The first part is determining your initial characteristic scores. Will you roll, or will you distribute points?
Qralloq's character
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The first part is determining your initial characteristic scores. Will you roll, or will you distribute points?
Group One rolls:
Rolls
4d6 drop lowest - (4d6)
(4434) = 15
4d6 drop lowest - (4d6)
(1123) = 7
4d6 drop lowest - (4d6)
(4422) = 12
4d6 drop lowest - (4d6)
(3214) = 10
Group Two rolls:
Rolls
4d6 drop lowest - (4d6)
(3253) = 13
4d6 drop lowest - (4d6)
(1642) = 13
4d6 drop lowest - (4d6)
(3642) = 15
4d6 drop lowest - (4d6)
(1441) = 10
Group Three rolls:
Rolls
4d6 dropping lowest - (4d6)
(1512) = 9
4d6 dropping lowest - (4d6)
(1445) = 14
4d6 dropping lowest - (4d6)
(3566) = 20
4d6 dropping lowest - (4d6)
(4554) = 18
Edit: if you haven't looked at how your choice of PC race changes your stats, you may consider reassigning those scores. For instance, crugar get +3 to LISTEN and -4 to COLOR, so that might (or might not) affect your choices. Your final COLOR characteristic will be used to determine the number of points into your "moon skills;" you'll need at least a 3 to be able to cast lightning blast.
11, 12, 13, 9 ==> Strength, Learn, Education, Agility
8, 13, 17, 14 ==> Speed, Aim, Listen, Spot
Crugar get +3 to LISTEN, +2 to AGILITY, +1 to SPOT, -2 to SOCIAL, ISHO, EDUCATION, and AIM ranks, and -4 to COLOR
Seems like he would make a funny Querrid, but it would be more on point to be a Jer (with a slight rearranging). I'll plan on Querrid for now, but switch if someone else is going to play one.
I don't want him to be useless, so I may rearrange later to make him more useful.
Querrid are information gatherers. Anyone can hire a querrid, but they are usually employed by members of the alien species called Thriddle, because thriddle covet learning in all forms and they're willing to pay for information. Other races have a strange relationship with the thriddle - being gifted at organization, administration, information storage and retrieval, the thriddle have made themselves valued as clerks, administrators and record-keepers, necessary cogs in bureaucracies that are developing with the advance of civilization - but at the same time they are freakishly alien, with their grotesque eye stalks and foul scent communication. Similarly, querrids are useful, but somewhat distasteful in Ardoth for associating so closely with the aliens. To be a crugar on top of that? Brilliant!
Below are the skills for querrids and jers. Each skill has a rank (the number you'd have to roll if a check is required) and a level (which indicates how well you can do the tasks without a roll). The levels are unfamiliar, familiar, experienced, seasoned.
--------------------------------------------
Querrid
Cost of a querrid occupation is 7, which your EDUCATION amply exceeds. If you choose querrid, you'll have 2 points to use to increase any characteristics you choose. You will also have 2 points to add to the rank of any of the following skills. These are the skills you get from the querrid occupation:
Thriddle interaction 8/Experienced
thriddle language ("triddis") 3/Familiar
Info search 12/Experienced
Fauna recog 12/Experienced
Flora recog 12/Experienced
Weather 6/Familiar
Limilate finding 5/Familiar
Limilate preparation 4/Familiar
1 weapon at experienced (if it's a melee weapon, that's a 13; the rank varies if it's a ranged weapon)
Bargain 6/Familiar
Choose 1 of the following. Then roll 1d6. If you get a 6, choose another.
- Wilderness travel 6/Familiar
- Earth-tec at 6/Familiar
- Shanthic language 3/Familiar AND shantha interaction 4/Familiar
- cutting crystal 4/Familiar
- fast talk 6/Familiar
----------------------------------------------
Jer
Cost of a jer occupation is 9, which is below your EDUCATION rank, but it would require your moving around several of your characteristic scores to meet the minimums of 13 STRENGTH, SPEED, SPOT, LISTEN. If you choose jer, you'll have 3 points to use to increase any characteristics you choose. You will also have 2 points to add to the rank of any of the following skills. These are the skills you get from the jer occupation:
Flora recognition 12/Experienced
Fauna recognition 12/Experienced
Sword 13/Experienced
Crossbow 5/Familiar
Weather 6/Familiar
Silent Move 12/Experienced
conceal self 6/Familiar
First aid 6/Familiar
+2 to climb skill (athletic skills are part of step five; these points will be added to your initial score then)
Choose 2 of the following. Then roll 1d6. If you get 6, choose another.
