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[The One Ring] The Marsh Bell: Character Creation
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<blockquote data-quote="JoeNotCharles" data-source="post: 5677839" data-attributes="member: 79945"><p><strong>Weapon Skills</strong></p><p></p><p>Weapon Skills are just like Common Skills. They're rated from 0 to 6, and are all linked to Body. When you attack somebody with a weapon, you roll on your skill for that weapon. If you spend a point of Hope, you can add your base Body score to your attack roll.</p><p></p><p>Weapon Skills can also be <u>favoured</u>, which lets you add your favoured Body score if you spend Hope.</p><p></p><p>A Weapon Skill always applies to one specific weapon: a normal Sword, a Short Sword or a Long Sword, for instance. If you have a rank of 3 in Short Sword, and you pick up a Long Sword, your weapon skill doesn't help you - you still have a rank of 0 with Long Sword.</p><p></p><p>The one exception is <strong>Cultural Weapon Skills</strong>. If the name of the weapon skill is in (brackets), it means that your culture is so well known for their use of that type of weapon that you can use all variants of it. If you had a rank of 3 in (Swords), that would apply equally to Short Sword, Sword and Long Sword.</p><p></p><p>Cultural Weapon Skills can never by <strong>favoured</strong>, but if you have a cultural weapon skill you can split one single weapon out of it, and make that skill favoured. (For instance, it's possible to have (Swords) 3, <u>Long Sword</u> 3. Or even (Swords) 3, <u>Long Sword</u> 4.)</p><p></p><p>Each culture has a choice of two weapon skill packages. Usually one of them contains a (cultural) weapon skill group, and the other contains a <u>favoured</u> weapon skill.</p><p></p><p><strong>Dwarves of the Lonely Mountain</strong> can choose:</p><p></p><ol> <li data-xf-list-type="ol">(Axes) 2, Short Sword 1, Dagger 1</li> <li data-xf-list-type="ol"><u>Mattock</u> 2, Short Sword 1, Dagger 1</li> </ol><p></p><p><strong>Hobbits of the Shire</strong> can choose:</p><p></p><ol> <li data-xf-list-type="ol"><u>Short Sword</u> 2, Bow 1, Dagger 1</li> <li data-xf-list-type="ol"><u>Bow</u> 2, Short Sword 1, Dagger 1</li> </ol><p></p><p><strong>Elves of Mirkwood</strong> can choose:</p><p></p><ol> <li data-xf-list-type="ol">(Spears) 2, Sword 1, Dagger 1</li> <li data-xf-list-type="ol"><u>Bow</u> 2, Sword 1, Dagger 1</li> </ol><p></p><p>I know you've already picked your weapon skills, but I was confused about what the (cultural) weapon skills meant the first time I read it, so if the explanation changed your mind about what you want, you can change it now.</p><p></p><p><strong>Traits and Specialties</strong>:</p><p></p><p>Everyone can choose 2 from a list of traits that are considered their culture's specialties. Traits are a general fuzzy category of "things that you're good at". An example is "Boating" - if you have that trait, it implies that you know how to row and sail, and that you can keep a boat in good repair and judge whether craft are seawothy.</p><p></p><p>Traits come into play in three ways:</p><p></p><ol> <li data-xf-list-type="ol"> If I call for a roll, and you can convince me that one of your traits applies to the current situation, you can automatically succeed without rolling. (But this is counted as a minimal success, so you might want to roll anyway to see if you can get any 6's.) For example, if I ask for an Athletics roll, TN 14, to hold your boat steady as you shoot the rapids, you can automatically succeed without rolling if you have the Boating trait.</li> <li data-xf-list-type="ol"> If I <em>don't</em> call for a roll, because I've decided that something happens regardless of what you do, you can get a roll anyway if you can convince me that one of your traits applies. For example, if I say that the sound of your oars carries a long way over the water so it's impossible to sneak up on somebody by paddling across the lake, you can ask for a Stealth roll anyway because you are an expert at Boating.