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Creating Your Character in Tavern Tales

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Creating Your Character in Tavern Tales Empty Creating Your Character in Tavern Tales

Post by Admin Mon Jun 06, 2016 11:40 pm

Go here for more general rules for Tavern Tales: https://3almigos.forumotion.com/t1-tavern-tales-rules

You start the game with 10 XP and 2 Treasure. You also have an item slot capacity of 5.

To purchase your Stats and Traits, you use XP. The first of anything you purchase for a category (Each individual Stat, Exploration Trait, Interaction Trait, etc) costs 1 XP. The second costs 2 XP, and so on. Treasure is spent much the same way, but for your items, and items have their own set of Traits. You can also use treasure for general purchasing, but most items do not cost any Treasure to purchase.

When you first purchase your Stats, you can choose to lower a Stat below 0, to a max of -2. You gain extra XP equal to the amount you would have spent to make it positive of that value (3 if -2, 1 if -1). To increase these stats later (if you so choose), you must spend XP equal to its negative value to raise it (2 XP to go from -2 to -1).

Treasure is spent much the same way, but it is used to buy traits for your items instead, which have their own list. If something isn't worth what you would think to be $100 (and doesn't have a trait) it costs you 0 Treasure to purchase. You can purchase item traits to apply to your body, instead of applying them to an item. They function the same was as normal traits, but they are permanent and obviously can't be sold.

Normally, an amount of items that can be held in one hand, or otherwise constitutes a handful, counts as 1 Item Slot. Normal clothing does not take up a slot, but clothing with a trait does. Every player can have ordinary backpacks or pouches etc, which themselves do not take up an item slot.

Traits
These are what make your character unique to the world. Traits are left mostly ambiguous, so that players can work with their GM to see how they might work in that particular game's world. They also have some pointers written with them to help you work them out, and roleplay them. These descriptions are only examples. You do not have to adhere to them strictly. Simply ask your GM if you can use them another way.

Themes
Themes are a handy helper to separate traits into certain categories, and give you hints about what kind of a character may have them. In Tavern Tales, there are no classes. You can pick Traits from any Theme you desire. The only thing Themes matter for are re-training, which takes 1 week. You can then replace one trait with other(s) within the same theme.

General Traits:

Alchemy:

Arcane:

Artifice:

More in next post.


Last edited by Admin on Tue Jun 07, 2016 1:39 pm; edited 3 times in total

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Creating Your Character in Tavern Tales Empty Re: Creating Your Character in Tavern Tales

Post by Admin Mon Jun 06, 2016 11:42 pm

Bardic Lore:

Beast:

Command:

Dragon:

Elements:

Faith:

Martial Arts:

Nature:

Occultism:


Last edited by Admin on Tue Jun 07, 2016 1:03 am; edited 1 time in total

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Creating Your Character in Tavern Tales Empty Re: Creating Your Character in Tavern Tales

Post by Admin Tue Jun 07, 2016 12:59 am

Psychic:

Savagery:

Thievery:

Tracking:

Transformation:

Undeath:

Warfare:

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Creating Your Character in Tavern Tales Empty Re: Creating Your Character in Tavern Tales

Post by Admin Tue Jun 07, 2016 1:02 am

ITEM TRAITS
Like character traits, item traits have categories. You spend Treasure instead of XP on your items. Your first Trait of each category on an item costs 1, the second costs 2, etc.

Combat Traits:

Exploration:

Interaction:

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Creating Your Character in Tavern Tales Empty Re: Creating Your Character in Tavern Tales

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