GURPS
If you’re thinking about making a character for the World of Teréth End, here are some things you might want to consider.
- Class. This has almost nothing to do with character templates (e.g., warrior, magician, rogue) and everything to do with a character’s place in society. If you have a solid character concept (see below), this might have already been decided (with the GM’s approval). Otherwise, roll to see what social strata your character originates from. On 3d roll, a 3-5 = slavery, 6-14 = serfdom, 15 = soldiery, 16-17 = merchant/artisan, 18 = nobility. On an 18, roll again. If the second roll also results in nobility, consider royalty. Royalty does not mean you’re king/queen/lord, but indicates that you’re a close relation. These results will of course change depending on the region and culture that the characters are being created for.
- Concept. The most important facet of your character is the concept. Once you have a solid idea of what your character will be about, everything else should fall into place. A character concept can be as simple as “he was a soldier in the High Lord’s army” to something along the lines of “a Ōéli blacksmith whose father recently died leaving the character a working smithy, responsibility for its three workers, and a large family that now depends on the smithy’s revenues for support”.
- Points. In the GURPS game system, all characters are created with a set amount of character points. Find out what the point value for a given game will be before buying stats, skills, and advantages. Also find out if there’s a maximum number of disadvantages that will be allowed for a particular game.
- Isthmic Tales = 100 pts
- Oðári Tales = 150 pts + Parity Bonus
- Thieves’ Tales = 100 pts
- Name. Make sure your name is appropriate for your race and/or location. Many places and races in the World of Teréth End have specific rules for word and name construction. Do not use other Player Character names as a guideline as some were created without such consideration (and later modified to fit better). If you’re not sure, please contact Foulstern to help you.
- Skills
- Area Knowledge. Typically refers to a Region or City.
Established
World of Darkness
- Language Language is a Mental Merit (see WoDp109). A character can have 1 to 3 dots in a language, indicating basic, advanced, or fluent understanding and speaking ability. Additionally, to read/write a character must have 1 dot in an appropriate Script (e.g., High Davar, Oðávar). A fluent language (i.e., 3 dots) that is closely related can be gained for free at the basic level, following a period spent studying the differences. Example: Character is fluent in Oðic and wants to learn Old Oðic. After studying Old Oðic (i.e, learning from a teacher or researching useful materials) the character can have 1 dot of Language: Old Oðic for free. If self-taught, the character will need to learn Script: High Davar or Script: Early Oðávar first. New scripts always cost the normal amount.
Magicians must have prerequisite levels in Dragàmyr Forms in order to purchase spells. Example: “Melísim’s Mind Miasma” requires Kadàktrū 3. The character must have the Dragàmyr Form: Kadàktrū 3 (3 dots), a moderate understanding Old Panæðic (2 dots), and the ability to read the High Davar script (1 dot) in order to learn and cast the spell. The spell itself costs nothing to learn, simply an hour of study for each page. Following study, a refresher is necessary from time-to-time (TBD).
- Mechanics (replaces WoDp56 Computer). Specialties includes: Clocks, Firearms, Siege, Traps
- Weaver (replaces WoDp62 Occult). A magician is either a Weaver (arcane) or a Channeler (spirit). Within this skill there may be numerous specialties that correspond with Ways (e.g., Mūátra, Skarádra). A character cannot specialize in Forms; those are covered in Vornàmyr and Dragàmyr. If the character is specialized in one (or more) of the Ways listed for a spell, add +1 die to the dice pool for each Way or sub-Way listed. Example: “Falkwell’s Allegiance” is endàrta mūátra Kadàktrū. If the magician has the specialties Weaver: Endàrta and Weaver: Mūátra they gain a +2 to the spell’s casting dice pool. Each character beings play with 3 specialties and can buy more later at 3 pts. each.
- Weaver: Endàrtra (to relate)
- Weaver: Halra (to heal, mend)
- Weaver: Mūátra (to change)
- Weaver: Krēádra (to create)
- Weaver: Sorádra (to enchant)
- Weaver: Skarádra (to destroy)
- Weaver: Ælàmra (to move)
- Weaver: Ildra (to control)
- Weaver: Orádra (to divine)
- Channeler (same as Weaver above).
- Magery (replaces MtAp75 Gnosis). Magery limits the amount of dots that can be spent on Forms (e.g., Noltrū, Mærū, Leðùra, Or Dnùrū). It also determines the amount of Mana that can be accumulated or used in a turn.
Proposed