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Zweihander Revised Core Rulebook- a read-through
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<blockquote data-quote="Some Dude" data-source="post: 7825059" data-attributes="member: 6980080"><p><strong>CHAPTER 3: CHARACTER CREATION (CONTINUED)</strong></p><p></p><p></p><p>Let's see, where was I? Oh, yes, I had just determined Gühm's Archetype (Socialite) and Profession (Courtier). So, I'm already beginning to get a sense of Gühm as a character, based on that alone. One thing I love about random chargen, it can act as a springboard for your own ideas.</p><p></p><p></p><p>Remember, Gühm had his choice of three weapons: throwing knives, walking cane, or rapier. I'm taking rapier, because it seems like the best fit (and the best weapon).</p><p></p><p></p><p>After a brief section on "Molding Your Profession", which basically cites the game's variety, and encourages players to "think outside the white box", so to speak. In other words, to embrace the random elements of the Character creation process, and use these elements to give your character a more interesting story. Then, it's on to</p><p></p><p></p><p><strong>Step 5: Secondary Attributes</strong></p><p></p><p></p><p>This section helps us flesh out our character, both mechanically and dramatically.</p><p></p><p></p><p>Mechanically, we are going to use Primary Attribute Bonuses to calculate Gühm's capacity to:</p><p></p><p></p><p>-Withstand mental strain and fatigue (Peril Threshold)</p><p></p><p></p><p>-Withstand physical injury (Damage Threshold)</p><p></p><p></p><p>-Carry weight (Encumbrance Limit)</p><p></p><p></p><p>-Act quickly during combat (Initiative)</p><p></p><p></p><p>-Move during combat (Movement)</p><p></p><p></p><p>The book says that these are largely going to be "in-combat statistics". These are determined either by adding an Attribute Bonus to another number. In the case of Peril Threshold, Encumbrance Limit, Initiative and Movement, you add 3 to the relevant Bonus as follows:</p><p></p><p></p><p>-Peril Threshold = 3 + [Willpower Bonus]</p><p></p><p></p><p>-Damage Threshold = [Brawn Bonus] + Modifiers from Armor, or certain Skills or Traits</p><p></p><p></p><p>-Encumbrance Limit = 3 + [Brawn Bonus]</p><p></p><p></p><p>-Initiative = 3 + [Perception Bonus]</p><p></p><p></p><p>-Movement = 3 + [Agility Bonus]</p><p></p><p></p><p>In the case of your Peril and Damage Thresholds, the initial scores are then extrapolated by adding 6, 12 and 18 to the base Threshold, to form a "Track" for each attribute. If Gühm moves further down either track, by accumulating Damage or Peril, well, things either get more difficult (Peril) for him, or more deadly (Damage). So it looks like we are not dealing with a "hit point" type of damage system here. Interesting.</p><p></p><p></p><p>The Encumbrance system seems to be one of abstraction, or "points", rather than a careful tally of weights. Which means I'd be inclined to use it, unlike most such rules. For every point you go over your encumbrance limit, you suffer a -1 to your Initiative and Movement. And you're not allowed to carry enough to reduce your Initiative or your Movement to 0. Simple. Sensible. I like it.</p><p></p><p></p><p>These are just guesses, but all of the systems that these Secondary Attributes use are going to be explained later. "You can learn more about [GAME CONCEPT OR SYSTEM] in Chapter [NUMBER]" is a common phrase in this book so far.</p><p></p><p></p><p><strong>Step 6: Background</strong></p><p></p><p></p><p>This is where your Character really begins to become a denizen of the Grim & Perilous world of Zweihander. What follows is a randomly determined bunch of personal data, everything from Social Status to Height, Weight and Eye Color, that is designed to fully detail your character, both inside and out. In case I've forgotten to mention it, every random table in this game requires a percentile roll. I'm not gonna bother giving numbers, just results. This stuff coming up, from what I can tell, is largely focused on roleplaying rather than mechanics (though there may be some overlap). Can't wait to see where this goes!</p><p></p><p></p><p>First, I roll Gühm's Season of Birth, and I get Summer. The book says that means Gühm may be "fiery and passionate". Helloooooo, ladies!</p><p></p><p></p><p>Next, you roll your "Dooming". Strictly a roleplaying tool, designed to reflect the superstition of the world of Zweihander. Apparently, kids get a kind of fortune telling at ten years old, that is singularly focused on how they will die. Each Season of Borth has its own table of Doomings. Gühm gets:</p><p></p><p></p><p>"Your embers shall smolder". I decide that he fears fire as a result, and believes that his end will be in flames.</p><p></p><p></p><p>Now, we roll my general Age Group. There are four categories: Young, Adult, Middle Aged, and Elderly. These have no mechanical bearing on the game. If you are Elderly, and strong, it is assumed that you used to be stronger. However, the older you get, the more distinguishing marks you have. These can be anything from Almond Shaped Eyes, to Ashy Elbows, to Bad Breath or a False Finger. Gühm gets: Sunken Eyes. Trust me, it could be worse.