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#2
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Suzerain of Sheol
Desolation Denizen
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Okay, rules for character capabilities.
We have 5 primary areas of focus: Skill-at-Arms, Wisdom, Magic, Vitality, and Wealth.
You get 16 points, to increase them each from 1 to 5. You have to put at least 1 into each. You'll have opportunities to raise them higher as we play, but bear in mind that anything over 5 (5 to 10) is a bigger increase than 1 to 5. The tiers are as follows:
Skill-at-Arms
1- Inept as a fighter. The character has never been in a serious fight in their life.
2- Untrained, but either naturally fierce or the product of a violent life.
3- A soldier. Possesses basic training and knows how to handle themselves in a fight.
4- A veteran. Has fought in wars and come back to tell the tale.
5- A fully-trained knight. Schooled in the art of war since birth, a finely-tuned killing machine.
Wisdom
1- Illiterate. Provincial. Barely knows who their monarch is.
2- Functional in society. Still possibly illiterate.
3- Basic education, but no particular areas of focus.
4- A scholar. Broad base of knowledge, specialized in one or two fields.
5- A Renaissance Man. To those of lesser intellect, they seem to know everything. They possibly do.
Magic (this covers both magic ability for those who make pacts, and resistance to magic. If it's particularly high for a non-mage, an RP explanation is probably required.)
1- Inept at magic, effects never work properly or don't work at all. No resistance.
2- Able to produce magic as described by the bargain, but nothing very impressive. Starting a campfire, perhaps, but no burning men alive. Slight resistance to magic, of little consequence.
3- Good enough at magic to be known for it. Burning men alive is possible here, but only with effort. No outstanding effects. Decent resistance to magic.
4- A true talent. Can use their granted powers in creative and powerful ways. Able to shrug off spells from lesser casters.
5- A trained wizard. Able to use even the smallest of sorceries to great effect. Only fellow wizards can threaten them with magic.
Vitality
1- Frail. Sickly. Probably should not be adventuring.
2- Out of shape. Susceptible to illness.
3- Average, reasonably healthy. Battle wounds are not necessarily life-threatening.
4- Robust. Rarely gets sick. Recovers quickly from wounds.
5- Mighty. Almost immune to common maladies. Can take tremendous wounds and keep fighting.
Wealth
1- Impoverished. Either homeless or indentured.
2- Able to feed oneself, but little else.
3- Can support a family. Can afford equipment and the occasional luxury.
4- Wealthy. Can afford to purchase finely-crafted equipment or employ servants and bodyguards regularly.
5- Rich. A landowner or noble, can afford almost any single purchase. Likely owns a manse or even a castle. Likely employs many servants and retainers, and even a personal army.
Cold silence has a tendency
to atrophy any sense of compassion
between supposed lovers.
Between supposed brothers.
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Posted 01-31-2014, 05:34 AM
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