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        <title>Nothing Ventured Games</title>
        <link>http://www.nothingventuredgames.com/</link>
        <description></description>
        <language>en</language>
        <copyright>Copyright 2009</copyright>
        <lastBuildDate>Wed, 08 Apr 2009 08:28:33 -0500</lastBuildDate>
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        <item>
            <title>April and Fizzy</title>
            <description><![CDATA[<p><strong>Name</strong>: April<br />
<strong>Grade Level</strong>: Elementary (age 6)<br />
<strong>Monster</strong>: Fizzy the Unicorn</p>

<p><strong>Appearance</strong>: Small, pale, mousy girl with big gray eyes.<br />
<strong>Personality</strong>: Quiet and sweet. Smart. Shy.<br />
<strong>Favorite Thing</strong>: Fizzy</p>

<p>Feet 2 (Dodging +2)<br />
Guts 4 (Wind +2, Courage +3)<br />
Hands 2<br />
Brains 4 (Out-Think +3, Remember +2, Notice +1)<br />
Face 3 (Charm +2)</p>

<p><strong>Relationships</strong>: Books 2, Breakfast 1, Parents 3</p>

<p><br />
<strong>Fizzy the Unicorn</strong><br />
Fizzy is a sparkly pink unicorn about the size of a house cat with a long ivory horn. She smells nice and is warm and fuzzy. She likes to cuddle and stab things, but her absolute favorite thing is sparkling juice drinks. When she needs to hide, she turns into a stuffed unicorn that April can hide in her backpack.</p>

<p><strong>Stabbing Horn 10d</strong> (locations 8-10): Attacks (stab stab stab), Useful (can heal anyone it touches), Awesome 2, Tough 2</p>

<p><strong>Slashing Hooves 9d</strong> (locations 6-7): Attacks (slash slash), Useful (can make a ringing sound that April can hear from just about anywhere)</p>

<p><strong>Fast Legs 9d</strong> (locations 4-5): Defends (nimbly jumps out of the way), Useful (runs really, really fast)</p>

<p><strong>Sparkly Mane and Tail 8d</strong> (locations 2-3): Useful (cloud of sleepy dust), Area 2</p>

<p><strong>Long, Twitchy Ears 5d</strong> (location 1): Useful (can hear April from just about anywhere)</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2009/04/april-and-fizzy.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2009/04/april-and-fizzy.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Monsters and Other Childish Things</category>
            
            <pubDate>Wed, 08 Apr 2009 08:28:33 -0500</pubDate>
        </item>
        
        <item>
            <title>Captain Cavat</title>
            <description><![CDATA[<p><img src="http://images1.wikia.nocookie.net/starwars/images/f/fe/Ryn_NEGAS.jpg" style="width: 40%; height: 40%; float: left"><big><strong>Cavat</strong></big><br />
Medium Male Ryn Noble 7<br />
<strong>Force </strong>5; <strong>Destiny </strong>1<br />
<strong>Init </strong>+11; <strong>Senses </strong>Perception +9<br />
<strong>Languages </strong>Basic, Binary, Bothan, Huttese, Ryn, Sullestese, Mon Calamari</p>

<p><strong>Defenses </strong>Ref 21 (flat-footed 18), Fort 17 (19 in space suit), Will 20<br />
<strong>hp </strong>39; <strong>Threshold </strong>17 (19 in space suit)</p>

<p><strong>Speed </strong>6 squares<br />
<strong>Ranged </strong>+8 blaster carbine (3d8+3)<br />
<strong>Ranged </strong>+8 blaster pistol (3d4+3)<br />
<strong>Base Atk </strong>+5; <strong>Grp </strong>+8</p>

<p><strong>Abilities </strong>Str 8, Dex 16, Con 10, Int 14, Wis 12, Cha 16<br />
<strong>SQ </strong>musical beak, prehensile tail, connections<br />
<strong>Talents </strong>Beloved, Bolster Ally, Inspire Confidence, Lead by Example<br />
Feats Coordinated Attack, Bad Feeling, Linguist, Point Blank Shot, Skill Focus (Deception), Skill Training (Pilot), Weapon Proficiency (pistols, rifles, simple weapons), <br />
<strong>Skills </strong>Deception +16, Gather Information +11, Initiative +11, Knowledge (bureaucracy) +10, Knowledge (galactic lore) +10, Perception +9, Persuasion +11, Pilot +11, Use Computer +10<br />
<strong>Possessions </strong>blaster carbine with rangefinder (takes no penalty to attack a target at short range), datapad, holdout blaster pistol in concealed holster, space suit, utility belt, credchip with 2000 credits.</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2009/04/captain-cavat.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2009/04/captain-cavat.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Gen Con</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Star Wars</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">pregens</category>
            
            <pubDate>Sat, 04 Apr 2009 18:11:40 -0500</pubDate>
        </item>
        
        <item>
            <title>Monster: Crios, Spirit of the North</title>
            <description><![CDATA[<p><em>Designer's Notes</em>: This creature takes a pipeless satyr from the System Reference Document and applies the Icy Elemental and Breath Weapon templates from Goodman Games' <em>Book of Templates: Deluxe Edition</em>.</p>

<p><big><strong>Crios, Spirit of the North (CR 3)</strong></big><br />
Before you stands a crooked-legged, roughly man-shaped creature made of smoky, bluish-white ice. From the fey's brow projects a ridge of hard blue ice, and a mist hangs around him as waves of cold wash off his body.</p>

<p>Always CN Medium Fey (Cold)<br />
<strong>Init </strong>+1; <strong>Senses </strong>low-light vision; Listen +15, Spot +15<br />
<strong>Languages </strong>Common, Sylvan<br />
<strong>Aura </strong>cold aura (5 ft., 1d4 cold damage per round, Fort save DC 13 half)</p>

<p><strong>AC </strong>15 (+1 Dex, +4 natural), touch 11, flat-footed 14; Dodge<br />
<strong>hp </strong>22 (5 HD); <strong>DR </strong>5/cold iron<br />
<strong>Immune </strong>cold; <strong>Vulnerable </strong>fire<br />
<strong>Fort </strong>+2, <strong>Ref </strong>+5, <strong>Will </strong>+5</p>

