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EL CUERNO DE HRULF (La Saga de Asgard I)

CREACIÓN DE PERSONAJES

Cargando editor
19/04/2015, 18:15
tani

Creación de Personajes

1. Imagina el personaje que quieres crear.

2. Reparte 4 puntos entre los 4 atributos (Fuerza, Agilidad, Mente y Carisma).

Al principio el máximo inicial son 3 rangos en un atributo. El 0 corresponde al valor de una persona normal y corriente. Si se desea se puede poner un -1 en un único atributo y poner ese punto en otro, pero no es recomendable.

 

Value     Meaning

–1         Feeble – old, sickly

0          Average – normal person

1          Superior – fit, able person

2          Great – athletic person

3          Spectacular – best in the region

4          Heroic – one of the best in the world

5          Mythic – one of the all-time best

 

3. Reparte 4 puntos entre las 4 habilidades de combate (Iniciativa, Cuerpo a Cuerpo, A distancia y Defensa).

Se aplican las mismas normas que en el punto 2.

4. Elige 4 carreras y reparte 4 puntos entre ellas.

Ordena las profesiones cronológicamente según escribes la historia del personaje. En BOL los héroes comienzan con 4 carreras o profesiones y se reparten un total de 4 puntos entre ellas en función del tiempo que han dedicado a las mismas y ordenadas cronológicamente. Al inicio del personaje una profesión puede tener desde nivel 0 a 3 y el 0 significa que tienen unos conocimientos básicos.

En este sistema no hay habilidades. Se entiende que los conocimientos y habilidades (excepto las de combate que van aparte) están incluidos en cada profesión.

Las carreras disponibles y sus nombres alternativos (por si se adaptan mejor a vuestra idea de personaje) son:

Asesino (Espía)

Bárbaro (Salvaje, Berserker)

Señor de las bestias (Críador/Entrenador de animales)

Mendigo (Vagabundo)

Herrero (Armero)

Bailarina (Acróbata)

Verdugo (Esclavista, Torturador)

Granjero (Campesino, Pastor)

Gladiador

Cazador (Explorador, Rastreador)

Mercader (Comerciante, Tratante)

Mercenario (Bandido, Guerrero)

Artista (Poeta, Bardo)

Noble (Cortesano, Aristócrata)

Sanador (Médico, Curandero)

Sacerdote (Chamán, Druida)

Marinero (Marino, Pirata)

Escriba (Sabio)

Esclavo (Galeote)

Soldado (Guardia, Militar)

Seductora (Moza de taberna, Prostituta)

Ladrón (Pícaro)

Trabajador (Peón)

Nota: las profesiones de alquimista y hechicero no están permitidas para PJs en esta partida.

(Un ejemplo de personaje por si no me he explicado bien sería Esclavo 0; Bárbaro 1; Cazador 1; Ladrón 2).

 

5. Elige tus lenguas.

El personaje empieza hablando la lengua de su cultura de origen. Añade una lengua por cada rango del atributo Mente y una por cada rango en una profesión apropiada (Alquimista, Hechicero, Mercader, Artista, Noble, Sanador, Sacerdote y Escriba). A menos que hayas elegido la desventaja “Analfabeto”, puedes también leer y escribir estas lenguas, si tuvieran forma escrita (excepto lenguas arcanas).

 

6. El lugar en que naces y su cultura te dan una serie de características. Selecciona las ventajas y desventajas:

- Las primeras 2 ventajas son gratis (basadas en la cultura de origen).

- Añade una ventaja (cualquiera, de tu cultura o de la lista general) si seleccionas una desventaja (de la cultura de origen), o añade 2 ventajas si seleccionas dos desventajas (la segunda puede ser cualquier desventaja).

Nota: Os daré a cada uno la lista que corresponda a la cultura de vuestro personaje, pero si pensáis que alguna otra que no haya incluido se ajustaría mejor, no dudéis en comentármelo.

A continuación pongo la lista general.

