- Overview of Character Creation
(read first - vERY IMPORTANT!!!)
- Creating Descriptions
- Personality descriptions
- Physical descriptions
- Creating a Biography
- Determining Attributes
- Initial attribute levels
- Attributes and their reflection of skill levels
- Determining Skills
- Skill list
- Skill notes
- Choosing "other" skills
- Determining Gifts
- List of gifts
- A word of caution
- Determining Faults
- Fault conversion table
- List of faults
- A word of warning
- FUDGE Points
- Equipment & Money
- Choosing belongings for new characters
- Money
- Poor characters
- Wealthy characters
- A Character's Online Profile
- A Final Note
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Overview of Character Creation:
Creating
a character is the most important part of the game. The quality of
game-play you experience (as well as your level of enjoyment) will be
reflected by the level of thought and effort you put in to creating your
character. It is imperative that I know your character as well as
you do. Why? Well, in certain situations, I will have to
make lots of minor decisions on your character's behalf. If I know
your character well (motives, history, likes, dislikes, etc...), I can
write your character into situations in a way that brings our their
personality.
You may have noticed that the description of
Darklands in the "Grim World" section is intentionally
vague. You should feel free to help me create this world through
the creation of your character. Is your character a member of the
Knights Illuminas, a semi-religious order from the hidden monastery of
Senbar, whose purpose is seeking out the minions of the demon lord
Incubus? If so, you need to tell me all about the Knights
Illuminas, their code of secrecy and behaviour, who their deity is, what
the monastery looks like, some key people in the character's life up to
this point, who this Incubus demon is, etc... These details will
be compiled with whatever others send in to create the world in which we
play.
In short, Darklands is character-centered.
That means that adventures will focus around, and be driven by the
characters who play them.
Before proceeding, read the explanation of the
Ranking System in the rules section. Then return to this
page and read the rest of the Creating a Darklander section
(1) the
following limits apply to character creation. Each character
receives the following freebies:
(2) These limitations must be observed for new
characters:
-
when ranking attributes, a new character can have no
more than 1 Superb and 2 Greats.
-
when ranking and creating skills, a new character
can have no more than 1 Superb and 4 Greats (Superb places a
character high into the 99 percentile for that particular
area. Most Olympians would be Great.)
(3) A player may wish to trade a free gift in order to
advance an attribute, or give-up an attribute advance to increase skill
levels. Use the following conversion when trading points around:
-
1 attribute level can be traded in for 3
skill levels and vice versa.
-
1 gift can be traded in for 6 skill levels and
vice versa.
-
1 gift can be traded in for 2 attribute
levels and vice versa.
(4) As described in the Faults
section of the site, any number of faults may be taken. A fault
can be converted into any of the following advantages:
-
1 fault gives the character 1 gift or...
-
1 fault gives the character 2 attribute
levels or...
-
1 fault gives the character 6 skill levels.
In other words, a beginning player could take 3 faults,
and choose 6 skill levels and 4 attributes levels, or 2 gifts, or... you
get the idea.
(5) At this stage of game development, all characters
must be human. I am still toying with races, and at this
stage, am not sure what races will exist. I've already decided
that there will be no "elfy" type.
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Creating Descriptions:
Each character has two descriptions: a personality
description and a physical description. Each of these
should be a descriptive paragraph that summarizes the important points
about your character. These descriptions are not mere filler or
flavour. They will be used to determine how your character will be
shaped, and during the game, they may often be referred back to by the
GM when determining how NPC's react to you.
Personality
Description.
This paragraph describes your character's personality. Be sure
to include situational information (i.e. information that gives an
indication of how a character might respond in certain
situations.) Let's use the personality description of Grog the
Barbarian as an example.
Grog is loud and forward to say the least. He
has no problem speaking whatever is on his mind, no matter what the
situation. This tendency to speak out of line (and usually quite
gruffly and rudely) has gotten him into all kinds of sticky
situations. Grog has no tolerance for those who are physically
lacking, and has a streak of the bully syndrome. These traits
are often increased when Grog's uncontrollable drinking problem is
taken into account. Grog is the epitome of brashness, rudeness,
and social ineptitude. In his mind, if a problem can't be solved
with his axe, it probably isn't worth solving. On the other
side, Grog is incredibly loyal once trust is given. He is a
powerful ally to those he considers as friends.
