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[OOC] Underdogs [a core dnd game][4/4]
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<blockquote data-quote="doghead" data-source="post: 3601928" data-attributes="member: 8243"><p>--- CHARACTER GENERATION ---</p><p></p><p>Underdogs is a half-orc (called grell in this setting) game. The initial characters are all grell from Horak-krel. As a rough guide, and in military terms, I peg new recruits at 1st, ordinary soldiers at about third, veterans at about 6th. Soldiers starting to gain legendary status would be about 9th level. </p><p></p><p>Classes in rough order of suitability:</p><p>* fighter, ranger, barbarian, druid, rogue.</p><p>* bard, monk.</p><p>* cleric, wizard, sorcerer.</p><p>* paladin</p><p>Its not that grell can't be clerics, its just that few chose to. Even fewer chose to practice the arcane arts. As for paladins, they are usually the product of the human religions. More often than not they are the sons of the elite, third children who tradition has forced to join the church but who have no taste for a clerical life. Monks will not be the traditional eastern monk, although the mechanics will be the same. The one exception will be the 'monks weapons', which will be discarded in favour of something more setting appropriate. So none of the lower ranked classes are outside the bounds of possibility. They will just require a little more discussion to make happen.</p><p></p><p>There are four slots in the game. Acceptance is based on completed characters rather than expressions of interest.</p><p></p><p><strong>To start</strong>, I would like to see a concept, the usual stuff - background, description and personality. A paragraph or three will be enough. Once we have that, then we can move on to the mechanics.</p><p></p><p>-- Mechanics --</p><p></p><p>Level 4, 32 point buy.</p><p>Starting wealth of about 5000 gold in goods. Pick something snazzy. Don't worry too much about mundane gear unless your character wants their own personal item or set. Your characters will have access to the resources of their Fall and Krel depending on the circumstances. </p><p></p><p>One thing, plate armour is the province of the nobility.</p><p></p><p>- Skills -</p><p></p><p>I'm not that fussed about class/x-class distinction. If it fits your character's background, take the skill.</p><p></p><p>Spot and Listen are combined into Perception, Hide and MS are combined into Stealth.</p><p></p><p>Characters can take an extra 2 skill points per level. That means 8 points at first, and 2 points per level thereafter. You will need them. Keep reading. </p><p></p><p>I would like the characters to have some means of contributing to the Fall or earning a living when away from it besides 'adventuring'. A Craft or Profession skill, Handle Animal - whatever you think could be used to earn a few coin. Unskilled labouring is an option, but the wages are terrible.</p><p></p><p>- Languages -</p><p></p><p>The dominant tongue in Hella is Dornish. It is also the native tongue of a couple of neighbouring kingdoms. The grell have their own language, called Grell. There is no Common as such. If there is a common tongue, it would be Trader, a blend of the vocabulary and syntax from a number of languages. Jiddian, the language of the mighty Jidda Empire, is the common language of art, learning and diplomacy. The nobility speak it almost exclusively across most of the land.</p><p></p><p>All characters start with Speak Grell. They may take Write Grell for one point. Speak Dornish and Speak Trader can be taken for one point each. There is no written from of Trader. Otherwise, languages cost 2 points, with Speak and Write separate skills.</p><p></p><p>-- Player Input --</p><p></p><p>As part of the character generation process, I'm asking players for their input. Here are the first three 'questions':</p><p></p><p></p><p></p><p>OK. Gramatically, they are not questions. You don't have to write an essay, although you can if you really really feel like it. I'll take what you post and work it into the setting information above.</p><p></p><p>Here are the second three questions:</p><p></p><p></p><p></p><p>doghead</p><p>aka thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 3601928, member: 8243"] --- CHARACTER GENERATION --- Underdogs is a half-orc (called grell in this setting) game. The initial characters are all grell from Horak-krel. As a rough guide, and in military terms, I peg new recruits at 1st, ordinary soldiers at about third, veterans at about 6th. Soldiers starting to gain legendary status would be about 9th level. Classes in rough order of suitability: * fighter, ranger, barbarian, druid, rogue. * bard, monk. * cleric, wizard, sorcerer. * paladin Its not that grell can't be clerics, its just that few chose to. Even fewer chose to practice the arcane arts. As for paladins, they are usually the product of the human religions. More often than not they are the sons of the elite, third children who tradition has forced to join the church but who have no taste for a clerical life. Monks will not be the traditional eastern monk, although the mechanics will be the same. The one exception will be the 'monks weapons', which will be discarded in favour of something more setting appropriate. So none of the lower ranked classes are outside the bounds of possibility. They will just require a little more discussion to make happen. There are four slots in the game. Acceptance is based on completed characters rather than expressions of interest. [B]To start[/B], I would like to see a concept, the usual stuff - background, description and personality. A paragraph or three will be enough. Once we have that, then we can move on to the mechanics. -- Mechanics -- Level 4, 32 point buy. Starting wealth of about 5000 gold in goods. Pick something snazzy. Don't worry too much about mundane gear unless your character wants their own personal item or set. Your characters will have access to the resources of their Fall and Krel depending on the circumstances. One thing, plate armour is the province of the nobility. - Skills - I'm not that fussed about class/x-class distinction. If it fits your character's background, take the skill. Spot and Listen are combined into Perception, Hide and MS are combined into Stealth. Characters can take an extra 2 skill points per level. That means 8 points at first, and 2 points per level thereafter. You will need them. Keep reading. I would like the characters to have some means of contributing to the Fall or earning a living when away from it besides 'adventuring'. A Craft or Profession skill, Handle Animal - whatever you think could be used to earn a few coin. Unskilled labouring is an option, but the wages are terrible. - Languages - The dominant tongue in Hella is Dornish. It is also the native tongue of a couple of neighbouring kingdoms. The grell have their own language, called Grell. There is no Common as such. If there is a common tongue, it would be Trader, a blend of the vocabulary and syntax from a number of languages. Jiddian, the language of the mighty Jidda Empire, is the common language of art, learning and diplomacy. The nobility speak it almost exclusively across most of the land. All characters start with Speak Grell. They may take Write Grell for one point. Speak Dornish and Speak Trader can be taken for one point each. There is no written from of Trader. Otherwise, languages cost 2 points, with Speak and Write separate skills. -- Player Input -- As part of the character generation process, I'm asking players for their input. Here are the first three 'questions': OK. Gramatically, they are not questions. You don't have to write an essay, although you can if you really really feel like it. I'll take what you post and work it into the setting information above. Here are the second three questions: doghead aka thotd [/QUOTE]
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