Cargando editor
19/04/2015, 18:20
tani

Lista General de ventajas y desventajas

NOTA: Absteneros de las ventajas y desventajas relacionadas con hechicería y alquimia, aunque aparezcan en la lista.

Ventajas

La mayoría de las ventajas proporcionan un dado extra (se tiran 3 dados y se suman el resultado de los dos mayores). Si no fuera el caso se aclara en la descripción.

Artistic: You have an artistic flair. Roll a bonus die when appraising or creating items of art.

Attractive: You are particularly handsome or pretty. Roll a bonus die in situations where good looks might be important.

Alert: You are quick to spot danger and react. You receive a bonus die to your Priority Rolls.

Battle Harness: This boon allows your character to wear a chainmail bikini or a loincloth and battle harness (light armour at best) and treat it as if it were medium armour for damage protection purposes, with no armour penalties at all.

Beast-Friend: you have a natural affinity with animals. Whenever dealing with animals, roll a bonus die. If you are a beastmaster, you will also have two or three small companions, or one medium or large companion.

Blind Combat: No light? No problem. By using smell, sound, disturbances in the surrounding air, etc., you are one with the universe. Whatever penalties the GM applies to fighting in the darkness, your character does not suffer at all.

Brawler: You are a skilled pugilist and wrestler. Roll a bonus die to attack when you are fighting with your fists, feet, head, etc.

Born Athlete: When doing any athletic activities such as sprinting, climbing, swimming, or leaping (other than fighting), you may roll a bonus die.

Born-in-the-Saddle: When dealing with riding beasts or carrying out physical activities (other than fighting) while mounted, you may roll a bonus die.

Born-at-Sea: You grew up on and around boats and ships. When dealing with ships or carrying out physical activities on board ship (other than fighting), you receive a bonus die.

Carouser: You were more-or-less brought up in a tavern and are popular when the drink is flowing. Roll a bonus die to gain information, make contacts, or acquire goods and services whilst in a tavern. You are also resilient to the effects of alcohol.

Deft Hands: When undertaking actions requiring fine manipulation, such as picking pockets, making things, juggling, or card-sharping, you receive a bonus die.

Desert-Born: When tracking, trapping or hunting, or carrying out other similar activities (not fighting) in a desert, you roll a bonus die.

Detect Deception: You are good at spotting when you are being lied to. Any time someone tries to lie to or con you, you often see right through them. You receive a bonus die to divine fact from fable. You won’t automatically know the truth, but you know that what you’re being told isn’t it.

Disease Immunity: You are immune to all diseases, even magical ones.

Escape Artist: Ropes, chains, manacles, even prison cells – nothing holds you for long. Either by skill or by dumb luck, you always get away (eventually). Roll a bonus die whenever you are in this situation and are trying to break free.

Excellent Laboratory: You have a first-rate laboratory for conducting your experiments. You get a bonus die on any rolls to make alchemical preparations or mechanical devices while you are in it. The laboratory does need to be re-stocked from time to time, leading you to occasional adventures whilst you seek the means to do this.

Excellent Library: You have a first-rate library for conducting your research. You get a bonus die on any rolls to find out anything while you are in it. The library does need to be re-stocked from time to time, leading you to occasional adventures whilst you seek the means to do this.

Fearless: Your character shows no fear. Even magically induced fear has no effect on him or her.

Fearsome Looks: Roll a bonus die whenever you are trying to force somebody to give you information or do something they don’t want to do.

Friends in High Places: You have contacts within the upper echelons of society. While they will not usually stick their necks out for you, they will give you aid, expecting a favour in return when it suits their own interests. The sorts of things that these favours usually entail is getting you access to another important person, sharing information with you, using their pull with the local nobility, etc.

Friends in Low Places: You have friends in various hives of scum and villainy around the land. These favours might entail putting you in contact with a fence, getting you a hiding place, etc.