As we can see, the description is long enough to give a
good indication of what drives Grog and how he would respond in lots or
situations. There aren't too many positive aspects, and it could
have easily been written to be twice as long and descriptive.
However, be careful not to write a full essay on your character's
personality. Be succinct and detailed.
Physical
Description.
The physical description can be as detailed or vague as you
please. If you want to describe clothing, hair colour, scars,
build, items carried, facial features, etc. go bananas. Including
a picture of your character on the web page would definitely be a nice
touch. In fact, if you don't provide a picture, I will take the
liberty of including one myself. All pictures will be reduced to
greyscale to maintain the black & white scheme of the site.
Let's look at Grog's physical description.
Grog is a large muscle-bound brute. He
insists on wearing nothing but tanned, worn pants and thick fur-lined
boots. His upper torso is bare, and his muscle mass is of
beastly proportions. He looms well over six feet in height, and
dwarves almost any man in a room. This makes it almost
impossible for Grog to blend in. The hilt of a long knife sticks
out of his left boot, and a humungous Battle Axe is usually strapped
to his back. The blade is shiny and well-kept, but is nicked and
chinked from much use. Grog sports a long mane of shaggy black
hair and uses his knife to keep fairly well-shaven. His eyes are
set close together on either side of an imposing nose. His upper
lip is usually curled in a grimace, even when he is happy.
Again, this paragraph could be shorter or longer,
depending on the ideas and wishes of the player. You may be
wondering why these descriptions (and the upcoming biography) are
completed before the attributes and skills are chosen. Keep
reading. The answer is en route.
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Creating a Biography:
The Biography should be completed along with character
descriptions. It is good to at least write a draft copy of a
character's biography before moving on to attributes and skills.
As with the descriptions, the biography of your character may give hints
and clues as to what gifts, faults, attributes, and skills would be
relevant.
One more note before
proceeding. Unlike more traditional fantasy role-playing games,
Darklanders do not have to start as young pups with little or no
abilities. There are enough points given for character creation
(plus those gained by taking extra faults) to devise ex-outlaws, river
pirates, mercenaries, bounty hunters, experienced footpads, renowned
Loremasters, traveling bards, and so on. It is actually desirable
to create a character with some amount of previous experience with
danger, combat, ancient mysteries, etc. The dark and dangerous
nature of Darklands does not lend itself to playing young ex-farmer
characters. Read Grog's biography as an example.
Grog was born the son of a slave woman, and was
owned by a self-proclaimed lord named Draygor. He lived most of
his life in servitude, and as he grew, his massive size made him very
useful for physical labour. When Grog was 16 years old, he
strangled one of the wardens with his shackles and gained his
freedom. He spent the next ten years running with various
mercenary bands, and even fought in the battle which saw the overthrow
of the infamous Castle Farstein.
The
paltry earnings of the mercenary life eventually took its toll on
Grog. After one too many outbreaks with his superiors, he
decided to go solo and try to make it as an adventurer. He spent
the next few years raiding the barrows and tombs of the Lost South
Kingdoms. Grog was usually lucky enough to stumble into the ones
that had something worth taking. His stubbornness and
overbearing ways makes it hard for him to hold on to companions, but
he doesn't seem to mind this. He does have one friend of sorts -
the traveling bard and charlatan Bevier - who rescued Grog from being
trapped in a collapsed tunnel. The two became companions for a
while, and Bevier introduced Grog to many of his roguish contacts.
Grog
has seen much in the world that would chill the heart and cause men to
go mad, but he is an adventurer, bold and fierce, always on the hunt
for more treasure and a chance to swing his axe.
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Determining Attributes:
Darklanders are ranked in
eight areas. In short, these are:
-
Agility: dexterity, balance and general
coordination.
