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About This Game

A game with the rules of DSA or in English TDE

Game System

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10/31/2023

Detailed Description

The village Vintino welcomes all visitors with not one but three reasons to celebrate: The yearly wine festival, the 50th anniversary of the founding of the village and the visit of the famous Merchant Horadan dy Sulvano, who wants to set of to Mengbillar and Al‘Anfa. Vintino is just a small settlement in the south of the Horasian empire but has drawn with this combination quite a crowd.

Merchants and travelers of the surrounding area flock towards the city, even a small circus has settled beyond the village. All is festive and the mood is good, obviously supported by the readily absinke wine all around.

All this commotion has also led your Adventurers to this place, perhaps they want to add to the Traders group to go further south, perhaps they want to see the circus, or it might just be lady fate that led your feet to this bustling place.

  1. What's new in this game
  2. You can just go ahead and create a thread with your character. Though as things look now, this game may not move forward.
  3. Hey folks, I would really like to join. I have all the english books. If the game is still moving ahead and you don't mind another character, I would like to request to be allowed on board. (I can generate my PC as soon as I have the go ahead) Thanks!
  4. I'm kinda hoping they just got busy writing the campaign and are planning to check back in and talk about characters today or tomorrow...
  5. No post here from GM since three weeks not a great sign...
  6. Money: 4 silverthalers Equipment Travel Package Gambeson Mage's staff, medium Short sword Clothing package, Free Compass (south-pointer) Healing potion level 1 Antidote level 1
  7. Lars Svennson is on the short and slender side for a Thorwaler, and he gravitated towards studious pursuits instead of the usual past times of his people. He had a gift for magic and was sent to the Gareth Academy of Sword and Staff, as his parents thought it sounded the most suitable. For once, he didn't find himself as the smallest of his peers and took to studying with gusto. He was particularly close to Xenifrass, a firnelf teacher. He also focused on studying the law and secretly hopes to become a judge in the future. Lars is 19 years old, about 5'8", and weights 140 lbs. He has the blue eyes, blonde hair, and fair skin that are typical of his people. He's eager to help and make a difference in the world.
  8. Lars Svensson Thorwaler COU: 14 SGC: 15 INT: 13 CHA: 12 DEX: 10 AGI: 13 CON: 12 STR: 11 Life Points: 31 Spirit: 3 Toughness: 1 Move: 8 AE: 22 Profession: White Mage Languages: Thorwalian (native), Isdira 1, Garethi 2 Literacy: Thorwalian Runes, Kuslik Signs, Isdira and Asdharia Signs Advantages: Spellcaster, Increased Arcane Power 2, Increased Life Points 2, Increased Spirit Special Abilities: Tradition (Guild Mage), Analyst, Guild Law, Staff Enchantment: Eternal Flame, Staff Enchantment: Power Focus, Staff Enchantment: Sword of Flame Disadvantages: Principles 2 (protect the Middenrealm and the nobility, faith in the Twelvegods, truthfulness), Obligation 2 (Xenifrass, Mage Tutor) Skills: Combat: Daggers (B, AGI) 8 Swords (C, AGI/STR) 10 Polearms (C, AGI/STR) 10 Physical Body Control (D, AGI/AGI/CON) 3 Carousing (A, SGC/CON/STR) 2 Feat of Strength (B, CON/STR/STR) 4 Perception (D, SGC/INT/INT) 4 Sailing (B, DEX/AGI/STR) 2 Self-Control (D, COU/COU/CON) 7 Social Etiquette (B, SGC/INT/CHA) 5 Empathy (C, SGC/INT/CHA) 2 Intimidation (B, COU/INT/CHA) 1 Persuasion (B, COU/SGC/CHA) 4 Willpower (D, COU/INT/CHA) 7 Nature Animal Lore (C, COU/COU/CHA) 2 Fishing (A, DEX/AGI/CON) 2 Orienting (B, SGC/INT/INT) 3 Knowledge