Member2020-05-15 at 17:23
Race: The vast majority of the world is humans, so you will be a human. If you really want to be a different race, you can ask for approval, but you won’t get any perks. There is a system for racial advantages, but you have to be approved to have them, and someone’s first character will not receive them.
Experience: Every character begins with seven “months” of experience. Months are like experience points, but also represent real time spent learning a skill. Shorter events give you half a month of experience, and longer ones give you a month. You receive experience whether you play your PC (the character you created and make all decisions for) or an NPC (a role assigned to you by the event-holder to introduce plot or simply attack PCs). If you are thinking about being an NPC, read this. NPCing can be boring, but you can ask an event holder ahead of time for a more important role if you’d rather not be a respawning skeleton.
Language: Every character can speak the language known as “common,” but you can only read and write if you buy the read/write skill, which will cost one month.
You get more skills per month spent.
Not every skill you will want will be in your class. Months spent out-of-class don’t help you get to the tenth level of your class (which generally has some pretty sweet skills). Months spent out-of-class also don’t give you more component income.
Classes impose restrictions on the size of your weapon, the amount of armor you can wear, and how much money you get each event.
Most players do enter a class and benefit from it. So you should decide what kind of character you want to be and look at the classes that are available to you. Keep in mind that your class has very little to do with your role-playing. You can be a mage who is thought of as a thief (because he steals and is greedy) or a thief who is thought of as a warrior (because he protects the town from attackers). Your class gives you skills; your roleplaying is what defines you.
Let’s take a look at the different kinds of classes to help you pick one, although keep in mind that you don’t have to enter a class, now or ever.
Mages receive combat magic – if you want to hurl projectile weapons, mage is the best way to go. They also receive elemental attacks, which are sometimes the only way to kill something. But combat is only the surface of what mages can do. They can take spells that do a variety of things – see when they are dead, speak with the gods, travel astrally, become invisible magically, and take protection spells, to name a few.
Priests can take many of the spells that mages can. Every spell on the list of the “variety of things” that mages can take, priests can take as well. But mages can never take healing magic. That is the realm of the priests. Healing is essential to the game; very few PCs fight well enough to never die. Priests can raise the dead as well as restore lost limbs. They can also acquire holy magic, which is sometimes the only way to kill unholy beasties. Priests have to choose a patron god, with whom they may interact from time to time.
Rogues receive assorted skills that are helpful to a band of adventurers. Thieves will learn how to pick locks, disarm traps, and other shady skills. Assassin and spy are similar but trade high-level lockpicking and disarming for potion and scouting skills, respectively. Bards receive a wide assortment of skills, a little bit of everything. A bard is a magnet for political clout. A bard who has done nothing positive or negative will receive more favorable reactions from NPCs than any other class.
Sages are highly specialized in the creation of items. Alchemists make potions and blacksmiths make equipment. These characters are helpful but not exactly essential to an adventuring party. They also receive component income to pay for item creation.
While warrior sounds like a strong fighting-type character, your character can only fight as well as you can. Warriors will receive a variety of weapon skills, and can have longer weapons than any other class. But they are limited to only taking skills that do not impose a weapon max. When you get to know the system better, you’ll realize that this is quite a limitation.
This class is unique in that it is strictly non-combative. It’s a good option for someone who can’t participate in combat for a health reason, but if that isn’t the case for you, you’d probably want to look somewhere else. Empaths are more powerful healers than priests, but they are monitored much more closely by their god.
Once you’ve decided what kind of character you want to be, it’s time to compare similar classes.
When you look at a class, it lists “Weapon Max” and “Armor Max.” There are levels of weapon: it costs one month to gain one level of weapon skill. The level corresponds to the length of the weapon, as illustrated on the bottom of this page. For sword, up to 18” is a level 0 (a dagger requires no experience to wield); up to 3′ is level 1; up to 3′ 8” is level 2; etc.