-
Strength: brawn. a character's Strength
bonus gets added to their damage potential in combat (i.e. Great
Strength = +2 to damage)
-
Speed: how fast a character can move.
Used comparatively, this attribute will be used to determine if a
character can catch or escape from another creature.
-
Health: a character's Wounds score is derived
from their health. Each new character starts with a base of 5
Wounds and modifies this number with their Health attribute.
(i.e. Mediocre (-1) Health; 5 -1 = 4 Wounds)
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Reasoning: general intelligence, a
character's ability to remember details, solve problems, crack
codes, learn new information, etc...
-
Willpower: just like real people, Darklanders
don't always do what is in their best interest. This attribute
measures self-control, coolness, and courage.
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Perception: general level of alertness,
attention to detail and reaction time to situations.
-
Presence: kind of like charisma, but not
necessarily. More of a measure of how effective a person's
personality is - a character with a high Presence could be charming,
intimidating, have a heroic or noble carriage, etc... Doesn't
necessarily mean friendly
Initial attribute levels.
All new characters start with all of their attributes ranked as Fair
(+0) and are given 4 free advances to do with what they like.
Furthermore, a character can choose to drop an attribute by one or more
levels in order to raise others. Let's have a look at Grog's
attributes:
Agility: Great (+2)
Strength: Superb (+3)
Speed: Fair (+0)
Health: Good (+1)
Reasoning: Fair (+0)
Willpower: Mediocre (-1)
Perception: Fair (+0)
Presence: Good (+1)
As we can see, Grog took a total of 7
advances. How? 4 were free . He also dropped his Willpower
by 1, and he took an additional Fault and gained 2 more advances as
described in the fault section below.
Notice that Grog's player based his choice of attribute
scores on Grog's descriptions and biography. Considering his
hulking size, the player was adamant about taking Superb Strength.
He would have taken Superb Health as well, but considering the new
character limitation (i.e. only 1 Superb) he decides to give Grog Great
Health. Grog's Willpower was dropped to Mediocre to reflect his
lack of control, however, Willpower also determines courage. The
player decides that this means Grog puts on the act, but is as quick to
run away (when he picks on someone bigger than himself) as the next guy.
Attributes and their reflection on skill levels.
There is no direct correlation in the Darklands rules between
attribute levels and skill levels. However, a character with Poor
reasoning obviously can't excel to Great in certain types of Lore.
Neither can a character with Terrible Strength be very effective in
combat skills. As a general rule, a character with less than Fair
in an attribute can not rank a related skill higher than the related
attribute score. (i.e. A character with Fair (average) Agility can learn
to become a Superb archer, but a character with Poor Agility can not
exceed Poor in their Missile skill. If the character's Agility
rises to Fair, they can begin raising their Missile skill accordingly)
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Determining Skills:
Whereas attributes measure the
standard traits that all people share, skills are areas of specific
knowledge or talent. They are often reflected in a person's
attributes, but not necessarily. A merchant character might only
have a Fair Presence, but through years of experience, become Great at
Haggling.
In Darklands, all characters share a
common skill list. This list is divided into two sections.
The first section contains skills that all Darklanders would have -
riding, climbing, story-telling, and so on. The second section,
listed on the skill chart as "Other Skills," are skills that
are learned, and usually have no inherent component - carpentry,
acrobatics, healing wounds, and so on. Most Darklanders would be
considered ignorant (or ineffective) in these skill areas unless they
have actively learned them.
