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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.
  
 
====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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=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.
 
====Accessible Languages====
 
*Archontean (Mithric script)
 
*Thorcin (Mithric script)
 
*Wiskin (Wiskin runic script)
 
*Mithric - a dead language of arcane theory and practice. All magic-users trained in one of the imperial collegia have some knowledge of Mithric (10% chance per experience level to decipher something written in Mithric). Alternatively, it can be acquired as a language slot.
 
*Goblin (Mithric script)
 
*Halfling (Mithric script)
 
*Beast-tongue (spoken by the Beastpeople of eastern Irthuin) (Mithric script)
 
 
====Inaccessible Languages, barring cultural factors====
 
*Brotherhood Cant - spoken by the [https://wiki.rpg.net/index.php/Exploring_the_Halls_of_Arden_Vul:_Institutions#Benevolent_Brotherhood Benevolent Brotherhood] (Archontean and Imperial Goblin Mithric)
 
*Silent Vengeance - gestural language spoken by [https://wiki.rpg.net/index.php/Exploring_the_Halls_of_Arden_Vul:_Institutions#Benevolent_Brotherhood Vengeance Factor]
 
*Sylvan (Sylvan runic and Sylvan 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)
 
  
 
=Arden Vul Context for WWN Content=
 
=Arden Vul Context for WWN Content=
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Vothite Mind-Sorcery is a little known technique attributed to the renegade Sothians.
 
Vothite Mind-Sorcery is a little known technique attributed to the renegade Sothians.
  
=Special Origin Foci=
 
  
===Imperial Goblin===
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====Accessible Languages====
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.
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*Archontean (Mithric script)
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*Thorcin (Mithric script)
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*Wiskin (Wiskin runic script)
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*Mithric - a dead language of arcane theory and practice. All magic-users trained in one of the imperial collegia have some knowledge of Mithric (10% chance per experience level to decipher something written in Mithric). Alternatively, it can be acquired as a language slot.
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*Goblin (Mithric script)
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*Halfling (Mithric script)
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*Beast-tongue (spoken by the Beastpeople of eastern Irthuin) (Mithric script)
  
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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====Inaccessible Languages, barring cultural factors====
 
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*Brotherhood Cant - spoken by the [https://wiki.rpg.net/index.php/Exploring_the_Halls_of_Arden_Vul:_Institutions#Benevolent_Brotherhood Benevolent Brotherhood] (Archontean and Imperial Goblin Mithric)
'''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.
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*Silent Vengeance - gestural language spoken by [https://wiki.rpg.net/index.php/Exploring_the_Halls_of_Arden_Vul:_Institutions#Benevolent_Brotherhood Vengeance Factor]
 
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*Sylvan (Sylvan runic and Sylvan script)
'''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.
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*Stonetongue (Stone runic script)
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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)
  
 
=Variant Rules=
 
=Variant Rules=

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