Geography (B, SGC/SGC/INT) 3 History (B, SGC/SGC/INT) 4 Law (A, SGC/SGC/INT) 10 Magical Lore (C, SGC/SGC/INT) 10 Math (A, SGC/SGC/INT) 6 Myths & Legend (B, SGC/SGC/INT) 4 Religions (B, SGC/SGC/INT) 5 Sphere Lore (B, SGC/SGC/INT) 3 Craft Alchemy (C, COU/SGC/DEX) 7 Artistic Ability (A, INT/DEX/DEX) 4 Treat Wounds (D, SGC/DEX/DEX) 5 Woodworking (B, DEX/AGI/STR) 2 Spells Stay Dry (cantrip) Armatrutz (C, SGC/INT/DEX) 5 Blinding Flash (B, COU/INT/CHA) 6 Fulminictus (Tradition: Elf, C, SGC/INT/CON) 5 Gardianum (B, COU/SGC/CHA) 4 Ignifaxius (C, COU/SGC/CHA) 6 Paralysis (B, SGC/INT/CON) 4 Psychostabilis (B, SGC/INT/DEX) 4 10 AP banked for the future
  9. Hello , could you give more game info about the Charlatan? That's an unusual build which I find very interesting!
  10. I am slowly putting together my application and, knock on wood, will have it done by the deadline of the 31st. Sorry it's taking so long, but TDE character creation is intricate.
  11. Expressing interest, are you still taking applications? Are you taking players who are new to the system?
  12. here are 2 builds, hoping one fits in The Dark Eye - pbem Alricia Ulfaran, Halfelf Horasian Fortune Teller 61” + 3d6, 60lb + (6 per thumb over 60) – 2d6, 16 yrs + 1d3 white blond hair with witch's strand of red, amber cat eyes Background Alricio Ulfaran was born in rural Horasia to a local woman and an unknown elf father. In his younger years other children ridiculed him for his distinctive eyes and the red streak in his hair. His mother moved them around a lot. As he got older, the ridicule shifted into twisted superstition. During his preteens Alricio's mother disappeared, so he learned to take care of himself on the streets. There he learned to be wary of others, and consequently new people find it difficult to earn his trust. An adaptable pretender, he uses his limited magic to feed into his client's fears and desires. He plays up his elven heritage when performing. He projects his self as a character, a role to play. He uses superstition and fear as necessary. He prefers to talk his way out of situations. He lives the life of a stray, wandering from place to place. He is tolerant of other people's world views, and blends in with society when that is more beneficial than his persona of someone gifted with Sight. He believes in freedom and intrigue. He is not tolerant of slavery. COU 12 SGC 14 INT 14 CHA 14 DEX 13 AGI 13 CON 10 STR 10 life base 5 spirit base -4 toughness base -4 movement base 8 advantages spellcraft darksight I fox sense exceptional hearing exceptional sight contortionist disadvantages no flying balm no familiar bad luck I stigma – cat eyes physical peculiarity – reverse witch's strand abilities skill specialization (empathy) magic tradition (warlock) magical signs analyst strong cantrips magic sense prophecy heraldry counterfeiter disarm traps lip reading ventriloquism tumbling tattooist numerology languages and literacy Garethi (Horathi) 3 Kusliker Signs Isdira 3 Isdira Signs Bosperanno 3 Tulamidya 3 Tulamidya Signs skills physical body control 4 carousing 3 climbing 4 dancing 3 feat of strength 2 flying 0 gaukelei 8 perception 4 pick pockets 3 riding 2 self control 2 singing 2 stealth 6 swimming 0 social disguise 5 empathy 6 etiquette 4 fast talk 4 intimidation 0 persuasion 6 seduction 1 streetwise 4 willpower 2 nature animal lore 2 fishing 0 orienteering 0 plant lore 0 ropes 0 survival 3 tracking 0 knowledge astronomy 4 gambling 0 geography 4 history 4 law 2 magic lore 4 math 8 mechanics 4 myths & legends 8 religions 4 sphere lore 0 warfare 0 craft alchemy 4 artistic 8 clothwork 0 commerce 1 driving 4 leatherwork 0 earthencraft 0 metalworking 0 music 3 pick locks 4 prepare food 0 sailing 1 treat disease 0 treat poison 0 treat soul 0 treat wounds 0 woodworking 0 combat bows 6 crossbows 6 thrown 