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Post by Death's Angel on May 31, 2018 17:52:30 GMT
Your character sheet is the most important document in this game. Please maintain it carefully. Copy the template below and paste it into a new post labelled with your character's name, and add the relevant details as directed. I have placed an example below for information. You may include a brief history if you wish, but please note that your character is completely new to the Fabled Lands so you'll have to make something up.
In addition to filling out your sheet, I expect each player to display a Profile avatar relating to your character in some way. It can be a picture of an actor who represents your character, a piece of appropriate fantasy art, or an icon reflecting your character's class or favoured weapon. As long as it's relevant to your character in some way and different to everyone else's avatar, I don't mind what it is as long as I don't have to look at the default icon.
Name: Class: Rank: Defence: Total Stamina: Current Stamina:
Abilities: Charisma: Combat: Magic: Sanctity: Scouting: Thievery:
Titles God: Blessings: Resurrection: Notes:
Money:
Possessions: 1. 2. 3. 4. 5. 6. 7 8. 9. 10. 11. 12.
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Post by Death's Angel on May 31, 2018 18:29:28 GMT
How to Complete Your Character Sheet
CLASS There are 6 classes available in the game, each with their own predetermined set of abilities. I have listed each of these below and highlighted their best ability in italics. I would really like to see a variety of character classes in the game. I have also incorporated a special bonus specific to each class.
RANK Everyone starts at Rank 2 - Commoner. As you advance throughout the game you'll increase in Rank. Higher Rank will make you more difficult to kill and allow you access to people of higher rank. Each time you increase in rank, you may add 1d6 to your Stamina. If you are wounded at the time of the increase, you will add the extra points to your Current Stamina but will still need to heal from your existing injuries at some point. Be warned, it is also possible to lose Rank though you can never be lower than Rank 1 - Outcast.
DEFENCE Your defence is used in combat to determine how easy it is for the enemy to hit you. It's calculated by the following: Rank+Combat+Armour Bonus. For example, a starting Warrior would have a Defence score of 2+6+1=9. Please note that weapon bonuses are added to your Combat stat but not your Defence. You may wear only one item of armour at a time unless advised otherwise. Most armour items account for the full set so you don't have to purchase helms, greaves etc.
STAMINA: Stamina is your pool of hit points. The Current Stamina lists the points you currently have, so you know whether or not you have been injured. The Current Stamina can never increase above the Total Stamima. As above, Stamina increases (or decreases!) when your Rank changes. Everyone starts at Stamina 13.
ABILITIES Your abilities determine how skilled you are at various tasks. Each class has a set of default scores which are listed in the post below this one.
I will specify when skill roles are required. Your skills will increase over time depending upon your adventures, and may occasionally decrease, usually due to temporary effects such as a Disease or Curse. Skills may reach a maximum base level of 12 but you may carry a bonus item to enhance your rolls. Most bonus items are between +1 and +6 though you may be fortunate enough to find something really special.
Skill bonuses are not cumulative - for example, if you own an Amber Wand (Magic +1) and a Cobalt Wand (Magic +3), your bonus is +3, not +4, as you may benefit only from the item with the highest bonus. When you have a bonus item, please put the bonus in the Ability section of your Character sheet, as well as in your Inventory for ease of use. For example you would write Magic 4 (7) if you are carrying a Cobalt Wand. Additionally, please note any subtractions whilst you are suffering from a Disease or Curse.
The stats should be self-explanatory but here's a quick primer just in case:
Charisma - the ability to befriend people and persuade them to your way of thinking
Combat - this is your fighting skill. It covers all melee weapons as well as unarmed combat. I will specify when unarmed combat is relevant. Attempting to fight without a weapon in normal combat (i.e any fight where a loss is likely to result in death) will incur a penalty of -1 to your Combat ability for the duration of the fight. Magic - the ability to cast spells. There are no canonical rules regarding types of magic, so think traditional fantasy with elemental magic and so forth. Please choose a specific type of magic for flavour (i.e fire magic or water magic). This will be the kind of magic your character is most talented in and will be used to customise your spellcasting experience. Mages can use Magic instead of Combat. As well as actual spell-casting, the skill covers your knowledge of arcane lore. Magical healing is not permitted.
Sanctity - knowledge of religion and ability to harness divine power. This skill especially useful against the undead and other unholy abominations.
Scouting - the ability to hunt, track and survive in the wild
Thievery - your talent for stealth, lock picking and picking pockets.
TITLES: Here you'll list any titles or honours you gain during your adventures.
GOD: Leave this field blank initially. You will want to join the church of some god or other during the game but your character is not yet familiar with the gods of Sokara and Golnir. You will use this section of the Character Sheet to name your chosen god.
