Author Topic: Norbayne Character Creation  (Read 358 times)

Phoenixguard09

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Norbayne Character Creation
« on: December 30, 2016, 02:13:22 PM »
As a carry over from the Quick Combat Test thread, I've decided to post a reasonably in depth thread regarding how to actually create a character in Norbayne here.

Let's get started.

Personal Details:
Name:
- An essential part of creating a character in any game, there's a fair bit of material covering the languages and naming conventions of the races and cultures of the world.
Age:
- There are four bands of age. Youth, Prime, Aging and Elderly.
Sex:
Height and weight:
- These only rarely have much of an effect, but sample ranges are provided for each race.
Eye, hair, skin/fur colour:
Birthsign:
- Personal details to customise your character.

Game Details:
Race:
- There are 12 playable races in Norbayne, each with multiple backgrounds to choose from which will have an effect on your character, providing skills and resources.
Primary Class and Level:
- There are 16 playable classes at this stage, 12 of which are in a reasonably playable state. (Alchemists, Swordmages, Bards and Shamans are, unfortunately, still reasonably incomplete)
Secondary Class and Level:
- A character's secondary class may never exceed half that character's primary class in level, meaning you must be hitting at least your third level before taking a second class.

Statistics:
- Combat Skill: For determining effectiveness in close combat. May be increased by 5 for 2 Advance Points every level.

- Ballistic Skill: For determining effectiveness at ranged combat. May be increased by 5 for 2 Advance Points every level.

- Strength: Represents physical strength. Has an effect on damage caused in combat. May be increased by 5 for 2 Advance Points every level. Strength is counted as a Physical Stat, and so is negatively affected by Age Modifiers.

- Toughness: Represents the ability to take a hit. May be increased by 5 for 2 Advance Points every level. Toughness is counted as a Physical Stat, and so is negatively affected by Age Modifiers.

- Dexterity: Represents hand-eye coordination and skill with hands. May be increased by 5 for 2 Advance Points every level. Dexterity is negatively affected by the Elderly Age Modifier only.

- Agility: Represents the character's speed and, as the name implies, agility. Is used to dodge attacks, and is a factor in determining running speed. May be increased by 5 for 2 Advance Points every level. Agility is negatively affected by both the Aging and Elderly Age Modifiers.

- Health: An active tracker of the character's vitality. Health generally increases at a rate of 1 point every 2 levels, however some Talents and Traits may affect this. Health is negatively affected by both the Youth and Elderly Age Modifiers, but is positively affected by the Prime Age Modifier.

- Initiative: Represents the character's reaction times, sense of timing in general and ability to react to violence. Is a factor in determining running speed. Initiative increases at a rate of 1 point every 5 levels. Initiative is negatively affected by the Elderly Age Modifier only.

- Willpower: Represents the character's mental fortitude, strength and stubbornness. Is used to deal with daemonic entities. May be increased by 5 points for 2 Advance Points every level. Willpower is a Mental Stat and is positively affected by the Aging and Elderly Age Modifiers.

- Charisma: Represents the character's force of personality and ability to influence people. Physical appearance is considered to be a part of this, but it is possible to be quite plain and still have high Charisma. May be increased by 5 points for 2 Advance Points every level.

- Perception: Represents the character's ability to perceive things around them and use their senses to search for things. May be increased by 5 points for 2 Advance Points every level. Perception is positively affected by the Youth Age Modifier.

- Intelligence: Represents the character's ability to retain knowledge and learn from their experiences. Intelligence affects how many Advance Points are earned at a level up, in addition to being keyed to a large number of skills. May be increased by 5 points for 2 Advance Points every level. Intelligence is a Mental Stat and is positively affected by the Aging and Elderly Age Modifiers.

- Magic Level: An active tracker of the character's ability to harness magical energies. The higher the character's Magic Level, the more dice the character may use in casting a spell, and the higher level spells may be learned. May generally be increased by 1 point for 4 Advance Points every second level, but some caster classes have Talents which alter this.

- Soulfire: An active tracker of the character's sustainable lifeforce which is used to fuel magical effects. This stat is only filled in for Arcane casters, but the box on the sheet may be used to track how much power Black Magic casters siphon from daemons. At the moment, Soulfire is equal to the character's Magic Level x10, and may be increased by 10 points for 2 Advance Points every level, but this may be changed soon.

- Luck: A special system. Each character, unless subject to certain Traits, has a maximum of 6 Luck Points, which may be used to re-roll a Check of some kind. These points are replenished at a slow rate, but are regained by completing story arcs and such. Luck may also be tested against at times.

Skills, Traits, Talents and Major Talents:
- Skills: There are two types of skills, Common Skills and Class-Based Skills. Common Skills are available to any character, regardless of Class, and are present on the character sheet. Class-Based Skills must be written into the spare spots beneath, and are only available to certain classes.

All skills require an Advance Point to learn, and in subsequent levels can receive +10 and +20 bonuses to them for the same price. (I have considered making these 4 intervals of 5 rather than 2 intervals of 10.)

- Traits: Traits are acquired at the start of the game, and again are split into two types, General Traits and Racial Traits. General Traits are available to any character for a price, usually 2 Advance Points at character creation. They usually provide some small bonus or a re-roll to a specific skill once per day.

Racial Traits are available only to that Race, and have a much wider variation in effects and price, from small spells or Talents through to resistances and extra Health. A character must take at least one Racial Trait, but may take as many as they want.

