Shadowlands
Example Characters
These characters have been created under the attribute and skill parameters applicable to both the "Keep of the Thirteenth Hour" and "If You Go Down In The Woods" campaigns. The parameters for these are 40-80 points of attributes, 10-20 points of mundane skills, and a base of 160 CP's.
AUGUSTINE 'TANK' MALCHOVICH
Let's create a Marine Commander aboard the CAF Cruiser Meron. His father is Julian and his mother is the daughter of one of the Minor Lords of the Chaos house Minobe. She was exiled for absconding after her marriage to Lord Krane of House Jesby was announced, and then getting herself pregnant. We want Tank to be first in Endurance and first or second in Strength, with a good Warfare. However he's a bit thick so were buying down his Psyche to Chaos and using the points for Shapeshifting. We need to keep points back because we want to assay the Logrus and maybe walk the Pattern.
Blood of Amber
and Blood of Chaos cost us 5
points total. The auction is first and we’re allocating 70
points to
Attributes. The order determined for the auction (by drawing cards is)
After
all the bidding Tank has the following
ranks
Dividing the points ignoring ranks, we decide on the
following
Psyche (chaos) | Endurance (37) | |||
General | - | General | 18 | |
Willpower | - | Mental | 6 | |
Logic | - | Physical | 17 | |
Intuition | - | Healing | 6 | |
Memory | - | Constitution | 8 | |
Perception | - | |||
Spatial Awareness | - | Warfare (2) | ||
Danger Sense | - | General | 1 | |
Empathy | - | Strategy/Tactics | - | |
Unarmed | - | |||
Strength (31) | Armed | - | ||
General | 15 | Swordplay | - | |
Bench Press | 8 | Propelled | - | |
Lift | 7 | Firearms | 1 | |
Torsion | 5 | Artillery | - | |
Impact | 5 | Guided | - | |
Agility | 6 | Armour | 1 | |
Fighter | - |
As
1st Rank in Endurance we get to add 5*37/4=46
points to Endurance:General and divide 74 points amongst the other
categories.
As 2nd Rank in Strength we get to add 9*31/8=34 points to
Strength:General and
divide 62
points amongst the other categories.
As ranked in Warfare we get to add 2/2=1 points to General and 2/10=0
points
divided amongst the other categories. Thus we get
Psyche (chaos) | Endurance (37) | |||
General | - | General | 37+46 | |
Willpower | - | Mental | 6+10 | |
Logic | - | Physical | 17+24 | |
Intuition | - | Healing | 6+10 | |
Memory | - | Constitution | 8+20 | |
Perception | - | |||
Spatial Awareness | - | Warfare (2) | ||
Danger Sense | - | General | 1+1 | |
Empathy | - | Strategy/Tactics | - | |
Unarmed | - | |||
Strength (31) | Armed | - | ||
General | 15+34 | Swordplay | - | |
Bench Press | 8+15 | Propelled | - | |
Lift | 7+16 | Firearms | 1 | |
Torsion | 5+7 | Artillery | - | |
Impact | 5+12 | Guided | - | |
Agility | 6+12 | Armour | 1 | |
Fighter | - |
Note:- Writing the stats as a combination of base+bonus helps keep track of changes, especially if we late decide to upgrade a governing attribute.
Having
determined our attributes, our parentage,
and got the auction out of the way we’ve used up 5+70-10=65
of our 160 points.
We’ve now got to allocate a minimum of 10 points to mundane
skills that
reflect our career as a Marine in a high tech society. As
we’re not a warfare
specialist we’ll pick up some skills that may be useful.
-
Energy
Weapons - 2
Aerospace Fighters - 1
Unarmed Combat - 2
Zero-G Manoeuvres - 1
Force Blades - 1
Power Armour - 1
Grav-Bikes - 2
This
leaves us 85 points to spend on powers
either immediately or later in the game. We decide that Tank's quite
flash and
the universe looks kindly on him so take 10 points of Good Stuff - we
can
always burn these later on powers, attributes, or items.
The universe Tank comes from is high tech, magic, and is quite used to
strange
aliens and shapeshifters. Given his mother is Chaosian we decide that
he's
been able to shapeshift since he was a kid and has become quite good at
it
developing several forms to suit various needs over the years. We
therefore can
buy various Shapeshifting powers.
Basic Shapeshifting to Known Forms (20) -
This uses 45 of our remaining 75 points leaving us 30. We're
going to need 10
points later for Logrus Imprint and a lot more if we want to do
anything useful
with it. Similarly it's going to take 10 points for Pattern Imprint and
5
points for Shadow Walk if we don’t want to be reliant on our
brothers and
sisters. If we bank these we've still got 5 points to play with.
Primal Form
Automatic Shapeshift/Primal Form (5)
Demon Form (Normal, Non-Flying, Air Breathing)
Human Form
Demon Form (Winged)
Demon Form (Aquatic)
Demon Form (Vacuum Survival)
Shift Wounds (5)
Shift Features/Body Parts (5+5)
Fluid Flesh Mould Unliving non-self Matter (5)
We decide to burn these on a suit of armour. As we know nothing of
Amber or
Shadow it can't have any powers relating to Shadow Manipulation but
damage
resistance and other such abilities should be okay.
Armour -
Since we’ve gone seven points over our 5 we reduce our good
stuff to 3.
