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Post by Jongluer on Dec 19, 2009 17:31:50 GMT -5
Alright so up here by popular demand, is the thread for the game. I will post everything from the primer here along with some other things.
Once more an IMPORTANT NOTICE: None of this information is exhaustive, it is only the bare bones necessary to begin your character creation process, please contact me as you develop your characters.
A Harsh Winter
You are all adventurers commissioned to explore the Frozen North by the Rukstovian Imperium. After a successful time in the field the harsh winter has forced you to return south towards warmer climes and possibly a boat home. You have all come to rest at the forward fort, several days north of the port town of Zukhov.
All characters are to be built upon 75 character points and 75 points from disadvantages for a total of 150 character points. You are all explorers who for some reason or another have interest in moving through a sparse northern continent that becomes tundra after about a week and a half's ride from the port you arrived at. Whether or not you all know each other or work together is up to you.
All character sheets must be approved by me.
New Information: CV is 22, and the cap for active points in a power is 60 points. This means that killing attacks cap at 4d6 and normal at 12d6.
Everyman Skills (as a note here, there are clearly some skills like Computer Programming that do not exist in this fantasy world, use common sense when purchasing skills and ask me if you would like anything clarified). Acting Climbing Concealment Conversation Deduction Native Language (4pts, No Literacy) Paramedics Persuasion Profession Skill at 11- Shadowing Stealth Transport Familiarity: Equines Area Knowledge: Home country 8- Weapon Familiarity: Clubs, Fist-Loads, Unarmed Combat, and Thrown Rocks
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Post by Jongluer on Dec 19, 2009 17:34:19 GMT -5
Dwarf Dwarves are a proud, and strong people. Dwarves are generally between 4 ½ and 5 feet tall, and wide like barrels. Most Dwarves are citizens of the Imperium, or from nations closely allied with the Imperium. As such, most Dwarves have served within the Imperium's Legions, and are members of the State's Church. Dwarves are straightforward and imperialistic in action.
WF: Common Melee, Common Ranged 4pts Teamwork 3pts +3 Body 6pts +2 Con 4pts Nightvision 5pts Knockback Resistance -2'', Requires STR Roll (-1/2) 3pts
NCM -20 Distinctive Feature: Dwarf (Concealable With Effort, Not Distinctive in Some Cultures) -5 Total Cost: 0
Elf Elves are well known for their long lifespans and natural affinity for magic. They hail from the mageocratic Elven Principalities as well as a few other nations. Elves are tall, slender, and perceptive. They are often viewed as haughty and arrogant by other races. Elves have long memories and are particularly cautious.
LS: Diminished Sleep 8hours/week 1pt LS: Longevity (400 years) 2pt +3 Ego 6pts +2 Perception 6pts Detect (Magic): Half Phase, No Range, 5pts Eidetic Memory 5pts
NCM -20 Distinctive Feature: Elf (Concealable With Effort, Not Distinctive in Some Cultures) -5 Total Cost: 0
Orc Orcs hail from a harsh land connected to Edar by a land bridge. Their culture is one that is quick to make war, and their bodies have been honed by this structure over the generations. Orcs are strong and swift, quick to anger, and known for their ability in combat. Orcs have also been known to posses a strong set of honor akin to a noble hunter's.
+5 Str 5pts +2'' Running 4pts Targeting Scent 10pts WF: Common Melee Weapons, Off Hand 3pts +1 with all Sense Groups 3pts
NCM -20 Distinctive Feature: Orc (Concealable With Effort, Not Distinctive in Some Cultures) -5 Total Cost: 0
Lizardfolk A swift tribal people from the Southern Islands. They are primitive in all endeavors but ship building, and even then while their designs are capable they are also simple. Lizardfolk are tall, and lean, covered in a hide that goes from dark green to light blue, they possess a vestigial tail. Most notably they are capable of breathing underwater though for some reason they are no more adept at swimming than any other race.
+3 Dex 9pts Lightning Reflexes +2 3pts Damage Resistance PD 2/ED 2 2pts Tracking 3pts Breakfall 3pts Expanded Breathing: Underwater 5pts
NCM -20 Distinctive Feature: Lizardfolk (Concealable With Effort, Not Distinctive in Some Cultures) -5 Note: Instead of TF: Equines, Lizardfolk have TF: Small Rowed Boats Total Cost: 0
Gnome Gnomes are a mysterious people hailing from a continent across the Western Ocean. People often describe Gnomes as unsettling due to their curious nature and strange modes of speech. Gnomes are also freakishly short in comparison to the rest of the world despite the seeming vastness of their continent.