- Talents: Talents are acquired at any level up, and usually cost 2 points to purchase. Talents provide bonuses or additions to Skills and are the main way a character is customised.

- Major Talents: Major Talents are essentially more impressive Talents. They may be acquired every 5 levels of a single class, at a rate of a single Major Talent per 5 levels. The cost varies, as do the effects, but all are quite powerful and provide a great ability to the character.

STILL TO COME:
Spells:
Equipment:
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Phoenixguard09

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Re: Norbayne Character Creation
« Reply #1 on: December 30, 2016, 02:19:24 PM »
More information is still to come here, including the actual stat generation for each race. But at least this is a start.


Quote from: Midlander
Midlander
The people of Norbayne are a strong race, tough and adaptable. Compared to the Northmenn of Unterguardt, they are quite slim and stocky, built more like wolves than the northern bears.  They are the most populous race in the known world and most cities have at least a small Midlander population. They are almost universally of pale complexion and dark haired, with sharp angular features. Their hair is usually worn long while facial hair is neatly trimmed.

The Midlanders dwell all throughout Norbayne itself, from the Northlands, where the ground is rocky and harsh through to the eastern kingdoms of Naille and Elspeth. Midlander royal houses are represented by a beast which encompasses the traits that family wishes to bring attention to. The arms of Elspeth bear the sigil of the eagle, used to represent the most powerful avian predator, the warden eagle of the 'Fells. Naille by comparison is represented by a swallow, a small bird with amazing adaptability.

Significant Ages:
- Youth: Less than 17 years old.
- Prime: From 17 to 50 years old.
- Aging: From 50 to 65 years old.
- Elderly: From 65 to 70+ years old.

Height Range: 5' 4" - 6' 2"
Weight Range: 120 lbs - 220 lbs

Spoiler: Midlander Statistics (click to show/hide)

Traits
Quote from: Highlander:
Cold of the North: -1 Advance Pt
Highlander characters may re-roll their Strength Reduction Check in the cold.

Northern Stonework: -1 Advance Pt
Highlander stonework is renowned for its quality. The character may gain Craft (Stonework) and any stonework created by the character is treated as one Tier higher quality than it normally would be.

Hard Life: -2 Advance Pts
Highlanders are renowned for their toughness. The character gains +1 Health.

War Druid: -2 Advance Pts (Druid Only)
Highlander druids have a long history of going to war and utilising their talents on the battlefield. The character may use weapons from the Martial Weapon List.

Quote from: Woodsman:
Woodland Upbringing: -1 Advance Pt
Woodsmen are brought up to be self-sustaining and know their woodland homes as well as anyone. The character gains a +5 to Survival and Concealment Checks in woodland areas.

Hunters: -2 Advance Pt
From an early age, Woodsmen are taught to use the weapons of hunters. The character gains +1 Damage when using a bow or a spear.

Quote from: Lowlander:
Resilient: -1 Advance Pt
Lowlanders are renowned for their toughness. The character gains +5 to Resist Disease and Poison Checks.

Quick Learner: -3 Advance Pts
Lowlanders tend to pick up new ideas and concepts quickly. The character gains an additional Advance Point at every level up.

Quote from: Southron:
Heat of the South: -1 Advance Pt
Southrons are well used to the heat of their southern home. On a successful Willpower Check the character may ignore the effects of Heatstroke.

The Brilliant Towers: -4 Advance Pts (Mage Only)
Many Southron Mages receive training at the Brilliant Towers of Drell, the pre-eminent arcane academy in the world. The character receives +10 Soulfire and all spells the character starts with have their casting value decreased by 1.

D'Artallion Bard: -4 Advance Pts (Bard Only)
The D'Artallion Bards are a semi-legendary organisation of minstrels and spies. The character gains the Use Poison, Lockpicking and Pickpocket Skills and gains +5 to Charm and Disguise Checks when dealing with nobility or a court situation.

Quote from: Northmann
Northmann
The Northmenn of Unterguardt are strong fighters, renowned for their uncompromising attitude and their exceptional size. The northern lands breed strong people. Those who are too weak, die.  It is rare to find a Northmann south of the Unterguardt/Norbayne border as they find the conditions outside their snow-bound realm too warm for their tastes. They are tall for humans, regularly making over six feet in height and broad too. Their lands see little of the sun so their skin is pale and their hair fair in colour and regularly shaggy and unkempt.

Significant Ages:
- Youth: Less than 15 years old.
- Prime: From 15 to 40 years old.
- Aging: From 40 to 60 years old.
- Elderly: From 60 to 70+ years old.

Height Range: 6' 2" - 7' 0"
Weight Range: 160 lbs - 260 lbs

Spoiler: Northmann Statistics (click to show/hide)

Traits
Quote from: Hillmenn:
Cold of the North: -1 Skill Pt
Northmenn characters may re-roll their Strength Reduction Check in the cold.

Berserking: -2 Skill Pts
This Northmann is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hardy: - 4 Skill Pts
Hillmenn are renowned for their toughness. The character gains +2 Health.

Quote from: Urskin:
Cold of the North: -1 Skill Pt
Northmenn characters may re-roll their Strength Reduction Check in the cold.

Berserking: -2 Skill Pts
This Northmann is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Unterguardt Woodwork: -1 Skill Pt
Northmann woodwork is renowned for its quality. Woodwork created by the character is treated as one Tier higher quality than it normally would be.

Hard Life: -2 Advance Pts
Urskin are renowned for their toughness. The character gains +1 Health.

