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Character Creation.

Posted by CaladinFor group 0
Caladin
GM, 1993 posts
"Live Free Die Well"
Thu 18 Dec 2014
at 02:35
  • msg #1

Character Creation


This Thread will hold the information on Character Creation. Including Book Rules to any House Rules that may apply.

We will list the needed steps here as well, ..........

Our Character Creation CO-GM and will handle all related questions and builds for Character Creation. This is a rule heavy part of the game and is only needed for the set up. Once we get passed this only a few rolls are needed which players will be guided. The storyline and none mechanicals as it relates to the character creation will be handled by Caladin GM.

The goal is to have the details done in advance so that the game can move smoothly as we RP. As a RPG (PbP) game we have to have these items so that there is structure.

This message was last edited by the GM at 03:49, Wed 31 Dec 2014.
Caladin
GM, 1994 posts
"Live Free Die Well"
Thu 18 Dec 2014
at 03:19
  • msg #2

Character Creation


Character creation is quite simple, but it is spread out over a number of steps to help guide you through the process and avoid the inevitable pitfalls that lay in wait. Each step sets out to help you make good mechanical decisions about your character and assist you in realizing the character’s concept. As you become proficient with character creation, you can move through these steps quickly, but at the start, take your time, and consider the mechanical and roleplaying consequences of each step.


New to asoiaf:
The Character

A character is your alter ego; your persona, avatar, in the Seven Kingdoms. Your character has a range of abilities that grade the areas in which your character excels and those in which he could improve. Your character is more than just a set of numbers; your character should have a history, personality, goals, outlooks, ambitions, beliefs, and more. It’s up to you to decide what your character looks like and how he or she behaves, for this is your character, and your satisfaction with the concept and capabilities will go a long way toward making the play experience fun.

Each player may only control one character per Campaign.


Player Notes:
Using The Dice Roller

Here on RPoL using the Dice Roller is how we determine success or failure of dramatic actions and choices that crop up during game play. The game is not a Freeform, but it is RP heavy, and very roll light.

In the Dice Roller always Select: 6-sided dice (also called d6), don't forget to change the number of dice. General: Record Each Die should be checked off, and it's very imporatant that you use on every roll the Reason for roll: ... If you do not fill in the reason for the roll it will not be counted.

This message was last edited by the GM at 21:06, Fri 02 Jan 2015.
Caladin
GM, 1996 posts
"Live Free Die Well"
Fri 19 Dec 2014
at 02:37
  • msg #3

Step One: House & Lands

First Step:
If your joining us and are creating a character for the first time in our game, you will need to pick your house and which land your PC will originate from first.

Next, If you are creating a replacement character or are joining an established player house, you may take over one of the NCs of the house (that the GMs are not using).

Another option is to pick an 'Archetypes' for a regenerated list, link to a message in this game

Lastly, this setting was created to allowed up to 3 player houses for each region. For details on player house (non-cannon), see the House & Lands thread link to a message in this game.
IF you are looking to make a PC from a cannon house, you will have the choice to skip this step and with the GM, finalize (create) a default cannon house which are listed in one of the Noble Houses & Vassals threads;

This message was last edited by the GM at 18:19, Tue 18 Aug 2015.
Caladin
GM, 1997 posts
"Live Free Die Well"
Fri 19 Dec 2014
at 03:40
  • msg #4

Step Two: Character Concept


One of the most important parts of character creation is to establish a concept, a vision for what you want to play, what you want to achieve in the game. A good concept at the start helps you make good decisions about your character’s function and place in the group and story, as well as help you lay a foundation for your character’s objectives in the game. The concept needs to be realized at the start, and you should allow for some broad concepts so they can deveolpe as we play.

Determine Age:
The first step of the concept phase is your character’s age. Responsibility and duty fall upon young shoulders by necessity, for one can never know with certainty when war or calamity will claim the lives of a parent, and when such a tragedy occurs, it falls to the heir to take up the mantle of leadership in their lost parent’s stead. Of course, most children lack the luxury of a comfortable childhood, and even those of non-noble birth work hard to learn a trade or even take up a position in the Night’s Watch at a shockingly young age.

Life expectancy is not long, and few people live on into the twilight years, falling victim to an accident, disease, or crime well before they join the ranks of the elderly. For all of these reasons, the age of adulthood is far younger in Westerosi eyes: women are marriageable upon their first flowering and men are deemed adults as early as thirteen (although the age of legal majority is sixteen).

