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<blockquote data-quote="AngryOgre" data-source="post: 6262489" data-attributes="member: 6748918"><p>Observations: Wanted to take "Burglar" but the prereq says "Street Thug" but I can't find where Street thug is listed. </p><p></p><p></p><p>It's also a little ambigious if taking the same tradition more than once keeps adding to your attributes. I'm going to assume that it does and see how that turns out.</p><p></p><p></p><p>so what happens if say I rolled Super super low on my ages? Like 2d6+6+4d6 yeilded 12 years of age but a smallfolks min age is 20? That would have to be the youngest watchman i've ever heard about : )</p><p></p><p></p><p>Everything after the initial notes just kinda flowed for me. I liked it a lot better then just saying "Imma [Insert class here] who is actually [insert actual job here]". This system was little bit nicer for thinking of the backstory and personality for my character. The process wasn't to bad, I had to go back and reread a few sections to make sure I was taking the appropriate skills or I was including things properly but the information was easy to skim for. </p><p></p><p></p><p>Really liked the stat comparison table.</p><p></p><p></p><p>Suffice it to say I am pretty excited about this. </p><p></p><p></p><p>Taggalwittzz is a Paranoid 26 year old Smallfolk Watchman who loves to play chess</p><p></p><p></p><p>Str 2 [2d6] Agi 5 [3d6] End 8 [5d6] Int 7 [4d6] Will 3 [2d6] Cha 4 [3d6]</p><p>Rep 4 [3d6] GC 4 [3d6]</p><p></p><p></p><p>Health 24/24 [heal 8+1d6/day of rest]</p><p>Speed 6 sqrs; Climb 3 sqrs; Jump 10'/2' (2sq/0sq)</p><p></p><p></p><p>Defense: 27 (10+[agix3]+2)</p><p>Mental Def: 19</p><p>CC: 70 lbs.</p><p>Natural Dmg: 1d6</p><p></p><p></p><p>Contacts</p><p>1) Contact [13]</p><p>2) Rival [11]</p><p>3) Contact [15]</p><p>4) Contact [13]</p><p></p><p></p><p>Gold Coins</p><p>Starting [3d6x20] 220 gc</p><p></p><p></p><p>Racial Traits: </p><p>+2 Def; Darkvision 60'</p><p>Weight: 146 lbs.</p><p>Height: 4'1"</p><p></p><p></p><p>Age Trait: </p><p>Adolescent; INQUISITIVE: Your youthful inquisitiveness gives you a +1d6 to observation and intuition based attribute checks</p><p></p><p></p><p>Starting Skills: Carousing, Crafting (oddities), Appraisal</p><p>Tradition Skills: Theivery, Perception, Interrogation, Intution II, Sap</p><p>Personal Skill: Gaming (chess) II</p><p>Specialty: Intution </p><p></p><p></p><p>Traditions</p><p>Urchin Age: +12 yrs; Skill: Theivery; Bonus: Heal +1d6 each day</p><p>Watchman I Age: +2 yrs; Skill: Perception; Bonus: Constantly vigilant, you are hard to surprise. Opponents take a -1d6 die penalty to access the ambush turn.</p><p>Watchman II Age: +6 yrs; Skill: Interrogation; Bonus:When chasing someone using the chase mechanics in this rulebook, you get a +1d6 die bonus to your SPEED checks each turn.</p><p>Watchman III Age: +1 yrs; Skill: Intuition; Bonus:You gain a +1d6 die bonus when looking for clues at the scene of a crime.</p><p>Watchman IV Age: +5 yrs; Skill: Sap; Bonus:You gain a special sap attack, used to knock out and apprehend criminals. You do no damage, but your target must make a Challenging [16] END check or be stunned for two turns.</p><p></p><p></p><p>Wow so he is one smart and hardy guy...</p></blockquote><p></p>
[QUOTE="AngryOgre, post: 6262489, member: 6748918"] Observations: Wanted to take "Burglar" but the prereq says "Street Thug" but I can't find where Street thug is listed. It's also a little ambigious if taking the same tradition more than once keeps adding to your attributes. I'm going to assume that it does and see how that turns out. so what happens if say I rolled Super super low on my ages? Like 2d6+6+4d6 yeilded 12 years of age but a smallfolks min age is 20? That would have to be the youngest watchman i've ever heard about : ) Everything after the initial notes just kinda flowed for me. I liked it a lot better then just saying "Imma [Insert class here] who is actually [insert actual job here]". This system was little bit nicer for thinking of the backstory and personality for my character. The process wasn't to bad, I had to go back and reread a few sections to make sure I was taking the appropriate skills or I was including things properly but the information was easy to skim for. Really liked the stat comparison table. Suffice it to say I am pretty excited about this. Taggalwittzz is a Paranoid 26 year old Smallfolk Watchman who loves to play chess Str 2 [2d6] Agi 5 [3d6] End 8 [5d6] Int 7 [4d6] Will 3 [2d6] Cha 4 [3d6] Rep 4 [3d6] GC 4 [3d6] Health 24/24 [heal 8+1d6/day of rest] Speed 6 sqrs; Climb 3 sqrs; Jump 10'/2' (2sq/0sq) Defense: 27 (10+[agix3]+2) Mental Def: 19 CC: 70 lbs. Natural Dmg: 1d6 Contacts 1) Contact [13] 2) Rival [11] 3) Contact [15] 4) Contact [13] Gold Coins Starting [3d6x20] 220 gc Racial Traits: +2 Def; Darkvision 60' Weight: 146 lbs. Height: 4'1" Age Trait: Adolescent; INQUISITIVE: Your youthful inquisitiveness gives you a +1d6 to observation and intuition based attribute checks Starting Skills: Carousing, Crafting (oddities), Appraisal Tradition Skills: Theivery, Perception, Interrogation, Intution II, Sap Personal Skill: Gaming (chess) II Specialty: Intution Traditions Urchin Age: +12 yrs; Skill: Theivery; Bonus: Heal +1d6 each day Watchman I Age: +2 yrs; Skill: Perception; Bonus: Constantly vigilant, you are hard to surprise. Opponents take a -1d6 die penalty to access the ambush turn. Watchman II Age: +6 yrs; Skill: Interrogation; Bonus:When chasing someone using the chase mechanics in this rulebook, you get a +1d6 die bonus to your SPEED checks each turn. Watchman III Age: +1 yrs; Skill: Intuition; Bonus:You gain a +1d6 die bonus when looking for clues at the scene of a crime. Watchman IV Age: +5 yrs; Skill: Sap; Bonus:You gain a special sap attack, used to knock out and apprehend criminals. You do no damage, but your target must make a Challenging [16] END check or be stunned for two turns. Wow so he is one smart and hardy guy... [/QUOTE]
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