Quote from: Selkye
Selkye
The men of the Eastern Tundra are excellent hunters, a way of life encouraged by their icy home. Their skills are often put to the test by the monstrous denizens of the cold plains such as the great ice bear and massive mammoths. The majority of Selkye settlements are fishing villages, supported by the catch of the brave ocean-hunters who go out on the dark seas in their tiny vessels so as to bring in hauls of fish.  Shorter and stockier than the other human races, the Selkye are famed for their leatherwork and complicated language.  They wear their dark hair long and braided and the men often sport outrageous moustaches.

Significant Ages:
- Youth: Less than 15 years old.
- Prime: From 15 to 30 years old.
- Aging: From 30 to 45 years old.
- Elderly: From 45 to 50+ years old.

Height Range: 5' 1" - 5' 11"
Weight Range: 100 lbs - 200 lbs

Spoiler: Selkye Statistics (click to show/hide)

Traits:
Quote from: Selkye
Cold of the North: -1 Skill Pt
Selkye may re-roll their Strength Reduction Check in the cold.

Life on the Waves: -2 Skill Pts
Selkye learn to fish out on their small boats from an early age. As such, Selkye are both proficient rowers and swimmers. The character gains +5 on Rowing, Swimming and Survival Checks when on the water.

Master Craftsman: -1 Skill Pt
Selkye leatherwork is renowned for its quality. Leatherwork created by the character is treated as one Tier higher quality than it would normally be.

Light-Fingers: -1 Skill Pt
Selkye can be very adept at obtaining things others don’t want them to have. The character gains +5 to Dexterity.

Quote from: Roanfaille
Roanfaille
Considered by some to be the most naturally talented warriors in the south, the dark-skinned, wiry Roanfaille of Sothbayne are instinctive fighters, their pride and fierce independence legendary in the other lands. As a race, the Roanfaille are tall for humans and their lean muscles belie substantial strength. They generally possess dark skin, ranging from light brown in hue to nearly black. Their hair is usually worn long with trimmed beards in abundance.  Roanfaille culture places great significance in tattoos, with each family having its own symbol.

Significant Ages:
- Youth: Less than 17 years old.
- Prime: From 17 to 60 years old.
- Aging: From 60 to 85 years old.
- Elderly: From 85 to 100+ years old.

Height Range: 5' 5" - 6' 3"
Weight Range: 140 lbs - 240 lbs

Spoiler: Roanfaille Statistics (click to show/hide)

Traits
Quote from: Nomad Clans:
Berserking: -2 Advance Pts
This Roanfaille is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Heat of the South: -1 Advance Pt
Roanfaille are well used to the heat of their southern home. On a successful Willpower Check the character may ignore the effects of Heatstroke.

Nomadic Lifestyle: -4 Advance Pts
Nomad Roanfaille live on the move, and as such many are proficient riders. The character gains +5 to Riding Checks and starts with a palfrey horse, free of charge.

Hard Life: - 2 Advance Pts
Nomad Roanfaille are renowned for their toughness. The character gains +1 Health.

Horsemen: -3 Skill Pts
Many Roanfaille clans live a nomadic life on the Sothbayne plains, following their herds. As such, most have a working knowledge of caring for and training animals. The character gains +10 to Animal Care Checks and +5 to Animal Training Checks if training a horse.

Quote from: Settled Clan:
Heat of the South: -1 Advance Pt
Roanfaille are well used to the heat of their southern home. On a successful Willpower Check the character may ignore the effects of Heatstroke.

Wardens: -6 Advance Pts (Alchemist Only)
The Roanfaille Wardens are an organisation of professional monster slayers. Known as the Wiedzmin in their own tongue, the Wardens undergo invasive, barely understood surgical and arcane procedures to enable them to survive both the toxic substances they imbibe and the deadly creatures they hunt. The character gains +10 to Combat Skill and +5 to Strength, Toughness and Agility and the ability to use weapons from the Martial Weapon List, but also takes -20 to Charisma.

Quote from: Danann
Danann
The Danann of the Wardenfells are a wild race of hunters and warriors.  The Danann wear their dark hair long, often twining talismans and feathers into the braids to give luck and protection when they hunt. Tall and slender, the Danann are decptively strong and have keen intelligence and almost preternatural senses. They view the other peoples as their prey, and warfare is a great hunt, one to test the skills of the mightiest of huntsmen. What little is known of their society is mainly through the outcasts who are propelled to seek a life of adventure in other lands. The eastern realms tell of summer nights when the Danann tear through outlying hamlets, seizing terrified villagers to take back to their tall cities  to be brutally sacrificed. These are just tales of course...

Significant Ages:
- Youth: Less than 28 years old.
- Prime: From 28 to 100 years old.
- Aging: From 100 to 180 years old.
- Elderly: From 180 to 200+ years old.

Height Range: 5' 6" - 6' 4"
Weight Range: 100 lbs - 150 lbs

Spoiler: Danann Statistics (click to show/hide)

Traits
Quote from: Fell Clans:
The Harrowing: -2 Advance Pts
Fell Clan Danann are thrown out of their homes at an early age in order to learn how to survive in the future. The character gains +10 to woodland Survival Checks and +10 to Climbing Checks.

Danann Senses: -4 Advance Pts
Danann senses are particularly keen, able to see at night and hear faint sounds that others would miss. The character has Night-Eye and gains +10 to Perception Checks.

Fearsome Reputation: -1 Advance Pt
Danann are renowned for their carnivorous diet. The character gains +5 to Intimidation Checks.