<p><strong>Speed </strong>30 ft. (6 squares); Mobility<br />
<strong>Melee </strong>head butt +2 melee (1d6 plus 1d4 cold)<br />
<strong>Base Atk </strong>+2; <strong>Grp </strong>+2<br />
<strong>Special Atk</strong> breath weapon 2/day, freeze</p>

<p><strong>Abilities </strong>Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13<br />
<strong>SQ </strong>icewalking (as spider climb, but only on icy surfaces)<br />
<strong>Feats </strong>Alertness, Dodge, Mobility<br />
<strong>Skills </strong>Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground)</p>

<p><strong>Breath Weapon (Su)</strong>: 20-ft. cone, 1d6 cold damage, Ref DC 13 half.<br />
<strong>Freeze (Ex)</strong>: At will, works as grease (CL 5th), but coating is icy. Any application of heat destroys the effect.</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/10/monster-crios-s.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2008/10/monster-crios-s.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">monster</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">ogl</category>
            
            <pubDate>Wed, 08 Oct 2008 19:20:40 -0500</pubDate>
        </item>
        
        <item>
            <title>Magic Item: eventread boots</title>
            <description><![CDATA[<p>These supple leather boots provide the wearer with a +4 circumstance bonus on Constitution checks made to avoid nonlethal damage from a forced march. Also, once per week, the wearer can cast <em>pass without trace </em>as a 1st-level druid.<br />
Faint transmutation; CL 3rd; Craft Wondrous Items, <em>bear's endurance</em>, <em>pass without trace</em>; <em>Price</em>: 215 gp.</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/10/eventread-boots.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2008/10/eventread-boots.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">magic item</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">ogl</category>
            
            <pubDate>Wed, 01 Oct 2008 08:23:34 -0500</pubDate>
        </item>
        
        <item>
            <title>Character Creation: D20 Modern</title>
            <description><![CDATA[<p>Developed out of the original d20 System rules (before the 3.5 revision of Dungeons & Dragons), D20 Modern was WotC's attempt to create a more flexible rule set that could be used for late-historical, modern, and futuristic gaming (basically, anything after the invention of firearms). Modern has languished in recent years as Wizards' attention has turned primarily to D&D and, at least lately, Star Wars.</p>

<p>For this character creation, I'll be making a character for the Iron Lords of Jupiter setting presented in Polyhedron Magazine #160. This setting calls back to the old "planetary romance" stories like Burroughs' "John Carter of Mars" tales. My character will be a human from modern Earth transported to the planet Jupiter, which in this setting has a solid surface ruled by a despotic race that has mastered ironworking.</p>

<p>To begin, I'll assign my ability scores. D20 Modern gives the option of rolling scores randomly, buying them with points, or taking a standard array: 15, 14, 13, 12, 10, 8. For the sake of speed, I'll go with the standard array. For my character concept, I'm thinking about playing a doctor, so I'll want a high Wisdom, and I want him to be somewhat athletic, so my physical scores are also a priority. I end up with Str 10, Dex 14, Con 13, Int 12, Wis 15, Cha 8.</p>

<p>For character classes, D20 Modern starts with six base classes. Each base class is based on one of the six ability scores, and they present choices of talents and bonus feats that play off of the associated ability. For a medical professional, my best choice is the Dedicated Hero, based on Wisdom. First thing I get to choose from my class is a talent. Talents in Modern work essentially the same as talents in Star Wars. The Dedicated Hero gets to choose from three talent trees: Empathic Talent, Healing Talent, and Insightful Talent. Going with my concept, I take Healing Knack, getting a +2 bonus on Treat Injury checks.</p>

<p>Now I can figure out a lot of my character's traits without making any choices. I get hit points equal to 6 + my Con modifier, for 7 hp total. The Dedicated Hero gets a +1 Defense bonus, a +0 attack bonus, a +1 Reputation bonus, +1 to Fort saves, +0 to Reflex saves, and +1 to Will saves. </p>

<p>Next, I get to choose a starting occupation to represent my mundane background. Doctor would be the obvious choice, but I like the look of Athlete instead. My doctor was an aspiring fencer in college until an injury put him on the path to medical school. I get to choose three skills to add to my skill list, taking Balance, Jump, and Tumble. I also get a free feat, Archaic Weapon Proficiency. Finally, I get a +1 bonus to Wealth (not that it will matter when I get zapped to Jupiter).</p>

<p>As a Dedicated Hero, I get a number of skill points equal to (5 + my Int modifier)x4. Obviously, Treat Injury is going to get a full 4 ranks. I also put max ranks in Tumble, Knowledge (earth and life sciences), Listen, Survival, and Sense Motive. </p>

<p>I get to choose two feats now. I decide my character wasn't just a doctor, he was a surgeon, so I take the Surgery feat. And for some more of that fencing training, I take Dodge.</p>

<p>And that just about wraps it up. Give him a name: Dr. Jordan Killian.</p>

<p><br />
<big><strong>Dr. Jordan Killian (Human Dedicated Hero 1)</strong></big><br />
CR 1; Medium-size humanoid; HD 1d6+1; hp 7; Mas 13; Init +2; Spd 30 ft.; Defense 13, touch 13, flat-footed 11 (+2 Dex, +1 class); BAB +0; Grp +0; Atk +0 melee or +2 ranged; Full Atk +0 melee or +2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +2, Ref +2, Will +3; AP 5; Str 10, Dex 14, Con 13, Int 12, Wis 15, Cha 8<br />
<strong>Occupation</strong>: Athlete (class skills: Balance, Jump, Tumble)<br />
<strong>Skills</strong>: Knowledge (earth and life sciences) +5, Listen +6, Sense Motive +6, Survival +6, Treat Injury +8, Tumble +6.<br />
<strong>Feats</strong>:  Archaic Weapon Proficiency, Dodge,Simple Weapon Proficiency, Surgery.<br />
<strong>Talents (Dedicated Hero)</strong>: Healing Knack.</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/09/character-creat-13.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2008/09/character-creat-13.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">D20 Modern</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">character creation</category>
            