Small Size 8pts +2 to Concealment, Self Only (-1/2) 3pts +2 to DCV 10pts -2'' to Running (-4) Physical Limitation: Small (Infrequently, Slightly Impairing) (-5) +5 Int 5pts +1 Body 2pts Lightning Calculator 3pts Speed Reading x10 4pts +5 Mental Defense, Only Vs Illusions (-1/2) 3pts
NCM -20 Distinctive Feature: Gnome (Concealable With Effort, Not Distinctive in Some Cultures) -5 Total Cost: 0
Human Humans are a fickle bunch, quick to adapt to situations, and taking a long time to commit. They are prone to giving in to bursts of emotion and fervent idealism. Be wary around these creatures, for they're also known for their craftiness.
Profession, Knowledge, or GM-Approved Skills 10pts 1 OSL 10pts +3 to Presence 3pts WF: Common Melee Weapons or WF: Common Ranged Weapons 2pts
NCM -20 Distinctive Feature: Human (Concealable With Effort, Not Distinctive in Some Cultures) -5 Total Cost: 0
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Post by Jongluer on Dec 19, 2009 17:37:43 GMT -5
Major Nations These four nations centered on the continent of Edar are the major players within the world.
Lonaria The Church of Lonaria was formally constructed several centuries ago. It's original guiding philosophy was that the sun's rays would spread out across the horizon. This lead to a series of early and successful crusades and missions across the landscape of modern Lonaria. As the congregations of the Church of Lonaria grew so did their political power, and slowly but surely they solidified their power base and the Church became the official government of a nation. Lonaria operates as a large intellectual and agrarian center for Edar. They have stifled their original crusading origins in favor of diplomacy. The Church has gained converts across several nations, and operates missions in many areas, including several colonies. Furthermore, the Church has gained many converts across several neighboring Orc Kingdoms bolstering their military strength by a frightening degree. They seem to be at the moment a stable power within Edar.
Caladon Caladon grew out of a small city-state along the southwestern coast of Edar. The country has prospered in the past century with the development of a proper military to protect its trade interests. It has expanded quickly from a small city-state into a proper nation due to the establishment of military and trade alliances. These alliances resulted in Caladon absorbing several other states to form its current basis as a nation of traders, shipwrights, and manufacturers. Caladon with its large trading fleets has established several colonies in the southern islands as well as an embassy in the Gnome Homeland for trading purposes.
Elveny Not so much a country proper as a loose alignment of the Elven principalities. A century and a half ago, the Elven principalities had major influence across the continent due to the establishment of unfair trade practices with other nations and a small but effective military supported by many battle mages. This came to an end as the Rukstovian Imperium rose and invaded several principalities. Now Elveny is on the way out, having lost most its trade partners to Caladonian merchants and its military allies to either the Imperium or Lonaria. They have established a very limited amount of colonies in the southern islands, and are struggling to keep them due to pressure from the Imperium and Caladon.
Rukstovian Imperium The Rukstovian Imperium, often referred to as the Dwarven Imperium or Dwarven Empire, was established several centuries ago out a rough and rocky northern peninsula. Through the charismatic and expansionist leadership of their leader Dominar Rukstov, the Imperium conquered or absorbed countless Dwarven nations. Eventually the Imperium began to move into nations allied with Elveny, and then the Elven Principalities themselves before being stopped by an Elven army. The Imperium is a strong totalitarian regime that regulates its populace through state religion and traditional values. They have grown in power and expanded across the world over the past several decades. Imperium explorers discovered Gnomes two decades ago, and some evidence suggests an ancient relationship between Dwarves and Gnomes that has helped to bolster the alliance between them. The Imperium currently stands as the world's greatest power, its language has become the standard trade language of the world.
Other Regions
Gnome Homeland The Gnome homeland is a strange and exotic land that exists on the far edges of the western sea. It's coast has not even been fully mapped out. The inland regions are a mystery to everyone but the gnomes themselves. The Gnomes have moved into the wider world after contact with the Rukstovian Imperium roughly twenty years ago. Through the Imperium and trade relations with Caladon they have begun to appear in several nations along with the Colonies.