Predatory: -2 Skill Pts
Danann make excellent hunters. The character gains +10% To Hit fleeing targets.

Huntmaster: -2 Skill Pts
Many Danann clans keep packs of hounds, usually crainn to help them hunt. As such, most have a working knowledge of caring for and training animals. The character gains +10 to Animal Care Checks and +5 to Animal Training Checks if training a hound.

Quote from: Exile Clans:
Danann Senses: -4 Advance Pts
Danann senses are particularly keen, able to see at night and hear faint sounds that others would miss. The character has Night-Eye and gains +10 to Perception Checks.

Fearsome Reputation: -1 Advance Pt
Danann are renowned for their carnivorous diet. The character gains +5 to Intimidation Checks.

Predatory: -2 Skill Pts
Danann make excellent hunters. The character gains +10% To Hit fleeing targets.

Quote from: Feartarbh
Feartarbh
The Feartarbh are the remnants of the great Bovus Empire which once stretched across the breadth of Norbayne. When the Empire fell, the Bovus split into two groups: The huge, fearsome Krowavir and the smaller, more intelligent Feartarbh. Both species are tall and powerful compared to the other intelligent races of Norbayne, the Feartarbh commonly reaching a height of seven feet. Both the Feartarbh and the Krowavir are well known for their massive horns, in some specimens numbering up to four and reaching almost three feet in length in the largest of the Krowavir. Unlike their wild brethren, the Feartarbh are slowly assimilating into the cultures which have risen since the fall of their Empire.

Significant Ages:
- Youth: Less than 20 years old.
- Prime: From 20 to 80 years old.
- Aging: From 80 to 120 years old.
- Elderly: From 120 to 150+ years old.

Height Range: 7' 4" - 8' 2"
Weight Range: 580 lbs - 880 lbs

Spoiler: Feartarbh Statistics (click to show/hide)

Traits
Quote from: Feartarbh Enclaves:
Horned: -2 Advance Pts
Feartarbh possess massive horns which can be used in combat. The character may Bullrush instead of Charging in combat.

Fearsome Appearance: -2 Advance Pts
Feartarbh possess massive frames, huge horns and a carnivorous diet. The character gains +10 to Intimidation Checks.

Insulating Pelt: -1 Advance Pt
Feartarbh bear a pelt of fur which protects them from excesses of the weather. Feartarbh characters may re-roll their Strength Reduction Check in the cold.

Berserking: -4 Advance Pts
This Feartarbh is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Very Hardy: - 8 Advance Pts
Feartarbh are renowned for their toughness. The character gains +4 Health and +5 to Resist Disease and Poison Checks.

Common Knowledge (Bovus Empire): -1 Advance Pt
The old ways are kept alive in the Enclaves, and so the Feartarbh which live within are well versed in their own ancient history. The character gains the Common Knowledge (Bovus Empire) Skill and gains +10 to it.

Quote from: City Feartarbh:
Horned: -2 Advance Pts
Feartarbh possess massive horns which can be used in combat. The character may Bullrush instead of Charging in combat.

Fearsome Appearance: -2 Advance Pts
Feartarbh possess massive frames, huge horns and a carnivorous diet. The character gains +10 to Intimidation Checks.

Insulating Pelt: -1 Advance Pt
Feartarbh bear a pelt of fur which protects them from excesses of the weather. Feartarbh characters may re-roll their Strength Reduction Check in the cold.

Berserking: -4 Advance Pts
This Feartarbh is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Very Hardy: - 6 Advance Pts
Feartarbh are renowned for their toughness. The character gains +3 Health.

Quote from: Dunscarth
Dunscarth
The Dunscarth of the Depths are quite unfairly maligned. Their ash-grey skin and ancestor worship marks them out as being slightly different from the norm. The majority of Dunscarth dwellings are situated underground and as such, fire plays an important part in the Greyfolk's culture, giving off both essential light and warmth in the cold, dark reaches of the Depths. All throughout the Dunscarth's subterranean realm, the dark chasms are alive to the sounds of metalwork in the great forges and Dunscarth craft is renowned as being some of the finest in existence. The Dunscarth have excellent night vision as befits an underground race, however their heritage is grounds for racial discrimination, with the Greyfolk known as Troglodytes in some areas. Their ashen complexion makes it exceedingly difficult for a Dunscarth to hide their identity so many fall into a life of crime, earning the scorn unfairly placed upon them by their birth.

Significant Ages:
- Youth: Less than 14 years old.
- Prime: From 14 to 40 years old.
- Aging: From 40 to 60 years old.
- Elderly: From 65 to 70+ years old.

Height Range: 5' 2" - 6' 0"
Weight Range: 80 lbs - 180 lbs

Spoiler: Dunscarth Statistics (click to show/hide)

Traits:


Quote from: Dwergar
Dwergar
A short, stocky and muscular people from the high northern mountains of Unterguardt, the Dwergar are well-known for their ability with metal and their incredibly stubborn personalities in almost equal measure. Male Dwergar almost universally cultivate thick beards, the longer and healthier, the greater source of pride it is for the owner. The shaving of a Dwergar's beard is one of the gravest of insults, one which has led to great internecine strife in the past. Called Dwarves by the men of Norbayne, the Dwergar are not overly fond of the other races, preferring by far to delve further into their mountainous homes. Their love for political intrigue is legendary, as is their lust for gold but above all, their indomitable pride is their greatest blessing and curse rolled into one.

