Other Games Adventure in The Raven Lands

#61
Here is Kekos, wolkfin hunter created from Legends and Adventures.
- I'll try and toll up a half elf sorcer and a dwalf fighter if they fit the group better.

Age: Adult

The Wolfkin Talent: HUNTING INSTINCTS
The wolfkin have a powerful sense of smell and can track their prey for days once they have
caught their scent. You can spend Willpower Points to designate a person or a creature as your prey. Your prey must be within line of sight, or there must be a scent to follow. The number of WP you spend equals the number of days that you can follow your prey’s scent. In combat, all your attacks against your prey get a +1 bonus per WP spent, until the creature is Broken or until you choose to let your prey go.

Attributes:
Strength 4
Agility 3
Wits 4
Empathy 3
Skills:
Melee 1
Scouting 1
Insight 2
Survival 3
Marksmanship 1
Scouting 2

Talents: PATH OF THE ARROW – Rank 1
You are a master archer and fire arrows as if they were controlled by your own will.
✥✥ RANK 1: When you hit with a ranged weapon attack, you can spend a Willpower
Point to find a weakness in your opponent’s armor or natural armor. The armor offers no protection against your attack.

Talent - Master of the Hunt - Rank 1
You are a skilled hunter and can find prey where others cannot.
✥✥ RANK 1: Your SURVIVAL roll is modified by +1 when you HUNT during journeys. Read more about journeys in Chapter 7.

Talent – PATHFINDER - Rank 1
You are a master at finding the right path through woods and over mountains in the wilderness.
✥✥ RANK 1: Your SURVIVAL roll is modified by +1 when you LEAD THE WAY (see page 147).

General talent - BOWYER - Rank 1
You have learned how to turn wood and leather into lethal bows and slings.
✥✥ RANK 1: You can use the CRAFTING skill to make ranged weapons from the weapons table (see page 103), with normal stats.

General talent - KNIFE FIGHTER - Rank 1
You are lethal with a knife in hand.
✥✥ RANK 1: Your attack rolls are modified by +1 when you fight with a knife or a dagger.

Pride: you can survive alone in the woods for weeks

Dark secret: I've got some ideas for Sunday

Equipment: Long Bow, Leather Armour, Studded leather cap, Wolfkin dagger, Quiver, 12 iron head arrows, Spear, boots, simple clothes, great fur, backpack, waterskin, a tent, a cauldron, and a blanket, pouch with very few coins


Childhood - OUTCAST. When the other cubs ran with the pack, you were cast out. Alone, you learned to live off the forest, and that other kin could be more kind than your own. One day, you will find your way home.

Formative event 1 - LIVED OFF THE FOREST. You dwelt in the forest and lived off it. During the days you hunted, and at night, you slept under the open sky. It was a simple but good life. It had to end one day. Receive a throwing spear and a dagger.

Formative event 2 - GUIDE.
You loaned your talents as a guide to those who paid the best. You led caravans
of peddlers, troops of soldiers, and curious adventurers.
You learned the art of traversing the Forbidden Lands and living off of it.
 
#64
You need your magic skill rank to cast a spell of a certain rank. If I remember right, if your skill rank is > spell rank you can reduce the number of WP you need to roll by casting safely (but my book is not to hand).

Willpower gets you a power level a point (and potentially more if you over-charge by rolling a 6, and also a mishap from rolling a 1) but you - in theory - only need 1 WP plus spell ingredients to achieve a power level of 2 (because the ingredients add a power level when they are consumed).

Does that help?
Thanks.

I'm still not sure about something: If I have two ranks in a magical talent, do the rules say I have to spend two willpower to cast the spell and/or that the minimum power level of the spell is 2? I haven't found text that says that and while it seems sensible, the text of Mend Wounds suggests that it can exist at power level 1, so be cast by just spending 1 WP.
 
#65
Thanks.

I'm still not sure about something: If I have two ranks in a magical talent, do the rules say I have to spend two willpower to cast the spell and/or that the minimum power level of the spell is 2? I haven't found text that says that and while it seems sensible, the text of Mend Wounds suggests that it can exist at power level 1, so be cast by just spending 1 WP.
You can sometimes Safecast:
SAFE CASTING: If you cast a spell at a lower rank
than your talent rank for the discipline, you may
opt to roll one less die for every point of differ-
ence. This reduces the risk of a magic mishap,
but also makes the spell less likely to overcharge.
If the result is zero dice or less, don’t roll at all –
the spell simply works as intended.
 
#67
If we need a combat character, let me introduce you to Wulfred Ironheart:

Wulfred Ironheart - Dwarf FIGHTER

A little bit more work required, but I think you can get the idea! :)
Do we need such a tank! :) Athough with these rules I think he'll probably fall to the first orc that attacks us! :-(


Pride - You can endure any injury.

