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Character Creation

 

Each character starts off with 3 hits to the body and 1 hit per location.

 

Each character has 5 points to spend on skills, all skills and character classes are there as a tool to help you create your character, for descriptions of the skills go to the skill lists page

 

Creating your Character

 

First pick a race for your character then pick a character class, there is a bonus skill/ ability for each class.

 

All skills unless stated cost 1 point for each skill in your chosen character class list, however you can purchase skills not on the list, these cost double the normal cost. For descriptions on each character class go to the character classes page

 

E.g. – A warrior also wishes to pick Poison Lore, this will cost him 2 skill points where as it will only cost a rogue 1 skill point.

 

This rule is to allow players more choice to create their own individual characters, you can for example play a warrior priest, a rogue mage or a barbarian druid, however you will start with less skills/knowledge than just staying in you chosen class skills.

 

All skills and rules are guidelines and are not set in stone.

 

Weapons and armour use is limited to your own ability to use them, Mage’s and Druids however must not wear metal armour or carry weapons that are more than 30% Metal as Iron will disrupt their power. (If carrying a lot of metal they must relieve themselves of it before attempting to use their spells/abilities, if not a nasty shock may occur)

 

Once you have created a character all you need is a name and a bit of background. Remember all new Characters have no fame or titles; these are earned during the game. Magic etc can be found on a separate page

 

Money

 

We are currently using old pennies as a currency and all prices will be in pennies, it is our long term aim to have our own minted coins and hopefully in the future we will be able to achieve this.

 

Money can be spent on

 

Armour repair

Healing

Potions

Scrolls

Bribery

Gambling

Poisons

Herbs

Etc…

 

Each player starts with 3 pennies, there will be opportunities to earn, find money during the events.

Warrior
Ranger
Barbarian
Field Armour repair
Engineering
First aid
Literacy
Leather Work
Blacksmith
Endurance (2 points)
Battlefield Surgery
Seamanship
Resilience
Tactics
Military Knowledge
Last stand (starts with)
Ancient history
Astrology
Artistic Ability
Bowyer/Fletcher
Herbalist
First Aid
Literacy
Leather work
Metal work
Battlefield surgery
Trap Lore
Tracking
Resilience (starts with)
Field Armour repair
Bowyer/Fletcher
First aid
Literacy
Leather Work
Endurance (2 points)
Battlefield surgery
Seamanship
Blacksmith
Resilience
Berserk (starts with)
Paladin
Knight
Bounty Hunter
Ancient history
 Consecrate
 Etiquette
 First Aid
 Literacy
 Battlefield Surgery
 Repel Undead
 Endurance (2 points) 
Religious Knowledge
Lay on Hands (starts with)
Rune’s
Literacy
Endurance
Battlefield surgery
Knight Lore
Blacksmith
Resilience (starts with)
Ancient History
Field Armour repair
Etiquette
Field Armour repair
Endurance
Resilience
Literacy
Tracking
Torture
Herb Lore
Etiquette
Battlefield surgery (starts with)
Rogue
Bard
Cleric
 Bowyer/Fletcher
 Evaluate
 Etiquette
 First Aid
 Literacy
 Lock Pick
 Herb Lore
 Trap Lore
 Torture
 Income
 Thieves Guild
Fortune Telling
Hide in Shadows (starts with)
Artistic Ability
Etiquette
Literacy
Ancient history
First aid
Herb Lore
Astrology
Resist Magic
Intimidate and Inspire (starts with)
Rune’s
Fortune Telling
Ancient history
 Astrology
 Consecrate
 Etiquette
 First Aid
 Herb Lore
 Literacy Repel Undead (starts with this skill)
 Income
 Religious knowledge
 Prepare Religious Artefact
Rune’s
Druid
Mage
Alchemist
Ancient  history
Astrology
Artistic ability
Etiquette
First Aid
Herb Lore (start with level 1)
Literacy
Religious Knowledge
Prepare religious artefact
Rune’s
Ancient history
Astrology
 Arcane Lore
 Evaluate
 Etiquette
 First Aid
 Literacy
 Read/write scroll
 Resist Magic
 Prepare Crystal
Detect magic (starts with)
Rune’s
Alchemy (2 points) and Herb lore Lvl 1 must be taken.
Can choose from
 Herb Lore lvl 2,
Blacksmith,
first aid,
Resilience,
Engineering
Skill Descriptions

Ancient History  
This skill gives ancient history knowledge for a chosen civilization or race, can be brought several times for each civilization/race.  