            <pubDate>Sat, 27 Sep 2008 18:20:50 -0500</pubDate>
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        <item>
            <title>Character Creation: Blue Rose</title>
            <description><![CDATA[<p>In 2005, Green Ronin published Blue Rose, a roleplaying game of romantic fantasy, basing the rules system off of their Mutants & Masterminds game but tweaking it to better fit the heroic fantasy genre in general and romantic fantasy in particular. The rules that resulted were eventually broadened into the True20 system and published as a separate book. Personally, I find the incarnation in Blue Rose a bit easier to play and infinitely easier to read.</p>

<p>Blue Rose presents the world of Aldea and specifically the central kingdom of Aldis. Aldis is ruled by a monarch chosen by a magic stag that lives in a stained glass window, and the kingdom is populated mainly by kind, open-minded people who accept all races and all views on sexuality. (The setting is very true to its literary roots, where humans and talking animals mingle freely and homosexual or even bisexual characters barely get a second mention.)</p>

<p>So, I'm going to make a Blue Rose character, and I'll follow the guidelines in Chapter 2 step by step. First, I generate ability scores. Blue Rose is based (though a few generations removed) on the d20 System of Dungeons & Dragons fame, so there are six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. While D&D derives a bonus or penalty from a numerical score ranging (for most characters) from 3 to 18, Blue Rose dispenses with the score entirely and just allows you to buy the bonus (or take a penalty to get a few points back). All of the abilities start at +0, and I get 6 points to spend. (The only caveat at this stage is I cannot put more than 5 points in a single ability.) As I start imagining my character, I see him as a cerebral sort, frail but bookish, drawn more to magic than to feats of physical prowess. He is somewhat graceful, however, from a cultured upbringing that included lessons in dance and perhaps fencing. I end up with the following abilities: Str +0, Dex +1, Con -1, Int +3, Wis +1, Cha +2.</p>

<p>Next, I get to choose a background for my character. This includes various nonhuman races, but it can also be used to define the cultural background of human characters as well. My character is human, so I have to decide what culture he hails from. Immediately, from my concept so far, I know he is an Aldin, the cultured inhabitants of the central valleys and great cities of Aldis. Being a human gives me an extra known skill (I'll remember this for later, when I choose my role) and a bonus feat. As an Aldin, this feat will either be Fascinate or Jack of All Trades. I turn to the Feats chapter to read the entries, and I choose Jack of All Trades. My character has studied so many broad topics that is at least comfortable attempting just about any skill.</p>

<p>Next, I get to choose my role. I think this character is an adept, a fully-trained user of the arcane. I get to choose 4 skills to be favored (favored skills have a higher bonus if you are trained in them), and I get all Craft and Knowledge skills as free favored skills. What's more, my background gave me Diplomacy and Language as additional favored skills. For my choices, I pick Acrobatics, Concentration, Gather Information, and Sense Motive. I then get to choose 2 skills plus a number of skills equal to my Intelligence modifier, plus an additional skill for being a human, and I get all of these as known skills. I take Concentration, Diplomacy, Gather Information, Knowledge (arcana), and Knowledge (nobility), and Sense Motive.</p>

<p>After skills come feats. As an adept, I get 4, and I favor Arcane feat and General feats. I should note here that my arcane powers are taken with feats, specifically the Arcane Training feat. In order to train in a power, I need the talent feat for that category of power. With my highest ability score in Int, my character is best suited to shaping powers, so I take the Shaping Talent feat to gain access to them. I'll also take Arcane Focus (shaping) to increase the saving throw DCs of my shaping powers. To gain some powers, I take Arcane Training (Fire Shaping, Light Shaping) and Arcane Training (Move Object, Psychic Shield).</p>

<p>Now I can record the other traits derived from my role. As a 1st-level Adept, I get an Attack bonus of +0, a Defense bonus of +2, a Toughness bonus of +0, a Fortitude bonus of +0, a Reflex bonus of +0, a Will bonus of +2, and a Reputation bonus of +1. I also get 3 Conviction points. I have a Calling, based on the setting's version of the tarot. I choose the The Tower, a calling of "lowering the lofty". For alignment, my character is definitely a good person, so he is aligned with the Light. His Light nature is "inquisitive," while his Dark nature is "petty."</p>

<p>Finally, I choose possessions, and then I'm done. Blue Rose uses the Wealth system derived from d20 Modern. I start with a Wealth bonus of +5 plus my Charisma, for a total of +7. Anything with a purchase DC of 7 or less, I can purchase automatically. Anything with a DC of 8 or more will require a check and lower my Wealth score. So I'll go through and pick stuff that costs 7 or less first. As an adept, I'm only trained in simple weapons, so I pick up a light mace and a shortspear (for throwing) as well as a heavy crossbow. I'm not proficienty with any armor, so I'll skip that section. For adventuring gear, I pick up a backpack, a bedroll, a scroll case, and a belt pouch. Finally, I'll make a Wealth check to see if I can purchase a meditation stone with a +2 bonus (purchase DC 11). I roll a 22, easily purchasing it. This lowers my Wealth bonus to +6, however.</p>

<p>And that's it for this character. His name is Jacen Camaron, a minor noble raised in luxury who has grown tired of the complacency of his peers. He has taken to adventuring to show other nobles that there are things in the world worth struggling against.</p>

<p><big><strong>Jacen Camaron</strong></big><br />
1st-level human adept: Initiative +1; Speed 30 ft.; Defense 13 (+1 Dex, +2 role); Attack +0 melee (+2 damage, light mace), +0 melee/+1 ranged (+2 damage, shortspear), +1 ranged (+4 damage, heavy crossbow); Alignment: Light; Wealth: +6; Reputation: +1; Saves: Tough -1, Fort -1, Ref +1, Will +3; Str +0, Dex +1, Con -1, Int +3, Wis +1, Cha +2; Skills:  Concentration +5, Diplomacy +6, Gather Information +6, Knowledge (arcana) +7, Knowledge (nobility) +7, Sense Motive +6; Feats: Arcane Focus (shaping), Arcane Training (Fire Shaping, Light Shaping), Arcane Training (Move Object, Psychic Shield), Jack of All Trades, Shaping Talent; Arcana: Fire Shaping +7, Light Shaping +7, Move Object +7, Psychic Shield +5; Equipment: backpack, bedroll, belt pouch, heavy crossbow, light mace, meditation stone (+2), scroll case, shortspear.</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/09/character-creat-12.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2008/09/character-creat-12.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Blue Rose</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">character creation</category>
            