- Thikes 10/Familiar
- Limilate finding 10/Experienced AND limilate preparation 8/Experienced
- Geography 6/Familiar
- cleash language 3/Familiar
- set traps 10/Experienced
- tracking 12/Experienced
- cooking 6/Familiar
- Foraging 6/Familiar
- caji etiquette 4/Familiar AND muadra interaction 4/Familiar
I'll keep the stats as above, and choose Thriddle Interaction and Info Search as the two increases. Then I'll take Fast Talk.
Rolls
Come on 6 - (1d6)
(1) = 1
I'm about to post the next step's instructions.
I want a least one point into each, that uses 9. I like History and Earth-Tec, I'll put 5 more into both. Bio-Tec, Current Events, Geography get 3 each. 33-9-10-9=5 left. I'll put 3 in Fauna Recog, and 2 into Flora Recog - as Querrid skills these are probably common info requests.
- Arithmetic (6) - 1 = 6
- Bio-tec (6) - 1 + 3 = 9
- Current Events (6) - 1 + 3 = 9
- Earth-tec (6) - 1 + 5 = 11
- Fauna Recognition (6) - querrid(12) + 3 = 15
- Flora recognition (6) - querrid(12) + 2 = 14
- Geography (6) - 1 + 3 = 9
- Geology (6) - 1 = 6
- History (6) - 1 + 5 = 11
- Lore (6) - 1 = 6
- Traveler (6) - 1 = 6
- Weather (6) - querrid(6) = 6
Info search seems important +5. Fast Talk and Bargain +5 each. Bribe, bureau, contacts, search: all +3
Cooking and First Aid as a hobby: +3 each = 33
- Bargain (6) - querrid(6) + 5
- Bribe (6) - * +3
- Bureaucracy (6) - *+3
- Conceal self (6) -
- Contacts (6) - *+3
- Cooking (6) - +3
- Fast Talk (6) - querrid(6) + 5
- First Aid (6) - +3
- Foraging (6) -
- Gaming (6) -
- Getting Around (6) -
- Hide in City (6) -
- Information Search (6) - querrid(12) + 5
- Search (6) - *+3
- Silent Movement (6) -
- Tail (6) -
- Teach (6) -
- Tracking (6) -
- Wilderness Travel (6) -
From moon skills (5), ill put 3 into Desti, Tra 1, Shal 1
- Fist (10) MELEE (clawing)
- Story Telling (4) + 2 more = 8
- Writing (4) + 2 more = 6
- Dysha: Lightning Blast (6) +4 more = 9
- Backpack - 15
- Water skin - 5
- Durlig (1 week) - 5
- Rations (bland, 1 week) - 20
- Lantern - 35
- Lamp oil x 2 - 10
- Tauther clothing - 30
- Yules remaining: 10
Origins: Miniri grew up in a city. She was born in a small village in the mountains, but she was the smallest of a litter, which was considered unlucky by her parents. She was abandoned in the wilderness, but after a day, she was secretly rescued by her father who then dropped her off with a travelling merchant, who, for a fee, took her to the city and found her a home.
Upbringing: raised by a muadra sage who was curious about how a Crugar kitten would grow up in an urban setting, surrounded by gentle researchers. Her childhood was mostly academic, and while she tried hard, she wasn't the star the muadra secretly hoped for. Nor did her command of the Isho impress. Still, she had some skill and was of assistance in their studies. [+2 skills from childhood - Ill make this Du 1 and Light Orb (6)]
Leave/Stay: she eventually ran away, her Crugar temperment growing ever more unsuited to life in a library, and, using her skills and training, found her father he recognized her, but they kept her identity a secret from her mother, which was a mistake as she saw in the young cat a rival. They fought and Miniri fled. Miniri returned to the city and made peace with her muadra guardian.
Siblings: [roll 1d6, see next post]
Friends (2): [roll 1d100 twice, for GM to describe]
Closeness: [roll 1d100 for 2 parents, guardian, siblings, and friends; do these twice]
Fascination: [I'm going to roll 1d20. On 1-17, from your list, higher I'll choose something else]
Rolls
Siblings - (1d6)
(6) = 6
Friends roll for GM - (1d100, 1d100)
1d100 : (29) = 29
1d100 : (98) = 98
Closeness and terms, father - (1d100, 1d100)
1d100 : (41) = 41
1d100 : (65) = 65
Closeness and terms, mother - (1d100, 1d100)
1d100 : (74) = 74
1d100 : (56) = 56
Closeness and terms, muadra guardian - (1d100, 1d100)
1d100 : (85) = 85
1d100 : (59) = 59