Engine Speed (4)
Impervious to Normal Weapons (4)
Extra Damage (2)
Amber Healing (2) - regenerative armour
MARLINA
Let's create a character from an AD&D type world. Abandoned by her father, Marlina's mother had a hard time in life, and Marlina grew up on the streets and became an integral part of the Thieves Guild in her home city. When she was 20 a job opportunity arose and she joined a group of adventures spending the next 11 years travelling the continent. Magic had always fascinated Marlina and one of the group she worked with was a Mage, and after several months of persuasion he agreed to teach her the ways of sorcery, although it never became her primary skill area. As a Rogue archetype Marlina needs good Dexterity and benefits from a high IQ. Translating these into Amber terms we need good agility, intuition, and logic. Since Rogues are reasonable good at combat we’re also going to need some skill at arms and a reasonable constitution to back all this up.
We're not sure what Ambers powers we want so we're going to try and save some points to buy skills as they come along and we get as feel for the game. The game notes indicate that Pattern or Logurs are important, and the GM has hinted that pattern would be useful, so we'll reserve the 10 points for Pattern Imprint.
We haven't got a clue about who we should have as a parent so we roll a d10 ignoring 10's and get a 1 - Brand is our Father.
The
auction is first and we're allocating the
full allowed 80 points to Attributes. The order determined for the
auction (by
drawing cards is)
After
the bidding Marlina has the following ranks
Dividing the points ignoring ranks, we decide on the
following
Psyche
(30)
Endurance
(10)
General
15
General
5
Willpower
4
Mental
2
Logic
4
Physical
2
Intuition
4
Healing
3
Memory
4
Constitution
3
Perception
4
Spatial
Awareness
4
Warfare
(10)
Danger
Sense
4
General
5
Empathy
2
Strategy/Tactics
-
Unarmed
-
Strength
(30)
Armed
3
General
15
Swordplay
3
Bench
Press
4
Propelled
4
Lift
4
Firearms
-
Torsion
4
Artillery
-
Impact
6
Guided
-
Agility
12
Armour
-
Fighter
-
As
5th Rank in Psyche we get to add 30/4=7 points
to Psyche:General and divide 30 points amongst the other categories.
As 1st Rank in Strength we
get to add 5*30/4=37 points to
Strength:General and divide 60 points amongst the other categories.
As ranked in Endurance we get to add 10/10=1 points to
Endurance:General and
divide 10/4=2 points amongst the other categories.
As 7th Rank in Warfare we get to add 10/10=0 points to General and
10/2=5 points
divided amongst the other categories.
Psyche
(30)
Endurance
(10)
General
22
General
6
Willpower
4
Mental
2
Logic
10
Physical
2
Intuition
10
Healing
3
Memory
4
Constitution
5
Perception
10
Spatial
Awareness
10
Warfare
(10)
Danger
Sense
10
General
6
Empathy
2
Strategy/Tactics
-
Unarmed
-
Strength
(30)
Armed
4
General
52
Swordplay
5
Bench
Press
14
Propelled
7
Lift
14
Firearms
-
Torsion
14
Artillery
-
Impact
16
Guided
-
Agility
32
Armour
-
Fighter
-
Thus
we get Having determined our attributes, our
parentage, and got the auction out of the way we've used up 80 of our
160
points. We've now got to allocate a minimum of 10 points to mundane
skills
that reflect our career as a Rogue come Sorcerer.
Detect Traps - 1
Disarm Traps - 1
Pick Locks - 2
Move Silently - 2
Hide in Shadows - 2
Climb - 2
Rope Use - 1
Balance - 1
Identify Magical Symbology - 1
Decipher Magical Inscriptions - 1
Spell Lore - 2
This leaves us 64 points to spend on powers either immediately or later in the game. We want to reserve 10 points for Pattern Imprint leaving us 54. We’re not unlucky but we're not particularly lucky either so we'll take 2 points of Good Stuff, and we'll bank 10 points for skills later. This leaves us with 42 points to use to purchase Sorcery Skills and Magic Items.
Looking at the Sorcery Skill we need Magical Initiation, 5 points, and Basic Sorcery one side of Ygg (what ever that is) 3 points. Our GM suggests spending the additional 2 points to get Both Sides of Ygg. We’ve now spent 10 of our 42 points. If we read the power descriptions we can only store 1 spell which is not much use so we take Spell Rack, 3 points. Reading this power description suggests we might need a container to actually rack our spells in and the GM confirms this. He also confirms that to get Advance Sorcery we do need 35 points of Basic Sorcery despite their only being 15 points listed in the table- what we need to do is spend more than the required number of points on any power which increases our understanding. Before we do this we'll have a look at items. A magic sword would be useful and we need a container. The problem is the Items section is difficult to understand and interpret. To get say a Frost Brand we need Deadly Damage(2), Manipulate Shadow(2), Impervious to Normal Weapons (4) + Transfer & Retain (+15) = 23 points! A 'simple' sword , Deadly Damage, however costs just 2 points. We could add a Spell rack to this but we prefer a ring so pay 2 points for a name and numbered spell rack ring– stores up to 12 spells. Rings generally work differently so it is better to have magic armour rather than rings of protection, so we get a suit of leather armour Resistant to Normal weapons for 2 points.
We've
now spent 19 of our 42 points. We now add
Spell Stealing (purely because it sounds neat) 2 points and start
adding points
to get our 35 in Basic Sorcery, which include the 5 points for Magical
Initiation.
Magical Initiation - 5
Sorcery - Both Sides of Ygg - 5 + 10
Spell Rack - 3 + 8
Spell Stealing - 2 +2
This actually cost 43 points, with our items reducing our banked points to 9. We could opt to take an Advanced Sorcery power at this point, but we choose to develop it ‘in game’ instead.
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