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.
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)