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Create an O.L.D. Character
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<blockquote data-quote="GlassEye" data-source="post: 6283622" data-attributes="member: 40413"><p>With the new O.L.D. document I thought I'd take another look at the character creation section. My goal was to make a character that was a pistol-wielding duelist:</p><p></p><p>Nimrothor is an irrepressible (or should this be athletic?) 25 yr. old Grand Elf duelist who plots the path of the stars.</p><p></p><p>ABILITIES:</p><p>STR 2; AGI 7; END 6; INT 7; WILL 5; CHA 4; LUC 5; MAG 2; REP 4; GC 6</p><p></p><p>TRADITIONS:</p><p>Noble (Starter) 18 yrs. -- 1,000 bonus gold coins + superior quality set of clothing</p><p>Gladiator I 19 yrs. -- Only pay 1d6 to use Disarm or Trip</p><p>Gladiator II 21 yrs. -- As standard action make CHA vs. MENTAL DEFENSE attack vs. opponent w/in 30'. Opponent dazed for 2 rounds if successful.</p><p>Alchemist I 23 yrs. -- free high quality alchemy kit</p><p>Musketeer I 25 -- begin play with musket</p><p></p><p>SKILLS:</p><p>Pistol, Alchemy x2, Intimidate, Carousing, Melee Weapon (Rapier) x3, Astronomy x3 (Personal)</p><p></p><p>Combat Trick: Aim</p><p>Trait: Athletic</p><p></p><p>DERIVED STATISTICS:</p><p>Health: 18</p><p>Speed: 8 (Climb: 4; Jump: 14'/2')</p><p>Initiative: 4d6</p><p>Defense: 31</p><p>Mental Defense: 25</p><p>Carrying Capacity: 70 lbs.</p><p>Magic Points: 20 (2 max/spell)</p><p>--Spell List: Transform Metal</p><p>Contacts:</p><p>--Noble</p><p>--Musketeer (rival)</p><p>--Gladiator</p><p>--Gladiator (rival)</p><p>Wealth: 1,310 or 1,410</p><p>Luck Pool: 3d6</p><p></p><p>GEAR:</p><p>begins with the following free gear: pistol, musket, high quality alchemy kit, superior quality set of clothing, & 1,000 extra gold coins.</p><p></p><p>NOTES: <ul> <li data-xf-list-type="ul"> I haven't really looked at the combat section yet so I don't have a clue how effective this character would be, particularly in the area that I wanted to specialize in: pistol combat</li> <li data-xf-list-type="ul"> Pistol only shows up on the Grand Elf list. No tradition includes Pistol skill, and only the Assassin has Ranged Weapon (a non-specific skill which I assume can be used for Pistol). A couple of other traditions list specific ranged weapons (bow, crossbow)</li> <li data-xf-list-type="ul"> There is some inconsistency in the naming of skills. The one I noticed specifically is Intimidate (Grand Elf, pg. 20) vs. Intimidation (Gladiator, pg. 43).</li> <li data-xf-list-type="ul"> Trip combat maneuver list AGI as a prerequisite but doesn't give a score.</li> <li data-xf-list-type="ul"> Melee Weapon vs. Sword vs. Rapier. There were times when I had a choice of Melee Weapon, other times Sword, still others Rapier. I know from previous comments that you are intended to select a specific weapon when given a broader category. Maybe I overlooked it but a note in the skill section might help clarify.</li> <li data-xf-list-type="ul"> You still have Credits listed in a couple of places: Example Wages table (pg. 78), Thug tradition (pg. 29)</li> <li data-xf-list-type="ul"> As mentioned by others in previous comments my elf also ended up below the minimum adolescent age. Maybe there could be a base age given with each race that the starter age is added to (for example, elves start at 22 before age rolls. With my character, who got max rolls on his starter tradition this would put his starter age at 40 yrs. Adjustments for his further traditions would put him at 47 yrs.)</li> <li data-xf-list-type="ul"> Starting Gold Coins is a little unclear. My character has a GC 6. He gets the higher of 4d6 x20 OR 18. The roll will always be higher unless you mean the higher of 4d6 x20 OR 18 x20.</li> <li data-xf-list-type="ul"> I enjoyed the process but it did take me a while to do. An hour, maybe a little longer (neglected to time it, so it's just a guess) but I spent a lot of time double checking rules and scrolling through the pdf. Plus I was writing everything out instead of using the character sheet. Can't wait to make up a couple more characters and then go over the combat section and try out some combats.</li> </ul></blockquote><p></p>