            <pubDate>Mon, 22 Sep 2008 07:47:01 -0500</pubDate>
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        <item>
            <title>Character Creation: Mage: The Awakening</title>
            <description><![CDATA[<p>Time for another character creation post, and this time, it's Mage: The Awakening, one of White Wolf's World of Darkness games. Mage is about people whose souls have awakened to a higher reality, allowing them to perform powerful magic.</p>

<p>Step 1 for any World of Darkness character, as I've said before, is concept. For my mage, I want to make a character who isn't interested in the personal or political force his magic could bring. Instead, he wants to use his new power to help others. He works as an ER nurse on the night shift at a major urban hospital, and he uses his magic to bring some of the most injured patients back from the edge. He's also a modernist, and feels comfortable mixing magic with technology. For a name, I'll go with Stewart Green.</p>

<p>In step 2, I choose attributes. I know that Stewart's physical traits are his least important area. For his primary attributes, both mental and social could fit, but mental wins out in the end. I get 5 dots there, and I put 2 each in Wits and Resolve and 1 in Intelligence. In social, I get 4 dots, 1 each in Presence and Manipulation and 2 in Composure. Finally, 3 dots go into physical, and I put 1 in Strength and 2 in Stamina. Stewart is not the most graceful guy, but he's tough.</p>

<p>Step 3 is skills, and I get 11, 7, and 4 dots. I choose social as my primary, putting 2 dots each in Empathy, Streetwise, and Subterfuge, 3 in Persuasion, and 1 each in Intimidation and Socialize. Mental skills are next, getting 3 dots in Medicine, 2 dots in Science, and 1 dot each in Academics and Computer. Finally, I put 1 dot each in Brawl, Drive, Stealth, and Survival.</p>

<p>Step 4 is skill specialties. I put one in Medicine (Trauma), one in Streetwise (Gangs), and one in Intimidation (Stare-Downs).</p>

<p>Step 5 takes me into the Mage book for the first time, adding a supernatural template to represent the gifts of awakening. First I choose a path, and this is easy. The Thyrsus path specializes in Life and Spirit. As a Thyrsus, Stewart would most easily be able to heal others, and spirit magic would allow him to protect the hospital against malign entities that feed on suffering. Being a Thyrsus gives Stewart and extra dot in Composure, bringing that attribute up to 4. I can choose an Order to join or declare my mage an apostate, but choosing an Order is also simple. The Free Council are modernists who seek to work magic into the modern world.</p>

<p>I then choose my Arcana, the categories of magical knowledge that determine what kinds of spells I can cast. I get 2 dots in one Arcanum, 2 in a second, and 1 in a third. Two of these Arcana have to be my ruling Arcana (Life and Spirit). Right away I put 2 in Life and 2 in Spirit. My third Aracanum will be Death, to allow Stewart to sense the nearness of a patient's passing. Finally, I get a final dot to place in any Arcanum, including one I've already chosen. I put it in Life, raising that Arcanum to 3.</p>

<p>I get to choose 6 dots in rotes. It's important to invest in rotes primarily for spells that require multiple successes (things like healing). Looking through the lists, I choose Forensic Gaze (Death 1), Purify Bodies (Life 2), and Healing Heart (Life 3).</p>

<p>Finally, my Gnosis begins at 1. This trait measures how magically powerful the character is.</p>

<p>Step 6 is working out my advantages. Defense is the lowest of Dexterity (1) and Wits (2). Health is Stamina (3) + Size (5). Initiative is Dexterity (1) + Composure (4). Morality in Mage is called Wisdom, and it starts at 7. Speed is Strength (2) + Dexterity (1) + 5. Willpower is Resolve (3) + Composure (4). Finally, I choose a Virtue and a Vice. Stewart's Virtue is definitely Hope, while I think his Vice is Pride (saving people is a validation of his own skills).</p>

<p>Finally, step 7 is buying merits. I get the High Speech merit for free for being a member of an Order. I also have 7 dots to spend. Stewart has a good job, so he has 2 dots in Resources. His picked up quite a bit of Spanish working in the ER, so he has 2 dots in Language (Spanish). Finally, he has a small apartment which he has secured, allowing him privacy in which to practice his magic (Sanctum with 2 dots in Security and 1 dot in Size).</p>

<p>A few finishing touches. Mages usually take a Shadow Name, a pseudonym they use among other mages to maintain their own privacy. When he was initiated into the Free Council, Stewart took the name "Sel" (French for salt, a mineral with great biological and magical importance). Mages also possess magical tools which they have dedicated themselves to magically and which help avoid the force of Paradox. Stewart always carries around a penny from the year of his birth onto which he has scratched a five-pointed star (the Atlantean pentagram).</p>

