kunsthandwerker-2.txt ===================== 2024-10-28 Konzept ------- Goldschmied aus Koeln, Kunsthandwerker, war auf 4. Kreuzzug (Byzanz 1204), kann mit Langschwert/langem Messer kaempfen Flaws & Virtues --------------- (je 10 Punkte, max. 5 Minor, max. 1 Story Flaw, max. 2 Personality Flaw, max. 1 Major): * Sozialstatus: Handwerker (0 P): Goldschmied * Story, Major: Dependent (+3P): 12 jaehriger Lehrjunge eines reichen Haendlers * Personality, Major: Ambitious (+3P): Kunst schaffen * Personality, Minor: Pious (+1P): Gott verherrlichen * General, Major: Poor (+3P): aufwendiger Lebensstil - * General, Major: Ways of the Land (-3P): Staedte * General, Minor: Famous (-1P): Reputation 4 Nobles & Clergy * General, Minor: Strong Willed (-1P): +3 Willen * General, Minor: Warrior (-1P): 50 XP Martial Abilities * Supernatural, Major: Strong Faerie Blood (-3P): Dwarf Blood (Craft), Augen, Dunkelsicht, altert langsam (50 ok) * Supernatural, Minor: Second Sight (0 P): Ability Second Sight 1, sehe Illusionen Characteristics (7 Punkte) --------------- INT -2 +3 PER +1 -1 STR 0 0 STA 0 0 PRS +1 -1 COM +1 -1 DEX +3 -6 QIK +1 -1 Kindheit (Muttersprache 5 + 45 XP) -------- Muttersprache Deutsch 5 Awareness (Objekte) 2 (15 XP) Brawl (Verteidigung) 2 (15 XP) Guile (Obrigkeit) 2 (15 XP) Erwachsener (Poor: 10 XP) ----------- Craft (Goldschmied) 2 (5 XP, +1 von Dwarf Blood) Profession (Handwerker) 1 (5 XP) Martial (50 XP wegen Warrior) ------- Single Weapon (Langschwert) 4 (50 XP) Aussehen: klein, breit, baertig, schwarze Iris Alter: 36 Jahre Size: -1 Persoenlichkeit: eigensinnig +3, kreativ +2, vertraeumt +1 Reputation: 4 als faehiger Kunsthandwerker bei Adel und Klerus Confidence: Wert=1, 3 Punkte Ausruestung: Goldschmiedewerkzeug, Zeichnungen, kleines, fein gearbeitetes Bronze-Reliquiar, Schwert -------------------------------------------- CRAFTSMAN Free, Social Status You live by making and selling goods. You are probably a free resident of a town, but you may be from a rural area. The Wealthy Major Virtue and Poor Major Flaw affect you normally. DEPENDENT Major, Story You feel responsible for someone, and bound to help if he is in trouble. This person may be a relative or friend, but should be relatively weak and a non-player character. If your Dependent passes beyond your ability to help, or becomes too powerful, you should substitute another Story Flaw. Possibilities include taking the children of the old Dependent as new Dependents, taking the killers of the Dependent as Enemies, or taking the Dependent as a True Friend. AMBITIOUS Major or Minor, Personality You want to be the most successful or powerful person in the world in some respect. You will not be distracted into doing things that do not contribute to your ambition, and are very eager to do things that advance it. PIOUS Major or Minor, Personality You are a fervent follower of your religion. You avoid the things it prohibits, and enthusiastically do the things it commands. POOR Major, General You are a poor member of your social class. You must work three seasons per year in order to make ends meet, and can afford only the necessities of life, as measured by your status. This also means that you have one fewer season available for any form of advancement other than exposure, which is a major hindrance. You cannot take this Flaw if you are supported by the covenant. In particular, this Flaw is not available to magi. - WAYS OF THE (LAND) Major, General You have a deep understanding of a type of terrain, feeling more natural and at home there than anywhere else. Examples include Ways of the Forest, Ways of the Mountain, Ways of the Steppe or Ways of the Town. You get a +3 bonus to all rolls, including combat, that directly involve that area and its inhabitants; mundane, magical, or faerie. In addition, you roll one fewer botch die than normal (which may mean you roll no botch dice) in rolls that pertain to your area of understanding. You are not normally molested by animals of the terrain, and though particularly vicious creatures may still attack you, at least they’ll accord you proper respect. (For Ways of the Town, this still applies to town animals, of which there are plenty in the medieval world, rather than people. The +3 bonus does apply to people.) You may choose this Virtue multiple times, for different types of terrain. FAMOUS Minor, General You have a good Reputation of level 4. Choose any reputation you like (it need not be justified), and one type. STRONG-WILLED Minor, General You cannot easily be coerced into activities, beliefs, or feelings. You get +3 on any roll which may require strength of will. WARRIOR Minor, General You have been trained to fight, and may have spent some time campaigning, perhaps on one of the Crusades. You may acquire Martial Abilities during character creation, and gain an additional 50 experience points which must be spent on Martial Abilities. STRONG FAERIE BLOOD Major, Supernatural The blood of the fay is strong in you. Perhaps one of your parents was actually a faerie, or maybe you were conceived or born in a place of great faerie power. This ancestry grants you several abilities. First, you have natural longevity. You start making aging rolls at the age of fifty, rather than the normal 35, and get –3 to Aging Rolls, cumulative with any other bonuses. Second, you have faerie eyes. This gives you the Virtue Second Sight (see page 48) at no cost, and you can see normally in darkness or semi-darkness, such as in deep woods or at night. Your eyes look mostly normal, but are an unusual and vivid color. Third, you may learn Faerie Lore during character generation. Finally, you get the benefits of a particular type of fay heritage, as given in the Virtue Faerie Blood (page 42). Your specific fay heritage is clearly visible. Choose one physical quirk, such as small horns, literally blue blood, or eyes without irises and pupils, appropriate to the faeries from which you are descended. You may not have both Faerie Blood and Strong Faerie Blood. This is a Supernatural Virtue, and you cannot lose it when being trained as a magus (see page 106). If your master cannot preserve the ability, you cannot be trained. SECOND SIGHT Minor, Supernatural You are able to see through illusionary concealment and disguise, including invisibility, and can also see naturally invisible things such as spirits and the boundaries between regio levels (see page 189). Choosing this Virtue confers the Ability Second Sight 1 (page 67).