +0/+0/+0). So a light plate breastplate worn over a leather vest gives AV 4/5/4.

In general, the combination of lighter/soft armor (e.g. leather, padded) and hard/heavier armor (plate) is allowed. There are certain rules for fatigue encumbrance (e.g. if you wear leather armor with more than 2 plate accessories on arms, or mail/plate sleeves/full leg armor), but I prepared these packs in such way you won't suffer from it.

Because we're keeping it simple. Don't want to overcomplicate it.

ProgressPaladin
2024-02-15, 09:26 AM
A: A light mail hauberk with coif (covers torso, arms above elbows and legs down to knees; AV 4/4/2; coif protects the head)

B: A work horse carrying a small tent, Quality leather boots, Kettle helm (AV 4, covers the upper head only)

C: A well-made leather doublet (covers torso AV 3/3/4 and arms AV 1/3/1)

JNAProductions
2024-02-15, 11:52 AM
Physical
19 Total


Strength
4


Agility
5


Toughness
3


Health
3+1=4


Endurance
4






Mental
20 Total


Willpower
3


Wit
3


Mental Aptitude
3


Social
4-1=3


Perception
7






Derived
-


Reflex
4


Aim
6


Knock Down
4


Knock Out
4


Move
6


Power
5



Proficiencies-11 Total
Bows 6
Daggers 3
Druidic Magic 2

Skills-6/6
Explorer [Teamster, Riding]
Woodswoman

MA: Singing
MA: Hunting/Trapping improvement
MA: Sneaking improvement

Animal Guise 6
Appraisal 8
Breaking and entering 7
Camouflage 6
Climbing 5
First aid 7
Herbalist 7
Hunting 6
Trapping 7
Navigation 6
Orienteering 4
Riding 6
Scrounging 6
Search 6
Singing 6
Sneak 6
Streetwise 6
Survival 5
Swimming 4
Teamster 6
Tracking 7
Weather Sense 6

Healer's Songs
-Soothing
-Mending
-Cleansing

Daggers CP: 7
Bows CP: 12

Equipment

30 silver pieces, plus [roll0] additional coins
Backpack
Traveler's Rations, 7 Days
Waterskin
Tinderbox with Flint and Steel
Bottle of wine
Spare Tunic
Shoes
Linen Dress-the pattern of concentric circles mimics the circles of power used by practioners of Druidic magics
Map
Oswald, Horse

A: Finely Crafted Shortbow
A: Fine Scaled Armor with a Coif
B: 10 bodkin and 10 Broadhead arrows
B: Fine large dagger
D: Bandage Kit
D: 50' Rope with Hook
D: Bag of grain and pouch of berries
D: Sack of healing herbs

Remind me what ATN 5 means.

bramblefoot
2024-02-15, 01:29 PM
johann sheet

https://docs.google.com/document/d/16RNrCu7NsVbWIH1AntboaEC1xJZ7_LE81pnEp6rU_4Q/edit

[roll0]

Lacco
2024-02-15, 04:29 PM
A: A light mail hauberk with coif (covers torso, arms above elbows and legs down to knees; AV 4/4/2; coif protects the head)

B: A work horse carrying a small tent, Quality leather boots, Kettle helm (AV 4, covers the upper head only)

C: A well-made leather doublet (covers torso AV 3/3/4 and arms AV 1/3/1)

Okay, good choices.


Baron Albrecht von Dreischlöss is a good lord. He treats his knights well, and makes sure their squires are also taken care of and not exploited - at least beyond the usual knightly way. That meant washing, cleaning and oiling knights' armor, taking care of horses, swords, and serving the knight. Still, there was a possibility of winning his own gilded spurs one day - although the idea of winning ones through the rigors of combat and heroic deeds was a more exciting one.

The knight he served was his father's old friend, and asked no more than was usually expected of squires. He trained him well in combat, sparring with him often, while he was able to. Even when the call came, to escort this foppish Cormanthiri nobleman east, to Otamarluk, Archer was not too surprised when his knight was selected: he was still able to hold his own, and did not back off from any challenge.

They rode for several weeks - staying in inns, or camping out. Having to cater to the fop was irritating, but Archer did not have to engage with him most of the time. They passed the Altrun forest, and headed towards the mountains north of the Scar and the surrounding wasteland.

It was the furthest Archer ever travelled - the land changed from the known areas to lands completely unknown. The sky was the same, but the air was different, the forests were more treacherous, and it seemed wilder. And the wasteland was horrible - dark red sand and stones, thin sickly grass, a lot of dead trees. Strange dreams.

