Top Border
Anstarra .org
« Back  

Archer

Character Abilities


Character Creation

Downloadable Character Creation Rules (.pdf)

Step 1: Come up with a basic character concept — like fighter, wizard, druid or thief. This largely depends on the kinds of things (e.g. boffer fighting versus puzzle solving) that you think you will enjoy as a player.

Step 2: Build your character from the abilities listed on this page. Beginning characters get 16 points. You can move points around between games, so you don't have to worry about making choices you might later regret.

Note: It is cheaper to buy the following abilities as part of class levels.

Step 3: Come up with a name, and a character description (optional). Picking a province where your character was born is an easy way to provide some background and context.

Note: Several knowledge-based skills have been folded into an ability called Lore. (This file is a fake example of what is provided).

Character Abilities

Alchemy (2 CP)

Alchemists may may process alchemical components (by handing them to game staff and returning 30-60 minutes later for any resulting product).

Arcana (2 CP)

The ability to understand the ancient language of magic.

Coup de Grace (1 CP)

Allows you to kill an unconscious creature by drawing a blade across its throat. Without this ability, enemies defeated in battle will die after five minutes. This skill may be used an unlimited number of times.

Elemental Magic (2 CP per level)

Each level of Elemental Magic grants the ability to cast one level of Elemental Magic spells.

Casters start each game with one "casting" of each spell available to them, for every spell below their caster level. They also start with 2 mana per caster level, to be spent on any spell available to them (with each spell costing 1 mana per level of the spell). Spells can be replenished during the game using mana, but you may never carry more spells than three times your level.

Spells can be replenished during the game using mana, but you may never carry more spells than that allowed by your spell points.

For example, in order to be able to cast Resurrection, a 6th-level spell in the College of Spirit Magic, a player must buy 6 levels of Spirit Magic.

Fighter Points (1 CP each)

Fighter points specify which combination of weapons, shield and armor you can wield at the same time.

You don't need to declare before the game which items you are wielding. Instead, the total of all your weapons and armor (including shields) can never exceed the number of Fighter Points you have purchased.

How Armor Works

Armor absorbs one hit per combat; the hit must be to an armored area. When a hit is absorbed by armor, announce "armor" to your attacker.

Armor does not need to be repaired (armor repairs itself 5 minutes after each combat). Thus, this effect can be used repeatedly throughout each game.

The body areas that Armor can be purchased for are:

  1. Torso (counts as 2 body areas)
  2. Each arms
  3. Each legs

Armor requires a costume that resembles armor to the best of your ability, but it can be as simple as a thick leather vest. There is only one "level" of Armor. All armor provides the same effect, regardless of appearance.

Armor provides no protection from magic (blue) weapons.

Healing (1 CP per level)

Each level of the Healing ability lets you start the game with one Healing Bandage. A limb wound can be healed by using one Bandage. A torso wound can be healed by using two Bandages. Each Bandage may only be used once, and must be worn until it can be returned to game staff (e.g. the Merchant).

More bandages can be purchased during the game (using game money). However, you can never carry more bandages than your Healing level. Characters without Healing cannot use or carry Healing Bandages.

Lock-Picking (2 CP per level)

Each level grants keys or combinations useful for opening locks in the game. A maximum of four levels can be purchased.

Lore (2 CP each)

Each type of lore gives your character information at the start of the game about a certain specialty. Each of the following types of lore can be purchased once: Area Lore, Item Lore, Magic Lore, or Mana Lore.

Note: Depending on the locale, some or all players will have access to a local map. Area Lore gives additional information about local people and places (and may provide a more useful map).

The content of lore can change from game to game, depending on which information is necessary for the current adventure.

An example of Lore can be found here. (Note that this file is fake; it has been changed from the actual information about the game world).

Poison (2 CP per level)

The ability to deliver ingestible poison (in food) or contact poison (e.g. in a trap). Poison cannot be safely applied to a blade for use in combat.

You may only administer poison of a level up to the number of levels purchased. You must still buy or acquire poison in game.

Poison Immunity (1 CP per level)

Poison Immunity protects you from poisons of a strength equal to or lower than your level. (Poison without a stated level is treated as Level 1).

Subdual (1 CP)

The subdual ability allows the delivery of non-lethal wounds that heal in 5 minutes. Characters with this skill may announce it *after* the wounds have been inflected (thus effectively convertin normal wounds to non-lethal wounds).

Sapping (1 CP)

Lets you render a person unconscious by touching them (as if you were casting a spell). This skill cannot be used in combat. The victim remains unconscious for 5 minutes.

Spirit Magic (2 CP per level)

Spirit magic concerns the realms of life and death. These spells are granted by the gods, and any caster must worship one of the gods in the pantheon.

Each level of Spirit Magic grants the ability to cast one level of spirit magic spells. For example, in order to be able to cast Resurrection, a 6th-level spell in the College of Spirit Magic, a player must buy 6 levels of Spirit Magic.

Casters start each game with one "casting" of each spell available to them, for every spell below their caster level. They also start with 2 mana per level, to be spent on any spell available to them (with each spell costing 1 mana per level of the spell). Spells can be replenished during the game using mana, but you may never carry more spells than three times your level.

Traps (2 CP per level)

The ability to set and disable traps. Traps inflict a torso wound to one target (the person or creature that triggered the trap). As with Poison, traps must be purchased or acquired in-game.

Characters without the traps skill are not permitted to disable traps (but they may, of course, avoid them).

Trap Resistance (1 CP)

When you trigger a trap, you only suffer a limb wound (whichever limb triggered the trap) instead of a torso wound.

Tracking (2 CP)

In addition to following tracks, this skill also allows you to percieve and understand information in your surroundings that others are oblivious to.

Wealth (1 CP per level)

Characters normally start each game with 2 silver shillings. Each point of Wealth gives you 10 additional shillings at the start of each game.

Will (1 CP per level)

Will is a measure of your character's ability to cast or resist coercive magical spells. Certain spells require that the Will level written on your spell card exceeds the Will level of the target.

Characters have a Will of zero if they don't buy levels in Will.

If you don't want to make a character, we will give you one.
Just email us with a rough idea ("mercenary", "alchemist", etc.)

 


 
Anstarra :: Contact (E-mail)