Chainmail, large shield, closed helm, longsword, dagger, cloak, waterskin, backpack, simple clothes,

Abilities
Strength 5
Agility 4
Wits 3
Empathy 2

Skills
Might 2
Endurance 1
Melee 4
Marksmanship 1
Lore 1
Manipulation 1

Talents
Dwarf kin talent – True Grit

Dwarves are far more stubborn than others, and can fight on when other kin have no strength left. You can push a dice roll multiple times (see page 44) by spending Willpower Points. Every point spent allows you to push the roll one more time.

COLD BLOODED – rank 1
You are completely callous and can kill defenceless enemies without so much as a second’s hesitation.
✥✥ RANK 1: You can perform a COUP DE GRACE (see page 108) without needing to roll dice.

FEARLESS – rank 1
Not even the horrors that lurk in the Forbidden Lands scare you.
✥✥ RANK 1: You can roll an INSIGHT roll as “armor” against fear attacks – each x rolled eliminates one x rolled in the fear attack. The INSIGHT roll does not count as an action.

FIRM GRIP – rank 1
It takes a lot for you to lose your grip on your weapon.
✥✥ RANK 1: DISARMING you requires an extra x – that is, two x for a one-handed weapon and three x for a two-handed weapon.

Childhood
GUARDIAN-IN-TRAINING.
You were chosen to be a guardian-in-training, serving as something similar to a squire to a proud and powerful dwarven warrior. It was arduous work, but also educational. Your master taught you to handle weapons, to temper your courage, and to stand proud – no matter the dangers you face.

Path of the Shield – Rank 1
You are a rock in the heat of battle, immovable and hard to kill. This talent affects how you PARRY attacks, regardless of whether you do it with a shield or a weapon.
✥✥ RANK 1: When a friend within NEAR range is attacked, you can spend a Willpower Point to PARRY the attack for him. Your PARRY follows the normal rules and counts as one of your actions in the round.

Formative Event 1
BLOODY BATTLE.
You took part in a terrible battle and were badly injured. When dawn broke, your friends had been defeated to the last man, and the enemy had left you to the ravens.

Formative Event 2
COMMANDER.
You commanded a squad of soldiers.
Your comrades looked up to you and would die for you. But something happened, maybe you were betrayed, maybe defeated in an ambush. Your comrades fell or fled, but you survived.
 
#68
I am going to play my Dwarf fighter, until he dies :) As currently created (using the standard system, not the random rolls, sorry!) he's a young character, but I'm thinking of making him adult, or reassigning a skill point to Lore, as I've realised we don't appear to have anyone with any of that skill. We don't have anyone with performance either, but that doesn't fit this concept (Dwarven throat-singing minstrel is on my long-list of character ideas though). I could be tempted to take the Smith talent if we think it'd be useful.

I'm still thinking about Pride and Secret, and I'll look at/roll on the 'how we met' table before Sunday.
 
#69
I am going to play my Dwarf fighter, until he dies :) As currently created (using the standard system, not the random rolls, sorry!) he's a young character, but I'm thinking of making him adult, or reassigning a skill point to Lore, as I've realised we don't appear to have anyone with any of that skill. We don't have anyone with performance either, but that doesn't fit this concept (Dwarven throat-singing minstrel is on my long-list of character ideas though). I could be tempted to take the Smith talent if we think it'd be useful.

I'm still thinking about Pride and Secret, and I'll look at/roll on the 'how we met' table before Sunday.
My druid has 5 base dice in both lore and perform and I plan to buy the actual skills when I can, especially the latter. Kestra sings and hums a lot.
 
#72
Half an hour then. Do you know Andy's dwarf? Are you part of the same clan? Different traditions? We can work this out on Sunday.
Is Andy playing the Dwarf? I was hoping he’d play the Wolfkin with the very useful wilderness skills.

I’ve been listening to Sweden Rolls and they haven’t had anyone die yet. Though I don’t know if they’re fudging crits behind the scenes - I think they’ve had a couple of crits through brokenness and one magical mishap which led to a mental/horror crit.
 

Guvnor

Administrator
Staff member
#77
As a life long T&T solo gamer who will regularly lose 4-5 characters a night to the dooms that are FBI solos... I welcome you all to the grinder...

Talking of which, does it play solo well? Solo hex crawl I mean..
 
#79
The adventurers gather in the Forbidden Lands with the Narrator considering in detail how best to break them down. Tough decisions ensue.

The orc drifters were barely a threat. But the mischievous ghosts and shambling undead, in the hamlet of The Hollows, forced the brave adventurers to execute a shambolic escape.

Eventually, a moral panic in the halfling chef brought forth a broken floodgate of confessions, spilling forth many tears and a debt of service to a beardless dwarf (who does not consider himself a dwarf and Evan bans dwarfs from his Three Skills Tavern).

forbidden_lands_the_narrator.jpg
 
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