Editing Exploring the Halls of Arden Vul: WWN chargen

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=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.?
 
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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====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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====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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*Stonetongue (Stone runic script)
 
*Stonetongue (Stone 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)
 
*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.
 
 
'''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=
 
=Variant Rules=

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