Post by Sutton on Apr 14, 2008 4:32:43 GMT -5
Okay, lets get him moved off to the KIA bin, yes?
Name: Daril Tanm
Nationality: Fahalan
Height: 5'11"
Weight: 179 pounds
Social Class: Low Freeman (Low Freemen, or Commoners, begin with 15 gold coins, may own weapons legally (I'm assuming all arena characters will be granted this right regardless of class), but are typically not allowed to own metal armor or land, depending on their lord's whim. (Again, I think the metal armor restriction will be largely defunct in the arena, but that is the Arena Master's call)
Priorities: (The Riddle of Steel uses a priority system for character generation, wherein you choose the relative priority of several categories to determine, for example, how many attribute points you have, or your social class and wealth)
Race & Sorcery: F (Non-Gifted Human)
Social Class: D (Low Freeman, or Commoner)
Attributes: A (47 attribute points, before nationality modifiers)
Skills: E (Two skill packages, at base rating 9. The rating of any given skill determines the difficulty needed for a success, so lower is better)
Proficiencies: B (9 proficiency dice, with a maximum of 7 in any given school)
Gifts & Flaws: C (One Major Gift and One Minor Flaw)
Attributes: (These work similarly to the core attributes in the d6 games, d20 games, Shadowrun, etc. These may range from 2 to 7 at character creation, with 10 being the absolute human maximum (The previous numbers are before nationality modifiers. As well, one attribute must be higher than the others, before nationality modifiers. As a Fahalan, my nationality modifiers were +1 to Toughness and Willpower, and -1 to Mental Aptitude and Social))
Strength: 5
Agility: 5
Toughness: 7
Endurance: 5
Health: 7
Willpower: 6
Wits: 4
Mental Aptitude: 2
Social: 2
Perception: 5
Derived Attributes: (These are based off of your standard attributes, and are pretty important.)
Reflex: 4 (Reflex = (Agility+Wits)/2), and represents your reflexes, shockingly enough)
Aim: 5 (Aim = (Agility+Perception)/2), and represents your capacity to aim ranged weapons. Again, what a shocker.)
Knockdown: 5 (Knockdown = (Strength+Agility)/2), and represents how hard you are to knock down.)
Knockout: 11 (Knockout = Toughness+(Willpower/2), and represents how hard you are to knock out.)
Move: 8 (Move = (Strength+Agility+Endurance)/2, and represents how fast you can move. Your base speed is Move feet/per two-second round.)
Spiritual Attributes (These are a big deal. They help define who your character is, and what is important to them. As well, they can give you some decisive bonuses to relevant actions. You must choose 5 from the six listed spiritual attributes, all but passion may only be chosen once, more detail will be listed in the full guide. You then allocate 7 points among them. The standard limit is 5, and spiritual attributes may be left at 0.)
Passion: Hatred (Crusaders) 1
Faith (The Grey Father) 3 (As one of the Fahalanim, I start with 3 dice in faith, and may raise it up to 7. This ability is lost if I ever allow faith to fall below 1.)
Destiny (Return to his homeland, posthumously) 0
Drive (Earn enough wealth to ensure the welfare of his family.) 1
Luck 2
Insight: 12
Burnt SA Points: 4
Skill Packages (At character creation, you choose skill packages based on your Skills priority)
Warrior (Clan or Tribe) 9
Clergyman 9
Skills (At character creation, these are based on your skill packages)
Battle: 9
Hunting: 8
First Aid: 8
Etiquette (Clan): 8
Etiquette (Church): 8
Meditation: 9
Sneak: 10
Leadership: 9
Orate: 9
Intimidate: 9
Law: 10
Read & Write: 8
Theology: 9
Ancient Languages: 9
Gambling: 10
Boating: 8
Stewardship: 9
Diplomacy: 10
Surgery: 10
Language (Fahalan): Native
Gifts
(Major) Quick Healing (Rolls twice as many dice when making rolls to heal or recover from sickness.)
Flaws
(Minor) Tormented (Is tormented with flashbacks, bad memories, nightmares. May never have combined Drive and Passion exceeding 7.)
Proficiencies
Doppelhander 8 (The Dopplehander (German for "Double-hander") is a MASSIVE form of two-handed sword, generally 6 or more feet long. They were commonly used against pike formations on the battlefield of the Rennaiscance)
Dopplehander maneuvers list: (The number near any given maneuver is it's activation cost. This is the amount of dice you lose from your pool on top of any spent dice when you use this maneuver)
Beat (0)
Cut (1)
Feint (Variable)
Half-Sword (Variable)
Parry (0)
Stop Short (0)
Thrust (0)
Pugilism/Brawling 5 (Includes 3 dice default proficinecy from my Dopplehander profiency. As for what brawling is, that should be pretty obvious, yes?
Puglisim/Brawling Maneuvers List:
Grapple (2 (Defensive) or 4 (Offensive)
Kick (1)
Punch (0)
Parry (0)
Gear This is what stuff your character has.
Dopplehander
Two handed, VL reach,Cut ATN, 7, Thrust ATN 8, DTN 8, Strength+4 Cut damage, Strength+1 Thrust Damage. When half swording, L reach, Cut ATN 7, Thrust ATN 6, DTN 6, Strength+2 Cut & Thrust damage
Full Chain Suit
AV 4 for the hole body, save the head. -2 CP when wearing
Full Coif
AV4 for the head, neck and face. -1 CP when wearing. -2 PER when wearing.