A new player receives 50 free
levels to spend on a characters skills. These can be used to raise
skills on the common list, or to choose/invent more specialized skills
for their character. Furthermore, a character can choose to drop
the level of any skills on the standard list in order to raise other
skills. (Note: there is no obligation to take any specialized
skills. A character can be completely built on the common skill
list). Starting characters can have no more than 1 Superbs and 4
Greats in their skill list. Here is the starting skill list (with starting levels) for
new characters:
Combat Skills:
Disarm - Poor (-2) 1
Dodge - Poor (-2) 2
Strike to Stun - Poor (-2) 3
WS: Unarmed - Poor (-2) 4
WS: 1- Handed Edge - Poor (-2)
WS: 1- Handed Concussion - Poor (-2)
WS: 2-Handed - Poor (-2) 5
WS: Staff - Poor (-2)
WS: Shield - Poor (-2) 6
WS: Missile - Poor (-2)
WS: Thrown - Poor (-2)
Transport Skills:
Drive Cart - Poor (-2)
Ride Horse - Poor (-2)
Row Boat - Poor (-2)
Physical Skills:
Climb - Poor (-2)
Survival - Poor (-2) 7
Swim - Poor (-2)
Track - Poor (-2)
Subterfuge Skills:
Hide & Sneak - Poor (-2)
Pick Lock - Poor (-2)
Set & Disarm Trap - Poor (-2)
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Social Skills:
Bribe - Poor (-2)
Evaluate - Poor (-2) 8
Fast Talk - Poor (-2)
Haggle - Poor (-2)
Public Speaking - Poor (-2)
Seduce - Poor (-2)
Story Telling - Poor (-2) 9Lore Skills:
Lore: Ballads & Songs - Poor (-2)
Lore: Beasts & Monsters - Poor (-2)
Lore: Demonic Creatures - Terrible (-3)
Lore: History & Legend - Poor (-2)
Lore: Plants & Herbs - Poor (-2)
Lore: Religion & Belief - Poor (-2)
Lore: Runes & Inscriptions - Terrible (-3) 10
Lore: Undead Creatures - Terrible (-3)
Other Skills:
Acrobatics (T), Acting (P), Animal Care (M), Animal Training
(P), Art (P), Boat-building (P), Brewing (P), Carpentry (P),
Cooking (M), Dancing (P), Disguise (P), Fire-eating (P), Fishing (P),
Healing (T), Hunting (P), Juggling (P), Other Lore ( -), Other Weapon
(P), Pick Pocket (P), Sleight of Hand (P), Smithing (P), Stoneworking
(P), any other chosen in consultation with the GM |
Skill notes.
1 The Disarm skill can be used during a combat. The
character's combat result is at -1. If the character wins, their
opponent is disarmed.
2 The Dodge skill can not be taken in
degrees or levels. It must be bought for 3 skill points and be
taken at Good level. It adds +1 to a character's combat result and
gives a -1 modifer to an enemies missile result.
3
The Stun skill allows a character to attempt to stun an enemy. The
character's combat result is at -1. Not all creatures are
susceptible from a human stun attempt.
4 The WS: Unarmed
skill indicates that the player is good at street-fighting, wrestling,
etc. It can not be raised beyond Great. Unarmed characters
receive -1 to their combat result when fighting armed enemies.
Some creatures may be immune to damage from unarmed humans.
5
Characters fighting with 2-handed weapons receive a -1 from their combat
result but a +1 damage modifier.
6 Characters must have the
WS: Shield skill in order to use a shield in combat. The skill can
only be taken at Fair by spending two points. It can not be taken
in degrees.
7 The Survival skill indicates that the
character is knowledgeable in all areas of outdoor survival: basic
gathering of edible roots and berries, building shelters, deterring wild
animals from camp sites, starting camp fires, finding dry wood and fresh
water, etc...
8 The Evaluate skill measures a character's
ability to tell an object's monetary value.
9 The
Storytelling skill measures a character's ability to tell stories in an
entertaining fashion. Note: this doesn't presume that characters
can fabricate or write stories. Stories can only be based on the
character's knowledge and experience unless they take a skill in Poetry
or Epic-Writing.
10 The Lore: Runes & Inscriptions
skill measures a character's ability to read and write in the arcane
runic language of Darklands. Any literate people in this time use
this language as a standard for writing. There is no written
equivalent for the language that is spoken in Darklands. A Good
skill level is required to read and write fluently in most cases.
Only characters who have received some direct training (as reflected in
their biography) have access to raising this skill.
Choosing "Other" Skills.
