Author Topic: Norbayne Character Creation  (Read 3077 times)

Phoenixguard09

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Norbayne Character Creation
« on: December 30, 2016, 02:13:22 PM »
This thread contains most everything of what one might need to create a character to play a campaign in the world of Norbayne.

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 five bands of age. Child, Youth, Prime, Ageing 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:
- Much the same as height and weight, this is pretty much only for aid in visualising your character. There is/will be artwork which will provide examples.
Birthsign:
- By default this does not mean much, if anything, however these can be used almost as a roleplaying guide for the character. It is intended to help new players grasp the idea of playing a character separate from themselves. Each birthsign comes with a sample 'personality' which can be used as a guide in acting as your character.

Quote from: Norbayne Horoscope
Eagle: Those born under the sign of the Eagle tend to be born explorers, often going out of their way to take not only the path less travelled, but the more difficult and challenging path too. Because of their high focus on intellectual exploration, many inventors, eccentrics and highly original trailblazers are born under this sign. They can be objective in judgement, and tend to not let their emotions get in the way of the right decision. Outgoing and amiable, Eagles attract friends wherever they go and those whom Eagles befriend have their unswerving loyalty.

Boar: As a credit to those of the Boar and considering their many vulnerable characteristics, they are incredibly adaptable and resilient. As a trend, Boars tend to fantasize about situations and people and because they spend so much time in their own fantasy land, this can catch them unawares in other more worldly areas. Because of this inner world of fantasy, Boars seldom perceive whatever is going on around them in its true light. They see life instead as they want to see it, colouring their view of the world in hues and tones far removed from its true reflection. When at their worst, Boars often become depressed, obsessive and confused and usually feel a need to dream.

Ram: Although they are independent, outgoing and assertive, those born under the sign of the Ram are also surprisingly trusting, often innocently walking into the danger knowing the consequences. They are impulsive and usually act first and ask questions or have doubts later. Rams also love challenges and if everything is running smoothly, they are quite capable of going out and disturbing the balance just for the excitement.

Bull: Underneath their cool, calm and collected exterior, Bulls are usually a maelstrom of pent up energy. They will let others get close, but only so close as they want them. It is for this reason that Bulls are sometimes regarded as withdrawn or even boring. Bulls hate to be put in jeopardy of any kind and this usually leads to Bulls going out making the future happen as they want it, rather than leaving it to fate.

Crow: Those born under the sign of the Crow often have a gift for talking, are talented writers or have a special interest in foreign languages. They are quite egregious and often feel lonely very easily. The Crow personality can appear mysterious or detached to others and therefore they are often misunderstood and unappreciated for the talents they offer to the world at large.

Stallion: Those born under the sign of the Stallion appear to change and deviate from their usual behaviour with the phases of the moon. Life doesn't stand still for this sign, even if they remain in one place. Most Stallions feel one way one minute, then sometimes totally different the next and often have a need to travel and see new things.

Lion: Those born under the sign of the Lion tend to allow pride to dominate them. Flattery and the good opinions of others seems to be what Lions strive for the most. They are charismatic and positive-thinking and attract an abundance of friends and opportunities. At their worst they are vain, lazy and arrogant, however Lions also tend to be astoundingly loyal.

Hare: There is ingenuity around those born under the Hare, a kind-heartedness, which unfortunately is sometimes played upon by others for their advantage. Despite this, most Hares find cynicism a foreign concept.
Generally creative, Hares are also often delicate and shy, happy to allow others to take the glory but are fully capable of standing up when necessary.

Dragain: Dragains often tend to switch off from the world around them, almost hibernating to come to a decision. As such, many are almost incapable of coming to a decision without this contemplative stage, becoming easily flustered when forced to choose. However, when the proper decision making process is observed, a Dragain is stubborn and will do everything in their power to see it done.

Mhor: Even as children, those born under the sign of the Mhor are often found to be wise beyond their years. As such, most Mhors are winners, known for being tough and resilient. Their attitudes often get them into trouble however, as when they are negative about something or someone, or critical of themselves, they can tend to get in their own way.

Wolf: Trying to tie down these free-spirited individuals is often frustrating for those around them as Wolves are happiest on the move, exploring new cultures and ideas. Freedom loving, optimistic and honest, Wolves are notorious for their lack of tact however they do tend to work well in groups, both as leaders and members of the pack.

Stag: Those born under the sign of the Stag are often patient and persevering. They reach their goals because they know the longest journey commences with a single step and that the first step is always the most difficult. Stags usually rise to the occasion when faced with a deadline, even if something has come to a grinding halt, their ambition to reach the goal keeps them moving forwards. As such they tend to be both hard workers and loyal companions.

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. There are also sub-races for most of the 12, which provide further customisation.
Primary Class and Level:
- There are 18 playable classes at this stage, most of which are in a reasonably playable state. (Finalised Talent, Combat Manoeuvre, Spell and Major Talent lists are still to be completed, but work is continuing apace)
Secondary Class and Level:
- A character's primary class must always be at least one level higher than their secondary class. Otherwise, the character is free to choose whichever class they like to increase in.