Significant Ages:
- Youth: Less than 25 years old.
- Prime: From 25 to 85 years old.
- Aging: From 85 to 150 years old.
- Elderly: From 150 to 200+ years old.

Height Range: 4' 5" - 5' 3"
Weight Range: 120 lbs - 220 lbs

Spoiler: Dwergar Statistics (click to show/hide)

Traits:


Quote from: Jeleni
Jeleni
The Jeleni are a slightly-built people, indigenous to the island chain to the west of Norbayne. They are covered in thin, bristly fur and stand upon cloven hooves. They bear horns on their heads, ranging from mere bony stubs to elaborate 'crowns'. Jeleni horns continue to grow all through the individual's life, and elders can have crowns so large they struggle to lift their heads. Their senses, particularly their hearing is keen, and their ears swivel to pinpoint sound. Their fingers are long and dexterous, and their hindquarters slim and powerful, making them very swift runners. They are naturally inquisitive and are great travellers and sailors, with colonies all along the western coast of Sothbayne and a thriving community in the Southland kingdom of Des-Carte in Norbayne.

Significant Ages:
- Youth: Less than 14 years old.
- Prime: From 14 to 40 years old.
- Aging: From 40 to 60 years old.
- Elderly: From 60 to 70+ years old.

Height Range: 5' 2" - 6' 0"
Weight Range: 70 lbs - 170 lbs

Spoiler: Jeleni Statistics (click to show/hide)

Traits:


Quote from: Leathe
Leathe
A small people, the diminutive Leathe of the southern bounds of the Wardenfells are known to be exceptional archers and intuitive hunters. Despite their small size, the Leathe fierce and canny fighters. If the great Northmenn of Unterguardt are as the great ice bear, the Leathe are to likened to the fox, cunning and swift. Marsupial and tree dwelling, the Leathe have a natural love of illusions, children often entertaining themselves from an early age with wisps of mist-like figures dancing about them. They have no great affection for the Danann, with whom they share their woodland home, but generally get on well with the other races, if just a little secretive about their homeland.

Significant Ages:
- Youth: Less than 15 years old.
- Prime: From 15 to 35 years old.
- Aging: From 35 to 45 years old.
- Elderly: From 45 to 50+ years old.

Height Range: 4' 5" - 5' 3"
Weight Range: 60 lbs - 160 lbs

Spoiler: Leathe Statistics (click to show/hide)

Traits:


Quote from: Invarrian
Invarrian
A tall, ocean-faring people, the Invarrians have made their living by pillaging the fishing villages off the northern coasts for centuries. The call of the sea is in the blood of every Invarrian pup, the waves beckoning them towards a life of adventure. They are the Sea Wolves, a name which indicates how the Invarrians approach conflict on both land and sea. Invarrians see war as a game, with gold and other spoils being the prize at the end of the raiding season. As such, even when being defeated, they remain cheerful. After all, it's only a game.

Significant Ages:
- Youth: Less than 18 years old.
- Prime: From 18 to 45 years old.
- Aging: From 45 to 60 years old.
- Elderly: From 60 to 65+ years old.

Height Range: 5' 7" - 6' 5"
Weight Range: 160 lbs - 260 lbs

Spoiler: Invarrian Statistics (click to show/hide)

Traits:


Quote from: Bruin
Bruin
A short, stocky, yet powerful people from the south, the Bruin are incredible craftsmen, carving their cities out into the roots of their southern mountainous homelands. Clad in shaggy pelts, the Bruin are fierce fighters when roused to anger, incredibly stubborn and will never yield that which they consider their own. Inveterate wanderers, the Bruin, while nocturnal in their own lands, are commonly seen abroad in the north at all times of day, their thick pelts insulating them from the cold of the Northlands as well as it does the chill of the southern nights.

Significant Ages:
- Youth: Less than 22 years old.
- Prime: From 22 to 50 years old.
- Aging: From 50 to 70 years old.
- Elderly: From 70 to 80+ years old.

Height Range: 4' 4" - 5' 2"
Weight Range: 140 lbs - 240 lbs

Spoiler: Bruin Statistics (click to show/hide)

Traits:

« Last Edit: February 27, 2017, 03:27:55 AM by Phoenixguard09 »
Yes I am! Assholefaceman!
By the power of Ga'haarr I command you to vanish! VANISH!
I CANNOT BE KILLED BUT WITH FIRE!
(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(")_(") signature to help him gain world domination

Crazier than a crack-head cat and here to make sticky treats out of your vital organs.
FEAR ME AND MY INDISCRIMINATE BAN-HAMMER, HORRIBLE EYESIGHT AND TOTAL DISREGARD FOR INTERNET RIGHTS!

Phoenixguard09

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Re: Norbayne Character Creation
« Reply #2 on: December 30, 2016, 04:05:04 PM »
Quote from: Alchemist
The Alchemist is a primarily a support class in combat, able to provide potions and poisons which grant powerful abilities to the party, along with crafting concoctions which can control the battlefield at range. The Alchemist is not a caster class, but can function pretty similarly in battle. The Alchemist is restricted to only wearing light armour and wielding basic weapons. Outside combat the Alchemist is able to build up resources quite quickly due to possessing a few potentially lucrative trade-skills and can function quite well as the party face.