The player is given quite a bit of free license when choosing skills
other than those on the standard list. The majority of these skills
will probably fall into the "Most" category, meaning that by
spending 1 skill level advance, the character would get the skill at
Mediocre (i.e. "Most" skills start at Poor). However, some
skills might start at Terrible, and a few easy skills might start at
Mediocre. A player who chooses "Other" Skills should email
the GM so the GM can determine how many points these skills will
cost. As stated before, a character is not obligated to take any
skills other than those on the standard table.
Let's take a look at our
friend Grog's skill table. If you do the math, you will notice
that Grog has spent a total of 56 skill points. Grog received an
additional 6 skill levels by taking a fault.
Combat Skills:
Disarm - Good (+1)
Dodge - Good (+1)
Strike to Stun - Poor (-2)
WS: Unarmed - Good (+1)
WS: 1- Handed Edge - Fair (+0)
WS: 1- Handed Concussion - Fair (+0)
WS: 2-Handed - Superb (+3)
WS: Staff - Poor (-2)
WS: Shield - Poor (-2)
WS: Missile - Poor (-2)
WS: Thrown - Fair (+0)
Transport Skills:
Drive Cart - Fair (+0)
Ride Horse - Fair (+0)
Row Boat - Poor (-2)
Physical Skills:
Climb - Fair (+0)
Survival - Good (+1)
Swim - Good (+1)
Track - Poor (-2)
Subterfuge Skills:
Hide & Sneak - Poor (-1)
Pick Lock - Poor (-2)
Set & Disarm Trap - Poor (-2)
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Social Skills:
Bribe - Fair (+0)
Evaluate - Poor (-2)
Fast Talk - Poor (-2)
Haggle - Great (+2)
Public Speaking - Poor (-2)
Seduce - Poor (-2)
Story Telling - Good (+1)
Lore Skills:
Lore: Ballads & Songs - Mediocre (-1)
Lore: Beasts & Monsters - Fair (+0)
Lore: Demonic Creatures - Terrible (-3)
Lore: History & Legend - Poor (-2)
Lore: Plants & Herbs - Poor (-2)
Lore: Religion & Belief - Poor (-2)
Lore: Runes & Inscriptions - Terrible (-3)
Lore: Undead Creatures - Good (+1)
Other Skills:
Gamble - Fair (+0) |
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Determining Gifts:
Doesn't it just make you sick that some people seem to
have all the luck? Dogs just love them? They can read
something and remember it for a lifetime? Or maybe they have that
infamous uncle who is always there to give them a job or a loan just
when they need it?
Darklanders are pretty much like other people in this
way. Each new character starts with two free gifts to give them an
edge during game-play. Others may be purchased by trading in free
attribute and skill levels (as described on the character
creation page) or by taking extra faults. Let's take a look at
Grog the Barbarian again.
Grog is extremely tough and his player decides to
follow it through by taking the Tough gift. The player can't
decide between Luck and Danger Sense, so decides to take a fault so he
can take both. Therefore, Grog ends up with 3 gifts - Tough,
Luck, and Danger Sense.
List of Gifts.
The list below is a tailored list of that found on Anthony
W. Robertson's Dungeon Fantasy Site. This is by no means a
definitive list. Players should feel free (and are encouraged) to come up with gifts if
there is something specific they have in mind for their character.
You never get lost.
Acute Hearing: The amount of detail, as well as the
distance you can hear, is double that of the average person.
Alertness: You notice things that others seem to
miss.
Ally: (counts as 2 gifts) You have a trusted and
competent friend who accompanies you on your adventurous journeys.
Animal Empathy:
You can make friends with almost any
normal creature.
Ambidexterity:
You perform actions equally well with
either hand.
Appearance (good):
You are very physically attractive.
Charisma:
You have a personality that almost everyone likes.
Common Sense:
You rarely do anything too stupid. Your GM
should give you fair warning before you try anything that he considers
particularly ignorant.
Contacts:
You know someone in a position of power or someone
that can provide you with valuable information.
Danger Sense:
You have a 'sixth sense' when it comings to
danger. You get the feeling that 'something is wrong' on a Good or better
result.
Excellent Vision: You can see twice as far and with
twice the accuracy as the average person.