<p>And that just about wraps it up for Stewart Green. </p>

<p><big><strong>Sel</strong></big><br />
<strong>Real Name</strong>: Stewart Green<br />
<strong>Path</strong>: Thyrsus<br />
<strong>Order</strong>: Free Council<br />
<strong>Mental Attributes</strong>: Intelligence 2, Wits 3, Resolve 3<br />
<strong>Physical Attributes</strong>: Strength 2, Dexterity 1, Stamina 3<br />
<strong>Social Attributes</strong>: Presence 2, Manipulation 2, Composure 4<br />
<strong>Mental Skills</strong>: Academics 1, Computer 1, Medicine 3 (Trauma), Science 2<br />
<strong>Physical Skills</strong>: Brawl 1, Drive 1, Stealth 1, Survival 1<br />
<strong>Social Skills</strong>: Empathy 2, Intimidation 1 (Stare-Downs), Persuasion 3, Socialize 1, Streetwise 2 (Gangs), Subterfuge 2<br />
<strong>Merits</strong>: Language (Spanish) 2, Resources 2, Sanctum (Security 2, Size 1)<br />
<strong>Willpower</strong>: 7<br />
<strong>Wisdom</strong>: 7<br />
<strong>Virtue</strong>: Hope<br />
<strong>Vice</strong>: Pride<br />
<strong>Initiative</strong>: 5<br />
<strong>Defense</strong>: 1<br />
<strong>Speed</strong>: 8<br />
<strong>Health</strong>: 8<br />
<strong>Gnosis</strong>: 1<br />
<strong>Arcana</strong>: Death 1, Life 3, Spirit 2<br />
<strong>Rotes</strong>: <em>Death </em>- Forensic Gaze (•); <em>Life </em>- Purify Bodies (••), Healing Heart (•••)<br />
<strong>Mana</strong>: 7/1<br />
<strong>Armor</strong>: 3 ("Organic Resilience", Life ••)</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/09/character-creat-11.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2008/09/character-creat-11.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Mage: The Awakening</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">World of Darkness</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">character creation</category>
            
            <pubDate>Tue, 16 Sep 2008 16:34:46 -0500</pubDate>
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        <item>
            <title>Advanced Character Creation: Star Wars Saga Edition</title>
            <description><![CDATA[<p>To accompany the alternate history Luke, here is his father, the Jensaarai invader, the so-called "Starkiller", Anakin Skywalker. I'm going to be working out a combat between the two soon.</p>

<p><big><strong>Anakin Skywalker, "Starkiller" (CR 20)</strong></big><br />
Male Human Jedi 7/Jedi Knight 5/ace pilot 2/Force adept 3/Force disciple 3<br />
<strong>Destiny </strong>6; <strong>Force </strong>8; Strong in the Force<br />
<strong>Init </strong>+18; <strong>Senses </strong>Perception +17; Use the Force +21<br />
<strong>Languages </strong>Basic, Binary, Huttese</p>

<p><strong>Defense </strong>Ref 38 (flat-footed 35), Fort 38, Will 38; +10 armor, +2 equipment<br />
<strong>hp </strong>164; <strong>Threshold </strong>38</p>

<p><strong>Speed </strong>6 squares<br />
<strong>Melee </strong>lightsaber +22 (3d8+15) or<br />
<strong>Melee </strong>lightsaber +20 (4d8+15) with Rapid Strike or<br />
<strong>Melee </strong>lightsaber +17/+17 (3d8+15) with Double Attack or<br />
<strong>Melee </strong>lightsaber +15/+15 (4d8+15) with Double Attack and Rapid Strike<br />
<strong>Base Atk </strong>+17; <strong>Grp </strong>+20<br />
<strong>Atk Options </strong>Double Attack, Rapid Strike<br />
<strong>Special Actions </strong>Redirect Shot<br />
<strong>Force Powers Known </strong>(Use the Force +21): battle strike (2), farseeing, Force disarm, Force grip, Force slam, Force thrust, move object, negate energy (2), rebuke, surge<br />
<strong>Force Secrets </strong>Devastating Power<br />
<strong>Force Techniques </strong>Force Point Recovery, Improved Move Light Object, Improved Sense Force</p>

<p><strong>Abilities </strong>Str 16, Dex 16, Con 17, Int 14, Wis 14, Cha 15<br />
<strong>SQ </strong>indomitable, prophet, vehicle dodge +1<br />
<strong>Talents </strong>Armored Defense, Attune Armor, Deflect, Empower Weapon, Force Focus, Force Perception, Force Pilot, Force Talisman, Redirect Shot, Vehicular Evasion, Visions, Weapon Specialization (lightsabers)<br />
<strong>Feats </strong>Armor Proficiency (light), Double Attack (lightsabers), Force Sensitivity, Force Training (4), Rapid Strike, Skill Focus (Use The Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)<br />
<strong>Skills </strong>Initiative +18, Mechanics +17, Perception +17, Pilot +18, Use the Force +21<br />
<strong>Possessions </strong>custom armor (treat as armored flight suit; modified and attuned, +10 armor bonus), cybernetic prosthetics (1, right arm), lightsaber (self-built, empowered), Force talisman (Reflex), utility belt with medpac</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/09/advanced-charac-1.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2008/09/advanced-charac-1.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Star Wars</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">character creation</category>
            
            <pubDate>Sat, 13 Sep 2008 20:34:18 -0500</pubDate>
        </item>
        
        <item>
            <title>Advanced Character Creation: Star Wars Saga Edition</title>
            <description><![CDATA[<p>Creating high-level characters in a level-based game is time-consuming, if not outright difficult. Star Wars Saga edition, though, makes the task easier by streamlining the process and making the timeline of the character generally irrelevant. It doesn't matter when an ability score was increased or which class came when (with the exception of the very first class).</p>

<p>To demonstrate this, I created a 20th-level character for Saga Edition, even pulling in some elements from the Starships of the Galaxy supplement. I have also provided stats for the character's starfighter. All told, the stats (for both character and starship) took me less than an hour.</p>

<p>Following his exposure as the Sith lord Darth Sidious, Supreme Chancellor Palpatine was charged with treason by members of the Jedi Council. Sidious resisted arrest, killing three of his accusers, and Jedi Master Mace Windu was forced to kill Palpatine in self-defense. Jedi Knight Anakin Skywalker was witness and testified to the necessity of Windu's actions before the Galactic Senate.</p>

<p>To maintain order, the Jedi Council assumed control of the Republic, but too many Senators refused their authority, citing the obvious extent of Palpatine's corruption. Thousands of star systems flocked to the banned of the Confederacy of Independent systems, and within a year, the Jedi Council found itself the steward of a mere handful of worlds. The Galactic Republic was dead.</p>

