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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, ''[https://www.drivethrurpg.com/product/156979/The-Perilous-Wilds The Perilous Wilds]'' by Jason Lutes, and ''Old School Essentials - Advanced Fantasy'' by Gavin Norman.  
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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, ''[https://www.drivethrurpg.com/product/156979/The-Perilous-Wilds The Perilous Wilds]'' by Jason Lutes, and ''Old School Essentials - Advanced Fantasy'' by Gavin Norman. [https://www.drivethrurpg.com/product/348809/Worlds-Without-Number-Free-Edition Worlds Without Number has a free version at DTRPG].
 
 
[https://www.drivethrurpg.com/product/348809/Worlds-Without-Number-Free-Edition Worlds Without Number has a free version at DTRPG]. Here's an affiliate link for the [https://www.drivethrurpg.com/product/348791/Worlds-Without-Number?affiliate_id=126260 Deluxe paid version], which has information on additional character classes, Legates, characters that are more epic/solo, and additional GM tools. The deluxe version of the game is unnecessary for play.
 
  
  
 
=Chargen Order=
 
=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'''.
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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 '''Custom 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.?
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For generating L2-L4, see WWN 54-55 and the individual WWN Class sections.
  
 
====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). 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).
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*''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.
 
 
 
====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 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].
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*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.
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*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====
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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 [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].
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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.
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*'''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.
*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.
 
  
 
=Custom characterization aids=
 
=Custom characterization aids=
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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)
  
=Arden Vul Context for WWN Content=
 
If it's in ''Worlds Without Number'' (Free or Deluxe edition) or the ''Atlas of the Latter Earth'' (ALE), it's generally material appropriate for the game. In order to flesh out the world of Arden Vul (Magae) with the world of WWN, I am categorizing some of the content from WWN and ALE. These assignations are not final, and are absolutely negotiable. If there's something you're interested in playing that doesn't otherwise fit, let me know.
 
 
WWN has a system for modifying and customizing equipment built around the Craft skill. ALE has a system for 'mundane' alchemy. It would be nice to see either/both in play.
 
 
==Notes on Classes==
 
 
====WWN - Free====
 
*''High Mages'' are products of the Archontean Collegia system (which is open to Archonteans and their subjects) and the following collegia are primarily High Mages: Order of Thoth, Imperial Academy, Collegium of Macrina, Order of the Fifth Circle.
 
*''Elementalists'' can be found within the Thorcinga, Wiskinga, People of Stone, and Sylvari. Amongst Archonteans, the Collegium of Cinders are primarily Elementalists.
 
*''Healers'' appear in all cultures, but are not part of the Archontean Collegia system.
 
*''Necromancers'' are found within the People of Stone and in the Archontean New School of Arcane Might.
 
*''The Vowed'' are a tradition of the Wiskinga and People of Stone, though each culture has their own pathway into those mysteries.
 
 
====WWN - Deluxe====
 
*The arts of the ''Adunic Invoker'' are Thorcin, though the Archontean New School of Arcane Might has been making inroads to its secrets through questionable means.
 
*''Skinshifters'' are found amongst the Sylvari and goblins, including some Imperial Goblins.
 
*The ''Kistian Duelist'' is an Archontean tradition. Many claim their right of entry to the Imperial Academy arcane college.
 
*''Beastmasters'' are generally Sylvari, though some Thorcinga and Wiskinga have similar traditions.
 
*''Blood Priests'' are tied to the worship of The Twelve, the old gods of the ancient Archontean Empire, and have found their way into some of the churches of The Ten. Worship of the Thorcin and Wiskin pantheons is not so martial.
 
*''Thought Noble'' is another name for the Sortians, the renegade arcanists who instigated the collapse of the original Archontean Empire
 
 
====Atlas of the Latter Earth====
 
*''The Accursed'' tend to be associated with religious orders, but might be Archontean, Thorcin, or Wiskin
 
*''Bards'' can be found in most cultures, but have particularly strong traditions amongst the Thorcinga, Wiskinga, Imperial Goblins, and Grain Islands halflings
 
*''Mageslayers'' are found amongst the Thorcinga, Wiskinga, People of Stone, and the Archontean New School of Arcane Might
 
 
==New Foci (ALE)==
 
 
Maqqatban Knight Foci are available, but have cultural restrictions (again, this is negotiable):
 
*Archontean styles: All Directions Edge, One Point Strike, Righteous Iron
 
*People of Stone style: Wrathful Mountain
 
*Sylvari style: Catalytic Soul
 
*Thorcinga styles: Pyre of Heaven, World Tree Lance
 
*Wiskinga style: Ghost Archer
 
 
Amundi Godblood Foci are available, and anyone from any culture may take them. However, some of them are relatively common among certain cultures:
 
*Imperial Goblins often have Master Tracker, Night Walker, and/or Pack Beast
 
*Sylvari often have Master Tracker, Walk Like Wind, and/or Wildtongue
 
*Arcane Secret Foci are available, and have no restrictions. However, some Foci are tied more to certain cultures:
 
*Nagadi Hemomancy is a common technique of Thorcinga practitioners. Few Archonteans practice it.
 