Rather than focusing too closely on a character’s actual age, characters fall into a particular age group that both represents actual age and the level of expectations placed upon that individual. Your choice of age group helps you define your character’s place within your group, but it also has mechanical repercussions, as shown later in this thread. Before moving forward, select your character's age - All player should write a background story for each stage of their life. Example if starting at adulthood a background story for youth, adolescent, and young adult should be created and written as part of their background which should lead too and be part of the concept as well.


Youth
Infant to 9 (NOT RECOMMENDED)
Youthful characters that were born during the Reign of King Baelor the Blessed, the septon king. These Youths are sometimes called summer children. They have generally known peace throughout their short lives. They have also been inspired by tales of Prince Aemon "the Dragonknight", and other tales of Baelor and House Targaryen. 
Adolescent
10 to 13 (DIFFECULT BUT ALLOWED)
Unlike youths, adolescents were born during Daeron Targaryen's conquering of Dorne. It wasn't until years later that they would enjoy the peaceful years of King Baelor the Blessed. Those of the Reach speak heavily to their youth about the lost fathers and sibling to the Dorne. 
Young Adult
14 to 18
Adult characters are old enough to remember the tales of the reign of King Aegon the Dragonbane and the events that led up to The Conquest of Dorne. Even if they didn’t fight in The Conquest of Dorne, undoubtedly they felt its effects. Most noble-born supported King Daeron I Targaryen, against Dorne. 
Young Adult
18 to 30
Adult characters are old enough to remember the tales of the reign of King Aegon the Dragonbane and the events that led up to The Conquest of Dorne. Even if they didn’t fight in The Conquest of Dorne, undoubtedly they felt its effects. Most noble-born supported King Daeron I Targaryen, against Dorne. some will have young adults but they would remember the title of the 'Dragonbane' the events leading to the extinction of dragons. 
Middle Age
30 to 50
Characters of middle age have lived through much of the troubles that plague the Seven Kingdoms to this day. The eldest of this group may likely recall a war of succession between Aegon II and his half-sister Rhaenyra Targaryen over their father's throne and may have had kin who fought alongside one of the Targaryens. They could have witnessed the wars end and Aegon III, son of Rhaenyra, being crowned. As with adult characters, their loyalties to one side may haunt them still. 
Old
50 to 70
Old characters were born during Viserys I, a reign that was considered peaceful and prosperousand. they bwould have lived through five kings, two wars and troubles that followed. Those of this generation tend to have a longer view of House Targaryen and recall the honor of this ancient house. As with middle-aged characters, old characters may have fought in the wars, but the eldest of them were likely too old to participate. 
Very Old
70 to 80 (DIFFECULT BUT ALLOWED)
Rare is the individual that lives to such an advanced age, and those who have lived this long join a rare few. These characters have seen the rise and fall of kings, numerous battles, and kingdom-wide warfare. If these characters fought in a war, it was likely in the The first major civil war in the history of the Seven Kingdoms, in 129-131AC: a war of succession between Aegon II and his half-sister Rhaenyra Targaryen. They may have even seem a dragon first hand. 
Venerable
80 or older (NOT RECOMMENDED)
Very few men and women live to see their eightieth year, and fewer still live much longer. Of the ones that still retain their wits, they may recall Jaehaerys I Targaryen, known as the Conciliator, the Wise and perhaps even had parents or family who fought in the war with the Faith Militant. 

This message was last edited by the GM at 23:05, Tue 30 Dec 2014.
Caladin
GM, 2001 posts
"Live Free Die Well"
Sat 20 Dec 2014
at 13:54
  • msg #5

Re: Step Two: Character Concept


Set Status

Status is another important component to defining your character’s concept. A person is judged by the quality of their birth, their legitimacy, the purity of their blood, family history, and numerous other factors that are often beyond an individual’s control. Those born to common parents are lumped in with the rest of the smallfolk, rarely given a moment’s thought beyond the responsibility of any lord to attend to the people living in his domain. Thus, characters of better birth often have an easier time maneuvering in the halls of power than do their lesser counterparts.

