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[[Exploring_the_Halls_of_Arden_Vul | Back to main page]] | [[Exploring_the_Halls_of_Arden_Vul | Back to main page]] | ||
− | The material of the Halls of Arden Vul was created by Richard Barton and Andreas Claren for the OSRIC system, a clone of 1e Advanced D&D. We'll be using ''Worlds Without Number'' by Sine Nomine Publishing (Kevin Crawford), using some elements from ''[https://www.drivethrurpg.com/product/353949/Into-the-Wild Into the Wild]'' by Todd Leback | + | The material of the Halls of Arden Vul was created by Richard Barton and Andreas Claren for the OSRIC system, a clone of 1e Advanced D&D. We'll be using ''Worlds Without Number'' by Sine Nomine Publishing (Kevin Crawford), using some elements from ''[https://www.drivethrurpg.com/product/353949/Into-the-Wild Into the Wild]'' by Todd Leback and ''[https://www.drivethrurpg.com/product/156979/The-Perilous-Wilds The Perilous Wilds]'' by Jason Lutes. [https://www.drivethrurpg.com/product/348809/Worlds-Without-Number-Free-Edition Worlds Without Number has a free version at DTRPG]. |
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− | [https://www.drivethrurpg.com/product/348809/Worlds-Without-Number-Free-Edition Worlds Without Number has a free version at DTRPG] | ||
=Chargen Order= | =Chargen Order= | ||
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====GM Rolled Attributes==== | ====GM Rolled Attributes==== | ||
*I will roll 3 sets of attributes for you using 3d6. ''You'll select one set for your PC.'' | *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). | + | *''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). You may also pick one attribute to change to a score of 14. |
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====From 'A Summary of Character Creation' WWN 6==== | ====From 'A Summary of Character Creation' WWN 6==== | ||
*Once adjusted, make note of ''attribute modifiers'': | *Once adjusted, make note of ''attribute modifiers'': | ||
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*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. | *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. | *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 | + | *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. |
+ | *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. | ||
====Arden Vul world specifics==== | ====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]] | + | *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: | *With regards to Class: | ||
**''Halflings'' are generally not Mages, though they have some healing skill and healing magic | **''Halflings'' are generally not Mages, though they have some healing skill and healing magic | ||
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**''People of Stone'' 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 | **''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 | + | Customized content from WWN-Free, WWN-Deluxe, and ALE has been mapped onto Arden Vul cultures in this section below. |
====From 'A Summary of Character Creation' WWN 6-7==== | ====From 'A Summary of Character Creation' WWN 6-7==== | ||
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*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’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. | **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. | + | *'''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 | **Warriors 1d6+2 | ||
**Experts 1d6 | **Experts 1d6 | ||
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*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. | *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. | *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. | ||
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=Custom characterization aids= | =Custom characterization aids= | ||
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[[File:OSE secondary skill 2.png]] | [[File:OSE secondary skill 2.png]] | ||
− | =Languages= | + | ===Languages=== |
Characters begin with the knowledge of their native language, Archontean, and fluency in additional ones based on their Connect and Know skill levels. Level-0 in either grants one more language and level-1 grants two. Thus, a PC with Connect-1 and Know-1 skills would start fluent in their native tongue, Archontean, and four additional languages of their choice. Increasing Connect or Know skills later can allow them to learn one more language for each level they gain, as can spending a few months immersed in a culture. | Characters begin with the knowledge of their native language, Archontean, and fluency in additional ones based on their Connect and Know skill levels. Level-0 in either grants one more language and level-1 grants two. Thus, a PC with Connect-1 and Know-1 skills would start fluent in their native tongue, Archontean, and four additional languages of their choice. Increasing Connect or Know skills later can allow them to learn one more language for each level they gain, as can spending a few months immersed in a culture. | ||
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*Draconic - a language once spoken in ancient Archontos, but now dead amongst humans; quite rare in any cultural group and requires a strong narrative reason for having access to it (Draconic runic script) | *Draconic - a language once spoken in ancient Archontos, but now dead amongst humans; quite rare in any cultural group and requires a strong narrative reason for having access to it (Draconic runic script) | ||
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− | + | *Note '''Known Languages''' (see below) | |
− | * | + | *'''Buy equipment''', starting with 100 gp, using the ''Old School Essentials'' rulebook or SRD |
− | *'' | + | *Note Ascending '''Armor Class''' |
− | + | *You are starting the game with '''2000 XP''', unmodified by XP bonuses. Please come up with a sentence or phrase describing the types of activity your character was engaging in to acquire that experience - are they an experienced guard or mercenary, an imperial agent, an itinerant mage or scholar? | |
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− | + | =Additional Abilities= | |
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==Critical Hits== | ==Critical Hits== | ||
− | PCs can score critical hits, which | + | PCs can score critical hits, which allow for Advantage on all damage dice (re-roll all damage dice, take best ones). |
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