</p><p></p><p></p><p>Next, we roll Complexion, Build Type, Hair Color and Eye Color. I come up with Pale, Husky, Red and Pale Green. Thank the Gods for "Husky" Build (a randomly generated 6', 240 lbs.), it's the only thing keeping our Sunken-Eyed, Pale friend from looking like a ginger speed freak.</p><p></p><p></p><p>for Upbringing, Gühm gets "Reverent", meaning he was raised in a religious home, or perhaps some other environment where he was exposed to dogma. Each Upbringing has a Favored Primary Attribute, and Gühm's is Willpower. This means he spends fewer Reward points (Zweihander's XP) on Willpower-related Skills.</p><p></p><p></p><p>Next, I roll Gühm's Social Status, and get Lowborn. This is primarily a means of determining his starting cash. In this case, it's 21 brass pennies. There is a LOT of flavor text here. I'm not gonna reproduce it. But if you need a healthy dose of atmosphere and brief examples with any of this stuff, Zweihander has you covered. Some have complained about it's verbosity. I don't mind so far, but "so far" is till not too far, we'll see how it goes. Better too much detail than not enough, I usually say. Usually.</p><p></p><p></p><p>A character's starting Languages are, well, one, their native one. After that, others can be learned, or bought with Reward Points. Interestingly, Language learning in this game is based on your Fellowship score. The rationale bening that you have to learn the language from those who speak it. A unique conceit.</p><p></p><p></p><p>Next, there are optional Drawbacks. Well, usually optional. Some Professions have built-in Drawbacks. If you choose to take one voluntarily (and only if you choose), you get an Additional Fate Point. Fate Points will, of course, be explained later. I took one because I didn't get at first that they were voluntary. Looks like Gühm has a Choleric Temperament! Which means:</p><p></p><p></p><p></p><p></p><p>Corruption will be - you guessed it - covered later in the book.</p><p></p><p></p><p>Now, about those Fate Points. Everyone starts with 1, though Gühm now has 2, thanks to taking a Drawback. Looks like these work to help a character avoid injury or worse. Again, we are promised that this will all be explained later. Jeez, this book talks to me like I talk to my kid. "You'll understand when you're older, now beat it."</p><p></p><p></p><p><strong>Step 7: Alignment</strong></p><p></p><p></p><p>This one is a trip. Each character has an Order Alignment, and a Chaos Alignment. These come in pairs, with each Order Alignment having a counterpart among the Chaos Alignments. Alternately, you can roll separately for Order and Chaos Alignments, which is what I chose. I got:</p><p></p><p></p><p>Order: Impiety. From the book:</p><p></p><p></p><p></p><p>Chaos: Hatred</p><p></p><p></p><p></p><p>Now, given Gühm's upbringing, I find this interesting. I decide that he has become disillusioned by the Gods. Of course they exist, but he knows that they are no less capricious or petty than men, and perhaps more so, as there is none to curb their impulses! He hates that powers greater than man exist, and that man is powerless to resist their machinations. He is disainful of Religion, which he sees as akin to being happy in slavery. Anyway, you see how these rolls can begin to suggest a story, and I suppose that's the point.</p><p></p><p></p><p>Next comes the concept of Order and Chaos Ranks. Actions in Zweihander have consequences. And, even if you do a bad thing for a good reason, it's going to leave a mark on your soul. Every character has Order and Chaos Ranks, which can increase with each session. Acting in a manner consistent with your Alignments is likely to earn you Ranks in one or the other. this is Primarily achieved by tracking a temporary value called Corruption. You gain corruption by doing bad things, even if you had no choice, or you do them in the service of the greater good. Corruption becomes Order and Chaos Ranks thusly:</p><p></p><p></p><p></p><p></p><p>A neat idea, kind of a dual advancement path. One mechanic tracks your experience, and one your spiritual condition.</p><p></p><p></p><p>This chapter closes with a deeper explanation of Order and Chaos, and the struggle between them.</p><p></p><p></p><p>Players are then encouraged to pick a fitting (i.e., not silly) name for their character. Apropos of nothing, I once annoyed a DM by insisting, over his objections, on playing a Paladin named Nigel Clitorius. He got his revenge by having every NPC make fun of the name, which resulted in several pointless fights over affronts to Nigel's honor. I regret nothing.</p><p></p><p></p><p>Lastly, we are awarded 1000 Reward Points with which to purchase initial Skills (this is Step 9: Build Your Profession). This is done with the aid of the next chapter,Chapter 4.</p><p></p><p></p><p>Final thoughts: Character generation is fun and inspiring. Several interesting systems (and/or subsystems) are hinted at, and I look forward to seeing more of the game's mechanics. Some have comlained that there are too many subsystems in Zwehander, but I am reserving judgement. Subsystems are definitely "old school" in my book, but their application in Zweihander seems more modern (the "Flip" mechanic, for example), and I like that mix. But, again, the organization leaves a bit to be desired. So far, though, this is pretty cool stuff overall.</p><p></p><p></p><p><strong>TO BE CONTINUED...</strong></p><p></p><p></p><p>P.S. I hope this is all coming out coherent and not too boring. This book is a beast. This section will be a bit of a deeper dive than some, due to my actually making a character. Certain sections, like the upcoming sections on Professions and Skills, will be more of an overview.</p></blockquote><p></p>