<p>The galaxy now fell under the authority of the Confederacy, but with its greatest leaders killed in the final days of the Clone Wars, the various founding member squabbled among themselves. Eventually, power was consolidated in the hands of a few wealthy star systems and various interstellar consortia. The CIS ossified, with the poorer systems serving as de facto (and in some cases, actual) slaves to the wealthy. Under the tyranny of the Confederacy, rebellion festered. Soon, terrorist attacks rocked hundreds of worlds, and pirates menaced the trade routes.</p>

<p>After the collapse of the Republic, the Jedi Order waned, finding no home within the CIS. Jedi Knight Anakin Skywalker, disgusted by the death of the Republic and the decline of the Jedi, drew inward, convinced that he was fated for a different destiny than to watch the institutions he loved die. He believed he should have had the power to save the Republic; instead, he had failed to uncover Palpatine's treachery in time.</p>

<p>Skywalker's struggle distanced him from his wife, former Senator Padme Amidala, mother of Skywalker's twin children, Luke and Leia. Eventually, Padme took the children and left Anakin, driving the young man further into despair. Finally, Skywalker resigned his knighthood and disappeared into the unknown reaches of the galaxy to seek his destiny.</p>

<p>His children came of age among the corruption of the Confederacy. Her homeworld having been conquered by the Trade Federation, Padme found refuge with her old friend Bail Organa of Alderaan. Luke and Leia were raised in the palace, but they were too aware of the travails of the less fortunate. Luke trained with the Alderaanian Defense Force from the day he was strong enough to lift a rifle. His sister Leia, on the other hand, was charming and had an intuitive understanding of people, making her a natural diplomat.</p>

<p>By the time the twins were adults, the rebellion against the Confederacy had reached a peak. Leia's diplomatic overtures had drawn dozens of systems away from the CIS with promises of economic freedom, while Luke's prowess in battle both on the ground and in the cockpit lead to several major victories. The Skywalker twins soon found themselves at the core of a growing alliance - the Alliance to Restore the Republic.</p>

<p>The beginning of the Confederacy's end came when they unveiled their ultimate weapon: the planet-destroying Death Star. The Death Star's first test came at the twins' homeworld of Alderaan. While their mother was safely off-world at a secret Alliance base, their "uncle" Bail Organa and billions of other Alderaanians died in a single shot. Luke led the assault on the Death Star personally. With a single, almost preternaturally placed torpedo, he destroyed the station and with it the last hopes of the Confederacy. </p>

<p>It would take much more work to dismantle the CIS, but before the Alliance could start on the task, a new threat appeared from the edge of space. A vanguard of armored, Force-trained warriors flooded into the Alliance and Confederacy both, seeking out the Jedi, long ignored by the rest of the galaxy. Their numbers had dwindled to only a few thousand since the fall of the Republic, and this assault threatened quickly to destroy the Order forever.</p>

<p>The Jedi came to the Skywalkers and begged the Alliance for asylum from their attacker, the masked figure they knew only as the Starkiller. Moved by their plight, Luke and Leia agreed, and General Skywalker took his fleet to meet the invaders in the Endor system, where they had established a base on a forest moon.</p>

<p>The Starkiller met General Skywalker in a clearing on the forest moon, and when the tall figure removed his ceremonial helmet, Luke immediately recognized the face of his father, a man he hadn't seen for nearly 15 years. Anakin explained what he had found in the unknown reaches: the resting place of Revan, a Jedi who 4,000 years before had fallen to the dark side and been redeemed. The spirit of Revan, alive in the Force, had instructed Anakin in the ways of both Jedi and Sith, teaching him what the ancient master called "the middle path."</p>

<p>Anakin finally understood his destiny. The Force sought balance in both its aspects, and the Jedi and the Sith were expressions of this desire. But neither order could accept equilibrium, and one would always seek to destroy the other. The only way the Force could be balanced, Anakin decided, was if both the Jedi and Sith were destroyed.</p>

<p>To that end, Anakin had returned secretly to civilized space and recruited a secretive order of Force users called the Jensaarai, a group which also sought a middle ground between light side and dark. The Jensaarai became his army, the weapon with which he would destroy the Jedi and bring balance to the Force.</p>

<p>Luke pleaded with his father to put aside his vendetta and settle in the Alliance in peace. Anakin said he would gladly order his follower to set down their weapons - once the last Jedi was dead or converted to the middle path.</p>

<p>The two returned to their fleets, and the Alliance ships departed the Endor system. But Luke knew it was only a matter of time before he would face his father on the field of battle. The galaxy holds its breath as its fate is decided in the struggle between father and son.</p>

<p><big><strong>General Luke Skywalker, Hero of the Alliance (CL 20)</strong></big><br />
Male Human Soldier 8/Ace Pilot 6/Officer 6<br />
<strong>Destiny </strong>3; <strong>Force </strong>6; Strong in the Force<br />
<strong>Init </strong>+19; <strong>Senses </strong>Perception +15<br />
<strong>Languages </strong>Basic, Binary, Jawa Trade Language</p>

<p><strong>Defense </strong>Ref 37, Fort 37, Will 36; +2 equipment<br />
<strong>hp </strong>202; <strong>Threshold </strong>37</p>

<p><strong>Speed </strong>6 squares<br />
<strong>Ranged </strong>heavy blaster rifle +22 (3d8+12)<br />
<strong>Base Atk </strong>+18; <strong>Grp </strong>+18<br />
<strong>Atk Options </strong>Assault Tactics, Battle Analysis, Born Leader, Cover Fire, Far Shot, Point Blank Shot, Sniper<br />
<strong>Special Actions </strong>Tough as Nails<br />
<strong>Starship Maneuvers Known </strong>(Pilot +23): <em>afterburn</em>, <em>attack formation zeta nine</em>, <em>Corellian slip</em>, <em>counter</em>, <em>I have you now</em> (2), <em>overwhelming assault</em>, <em>Skywalker loop</em>, <em>strike formation</em></p>