Great Wealth: You have a source of income or an inheritance. Roll a bonus die on any attempt to obtain any goods, services, or other items you need whilst in your home city.

Hard-To-Kill: You are hard to put down and have the toughness of a bronyx. Add +2 lifeblood to your total.

Healing Touch: Gain a bonus die whenever rolling to help someone recover from injury, poison, etc. You must have the physician career to take this boon.

High-Born: You grew up in the palaces and courts of the rich and noble. You receive a bonus die when dealing with courtly manners and matters of good form.

Inspire: Inspires your friends and supporters. This could represent an appeal to the gods, inspired leadership, inspirational music, or just your own force of personality. Inspire gives a bonus die for one round after the call to all your companions’ Attack Rolls (if they can hear you). This can be done once a day for free, or again for a Hero Point.

Jungle-Born: You grew up in the jungle. When tracking, trapping, hunting, or carrying out other similar activities (not fighting) in a jungle environment, you roll a bonus die.

Keen Eyesight: Whenever you make a mind Task Roll to perceive something using your eyesight, you receive a bonus die.

Keen Hearing: Whenever you make a mind Task Roll to perceive something using your hearing, you receive a bonus die.

Keen Scent: Whenever you make a mind Task Roll to perceive something using your sense of smell, you receive a bonus die.

Learned: When recalling a fact from your area of specialty, you receive a bonus die.

Low-Born: You grew up on the city streets. You receive a bonus die when dealing with the low-life and scum of a city’s underground, or when carrying out activities (not fighting) such as trailing people or noticing things.

Magic of the Sorcerer-Kings: You understand some of the ancient secrets of the Sorcerer-Kings. You can roll a bonus die when casting spells, although you must also take an extra flaw.

Marked by the Gods: The Gods favour you. You have an extra Hero Point.

Master of Disguise: You gain a bonus die whenever you are trying to conceal your true identity. In addition, whenever you want to suddenly appear in a scene where your character wasn’t already, you can spend a Hero Point to emerge as one of the random guards, townsfolk, etc., in the background. You were there the whole time, merely incognito!

Mighty Fists: Your fists are rock-hard from years of training in the fighting pits or brawling in the city taverns. You can add your full strength to damage caused when fighting unarmed.

Mighty Shot: With your selected type of ranged weapon (bow, sling, javelin etc.) you can cause your full strength to the damage on a hit.

Mountain-Born: You grew up in the mountains. When tracking, trapping, hunting, or carrying out other similar Activities (not fighting) in a mountainous terrain, you roll a bonus die.

Nose for Magic: You receive a bonus die when trying to spot or track a wizard, or a magical effect or artifact.

Plains-Born: You grew up on the plains. When tracking, trapping, hunting, or carrying out other similar activities (not fighting) in a plains environment, you receive a bonus die.

Poison Resistance: You receive a bonus die whenever you are resisting the effects of drugs, venoms, toxins, and even alcohol.

Power of the Void: You have gazed upon the darkness of the Void and receive two extra points of Arcane Power. However, you also have to take an extra flaw.

Quick Recovery: You have a much better constitution than many. When recovering after a combat, you regain one additional lifeblood, on top of the half you recover normally. In addition, you recover one lifeblood each day regardless of the type of activity you carry out after being injured.

Resistant to Sorcery: If a spell is cast at you, roll a d6. On a roll of 6, it simply does not work on you.

Savant: You may add +1 to your mind attribute. Your maximum mind is 6 rather than 5, and your maximum starting mind is 4 rather than 3.

Silver Tongue: You are very persuasive and can make any lie sound plausible. Roll a bonus die whenever trying to lie, con, fast-talk, or otherwise deceive someone.

Sneaky: You are lithe and nimble. Roll a bonus die where stealth is important.

Strength Feat: You are able to focus your strength to perform particular tasks. Roll a bonus die when breaking, lifting, pulling or pushing things.

Swamp-Born: You grew up in the swamps. When tracking, trapping, hunting, or carrying out similar activities (not fighting) in swamps and marshes, roll a bonus die.