[QUOTE="Some Dude, post: 7825059, member: 6980080"] [b]CHAPTER 3: CHARACTER CREATION (CONTINUED)[/b] Let's see, where was I? Oh, yes, I had just determined Gühm's Archetype (Socialite) and Profession (Courtier). So, I'm already beginning to get a sense of Gühm as a character, based on that alone. One thing I love about random chargen, it can act as a springboard for your own ideas. Remember, Gühm had his choice of three weapons: throwing knives, walking cane, or rapier. I'm taking rapier, because it seems like the best fit (and the best weapon). After a brief section on "Molding Your Profession", which basically cites the game's variety, and encourages players to "think outside the white box", so to speak. In other words, to embrace the random elements of the Character creation process, and use these elements to give your character a more interesting story. Then, it's on to [b]Step 5: Secondary Attributes[/b] This section helps us flesh out our character, both mechanically and dramatically. Mechanically, we are going to use Primary Attribute Bonuses to calculate Gühm's capacity to: -Withstand mental strain and fatigue (Peril Threshold) -Withstand physical injury (Damage Threshold) -Carry weight (Encumbrance Limit) -Act quickly during combat (Initiative) -Move during combat (Movement) The book says that these are largely going to be "in-combat statistics". These are determined either by adding an Attribute Bonus to another number. In the case of Peril Threshold, Encumbrance Limit, Initiative and Movement, you add 3 to the relevant Bonus as follows: -Peril Threshold = 3 + [Willpower Bonus] -Damage Threshold = [Brawn Bonus] + Modifiers from Armor, or certain Skills or Traits -Encumbrance Limit = 3 + [Brawn Bonus] -Initiative = 3 + [Perception Bonus] -Movement = 3 + [Agility Bonus] In the case of your Peril and Damage Thresholds, the initial scores are then extrapolated by adding 6, 12 and 18 to the base Threshold, to form a "Track" for each attribute. If Gühm moves further down either track, by accumulating Damage or Peril, well, things either get more difficult (Peril) for him, or more deadly (Damage). So it looks like we are not dealing with a "hit point" type of damage system here. Interesting. The Encumbrance system seems to be one of abstraction, or "points", rather than a careful tally of weights. Which means I'd be inclined to use it, unlike most such rules. For every point you go over your encumbrance limit, you suffer a -1 to your Initiative and Movement. And you're not allowed to carry enough to reduce your Initiative or your Movement to 0. Simple. Sensible. I like it. These are just guesses, but all of the systems that these Secondary Attributes use are going to be explained later. "You can learn more about [GAME CONCEPT OR SYSTEM] in Chapter [NUMBER]" is a common phrase in this book so far. [b]Step 6: Background[/b] This is where your Character really begins to become a denizen of the Grim & Perilous world of Zweihander. What follows is a randomly determined bunch of personal data, everything from Social Status to Height, Weight and Eye Color, that is designed to fully detail your character, both inside and out. In case I've forgotten to mention it, every random table in this game requires a percentile roll. I'm not gonna bother giving numbers, just results. This stuff coming up, from what I can tell, is largely focused on roleplaying rather than mechanics (though there may be some overlap). Can't wait to see where this goes! First, I roll Gühm's Season of Birth, and I get Summer. The book says that means Gühm may be "fiery and passionate". Helloooooo, ladies! Next, you roll your "Dooming". Strictly a roleplaying tool, designed to reflect the superstition of the world of Zweihander. Apparently, kids get a kind of fortune telling at ten years old, that is singularly focused on how they will die. Each Season of Borth has its own table of Doomings. Gühm gets: "Your embers shall smolder". I decide that he fears fire as a result, and believes that his end will be in flames. Now, we roll my general Age Group. There are four categories: Young, Adult, Middle Aged, and Elderly. These have no mechanical bearing on the game. If you are Elderly, and strong, it is assumed that you used to be stronger. However, the older you get, the more distinguishing marks you have. These can be anything from Almond Shaped Eyes, to Ashy Elbows, to Bad Breath or a False Finger. Gühm gets: Sunken Eyes. Trust me, it could be worse. Next, we roll Complexion, Build Type, Hair Color and Eye Color. I come up with Pale, Husky, Red and Pale Green. Thank the Gods for "Husky" Build (a randomly generated 6', 240 lbs.), it's the only thing keeping our Sunken-Eyed, Pale friend from looking like a ginger speed freak. for Upbringing, Gühm gets "Reverent", meaning he was raised in a religious home, or perhaps some other environment where he was exposed to dogma. Each Upbringing has a Favored Primary Attribute, and Gühm's is Willpower. This means he spends fewer Reward points (Zweihander's XP) on Willpower-related Skills. Next, I roll Gühm's Social Status, and get Lowborn. This is primarily a means of determining his starting cash. In this case, it's 21 brass pennies. There is a LOT of flavor text here. I'm not gonna reproduce it. But if you need a healthy dose of atmosphere and brief examples with any of this stuff, Zweihander has you covered. Some have complained about it's verbosity. I don't mind so far, but "so far" is till not too far, we'll see how it goes. Better too much detail than not enough, I usually say. Usually. A character's starting Languages are, well, one, their native one. After that, others can be learned, or bought with Reward Points. Interestingly, Language learning in this game is based on your Fellowship score. The rationale bening that you have to learn the language from those who speak it. A unique conceit. Next, there are optional Drawbacks. Well, usually optional. Some Professions have built-in Drawbacks. If you choose to take one voluntarily (and only if you choose), you get an Additional Fate Point. Fate Points will, of course, be explained later. I took one because I didn't get at first that they were voluntary. Looks like Gühm has a Choleric Temperament! Which means: Corruption will be - you guessed it - covered later in the book. Now, about those Fate Points. Everyone starts with 1, though Gühm now has 2, thanks to taking a Drawback. Looks like these work to help a character avoid injury or worse. Again, we are promised that this will all be explained later. Jeez, this book talks to me like I talk to my kid. "You'll understand when you're older, now beat it." [b]Step 7: Alignment[/b] This one is a trip. Each character has an Order Alignment, and a Chaos Alignment. These come in pairs, with each Order Alignment having a counterpart among the Chaos Alignments. Alternately, you can roll separately for Order and Chaos Alignments, which is what I chose. I got: Order: Impiety. From the book: Chaos: Hatred Now, given Gühm's upbringing, I find this interesting. I decide that he has become disillusioned by the Gods. Of course they exist, but he knows that they are no less capricious or petty than men, and perhaps more so, as there is none to curb their impulses! He hates that powers greater than man exist, and that man is powerless to resist their machinations. He is disainful of Religion, which he sees as akin to being happy in slavery. Anyway, you see how these rolls can begin to suggest a story, and I suppose that's the point. Next comes the concept of Order and Chaos Ranks. Actions in Zweihander have consequences. And, even if you do a bad thing for a good reason, it's going to leave a mark on your soul. Every character has Order and Chaos Ranks, which can increase with each session. Acting in a manner consistent with your Alignments is likely to earn you Ranks in one or the other. this is Primarily achieved by tracking a temporary value called Corruption. You gain corruption by doing bad things, even if you had no choice, or you do them in the service of the greater good. Corruption becomes Order and Chaos Ranks thusly: A neat idea, kind of a dual advancement path. One mechanic tracks your experience, and one your spiritual condition. This chapter closes with a deeper explanation of Order and Chaos, and the struggle between them. Players are then encouraged to pick a fitting (i.e., not silly) name for their character. Apropos of nothing, I once annoyed a DM by insisting, over his objections, on playing a Paladin named Nigel Clitorius. He got his revenge by having every NPC make fun of the name, which resulted in several pointless fights over affronts to Nigel's honor. I regret nothing. Lastly, we are awarded 1000 Reward Points with which to purchase initial Skills (this is Step 9: Build Your Profession). This is done with the aid of the next chapter,Chapter 4. Final thoughts: Character generation is fun and inspiring. Several interesting systems (and/or subsystems) are hinted at, and I look forward to seeing more of the game's mechanics. Some have comlained that there are too many subsystems in Zwehander, but I am reserving judgement. Subsystems are definitely "old school" in my book, but their application in Zweihander seems more modern (the "Flip" mechanic, for example), and I like that mix. But, again, the organization leaves a bit to be desired. So far, though, this is pretty cool stuff overall. [b]TO BE CONTINUED...[/b] P.S. I hope this is all coming out coherent and not too boring. This book is a beast. This section will be a bit of a deeper dive than some, due to my actually making a character. Certain sections, like the upcoming sections on Professions and Skills, will be more of an overview. [/QUOTE]
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