RolePlay onLine RPoL Logo

, welcome to FE: Siberia

09:59, 29th March 2024 (GMT+0)

RTJ/Character Creation.

Posted by DMFor group 0
DM
GM, 5 posts
Wed 26 Sep 2018
at 19:56
  • msg #1

RTJ/Character Creation

NO CHAOTIC NEUTRAL ALIGNMENTS. It always becomes an issue, even when I'm promised it won't, and yet, it seems that half or more applications I'm getting anymore are for CN. I need party cooperation. The lack and the number of folks that play as CN even when they have changed alignment to CG have caused some of our issues and high turn over, so I just refuse to consider it anymore. You may be different...but that's what all too many others have said, as well.

DO NOT OUTFIT when creating your character. We will do that later, after you have the character you want. It will be basic packages plus some extra cash. Enough for a light riding horse, at least.

Send me an RTJ with what race/class/background you want, and, please, read the race/geography restrictions below before doing so. If it works, I'll ask you for a character.

When making the character:
It will be 4th level, just short of all those nifty AOE spells.

It will be point buy (27 points) I need to know where all level and racial stat gains are placed, so please mark them on your sheet.
Edit: I've had several Int 8 characters submitted. In my experience, no one can actually play that well, and most don't try. I am requiring a minimum Int of 10.

Once the character is finished I'll add you to the game. Character sheets will be locked as they will be my master sheets. I use my phone to check in a lot, and that makes it easier for me to check the official record of what you can do.

NOTE:
Mapping is a tool proficiency. That means it's the PLAYERS' job to do, not the DM's. Without training, you can use the tools at Int value (usually, Int, anyhow). Without a kit you can use pen (or charcoal or a dead torch stub) and paper (or parchment or a spare shirt) at -5.

Or you can get lost and have to try and find your way out. Make no mistake, I WILL leave you trying to remember twists and turns from 6 months previous (real time) without a jot of help from me.
This message was last edited by the GM at 05:16, Fri 10 Feb 2023.
DM
GM, 6 posts
Wed 26 Sep 2018
at 20:07
  • msg #2

Races/geography

Races:
Humans, including variants, are open always.

Elves will be restricted to one at a time, as they are not local. Either sort of Alfar would be most likely, a Faerie out of France is marginally possible, but no Sidhe.

Dwarves are not unknown, but, still, one at a time in the party.

Gnomes are unlikely, but not impossible. Forest is more likely than Tinker, but either is acceptable. Again, one at a time.

Halflings are unlikely in the extreme. The only known pygmies live in the Congo basin. Sorry.

I might consider a single Goliath out of the Himalayas, but that's for the whole game.

Geography:
Russian Humans are the default, but, frankly, quite a lot of the humans locally are not Russian, just desperate quasi-mercenaries.

Mongols are the default local barbarians.

Central and Northern Europeans are fairly common, especially Northern, as they are more used to cold climates.

Araby and France also contribute to local society, but Southern and Western Europe are unlikely.

Atlantis is possible, but only barely.

The Western Continents and most of Asia are unavailable due to distance or geography.
This message was last edited by the GM at 05:19, Fri 10 Feb 2023.
DM
GM, 7 posts
Wed 26 Sep 2018
at 20:21
  • msg #3

Locals

Note: I'm not a historian, nor even a big Russia fan. I'm simply trying to work in some missing bits of D&D type critters into an Earth based fantasy Setting.

Russia is mostly a fairly typical European setting. Nobles are called Dvoryanin at strata under a duke equivalent. They aren't big on titles.

Cossacks, at least in their earlier forms, were horsemen from the Ukraine and southern Russia that can survive and thrive alone in the wild. Frontier homesteaders. They also like to be left alone and will group together in quasi-military units to defend their lands.

To call yourself a Cossack, you need Animal Handling, Survival, a field work useful tool skill (leatherworking or woodcarving, mostly) and a horse. Generally Rangers and Fighters, although Green (Ancient Oath) Paladin or Valor Bard is also possible.

Mongols:
Horse riding barbarians. All should have Animal Handling.
Barbarians are Path of the Storm Herald, but only for Tundra (they can learn other terrains if they ever visit them).
Rangers are common
Religion is Druidic: Circle of Land (grassland)

Note that the class notes below are purely LOCAL, which includes Mongols and some Northern neighbors. Others can be built using the Paths appropriate to their geographic origins.

