Editing Griffin Island Character Creation

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If neither of the above are true, I'll grant your character a special boon of some sort to level things a bit: some training to improve characteristics even more, some additional skills from more experience, a magical/special item, a companion, or perhaps something to be determined in the future.
 
If neither of the above are true, I'll grant your character a special boon of some sort to level things a bit: some training to improve characteristics even more, some additional skills from more experience, a magical/special item, a companion, or perhaps something to be determined in the future.
 
Example boons:
 
 
    * Add 25% to a skill of your choice. This skill may exceed the 90% limit set above. For example, someone wanting an incredible swordsman, may build the sword skill up to 90% above, then take this option and start the game with 115% + skill category modifier.
 
    * Train characteristics: STR, CON, POW, DEX, and CHA can be trained, as per the book, so that someone may start with from 1-3 additional points when play starts. Build your initial characteristics and then talk to me about specifics.
 
    * Have a characteristic beyond the normal human ability threshold: you can play Shaq with a SIZ of 19 or 20. Build to 18 above and then we'll add a bit more here.
 
    * Mutations: I really don't expect this one to work for this game, but I would consider some of the mutations, or something similar, as a special ability or advantage.
 
    * Magic item: your character can start with a heirloom magic item of reasonable power. I don't offer complete plot immunity to items in this game, but I also promise not to take it away without very good cause.
 
    * Item of high value: like above, except just exceptionally crafted.
 
    * Companion: start with a quality companion NPC that aids you in some signficant way. (See discussion on squires and such above. If you want one, here's where you buy one.) Build this character like a Normal human, fully fleshed out with the rules. Plot immunity is similar to items above. They can die and you can be without until we figure something else out.
 
    * Familiar: it's a magical world, so some sort of intelligent companion would be in order too. This will probably be some sort of unholy cross between companion above and an animal.
 
    * Anything else that strikes you as interesting and reasonable, toss my way and I'll think about it.
 
 
- '''Setting Equipment:'''
 
 
Armor available in setting (S/M/L size):
 
 
Heavy cloth or leather: 1 AP, ENC 3.0/3.5/4.0 for full suit
 
 
Hard leather: 2 AP, ENC 4.0/5.0/6.0 for full suit
 
 
Cuirbouilli: 3 AP, ENC 4.0/5.0/6.0 for full suit
 
 
Maille: 6 AP, ENC 12.0/15.0/18.0 for full suit*
 
 
Plate: 8 AP, ENC 20.0/25.0/30.0 for full suit**
 
 
Use the table on page 261 to break down armor ENC into pieces. Ask me for help if you need any.
 
 
* Only available as a hauberk covering chest and/or abdomen, and optionally arms. No leg covering. Equivalent head covering is an open faced iron helm.
 
 
** Available as breastplate and greaves covering chest, arms, and legs. The matching helm has full face covering outside of eyes and mouth. It'll reduce perception significantly. This is impractical for long term campaigning, though fine for battle.
 
 
A character may wear cloth/leather under heavier stiff armor, adding the AP and ENC.
 
 
Common weapons: knife, 1-h spear, 2-h spear, short sword, dagger, broadsword, scimitar, battle axe, mace, club, staff, self bow, sling, javelin.
 
 
Uncommon (known) weapons: bastard sword, great axe, composite bow.
 
 
Note: no stirrups, no lances or heavy cavalry. I'm tilting this heavily towards melee on foot, I know.
 
 
Hit me with questions or complaints. (I'll listen to them and consider them.)
 
 
  
 
- Main Page; [[Griffin Island]]
 
- Main Page; [[Griffin Island]]

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