6 brawl 8 chain 6 daggers 6 fencing 6 impact 6 lances polearms 6 shields 6 slings 6 swords 6 2h impact 6 2h swords 6 whips 6 discs 6 cantrips firefinger lucky fingers curses paralyze tongue 1 spells bannbaladin 1 gaze into mind 1 glow sphere 1 manus miracula 1 odem arcanum 0 spider walk 1 Jandrish, son of Jandrim, Ore Dwarf Mechanicus 50” + 1d6, 106 lb + (4 per thumb over 50) -2d6 + 4d6, 40 yrs + 3d6 green hair, green eyes Background Jandrish was born in a very traditional enclave in the Kosh Mountains. Being born in the Nameless Days and having green hair plagued the minds of the elders so much that his family lost status. Rumors of trollblood and worse followed him as he grew up. His father and mother gave him a traditional upbringing, but the glares and comments of others clouded his parent's influence. Upon his Baptism of Fire he decided to venture beyond his clan lands to discover the path and purpose Angrosh had for him, as well as to relieve his family of some of their burden due to prejudices against him. He crafted a sturdy wagon to function as a mobile laboratory with a small forge and he set out to see the world, seek his fortune, and follow Angrosh's signs. Over the course of his travels he's developed a sense of curiosity. Jandrish follows the edicts of his people (bravery, honor, loyalty), but tempers those views with tolerance. He doesn't hide his intentions or casually lie. He acts against treachery, dishonorable actions, slavery, and dark powers. He demands fair payment for the work he does. { note – the books don't list wagons, only carts; I can modify his points to add rich levels to cover the costs, once those are determined} COU 14 SGC 14 INT 12 CHA 08 DEX 14 AGI 12 CON 13 STR 13 life base 8 spirit base -4 toughness base -4 movement base 6 advantages darksight II immunity to tulmadron resistant to poison I increased life points III exceptional sense – tactile dwarf nose increased toughness forceful blow I resistant to heat disadvantages incompetent (swimming) principle – dwarven code bad luck II negative trait – curiosity stigma – green hair bad habits – uses 'we' and 'my child' in speech abilities skill specialization (mechanics) weaponsmith armorer trade secret- clockwork trade secret- tulmadron mining trade secret- dwarven vaults trade secret- folding technique trade secret- tight chain linking trade secret- clay oven technique trade secret- dwarf cudgel trade secret- rock cleaver trade secret- glassblowing produce jewelry pottery disarm traps languages and literacy rogolon 3 rogolon runes angram 1 angram pictographs besperanno 2 garethi 3 kusliker signs skills physical body control 5 carousing 6 climbing 0 dancing 0 fet of strength 6 flying 0 gaukelei 0 perception 6 pick pockets 0 riding 0 self control 4 singing 0 stealth 6 swimming 0* social disguise 0 empathy 5 etiquette 3 fast talk 0 intimidation 0 persuasion 0 seduction 0 streetwise 4 willpower 5 nature animal lore 2 fishing 0 orienteering 2 plant lore 0 ropes 0 survival 2 tracking 2 knowledge astronomy 2 gambling 0 geography 2 history 6 law 4 magic lore 2 math 9 mechanics 10 myths & legends 4 religions 4 sphere lore 0 warfare 0 craft alchemy 4 artistic 6 clothwork 8 commerce 3 driving 4 leatherwork 8 earthencraft 8 metalworking 8 music 0 pick locks 6 prepare food 0 sailing 0 treat disease 0 treat poison 0 treat soul 0 treat wounds 0 woodworking 8 combat bows 6 crossbows 6 thrown 6 brawl 7 chain6 daggers 8 fencing 6 impact 8 lances polearms 6 shields 6 slings 6 swords 6 2h impact 8 2h swords 6 whips 6 discs 6
  13. Hello there, I've been lurking a little here and chimed in on the interest thread. I saw you're allowing pregen characters and that would make things a lot easier for me since i don't know the system at all. I think I'd be more comfy with the Elf wyldrunner or kosh mage.