</li> <li data-xf-list-type="ol"> As I mentioned above, after you make a skill roll I <em>may</em> give you an <strong>Advancement Point</strong>, which can later be spent to raise your common skills. If you have a trait that pertains to the current task, it's much more likely that I'll give you an Advancement Point. You have to roll, though - you never get an Advancement Point for using a trait to auto-succeed. (You also have to remind me, because I may not always remember which traits you have.)</li> </ol><p></p><p>Traits can either be something you know, like Boating, or describe some facet of your personality, like Wrathful.</p><p></p><p><strong>Dwarves of the Lonely Mountain</strong> can choose any two of <em>Fire-making</em> (lets you make a fire in extreme weather and difficult conditions), <em>Smith-craft</em>, <em>Smoking</em> (helps you to relax and concentrate), <em>Stone-craft</em>, <em>Trading</em> and <em>Tunnelling</em>.</p><p></p><p><strong>Hobbits of the Shire</strong> can choose any two of <em>Cooking</em>, <em>Gardener</em>, <em>Herb-lore</em> (), <em>Smoking</em>, <em>Story-telling</em> and <em>Tunnelling</em>.</p><p></p><p><strong>Elves of Mirkwood</strong> can choose any two of <em>Boating</em>, <em>Elven-lore</em>, <em>Fire-making</em>, <em>Mirkwood-lore</em>, <em>Swimming</em>, <em>Woodwright</em>.</p><p></p><p><strong>Backgrounds</strong></p><p></p><p>Now that you've chosen your overall culture, you can choose a more specific background from within that culture. The backgrounds given are only samples, so we can make up our own following this pattern, but I'd prefer not to do that right now.</p><p></p><p>Each background gives you the base scores for your Attributes (Body, Heart and Wits), lets you make another common skill <u>favoured</u>, and lets you choose two more Traits.</p><p></p><p>I'm not going to list each background - there are two many (6 for each culture, so I'd need to copy out 18 entries). You can find them at the <a href="http://azrapse.es/tor/sheet.html" target="_blank">character generator</a>. If you can't get to it for some reason, let me know and I'll list the backgrounds available to you.</p><p></p><p><strong>Adventuring Age:</strong></p><p></p><p><strong>Dwarves of the Lonely Mountain</strong> start adventuring at 50 to 100 years old.</p><p></p><p><strong>Hobbits of the Shire</strong> start adventuring at 25-60 years old.</p><p></p><p><strong>Elves of Mirkwood</strong> start adventuring at 100 to 500 years old.</p><p></p><p>So, based on what I've explained so far, anybody want to make changes to what they've chosen already? If not, I'll continue tomorrow with your <strong>Calling</strong>, <strong>Gear, Endurance and Fatigue</strong>, <strong>Hope and Fellowship</strong> and <strong>Valour and Wisdom</strong>.</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 5677839, member: 79945"] [b]Weapon Skills[/b] Weapon Skills are just like Common Skills. They're rated from 0 to 6, and are all linked to Body. When you attack somebody with a weapon, you roll on your skill for that weapon. If you spend a point of Hope, you can add your base Body score to your attack roll. Weapon Skills can also be [u]favoured[/u], which lets you add your favoured Body score if you spend Hope. A Weapon Skill always applies to one specific weapon: a normal Sword, a Short Sword or a Long Sword, for instance. If you have a rank of 3 in Short Sword, and you pick up a Long Sword, your weapon skill doesn't help you - you still have a rank of 0 with Long Sword. The one exception is [b]Cultural Weapon Skills[/b]. If the name of the weapon skill is in (brackets), it means that your culture is so well known for their use of that type of weapon that you can use all variants of it. If you had a rank of 3 in (Swords), that would apply equally to Short Sword, Sword and Long Sword. Cultural Weapon Skills can never by [b]favoured[/b], but if you have a cultural weapon skill you can split one single weapon out of it, and make that skill favoured. (For instance, it's possible to have (Swords) 3, [u]Long Sword[/u] 3. Or even (Swords) 3, [u]Long Sword[/u] 4.) Each culture has a choice of two weapon skill packages. Usually one of them contains a (cultural) weapon skill group, and the other contains a [u]favoured[/u] weapon skill. [b]Dwarves of the Lonely Mountain[/b] can choose: [LIST=1] [*](Axes) 2, Short Sword 1, Dagger 1 [*][u]Mattock[/u] 2, Short Sword 1, Dagger 