Astrology  

Alchemy  
2 point skill
Concoction and distilling of chemicals, compounds and poultices. There are no set rules to what you can do with alchemy, you must however have physrep's for everything you do and recipes must be written down. Alchemy can be dangerous and not all concoctions will work the way you want them. Must be brought with Herblore Lvl 1.  Can only be brought by an Alchemist.

Arcane Lore  
Knowledge of each magical path, must be taken for each path costs 2 points for each path. (Only one path may be brought on character creation)

Artistic Ability  
Allows a craftsman to make something of a better quality and greater value  

Field Armour Repair  

Will repair one point of armour must use phys reps to show armour repair.     (basic repair will only last a day)

Bowyer/Fletcher  
Ability to make/repair bows and arrows.  

Consecrate  
Able to consecrate a piece of land, small building, this can stop undead creatures entering the consecrated area. Must use artefacts and rituals  

Evaluate  
Rogue – Jewels, Gems etc

Mage-  Scrolls, books.

Etiquette  
To know the etiquette of a certain culture, civilization or race.  

Engineering  

Knowledge of structural engineering.  

First Aid  
Able to bind wounds, stop bleeding and do basic CPR.  

Herbal Lore This includes knowledge of herbs for healing and for poisons (email for a copy if you have chosen this)
Knowledge of herbs etc.

Lvl-1, General/common herbs/plants

Lvl-2, Exotic/rare herbs/plants

Literacy  
Literate in chosen language, can be brought several times for each language   

Lock pick   
Ability to pick locks, a selection of keys and codes will be given to the player; home built lock picks can be used.  

Leather Work  
Make repair leather Armour/ Clothing

Poison lore
As with herbalist (email for a copy if you have chosen this)

Endurance    
Increases hit points by one so Hits will be 4 to Body, 2 to each location Costs 2 points. Can only be taken once.

Blacksmith A 2 level skill.
Lvl-1, Weapons- able to craft or repair metal weapons
Lvl-2, Armour- able to craft or repair metal armour

Jeweller  
Able to craft and evaluate Jewellery

Battlefield Surgery  
Able to do basic surgery- sew up wounds, remove arrows/ spears. Cut away gangrene areas. Will restore one hit point 20 minutes after treating wound.
Phys reps like needles, bandages, splints must be used
 
Seamanship  
Able to operate small sailing vessels and basic navigation.  

Trap lore  
Knowledge to arm/ disarm traps  

Torture  
Able to coerce information using various techniques without actually killing the victim, (not for the squeamish)  

Tracking  
To identify various signs, symbols not only to track direction but numbers etc. If used with beast lore may also give info regarding which creature is being tracked  

Repel Undead  
Can be used 3 times a day, artefacts/ symbols must be used, also good vocals will be more effective.  
 
Resilience  Able to resist for on average the effects of poison and disease  

Income   Extra 3 pennies per event  

Read/write scrolls
Able to read/write magic scrolls, needed to write down spells on scrolls or read magic scrolls.

Religious Knowledge  
Knowledge of a chosen religion, can be brought for different religions  

Thieves Guild  
Membership gives local contacts, access to black markets etc. Cannot be brought by any other classes

Resist magic   
One resist against mind spells per day, may be brought up to 3 times.  
 
Prepare Crystal   
 Ability to prepare a crystal and place a spell upon the crystal. Once spell is used from crystal it will need to be prepared again before use. To Charge a crystal with a spell it takes 15 minutes then the spell must be cast upon the crystal

Prepare Religious Artifact      
As prepare crystal but using religious artefacts

Fortune Telling   
Using runes/bones/cards etc. the character will be able to divine certain aspects of the future that affects the person being read. Also allows the character to gauge the outcome of actions taken. Not all predictions will come true and some maybe very vague.
Runes
Able to write and read runes, (email for a copy if you have chosen this)