  14. I've also chimed in with my Garethian secret agent, if that's okay. I have experience with playing and GMing TDE (a bit, GMing-wise) (the 5th, English edition), and I'd be happy to join as this is a rare treat.
  15. Alrik Fredor   Race: Human Culture: Middenrealmer (Garethian) Profession: Secret Agent (Spy) Experience Level: Experienced COU SGC INT CHA DEX AGI CON STR 12 13 12 13 12 15 13 10 LP AE/KP MOV INI Spirit Toughness Dodge FtP PRO ENC 32 - 8 14 1 1 8 3 2 1 Social Standing: Free Advantages: Exceptional Sense (Hearing), Socially Adaptable, Inner Clock, Natural Orator, Unremarkable Appearance Disadvantages: Negative Trait (Superstition), Personality Flaw (Prejudice: Heathens), Special Abilities: One-handed Combat, Language (Garethi) NT Languages: Tulamydia II, Isdira I, Bosparano II Literacy: Literacy (Kusliker; Tulamdydia; Isdira and Asdharia; Imperial Signs) Combat Techniques: Bows (CSR 6) AT/RC 7; Brawling (CSR 10) AT/RC 11, PA 7; Chain Weapons (CSR 6) AT/RC 7; Crosswbows (CSR 10) AT/RC 11; Daggers (CSR 12) AT/RC 13, PA 8; Fencing Weapons (CSR 6) AT/RC 7, PA 5; Impact Weapons (CSR 6)AT/ RC 7, PA 3; Lances (CSR 6) RC 7, PA 3; Pole Weapons (CSR 6) AT/RC 7, PA 5; Shields (CSR 6) AT/RC7, PA 3; Swords (CSR 12) AT/RC 13, PA 8; Thrown Weapons (CSR 6) AT/RC 7; Two-Handed Impact Weapons (CSR 6) AT/RC 7, PA 3; Two-Handed Swords (CSR 6) AT/RC 7, PA 3 Skill Specialization: (Sneak, Stealth)   Skills: Physical: Body Control 6, Carousing 3, Climbing 0, Dancing 0, Flying 0, Feat of Strength 0, Gaukelei 0, Perception 10, Pickpocket 7, Riding 0, Self Control 6, Singing 0, Stealth 11, Swimming 0 Social: Disguise 11, Empathy 8, Etiquette 5, Fast-Talk 9, Intimidation 6, Persuasion 10, Seduction 4, Streetwise 8, Willpower 6  Nature: Animal Lore 3, Fishing 0, Orienting 6, Plant Lore 3, Ropes 0, Survival 0, Tracking 5 Knowledge: Astronomy 0, Gambling 4, Geography 7, History 0, Law 6, Magical Lore 0, Math 4, Mechanics 0, Myths & Legends 2, Religions 5, Sphere Lore 0, Warfare 0 Crafts: Alchemy 0, Artistic Ability 0, Clothworking 6, Commerce 6, Driving 6, Earthencraft 0, Leatherworking 0, Metalworking 1, Music 0, Pick Locks 7, Prepare Food 0, Sailing 0, Treat Disease 0, Treat Poison 5, Treat Soul 0, Treat Wounds 3, Woodworking 1  Equipment: Bandage 10, Belt pouch, Bedroll, Compass (south pointer), Dagger sheath, Sword sheath, Leather knapsack, Lockpicks, Money pouch, Provisions for 5 days, Torch 3, Waterskin, Weapon maintenance set (grindstone, cloths), Wirsel herb, Wound sewing kit Purse: 344.7 Silverthalers   Alrik_bg_story.pdf
  16. Cadrima daughter of Torum Cadrima was counted amongst the dwarves lost during the invasion of her homeland, wariors who bought their kin the time to escape with their lives. Or so many believed, for while most of the Diamond Dwarf exiles wandered the land looking for a new home, Cadrima toiled with the many other slaves deep in the workshops of the new overlords of the Beilunkan Mountains. Eventually, after an unknown number of years of suffering and toiling in the dark, Cadrima was part of a small group of captives who managed to escape, slipping out of the mountain tunnels, past the ancient traps and new monsters. They travelled together for a time