7 Gold Crowns
9 Silver Shillings
Name: Daril Tanm
Nationality: Fahalan
Height: 5'11"
Weight: 179 pounds
Social Class: Low Freeman (Low Freemen, or Commoners, begin with 15 gold coins, may own weapons legally (I'm assuming all arena characters will be granted this right regardless of class), but are typically not allowed to own metal armor or land, depending on their lord's whim. (Again, I think the metal armor restriction will be largely defunct in the arena, but that is the Arena Master's call)
Priorities: (The Riddle of Steel uses a priority system for character generation, wherein you choose the relative priority of several categories to determine, for example, how many attribute points you have, or your social class and wealth)
Race & Sorcery: F (Non-Gifted Human)
Social Class: D (Low Freeman, or Commoner)
Attributes: A (47 attribute points, before nationality modifiers)
Skills: E (Two skill packages, at base rating 9. The rating of any given skill determines the difficulty needed for a success, so lower is better)
Proficiencies: B (9 proficiency dice, with a maximum of 7 in any given school)
Gifts & Flaws: C (One Major Gift and One Minor Flaw)
Attributes: (These work similarly to the core attributes in the d6 games, d20 games, Shadowrun, etc. These may range from 2 to 7 at character creation, with 10 being the absolute human maximum (The previous numbers are before nationality modifiers. As well, one attribute must be higher than the others, before nationality modifiers. As a Fahalan, my nationality modifiers were +1 to Toughness and Willpower, and -1 to Mental Aptitude and Social))
Strength: 5
Agility: 5
Toughness: 7
Endurance: 5
Health: 7
Willpower: 6
Wits: 4
Mental Aptitude: 2
Social: 2
Perception: 5
Derived Attributes: (These are based off of your standard attributes, and are pretty important.)
Reflex: 4 (Reflex = (Agility+Wits)/2), and represents your reflexes, shockingly enough)
Aim: 5 (Aim = (Agility+Perception)/2), and represents your capacity to aim ranged weapons. Again, what a shocker.)
Knockdown: 5 (Knockdown = (Strength+Agility)/2), and represents how hard you are to knock down.)
Knockout: 11 (Knockout = Toughness+(Willpower/2), and represents how hard you are to knock out.)
Move: 8 (Move = (Strength+Agility+Endurance)/2, and represents how fast you can move. Your base speed is Move feet/per two-second round.)
Spiritual Attributes (These are a big deal. They help define who your character is, and what is important to them. As well, they can give you some decisive bonuses to relevant actions. You must choose 5 from the six listed spiritual attributes, all but passion may only be chosen once, more detail will be listed in the full guide. You then allocate 7 points among them. The standard limit is 5, and spiritual attributes may be left at 0.)
Passion: Hatred (Crusaders) 1
Faith (The Grey Father) 3 (As one of the Fahalanim, I start with 3 dice in faith, and may raise it up to 7. This ability is lost if I ever allow faith to fall below 1.)
Destiny (Return to his homeland, posthumously) 0
Drive (Earn enough wealth to ensure the welfare of his family.) 1
Luck 2
Insight: 12
Burnt SA Points: 4
Skill Packages (At character creation, you choose skill packages based on your Skills priority)
Warrior (Clan or Tribe) 9
Clergyman 9
Skills (At character creation, these are based on your skill packages)
Battle: 9
Hunting: 8
First Aid: 8
Etiquette (Clan): 8
Etiquette (Church): 8
Meditation: 9
Sneak: 10
Leadership: 9
Orate: 9
Intimidate: 9
Law: 10
Read & Write: 8
Theology: 9
Ancient Languages: 9
Gambling: 10
Boating: 8
Stewardship: 9
Diplomacy: 10
Surgery: 10
Language (Fahalan): Native
Gifts
(Major) Quick Healing (Rolls twice as many dice when making rolls to heal or recover from sickness.)
Flaws
(Minor) Tormented (Is tormented with flashbacks, bad memories, nightmares. May never have combined Drive and Passion exceeding 7.)
Proficiencies
Doppelhander 8 (The Dopplehander (German for "Double-hander") is a MASSIVE form of two-handed sword, generally 6 or more feet long. They were commonly used against pike formations on the battlefield of the Rennaiscance)
Dopplehander maneuvers list: (The number near any given maneuver is it's activation cost. This is the amount of dice you lose from your pool on top of any spent dice when you use this maneuver)
Beat (0)
Cut (1)
Feint (Variable)
Half-Sword (Variable)
Parry (0)
Stop Short (0)
Thrust (0)
Pugilism/Brawling 5 (Includes 3 dice default proficinecy from my Dopplehander profiency. As for what brawling is, that should be pretty obvious, yes?
Puglisim/Brawling Maneuvers List:
Grapple (2 (Defensive) or 4 (Offensive)
Kick (1)
Punch (0)
Parry (0)
Gear This is what stuff your character has.
Dopplehander
Two handed, VL reach,Cut ATN, 7, Thrust ATN 8, DTN 8, Strength+4 Cut damage, Strength+1 Thrust Damage. When half swording, L reach, Cut ATN 7, Thrust ATN 6, DTN 6, Strength+2 Cut & Thrust damage
Full Chain Suit
AV 4 for the hole body, save the head. -2 CP when wearing
Full Coif
AV4 for the head, neck and face. -1 CP when wearing. -2 PER when wearing.
7 Gold Crowns
9 Silver Shillings