AstonishingSwordsmen&SorcerersOfHyperborea) GameNotes

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Orokos Online Dice Roller.

TAKEN FROM DUNWICH

ASnSOH Cover.jpg

This site is for the characters and notes for my RPG.net game AS&SOH adventure Taken From Dunwich.

PLAYER CHARACTERS

played by @Paul Watson

played by @thirdkingdom

played by @fireinthedust

played by @tomas

LOOT

LOCATIONS

Autun village of 200 or so Keltics located in the Gal Hills

Dunwich another Keltic village of under 200 in the Gel Hills

NOTABLE NPCs

Malvek older Keltic Druid

CHARACTER CREATION RULES

Start with 10,000 XP. If you have the Prime Attribute(s) of your class equal to 16 or higher you gain +10% so you start with 11,000. This means that most characters will be at least 4th level. There are a few classes, like the Barbarian, require more XP whom might only be 3rd level and others, like Thief, will be close to 5th level.

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. Also if you don't roll at least one 15 you may replace any one of your rolls with a 15 in one of your Primary Attributes.

2. CLASS: Review available classes (and subclasses), and then select one. Note and record all class abilities.

3. RACE: Review available races, and then select one.

4. PHYSIQUE: Determine gender, age, height, weight, and appearance.

5. ALIGNMENT: Select character alignment or “ethos”. Before selecting an alignment, refer to your class (or subclass) entry to see which alignments are allowed.

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.

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.

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.
  • Casting ability (CA) applies strictly to spell-casting character classes; refer to your class entry.
  • Fighting ability (FA) applies to all characters; refer to your class entry and note your character’s starting FA.
  • Hit dice (HD) and hit points (hp) apply to all characters; refer to your class entry for your character’s HD type, and then roll your starting hp. You can roll the HD twice and take the best of the two each level.
  • Movement (MV) is determined by armour worn (see Step 8); though, some classes have abilities that modify MV.
  • 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.

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.

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.