 
Old Empire Sigilsm is a common technique amongst those trained in the Archontean collegia.
 
 
Vothite Mind-Sorcery is a little known technique attributed to the renegade Sothians.
 
 
=Special Origin Foci=
 
 
===Imperial Goblin===
 
The humans of Archontos enslaved the goblins of Mithruin in antiquity and put them to work as miners and as laborers on the vast imperial latifundia of Mithruin. More than a millennium of exposure to the Archontean empire has created a distinct racial subgroup, culturally distinct from their native origins. Imperial goblins were freed from slavery a thousand years ago.
 
  
Imperial goblins are short, long-armed, and bandy legged, with yellow to orange skin, yellow eyes, and orange to yellow hair. While comfortable wearing minimal clothing, they possess their own standards for fine dress (these include tall conical caps, colorful vests, and jodhpurs tucked into beautiful leather boots). They reach a maximum of 3'8" in height. Goblins are known for their wiry strength and tough constitutions.
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*Note '''Known Languages''' (see below)
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*'''Buy equipment''', starting with 100 gp, using the ''Old School Essentials'' rulebook or SRD
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*Note Ascending '''Armor Class'''
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*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?
  
'''Level 1:''' Gain Exert and Sneak as bonus skills. You can see clearly in the dark out to 60', and can Notice new construction, sliding walls, or sloping passages as an easy test (Difficulty 6). Gain a +1 bonus to your hit die at each level. You are too small to effectively use two-handed melee weapons or large bows.
 
  
'''Level 2:''' The Old Blood courses through your veins. You can speak with the stone itself, and be understood by the small creatures that inhabit stony places. Conversing with stone is a slow and exhausting process, and stone is reluctant to release its secrets. You can make a Convince test to elicit the answer to a question a stony edifice might be able to answer, such as the presence of nearby secret construction, the presence of a vein of gems or precious metals, the presence of living creatures who reside nearby, or the nearby presence of bodies of water and open spaces. Each question requires a successful test, takes 10 minutes to coax an answer from the stone, and costs 1 point of System Strain; you'll know within 5 minutes if you haven't been convincing or the stone doesn't have an answer. You can also converse very simply with the small creatures that inhabit stony places, though such communication is rudimentary at best.
 
  
=Variant Rules=
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=Additional Abilities=
 
==Critical Hits==
 
==Critical Hits==
PCs can score critical hits, which confer double damage.
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PCs can score critical hits, which allow for Advantage on all damage dice (re-roll all damage dice, take best ones).
 
 
==Maiming Wounds==
 
''Atlas of the Latter Earth 161''
 
 
 
When a character is Mortally Wounded, they need to make a Physical saving throw. If they succeed at it, they avoid permanent maiming. If they fail, they roll on a table that produces results that include laming, limb loss, scarring, infection, mental trauma, etc. "Deathblow' results earn a re-roll. A repeated result means a mere flesh wound with no lasting effect, even if they’ve got another arm, leg, or hand they could lose.
 
 
 
A physician who spends a scene tending them immediately after the injury and succeeds on a difficulty 10 Int/Heal or Dex/Heal skill check can allow a maimed target to make another saving throw with a bonus equal to the physician’s Heal skill. On a success, it’s really a flesh wound after all. Only one such first aid attempt can be made.
 
 
 
If magical healing exists in this world, it can also be used immediately after the injury to allow a saving throw re-roll attempt, though it heals no hit point damage. Only the most powerful magics can actually heal a confirmed maiming wound, however, and the GM decides what magic would qualify.
 
 
 
==More System Strain==
 
''Atlas of the Latter Earth 162''
 
 
 
There aren’t a lot of ways to gain System Strain in a low-magic setting, and some GMs may want to instead use it to represent the stress and pressure of more conventional threats and hardships. This kind of use doesn’t really fit the more pulp-heroic idiom of the base game, but it can fit some styles of low or no-magic gaming.
 
 
 
With this rule, the PCs gain a point of System Strain after each combat, saving throw, or scene of harrowing danger, intense exertion, or other stressful privation. If this point puts them at their maximum, they are exhausted, and can do nothing but rest until reduced below their maximum. If they are forced to fight or otherwise exert themselves while so strained, they need to make a Physical saving throw or they’ll pass out or otherwise collapse during the fray, waking up after the scene.
 
 
 
If this rule is used, the default System Strain recovery after a good night’s sleep should be three points instead of one.
 

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