but found that nobody would trust a whole group of ex slaves, and so one by one they split off, finding employment with whatever individual skills they had. Cadrima found work easily enough as a bodyguard, and quickly proved her additional worth assisting in maintaining the caravan’s wagons and armour, but over the years she realised her employer was not dealing fairly with many of his clients and she began to feel guilty that her luxurious clothes and lifestyle, were built on the toil of the poor. She began to see parallels between dishonest merchants and callous slave lords and so as they entered the village of Vintino she decided she would have to become a free agent again. Race: Dwarf Culture: Diamond Dwarf Profession: Mercenary Experience Level: Experienced COU SGC INT CHA DEX AGI CON STR 14 8 14 10 13 11 15 15   LP AE/KP MOV INI Spirit Toughness Dodge FtP PRO ENC 38 - 7 13+1d6 2 4 6 2 4 - Social Standing: Free Advantages: Darksight II, Difficult to Enchant, Exceptional Sense - Tactile, Immunity to Tulmadron, Nimble, Rich I, Rugged Fighter Disadvantages: Bad Habit - Messy, Bad Luck I, Incompitent - Swimming and Gambling, Negative Trait - Curiosity, Principles II - Dwarven Code, Sensitive to Sunlight, Stigma - Branded with Zhayad Slave rune Special Abilities: Alertness, Forceful Blow I, Inured to Encumbrance II, Disarm Traps, Expert at Improvising, Skill Specialisation (Warfare/Tunnel Fighting+2) Languages: Rogolan (Diamond Dwarf dialect) III, Garethi II, Oloarkh I, Zhayad II Literacy: Rogolan Runes Combat Techniques: Brawling 10 (AT12/PA7), Crossbows 10 (AT11), Impact Weapons 10 (AT12/PA7), Polearms 12 (AT14/PA8) Skills: Physical: Body Control 6, Carousing 6, Climbing 6, Dancing 3, Feat of Strength 9, Flying 0, Gaukelei 0, Perception 8, Pickpocket 0, Riding 0, Self Control 6, Singing 0, Stealth 10, Swimming 0(Incompetent) Social: Disguise 0, Empathy 6, Etiquette 0, Fast-Talk 3, Intimidation 0, Persuasion 7, Seduction 1, Streetwise 4, Willpower 5  Nature: Animal Lore 0, Fishing 0, Orienting 4, Plant Lore 0, Ropes 0, Survival 3, Tracking 0 Knowledge: Astronomy 0, Gambling 0(Incompetent), Geography 2, History 1, Law 0, Magical Lore 0, Math 0, Mechanics 4, Myths & Legends 6, Religions 3, Sphere Lore 0, Warfare 6(Specialisation in Tunnel Fighting) Crafts: Alchemy 0, Artistic Ability 0, Clothworking 0, Commerce 4, Driving 10, Earthencraft 1, Leatherworking 0, Metalworking 7, Mining 0, Music 1, Pick Locks 10, Prepare Food 0, Sailing 0, Treat Disease 0, Treat Poison 0, Treat Soul 0, Treat Wounds 4, Woodworking 0   Equipment: Travel Package, Ancestor Glyph Light Pannier, Halberd (DP1d6+6, long reach, AT14, PA6), Wyvern-Beater (DP1d6+5, short reach, AT12, PA6(7 when using main-gauche in off-hand)), Main-Gauche (DP1d6+1, short reach AT8, PA4, Parrying weapon) , Chainmail (PRO 4, ENC0 ), Armour Underclothes, Lesser Nobles Clothing Package, Various Silver Jewellery (50St worth), Free Person's Clothing, 3x Lockpicks, 11St in loose coinage.     Cadrima Dwarf guard.xlsx
  17. Built my dwarven caravan guard last night, I'll post it this afternoon, any particular format you want us to use?   I've gone for a pretty meaty warrior and think I'm reasonably well rounded out as a person too.
