
This thread is used for character creation and character concept. I'll also list some house rules I'll be using, do not worry, they're not many and most of them have been created by the game's designer himself.
1. Simplified Combat Order: TAoS normally uses DEX to determine your combat order if you are performing a physical action, or INT if you are casting a spell. This can cause problems and confusion in rounds where players switch between attacking and casting magic. So to simplify things, combat order will instead be determined by adding DEX and INT together and dividing the result by 2, rounded up (so [DEX+INT]/2). This could be explained as your initiative being a mix of your reaction speed and your ability to quickly analyze potential threats.
2. Epic Characters. I'll be using a slightly modified version of the original submission. Characters will not start epic (well, not quite), but will be able to become bigger than life heroes eventually. Human and halflings (see below) characters will start with an extra amount of Skill Points equal to the highest of their INT (innate learning abilities), POW (dedication or raw natural talent), or CHA (convincing others to train you) characteristics. For elves and dwarves, it will be the lowest of their INT, POW, or CHA instead.
Those extra skill points can be applied anywhere, but players must still respect the +30 skill points limit to any skill. This should help balance the humans and halflings a bit more, which are both weaker races, and also give players a bit more help with spellcasting skills, getting that crucial 80% in a language skill or two for literacy, or purchasing extra Background Points.
After having increased at least 3 points of characteristics with Improvement Points, players will be able to purchase Epic Hit Points for 10 Improvement Points (7 for dwarves, do not divide your CON and SIZ characteristics by two when calculating HP, this also affects Major Wound Levels).
Similarly, after increasing at least 3 characteristics using Improvement Points, players can purchase Epic Bravery for 10 Improvement Points (7 for elves, ignore Fearsome I creatures, and treat Fearsome II creatures as Fearsome I instead).
3. Other Options from the The Age Of Shadow website. Oaths and halflings (I'll make them available in case people want to play them) will be made as available character options. I feel like halflings needs a little something more. I'm of having them start with 3 Fate Points instead, and also allow them to spend 3 Background/Improvement Points to purchase a Fate Point. Both would be thematic with their special racial ability. As for lore-wise, Halflings did not participate in the war during The Age of Strife. they migrated in the emptied lands of men around The Arasgar Mountains from further south. Finding abandoned "giant" villages, they settled in the area. They were later discovered by a dwarven survey expedition during the early days of The Age of Shadow. Their exact origins still remain a subject of discussion to this day...
4. New Languages. I've scoured the Open Quest rulebook to add a few more monsters to this game, not too much though, as I still want to preserve the "Second Age" feel this game has, and felt that any "beast-like humanoid" creatures should remain the domain of the Beastlings and Fellgrims (so no centaurs, minotaurs, lizardmen, etc.). This will of course require a few more new languages characters can learn (see p.9 of the rulebook) as well as providing a tongue for the orcs which I'll use as a former nuisance before the coming of the Enemy (though many orcs will have ended up serving the Enemy anyways). So the new languages are as follows:
New Languages | |
Barbarian | The language of the barbaric human tribes who are not working with the Enemy (as those speak Bestial). In the rare cases Barbarian has a written form, it usually consists of cuneiforms. |
Giantish | The language of giants and ogres. Giantish written form uses runes which has some similarities to dwarven runes (think of Cyrillic alphabet versus Latin-script alphabet). |
Halflen | The language of halflings, its spoken and written forms seems inspired by Mannish. Because of these similarities, non-barbaric humans have a +10% bonus to this language (halflings have a similar bonus regarding Mannish). |
Orcish | The guttural speech of orcs, trolls and other goblinoids. Since not all of those creatures necessarily work for the Enemy, many have developed (or rather kept) their own languages. Orcish has no written form. |
Wyrd | The magical language of faes, elementals, and other magical woodland creatures. Wyrd does not seem to have any written form, though it is suspected the magical creatures which speak it use their innate magic to draw magical runes only they can see and read… |
5. A few new weapons. Nothing too big, I just looked at Open Quest and checked what equipment was not covered. I find it fascinating that The Age of Shadow has no crossbows, rapiers, tower shields, or plate armor for example, this gives a glimpse at the level of technology the setting has. Perhaps those might appear later as some innovation and to avoid the medieval stasis trope, but for now, no crossbows, rapiers, tower shields, or plate armor...
Close Combat Weapons
Weapon | Type | Damage Dice | STR/DEX | ENC | Size | BV |
Cosh | 1H | 1d4 | -/- | 1 | Light | 5 |
War Maul | 2H | 2d8 | 13/5 | 4 | Large | 200 |
War Pick | Flex | 1d8 | 9/9 | 2 | Medium | 120 |
Ranged Weapons
Weapon | Type | Damage Dice | Range | Load | STR/DEX | ENC | BV |
Atlatl | 1H | +2 | +STR x 2m | 2 | 5/9 | 1 | 20 |
Blowgun* | 1H | 1d2 | 15m | 1 | -/9 | - | 30 |
Staff Sling | 2H | 1d8 | 75m | 1 | 9/9 | 1 | 75 |
* Blowgun Darts (10), ENC -, BV 2
Note that similarly, there are a lot of spells left in Open Quest which hasn't been used in TAOS for some reason or another (mostly the priest spells as there does not seem to be much if any organized religion in TAOS). I could, I assume, make them available for the same reason as equipment above, but only if players wish for more spells and even then, I'll be careful as to which spell I allow to preserve the feel of the setting...
Oh yeah, and in case the rulebook hasn't made this obvious enough (to be fair, it hasn't), you roll your characteristics in order (for a nice OSR feel, AND DO NOT FORGET TO REROLL YOUR 1s!)

But in case you want to give it a try yourself...