They encountered several groups of riders, but not one dared to challenge the well-armed Stahlners riding on their great horses. But one day, they saw a group that dragged a man. Bloodied, his eyes bloodshot, his demeanor grim - he seemed like trouble, but his captors were definitely not pleasant.

Archer wished to engage them, the fop wanted to evade them. It did not take too much persuading to make the old knight agree, that they should not let them drag the strange man - and the knight rode to engage with the bounty hunters, to find out what was the reason. And then it happened.

The old knight rode ahead, closing in. Suddenly, he shouted something, and a battle was joined: the knight was under attack by the hunters. Archer rode to help him, but by the time he closed the distance, the knight was already on the ground. The rest of the escort was split. It was a wild battle, and the result was horrible. The fop was dead. The old knight was dying. Only Archer and the strange man stood there, alive. The old knight explained the attack: the men were cultists. Fanatics. He knew them, as he fought them 30 years ago, when they pushed them back to the Scar. Archer knew the story - his father told it often - and when the strange man told them the reason why he was dragged, Archer knew he had to bring him back to Stahl, to his lord.

A traitor, in Stahl, close to his lord. A new offensive to be launched by the Cult. The old knight told him to swear to protect the man and to bring the news and him back... but died of his wounds before he had a chance to hear the oath. Archer took the man, manacled as he was, and helped him get on one of the horses.

...

This was few days ago. They evaded hunters, trackers. They fought two times, and they were both wounded - just scratches and flesh wounds, but nothing pleasant. The man on the horse behind him still wore the manacles and remained silent most of the time. They were in a forest, near the crossroads, and he saw a refuge nearby. Old wooden hut, surrounded by a makeshift palisade. Someone was inside, cooking. It was almost sunset, no time to prepare a camp. And it would be a cold night.

They went inside, hoping for some hospitality.






Physical
19 Total


Strength
4


Agility
5


Toughness
3


Health
3+1=4


Endurance
4






Mental
20 Total


Willpower
3


Wit
3


Mental Aptitude
3


Social
4-1=3


Perception
7






Derived
-


Reflex
4


Aim
6


Knock Down
4


Knock Out
4


Move
6


Power
5



Proficiencies-11 Total
Bows 6
Daggers 3
Druidic Magic 2

Skills-6/6
Explorer [Teamster, Riding]
Woodswoman

MA: Singing
MA: Hunting/Trapping improvement
MA: Sneaking improvement

Animal Guise 6
Appraisal 8
Breaking and entering 7
Camouflage 6
Climbing 5
First aid 7
Herbalist 7
Hunting 6
Trapping 7
Navigation 6
Orienteering 4
Riding 6
Scrounging 6
Search 6
Singing 6
Sneak 6
Streetwise 6
Survival 5
Swimming 4
Teamster 6
Tracking 7
Weather Sense 6

Healer's Songs
-Soothing
-Mending
-Cleansing

Daggers CP: 7
Bows CP: 12

Equipment

30 silver pieces, plus [roll0] additional coins
Backpack
Traveler's Rations, 7 Days
Waterskin
Tinderbox with Flint and Steel
Bottle of wine
Spare Tunic
Shoes
Linen Dress-the pattern of concentric circles mimics the circles of power used by practioners of Druidic magics
Map
Oswald, Horse

A: Finely Crafted Shortbow
A: Fine Scaled Armor with a Coif
B: 10 bodkin and 10 Broadhead arrows
B: Fine large dagger
D: Bandage Kit
D: 50' Rope with Hook
D: Bag of grain and pouch of berries
D: Sack of healing herbs

Remind me what ATN 5 means.

ATN = attack target number. It's the number on d10 that marks a success (so when you roll your full CP of 12 for your bow, you'll roll against TN5, each die that is equal or above to the ATN is a hit, so the lower the ATN, the easier it is to hit someone and to cause him horrible body damage.

The only thing that went wrong was the money.
The 30 silver coins are split between:
7 silver pfunts (Stahlnish silver coins)
2 silver imperial sterlings (imperial coins; there is no empire anymore but these are accepted almost anywhere; lighter coins so not as valuable)
3 copper imperial denarii

The rest is:
a small scroll-case decorated with moonstone and black onyx
a copper ring inlaid with a small quartz stone
a silver cape brooch with the same pattern as your clothes
a hematite-inlaid copper bracelet
small silver earrings with amber
a small talisman made out of bones and uncut onyx

(you have 30 silver, but the form of them is different)


You live in the Altrun forest, the 'rune' forest. A place with lot of magic potential, known for wild stories: the forest sleeps during the day and moves at night, it does not like visitors an fights off anyone uninvited, driving them mad. It is said to be full of fae magic, faeries, howler spirits, will-o-wisps and other, unnamed things, older than the forest itself.