<p><strong>Abilities </strong>Str 11, Dex 17, Con 16, Int 14, Wis 14, Cha 10<br />
<strong>Talents </strong>Armored Defense, Assault Tactics, Battle Analysis, Born Leader, Cover Fire, Expert Gunner, Keep it Together, System Hit, Tough as Nails, Vehicular Evasion, Weapon Specialization (rifles)<br />
<strong>Feats </strong>Armor Proficiency (light, medium), Careful Shot, Far Shot, Point Blank Shot, Skill Focus (Pilot), Sniper, Starship Maneuvers (3), Strong in the Force, Toughness, Vehicular Combat, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)<br />
<strong>Skills </strong>Initiative +19, Knowledge (tactics) +17, Mechanics +17, Perception +15, Pilot +23<br />
<strong>Possessions </strong>armored flight suit, heavy blaster rifle, advanced Incom T-65B X-wing starfighter</p>

<p><br />
<big><strong>Advanced Incom T-65B X-wing Starfighter</strong></big><br />
Gargantuan starfighter<br />
<strong>Init </strong>+19; <strong>Senses </strong>Perception +15</p>

<p><strong>Defense </strong>Ref 35, Fort 29; +7 armor, Vehicular Combat<br />
<strong>hp </strong>150; <strong>DR </strong>10; <strong>SR </strong>25; <strong>Threshold </strong>49</p>

<p><strong>Speed </strong>fly 16 squares (max. velocity 1050 km/h), fly 4 squares (starship scale)<br />
<strong>Ranged </strong>laser cannons +24 (see below) or<br />
<strong>Ranged </strong>proton torpedoes +24 (see below)<br />
<strong>Fighting Space </strong>4x4 or 1 square (starship scale); <strong>Cover </strong>total (crew), +5 (astromech droid)<br />
<strong>Base Atk </strong>+18; <strong>Grp </strong>+52<br />
<strong>Atk Options </strong>autofire (laser cannons), fire-link (proton torpedoes)</p>

<p><strong>Abilities </strong>Str 48, Dex 30, Con -, Int 20<br />
<strong>Skills </strong>Initiative +19, Knowledge (tactics) +17, Mechanics +17, Perception +15, Pilot +18</p>

<p><strong>Crew </strong>1 plus astromech droid; <strong>Passengers </strong>none<br />
<strong>Cargo </strong>110 kg; <strong>Consumables </strong>1 week; <strong>Carried Craft </strong>none<br />
<strong>Payload </strong>6 proton torpedoes<br />
<strong>Hyperdrive </strong>x1, 10-jump memory (astromech droid)<br />
<strong>Availability </strong>Military; <strong>Cost </strong>1,500,000 (650,000 used)</p>

<p><strong>Laser Cannons </strong>(pilot)<br />
<strong>Atk </strong>+24 (+17 autofire), <strong>Dmg </strong>7d10x2<br />
<strong>Proton Torpedoes </strong>(pilot)<br />
<strong>Atk </strong>+24, <strong>Dmg </strong>10d10x2, 4-square splash</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/09/advanced-charac.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2008/09/advanced-charac.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Star Wars</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">character creation</category>
            
            <pubDate>Thu, 04 Sep 2008 20:17:46 -0500</pubDate>
        </item>
        
        <item>
            <title>Magic Item: venom blade</title>
            <description><![CDATA[<p><strong>Venom Blade</strong>: Once per day, a character can use this <em>+1 kukri</em> to inflict a poisoned wound as a melee touch attack or as part of a normal attack with the weapon. The poison has initial and secondary effects of 1d10 Con damage and a Fort save DC of 15.<br />
Moderate necromancy; CL 7th; Craft Magic Arms and Armor, <em>poison</em>; Cost: 13,508 gp</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/08/magic-item-veno.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2008/08/magic-item-veno.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">magic item</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">ogl</category>
            
            <pubDate>Sun, 24 Aug 2008 22:08:26 -0500</pubDate>
        </item>
        
        <item>
            <title>Character Creation: Dungeons &amp; Dragons v.3.5</title>
            <description><![CDATA[<p>I really don't know what made me choose this one for today. If you don't know about D&D, shame on you. I'm not going to worry about a specific campaign setting, and I'm only going to use the Player's Handbook. That's just how I roll.</p>

<p>Speaking of rolling, that's where we start: rolling ability scores. I roll 4d6 and drop the lowest die six times. This gives me the following scores: 13, 16, 14, 13, 14, 14. Actually pretty darn good. I don't usually roll that well.</p>

<p>Now I choose my race and class and then assign my ability scores as I'd like. I think I'll go with a halfling ranger. After racial modifiers, my ability scores are: Str 11, Dex 18, Con 14, Int 14, Wis 14, Cha 13.</p>

<p>I'm going to ignore the starting package (I'm no newb) and record my racial and class features. As a ranger, I get the favored enemy class feature, and I have to choose a creature type to specialize in. I go with humanoid (goblinoid); this character comes from a region plagued by an expansionist hobgoblin army. (Hey, look! Backstory!)</p>

<p>On to skills. Rangers get (6 + Int modifier) skill points, and this is x4 at first level, so I have 32 skill points. Obviously, I'll max Survival, and I'll also max Listen and Spot. I'll put 4 in Hide and Move Silently, and 2 each in Knowledge (dungeoneering) and Knowledge (geography). I have 12 points left. I'll max Climb, Heal, and Jump.</p>

<p>Now, I get 1 feat, and I'll take Weapon Finesse. My ranger will go the two-weapon route eventually, and now I can use light weapons with my Dex bonus instead of my Str.</p>

<p>For equipment, as a ranger I have 6d4x10 gp, and I roll a total of 180. I start with a pair of short swords for 20 gp. I buy some daggers for throwing; say five for an even 10 gp. I'll get some leather armor for 10 gp. That still leaves me 140. I'll get an everburning torch for 110 gp, a backpack (1 gp), a bedroll (1 sp), a fishing net (4 gp), a belt pouch (1 gp), two days' trail rations (1 gp), and a tent (10). The other 12 gp and 9 sp I'll keep in the belt pouch.</p>