For all the benefits Status might bring, it also comes with great responsibility. Characters of a higher rank must devote time and attention to the affairs of governing, often at the expense of developing other talents and abilities. In addition, characters with high Status find it much harder to move about without being recognized. In a world where enemies hide behind every corner, anonymity can be a great asset.

Status & House

As you and your fellow players are members of the same noble house, whether some or all of you are blood relations, servants, bastard children, or allies, your house sets the maximum Status for all its members.

The head of the household and his family have the highest Status, typically 5 or 6, followed by banner lords, wards, courtiers, advisors, and septons, all of which are at 4 or less.

The rest of the household has Status according to their positions. Since a house is only so large and a family only so big, odds are that many of the players will not be blood relations to the lord, and in some cases, none of them are. Since Status is also a resource (and a scarce one at that), you and your fellow players should work together to determine where each of you want to fit into the house, what positions you want to hold, whether or not you want to have noble blood, and so on.

Available Positions

Some cannon houses has the lord & lady position filled by a character (NCs). The rest of the positions are shown on the table below; Starting Status. This table also includes an option to determine starting Status randomly if a dispute or indecision arises. Roll 2d6 and compare the sum to the corresponding table if needed.



Starting Status

2d6 RollStarting StatusAvailable Position†Example
1-32No limitHouse retainer, common hedge knight, freeman
4-8332Sworn sword, guardsman, squire
9-11416Ranking member of household, maester, junior septon, landed knight, noble bastard
1258Banner lord, ward, courtier, septon, advisor
n/a64Lord of the house, heir, lady, offspring

†These are the default positions. If your group creates its own house, these numbers will likely be different.

Purchase Status

Playing a character with a high Status brings many rewards, but it also comes with a price. Since Status is an ability, you must purchase your Status from your starting Experience before purchasing any other abilities.



* New Social Quality:
"These are interesting times in the Seven Kingdoms. For ages the houses of Dorne and the Reach have fought against each other. Then came Baelor and he boldly engineered a plan to unite these two powerful kingdoms by marrying a Princess of Dorne. With this all eyes of the Seven Kingdoms were drawn to the Marches and the young sons and daughters of the region would forge the future. Even children of minor houses gained recognition as they struggled to bring glory to their houses. However, in the other kingdoms suspicion was deep in the older houses and many refused to acknowledge the Marcher houses. And so, the children of minor houses converge on Kings Landing to exploit this important marriage..."


False Status
Requires: Noble Born (includes Bastards) 
You are viewed higher in your station by those of your region (+1 to Status), but outside your region you are seen as unworthy (-2B when rolling) Social

This message was last edited by the GM at 19:48, Sun 22 Mar 2015.
Caladin
GM, 2006 posts
"Live Free Die Well"
Tue 23 Dec 2014
at 12:55
  • msg #6

Re: Step Two: Character Concept


Determine Role

Characters evolve in a variety of ways, and you have the freedom to create your character in whatever way you wish, but it’s often a good idea to build toward a role, a game concept that helps guide your decisions about which abilities are important for not only your character but also for the group. A role is a broad description of what your character does in the game, giving the character a distinct place within the group, a function in which your character can excel. Ideally, a group will have representatives of each role, so each player has a chance to shine, though groups may comprise any combination of roles, with players taking overlapping roles and other roles being absent entirely. A role doesn’t have any benefits or drawbacks; it merely acts as a tool to help you build an interesting character, and it ensures the group is well rounded. While it’s advantageous for a group to have at least one of each role, it’s not necessary. Work with your fellow players to see what approach the group wants to take toward the game, and find a role that best fits your character concept.

Mixed Roles

Roles cast the widest net possible, but when constructing your character, you can meld two roles together, functioning as a leader-warrior, or a diplomat-leader. Players may NOT have more then two roles, tring to encompass to many roles will generalized your PC and he/she will become a jack-of-all-trades and master of none.