You have seen some of them. You have seen the will-o-wisps, heard the howlers, touched the fae magic. You live there, in the forest that brave men avoid if they can.

But you need to trade. The folks that you heal pay you with trinkets, with coin, with food or with services - your home is comfortable and safe, well hidden in depths of the forest, but sometimes you need to venture out. Because for some illness, the ailment lies outside the forest.

This was one of those trips. You went east and south, you rode with your bags empty to collect herbs that grow only near the place you know as the Gaellan wastes, but others call 'the Scar'. You evaded eyes of people, stayed out of sight. You collected your herbs, filled your pouches. Only few days of work and you can return home.

Your favourite refuge was the one in the forest, the one people seldom found. But this evening, something strange happened. You heard voices. Two men. Both wounded, both with the look of someone who is hunted yet has a purpose. The young one, the knightly-looking one, asked for help. You let them in, helped them with their wounds.

And that's how your adventure begun.


johann sheet

https://docs.google.com/document/d/16RNrCu7NsVbWIH1AntboaEC1xJZ7_LE81pnEp6rU_4Q/edit

[roll0]

No comments so far. Please align the skills (if you have the same skill in both packets, take the better rating and decrease it by one step). No need to divide them between skill packets: once the game starts, each skill is separate.


You were working on a task (read: interrogated a prisoner using force... specifically to break them to confess to a crime so the 'process' would be simple). The prisoner was a warlord of high position within the cult - basically a leader of a large war tribe (somewhere around a thousand warriors), so unless he confessed, there would be a war within the cult. Under pressure, he broke and revealed that he and two other warlords were tasked by the King Priest's advisor council (the second highest priests) with leading an invasion into the Stahl territory.

He refused, because he did not wish to wage war with Stahl - he thought it a stupid provocation, without reason, because Stahl was far, territories between the Scar and it were ripe for taking, and it made no sense. He babbled about it a long while - but one thing stood out.

It was a betrayal of the King Priest by the council. Betrayal of his people, betrayal of his warlords. Losing a lot of lives to weaken the position of the High King. Letting them march into Stahl and get destroyed because there is no support, no supply lines.

The only thing he knew about this plan was that someone in Stahl was supposed to help. He told you the name.

Legally - within the Cult - this is considered to be a betrayal: the council represents the King Priest. Disobeying an order is a betrayal.

You reported this, including his mad babbles about betrayal. And in turn, you found yourself in a cell, awaiting torture. You knew the lingo, so you knew they were going to torture you to death: to break you completely so you'd agree to anything and then public shaming and execution.
You managed to escape.

You stole a sword from the guard. You grabbed few things and a horse. They hunted you, shot the horse from under you. You ran.
You were already far enough from the Scar when they grabbed you. You fought. You bloodied your tunic. You killed few men, but there were too many. You were in manacles once again.

You were saved by a coincidence: a Stahlnish noble was escorted by few knights ran into your escort and a battle ensued. The knights fought valiantly, but only the young squire managed to survive. You and the squire.

He listened to you. You did not tell him everything, but you told him enough - about the provocation, about a traitor. You kept the traitor's name, but mentioned the other name: the one who was supposed to be betrayed. You asked for an escort to tell your story to the lord.

The squire immediately sat on his horse and brought you one of the enemy horses. You rode. There were other hunters. The squire fought of two of them, but got wounded. So did you.
And then you found the refuge. Deep in a forest, far enough from the Scar to not be immediately suspicous.



The 'story so far' parts are basically just pre-introductions. They mostly explain how you got where you are now. If you think something does not fit your character, let me know.

I am almost ready to begin, will need maybe until the weekend to finish my preps and we can start. As I said, we'll open fast and hopefully keep it moving.

Regarding the charsheets: I'll set up an OOC tomorrow, you can move the charsheets there. Please let everyone catch a spot for their charsheet/link before posting in OOC. I don't mind having the sheets elsewhere/in other form.

Any questions?

ProgressPaladin
2024-02-15, 05:09 PM
I’m just ready to begin.

Lacco
2024-02-16, 05:33 AM
LINK to the OOC (https://forums.giantitp.com/showthread.php?664552-TRoS-Into-the-Dark-Night-OOC)!

Please post your characters first (or links).

The IC should be prepared within next 24 hours (I will try to be prepared as soon as possible, but RL happens).

I will also be out of town for Sunday/Monday, should be back on Tuesday. May or may not have access to the 'net.