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rules:part_2_player_characters:home [2025/06/12 18:54] restlessrules:part_2_player_characters:home [2025/06/22 23:51] (current) – [Character Races] restless
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 ====== Part 2:  Player Characters ====== ====== Part 2:  Player Characters ======
  
-TODO+===== Character Abilities ===== 
 + 
 +==== Rolling stats ==== 
 +{{page>rolling_stats&noheader}} 
 + 
 + 
 +===== Character Races ===== 
 + 
 +Certain nonhuman races are allowed, with limitations (to keep them exceptionally rare): 
 + 
 +  * **Elves, or //[[gaz:alfar|Alfar]]//: **  an elvish character must have at least a 14 in intelligence, dexterity and charisma, exclusive of any requirements for their character class.  They may only play fighter, magic-user ([[rules:part_3_spells:alfar_spell_list|with a restricted spell list]]) or thief classes.  Otherwise, alfar are as per elves in the [[dict>basic_fantasy_roleplaying_game|Basic Fantasy RPG]] rules.  
 + 
 +  * **Dwarves, or //[[gaz:dvergar|Dvergar]]//: **  a dwarven character must have at least a 14 in strength, wisdom and constitution, exclusive of any requirements for their character class.  They may only play cleric ([[rules:part_3_spells:dvergar_spell_list|with a restricted spell list]]), fighter, or thief classes.  Otherwise, dvergar are as per dwarves in the [[dict>basic_fantasy_roleplaying_game|Basic Fantasy RPG]] rules. 
 + 
 +  * **//[[gaz:jotunnborn|Jotunnborn]]// (hill-giant kin): **  a people who are slightly larger than most humans and possessed of great strength at the expense of grace.  [[jotunnborn|See here for information regarding jotunnborn.]]
  
  
 ===== Character Classes ===== ===== Character Classes =====
  
-This setting has few [[gaz:viking|Viking]]-inspired character classesalthough a Viking can also be a member of the traditional character classes.+Since this campaign is set in fantastic analogue of our own worldthe vast majority of characters are human.
  
 +
 +==== Character classes of Midgard ====
 +
 +This setting has a few [[gaz:viking|Viking]]-inspired character classes.
 +
 +  * [[rules:part_2_player_characters:hamramr]]:  individuals gifted, or perhaps cursed, with the innate ability to shed their human form and take on the guise of animals.
   * [[runesmith|Runesmith]]:  a keeper of ancient secrets, a scholar of forgotten symbols, and a craftsman of mystical power.   * [[runesmith|Runesmith]]:  a keeper of ancient secrets, a scholar of forgotten symbols, and a craftsman of mystical power.
   * [[seer|Seer]]:  a powerful mystic who stands between the mortal world and the realms of spirits and fate.   * [[seer|Seer]]:  a powerful mystic who stands between the mortal world and the realms of spirits and fate.
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   * [[volva|Volva]]:  a powerful mystic and seeress, revered and sometimes feared, who channels the ancient magic of the land, spirits, and the threads of fate.   * [[volva|Volva]]:  a powerful mystic and seeress, revered and sometimes feared, who channels the ancient magic of the land, spirits, and the threads of fate.
  