Expert
Key Abilities: Whatever abilities reflect the character’s expertise.
An expert is a character who specializes in a narrow selection of abilities. Such characters often include maesters and septons but also cover a broad selection of retainers, such as blacksmiths, kennelmasters, instructors, scholars, heralds, and many other important people in a noble’s house. The expert is a common role for many characters, as it provides the greatest flexibility and function in the game.
Fighter
Key Abilities: Agility, Handling, Athletics, Endurance, Fighting, Marksmanship, and Warfare
Of all the roles, none are as ubiquitous as the fighter. Representing everything from anointed knights and members of the Kingsguard to wretched sellswords, bandits, and hedge knights, the fighter role covers the greatest ground and represents the broadest spectrum of characters. The warrior’s importance to the Seven Kingdoms cannot be understated. Brutal conflicts have shaped the history and culture of the Seven Kingdoms, all the way back to the Age of Heroes, up until the recent War of the Usurper. Fighters occupy a special place in the eyes of the people. They are weapons, certainly, but the greatest among them represent the ideal male, the bold, fighting man who tempers his violence with piety, courtesy, and modesty, who champions the cause of king and faith, protects the smallfolk, and brings glory to his family. As an ideal, many men (and some women) strive to live up to the expectations and stories surrounding this bellicose culture, while others abandon the honor of being a fighter and use their power to take what they want and kill any who get in their way.
Leader
Key Abilities: Cunning, Endurance, Fighting, Persuasion, Status, and Warfare
The leader represents any character who commands and guides others toward some objective. Leaders are the decision-makers, but they are equally capable of listening to different opinions, even if they ignore advice from others. Leaders tend to be the individuals who lead soldiers into war, but they may also head up other groups, tending a large sept, commanding a mercantile empire, or captaining a ship.
Rogue
Key Abilities: Agility, Awareness, Cunning, Fighting, Marksmanship, Persuasion, Stealth, and Thievery
Where an expert specializes, a rogue diversifies. Encompassing a broad range of characters from common thieves and disgraced criminals, to vicious killers, rogues are the people who live outside the bounds of the social expectations and duties of the Seven Kingdoms, and they are as comfortable alongside the aristocrats as they are among the smallfolk dregs.
Schemer
Key Abilities: Awareness, Cunning, Deception, Knowledge, Language, Persuasion, Status, and Will
Masters of intrigue, schemers are as dangerous in the halls of power as anointed knights are on the battlefield. Schemers are the negotiators, the great players of the game of thrones, and they have as much impact on the world as the best battle-carred general. With a word, a subtle lie, or a twisting of truth, they can plunge the lands into bloody warfare, bringing down the most beloved leaders and raising up the most despicable scum. While most schemers use their abilities to further their own agendas, not all are as morally vacuous as are some of the more infamous representatives of this role.

This message was last edited by the GM at 19:50, Mon 19 Jan 2015.
Caladin
GM, 2007 posts
"Live Free Die Well"
Wed 24 Dec 2014
at 04:21
  • msg #7

Re: Step Two: Character Concept

Determine Background:

While thinking about your character concept, you should think about where your character is from, what he achieved, and why your character is a cut above the nameless and faceless smallfolk of the Seven Kingdoms. You should come up with at least one moment, one event that shaped your life, but it’s better to determine one for each age category you are above youth. The particulars of each aren’t important yet, and the event could be as simple as saving another life or having fought in the war. If you need some help sparking an idea, take a look at the charts and pick


Background Events
You served another house (page, sworn sword).
You had a torrid love affair.
You fought or were involved in a battle.
You were kidnapped and escaped, were ransomed, or rescued.
You traveled across the narrow sea for a time.
You achieved a significant deed, maybe saving the life of your lord, killed a giant boar, and so on.
You kept the company of a famous individual.
You were present at a significant tournament (competing or watching).
You were involved in a villainous scandal.
You were falsely accused of wrongdoing.
You were held hostage by another house as a ward or prisoner.

Goal

Next, you should think about what your character wants most. A goal is what your character works toward, and it informs your character’s choices and actions. A goal should be something big, broad, and nebulous. Work with your the GMs to come up with a suitable goal that fits with the campaign and will be fun for you to play. Come up with something on your own or pick from the chart below.


Goals
Enlightenment
Mastery of a Skill or Ability
Fame
Knowledge
Love
Power
Security
Revenge
Wealth
Justice
Good

Motivation

Now that you know what you want, you need to decide why you want it. Unlike the goal itself, the underlying motivations should be specific and tied to that signature event in your background. Your motive should stem from the event and provide a reasonable justification for chasing after your goal. For example, a character who fought for Robert during the war probably saw that power could be attained by those with the strength to hold it, and thus, such a character might crave power. The character’s motivation might be because he witnessed what happened to the powerless in the war: the scorched fields, the strung-up smallfolk, and the widespread misery. The character, then, fears being powerless and is ambitious as a way to ensure survival in a world where life is short and often ugly. Come up with something on your own or pick from the below chart.