1 [/LIST] [b]Hobbits of the Shire[/b] can choose: [LIST=1] [*][u]Short Sword[/u] 2, Bow 1, Dagger 1 [*][u]Bow[/u] 2, Short Sword 1, Dagger 1 [/LIST] [b]Elves of Mirkwood[/b] can choose: [LIST=1] [*](Spears) 2, Sword 1, Dagger 1 [*][u]Bow[/u] 2, Sword 1, Dagger 1 [/LIST] I know you've already picked your weapon skills, but I was confused about what the (cultural) weapon skills meant the first time I read it, so if the explanation changed your mind about what you want, you can change it now. [b]Traits and Specialties[/b]: Everyone can choose 2 from a list of traits that are considered their culture's specialties. Traits are a general fuzzy category of "things that you're good at". An example is "Boating" - if you have that trait, it implies that you know how to row and sail, and that you can keep a boat in good repair and judge whether craft are seawothy. Traits come into play in three ways: [LIST=1] [*] If I call for a roll, and you can convince me that one of your traits applies to the current situation, you can automatically succeed without rolling. (But this is counted as a minimal success, so you might want to roll anyway to see if you can get any 6's.) For example, if I ask for an Athletics roll, TN 14, to hold your boat steady as you shoot the rapids, you can automatically succeed without rolling if you have the Boating trait. [*] If I [i]don't[/i] call for a roll, because I've decided that something happens regardless of what you do, you can get a roll anyway if you can convince me that one of your traits applies. For example, if I say that the sound of your oars carries a long way over the water so it's impossible to sneak up on somebody by paddling across the lake, you can ask for a Stealth roll anyway because you are an expert at Boating. [*] As I mentioned above, after you make a skill roll I [i]may[/i] give you an [b]Advancement Point[/b], which can later be spent to raise your common skills. If you have a trait that pertains to the current task, it's much more likely that I'll give you an Advancement Point. You have to roll, though - you never get an Advancement Point for using a trait to auto-succeed. (You also have to remind me, because I may not always remember which traits you have.) [/list] Traits can either be something you know, like Boating, or describe some facet of your personality, like Wrathful. [b]Dwarves of the Lonely Mountain[/b] can choose any two of [i]Fire-making[/i] (lets you make a fire in extreme weather and difficult conditions), [i]Smith-craft[/i], [i]Smoking[/i] (helps you to relax and concentrate), [i]Stone-craft[/i], [i]Trading[/i] and [i]Tunnelling[/i]. [b]Hobbits of the Shire[/b] can choose any two of [i]Cooking[/i], [i]Gardener[/i], [i]Herb-lore[/i] (), [i]Smoking[/i], [i]Story-telling[/i] and [i]Tunnelling[/i]. [b]Elves of Mirkwood[/b] can choose any two of [i]Boating[/i], [i]Elven-lore[/i], [i]Fire-making[/i], [i]Mirkwood-lore[/i], [i]Swimming[/i], [i]Woodwright[/i]. [b]Backgrounds[/b] Now that you've chosen your overall culture, you can choose a more specific background from within that culture. The backgrounds given are only samples, so we can make up our own following this pattern, but I'd prefer not to do that right now. Each background gives you the base scores for your Attributes (Body, Heart and Wits), lets you make another common skill [u]favoured[/u], and lets you choose two more Traits. I'm not going to list each background - there are two many (6 for each culture, so I'd need to copy out 18 entries). You can find them at the [url=http://azrapse.es/tor/sheet.html]character generator[/url]. If you can't get to it for some reason, let me know and I'll list the backgrounds available to you. [b]Adventuring Age:[/b] [b]Dwarves of the Lonely Mountain[/b] start adventuring at 50 to 100 years old. [b]Hobbits of the Shire[/b] start adventuring at 25-60 years old. [b]Elves of Mirkwood[/b] start adventuring at 100 to 500 years old. So, based on what I've explained so far, anybody want to make changes to what they've chosen already? If not, I'll continue tomorrow with your [b]Calling[/b], [b]Gear, Endurance and Fatigue[/b], [b]Hope and Fellowship[/b] and [b]Valour and Wisdom[/b]. [/QUOTE]
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