Barbarians are probably Mongol or Viking and already covered in those places..

Bards:are exclusively Viking Skalds and Cossacks.
    Update: Russian Gentry and Nobility might be Bards of the College of Swords, as might the odd circus performer. The limit here will be ONE. Background must be appropriate: Courtier, Noble, or Entertainer.

Clerics:
The Russian Orthodox Church (what else would you call it?). Light Domain.

Druids:
Grassland or Artic, mostly, depending. Probably rare, and probably Finnish or Mongol. Mostly Finnish. A Finn Moon Circle wouldn't be unheard of, either.

Fighters:
No special notes here, although choice of background might affect some choices. Nobles tend to be well educated, for instance, and a Fighter/Noble might well be an Eldritch Knight.

Monks: are unheard of. No, I will not make an exception for you.

Paladins:
Cossacks might be Ancient Oath (Green Paladins)
Typical Russians are rarely paladins, but those that are are Devotion Oath.

Ranger:
-Gloom Stalkers are Dwarves or Dokalfar exclusively.
-Horizon Walkers are not obviously Rangers. They work in secret, if only to avoid Hags and the like. This extends well West into Central Europe.
-Most other paths are freely available to all. Never discount the power of a Boy and His Dog tramping about in the woods.
Only Mongol rangers may take any goblinoids as an enemy to start. No one else has encountered them prior to arrival. Each of the 3 goblinoid species is a different humanoid for enemy selections.

Rogues:
-Scouts are the obvious choice, and a Cossack might well be a Scout.
Others would likely be outsiders...or on the run from Russian justice.

Sorcerer:
Sorcery is all about the bloodlines that power the magic...or you're a Wild Mage. Locals are Wild Mages. Frankly most (human) outsiders are, too.

Warlocks:
Foul Witchcraft. Begone you hag ridden fiend.
Seriously, locals that go for Warlock are getting their power from what's available: Hags and Fiends. Good Fey are from farther West, and Celestials are from another continent (most Celestials work for Deities, and Deities do the empowering. Become a cleric if this is what interests you.)

Wizard:
Wizards exist. They aren't peasants (well, not after they become wizards, anyhow), but fairly well educated scholarly types. In theory, at least.

Outsiders may follow other patterns...but not usually. Wizardry takes a fair amount of education whether formal or apprenticeship.
This message was last edited by the GM at 21:22, Fri 19 Oct 2018.
DM
GM, 8 posts
Wed 26 Sep 2018
at 20:26
  • msg #4

Equipment

Do not outfit until asked to do so, please.

You will likely have enough starting funds for at least a riding horse.

When the time comes to outfit, keep in mind the cold climate you will generally be dealing with. Hide and leather armors might be preferable to solid metal armors, which will conduct the cold. Padded/quilted Armor might well help to keep you warm...it just won't keep you wound free.

You'll probably not find an inn to live in, long term. Consider bringing a tent,mess kit, and whatever you'd want for a permanent camp. Be aware that supply lines are long and distant. You can order anything you want and wait for it,or hope someone can make it on site, but if it's important, you might want to start with it.
This message was last edited by the GM at 20:32, Tue 02 Oct 2018.
DM
GM, 39 posts
Sun 21 Oct 2018
at 23:17
  • msg #5

Outfitting

Be sure to bring winter wear with you.

Severe Cold Weather gear is equivalent (in ALL ways) to padded armor, including penalties for wearing light armor.

Cold Weather Armor is simply Hide with enough Fur left on it to provide warmth. It is NOT recommended for summer use in most locations.

Also, it's a frontier. You may or may not be camping. Prepare accordingly.
DM
GM, 48 posts
Thu 25 Oct 2018
at 20:51
  • msg #6

Spell Components

This is your only real warning.

I enforce spell components. Including the reusable expensive sort. A spell component pouch or focus will cover most of it, but if it calls for an expensive special item you need to have it.

You're starting with a generous outfitting budget. If you have the spell on your fixed list, make sure you have what you need to cast it. If you're able to vary your spell lists day to day, it wouldn't hurt to look at spells other than your favorites just in case you might need to vary from your preferred spell mix.
Sign In