Favors owed:
Someone or some group owes you a favor.
Luck:
You have a horseshoe stuck up your you-know-what.
Magically Gifted: Unbeknownst to you, your veins run
with a touch of the blood of the ancients.
Memory (good):
You remember details that most forget.
Pain Tolerance:
You take a -1 to your actions when you
are down to 1/4 of your total Wounds, instead of when you reach 1/2 of your
total wounds.
Patron:
You have a friend or friends in high places.
Rapid Healing:
You heal twice at twice the normal rate.
Reputation (good):
You are well known and well liked.
Resistance to Disease:
You are unusually resistant to normal
diseases. You are at +1 Health when making rolls to resist disease.
Resistance to Magic:
You make Willpower rolls to resist
hostile magic at +1.
Resistance to Poison:
You are unusually resistant to
poisons. You are at +1 Health when making rolls to resist disease.
Social Status (high):
You are a member of an important
social class (i.e. a clan cheiftain, the nephew of a highly-esteemed Loremaster,
etc...)
Tough:
Your skin is so tough it acts like armor.
Subtract -1 to any wound that you take.
Wealth:
You start with twice the regular amount of money and
equipment.
A word of caution.
Characters may never take gifts after they have been created. Make
sure you choose wisely. There is no "going back" in this regard.
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Determining Faults:
Why take faults? Nobody is perfect, not
even (especially?) bold adventurers. Also, taking faults allows the character to
gain extra points to put towards skills, gifts, and attributes.
Make sure to choose faults that suit the description and biography of
your character. Let's look at Grog for an example:
Grog's description made choosing faults very
easy. Right off the bat, the player chooses Addiction: Alcohol
and Intolerance of physically disadvantaged people. After some
thought, the player also gives Grog Tactlessness. As described earlier,
the player used these three faults to give Grog 2 bonus attribute
levels, 6 bonus skill levels and an extra gift.
Fault conversion table.
To reiterate, faults can be cashed in as follows:
-
1 fault gives the character 1 gift or...
-
1 fault gives the character 2 attribute
levels or...
-
1 fault gives the character 6 skill levels.
List of faults.
The list below is a tailored list of that found on Anthony
W. Robertson's Dungeon Fantasy Site. This is by no means a
definitive list. Players should feel free (and are encouraged) to come up with faults
if there is something specific they have in mind for their character.
You are always forgetting things.
Addiction:
You are addicted to some substance like alcohol.
Age (old/young):
You are very old or young.
Appearance (bad):
You are extremely unattractive.
Code of Honor:
You are bound by some personal code. The code
must be detailed and restrictive enough to meet your GM's approval.
Compulsion:
You have some compulsion that is hard to resist.
You are at -3 Willpower to resist this compulsion. Sample compulsions include
hand washing, gambling, lying, etc.
Cowardice:
You are very reluctant to put yourself in a
dangerous situation.
Duty:
You have a duty that you must perform for a certain
amount of time. Examples of duties include serving as a lay priest in a temple
one day a week or having a dependent(s) in your life.
Fanatic Patriotism:
You are extremely loyal to your
country or cause.
Gluttony:
You never miss a meal.
Greed:
You cannot pass up the chance to earn an extra
shilling.
Grouchiness:
You are always in a bad mood and ready to let
everyone else know it.
Gullibility:
You usually believe what others tell you. You
are at -3 Reasoning to resist Lies or Persuasion.
Hearing (bad):
You are very hard of hearing. You are at -1
to your Perception rolls in situations such as when someone is sneaking up
behind you.
Honesty:
You really hate to break the law.
Impulsiveness
: You are always acting without thinking about
it first.
Intolerance:
You cultivate an extreme dislike for some
group. Examples include gypsies, rich people, beggars, etc.
Lame:
You have a bad limp. You cannot run.
Laziness:
You avoid work at all cost.
Lechery:
You spend far too much of your time pursuing the
opposite sex.
Memory (bad):
You are always forgetting things
Miserliness:
You hate to part with even a single copper. You
would get along quite well with Mr. Scrooge.
Mute:
You cannot speak.
