Editing AstonishingSwordsmen&SorcerersOfHyperborea) GameNotes
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== TAKEN FROM DUNWICH == | == TAKEN FROM DUNWICH == | ||
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This site is for the characters and notes for my RPG.net game AS&SOH adventure '''Taken From Dunwich'''. | This site is for the characters and notes for my RPG.net game AS&SOH adventure '''Taken From Dunwich'''. | ||
== PLAYER CHARACTERS == | == PLAYER CHARACTERS == | ||
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== LOOT == | == LOOT == | ||
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− | + | == LOCATIONS == | |
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== NOTABLE NPCs == | == NOTABLE NPCs == | ||
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== CHARACTER CREATION RULES == | == CHARACTER CREATION RULES == | ||
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1. '''ATTRIBUTES''': Generate your character’s physical attributes -- strength (ST), dexterity (DX), constitution (CN), intelligence (IN), wisdom (WS), and charisma (CH). | 1. '''ATTRIBUTES''': Generate your character’s physical attributes -- strength (ST), dexterity (DX), constitution (CN), intelligence (IN), wisdom (WS), and charisma (CH). | ||
− | Method III: Roll 4d6 and discard the lowest die roll. Generate six scores using this method. Assign scores to attributes as desired. | + | Method III: Roll 4d6 and discard the lowest die roll. Generate six scores using this method. Assign scores to attributes as desired. |
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2. '''CLASS''': Review available classes (and subclasses), and then select one. Note and record all class abilities. | 2. '''CLASS''': Review available classes (and subclasses), and then select one. Note and record all class abilities. | ||
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3. '''RACE''': Review available races, and then select one. | 3. '''RACE''': Review available races, and then select one. | ||
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4. '''PHYSIQUE''': Determine gender, age, height, weight, and appearance. | 4. '''PHYSIQUE''': Determine gender, age, height, weight, and appearance. | ||
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5. '''ALIGNMENT''': Select character alignment or “ethos”. Before selecting an alignment, refer to your class (or subclass) entry to see which alignments are allowed. | 5. '''ALIGNMENT''': Select character alignment or “ethos”. Before selecting an alignment, refer to your class (or subclass) entry to see which alignments are allowed. | ||
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6. '''BACKGROUND''': Determine character name, personality, language(s), religion, and secondary skill(s). For Secondary Skills you roll for one random Background skill (roll 1d6 and then 1d20) but your Race also grants you one Background skill of choice that fits your races outlook. For example an Amazon might choice bower/fletcher or hunter/trapper while the Hyperboreans might include a choice between engineer or tinker. | 6. '''BACKGROUND''': Determine character name, personality, language(s), religion, and secondary skill(s). For Secondary Skills you roll for one random Background skill (roll 1d6 and then 1d20) but your Race also grants you one Background skill of choice that fits your races outlook. For example an Amazon might choice bower/fletcher or hunter/trapper while the Hyperboreans might include a choice between engineer or tinker. | ||
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7. '''WEAPON SKILL''': Review weapon skill rules, including favoured weapons listed at your character’s class (or subclass) entry. For fighters and fighter subclasses, select mastered weapons; however, if you elect to use a quick-start equipage pack (see p. 128: Equipage, quick-start equipage packs), you would be wise to select a weapon from the pre-generated pack. | 7. '''WEAPON SKILL''': Review weapon skill rules, including favoured weapons listed at your character’s class (or subclass) entry. For fighters and fighter subclasses, select mastered weapons; however, if you elect to use a quick-start equipage pack (see p. 128: Equipage, quick-start equipage packs), you would be wise to select a weapon from the pre-generated pack. | ||
− | + | 8. '''COINAGE and EQUIPAGE''': Roll for initial funds (x2 base starting funds); purchase armour, weapons, and gear. Note that armour directly impacts armour class and movement. | |
− | 8. '''COINAGE and EQUIPAGE''': Roll for initial funds ( | ||
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9. '''OTHER STATISTICS''': Review the definitions of armour class, casting ability, fighting ability, hit dice, hit points, movement, saving throw, and turning ability. | 9. '''OTHER STATISTICS''': Review the definitions of armour class, casting ability, fighting ability, hit dice, hit points, movement, saving throw, and turning ability. | ||
* '''Armour class''' (AC) is determined by armour worn (see Step 8), but it is modified by dexterity (DX); too, some character classes have abilities that modify AC. | * '''Armour class''' (AC) is determined by armour worn (see Step 8), but it is modified by dexterity (DX); too, some character classes have abilities that modify AC. | ||
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* '''Saving throw''' (SV) applies to all characters; note your character’s starting SV. Each class also has unique saving throw modifiers that must be noted; refer to your class entry. | * '''Saving throw''' (SV) applies to all characters; note your character’s starting SV. Each class also has unique saving throw modifiers that must be noted; refer to your class entry. | ||
* Turning ability (TA) applies to clerics and some subclasses; refer to your class entry. | * Turning ability (TA) applies to clerics and some subclasses; refer to your class entry. | ||
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10. '''SPELLS''': Determine starting spells for spellcasting characters. Refer to the class entry’s sorcery ability, and then consult your referee. Also, some spell-casting subclasses (the legerdemainist, shaman, and warlock) must select the school(s) of magic they cast. This election is detailed in each subclass’s respective sorcery ability. | 10. '''SPELLS''': Determine starting spells for spellcasting characters. Refer to the class entry’s sorcery ability, and then consult your referee. Also, some spell-casting subclasses (the legerdemainist, shaman, and warlock) must select the school(s) of magic they cast. This election is detailed in each subclass’s respective sorcery ability. | ||
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11. '''MAGIC ITEMS''': heroes gain two types of magic items (Magical Rod, Staves or Wands, Magical Rings, Magical Armour, Magical Shield, Magical Swords or Other Magical Melee Weapons, Magical Missile Weapon and Miscellaneous Magical Items) that is then rolled randomly by the GM. Most will be on the lower end. Characters might also have a couple of potions and/or scrolls. | 11. '''MAGIC ITEMS''': heroes gain two types of magic items (Magical Rod, Staves or Wands, Magical Rings, Magical Armour, Magical Shield, Magical Swords or Other Magical Melee Weapons, Magical Missile Weapon and Miscellaneous Magical Items) that is then rolled randomly by the GM. Most will be on the lower end. Characters might also have a couple of potions and/or scrolls. |