Motivations
Charity
Duty
Fear
Greed
Love
Hatred
Lust
Peace
Stability
Excellence
Madness

Virtue

With your character’s personality congealing, come up with at least one favorable character trait, some personality aspect that people would describe as a virtue. During game play, let your virtue guide how you portray your character when at his or her best. Come up with something on your own or pick from the below list.


Virtues
Charitable
Chaste
Courageous
Devoted
Honest
Humble
Just
Magnanimous
Merciful
Pious
Wise

Vice

With every virtue comes a vice. Your character should have at least one vice, some personality flaw or weakness of character that gives him or her humanity. Your vice should surface when your character is at his or her worst. Come up with something on your own, or Pick from the below list.


Vice
Ambitious/Grasping
Arrogant
Avaricious
Cowardly
Cruel
Foolish
Licentious
Miserly
Prejudiced
Scheming
Wrathful

This message was last edited by the GM at 23:09, Tue 30 Dec 2014.
Caladin
GM, 2009 posts
"Live Free Die Well"
Thu 25 Dec 2014
at 04:24
  • msg #8

Step Three: Assign Abilities


With a clear idea of your character in mind, you’re ready to improve your abilities. All characters begin with rank 2 in each ability. Using the starting Experience determined by your character’s age, you can improve an ability by purchasing additional ranks. The higher you improve an ability, the more Experience it costs. During this step, you must spend all Ability Experience, and you must purchase your Status rank first.

Gaining More Experience

You may reduce only one ability to 1 and gain an extra 50 Experience points to allocate to other abilities.
House Rule: This MUST be worked into your background story.

Tips

Assigning Experience to abilities can be difficult, especially with so many options available to you. The best place to start is with the abilities specified by your role. Then, pick a few Key Abilities that relate to your character concept. This compilation is your preliminary list. Increase the most important abilities on this list first, and then fill it in with your remaining Experience to round out your character. Resist the temptation to max out an ability. For an adult character, a 6 ability accounts for almost half of your starting Experience. Such lopsided characters tend to have a single trick and lack the durability of their more generalized counterparts.

Ability Improvement:


AgeExperienceMaximum Rank
Youth1204
Adolescent1504
Young Adult1805
Adult2107
Middle Age2406
Old2705
Very Old3305
Venerable3605

RankNew AbilityLanguageExperience
-110Gain +50
+13110
+24240
+35370
+464100
+575130

This message was last edited by the GM at 23:19, Tue 30 Dec 2014.
Caladin
GM, 2024 posts
"Live Free Die Well"
Tue 30 Dec 2014
at 23:41
  • msg #9

Step Four: Assign Specialties


Specialties are areas of expertise within an ability, places where your character can develop a specific training to improve your chances on tests related to the specialty by granting one or more bonus dice. Specialties are bonus dice, they are not added to the result; they let you roll more dice and take the best dice from the bunch. No specialty can offer more bonus dice than your rank in the attached ability, so if you have Fighting 2, you can’t have any more than 2B in any one Fighting specialty.

Your age determines how much Experience you have to acquire specialties. Each bonus die of a specialty costs 10 Experience.

See the Table below: Specialty Costs, for a complete listing of the costs to acquire specialties and for your starting Experience to invest in specialties by Age.

Tips

Specialties provide a good avenue to develop abilities in which you did not invest much or any Experience to improve. For example, if you didn’t improve Marksmanship but still want a decent chance to hit an enemy when firing a crossbow, then you might pick up 2B in Crossbows, which would let you keep the best two dice of four rolled.

Specialty Costs:


AgeSpecialty Experience
Youth40
Adolescent40
Young Adult60
Adult80
Middle Age100
Old160
Very Old200
Venerable240

Bonus DiceExperience Cost
110
220
330
440
550
660
770

Caladin
GM, 2025 posts
"Live Free Die Well"
Tue 30 Dec 2014
at 23:41
  • msg #10

BLANK

Blank Sheet for Future House Rules
This message was last edited by the GM at 21:32, Fri 02 Jan 2015.
Caladin
GM, 2026 posts
"Live Free Die Well"
Tue 30 Dec 2014
at 23:58
  • msg #11

Step Five: Destiny Points & Benefits


Destiny Points and benefits are next. As with other aspects of character creation, age determines how many Destiny Points with which you start the game. Younger characters have less experience and fewer opportunities to lose Destiny Points by escaping danger and death. You can invest some of your starting Destiny Points into benefits (see Destiny & Qualities), though there are limits. Starting Destiny Points and the maximum number of starting benefits are shown on the Table below: Age and Destiny Points.