Age Modifiers:
- Child: -20 to Strength, Toughness to a minimum of 10,  and -10 to Speed. -4 Health, +5 to Dexterity and Perception. Take the Small size category and a bonus to Charm members of your race who would be predisposed to help a child. Reduce Strength and Toughness hard-caps by 40 until character is no longer considered a Child. The game is not exactly designed to facilitate playing as a child, however these modifiers are a suitable guide for GM's creating child NPC's, if stats are required.
- Youth: -10 to Strength, Toughness and Speed. -1 Health, +10 Dexterity, Agility and Perception. At GM's discretion, take the Small size category and a bonus to Charm members of your race who would be predisposed to help a child, depending on the character's age. Reduce Strength and Toughness hard-caps by 20 until character is no longer considered a Youth.
- Prime: +1 Health at character creation.
- Ageing: -5 to Strength, Toughness and Agility. +5 Willpower. Character gains 5 Advance Points which can be spent on Skills or Talents, but not Stats.
- Elderly: -15 to Strength, Toughness, Agility. -10 to Speed. -5 to Dexterity and Perception. -1 Initiative and Health. +10 to Willpower and Intelligence. Character gains 22 Advance Points which may be spent on Skills or Talents, but not Stats.   

Statistics:
- 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 considered a Physical Stat. 

- Toughness: Represents the ability to take a hit and general resilience. May be increased by 5 for 2 Advance Points every level. Toughness is considered a Physical Stat.

- Dexterity: Represents hand-eye coordination and skill with hands. May be increased by 5 for 2 Advance Points every level. Dexterity is considered a Physical Stat.

- Agility: Represents the character's agility and general mobility and athleticism. Is used to dodge attacks. May be increased by 5 for 2 Advance Points every level. Agility is considered a Physical Stat.

- 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. Usually when a character's Health hits 0, the character is considered Incapacitated, but some exceptions exist. Also usually, when a character's Health hits -10, the character is considered permanently dead.

- Initiative: Represents the character's reaction times, sense of timing in general and ability to react to violence or other surprising events. May be increased by 1 point for 4 Advance Points every 5 Levels. 

- 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 considered a Mental Stat. 

- 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. Charisma is considered the only Social Stat.

- 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 considered a Mental Stat. .

- Speed: Represents the character's pace when travelling at top speed. Speed starts as a Racial Base, but may be increased by 5 yards every 5 Levels for 3 Advance Points each time.

- 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 considered a Mental Stat.

- 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 be increased by 1 point for 4 Advance Points every 2 Levels. A character's first point in Magic increases their maximum Soulfire by 2 and allows the character to learn two spells. Every further increase to Magic Level also increases the character's Soulfire by 1.

- Soulfire: An active tracker of the character's sustainable lifeforce which is used to fuel magical effects. There are several effects which will drain Soulfire before eating away Health, and so it is important that all characters have their Soulfire total noted. Characters' Soulfire starts at a racial base, but may increase it by 1 point for 2 Advance Points every level. Increasing Magic Level also increases Soulfire by 1 point.

- 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 or to barter with the Games Master to 'break' the rules.

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 a single Advance Point to learn, and in subsequent Levels, the character may receive +10, +15 and +20 rank bonuses to them for the same price.

- Weapon Proficiencies: Every Class has access to a certain number of Weapon Proficiencies. Common weapons are denoted in the Equipment lists, and Proficiency in them is available to every character, regardless of Class. Martial, Specialist Ranged and other weapon families are also denoted in Equipment, and are available to certain Classes as noted below. A rank of Weapon Proficiency costs a single Advance Point to take, until the '*' level, which requires 2 Advance Points, and denoted Mastery in that weapon family. Achieving Mastery in that weapon family provides the character with the Mastery Talent, which provides all number of advantages, whether flat bonuses or unique Combat Manoeuvres.

- 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. Every character rolls once on the General Trait chart to gain one for free, though a GM and player may work together to pick one Trait to fit a concept a player may have.

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. Most Races have mandatory and Optional Racial Traits, which are free, and a character may take as many of these as they wish. 

- Talents: Talents are acquired at any level up, and usually cost 2 Advance Points to purchase. Talents provide bonuses or additions to Skills and are the main way a character is customised. Talents are almost always 2 Advance Points to purchase, whether they be a Skill Enhancement, Class Feature, Spell Enhancement or Combat Manoeuvre. 

- Class Rewards: Class Rewards are essentially more impressive Talents. They may be acquired every 5 levels of a single Class, at a rate of a single Class Reward per 5 levels. Unless otherwise specified, Class Rewards are otherwise free.

STILL TO COME:
Spells:
Equipment:
« Last Edit: May 26, 2020, 11:20:58 PM by Phoenixguard09 »
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Phoenixguard09

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Re: Norbayne Character Creation
« Reply #1 on: December 30, 2016, 02:19:24 PM »
The Various Races and Peoples of Norbayne and Other Lands
This list is, as yet, pretty much completed. I will be adding to this, and modifying it, for quite some time yet I imagine, but as of right now, we are pretty happy with the total of 12 playable races. 

Quote from: Midlander
Midlander
Midlanders are a diverse race, and are found predominantly across Norbayne, although they are prone to travelling, and as such can be found in reasonably significant numbers on every major landmass. They came to Norbayne from distant lands to the east, not long before the fall of the Bovus Empire. They are quite hardy, and very adaptable, and quickly settled all through the Midlands of Norbayne, establishing small, independent kingdoms in the wake of the fall of the mighty empire of the Bosavir. From there, they spread across the known world, coexisting with the indigenous peoples of the southern realms of Unterguardt, forming realms on the northern coasts of Sothbayne and even reaching as far afield as Arlend in the far west.

