Difference between revisions of "Tellorian Frange"

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(Spells:)
(Equipment:)
Line 31: Line 31:
 
:Valuables/Money:   
 
:Valuables/Money:   
 
*CP:  
 
*CP:  
*SP:  
+
*SP: 1
 
*EP:  
 
*EP:  
*GP:
+
*GP: 1
*PP:
+
*PP: 27
 
:Clothing
 
:Clothing
 
:Belt Pouch
 
:Belt Pouch
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:5 oil flasks
 
:5 oil flasks
 
:6 torches
 
:6 torches
:1 week standard rations
+
:1 week unpreserved rations
:1 week iron rations
+
:1 week preserved rations
 
:2 wineskins
 
:2 wineskins
*Encumbrance:
+
:3 Quill Pens
 +
:Flint and Steel
 +
:10 sheets Paper
 +
*[[Encumbrance]]: 39.5
  
 
=== Notes: ===
 
=== Notes: ===
 
Magic Users: This shows up in a couple of OSR games and is one (or many) interpretation of the OD&D rules on magic. The magic user memorizes the number of spells listed and never forgets those. However, they also happen a number of castings equal to what their level shows, but they can pick an choose which memorized spell to cast every time. The advantage here is that there's no reason to memorize multiple castings of the same spell. There's also no reason to carry a spell book out into the wilderness. Example: 3rd level MU gets 2 first level and 1 second level spell per day. The character has Sleep (1st), Floating Disc (2nd), and Web (2nd) memorized. The character can cast 2 first level spells every day, so it could be Sleep twice, Floating Disc twice, or even each one once. The character can cast 1 second level spell every day, which can by Web. They can choose to cast a first level spell with that slot, so could potentially cast Sleep or Floating Disc again using the 2nd level slot. The advantage of this is allowing you to keep some of those utility spells around without giving up access to combat magic. Thoughts? Note: the balancing mechanism here will be that it takes days to exchange spells in memory so you won't swap them out as easily as now.
 
Magic Users: This shows up in a couple of OSR games and is one (or many) interpretation of the OD&D rules on magic. The magic user memorizes the number of spells listed and never forgets those. However, they also happen a number of castings equal to what their level shows, but they can pick an choose which memorized spell to cast every time. The advantage here is that there's no reason to memorize multiple castings of the same spell. There's also no reason to carry a spell book out into the wilderness. Example: 3rd level MU gets 2 first level and 1 second level spell per day. The character has Sleep (1st), Floating Disc (2nd), and Web (2nd) memorized. The character can cast 2 first level spells every day, so it could be Sleep twice, Floating Disc twice, or even each one once. The character can cast 1 second level spell every day, which can by Web. They can choose to cast a first level spell with that slot, so could potentially cast Sleep or Floating Disc again using the 2nd level slot. The advantage of this is allowing you to keep some of those utility spells around without giving up access to combat magic. Thoughts? Note: the balancing mechanism here will be that it takes days to exchange spells in memory so you won't swap them out as easily as now.

Revision as of 21:02, 13 March 2016

Tellorian "Telly" Frange

-Main Page The Lost City

Statistics:

Class: Wizard
Level: 2
Experience Points: 2501/ 5000 (+10%)
Total Hit Points: 12 (Heal 1hp/hour)
Armor Class: 8
Movement: 12"
Fray Die: d4, 1" range

Attributes:

Strength 8 -1 melee, open doors, damage with thrown wpn
Intelligence 16 +2 Languages: Common, Fae, High Tongue
Wisdom 12
Dexterity 14 +1 missiles and armor class, +1 individual initiative
Constitution 13 +1 hp per HD
Charisma 8 -1 reaction rolls, maximum 3 retainers with base 6 morale

Spells:

Cantrips(7) Note Magic Script, Sense Magic, Noise, Charming, Holdthere (memorized), Snooze (memorized)
Level 1: (2)Read Magic, Detect Magic, Ventriloquism, Charm Person, Floating Disc(memorized), Sleep (memorized)

Abilities:

Effort: 1

  • Unquenchable Vitality: Your maximum hit points increase by 2 for each level you have. You regain 1 lost hit point every hour.
  • Conjured Ephemera: Commit Effort; you may conjure forth objects up to 500 lbs in weight, albeit not those of special value or precious matter. If the Effort remains committed for 24 hours, the objects are permanent; otherwise they vanish when the Effort is reclaimed. Commit Effort to gain 1 Influence when material goods help.
  • Magical Artificer: You can instantly recognize magic items and magical effects and can identify their function or specifics. You are impervious to cursed items and can commit Effort to resist any particular effect created by a magic item or permanent magical effect. The Effort returns after a night’s rest.

Equipment:

Valuables/Money:
  • CP:
  • SP: 1
  • EP:
  • GP: 1
  • PP: 27
Clothing
Belt Pouch
  • Weapon: Dagger+1

Backpack:

Spell Book
5 oil flasks
6 torches
1 week unpreserved rations
1 week preserved rations
2 wineskins
3 Quill Pens
Flint and Steel
10 sheets Paper

Notes:

Magic Users: This shows up in a couple of OSR games and is one (or many) interpretation of the OD&D rules on magic. The magic user memorizes the number of spells listed and never forgets those. However, they also happen a number of castings equal to what their level shows, but they can pick an choose which memorized spell to cast every time. The advantage here is that there's no reason to memorize multiple castings of the same spell. There's also no reason to carry a spell book out into the wilderness. Example: 3rd level MU gets 2 first level and 1 second level spell per day. The character has Sleep (1st), Floating Disc (2nd), and Web (2nd) memorized. The character can cast 2 first level spells every day, so it could be Sleep twice, Floating Disc twice, or even each one once. The character can cast 1 second level spell every day, which can by Web. They can choose to cast a first level spell with that slot, so could potentially cast Sleep or Floating Disc again using the 2nd level slot. The advantage of this is allowing you to keep some of those utility spells around without giving up access to combat magic. Thoughts? Note: the balancing mechanism here will be that it takes days to exchange spells in memory so you won't swap them out as easily as now.