Tips

While it may be tempting to use up all of your Destiny Points on benefits, resist this impulse. Destiny Points are an important part of the game, and they improve your chances for survival. Conversely, be sure to pick up at least one benefit since these qualities can provide a significant advantage in game play.

Age and Destiny Points:


AgeDestiny PointsMaximum Benefits
Youth73
Adolescent63
Young Adult53
Adult43
Middle Age33
Old22
Very Old11
Venerable00


This message was last edited by the GM at 00:26, Wed 31 Dec 2014.
Caladin
GM, 2027 posts
"Live Free Die Well"
Wed 31 Dec 2014
at 00:24
  • msg #12

Step Six: Flaws & Drawbacks


Flaws represent the ravages of time, the accumulation of nasty wounds, and the effects of life on your character as he ages and develops. To reflect the dangers and perils of the Seven Kingdoms, characters accumulate flaws and drawbacks. A flaw imposes –1D on one ability. You may burden the same ability with multiple flaws, but the penalty dice cannot exceed your rank in the ability –1. Thus, if you have 3 in Athletics, you couldn’t take more than two flaws in Athletics. Drawbacks, on the other hand, are less painful to a specific ability, but they impose challenges that affect many aspects of your character. For a full list of flaws and drawbacks, see Destiny & Qualities.

Tips

The best way to select a drawback is to choose one that ties in to your chosen vice or vices. If one doesn’t quite fit, work with your Narrator to come up with something that does fit.

Age and Flaws:


RankDrawbacks
Youth
Adolescent
Young Adult
AdultAny one
Middle AgeA flaw for any of the following abilities: Agility, Athletics, or Endurance
OldAny one plus a flaw for any of the following abilities: Agility, Athletics, Awareness, Cunning, Endurance, Fighting, or Marksmanship
Very OldAny one plus a flaw for any two of the following abilities: Agility, Athletics, Awareness, Cunning, Endurance, Fighting, or Marksmanship
VenerableAny one plus a flaw for any three of the following abilities: Agility, Athletics, Awareness, Cunning, Endurance, Fighting, or Marksmanship

This message was last edited by the GM at 00:27, Wed 31 Dec 2014.
Caladin
GM, 2028 posts
"Live Free Die Well"
Wed 31 Dec 2014
at 00:40
  • msg #13

Step Seven: Starting Possessions


Determining your starting possessions comes next. All characters begin play with a set of common clothes appropriate for their gender, boots or shoes, and a dagger. Heirs also begin play with a signet ring. Next, roll a Status test. The result is how many gold dragons you begin with to purchase your starting possessions. Obviously, you don’t begin with a sack full of gold; rather, this starting fund reflects your accumulated possessions. You must spend at least half of your starting coin. You may keep the rest in reserve or invest it into your house as you wish. see Glossary: Equipment which includes a full price list and descriptions for all the common sorts of equipment one might find in Westeros.

This message was last edited by the GM at 01:08, Wed 31 Dec 2014.
Caladin
GM, 2029 posts
"Live Free Die Well"
Wed 31 Dec 2014
at 01:03
  • msg #14

Step Eight: Derived Statistics

Intrigue Statistics:
Two important statistics exist for intrigue: Intrigue Defense and Composure. You calculate each as follows. Record the totals in the space provided on your character sheet.

Intrigue Defense = Awareness + Cunning + Status
Composure = 3 × Will


Combat Statistics:
There are four important statistics for combat: Combat Defense, Health, Armor Rating (AR), and Damage. You calculate each as follows. Record the totals in the space provided on your character sheet.

Combat Defense = Agility + Athletics + Awareness + Defensive Bonus – Armor Penalty
Health = 3 × Endurance

Armor Rating (AR): Your AR is determined by the type of armor worn
Damage: Look up the weapons in Glossary: calculate the base damage for each weapon

This message was last edited by the GM at 21:29, Fri 02 Jan 2015.
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