Characters can individuate themselves by learning various Knacks -- special talents for combat manoeuvres, magic, skills or other abilities. Most people can pick up a couple of Knacks but further Knacks become progressively more unintuitive.
Characters can individuate themselves by learning various Knacks -- special talents for combat manoeuvres, magic, skills or other abilities.
Most people can pick up a couple of Knacks easily but further Knacks become progressively less intuitive.
@@ -1246,7 +1246,7 @@ The Polymorpher can now cross the species boundary, making themself or another t
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@@ -1246,7 +1246,7 @@ The Polymorpher can now cross the species boundary, making themself or another t
Alternatively, the Polymorpher can turn an animal into a person.
Alternatively, the Polymorpher can turn an animal into a person.
This won't yeild any fantastic results, as animals don't suddenly become intelligent once turned into a gnome or dwarf, but it is possible.
This won't yeild any fantastic results, as animals don't suddenly become intelligent once turned into a gnome or dwarf, but it is possible.
Such creatures start with Intelligence -5 and Charisma 0.\footnote{The \glsentrytext{gm} is encouraged to change the basic Charisma for various animals, as cats obviously start with +4.}
Such creatures start with Intelligence -5 and Charisma 0.
This spell is cast at \gls{tn} 12, as it either targets an animal, or makes a person into one. It uses the Skill associated with the creature the target will become, so turning a wolf into a man uses Medicine, while turning a man into a wolf requires Beast Ken.
This spell is cast at \gls{tn} 12, as it either targets an animal, or makes a person into one. It uses the Skill associated with the creature the target will become, so turning a wolf into a man uses Medicine, while turning a man into a wolf requires Beast Ken.
@@ -363,12 +363,10 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
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@@ -363,12 +363,10 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
\end{multicols}
\end{multicols}
\subsection{Concept}
Now is the time to look at your character's base Attributes and think about what they might be good at. The best place to start is your highest Attribute. If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
@@ -376,12 +374,17 @@ Now is the time to look at your character's base Attributes and think about what
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@@ -376,12 +374,17 @@ Now is the time to look at your character's base Attributes and think about what
\end{wrapfigure}
\end{wrapfigure}
Now is the time to look at your character's base Attributes and think about what they might be good at. The best place to start is your highest Attribute. If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits.
Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits.
Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top.
Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top.
It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'.
It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'.
You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'.
You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'.
My own character, Thenton, has a good Charisma score and some basic ability to fight with his enhanced human Strength Attribute. I think I'm going to make him a `knightly poet'.}{}
My own character, Thenton, has a good Charisma score and some basic ability to fight with his enhanced human Strength Attribute.
I think I'm going to make him a `knightly poet'.
}{}
\subsubsection{Starting \gls{xp}}
\subsubsection{Starting \gls{xp}}
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@@ -712,6 +715,8 @@ The final unit is a `region'.
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@@ -712,6 +715,8 @@ The final unit is a `region'.
Regions encompasses a full forest, a town, or a collection of villages.
Regions encompasses a full forest, a town, or a collection of villages.
Each region has its own set of likely encounters, such as tradesmen in the villages, cut-throats in town, and elves in the forest.\footnote{If all this looks like a repugnant abstraction, just set a square to two yards, an area to one mile, a \gls{round} to six seconds and a scene to one hour.}
Each region has its own set of likely encounters, such as tradesmen in the villages, cut-throats in town, and elves in the forest.\footnote{If all this looks like a repugnant abstraction, just set a square to two yards, an area to one mile, a \gls{round} to six seconds and a scene to one hour.}