Buffer States Several states upon Edar exist between the four major nations but their names are often forgotten to history and only their position as buffer states often allied to one of the four major nations or remaining unaligned is important.
Orc Kingdoms A land bridge connects the continent of the Orcs with Edar into Lonaria. The Orc Kingdoms are a large collection of brutal feudal kingdoms arrayed against each other in near constant warfare. Recently several kings, and thus their kingdoms, that share borders with Lonaria have converted to the Church of Lonar and allied themselves with Lonaria militarily.
The Colonies Also referred to as the Southern Islands or the Lizardfolk Islands, these bountiful near untouched landscapes are a tropical paradise that are quickly becoming colonized by the Edarian nations. Lizardfolk are now finding their way into the world at large as well as into conflict with the major nations over their rights to their own lands.
The Uncharted Territories Towards the west of the Southern Islands, and to the south of the Orc Kingdoms lay a number of regions that have been unexplored by any known adventurer. Their mystery lends them as a place for pirates and prisoners of the colonies to flee to, as well as a new frontier for the major nations to expand toward.
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Post by Jongluer on Dec 19, 2009 17:38:53 GMT -5
The Rukstovian Church The Rukstovian Church is the official religion of the Imperium. It strives to foster the virtues of duty, and loyalty to its followers as well as bring order to the Imperium's citizenry. Every Church is maintained by a Commissar who leads the people in their daily prayers, offers guidance in matters of life, and magical assistance when necessary. Members of the Rukstovian church pray to the Dominar, their God-Emperor, and seek his guidance and understanding within all endeavors.
The Church of Lonar Lonar is the human god of the sun. His power is known through his presence in the sky, and our knowledge that he shall continue to rise with every passing day. Lonar is the light which cleanses all evil from this world, and he can always be depended upon to provide us with his protection. The Church of Lonar is highly structured, and builds upon itself from its local churches up to Archbishop at Helios who rules over Lonaria as well as presiding over the Church.
Delvinism Delvinism is an Elven practice that spread across Edar several centuries ago, and many sects of it exist across the world. Delvinism is essentially a way of life that endeavors to seek a wider connection with the world at large. Sects began to break off from the original Delvinist philosophy in their question of how best a wider connection with the world may be achieved. Now as many sects as one can imagine exist of Delvinism, each preaching a different method by which to achieve enlightment.
Shamanism Shamanism, like Delvinism, is not a structured religion and it is mostly practiced by more barbaric peoples (though from time to time groups of Shamanists will arise in more enlightened societies). Shamanism rests around a fear and reverence of dangerous spirits within the natural world. The largest practitioners of shamanism are Orcs, who regularly heed the word of their shamans for all manner of problems. Lizardfolk also follow shamans.
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Post by Jongluer on Dec 19, 2009 17:41:04 GMT -5
Imperian: Now the standard trade language of the world, spoken natively by Dwarves and non-Dwarf members of the Imperium.
Kusov: Also spoken within the Imperium. Kusovia was one of the larger nations conquered by the Imperium, and ethnic descendants can still regularly be heard to speak it.
Elven: Spoken, in dialectic forms, by people in Elveny with a standard Elven being used for diplomatic or trade discussions. Rarely spoken outside of Elves who speak it natively.
Gnome: A needlessly complex language rarely spoken at all, and never spoken well by non-Gnomes.
Caladonian: Spoken across Caladon and her colonies. Occasionally used as a trade language.
Lonarian: The language of the Church of Lonar and the Lonarian state. The language is broken down between Temple Lonarian (used for official business) and Common Lonarian.
Orcish: The language of Orcs. A guttural and base language.
Lizardtongue: A strange language of growls and clicks spoken by the Lizardfolk, rarely spoken by outsiders, seems to vary by tribe.
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Post by Jongluer on Dec 19, 2009 17:41:37 GMT -5
You all have a starting budget of 85 gold, in the standard Gold: Silver: Copper ratio.
