Character Generation Guidelines & Tables

GM Limits: 8 Attributes, 4 free levels; 25 free Skill levels, with maximum of one Superb, and two Greats (Average or better skills only); 2 free Gifts (Magic Potential available) and must take at least one Fault, above already existing Racial Faults; 5 Fudge Points.
 

Cost of Skills
 
Attributes Easy Most (Avg.) Hard Very Hard
Superb
3
4
5
6
7
Great
2
3
4
5
6
Good
1
2
3
4
5
Fair
Attribute Default
0
1
2
3
4
Mediocre 
Easy Skill Default
-1
0
1
2
3
Poor
Average Skill Default
-2
-1
0
1
2
Terrible
Hard Skill Default
-3
-2
-1
0
1

TRADING TRAITS
 
1 Attribute level =
3 Skill levels
1 Gift =
1 Fault
1 Gift =
6 Skill levels
1 Gift =
2 Attribute levels

Experience Costs

3 Fudge Points = 1 Experience Point

Raising a Skill
FROM: TO: COSTS:
Terrible Poor 1 EP
Poor Mediocre 1 EP
Mediocre Fair 1 EP
Fair Good 2 EP
Good Great 4 EP
Great Superb 8 EP
Superb Legendary 16 EP + GM ok
Legendary Legendary 2nd lvl. 30 EP + GM ok
Each add’l level of  Legendary: 50 EP + GM ok

Raising an Attribute
Triple the cost for skills of the same level.

Adding a Gift
6 EP (or more) + GM approval
 
 

LANGUAGES

Skill default for your own language is Fair (Avg. cost).
All other languages are Hard skills.
Reading/Writing comes when you achieve Good or better, if the language has a written form.

The Human Tongues (many dialects in each main tongue)

  • BABU
  • BRANDOBIAN
  • DEJY
  • FHOKKI
  • KALAMARAN
  • REANAARESE
  • SVIMOHVISH
  • MERCHANT’S TONGUE (COMMON-KIND OF)
The Demi-human Tongues
  • Dwarvish
  • Elvish (Low or High)
  • Fey (Fairy Races)
  • Gnomic
  • Giantish
  • Halfling
  • Hobgoblin (5 different dialects based on social class. They use a common military tongue though.)
  • Gobish -many sub-dialects (Goblin Races)

  •  
Magic

Magic is a learned art.  You must have the Gift or Supernormal Power of Magic Potential (mp) in order to use spells, but not magical weapons those can be mastered by anyone one (with a good enough Ego roll) unless they are protected in some way.  Each level of mp costs 2 Gifts (See the page on our Magic system)  A spell-user must also have the necessary skills (Schools, mp) to cast the spell they want.  They state what the spell is to do, based on school & mp , and the GM assigns a difficulty level to it.  If the difficulty level is not achieved the spell failed and possibly went awry.  Magic power comes from mana, a sort of cosmic force, the Magic skill allows the caster to control and shape it.  But not all areas have the same amount of mana, so sometimes spells maybe more difficult then normal and vice versa.

SCHOOLS OF MAGIC

  • Abjuration: Spells that pertain to protection from magic or non-magic.
  • Alteration: Spells that change the properties/positions of an existing thing.
  • Conjuration: Brings inert matter to the caster.
  • Summon: Brings living beings to the caster.
  • Divination: Foretelling events or gathering information.
  • Enchant: Changes the quality-ability of items
  • Charm: Changes the attitudes of others.
  • Illusion: Deception of the Senses.
  • Invocation: To channel mana from a deity or spirit for aid, protection, etc. (prayer)
  • Evocation: To bring forth power (combat spells, etc.).
  • Necromancy: Dealing with dead materials & restoration of health etc.

The Calendar of Tellene

 MERCHANT’S TONGUE NAMES FOR THE MONTHS:
 

  • Renewal
  • Sowing
  • Mustering
  • Declarations
  • Mid-season Harvest
  • Replanting
  • Siege-hold
  • Arid
  • Reaping
  • Harvest
  • Frosting
  • Snowfall
  • Famine


MERCHANT’S TONGUE NAMES FOR THE DAYS:

  • Diaday
  • Pelsday
  • Katarday
  • Fireday
  • Homeday
  • Godday
  • Veshday


The year on Tellene is 364 days long and consists of thirteen 28-day months, each of which has four 7-day weeks.  This calendar, which is used throughout the realms, was first developed by the ancient Svimohz.  As mentioned, the calendar is based upon Veshmo’s 28-day orbit.  The new year begins on the first day of Spring, the first of Renewal, and runs through the 28th day of Famine.
 


 

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