In appearance, they can vary significantly, with a range of hair colours, from pale blondes, through russets and browns and black. Generally their skin colouration varies according to the climate the individual hails from, with those from the south tending towards darker skin tones and darker hair, and those from the north generally being paler, with brighter hair colours.

The northern realms of Norbayne are home to the Highlanders, though many can be found over the Northern Sea in settlements on the southern coast of Unterguardt. Their cold homes and constant border strife breeds a hardy and tough people. Highlanders are not generally known for their social graces, but their strength and prowess is well regarded. Like all Midlanders, they speak the Common tongue, but with a thick accent, and not a few borrowed words from both the Cainte and Indalt languages. They are generally pale skinned, with either dark or reddish hair.

The multitude of realms covering the plains which stretch from the Neck in the north, to the Dragain's Tail in the south, and from the eaves of the Gwyrai woods in the east all the way to the western coasts, is home to the Lowlanders. These realms, like most Midlander realms, are constantly striving against each other, producing a generally warlike people, with a fond regard and respect for new technologies and magics. The Lowlands are likely the birthplace of the Common tongue, which in itself is a pidgin of the two main languages of the old Bovus Empire, the Cainte of the Wardenfells, the Reord of the Merigund and a multitude of other lesser influences and loan-words. Their skin-tone is varied, and particularly in rural areas to the south, can be quite dark due to the warm sun and outdoor lifestyle.

Hailing from the warm lands to the south of the Dragain's Tail, the Southrons too, are a wide and varied people. Great travellers, Southrons can be found far afield, along the northern coast of Sothbayne and even in settlements throughout the Lemarian archipelago. Perhaps the most striking feature of the Southlands are the Brilliant Towers of Drell, an academy of sorts where people from all over the known world congregate to share and learn the secrets of magic. They too speak the Common tongue, but with more influences from the language of the Bruin and the many languages of the Roanfaille of the far south. Of all the varieties of Midlanders, Southrons tend to have darker skin and hair than others.

After the collapse of the Bovus Empire, many Midlanders travelled west over the ocean, finding the Westrand, and the continent known as Arlend. They settled in those places, and over the centuries have developed their own unique cultures and physical variations. Most Westerlings hail from one of the so-called Three Kingdoms of Arlend, Gyre, Murai and Taeran, though colonies are present all through the Westrand island chain to the south. They speak the Common tongue, but with a thick, somewhat archaic accent. Westerlings tend to be pale of skin and light haired.

Significant Ages:
- Child: Less than 12 years old.
- Youth: From 12 to 18 years old.
- Prime: From 18 to 45 years old.
- Ageing: From 45 to 65 years old.
- Elderly: From 65 to 70+ years old.

Height Range: 5' 4" - 6' 2"
Weight Range: 120 lbs - 220 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Midlander Statistics (click to show/hide)

Traits
Spoiler: Highlander: (click to show/hide)

Spoiler: Lowlander: (click to show/hide)

Spoiler: Southron: (click to show/hide)

Spoiler: Westerling: (click to show/hide)

Quote from: Northmann
Northmann
If the inhabitants of Norbayne to the south are like wolves, those of the continent over the northern ocean, the lands of Unterguardt, can be likened to bears. Taller and broader on average than their erstwhile kin, the Northmenn are as harsh as the lands they call home. The north breeds strong people, and those who are in some way weak, usually die. They are a people not common outside of the lands of Unterguardt, generally preferring the colder climates of the north.

The Northmenn of Unterguardt are regarded as strong fighters, renowned for their uncompromising attitude and their exceptional size. They are tall, almost always making over six feet in height and are broad too at full-growth. Their lands often see little of the sun and so their skin is pale and their hair usually fair in colour and regularly shaggy and unkempt, often developing into a mane of sorts. The males often sport significant body and facial hair, and both sexes display long and thick eye-brows, slightly pointed ears and rather prominent eye-teeth. Most speak a dialect of the Indalt language, and there is little enough variation between dialects that a Hillmann from the far north-east could communicate with an Urskinn from the port-city of Kabysholm on the south-west coast with only a little difficulty.

The many and varied lands to the south of the Blackspine Mountains of Unterguardt are dotted with settlements, established by the Urskinn. Kingdoms regularly rise and fall, as petty kings and thegns emerge and their lands are then picked apart by their rivals. The Northmenn are warlike by nature, their homeland harsh and filled with potential enemies. Infighting amongst Urskinn kingdoms is common, as is conflict with the Hillmenn tribes of the wilds and the many Dwergar kingdoms of the mountains. It is not entirely uncommon to see Urskinn travelling the world, but it is true that they have a preference for colder climes. The Urskinn do not differ significantly in appearance from the Hillmenn, although there is a tendency to not be quite as rough and ready in appearance.

On the edges of settled civilisation in the north, one can find the various tribes of the Hillmenn. Of the same stock as the Urskinn, the Hillmenn are a wild people. Their culture is savage by comparison, and in fact, some parallels can be drawn between their practices and those of the Danann of the Wardenfells. Often found in the hills around the Blackspine Mountains, Hillmenn are not a particularly common sight away from home in the lands to the south.

Significant Ages:
- Child: Less than 12 years old.
- Youth: From 12 to 16 years old.
- Prime: From 16 to 40 years old.
- Ageing: From 40 to 60 years old.
- Elderly: From 60 to 70+ years old.