Class Stat Modifiers
- +10 Intelligence
- +5 Toughness
- -1 Initiative

Class Skills:
- Craft (Potions)
- Craft (Poisons)
- Craft (Oils)
- Common Knowledge (Poisons)
- Common Knowledge (Herblore)
- Academic Knowledge (Herblore)
- Academic Knowledge (Chemistry)
- Contacts (Merchants)

Spoiler: Class Talents: (click to show/hide)


Quote from: Artificer
The Artificer is a support class through and through, although thanks to their inventions, can act as a battlefield controller, blaster or ranged striker. The Artificer's roles are restricted merely by the player's ingenuity, as the Invention Skill can be used to create all sorts of things, from grenades to potentially even suits of powered armour. (YMMV) The Artificer is not a caster class, although again, thanks to their Inventions, and also Runecrafting, it is possible for them to act like it. The Artificer is restricted to wearing light armour and may only wield basic weapons, although their Inventions do not count in this, and may of course be used. Outside combat the Artificer will usually have access to a fair few lucrative trade-skills, allowing for great resource acquisition.

Class Stat Modifiers
- +10 Dexterity
- +5 Intelligence
- -1 Initiative

Class Skills:
- Invention
- Craft (Metalwork)
- Craft (Woodwork)
- Craft (Stonework)
- Craft (Traps)
- Runesmithing
- Academic Knowledge (Engineering)
- Common Knowledge (Structures)
- Contacts (Merchants)
- Contacts (Engineer)
- Contacts (Mercenary Company)

Spoiler: Class Talents: (click to show/hide)


Quote from: Assassin
The Assassin works best as either a ranged striker or a roving close-quarters flanker in combat, with plenty of abilities providing bonuses to flanking or hitting unaware targets. The Assassin is able to craft poisons, and is a Black Magic caster, with access to the Black Magic (Shadow) Sphere. The Assassin is restricted to wearing light armour and can wield a small list of Assassin-only weapons in addition to the basic weapon list. Outside combat, the Assassin may ply their trade and earn money as a killer for hire and may have contacts and knowledge of the underground. The Assassin also makes an effective scout.

Class Stat Modifiers
- +5 Combat or Ballistic Skill
- +1 Initiative

Class Skills:
- Black Magic (Shadow)
- Channeling
- Lockpicking
- Craft (Poisons)
- Sleight of Hand
- Common Knowledge (Criminal Underworld)
- Contacts (Criminal Underworld)

Spoiler: Class Talents: (click to show/hide)


Quote from: Bard
The Bard is primarily a support class in combat, providing inspiration to allies and able to control the battlefield with abilities like Discordant Notes and other Stun effects. The Bard can also double as a handy close-quarters flanker if the need arises. The Bard is a caster class, with access to both the Arcane Magic (Bardsong) and Petty Magic Spheres. The Bard is restricted to wearing light or medium armour and can only wield basic weapons. Outside combat the Bard possesses many abilities, including Bardic Knowledge, which is essentially a chance to have Common Knowledge (Everything). The Bard is also able to quickly generate income with Performances at social gatherings and can act as an optimal party face.

Class Stat Modifiers
- +5 Charisma
- +5 Dexterity

Class Skills:
- Petty Magic
- Arcane Magic (Bardsong)
- Channelling
- Bardic Knowledge
- Academic Knowledge (Literature)
- Perform (Singer)
- Perform (Musician)
- Perform (Storyteller)
- Sleight of Hand
- Lockpicking
- Contacts (Noble)

Spoiler: Class Talents: (click to show/hide)


Quote from: Berserker
The Berserker is predominantly a close-ranged roving flanker or a secondary tank in combat and relies on speed, chained Combat Manoeuvers and raw aggression to contribute in combat. The Berserker has a special resource, Rage, which is built up over the course of an encounter and can be traded in to provide benefits. The Berserker is not a caster class, and is restricted to wearing only light or medium armour, but can wield most weapons as they have access to the martial weapons list. Outside combat, the Berserker is able to utilise some knowledge based abilities, mainly based around Common Knowledge related to fighting and tactics in general, but on the whole the Berserker is primarily a combatant.   

Class Stat Modifiers
- +1 Initiative
- +5 Combat Skill, Strength or Toughness

Class Skills:
- Craft (Traps)
- Common Knowledge (War)
- Contacts (Mercenary Company)

Spoiler: Class Talents: (click to show/hide)


Quote from: Binder
The Binder is a versatile class, best used in a battlefield control or roving flanker role. The Binder is also capable as a secondary tank, using magic to buff their defences. The Binder is a caster class, with access to the Arcane Magic (Battlecasting) Sphere or the Black Magic (Reaper) Sphere. The Binder is restricted to wearing only light and medium armour, but has access to most types of weapons. Outside combat, the Binder has a wide range of magical knowledge stretching many disciplines, but is otherwise rather limited, remaining a very capable combatant.

Class Stat Modifiers
- +10 Soulfire
- +5 Combat Skill

Class Skills:
- Petty Magic
- Arcane Magic (Battlecasting)
- Black Magic (Reaper)
- Channelling
- Taunt
- Common Knowledge (Arcane Magic)
- Common Knowledge (Black Magic)
- Academic Knowledge (Arcane Magic)
- Academic Knowledge (Black Magic)

Spoiler: Class Talents: (click to show/hide)


Quote from: Druid
The Druid is primarily a battlefield control class in combat, but is able to provide service in just about any other role due to the Wildform ability. The Druid is a caster class, able to use Spirit Magic to Coerce Seelie spirits into performing magical effects, providing a great deal of lockdown abilities, and even some damage on the battlefield. The Druid is restricted to wearing light armour and can only wield basic weapons. Outside combat, the Druid's Wildform ability, Common Knowledge (Wilderness) and ability to communicate with spirits and animals makes them excellent scouts, especially in wilderness areas. Druids are also capable healers, and can even use this ability to obtain resources, though this is time-intensive.

