Editing
Exploring the Halls of Arden Vul: WWN chargen
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Chargen Order= PCs start at L4, with 12 XP. The chargen instructions below are for generating L1 characters, using the Summary of Character Creation section in WWN (pp 6-7). You can use that as a guideline instead for much of chargen, but note that there are sections below for '''Arden Vul world specifics''', '''Custom characterization aids''', '''Languages''', and '''Arden Vul Context for WWN Content'''. For generating L2-L4, see WWN 54-55 and the individual WWN Class sections. Please come up with a sentence or phrase describing the types of activity your character was engaging in to acquire that experience before the start of their joining the game - are they an experienced guard or mercenary, an imperial agent, an itinerant mage or scholar, etc.? ====GM Rolled Attributes==== *I will roll 3 sets of attributes for you using 3d6. ''You'll select one set for your PC.'' *''Adjust Ability Scores.'' Attributes will be rolled in order (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma). You may swap one (1) roll for another result (swapping the Strength roll for the Wisdom roll, for example). Unlike standard WWN, you will not pick one attribute to change to a score of 14 (this stems back to the game's origins in OSE and the processes for chargen and conversion to WWN used for legacy PCs). ====From 'A Summary of Character Creation' WWN 6==== *Once adjusted, make note of ''attribute modifiers'': **Score of 3 = -2 | 4-7 = -1 | 8-13 = none | 14-17 = +1 | 18 = +2 *Pick a ''background'' from the list on WWN 11. You gain the Free Skill listed under the background name at level-0, which equates to an ordinary professional knowledge of it. **Inappropriate backgrounds for this game: Barbarian, Slave *Decide whether to roll for additional skills or pick them. If you ''pick skills'', you can choose two more skills from the Learning table for your background, with the exception of entries that say “Any Skill”, which you may not pick. You cannot pick entries from the Growth table. If you’re not sure what to pick, just take the “Quick Skills” listed for your background at level-0. *If you choose to ''roll for your skills'', you can roll up to three times, dividing up your rolls between the Growth and Learning tables as you wish. When you roll on the Growth table, some results may say “+2 Physical” or “+2 Mental”. In the former case, you can add two points to either Strength, Dexterity, or Constitution, or one point to two different stats. In the latter case, you can add two points to either Intelligence, Wisdom, or Charisma, or divide the bonus between two of them. *Choose your ''Class'' from those starting on page 18, representing those talents you have that are most relevant to an adventurer’s lifestyle. If your hero isn’t well-described by Warrior, Expert, or Mage, you can choose Adventurer and mix classes. Classes customized to the setting (as drawn from WWN, WWN Deluxe, and Atlas of the Latter Earth (ALE) are detailed below in [https://wiki.rpg.net/index.php/Exploring_the_Halls_of_Arden_Vul:_WWN_chargen#Arden_Vul_Context_for_WWN_Content Arden Vul Context for WWN Content]. ====Arden Vul world specifics==== *Cultures other than Human can be defined later in chargen through the use of a Special Origin focus. You can read more about Arden Vul [[Exploring_the_Halls_of_Arden_Vul:_Archontean_Empire | People and Cultures]]. *With regards to Class: **''Halflings'' are generally not Mages, though they have some healing skill and healing magic **''Imperial Goblins'' tend towards the Adventurer class, but have no class restrictions **''People of Stone'' tend towards the Adventurer class, but have no class restrictions **''Sylvari'' are generally wilderness-focused Adventurers, with some rare exceptions Customized content from WWN-Free, WWN-Deluxe, and ALE has been mapped onto Arden Vul cultures in [https://wiki.rpg.net/index.php/Exploring_the_Halls_of_Arden_Vul:_WWN_chargen#Arden_Vul_Context_for_WWN_Content Arden Vul Context for WWN Content]. ====From 'A Summary of Character Creation' WWN 6-7==== *Choose your ''Foci'', representing the side talents or particular specializations of your hero. You can pick one level of a Focus of your choice. Characters with the Expert class or the Partial Expert feature of the Adventurer class get one level of a non-combat Focus for free in addition to this. They can spend both levels on the same Focus, starting with level 2 in it if they wish. Characters with the Warrior class or Partial Warrior feature of the Adventurer class can do the same in choosing one level of a combat-related Focus. **If you wish to play a culture other than Human, you can use the Special Origin focus. The GM will work with you to craft a culture-specific focus. The Imperial Goblin special focus is noted below. *Now ''pick one skill of your choice'' to reflect your hero’s outside interests, natural talents, hobby expertise, or other personal focus. *If you’ve chosen the Mage class or chosen to be an Adventurer with the Partial Mage class, you need to pick a tradition for your sorcerer. These are listed in the Magic chapter starting on page 60. Also see the Customized content below. You may be a full-fledged High Mage, Necromancer, or Elementalist, or you may be an Adventurer with only a partial class in these arcane arts or expertise in the magically-gifted partial classes of Healer or Vowed. **If you’re a full High Mage, Elementalist, or Necromancer, or a Partial in two of these, choose four starting spells from your class’ first level spell list. Partial Mages of these classes pick only two. Record these on your charsheet. *''Hit Points'' at L1 are maximum for your class. Add any CON modifiers. HD will be re-rolled at every level gain, with +1 HP if the new HD roll does not exceed the character's current HP. **Warriors 1d6+2 **Experts 1d6 **Mages 1d6-1 **Adventurers use the tables on WWN 21 *Note down any base attack bonus you may have. This will vary based on your class; you can check the class tables starting on WWN 18 to see what your hero’s basic martial aptitude might be. *Choose one of the ''equipment packages'' on page 29 *Mark down your ''total hit bonus'' with your weaponry. This is equal to your base attack bonus, plus either your Punch, Stab, or Shoot skill depending on the kind of weapon it is, plus your relevant attribute modifier. The weapon table on page 37 will tell you what attribute is used for a particular weapon. If two attributes are listed, use the best one for your hero. If you haven’t even got level-0 skill at combat, take a -2 penalty on the hit roll. *Note down the ''damage'' done by your weapons. This is equal to its base damage dice plus its attribute modifier. If it’s a Punch weapon, you can add your Punch skill to the damage as well. *Record your ''Armor Class'', the measure of how hard it is to hurt your hero in a fight. The armor table on page 35 gives the score for a given harness. Different suits of armor grant different Armor Classes; if you aren’t wearing any armor at all, your base AC is 10. ''Add your Dexterity modifier to this AC.'' In order to hurt your PC, an enemy has to roll an attack roll on a d20, adding their attack bonus and equaling or exceeding your AC. *Note down your beginning ''saving throw'' scores for your Physical, Evasion, Mental, and Luck saving throws. Physical saves against poison, disease, or exhaustion are 15 minus the best of your Strength or Constitution modifiers. Evasion saves to dodge sudden perils or dive away from explosives are 15 minus the best of your Intelligence and Dexterity modifiers. Mental saves to resist psychic influence or mind-bending sorceries are 15 minus the best of your Wisdom or Charisma modifiers. Your Luck saving throw is a flat score of 15, and rolled when pure chance is your only hope of avoiding some random disaster. To make a save, you need to roll equal or better than it on a d20 roll. *Name and describe your character on your charsheet. See the [[Exploring_the_Halls_of_Arden_Vul:_Archontean_Empire | People & Cultures]] page, which has naming suggestions and more information.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information