Height Range: 6' 2" - 7' 0"
Weight Range: 180 lbs - 280 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Northmann Statistics (click to show/hide)

Traits
Spoiler: Hillmenn: (click to show/hide)

Spoiler: Urskinn: (click to show/hide)

Quote from: Fyrst-Dynion
Fyrst-Dynion
Descendants of the Fyrst-Dynion, or First People, the Selkye of the Eastern Icebays, the Woodsmen of the Gwyrai and the Einreikr of Arlend, are the only living remnants of a wide-ranging coalition of peoples. Small in stature, but often possessed of a subtle magic, they are not to be taken lightly.

The Selkye, the people of the Icebays 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 Midlanders, the Selkye are known for their artistic prowess, the quality of their leatherwork and their complicated language.  They wear their dark hair long and braided and the men often sport outrageous moustaches. While the Selkye are most often found in the north-east of Norbayne, plying their trades in the lands along the coast, they can be found as far abroad as Southreach, on the southern coast of Unterguardt, and all through the northern islands of Norbayne.

To the south, the Woodsmen of the Gwyrai Woods are quite similar to the Selkye of the Icebays due to their shared descent. Generally paler of complexion and perhaps not quite as heavily built, the Woodsmen are a generally slight people, with dark hair and often dark eyes. Since the time of the legendary Seann O'the Woods, a quasi-mythical figure in Woodsmen folklore, they have dwelt within sight of the eaves of the Gwyrai Woods, that extensive deep forest which lies in the shadow of the mighty Wardenfells. Such close proximity to those fabled mountains means a relationship with those who dwell there. In the case of the Leathe, this relationship is a positive one, and the forest villages are often joint, with the Woodsmen dwelling on the ground and the Leathe in the trees overhead. In the case of the Danann however, this relationship is somewhat sour, the Fell Clans given to falling upon Woodsmen villages in the dead of night to drag away for their dark rituals. Many Woodsmen villages exist in a state of near-constant watchfulness, alert to the possibility of the next raid and ready to defend their homes and loved ones with whatever means necessary.

To the west, upon the continent of Arlend, the Einreikr dwell upon the vast grasslands of the Akira. They are reasonably similar in stature and appearance to the other peoples of Fyrst-Dynion stock, with perhaps generally darker skin and a tendency to brighter hair colours. The Einreikr culture is largely nomadic and based around the herds of greater sarveinen, large, horned, deer-like creatures the Einreikr use as beasts of burden, food and sometimes, even as steeds. The Akira is not a safe place to live, and roving herds of the tainted Farasi thunder across the grasslands, spreading fear and misery wherever they roam. The Einreikr ride against them regularly, and for that matter, occasionally against the neighbouring Westerling kingdom of Murai.

Significant Ages:
- Child: Less than 11 years old.
- Youth: From 11 to 16 years old.
- Prime: From 16 to 35 years old.
- Aging: From 35 to 50 years old.
- Elderly: From 50 to 60+ years old.

Height Range: 5' 1" - 5' 11"
Weight Range: 100 lbs - 200 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Selkye Statistics (click to show/hide)

Traits:
Spoiler: Selkye (click to show/hide)

Spoiler: Woodsman: (click to show/hide)

Spoiler: Einreikr (click to show/hide)

Quote from: Roanfaille
Roanfaille
Somewhat similar in appearance to the Midlanders of Norbayne, the Roanfaille were originally native to the southern-most lands of Sothbayne, beyond the vast, inhospitable expanse of the Nizina Kosci, the Plain of Bones, beyond even the Wispaniyali, that massive mountain range which now forms the southern border of the known world. Driven north by some great threat, the Roanfaille eventually settled north of the Plains, on the coasts and on the wide grasslands and steppes. Those closest to the coast developed permanent cities of wood and stone, and while the Roanfaille themselves are nowhere near as abundant as the Midlanders of Norbayne, some of their cities and towns can rival those over the ocean to the north.

They generally possess dark skin, ranging from light brown in hue to nearly black, often with a reddish tone, or sometimes even an almost metallic copper colour. Their hair is usually dark, though it is not uncommon, particularly in coastal communities, for hair to be dyed in all manner of brilliant and exotic colours, and is often worn long by both sexes, with trimmed beards in abundance amongst the men.  Roanfaille culture places great significance in tattoos, with each family or clan having its own symbol which is worn by every member of such. These designs are often intricate and colourful. Tattoos are not the only thing in abundance amongst Roanfaille communities, as each clan tends to have its own language, or at the very least, unique dialect. The Jezyk and Wyraz languages serve as some kind of common tongue between the clans, and most, if not all, Roanfaile know how to speak at least one of them, in addition to their clan language.

The nomadic clans roam the steppes and grasslands. Generally darker of skin than their coastal cousins, the culture of the nomads is dominated by the herds of horses they drive and follow across the wide expanses of their home. Each nomad must be an accomplished rider, and many clans teach their children how to ride before they can even walk. Their lives are hard, competing as they must against other clans of Roanfaille, the often dangerous wildlife of their homeland and roving bands of Ilaena.

Significant Ages:
- Child: Less than 12 years old.
- Youth: From 12 to 18 years old.
- Prime: From 18 to 60 years old.
- Ageing: From 60 to 85 years old.
- Elderly: From 85 to 100+ years old.

