Tony Barlow creates Toromeen

Goals

We’ll follow Tony through the creation of his character, Toromeen. Tony and the rest the group get together and decide that all characters must have the goal adventure or something that leads them to adventure. Tony chooses the latter. He’ll leave that to his backstory, but there’s some goal he wants to achieve that will lead him to adventure. For now he just calls it adventure hook. He also chooses faith as a goal and building as a goal.

Moral Code

The characters must also all be good, though they might be Chaotic or Ordered Good, or simply Good. Tony sees himself playing a character with the moral code “Chaotic Good”. His character will be very individualistic and value personal freedom and the rights of others highly.

Archetype and Specialty

Tony offers to play a Dwarven Warrior who might become a prophet. This determines his archetype (Warrior) and his Specialty (Species).

Ability Scores

Tony rolls four six sided dice for each ability, and adds the three highest dice together.

Roll 1

Roll 2

Roll 3

Roll 4

Total

2

5

3

6

14

1

1

4

5

10

6

5

2

4

15

2

1

5

2

9

6

3

6

6

18

4

5

3

3

12

Tony decides that since he wants his character to be a Warrior and a Prophet, he should have high scores in wisdom, endurance, and strength. He decides on:

Original

Ability

Final (as Dwarf)

9

Charisma

8

12

Intelligence

12

15

Wisdom

15

14

Endurance

15

10

Agility

10

18

Strength

18

From the “Species” specialty he chooses Dwarf. This gives him a bonus of one to endurance, and a penalty of one to charisma. He calls his Dwarf “Toromeen”. He chooses “Warrior” as his character’s archetype (he’ll choose “Prophet” at second level).

First Level Mojo

Toromeen’s 18 strength means that he starts the game with 16 mojo.

Native Culture

Toromeen’s native culture is Dwarven Culture. Toromeen gains that field at +2, along with the skills Dwarven Language and an etiquette. Tony chooses Mountain Dwarf Etiquette.

Toromeen’s specialty (species: dwarf) gives him the skill Spelunking in his Native Culture.

Fighting Art

As a warrior, Toromeen gains the Fighting Art field at +1, along with the skills unarmed combat, all weapons, and unfamiliar weapons.

Tony already knows that Toromeen will be using a battleaxe, so he spends one mojo to acquire that skill. This brings him down to 15 mojo.

Fields and skills

With a 12 intelligence, a 15 wisdom, and an 8 charisma, Toromeen begins the game with two initial Fields, each with one skill.

Tony sees Toromeen as a traveling builder of defensive structures. He chooses the field Engineering Science with the skill Defenses. He also chooses the field War Craft with the skill Weaponsmith.

At 151 years old, he also gains five more field bonuses and skills due to his age. He can save these and use them later when he needs them.

Survival and Verve

His survival is 5 plus 2 (his endurance of 15 is a major contributor to survival) for a total of 7. His verve is 5 plus 4 (his strength of 18 is a major contributor to verve) for a total of 9.

Reactions

At first level, Toromeen’s reactions will be:

Reaction

Base

Major Contributor

Minor Contributor

Special

Total

Health

4

Endurance (+2)

Strength (+2)

Dwarf (+2)

10

Fortitude

4

Strength (+4)

Endurance (+1)

Warrior (+1)

10

Willpower

4

Wisdom (+2)

Charisma (0)

6

Evasion

4

Agility (0)

Intelligence (0)

4

Learning

4

Intelligence (1)

Agility (0)

5

Perception

4

Charisma (-1)

Wisdom (+1)

4

Toromeen also has a bonus of four (as a Dwarf with a 15 endurance) on any reactions against magical attacks or effects.

Surprise, Defense, and Attack

Toromeen’s Surprise will be 0; his agility is average and does not give him a bonus to Surprise.

Toromeen’s Defense is also 0.

Toromeen’s Close Combat Attack is 2. His Damage bonus in close combat is 4.

Toromeen’s Thrown Weapons Attack is 0. His Damage bonus in thrown combat is 2. His range penalties will be reduced by up to 2.

Toromeen’s Propelled Weapons Attack is 0.

Age, Height, and Weight

Dwarves are 8 times as old as humans. This makes his base age 120. Tony rolls 31 on eight six-siders for Toromeen’s age, so Toromeen is 120 plus 31, or one hundred and fifty-one years old. This gives Toromeen an extra five skills. Tony decides Toromeen also knows armorer, mountaineering, and war lore. He chooses war lore one more time, and engineering one more time, so that they are at +1.

As a Dwarf, Toromeen has a base height of 41 inches and 2d6 height dice, plus 5 for his endurance and strength. He rolls 10 on 2d6 and is 56 inches: 4 feet, 8 inches tall.

As a Dwarf, Toromeen has a base weight of 80 pounds. His weight will be modified by ten times the ten he rolled for height plus four for his endurance and strength. Eighty plus 140 is 220 pounds.

Movement and Carry

Toromeen’s movement is 8 (as a dwarf), plus 2 (for his 18 strength), or 10.

With an 18 strength and a15 endurance, Toromeen’s Carry is 9 (strength) plus 4 (endurance), or 13. Each item that Toromeen carries must have a bulk of 18 or less.

Money and Equipment

Toromeen has an 18 strength, so he starts with eighteen monetary units.

Tony already knows that Toromeen will use “his grandfather’s traditional battleaxe” and wear banded leather and use a shield. (Toromeen’s strength of 18 means that he can use a battleaxe one-handed.)

Since Toromeen is Small, his items cause less damage and have shorter ranges.

Weapon

Cost

Bulk

Small reductions

Battleaxe:

7

18

d8 damage, 1 range

Banded Leather:

15

8

3 defense

Shield:

5

6

1 defense

Total:

27

This “costs” him 27 monetary units. That’s one mojo, leaving him with 14 mojo.

The banded leather and shield will give him a defense bonus of 4.

Backstory

Toromeen was born in the southern mountains, where his people must continually fight goblins, orcs, and trolls for the best parts of the mountains and forests. His grandfather, whom he knew briefly, died in battle far from home.

The southern Dwarves trade with the humans in the towns north of the Leather Road and east of the High Divide. He is an engineer, and builds devices for castles. He worked with Charlotte Kordé near High Town on a castle overlooking the River Valley.

Toromeen is returning to Biblyon to offer routine maintenance on some work they did in Illustrious Castle. He also wishes to visit a Dwarven Shrine in the northern mountains where, hundreds of years ago, Dwarves and Giants fought a great battle. His grandfather and many of his people are buried there. Toromeen wishes to visit this shrine for guidance from his ancestors.

The Adventure Guide tells Tony that there is a battlefield in the mountains of the Celtic Lands that fits this description, called Fomhor Achadh. Tony changes adventure hook on his list of goals to Fomhor Achadh. This is the goal that will lead Toromeen to adventure.