[QUOTE="GlassEye, post: 6283622, member: 40413"] With the new O.L.D. document I thought I'd take another look at the character creation section. My goal was to make a character that was a pistol-wielding duelist: Nimrothor is an irrepressible (or should this be athletic?) 25 yr. old Grand Elf duelist who plots the path of the stars. ABILITIES: STR 2; AGI 7; END 6; INT 7; WILL 5; CHA 4; LUC 5; MAG 2; REP 4; GC 6 TRADITIONS: Noble (Starter) 18 yrs. -- 1,000 bonus gold coins + superior quality set of clothing Gladiator I 19 yrs. -- Only pay 1d6 to use Disarm or Trip Gladiator II 21 yrs. -- As standard action make CHA vs. MENTAL DEFENSE attack vs. opponent w/in 30'. Opponent dazed for 2 rounds if successful. Alchemist I 23 yrs. -- free high quality alchemy kit Musketeer I 25 -- begin play with musket SKILLS: Pistol, Alchemy x2, Intimidate, Carousing, Melee Weapon (Rapier) x3, Astronomy x3 (Personal) Combat Trick: Aim Trait: Athletic DERIVED STATISTICS: Health: 18 Speed: 8 (Climb: 4; Jump: 14'/2') Initiative: 4d6 Defense: 31 Mental Defense: 25 Carrying Capacity: 70 lbs. Magic Points: 20 (2 max/spell) --Spell List: Transform Metal Contacts: --Noble --Musketeer (rival) --Gladiator --Gladiator (rival) Wealth: 1,310 or 1,410 Luck Pool: 3d6 GEAR: begins with the following free gear: pistol, musket, high quality alchemy kit, superior quality set of clothing, & 1,000 extra gold coins. NOTES:[list] [*] I haven't really looked at the combat section yet so I don't have a clue how effective this character would be, particularly in the area that I wanted to specialize in: pistol combat [*] Pistol only shows up on the Grand Elf list. No tradition includes Pistol skill, and only the Assassin has Ranged Weapon (a non-specific skill which I assume can be used for Pistol). A couple of other traditions list specific ranged weapons (bow, crossbow) [*] There is some inconsistency in the naming of skills. The one I noticed specifically is Intimidate (Grand Elf, pg. 20) vs. Intimidation (Gladiator, pg. 43). [*] Trip combat maneuver list AGI as a prerequisite but doesn't give a score. [*] Melee Weapon vs. Sword vs. Rapier. There were times when I had a choice of Melee Weapon, other times Sword, still others Rapier. I know from previous comments that you are intended to select a specific weapon when given a broader category. Maybe I overlooked it but a note in the skill section might help clarify. [*] You still have Credits listed in a couple of places: Example Wages table (pg. 78), Thug tradition (pg. 29) [*] As mentioned by others in previous comments my elf also ended up below the minimum adolescent age. Maybe there could be a base age given with each race that the starter age is added to (for example, elves start at 22 before age rolls. With my character, who got max rolls on his starter tradition this would put his starter age at 40 yrs. Adjustments for his further traditions would put him at 47 yrs.) [*] Starting Gold Coins is a little unclear. My character has a GC 6. He gets the higher of 4d6 x20 OR 18. The roll will always be higher unless you mean the higher of 4d6 x20 OR 18 x20. [*] I enjoyed the process but it did take me a while to do. An hour, maybe a little longer (neglected to time it, so it's just a guess) but I spent a lot of time double checking rules and scrolling through the pdf. Plus I was writing everything out instead of using the character sheet. Can't wait to make up a couple more characters and then go over the combat section and try out some combats.[/list] [/QUOTE]
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