Class Stat Modifiers
- +10 Willpower or Charisma
- +5 Toughness
- -1 Initiative

Class Skills:
- Spirit Magic (Residual)
- Spirit Magic (Seelie Coercion)
- Animal Training
- Channeling
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (Wilderness)
- Navigation
- Craft (Traps)
- Craft (Talismans)
- Wildform (Small, Medium, Large, Monstrous)
- Wraithsight
- Contacts (Spirits of the Wild)
- Contacts (Creatures of the Wild)

Spoiler: Class Talents: (click to show/hide)


Quote from: Duellist
The Duellist acts mainly as a roving flanker in combat, although they are capable of acting as a secondary tank if necessary. The Duellist relies on high skill and speed, along with chained Combat Maneuvers to contribute in combat, and is excellent at locking down and defeating a single very powerful opponent. The Duellist is not a caster class, and is restricted to wearing only light or medium armour, but can wield most weapons as they have access to the martial weapons list. Outside combat, the Duellist is able to perform in duels for the entertainment of others, and so make some coin. Access to Talents allow them to exercise their rogue-ish charm and act as an effective party face too. 

Class Stat Modifiers
- +5 Combat Skill
- +1 Initiative

Class Skills:
- Common Knowledge (Duelling)
- Performer (Duelling)
- Sleight of Hand
- Taunt
- Contacts (Noble)
- Contacts (Mercenary Company)

Spoiler: Class Talents: (click to show/hide)


Quote from: Guardian
The Guardian is primarily a tank class, although it is easy to create a Guardian which is good at causing damage too. The Guardian works best in a mixed support and tank role, able to provide the rest of the party with beneficial shielding effects, while also attracting the attention of the enemy's heaviest hitters and shrugging it off. The Guardian is a caster class, with access to the Arcane Magic (Guardian) Sphere. The Guardian is able to wear any armour and wield most weapons, with access to the martial weapons list. Outside combat, the Guardian is quite limited, but in combat, they are fantastic.

Class Stat Modifiers
- +5 Combat or Ballistic Skill
- +5 Willpower or Toughness

Class Skills:
- Arcane Magic (Guardian)
- Taunt
- Channeling
- Contacts (Noble)
- Contacts (Mercenary Company)

Spoiler: Class Talents: (click to show/hide)


Quote from: Mage
The Mage can play a variety of roles, but are usually best served as either battlefield control or just sheer blasters. The Mage has access to plenty of magic, which can be used in a variety of roles. The Mage is, obviously, a caster class, with access to Petty Magic and the Arcane Magic (Inferno), (Glacial), (Weathermancy), (Divination), (Force) and (Protection) Spheres. The Mage is restricted to wearing only light armour and wielding basic weapons. Outside combat the Mage is quite versatile, able to use magic to provide small bonuses in many different challenges. A Mage with Academy Training also has access to a wide variety of Academic Knowledge Skills, which is generally more valuable than Common Knowledge.

Class Stat Modifiers
- +10 Soulfire
- +10 Willpower or Intelligence
- -1 Initiative

Class Skills:
- Petty Magic
- Arcane Magic (Inferno)
- Arcane Magic (Glacial)
- Arcane Magic (Weathermancy)
- Arcane Magic (Divination)
- Arcane Magic (Force)
- Arcane Magic (Protection)
- Academic Knowledge (Magic)
- Academy Training
- Common Knowledge (Magic)
- Channeling
- Navigation
- Contacts (Mage)

Spoiler: Class Talents: (click to show/hide)


Quote from: Mesmer
The Mesmer is predominantly a battlefield control specialist, able to use magic to mess with enemy minds, even going so far as Domination effects. The Mesmer is a caster class, with access to Petty Magic and the Arcane Magic (Illusion) and (Mind) Spheres. The Mesmer is restricted to wearing only light armour and can only wield basic weapons. Outside combat, the Mesmer is quite versatile, able to use their skills with illusions and hypnotism to perform for crowds, although they must be careful where they do this as not everyone likes magic. They are also capable thieves, and due to their abilities make excellent scouts. They can also use their magic to boost their abilities as the party face.

Class Stat Modifiers
- +10 Soulfire
- +5 Dexterity or Willpower

Class Skills:
- Petty Magic
- Arcane Magic (Illusions)
- Arcane Magic (Mind)
- Channeling
- Dreamshape
- Lockpicking
- Hypnotism
- Perform (Illusions)
- Mesmerisation
- Sleight of Hand
- Common Knowledge (Arcane Magic)

Spoiler: Class Talents: (click to show/hide)


Quote from: Necromancer
The Necromancer is predominantly battlefield control and support through the use of raised minions. Using Black Magic and corpses, the Necromancer is able to create an army under their command and is able to provide buffs such as Bone Armour to them and/or allies. The Necromancer is a caster class, with access to the Black Magic (Entropy), (Blood) and (Bone) Spheres. The Necromancer is restricted to wearing light or medium armour and can only use basic weapons. Outside combat, the Necromancer would appear to be quite limited, however the implications of using the raised corpses of the vanquished as slaves means the Necromancer has a lot of viability for the savvy player.