Thick Skin: You have particularly leathery skin, which gives you +1 to your protection from damage, even when not wearing armour.

Tools of the Trade: You own a set of tools suited to your trade or craft. Roll a bonus die when attempting any actions for which using these tools would be beneficial.

Tundra-Born: You were born in the snowy tundra. When tracking, trapping, hunting, or carrying out other similar activities (not fighting) in a snowy terrain, you roll a bonus die.

Trademark Weapon: You have a quality weapon made especially for you or that you inherited that you have practiced with since a child. When using this weapon (or, if lost, stolen or broken, a replacement made to duplicate its qualities exactly, possibly at great expense), you receive a bonus die.

War Cry: Scares the hell out of those of your character’s opponents that can hear the War Cry. They roll a penalty die on all their Attack Rolls for the first round following the War Cry. This ability can only be used once a day (once more for a Hero Point).

 

Desventajas

La mayoría de las desventajas dan un dado de penalización en las tiradas (se tiran 3 dados y se suma el resultado de los dos menores). Si no fuera el caso se aclara en la descripción.

 

Absent-Minded: While you are not necessarily stupid – indeed, you may be brilliant – you have difficulty keeping track of appointments, people’s names, items on lists, and various other memory based tasks. This means that sometimes the GM will spring things on you that your character forgot.

All Thumbs: You take a penalty die when picking locks, firing a bow or crossbow, or when doing fine work.

Arrogant: Roll a penalty die when dealing with provincials or foreigners, where your arrogance might annoy or offend them. This flaw is especially common among the nobility.

Braggart: You have a very high opinion of yourself and feel the need to share it with the world. You often take credit for things that you never did, and make those accomplishments you did achieve seem so much grander with each retelling, often disregarding the role anyone else played in the story. Needless to say, you often play fast and loose with the truth with these boasts, which could lead to you being called a liar.

Can’t Lie: Whether it is simple nervousness or a strong code of honour, you are terrible at lying. You get a penalty die whenever you try to deceive, tell half-truths, or conceal something that you know when you are asked about it directly. You’d much rather say, “I’m not going to tell you,” than “I don’t know what you are talking about.”

City Dweller: You aren’t happy in the great outdoors. You take a penalty die in situations to do with wilderness survival.

Combat Paralysis: When swords are drawn, you tend to freeze up and act with uncertainty. Roll a d3. This is the number of rounds that you freeze, during which you can only take defensive actions.

Country Bumpkin: The big city is a confusing and heartless place for the new arrival. You take a penalty die in situations to do with urban survival.

Cowardly: This is not a very common flaw for a Hero, but you have a great deal of difficulty resisting when the effects of fear take hold of you. Roll a penalty die to any rolls to resist the effects of fear or intimidation. In addition, you try to avoid any form of conflict, if at all possible.

Cravings: You are addicted to something and require it every day to function fully. Whenever you go more than a day without it, you have a penalty die on all rolls.

Cursed: The Gods have forsaken you or you are just plain unlucky. You begin with –1 Hero Point. For some reason, bad things always seem to happen to you. The town guard mistakes you for a wanted man, the wench you picked up in the tavern turns out to be a runaway princess, you step on a twig just as you nearly snuck away, etc.

Delicate: You have a small or slender build. Deduct two from your lifeblood total.

Distinctive Appearance: There is something about the way you look that sticks in men’s minds. Perhaps you have a very memorable scar or tattoo. Maybe you were born with six fingers on your left hand. Whatever it is, you have some superficial characteristic that causes you to stand out. You gain a penalty die whenever you try to disguise yourself or maintain a low profile. If you are also Hunted (see below), bounty hunters and spies are twice as likely to spot you on entering and leaving a city.

Distrust of Sorcery: When dealing with wizards and alchemists, you take a penalty die. Drunkard: Roll a die when you are required to do something important for the rest of your companions. If a ‘1’ comes up, you are drunk and unable to do anything until sobered up.