Night Blindness:
You have a hard time seeing at night or in
darkened areas. Your Perception and many skills are at -3 in any low-light
situations.
Obesity:
You are extremely overweight.
Obsession:
You are obsessed with some person or thing.
Odious Personal Habits:
You have some trait or habit that
most find offensive.
Offensive Odor:
You smell really bad. You are at -3 to your
Reaction rolls in most situations.
One Arm:
You are missing an arm. This makes it kind of hard
to use a bow or polearm.
One Eye:
You have very poor depth perception. You are at -3
to your attack rolls with missile weapons.
Outlaw:
You are a wanted man (or woman).
Overconfidence:
You have a high opinion of your abilities.
Owes favors:
You owe someone favors that they will
eventually call in.
Pacifism:
You are against violence. You will only fight to
defend yourself if you are in fear for your life.
Phobia:
You have a phobia of some thing or situation. You
must make a Willpower roll at -3 to avoid fleeing or breaking down when you are
faced with your phobia.
Poverty:
You start with half the normal amount of money and
items
Primitiveness:
You come from an area or culture that is
technologically inferior. You are uncomfortable with technologically superior
items.
Pride:
You find that most things and people are beneath your
dignity.
Quick-Temper:
You get mad very easily.
Recklessness:
You rush in where others fear to tread.
Reputation (bad):
You are very well known and very disliked.
Social Status (low):
Your racial or ethnic group has an
extremely poor reputation in the world at large.
Stubbornness:
You hate to admit that you are wrong or that
there is a better position than the one you have taken.
Susceptibility to Disease:
You are at -1 to your Health
rolls to resist disease.
Susceptibility to Magic:
You are at -1 to your Willpower
rolls to resist hostile magic.
Susceptibility to Poison:
You are at -1 to your Health rolls
to resist poison.
Tactlessness:
You are always blurting out exactly what you
think.
Truthfulness:
You cannot tell a lie.
Unlucky:
Something will go wrong at least a couple of times
a week. Just your rotten luck!
Vanity:
You are extremely proud of your appearance. You get
offended if anyone makes a disparaging remark about your obvious good looks.
Vow:
You have a commitment to some person, group or thing.
Wimp: You are fairly fragile and always take one more
wound than damage results indicate.
A word of warning.
Faults are used during the game. Period. Don't be fooled
into thinking that they are just a neat little way to flesh a
character's personality. You can be sure that any faults you
choose will come back to bite you in the butt, so choose carefully.
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FUDGE Points:
FUDGE Points are used during game-play to
"fudge" the outcome of a bad dice roll. Each new character
starts with 2 FUDGE points. There are two ways these points are
used. First of all, the player can notify the GM before an action is
completed that they will use a FUDGE point if the action doesn't meet a
certain level of success. (i.e. "If Rangor doesn't make a Great impression while seducing the Countess, use one of my fudge points"). In most
cases, using a fudge point will ensure that the character succeeds in a
remarkable way. (i.e. "not only does the Countess seem impressed by your
stories of personal courage, you can't seem to stop her from following you
everywhere").
The other way that FUDGE points can be used is
in near death circumstances. In these cases, the GM will use one of your
FUDGE points without consulting you. If a combat result indicated that
your character was crushed beyond recognition by a giant, the GM would ignore
the result and "fudge" the outcome to keep your character from
dying. The player has no say in this.
One final
note. FUDGE points don't make a character invulnerable. There are
situations where no amount of luck can change the outcome. (i.e. a
character who gets cornered by a demon is not "charming" their way
out, no matter how many FUDGE points they have saved)
FUDGE
points can be bought with Adventure Points, as described in the Rules section
under "Character Advancement."
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Equipping & Money:
Darklands, as the name suggests, is
a dark, dangerous, and incredibly lethal place to live, especially when
traveling the wild in search of adventure. The setting is low fantasy, and
most adventurer types will be clad in drab, functional clothing, hooded cloaks,
leather boots, and will ride sturdy mounts with saddlebags filled with adventuring
gear.
Choosing belongings for new characters.