 +A Viking can also be a member of the traditional character classes, but with the following considerations:
 +
 +  * A Northman **Cleric** would be //[[gaz:godi|godi]]// for the whole Norse pantheon, but may have a particular patron.  As well, Viking clerics may use the axe and spear as weapons, and have [[..:part_3_spells:norse_cleric_spell_list|a limited spell list]].
 +  * A Northman **Fighter** would be a [[gaz:freemen|freeman]] who decides to plumb the depths of [[gaz:onyx_city|The Onyx City]] rather than go summer raiding.
 +  * A Northman **Magic-User** has likely traveled to another land to learn the ways of the [[gaz:forbidden_arts|Forbidden Arts]].  They would likely be largely distrusted by other members of Viking society.
 +  * A Northman **Thief** may want to hide the fact they are a thief, as honor is very important to Northmen.
 +
 +==== Beyond Midgard ====
 +
 +Other characters are possible, especially from England, Frankia, [[gaz:araby|Araby]], Saxons, etc.  Most will be members of the normal character classes, but there are other classes as well.  Here are some ideas for each:
 +
 +  * **Clerics: **  pilgrims and missionaries for [[gaz:great_church|The Great Church]] coming to [[gaz:midgard|Midgard]] to proselytize and search for [[gaz:relics|relics]] that may have ended up in the hoards of Norsemen.
 +  * **Fighters: **  adventurers or veterans of wars who seek their own way to build their own future.
 +  * **Magic-Users: **  scholars or apprentices who have heard of great magic and mysteries in the ruins of a city of an unknown people and have come to see for themselves.
 +  * **Thieves: **  cutpurses or burglars in trouble with the law, or overheard rumors of a great pile of treasure that someone sneaky enough could make off with.
 +
 +There are also these additional classes:
 +
 +  * [[archer|Archer]]:  a warrior specialized with the bow (or some other ranged weapon).
 +  * [[bard|Bard]]:   those who have learned history, oral tradition, music, and performance.
 +  * [[druid|Druid]]:  nature priests, revering the gods of the natural world.
 +  * [[inquisitor|Inquisitor]]:  a warrior that works to suppress the practice of [[gaz:forbidden_arts|the Forbidden Arts]] and retrieve or destroy magical artifacts.
 +  * [[paladin|Paladin]]:  warriors consecrated to the cause of The Great Church.
 +  * [[ranger|Ranger]]:  specialized warriors who roam the borderlands, keeping the beasts and monsters of the untamed lands at bay.
 +  * [[warlock|Warlock]]:  a spellcaster similar to a magic-user, but they get their spells through a pact with a patron entity.
 +
 +
 +==== New characters start at first level ====
 +{{page>new_characters_first_level&noheader}}
 +
 +==== Maintaining a stable of characters ====
 +{{page>character_stable&noheader}}
 +
 +==== Accruing experience ====
 +{{page>accruing_experience&noheader}}
 +
 +==== “Good at” skills ====
 +{{page>good_at_skills&noheader}}
 +
 +==== Character upkeep ====
 +{{page>character_upkeep&noheader}}
 +
 +
 +===== Weapons and Equipment =====
 +
 +==== Money and treasure ====
 +{{page>money&noheader}}
 +
 +
 +==== Armor and Shields ====
 +
 +There are three classifications of armor:  light, medium and heavy.
 +
 +^ Armor Type                     ^ Classification            ^                Weight ^  AC                    ^
 +| No armor                       | —                                             0 |  11                    |
 +| Leather Armor                  | Light                                        15 |  13                    |
 +| Studded Armor                  | Light                                        25 |  14                    |
 +| Ring Mail                      | Medium                    |                    30 |  14                    |
 +| Chain Mail                     | Medium                    |                    40 |  15                    |
 +| <fc:#ccc>//Banded Mail//</fc>  | <fc:#ccc>//Medium//</fc>  |  <fc:#ccc>//35//</fc> |  <fc:#ccc>//16//</fc>  |
 +| Scale Mail                     | Heavy                                        55 |  16                    |
 +| Splint Mail                    | Heavy                                        45 |  16                    |
 +| <fc:#ccc>//Plate Mail//</fc>   | <fc:#ccc>//Heavy//</fc>    <fc:#ccc>//50//</fc> |  <fc:#ccc>//17//</fc>  |
 +| Shield                         | Medium                    |                     5 |  +1                    |
 +| Heavy shield                   | Heavy                                        12 |  +2                    |
 +| Helm                           | Medium                    |                     4 |  +1                    |
 +
 +AC and weights have not changed, only the addition of classifications.  Italicized rows representing post-dark ages armor //are not// available in The Onyx City campaign.
 +
 +
 +
 +{{tag>houserule class race}}