Height Range: 5' 7" - 6' 5"
Weight Range: 140 lbs - 240 lbs
Base Speed: 30 yards per Combat Round

Spoiler: Roanfaille Statistics (click to show/hide)

Traits
Spoiler: Nomad Clan: (click to show/hide)

Spoiler: Coastal Clan: (click to show/hide)

Quote from: Danann
Danann
Hailing from the Wardenfells, the majestic mountain range stretching down the eastern coast of Norbayne, the Danann are a people of which not much is known for certain. That they are usually tall, lithe and predatory cannot be refuted, as is the reputation they have amongst the various peoples who dwell in the shadow of the great mountains. The Fell Clans are the worst of these, living in amidst the dark mountain woods, hunting in their territory around their primitive forest villages. Any unlucky enough to fall into their hands are sacrificed to their gods, their blood shed to sate the hunger of Those Who Slumber Beneath.

Many individuals however, are exiled from the mountains, forced to make their way into the Gwyrai Woods beyond the foothills, and from there, perhaps, even further abroad. These exiles are often branded as such, and are usually not permitted back amidst the mountains under pain of death. It is these exiles which are usually seen and interacted with by the other peoples of the world, and it is through these exiles that most have any knowledge of what occurs in Fell Clan society.

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:
- Child: Less than 14 years old.
- Youth: From 14 to 22 years old.
- Prime: From 22 to 100 years old.
- Ageing: From 100 to 180 years old.
- Elderly: From 180 to 220+ years old.

Height Range: 5' 6" - 6' 4"
Weight Range: 100 lbs - 150 lbs
Base Speed: 35 yards per Combat Round

Spoiler: Danann Statistics (click to show/hide)

Traits
Spoiler: Exile Clans: (click to show/hide)

Spoiler: Fell Clans: (click to show/hide)


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:
- Child: Less than 13 years old.
- Youth: From 13 to 25 years old.
- Prime: From 25 to 80 years old.
- Ageing: From 80 to 120 years old.
- Elderly: From 120 to 150+ years old.

Height Range: 6' 6" - 8' 2"
Weight Range: 580 lbs - 880 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Feartarbh Statistics (click to show/hide)

Traits
Spoiler: Feartarbh Enclaves: (click to show/hide)

Spoiler: City Feartarbh: (click to show/hide)

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:
- Child: Less than 12 years old.
- Youth: From 12 to 18 years old.
- Prime: From 18 to 40 years old.
- Ageing: From 40 to 60 years old.
- Elderly: From 60 to 65+ years old.

Height Range: 5' 2" - 6' 0"
Weight Range: 80 lbs - 180 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Dunscarth Statistics (click to show/hide)

Traits:
Spoiler: Dunscarth (click to show/hide)


Quote from: Dwarf
Dwarf
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 many of the peoples 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:
- Child: Less than 15 years old.
- Youth: From 15 to 25 years old.
- Prime: From 25 to 85 years old.
- Ageing: From 85 to 150 years old.
- Elderly: From 150 to 200+ years old.

Height Range: 4' 5" - 5' 3"
Weight Range: 140 lbs - 240 lbs
Base Speed: 20 yards per Combat Round

Spoiler: Dwarf Statistics (click to show/hide)

Traits:
Spoiler: Dwergar (click to show/hide)

Spoiler: Geardarr (click to show/hide)

Spoiler: Myrkrar (click to show/hide)

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:
- Child: Less than 10 years old.
- Youth: From 10 to 15 years old.
- Prime: From 15 to 35 years old.
- Ageing: From 35 to 55 years old.
- Elderly: From 55 to 60+ years old.

Height Range: 5' 2" - 6' 0"
Weight Range: 70 lbs - 170 lbs
Base Speed: 40 yards per Combat Round

Spoiler: Jeleni Statistics (click to show/hide)

Traits:
Spoiler: Jeleni (click to show/hide)

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:
- Child: Less than 10 years old.
- Youth: From 10 to 15 years old.
- Prime: From 15 to 35 years old.
- Ageing: 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
Base Speed: 35 yards per Combat Round

Spoiler: Leathe Statistics (click to show/hide)

Traits:
Spoiler: Forest Leathe (click to show/hide)

Spoiler: Mountain Leathe (click to show/hide)

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:
- Child: Less than 15 years old.
- Youth: From 15 to 22 years old.
- Prime: From 22 to 40 years old.
- Ageing: From 40 to 60 years old.
- Elderly: From 60 to 65+ years old.

Height Range: 5' 7" - 6' 5"
Weight Range: 160 lbs - 260 lbs
Base Speed: 30 yards per Combat Round

Spoiler: Invarrian Statistics (click to show/hide)

Traits:
Spoiler: Invarrian (click to show/hide)

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:
- Child: Less than 14 years old.
- Youth: From 14 to 22 years old.
- Prime: From 22 to 60 years old.
- Ageing: From 60 to 80 years old.
- Elderly: From 80 to 90+ years old.

Height Range: 4' 4" - 5' 2"
Weight Range: 120 lbs - 220 lbs
Base Speed: 20 yards per Combat Round

Spoiler: Bruin Statistics (click to show/hide)

Traits:
Spoiler: Bruin (click to show/hide)
« Last Edit: April 17, 2020, 04:07:57 AM by 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 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 Modifiers
+1 Health every 2nd Level
-1 Initiative
+5 Intelligence
+3 Toughness or Dexterity
Light armour only.
Access to Common and Alchemist weapon lists.
1 Common Weapon Proficiency.