  18. I reserved about 60 AP. Which could go into more 'person' skills. As i was building him i realised he's just this grumpy, nasty, uncultured little bastard and i really lent into that lol Maybe i'll hold onto those 60 points and see what other applications might look like, i could always put them into more 'kill stuff' places and just be The Hammer and let everyone else dead with you know.. stuff!
  19. Im somehow picturing Gotrek Gurnisson here^^ but that isnt a problem. Fighting isnt a focus of DSA but it happens obviously and a brawl is all the more likely. For the rest just puzzle solving or having ideas you can do with any character.
  20. So 'simple dwarven warrior' turned into the most grumpy, ugly, boorish warrior i've made to date. The only thing i'm sort of worried about is i haven't got much int he way of 'normal' skills. I liked the idea that he is only good at one thing, which is fighting, and he's such a little asshole people kick him out of places pretty quick. He never settles and learns normal skills. But i was wondering how important those skills are. I saw a lot of like gathering and fishing and hunting and craft skills and i'm wondering if i lack those if its going to be a problem.
  21. Experience Level • 1100 AP and 3 FP • Max Attribute: 14. Max Skill 10. Max combat technique 12. Max attribute total. 100. Max 80 Advantages/Disadvantages Race • Dwarf (-61 = 1039ap) AP Value 61 AP Life Point 8 Spirit Value -4 Toughness Value -4 Movement Value 6 Attribute Adjustment CON, Str +1; CHA or AGI -2 Culture • Forge Dwarf Language: Rogolan (Rogolan Runes) Area Knowledge: Social Stats: None Attributes (-540 = 499ap) COU 14 SGC 14 INT 14 CHA 6 DEX 8 AGI 14 CON 15 STR 15 Profession (-216 = 283ap) AP Cost 216 Prerequisites AGI 13, CON 13, STR 13 Special Abilities Languages and Literacy worth Skill spec: Warfare Feint I Forceful Blow I Inured to Encumbrance I Onslaught Combat Techniques Brawling 10 Two-Handed Impact Weapons 12 Skills Body Control 4 Feat of Strength 4 Perception 2 Riding 4 Self-Control 4 - Empathy 2 Etiquette 5 Willpower 4 - History 3 Myths & Legends 2 Religions 3 Warfare 7 Advantages and Disadvantages (+3 = 286ap) Advantages (77) • Darksight I • Improved Regeneration (Life Points) I • Increased Toughness I • Rugged Fighter • Increased Life Points II Disadvantages (80) • Maimed - One Eyed  - One Eared • Personality Flaw - Arrogance - Unpleasant • Negative Trait - Short Temper - Wastefulness • Bad Habit - Bad Table Manners - Late Sleeper - Smoker • Frenzy - Gain Bloodlust state • Incompetence - Swimming • Afraid of… (the Sea) • Slow Improve Abilities (114 = 165) Skills • Body Control 8 (16) • Feat of Strength 9 (10) • Perception 4 (8) • Self Control 7 (12) • Intimidation 4 (10) • Willpower 6 (8) • Ropes 4 (4) • Survival 3 (12) • Warfare 10 (6) Combat Techniques • Brawling 13 (8) • Two-Handed Impact 15 (27) • • Combat Technique Values Attack SR +2 Parry Half SR +2 Ranged Combat   Special Abilities (-105 = 60ap) • Combat Reflexes • Forceful Blow II • Hammer Blow • Unured to Encumbrance II • Shield Splitter Derived Characteristics Life Points 40 Spirit 3 Toughness 8 Dodge 7 Initiative 15 Movement 5 Fate 3 Equipment 750 Silerthalers • Rock-Cleaver [2d6+2. STR 13. AT 0 PA -3. Medium. 6lbs. 48 inches] (200) • Mace [1d6+4. STR 14. AT 0 PA -1. Medium. 3lbs. 25 inches] (106) • Thorwaler Shield [1d6. AT -5 PA +2. Short. 9lbs] (70) • Scale-mail [PRO: 5. ENC: 0. -1MOV, -1 INI. 36lbs] (400) • - Underclothes (24) Age • 75 Appearance • Hair: Black • Eyes: Brown • Height: 51 inches (4'2" • Weight: 116
