Starting Abilities + Augments

From: yinkin_the_cat <wquadros_at_...>
Date: Tue, 03 Feb 2004 18:20:18 -0000


There was a quick discussion last week about just how tough a starting character can be - and thus how tough to make oppostion. I've been fiddling with a couple of starting characters to see this for myself and here is what I've come up with:

A character that focusses starting points onto fighting has

[weapon] fighting 7w
Assume 2 mundane augments +3
(IE, strong 17, fearless 13)

Typical equipment +7
(IE, sword +3, leather +3, shield +1)

2 applicable affinities +4
(or orderly spells)


Total                       1w2

If you consider a Humakti, or a Shock Infantryman...
keyword or gift             +5
Heavier armour              +2
--------------------------------
Total                       8w2

Add the blessings of a wytr +2
Add another mundane ability +2
(IE: agile)

Add the blessings of a church +4


Total                       16w2

Starting characters can be quite nasty. I'm having to revise all of the scenarios that I had cooked up for our up-coming game.

W.
www.celtic-webs.com/glorantha

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