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

Class Mechanics
- Addiction: Upon drinking an Elixir for the second time in a single day, the Alchemist must make a Willpower Check to resist addiction. If the Check is passed, the Alchemist is unaffected for now, but if it is failed, the Alchemist must mark a failed Check against that Elixir. Upon five failed Checks, the Alchemist is afflicted by the Addiction (Specific Elixir) Malady.
- Toxicity:

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

Spoiler: Class Rewards (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
+1 Health every 2nd Level
-1 Initiative
+5 Dexterity or Intelligence
+3 Intelligence or Strength
Light armour only.
Access to Common, Specialist Ranged and Artificer weapon lists.
1 Common Weapon or Specialist Ranged Weapon Proficiency.

Class Skills:
- Academic Knowledge (Chemistry)
- Academic Knowledge (Engineering)
- Common Knowledge (Structures)
- Common Knowledge (Technology)
- Craft (Carpentry)
- Craft (Explosives)
- Craft (Masonry)
- Craft (Runes)
- Craft (Smithing)
- Craft (Traps)
- Invention
- Contacts (Merchants)
- Contacts (Engineer)
- Contacts (Mercenary Company)

Class Mechanics:
- Invention:

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

Spoiler: Class Rewards (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 (Shadowmancy) 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
+1 Health every 2nd Level
+1 Initiative
+3 Dexterity or Agility
Light armour only.
Access to Common, Specialist Ranged and Assassin weapon lists.
1 Common Weapon and 1 Assassin, Martial or Specialist Ranged Weapon Proficiency.

Class Skills:
- Channelling
- Common Knowledge (Black Magic)
- Common Knowledge (Criminal Underworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Poisons)
- Craft (Poisons)
- Grappling
- Lockpicking
- Sleight of Hand
- Spell Combat
- Summoning (Daemon)
- Witchsight
- Contacts (Criminal Underworld)

Class Magic:
The Assassin has access to the Black Magic system of casting. An Assassin taking their first Magic Level receives the Black Magic (Petty) Sphere and one Spell from that list for free.
The Assassin has access to the following Magic Spheres:
- Black Magic (Petty)
- Black Magic (Shadowmancy)

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

Spoiler: Class Rewards (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
+1 Health every 2nd Level
+0 Initiative
+4 Charisma or +1 Soulfire
+3 Dexterity, +3 Agility or +3 Charisma
Light and Medium armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Channelling
- Influence
- Sleight of Hand
- Lockpicking
- Bardic Knowledge
- Academic Knowledge (Literature)
- Perform (Dancer or Acrobatics) Agi*
- Perform (Singer) Cha*
- Perform (Musician) Dex*
- Perform (Orator) Int*
- Contacts (Noble)

Class Mechanics:
- Bardic Knowledge:
- Influence:

Class Magic:
The Bard has access to the Arcane Magic system of casting. A Bard taking their first Magic Level receives the Arcane Magic (Petty) Sphere and two Spells from that list.
The Bard has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Bardsong)
- Arcane Magic (Warchanting)
- Arcane Magic (Words of Power)

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

Spoiler: Class Rewards (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 Manoeuvres 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 Health every 2nd Level
+1 Initiative
+4 Strength or Toughness.
Light and Medium armour only.
Access to Common and Martial weapon lists.
1 Common Weapon and 1 Martial Weapon Proficiency.

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

Class Mechanics:
- Rage:

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

Spoiler: Class Rewards (click to show/hide)

« Last Edit: June 16, 2020, 08:32:21 AM by Phoenixguard09 »
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Re: Norbayne Character Creation
« Reply #3 on: October 24, 2019, 06:01:14 AM »
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) and (Warchanting) Spheres or the Black Magic (Binding) and (Reaper) Spheres. 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
+1 Health every 2nd Level
+0 Initiative
+4 Combat or Ballistic Skill
+1 Soulfire
Light and Medium armour only.
Access to Common, Specialist Ranged and Martial weapon lists.
1 Common Weapon or 1 Martial Weapon Proficiency.

Class Skills:
- Channelling
- Spell Combat
- Taunt
- Witchsight
- Summoning
- Common Knowledge (Arcane Magic)
- Common Knowledge (Black Magic)
- Academic Knowledge (Arcane Magic)
- Academic Knowledge (Black Magic)
- Common Knowledge (War)
- Contacts (Mercenary Company)

Class Magic:
The Binder has access to both the Arcane and Black Magic systems of casting. A Binder taking their first Magic Level must choose to receive either the Arcane Magic (Petty) or Black Magic (Petty) Sphere and chooses two Spells from the chosen list. The Binder may purchase the other casting system upon taking five Class Levels of Binder.
The Binder has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Black Magic (Petty)
- Arcane Magic (Battlecasting)
- Arcane Magic (Warchanting)
- Black Magic (Binding)
- Black Magic (Reaper)

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

Spoiler: Class Rewards (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
+1 Health every 2nd Level
0 Initiative
+3 Willpower or Charisma
+2 Toughness or Perception
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Animal Training
- Channelling
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (Wilderness)
- Spiritshaping (Seelie)*
- Craft (Traps)
- Craft (Talismans)
- Wildform (Small, Medium, Large, Monstrous)
- Wraithsight
- Contacts (Spirits of the Wild)
- Contacts (Creatures of the Wild)

Class Magic:
The Druid has access to the Spirit Magic system of casting. A Druid taking their first Magic Level receives the Spirit Magic (Residual) Sphere and two Spells from that list.
The Druid has access to the following Magic Spheres:
- Spirit Magic (Residual)
- Spirit Magic (Lands)
- Spirit Magic (Skies)
- Spirit Magic (Waters)
- Spirit Magic (Depths)

Class Mechanics:
- Animal Companion:
- Wildform:

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

Spoiler: Class Rewards (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 Manoeuvres 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
+1 Health every 2nd Level
+1 Initiative
+4 Dexterity or Agility
Light and Medium armour only.
Access to Common and Martial weapon lists.
1 Common Weapon and 1 Martial Weapon Proficiency.