BLESSINGS Visiting a temple allows you to purchase a Blessing from the priests. A Blessing is a single use perk that allows you to reroll a failed encounter for a specific stat. The particular benefits of each Blessing are dependent upon the church they are purchased from. Tyrnai's priests sell Combat Blessings to aid you in combat, while Alvir and Valmir sell a Blessing for Safety at Sea, which helps you avoid storms. I am setting a maximum of 5 Blessings per player at any given time.
RESURRECTION: In the Fabled Lands, death is not necessarily the end, as long as you have purchased a Resurrection deal. Here you'll list where you will emerge when you are reborn. However, any possessions and money you carried at the time of your death are lost. The local priests or other agent of resurrection will provide you with basic clothing but you'll need to find money, weapons and armour elsewhere after your rebirth.
NOTES: Here you'll keep track of any other information you'll find useful, such as banked money and whether you are suffering from a Disease, a Curse or the effects of Poison.
MONEY: Each character starts with 16 shards in their pocket. However, they may ultimately carry as much much money as they like.
WEAPONS: Everyone starts with 2 possessions - a basic weapon and low level armour. You may carry a total of 12 possessions. If your inventory becomes full, you will have to drop something in order to carry something new. The starting armour is a Leather Jerkin (Defence +1). You have a choice of the following weapons. Weapon style does not typically have an impact upon the game.
Sword Dagger Axe Spear Staff Mace
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Post by Death's Angel on May 31, 2018 18:30:17 GMT
Class Ability Stats
Warrior Charisma - 3 Combat - 6 Magic - 2 Sanctity 4 Scouting - 3 Thievery - 2 BONUS - a Warrior may roll 3d6+Rank in battles at sea, whereas everyone else may roll only 2d6+Rank (more on fights elsewhere).
Rogue Charisma - 5 Combat - 4 Magic - 4 Sanctity - 1 Scouting - 2 Thievery - 6 BONUS - a Thief may make a 2d6 Thievery roll upon entering any town or city in order to gain loot. Any roll above 10 grants a prize. You may not exit and leave the city twice in one day in order to make this roll.
Mage Charisma - 2 Combat - 2 Magic - 6 Sanctity - 1 Scouting - 5 Thievery - 3 BONUS - all Mages have the innate ability to create a light through sorcery and will never require a candle or lantern. They also have the opportunity to use Magic instead of Combat in any fight unless specified otherwise. Please clarify your choce of skill for each fight.
Priest Charisma - 4 Combat - 2 Magic - 3 Sanctity - 6 Scouting - 4 Thievery - 2 BONUS - a Priest may double up on Blessings - he/she has the ability to purchase 2 Blessings for the price of one. They are only permitted 5 different types of Blessing but will in effect have 10 chances to avoid unwanted roll results instead of the usual 5. Blessings from the temple they belong to are free but still count as one of the 5.
Bard Charisma - 6 Combat - 3 Magic - 4 Sanctity - 3 Scouting - 2 Thievery - 4 BONUS - a Bard may make a Charisma roll to get out of an unwanted combat scenario. One use every 2 real life days and subject to admin approval.
Ranger Charisma - 2 Combat - 5 Magic - 2 Sanctity - 3 Scouting - 6 Thievery - 4 BONUS - a Ranger gets 2 nights for the price of one when staying at an inn or tavern. Additionally, due to their knowledge of wilderness lore, Rangers get a +1 to all rolls concerning animals. This does not include dragons or humanoid fantasy races encountered during the game.
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Post by Death's Angel on Jun 28, 2018 7:49:02 GMT
EXAMPLE CHARACTER SHEET:
Name: Marana Fireheart Class: Rogue Rank: 2 Defence: 7 Total Stamina: 13 Current Stamina: 13
Abilities: Charisma: 5 Combat: 4 Magic: 4 Sanctity: 1 Scouting: 2 Thievery: 6
Titles: God: Elnir Blessings: Combat, Safety From Storms, Charisma, Thievery, Immunity to Disease/Poisons Resurrection: Temple of Tyrnai - Marlock City Notes: Merchant's Guild - 100 shards
Money: 216 shards
Possessions: 1. Dagger 2. Leather Jerkin (Defence +1) 3. Rope
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Post by Death's Angel on Jul 9, 2018 20:25:22 GMT
I would like everyone to put their stats in their signature, please. While I am not fussy about the format, it could be something like this
CHA 3, COM 6, MAG 2, SAN 4, SCO 3, THI 2. Rank 2, DEF 9 Stam 13, Current Stam 13
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