Elderly: Your character is not as young as he used to be. If he has not had a decent amount of rest each day, he will begin to slow and tire. Use an extra penalty die for any physical action if pushed too hard without rest. Other opportunities for good role-play will undoubtedly come out of this flaw.

Fear of …: There is something that you have a great and irrational fear of. Roll a penalty die in the presence of (or when confronted by) your phobia. Some possible fears include: fear of fire, reptiles, spiders, heights, crowds, death, the dark, closed spaces, flying, etc.

Feels the Cold: You are especially susceptible to the cold. You take a penalty die for any tasks undertaken in a cold environment.

Feels the Heat: You are especially susceptible to heat. You take a penalty die for any tasks that you undertake in a hot or desert environment.

Greed: You cannot resist any chance to make money. If money is to be made, your judgement goes out of the window. You take a penalty die whenever tempted by the offer of cash.

Gullible: You believe the most outrageous lies. Roll a penalty die when being persuaded something is a good idea when it isn’t.

Hot-Headed: Your anger often gets the better of you, and you are likely to fly off the handle at the slightest insult or imagined insult. You get a penalty die to any rolls when trying to suppress your anger and act rationally, such as not making a scene at a royal ball when insulted, or trying to ignore an enemy’s taunt. Your anger can also get you into duels, or worse.

Hunted: Perhaps you are wanted by the authorities, or have offended some powerful noble or pirate king. Regardless of whom, you constantly have to evade agents intent on capturing or even killing you. Roll a d6 whenever you enter a new city. On a 1, agents of your enemy (or your enemy himself, if you choose) will spot you and make your life unpleasant.

Illiterate: You cannot read or write, and you cannot choose a career with literacy as a requirement.

Infamous: You are well known for some wicked deed in your past. Irrespective of whether the allegations are true or not, or whether you had a good reason to do what you did, this bad reputation precedes you wherever you go. You get a penalty die in social situations when making first impressions, and continue to receive the penalty until you earn a person’s trust.

Landlubber: You take a penalty die on activities whilst at sea.

Lumbering: You are unsteady on your feet. You take a penalty die when balance is important – for example, crossing a narrow bridge or standing on a mountain ledge.

Lustful: You find it hard to resist the charms of the opposite sex, and you get a penalty die to any rolls to avoid succumbing to a pretty or handsome face.

Morgazzon’s Curse: You are mad. Work with the GM to determine how this manifests itself.

Missing Eye or Ear: You take a penalty die whenever the GM feels it is appropriate to the situation.

Missing Limb: You take a penalty die whenever the GM feels the situation is appropriate.

Mute: You are unable to talk, so always roll a penalty die in social situations to make yourself understood.

Non-Combatant: You are not a warrior – your skills lie elsewhere. You have only two points to spend on combat abilities instead of four, but begin with six points for careers instead of four. In addition to this, it costs you twice as many advancement points to increase combat abilities.

Obsession: There is something with which you are completely obsessed. It could be a fascination with a certain pursuit, person, or thing. You spend a great deal of time and money on this obsession. Whenever you are in the presence of the object of your obsession, you have a penalty die on all rolls that require you to ignore it. Sometimes your obsession can get you into a lot of trouble.

Poor Eyesight: You take a penalty die when trying to observe or spot something.

Poor Hearing: Whenever you make a check to perceive something using your hearing, you take a penalty die.

Poor Recovery: You have a poor constitution. You require medical attention to restore lost lifeblood, and recover nothing from normal rest.

Taciturn: Your character is ridiculously tightlipped.

It’s a rare day on which he uses a sentence of more than three words, and it’s virtually unheard of for him to initiate conversation. His extreme reluctance to speak unfortunately means he never volunteers information without being asked. Take a penalty die in social situations.

Ugly & Brutish: You are unattractive. Take a penalty die in situations where your looks are important.