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

Class Mechanics:
- Adrenaline:

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

Spoiler: Class Rewards (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 (Petty) and (Guardian) Spheres. 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
+1 Health every 2nd Level
+0 Initiative
+3 Strength or Dexterity
+3 Willpower or Toughness
No armour restrictions.
Access to Common and Martial weapon lists.
2 Common Weapon or 1 Martial Weapon Proficiency.

Class Skills:
- Grappling
- Taunt
- Channelling
- Common Knowledge (War)
- Contacts (Noble)
- Contacts (Mercenary Company)

Class Magic:
The Guardian has access to the Arcane Magic system of casting. A Guardian taking their first Magic Level receives the Arcane Magic (Petty) Sphere and one Spell from that list.
The Guardian has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Guardian)

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

Spoiler: Class Rewards (click to show/hide)


Quote from: Lorekeeper
The Lorekeeper is primarily a support class in combat, with access to several different varieties of casting. The Lorekeeper may select Petty Magic, along with Arcane Magic (Divination), (Kineticism) and (Words of Power). The Lorekeeper is also able to choose spells from Black Magic (Vitae) and (Horror), making it fairly unique in terms of available magical options. Uniquely, the Lorekeeper also has access to Lore Magic (Ancient), (Dark), (War) and (Prophetic), which grants very powerful abilities but requires preparation in the form of scrolls and other casting aids. The Lorekeeper is restricted to only wearing light armour and wielding basic weapons. Outside combat the Lorekeeper is able to build up resources quite quickly due to possessing a few potentially lucrative trade-skills, has a wide variety of knowledge skills and can function quite well as the party face.

Class Stat Modifiers
+1 Health every 2nd Level
-1 Initiative
+6 Intelligence or +5 Willpower
+1 Soulfire or +3 Willpower
-5 Strength or Toughness
Light armour only.
Access to Common weapon list.
No free Weapon Proficiency

Class Skills:
- Academy Training
- Craft (Scrolls)
- Channelling
- Witchsight
- Summoning
- Common Knowledge (Arcane Magic)
- Common Knowledge (Black Magic)
- Academic Knowledge (Arcane Magic)
- Academic Knowledge (Black Magic)
- Academic Knowledge (Literature)
- Academic Knowledge (Nobility)
- Academic Knowledge (History)
- Contacts (Mage)
- Contacts (Noble)
- Contacts (Scholars)

Class Magic:
The Lorekeeper has access to both the Arcane and Black Magic systems of casting, in addition to the unique Lore Magic system of casting. A Lorekeeper taking their first Magic Level must choose to receive either the Arcane Magic (Petty) or Black Magic (Petty) Sphere and three Spells from the chosen list. The Lorekeeper may choose to purchase the other casting system upon taking five Class Levels of Lorekeeper. The Lorekeeper may purchase any Sphere of Lore Magic at any time.
The Lorekeeper has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Black Magic (Petty)
- Arcane Magic (Divination)
- Arcane Magic (Kineticism)
- Arcane Magic (Words of Power)
- Black Magic (Horror)
- Black Magic (Vitae)
- Lore Magic (Ancient)
- Lore Magic (Dark)
- Lore Magic (Prophetic)
- Lore Magic (War)

Class Mechanics:
- Familiar:

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

Spoiler: Class Rewards (click to show/hide)


« Last Edit: June 16, 2020, 08:46:36 AM by Phoenixguard09 »
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Re: Norbayne Character Creation
« Reply #4 on: October 25, 2019, 05:12:05 AM »
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 (Pyromancy), (Aquamancy), (Aeromancy), (Geomancy), (Divination), (Kineticism) and (Mentalism) 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
+1 Health every 2nd Level
-1 Initiative
+2 Soulfire
+2 Willpower
+3 Intelligence
Light armour only.
Access to Common weapon list.
No free Weapon Proficiency

Class Skills:
- Academic Knowledge (Arcane Magic)
- Academy Training
- Common Knowledge (Arcane Magic)
- Channelling
- Contacts (Mage)

Class Magic:
The Mage has access to the Arcane Magic system of casting. A Mage taking their first Magic Level receives the Arcane Magic (Petty) Sphere and three Spells from that list.
The Mage has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Aeromancy)
- Arcane Magic (Aquamancy)
- Arcane Magic (Divination)
- Arcane Magic (Geomancy)
- Arcane Magic (Kineticism)
- Arcane Magic (Mentalism)
- Arcane Magic (Pyromancy)

Class Mechanics:
- Familiar:

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

Spoiler: Class Rewards (click to show/hide)


Quote from: Marshall
CURRENTLY UNPLAYABLE. IN PROGRESS.The Marshall is mainly a mundane support character, with a reasonable amount of personal survivability. The Marshall is best served providing significant bonuses to allies around them, using their unique Warcry and Tactica systems and judicious use of their various enhancements to the Command Skill to support their allies. The Marshall shines in open battlefield situations, but has a reasonable amount of utility out of combat in a social setting too, able to use their intelligence and forceful personality to get what they need.