Class Stat Modifiers
- +10 Willpower
- +5 Intelligence
- -1 Initiative

Class Skills:
- Black Magic (Entropy)
- Black Magic (Vitae)
- Black Magic (Bone)
- Academic Knowledge (Black Magic)
- Academic Knowledge (Necromancy)
- Academic Knowledge (Otherworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Black Magic)
- Common Knowledge (Necromancy)
- Common Knowledge (Corpses)
- Channeling
- Necromancy (Patchwork, Wight, Dwimmerlaik, Wraith, Ghast, Ghul, Revenant)
- Craft (Poisons)
- Wraithsight

Spoiler: Class Talents: (click to show/hide)


Quote from: Ranger
The Ranger is a versatile class, able to provide good service as a ranged striker, a roving close-quarters flanker or even a secondary tank. The Ranger, through the Beastmaster and Hunter specialisations can even contribute in a support capacity too, able to bring wild animals into the fray and trap the area respectively. The Ranger is a caster class, with access to the Arcane Magic (Archery) Sphere. The Ranger is restricted to light or medium armour, but can wield most weapons, with access to the martial weapons list. Outside combat, the Ranger makes a fantastic scout, particularly in wilderness areas, and herblore makes them reasonable healers. 

Class Stat Modifiers
- +5 Combat Skill or Ballistic Skill
- +5 Perception

Class Skills:
- Arcane Magic (Archery)
- Animal Training
- Channelling
- Common Knowledge (Herblore)
- Common Knowledge (Wilderness)
- Navigation
- Craft (Traps)
- Craft (Talismans)
- Contacts (Creatures of the Wild)

Spoiler: Class Talents: (click to show/hide)


Quote from: Rogue
The Rogue works best as a ranged striker, although they can also act as a roving flanker in combat. The Rogue is not a caster class, and is restricted to wearing only light or medium armour and can only wield basic weapons. The Rogue's best qualities are their mobility and speed, with plenty of abilities which accentuate this. Outside combat the Rogue may ply their trade and earn money as a killer for hire, or go and steal valuables and will usually have contacts and knowledge of the underground, including fences. The Rogue also makes an effective scout, especially in urban areas.

Class Stat Modifiers
- +1 Initiative
- +5 Dexterity, Agility or Ballistic Skill

Class Skills:
- Lockpicking
- Sleight of Hand
- Pickpocket
- Craft (Traps)
- Common Knowledge (Criminal Underworld)
- Common Knowledge (Urban Life)
- Contacts (Merchants)
- Contacts (Mercenaries)
- Contacts (Criminal Underworld)

Spoiler: Class Talents: (click to show/hide)


Quote from: Shaman
The Shaman is primarily a battlefield control class in combat and does so with the use of Curses. The Shaman is a caster class, able to use Spirit Magic to Dominate Seelie and Unseelie spirits into performing magical effects, providing a great deal of lockdown abilities, some damage and a great deal of negative effects on the battlefield. The Shaman is restricted to wearing light armour and can only wield basic weapons. Outside combat, Common Knowledge (Wilderness) and ability to communicate with spirits and animals makes them excellent scouts, especially in wilderness areas. Shamans are also capable healers, and can even use this ability to obtain resources, though this is time-intensive.

Class Stat Modifiers
- +10 Willpower
- +5 Toughness
- -1 Initiative

Class Skills:
- Spirit Magic (Residual)
- Spirit Magic (Seelie Domination)
- Spirit Magic (Unseelie Domination)
- Animal Training
- Channelling
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (Wilderness)
- Navigation
- Craft (Traps)
- Craft (Talismans)
- Craft (Totems)
- Wraithsight
- Contacts (Spirits of the Wild)

Spoiler: Class Talents: (click to show/hide)


Quote from: Warlock
The Warlock is predominantly a blaster, using sheer damage output and potential to control the battlefield. The Warlock is also capable of acting as a flanker, although this is dangerous. The Warlock is a caster class, with access to the Black Magic (Devastation), (Blood) and (Death) Spheres. The Warlock can only wear light armour and can only wield basic weapons. Outside combat the Warlock's greatest asset is knowledge of daemonic entities and the Otherworld.

Class Stat Modifiers
- +10 Willpower
- +5 Intelligence
- -1 Initiative

Class Skills:
- Black Magic (Blight)
- Black Magic (Vitae)
- Black Magic (Devastation)
- Academic Knowledge (Black Magic)
- Academic Knowledge (Otherworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Black Magic)
- Channelling
- Wraithsight

Spoiler: Class Talents: (click to show/hide)


Quote from: Warrior
The Warrior is quite versatile, able to act as a ranged striker, a flanker and a primary tank all in the one build. The Warrior is not a caster class, and relies on using Combat Maneuvers to cause damage, negate damage and apply status effects. The Warrior may wear any armour and wield most weapons. Outside combat, the Warrior is able to utilise a great deal of knowledge based abilities, mainly based around Common and Academic Knowledge related to fighting and tactics in general. The Warrior is one of few classes which can actually provide bonuses to the Command Skill. 

Class Stat Modifiers
- +1 Initiative
- +5 Combat Skill, Ballistic Skill, Strength or Toughness

Class Skills:
- Taunt
- Academic Knowledge (Military History)
- Academic Knowledge (Military Tactics)
- Common Knowledge (War)
- Contacts (Noble)
- Contacts (Mercenary Company)

Spoiler: Class Talents: (click to show/hide)

« Last Edit: June 05, 2017, 05:00:49 AM by Phoenixguard09 »
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