  22. sdfsdfsd Kirgarm, Son of Doral. Dwarf Warrior Place of Birth: Family: Date of Birth: Age: 70 Sex: Male Race: Dwarf Height: 51 inches Weight: 116kg Hair Colour: Blonde Eye Colour: Brown Culture: Forge Dwarf Profession: Warrior Title: Social Status: None COU 14 SGC 14 INT 14 CHA 6 DEX 8 AGI 14 CON 15 STR 15 Life Points Spirit Toughness Dodge Initiative Movement Fate 40 3 8 7 15 5 3 Melee Attack Ranged Attack Parry +2 -2 ½+2 Language Area Knowledge Social Status Rogolan   None Physical Skills • [8] Body Control • [9] Feat of Strength • [4] Perception • [4] Riding • [7] Self-Control Special Abilities • [2] Empathy • [5] Etiquette • [4] Intimidation • [6] Willpower Special Abilities • [3] History • [2] Myths & Legends • [3] Religions • [4] Ropes • [3] Survival • [10] Warfare Combat Techniques • [13] Brawling • [15] Two-Handed Impact • [12] Shield • [6] All Others Special Abilities • Feint I • Forceful Blow II • Inurned to Encumbrance II • Onslaught   Special Abilities • Combat Reflexes • Hammer Blow • Shield Splitter Advantage • Darksight I • Improved Regeneration (Life Points) I • Increased Toughness I • Rugged Fighter • Increased Life Points II Disadvantage • Maimed - One Eyed  - One Eared • Personality Flaw - Arrogance - Unpleasant • Negative Trait - Short Temper - Wastefulness • Bad Habit - Bad Table Manners - Late Sleeper - Smoker • Frenzy - Gain Bloodlust state • Incompetence - Swimming • Afraid of… (the Sea) • Slow Weapon DP P+T AT/PA Mod RE Weight Length Rock-Cleaver 2d6+2 STR 13 0/-4 Med 7lb 48in Thorwaler Shield (15 Structure points) 1d8+1 STR 15 -5/+2 Short 9lb -               Type PRO ENC Penalties Weight Scale-mail 5 0 - MOV, - INI 36lb - Underclothes       2lb                               Equipment (Silverthalers: 4) • Hooded Cloak • Leather Boots • Leather Gloves • Pants • Provisions (6 days) • Flint and Steel    
  23. I'm thinking of making something pretty simple like a dwarven warrior.
  24. If you know what type of thing you want to play you can just open an extra threat in this topic and create a character.   Elder.sign, just take one of the two, doesn’t seem that you have opposition here. Mischief warrior, Thorwal has but two academies and both are grey so if you want to play a white mage your guy had to leave home in his youth at some time (not that this is unusual) or he got a personal tutor (a wandering mage) who taught him and at the end took him to his own academy. Laughingly, that is totally fine by me, just start with one profession and raise some points in suitable things for the other. I would with consideration of your characters Job say you should take mercenary and just raise some Rouge like abilities. Neopopulas, any idea yet?
  25. i'm digging back into this and taking a look at the classes again, i love some of the options
  26.  
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