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The Annals of Glen Forkovian

Characters were created by deriving rules from the Beyond the Wall system. Character concepts come from two personae in an early 1990s AD&D 2e campaign.

Overlaid onto a majority of BTW's rules are the following house rules:

  • Fortune Points
    • these points are restored after a Long Rest
    • sacrifice a FP to re-roll a failed saving throw
    • sacrifice a FP to re-roll a failed attack roll
    • sacrifice a FP to re-roll critical damage before doubling
    • sacrifice a FP to re-roll a failed ability check
    • sacrifice a FP to cry out to Cromm for healing (2d6)
    • sacrifice a FP to give an ally either a re-roll or advantage on next roll
  • Leveling
    • Character Advancement is unlimited in levels
    • Every five levels, increase one stat by one point
    • after level 10, you only gain Con bonus to HP
    • Dorn & Exie gain in FGT/THF when leveling
    • Zorvin will gain in CLE/WIZ when leveling
    • PCs use the better saving throw vs each type of save
    • FGT/THF gains 7+Con bonus HP upon leveling
    • CLE/WIZ gains 5+ Con bonus HP upon leveling
    • FGT/THF gain a Warrior Knack at levels 1, 3, 6, and 9
  • Undead
    • Levels aren't permanent drained by powerful undead
      • restore one level whenever you:
        • get (a) full day of rest and (b) a remove curse

Characters were created by deriving rules from the Beyond the Wall system. Character concepts come from two personae in an early 1990s AD&D 2e campaign.

Overlaid onto a majority of BTW's rules are the following house rules:

  • Damage
    • Scarlet Heroes style damage:
      • The Fighter-Thief (non dual-classed) gestalt has a d6 Fray die
      • The Wizard-Priest (non dual-classed) gestalt has a d4 Fray die
      • Fray Dice
  • Death
    • is permanent; no 'Raise Dead' or 'Resurrection' spells
    • Karma: your next PC has 79 pts distributed across Ability Scores
    • if slain character was level 5+, 80 pts distributed
    • if slain character was level 10+, 81 pts distributed
    • if slain character was level 15+, 82 pts distributed, etc.
    • if slain PC had gained 2+ levels since creation, or ...
    • slain PC involved in 5+ Actual Play reports, then...
      • his/her spirit enters companion's item, giving +1 magical bonus
    • replacement PC starts 1 level lower than perished PC
  • Fortune Points (restored after Long Rest)
    • sacrifice a FP to grant Advantage on your (or ally's) next roll
    • if not a Wizard-Priest, sacrifice a FP to cry out to Cromm for healing (2d6)
    • sacrifice a FP to regain two Surges if you're a Wizard-Priest
    • sacrifice a FP to draw +2 cards when using Playing Card Oracle
    • sacrifice a FP to get +1 Initiative for the next 10 rounds
    • sacrifice a FP to add +1 modifier (doesn't stack) to 2d6 roll to advance on a progress track
    • if you have 1+ FP, sacrifice them all: 95% chance plot armor kicks in to save your ass at a cost
  • Free Knacks - gain one per level through 9th
    • Tough (multiples stack, 5 max) - gain +3 permanent HP
    • Defensive (take up to twice, stacks) +1 to AC
    • Lucky (apply to different type each time taken) - +2 to one particular saving throw type
    • Fleet - +1 to Initiative (stacks)
    • Great Strike (take only once) - +1 to damage with all weapons
    • Resilience (take only once) - +1 to all saving throws
    • Adept (take only once) - your Surges use d8s, not d6s
    • Savant (pre-req Adept) - your Surges use d10s, not d8s
  • Healing
    • regain 1 hp immediately after a melee
    • regain 1 hp after a long rest
    • regain variable hp when wizard-priest or item assists
  • Leveling
    • Character Advancement is unlimited in levels
    • Every three levels, increase one stat by one point
    • after level 10, you only gain Con bonus to HP
    • when rolling for additional HP upon leveling, roll with Advantage
      • Wizard-Priests and Rogues use a d8; Fighters a d10
  • Spells
    • Surface Wizard-Priests don't cast spells; they enact rituals...
    • casters native to The Down have broader spell abilities
    • many Surface sages will pay handsomely for spellbooks from The Down
  • Surges
    • Wizard-Priests get 3 or [level] Surges daily, X equals level, whichever is greater
    • a Healing Surge restores 1d6+Wizard-Priest's level to target within 30 feet...
      • ... or split among multiple targets within 30 feet...
    • a harmful surge takes the form of a Spirit Bolt or Arcane Bolt vs single target
      • these deal (0.5)(1d6 + level), rounded down (min 1), to target within 30 feet
    • fortunate Wizard-Priests have 1+ rituals they can empower with 1+ Surges
  • Undead
    • Levels aren't permanent drained by powerful undead
      • restore one level whenever you:
        • (a) get full day of rest and
        • (b) obtain a Remove Curse

Session 0, Scene: Character Creation

- Posted in Solo-RP by - Comments

<< Endless Rime Actual Play Index

  • Character creation
  • Name & Concept
    • contributes one die to the dice pool
      • Stenn of Clan Bearclaws, Man Out of Time — 35,386 B.C.
  • Attributes
    • most relevant adds a # of dice equal to its value to the pool
    • at the time of character creation, distribute 10 points across the 3 Attributes
    • no Attribute can be greater than 6 after character creation
    • Stenn's starting attributes
      • Body 3 ○○○ stress track: □□□
      • Mind 3 ○○○ stress track: □□□
      • Spirit 4 ○○○○ stress track: □□□□
  • Experience Points (XP)
    • spent to raise Attributes
    • spent to add new Traits
      • Stenn's starting XP: 3
  • Traits are:
    • qualities (Strong, Nimble, etc.)
    • backgrounds (military training, former teacher, etc.)
    • relationship/quest factors ("I'll avenge brother!", recover the Sacred Chalice!)
    • optionally, a special unique trait can grant a Luck die without risk of a Blunder
      • a supernatural power
      • a high-tech item
      • a magical device, etc.
      • your life's calling
    • Stenn's Starting Traits:
      • Thuggishly strong
      • Affable/humorous/personable
      • Bonded with the Star Spirit

A particularly well-suited piece of equipment might add +1 to the Dice Pool

Equipment:

  • hammer for knapping flint
  • fire-starter sticks & flint/pyrite
  • animal bladder canteen (1 quart)
  • 16-lb wooden club
  • a flint knife
  • minor items for trading

Stenn is a homo sapiens of the post-Châtelperronian culture. He goes 200 pounds and stands 5'6" tall. He has dark, thick red hair on his head, and is very hairy on his chest, back, arms, and lower legs. A prominent brow ridge protrudes over blue eyes the color of ice during the day when it is shaded from direct sunlight.

One of Stenn's prized possessions is a supple leather pillow fashioned a few years ago that he has stuffed with dried leaves and portions of his own hair — on those seldom occasions when he (or Norda) cuts it.

Thin lips and a weak chin are mostly hidden by thick facial hair, though Stenn carefully saws off the hair above and immediately below his lips when it lengthens. He doesn't like the way it gets in his mouth when he's eating — and Stenn eats as often as he can possibly manage.

Stenn's biological age is approximately nineteen years, though age can be hard to estimate among the Bear-Men, given their craggy features carved by a lifetime of harsh weather.

I made an alternative version of Stenn's character sheet here. Same information, different aesthetic.

Session I, Part II >>