Darklander adventurers are an experienced bunch
for the most part, and are usually equipped (at least at the beginning of a
game) to deal with most situations. Each character starts the game with
any (or all) of the following pieces of equipment:
-
a suit of functional clothing, including sturdy boots, warm
tunic or robes, a thick hooded cloak, gloves, moneypurse, hankies, hat,
etc..
-
a dagger or small knife. (-1 to combat result when fighting
an enemy with a larger weapon, a large creature, etc.. Good for
backup, shaving, etc...)
-
a sturdy mount, including saddle, bit, saddlebags.
-
on their mount: a bedroll, waterskin, cooking pot, knife
& utensils, flint & tinder, 4 or 5 torches, a coil of strong rope,
enough preserved rations to last about a week in the wild.
-
two weapons (i.e. a sword and a bow, a staff and an extra
dagger, 2 hand axes, etc...)
-
a suit of armour (if desired). The player must specify
heavy or light armour.
- Light Armour gives -1 dmg protection and decreases a character's
Speed by 1 . (includes a light helm, skull cap if so desired)
- Heavy Armour gives -2 dmg protection and decreases a characters Speed by
2 (includes a helmet with mask if so desired)
- Shield gives -1 dmg protection. Can only be used by character's
with the WS: Shield skill.
-
Any objects that tie in with specific skills or the
character's description. (i.e Lockpicks, Fishing Gear, Herb Pouch with
herbs, etc...)
-
50 gold crowns (broken down in any coinage)
(Note: The character's equipment list will not be shown on
the character web page. If a certain piece of equipment is central to
the character's "look" or story, bring it out in the appropriate
description)
Money.
The currency of Darklands is based on a three-coin system - the gold crown,
the silver shilling, and the copper pence. The conversion rate is as
follows:
Life on the adventure trail is considerably more expensive than
the normal life. Adventurers are forced to camp out, live off rations,
and whenever possible, purchase food & lodging at Way Stations and Inn
Houses. The average establishment charges 1 crown for one night in a
private room and 10 shillings for enough food for an adventurer to not feel
hungry (not including ale - an average of one shilling). Therefore, the
average character could survive in an Inn for about a month on the money they
start the game with.
Poor characters.
Some players choose to give their character the fault of being poor.
These players will have to consult with the GM and be assigned equipment
accordingly. Poor characters would have less than the bare necessities for
travel and survival.
Wealthy characters.
The starting possessions of wealthy characters (i.e those who take the
"Wealth" gift) will vary, depending upon the circumstances of the
character. It is not unheard of for wealthy characters to have a small
entourage of servants, a private tower, small holding of land, hidden (and
secured) stash of 500+ gold crowns, a stallion of the highest level of breeding
and battle-training, their own river barge or horse-drawn coach, etc...)
Like poor characters, consultation with the GM is in order.
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A Character's Online Profile:
When submit your character, I will be posting the character in The
Characters section of the site. Only the following information will be
posted for lurkers and other players to see:
-
The character's name
-
The character's biography
-
The character's descriptions
-
A picture of the character
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The character's personal belongings.
Personal belongings are those things that, for the most part, the character
carries on their person - this would not include a 50 ft coil of rope, 10
torches, etc.. As a general rule, imagine the character sitting in the
common room of an Inn. The items worn/carried in that environment
would be the character's personal belongings.
-
The player's first name and email address.
This is included so that lurkers can contact players with comments,
questions about a player's character. If you don't want to use your
"real" email address (I wouldn't), then go to some free email
provider (hotmail, yahoo) and create an anonymous email address for this
purpose.
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A Final Note:
When creating your character, constantly scrutinize the
"big picture" Players are expected to create characters who
"make sense" as a complete package. For example
-
Don't choose the Danger Sense Gift for a character with Poor
Perception.
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Don't cloth a wild barbarian in full plate armour.
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Don't create a Bard with Great a Play Lute skill and Poor
Lore: Ballads & Songs.
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Be certain that all attributes, skills, gifts, faults, and
equipment match each other, and that they match the description and
biography that the character is based on.