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Character Creation


Thraxas

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To start a character please look for the rule here:

https://de.scribd.com/document/502547675/The-Dark-Eye-Core-Rules-2nd-Printing

(can be used free as far as I see it)

and then start a topic here.

I think the system is pretty self explanatory and uses a method similar to shadowrun's system that you directly spend points you get on your abilities.

So what does your character need fluff wise:

-Name (appropriate names in the source but if you take something that sounds right it’s totally ok)

-Background (duh)

-Best if you have a picture too

Rules wise:

-A race

-A culture

-A profession

-Equipment

Also we play with experienced Characters, which means 1100 AP and 3 FP at the start, as well as the limits, described on page 39 (41 for the document)

You are very welcome to ask additional questions, the short introduction at the start and the specific ones for cultures and races should be enough to get a rough insight, but if you want more feel free to ask here.

 

Edited by Thraxas (see edit history)
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Extra stuff:

Because they cut a few things I liked I will add following professions and spells, mind you that is not even half the spells they cut. If you want to use the professions or spells please ask, otherwise I will slowly add those to an extra rules topic.

Additionally i will allow a few extra professions if somebody is interested in:

-the Charlatan (essentially a magical gifted person who never got a formal education in it and uses certain tricks to come by, think of an illusionist plus a bit of a bard)

-the Druid (works a bit different than a dnd druid, more on dominion about nature and people)

-the Skald (viking bard from Thorwal)

I will also allow a few extra spells if someone wants to play a magic caster:

General:

-wall of [element] (duh)

-ignoratia (makes people not notice you, but doesn’t work if someone is directly looking for you)

-eagle, wolf and sharkskin (shapechange, may change into one pre chosen animal with a size between a rat and a horde, needs to be relearned for any animal)

-essence of [element] (like a bigger manifesto, is partly suited for attacking but mostly for diverse things with said elements)

-caldofrigo (allows to change the temperature of an object or the surroundings, object needs to be touched)

-darkness (creates a darkness centered around the caster, which doesn’t move)

-object fix (fixes an object in place, so it can’t be moved, doesn’t increase the durability of the object)

Guildmage:

-Memory loss* (erases the recent memory of a person)

-Memory replacement* (creates a recent memory in a person)

-Fear of [color] (creates the fear of a color in a person)

-birds and chimes (uses magic to change certain sounds made by a person to something different, doesn’t change the volume)

-black and red you’re dead* ( creates a red mark on a person that slowly saps the life of said person away, I’m also happy that the rhyme still works in English)

-applicatus (attaches one spell to one item with a trigger)

-solid flow (changes 1L of something hard into a wax like substance that can be formed)

* marked spells are usually only used by demon worshippers or evil guys so if you get caught using them it might lead to a very serious questioning.

Witch:

-Veil of Unkown (shields from magical inspection)

-call of lizards (create a place or object that lures any lizard like creature to it)

-call of insects (create a place or object that lures any insect or similar creature to it)

Druid:

-Veil of Unkown (shields from magical inspection)

-Evil Eye (allows the Druid to either induce rage or fear in a target)

-Lord of Animals (allows the Druid to dominate an animal)

-Eye of limbo (anti demon black hole)

-druids wrath (Druid sacrifices himself to go out with a bang)

-one with nature (allows the Druid to „feel“ the surrounding nature making any tests easier)

-curse of pestilence (curses a victim with a sickness, essentially a field version of the witch curse)

-weather mastery (allows to change the weather, is stupidly expensive if you try to change things more than a tiny bit)

 

Edited by Thraxas (see edit history)
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I'd be happy with

  • Elven wyldrunner
  • Kosh mage
  • Bornish witch
  • Meridianan mercenary
  • Blessed One of Rondra
  • Thorwalian sailor
  • Fjarning tribal warrior
  • Blessed One of Boron

the bold ones being my primary choices. So, I think I'm flexible enough in that respect.

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Hi, I'd be interested in joining, never played TDE but read the rulebook and tried to get my local group to play it because I've heard such good things about it.

 

I'd like to play a dwarven caravan guard who has had enough of the merchant they have been escorting for the last few years, and has taken the stop at Vintino as an opportunity to strike out on their own. Somewhere between the Dwarven Warrior and Thief prebuilt characters in terms of their skillset.

Edited by Laughingly
typo (see edit history)
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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?

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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.

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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.

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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!

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