Do you know what length of weapon you plan to use? If so, that may limit your options. For example, there are very few classes that would let you have a 5′ sword (militia priest, bard, spy, smithy, soldier, woodsman). New players sometimes overestimate the importance of sword length. If you’re looking at a priest or mage class, your spells will be more powerful if you take a smaller weapon. As your Weapon Max decreases, the amount of component income and skills you get per month increases, and useful spells come quicker. For example, a militia priest (weapon max = 3) doesn’t get raise dead until he has spent 8 months in his class. A clergy priest (weapon max = 0) can raise dead after spending 2 months in class.
You may have noticed that one month buys one level of your class. Open the priest page in another window. Scroll down to clergy priest. You’ll see that the first level says “Bless -or- Light (free)”. That means that you can receive either the bless spell or the light spell in addition to two of the skills listed below. You know you can pick two skills because on the left it says “Level 1 (pick 2)”. Level 2 only lets you pick one skill, but you also get a free skill there. At level 2, you can use your one “pick” to get a level 1 skill you want, and at level 3, you can pick a level 2 or a level 1 skill, and so on.
To find out what the skills do, you have to open up yet another page. If you want to know about a priest or mage skill, click “Spell Skills.” You will then click on the name of the spell to read the description (scroll down, or use your browser’s find function). If you want to know about any other skill, click “General Skills.” One important general skill is reading/writing – it’s nice to be literate, and reading/writing is a prerequisite for mages and sages.
You may want to read through both of those pages so you know what’s out there, but if you don’t feel like it, you’ll pick up on these things over time. However, if you want to make a classless character, these pages tell you the amount of experience you need for each skill. Classless characters receive 4 silver pieces (sp) per month and receive no armor or weapon max.
Starting equipment: A character starts with 3 sp which may be spent on equipment at base cost. After your first event as a PC, you will have to pay black market cost, which is much more expensive. Therefore, it’s a good idea to buy your desired equipment at character creation – you can go into debt if necessary, but at least half of your income will go to paying your debt. If the debt is not paid in two event-months, you may not be able to spend experience or suffer other consequences. What equipment do you need?
Armor: You’ve heard about “armor max” – this refers to the total points of armor your character may wear. Check out the armor rules if you’re interested. However, you may only buy level 1 armor as a creation cost – level 2 armor must be purchased at black market cost (or from a PC blacksmith). Armor props are not searchable, that is, they cannot be stolen from you.
Tools: Some skills require tools to be used. On the general skills page, a skill will list the tools it requires next to the experience cost. For example, next to “Pick Locks” it says (1 Level 1 tool,1 Level 2 tool,1 Level 3 tool,2 Level 4 tool). That means that the first level requires one month and level 1 tools. (Only the fourth level of pick locks requires two months.) “Level 1 tool” means you have to purchase one tool, but if you look on the skills page, you’ll see that a blacksmith skill that requires level 1 tools means you have to purchase two tools. By looking at the bottom of the equipment page, we see that a level 1 tool costs 3 sp at base cost. You may only buy level 1 tools as a creation cost. You should get a tool prop (use your imagination) and carry it so that when you want to pick a lock during an event, you can take out your tool, because people will definitely see you using a lockpick. Your tools are searchable and can be stolen from you.
The entire system has been turned into computer code so that we can all update our characters online. Here is a tutorial to help explain the server.
A note on roleplaying: This game focuses on roleplaying. Your actions will have consequences. It is difficult to be a “bad” person and stay alive, because even if no PCs see you do something bad, there are NPCs who can see you, even if you can’t see them. The gods see all and the Thieves’ Guild sees all. Consider yourself warned. We are aiming for a game where the players cooperate, and it’s hard to cooperate with someone who would stab you in the back for one silver piece.
Good actions also have (good) consequences. You will do much better in the world if you are actively trying to solve problems than if you sit back and watch. You will build up a reputation among NPCs, regardless of what the PCs think of you, and good reputations have benefits.
Your character is permitted to enter the system with any of the information under the subheading “Role-Playing Stuff” on the main navigation page as in-character knowledge, because everything written there should be considered common knowledge.
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