Class Stat Modifiers
+1 Health every 2nd Level
+0 Initiative
+3 Intelligence
+2 Charisma or +1 Perception
+2 Perception or +1 Charisma
No armour restrictions.
Access to the Common, Martial and Specialist Ranged weapon lists.
1 Common Weapon Proficiency.

Class Skills:
- Grappling
- Tactica
- Perform (Orator)
- Academic Knowledge (History)
- Common Knowledge (War)
- Contacts (Mercenary Company)

Class Mechanics:
- Warcry:
- Tactica:

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

Spoiler: Class Rewards (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 (Mental) 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
+1 Health every 2nd Level
+0 Initiative
+2 Soulfire
+2 Willpower or Dexterity
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

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

Class Mechanics:
- Dreamshaping:
- Mesmerisation:

Class Magic:
The Mesmer has access to the Arcane Magic system of casting. A Mesmer taking their first Magic Level receives the Arcane Magic (Petty) Sphere and two Spells from that list.
The Mesmer has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Illusions)
- Arcane Magic (Mentalism)

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

Spoiler: Class Rewards (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), (Vitae) 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
+1 Health every 2nd Level
-1 Initiative
+3 Willpower
+2 Toughness or +3 Intelligence
Light and medium armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Academic Knowledge (Black Magic)
- Academic Knowledge (Necromancy)
- Academic Knowledge (Otherworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Black Magic)
- Common Knowledge (Necromancy)
- Common Knowledge (Corpses)
- Channelling
- Necromancy (Patchwork, Wight, Dwimmerlaik, Wraith, Ghast, Ghul, Revenant)
- Craft (Poisons)
- Summoning
- Witchsight

Class Magic:
The Necromancer has access to the Black Magic system of casting. A Necromancer taking their first Magic Level receives the Black Magic (Petty) Sphere and two Spells from that list.
The Necromancer has access to the following Magic Spheres:
- Black Magic (Petty)
- Black Magic (Entropy)
- Black Magic (Vitae)
- Black Magic (Bone)
- Black Magic (Reaper)

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
+1 Health every 2nd Level
+0 Initiative
+4 Dexterity or +4 Strength
+3 Perception or +3 Toughness or +1 Soulfire
Light and medium armour only.
Access to Common, Specialist Ranged and Martial weapon list.
1 Common Weapon and 1 Martial or Specialist Ranged Weapon Proficiency.

Class Skills:
- Animal Training
- Channelling
- Grappling
- Common Knowledge (Herblore)
- Common Knowledge (Wilderness)
- Wraithsight
- Craft (Traps)
- Craft (Talismans)
- Contacts (Creatures of the Wild)

Class Magic:
The Ranger has access to both the Arcane Magic and Spirit Magic systems of casting. A Ranger taking their first Magic Level must choose to receive either the Arcane Magic (Petty) or Spirit Magic (Residual) Sphere and one Spell from the chosen list. The Ranger may choose to purchase the other casting system upon taking five Class Levels of Ranger. 
The Ranger has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Archery)
- Spirit Magic (Residual)

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

« Last Edit: May 27, 2020, 12:02:56 AM by Phoenixguard09 »
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Re: Norbayne Character Creation
« Reply #5 on: May 19, 2020, 01:44:36 AM »
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 but has access to most 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 Health every 2nd Level
+1 Initiative
+3 Dexterity or +3 Agility or +5 Charisma
Light and medium armour only.
Access to Common, Specialist Ranged and Martial weapon list.
1 Common Weapon and 1 Martial or Specialist Ranged Weapon Proficiency.

Class Skills:
- Lockpicking
- Grappling
- Influence
- 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
+1 Health every 2nd Level
-1 Initiative
+5 Willpower
+3 Toughness, Dexterity or Strength
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Animal Training
- Channelling
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (Wilderness)
- Craft (Traps)
- Craft (Talismans)
- Craft (Totems)
- Wraithsight
- Spiritshaping (Seelie, Unseelie)*
- Contacts (Spirits of the Wild)

Class Magic:
The Shaman has access to Spirit Magic system of casting. A Shaman taking their first Magic Level receives the Spirit Magic (Residual) Sphere and three Spells from that list.
The Shaman has access to the following Magic Spheres:
- Spirit Magic (Residual)
- Spirit Magic (Dawn)
- Spirit Magic (Noon)
- Spirit Magic (Twilight)
- Spirit Magic (Midnight)

Class Mechanics:
Pact: Summer, Autumn, Winter, Spring

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), (Horror), (Vitae) and (Blight) 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
+1 Health every 2nd Level
-1 Initiative
+6 Willpower
+2 Intelligence or Charisma
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Academic Knowledge (Black Magic)
- Academic Knowledge (Otherworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Black Magic)
- Channelling
- Summoning
- Witchsight

Class Magic:
The Warlock has access to the Black Magic system of casting. A Warlock taking their first Magic Level receives the Black Magic (Petty) Sphere and three Spells from that list.
The Warlock has access to the following Magic Spheres:
- Black Magic (Petty)
- Black Magic (Blight)
- Black Magic (Horror)
- Black Magic (Vitae)
- Black Magic (Devastation)

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 Manoeuvres 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 Health every 2nd Level
+1 Initiative
+3 Dexterity or Strength
+2 Strength or Toughness
No armour restrictions.
Access to Common and Martial weapon list.
1 Common Weapon and 1 Martial Weapon Proficiency.

Class Skills:
- Grappling
- 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 10, 2020, 09:42:39 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!