Available Melee Weaponry as per the chart on page 481 (Price as listed):
15gold-Battle Axe 16gold-Great Axe 9gold-Hand Axe 11gold-Small Axe 9gold-Hammer 10gold-War Hammer 11gold-Mace 13gold-Great Mace 12gold-Maul 11gold-Pick 15gold-Great Pick 13gold-Military Pick 7gold-Baton 9gold-Club 13gold-Great Club 11gold-War Club 6gold-Stick 7gold-Knife 10gold-Stiletto 12gold-Bastard Sword 11gold-Long Sword 15gold-Great Sword 8gold-Short Sword 17gold-Long Spear 18gold-Medium Spear 13gold-Short Spear 10gold-Flail 15gold-Battle Flail 13gold-Military Flail 10gold-Lance 11gold-Quarterstaff
Available Ranged Weapons per table on 483: 4gold- Light Bow 6gold- Medium Bow 8gold- Heavy Bow 8gold- Light Crossbow 10gold- Heavy Crossbow 6gold- Light Longbow 8gold- Medium Longbow 9gold- Heavy Longbow 5gold- Sling 5gold- Throwing Knife
Available Shields per table on 488: 5gold- Small Shield 10gold- Medium Shield 15gold- Heavy Shield
Available Armor (Covers all Hit Locations): 3gold- Cloth +1 rPD/rED 5gold- Leather +2 rPD/rED 8gold- Boiled Leather +3 rPD/rED 15gold- Brigandine +4 rPD/rED 20gold- Scale +5 rPD/rED 30gold- Chain +6 rPD/rED 40gold- Plate and Chain +7 rPD/rED 55gold- Full Plate +8 rPD/rED
Other Equipment: 1gold-Backpack (Holds 20kg), 1kg 2silver-Large Sack (Holds 10kg), .35 kg 1silver-Small Sack (Holds 5kg), .25 kg 5silver-Belt Pouch (Holds 3kg), .2 kg 5copper-Candle (1'' Radius, 10 minutes), -- 5gold-Small Chest (1 cubic meter), 3kg 10gold-Large Chest (2 cubic meters), 5kg 1gold-Cooking Equipment, 1.5kg 1gold 5silver-Crampons (+1 Climbing), .25kg 7silver-Fishing Equipment (+1 Survival for Fishing), -- 3gold-Grappling Hook (+3 Climbing), 2kg 5copper-Hammer, .5kg 2silver 5copper-Iron Flask, .4kg 5gold-Lantern (8'' cone, powers by oil), 1kg 5silver-Flask of Oil (Lantern Oil for 5 hours), 1kg 2gold-Waterproof Mapcase, .5kg 5silver-Mapcase, .4kg 4gold-Rope 20 meters/Holds 150kg, 10kg 10gold-Rope 20 meters/Holds 250kg, 15kg 5gold-Sleeping Roll, 1.5kg 1gold-Tinderbox (Start Fire 11-), .2kg 1copper-Torch (4'' radius), .2kg 10gold-Tent (One Man), 5kg 30gold-Tent (Four Man), 25kg 7silver-Waterskin (Quart), .25kg (1kg when full) 1silver-Trail Rations (One day), .5kg 5silver-Trail Rations (One Week), 2.5kg 2gold-Horse Feed (One Week), 40kg
2gold-Belt&Scabbard, .2kg 4gold-Winter Cloak, .4kg 20gold-Noble Clothing, .75kg 1gold 5 silver-Peasant Clothing, .5kg 5gold-Rain Skins (Waterproof), 2.5kg 3gold-Townsman Clothing, .5kg
8gold-Abacus, .3kg 1silver-Bell (small copper), .01kg 1gold-Bell (Town Crier's), 2kg 5gold-Book (50 pages, Leather Bound), .45kg 5copper-Bowl, .02kg 2gold-Chain (per meter), 2.25kg 5copper-Lead Pencil, .01 5copper-Firewood (per hour burning), 2kg 2gold 5silver-Pint of Ink, .2kg 1gold 5silver-Map (Local Region), .01kg 4gold-Paper (Ream of 10x14), 1kg 2gold-Parchment (Ream of 10x14), .8kg 10gold-Personal Seal, .02kg
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Post by Beeb on Dec 20, 2009 1:30:45 GMT -5
Been a while since the boards have seen any activity. Was there anything wrong with my character, Mark?
Also I'm good for whatever day we settle on; still on the job search, so the only thing that could interrupt would be an interview.
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Post by Innocentius on Dec 21, 2009 23:19:39 GMT -5
Oh and we should also pick a common language so we don't have a repeat of the last Northern Crown campaign. Imperian seems to be a likely choice.
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Post by Beeb on Dec 21, 2009 23:22:44 GMT -5
Got Imperian.
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