Unprepared: You are not aware of what’s going on around you and are slow to react to danger. Add a penalty die for Priority Rolls.

Unsettling: Something about you isn’t quite right – the way you look or smell or speak. Even animals shy away from you. Take a penalty die in social situations or when dealing with animals.

Untrustworthy: You take a penalty die when the situation calls for someone to believe or trust you.

Cargando editor
19/04/2015, 18:23
tani

7. Calcula:

Puntos de Vida (10+Fuerza)

Puntos de Héroe (4)

Puntos de Fe (sólo sacerdotes)

8. Elige armadura y armas apropiadas y acuerda con el DJ cualquier equipo que podrías tener.

Los personajes empiezan con el equipo básico apropiado a su profesión. Para objetos o posesiones más especiales se consultará al DJ. No es necesario llevar un inventario exhaustivo de todo.

Después de eso, si un personaje necesita cualquier objeto, puede hacer tiradas con alguna profesión adecuada para encontrarlo, comprarlo, robarlo, mendigarlo o tomarlo prestado. Se aplicarán modificadores de dificultad si los personajes están en mitad de ningún sitio, o los objetos son raros o caros. Mercaderes y Ladrones tienen predilección por acaparar equipo y los Nobles siempre tendrán más dinero disponible.

Selecciona tus armas en base a como ves a tu personaje, no sólo porque sean las que hagan más daño.

Weapon           Damage          Range increment                Notes

Axe                    d6                 10'                             Can be thrown

Club                   d6                 10'                             Can be thrown

Cudgel*              d6L                                                 Non-lethal option

Dagger                d6L                10'                             Concealable

Flail                    d6H                                                 Attack ignores shield

Foil                     d6L                                                 Fashionable (a small slim bladed sword)

Great Sword         d6H                                                 Two-handed

Mace                  d6                   5'                              Can be thrown

Morning Star        d6H                                                  Two-handed

Polearm**           d6H                                                  Two-handed

Quarterstaff         d6                                                    Two-handed

Spear                  d6                 20'                               Can be thrown

Sword                 d6

Bow                    d6                 75'                              Two-handed

Crossbow             d6                 100'                             Two-handed

Dart / Javelin        d6L                20'                              Thrown

Sling / Staff-sling  d6L             30' / 60'                           One-handed/two-handed

 

* The simplest of all weapons, a cudgel is a crude weapon like a stout stick or truncheon of less than 3' in length, a chair leg or even an un-broken bottle used to bludgeon your opponent. You can use a cudgel to cause non-lethal damage to knock out your opponent rather than kill him.

** Halberds, mauls, great-axes, battle-axes, glaives, war scythes…

 

Las armaduras se dividen en 3 categorías: ligera, media y pesada. Estas categorías son muy amplias y abiertas a la interpretación. Deberías elegir una categoría que se ajuste a tu concepto de tu personaje en lugar de preocuparte por cual es la mejor.

 

Armour              Protection                                           Penalties                             Arcane Cost

No Armour         0                                                –                                   –

Light Armour      1 from damage taken                     Social if not concealed       +1 AP

Medium Armour   2 from damage taken                     Social / –1 agility              +2 AP

Heavy Armour     3 from damage taken                     Social / –2 agility              +3 AP

Small Shield       –1 to be hit on one attack/round       –                                   –

Large Shield       –1 to be hit on all attacks/round       –1 agility                         –

 

 

Cargando editor
19/04/2015, 18:36
tani

La Ficha de Personaje debería quedar más o menos así:

Nombre:

Raza:

Atributos:

Fuerza

Agilidad

Mente

Carisma

Habilidades de combate:

Iniciativa

Cuerpo a Cuerpo

A distancia

Defensa

Profesiones

1.

2.

3.

4.

5.

6.

Ventajas y Desventajas:

 

Puntos de Vida:

Puntos de Héroe:

Puntos de Mejora:

Puntos de Fe:

Equipo

Descripción y trasfondo

Notas