<p>The last step is to record my combat numbers. I get 8 hit points plus my Con modifier, for a total of 10. My AC is 10 + 4 (Dex) + 1 (size) + 2 (armor) = 17. I hit with my short sword at +6 for 1d4 damage, or with a thrown dagger at +7 for 1d3. My initiative modifier is +4 (from my Dex). My saving throws are Fort +5, Ref +7, Will +3.</p>

<p>And that's that. My ranger will be a member of the illustrious Coffeepot clan, Hayden Coffeepot.<br />
<big><strong><br />
Hayden Coffeepot</strong></big><br />
NG Male halfling Ranger 1<br />
<strong>Init </strong>+4; <strong>Senses </strong>Listen +8, Spot +6<br />
<strong>Languages </strong>Common, Dwarven, Elven, Halfling</p>

<p><strong>AC </strong>17, touch 15, flat-footed 13<br />
<strong>hp </strong>10 (1 HD)<br />
<strong>Fort </strong>+5, <strong>Ref </strong>+7, <strong>Will </strong>+3; +2 racial bonus on saves against fear</p>

<p><strong>Speed </strong>20 ft. (4 squares)<br />
<strong>Melee </strong>shortsword +6 (1d4, 19-20/x2)<br />
<strong>Ranged </strong>dagger +7 (1d3, 19-20/x2)<br />
<strong>Base Atk </strong>+1; <strong>Grp </strong>-3<br />
<strong>Combat Options </strong>favored enemy (goblinoids) +2</p>

<p><strong>Abilities </strong>Str 11, Dex 18, Con 14, Int 14, Wis 14, Cha 13<br />
<strong>SQ </strong>wild empathy<br />
<strong>Feats </strong>Track, Weapon Finesse<br />
<strong>Skills </strong>Climb +6, Heal +6, Hide +12, Jump +6, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Listen +8, Move Silently +10, Spot +6, Survival +6<br />
<strong>Possessions </strong>short swords, five daggers, leather armor, everburning torch, backpack, bedroll, fishing net, belt pouch, two days' trail rations, tent, 12 gp, 9 sp</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/08/character-creat-10.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2008/08/character-creat-10.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Dungeons &amp; Dragons</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">character creation</category>
            
            <pubDate>Fri, 22 Aug 2008 08:54:55 -0500</pubDate>
        </item>
        
        <item>
            <title>Character Creation: Star Trek: Deep Space Nine Roleplaying Game</title>
            <description><![CDATA[<p>Star Trek: Deep Space Nine (DS9) portrayed a different galaxy than the one presented in the original Star Trek, and the DS9 Roleplaying Game is a different sort of game than Star Trek. Instead of square-jawed Human captains and Vulcan scientists, players are expected to create Ferengi merchants, Klingon warriors, and Cardassian spies.</p>

<p>DS9 uses the same Icon system rules as Star Trek, and the process of creating a character is essentially the same, so I'll gloss over some things more than I did previously.</p>

<p>For this character, I want to design a Ferengi merchant named Grash. Grash is young and ambitious, the son of a Liquidator looking to make a name for himself. </p>

<p>I start with the racial template. Ferengi choose specializations for the Bargain skill and the Merchant skill, and I will go with Bribery and Trade Routes, respectively. I jot down the rest of my information (Ferengi get quite a few advantages and disadvantages). One interesting thing to note is that Ferengi cannot have any points in the Psi attribute. Moving on.</p>

<p>Next up is the overlay. Remember that this is akin to a character class in other systems. Following my concept, I choose the Merchant overlay. A few more choices here. A specialization in Athletics (Running), another specialization for Bargain (Marketplace Haggling), one for Computer (Research), another for Merchant (Dilithium Markets), and one for Personal Equipment (Tricorder).</p>

<p>Now on to Background. I first choose Early Life, and I take the Wealthy Upbringing package. I choose Charm with a specialization of Influence, and I get the Wealth advantage at +2. For my Advanced Training, I take Mercantile Apprentice/Assitant. This gives me yet another specialization for both Bargain (Dilithium Crystals) and Merchant (Spican Flame Gem Markets), and Administration with a specialization (Bureaucratic Manipulation). Finally, I get a Professional Career package. I take the Trader package. Yet another specialization for Bargain (Spican Flame Gems), two(!) more for Merchant (Shipping and Retail), and one more for Shipboard Systems (Transporter).</p>

<p>I could go back and take disadvantages and use those points to buy advantages, skills, or attribute levels, but I see Grash as a very young character with little in the way of backstory. I'll let him stand as he is. That went a lot faster than my last Icon system character.</p>

<p><big><strong>Grash</strong></big></p>

<p><strong>Attributes</strong><br />
Fitness 1<blockquote>Strength -1<br />
Vitality +1</blockquote>Coordination 2<br />
Intellect 2<blockquote>Logic +1<br />
Perception +1</blockquote>Presence 2<blockquote>Empathy -1<br />
Willpower -1</blockquote>Psi 0</p>

<p><br />
<strong>Skills</strong><br />
Administration (Bureaucratic Manipulation) 1 (2)<br />
Athletics (Running) 1 (2)<br />
Bargain (Bribery) 2 (3) and (Marketplace Haggling) (3) and (Dilithium Crystals) (3) and (Spican Flame Gems) (3)<br />
Charm (Influence) 1 (2)<br />
Computer (Research) 1 (2)<br />
Culture (Ferengi) 2 (3)<br />
Fast Talk 1<br />
History (Ferengi) 1 (2)<br />
Language: Federation Standard 1<br />
Language: Ferengi 2<br />
Language: Klingon 1<br />
Law (Trade Regulations) 2 (3)<br />
Merchant (Dilithium Markets) (3) and (Retail) (3) and (Shipping) (3) and (Spican Flame Gem Markets) (3) and (Trade Routes) 2 (3)<br />
Personal Equipment (Tricorder) 1 (2)<br />
Shipboard Systems (Flight Control) 1 (2) and (Transporter) (2)<br />
World Knowledge (Ferenginar) 1 (2)</p>

<p><strong>Advantages/Disadvantages</strong><br />
Excellent Hearing +2<br />
Greedy -1<br />
Mathematical Ability +3<br />
Telepathic Resistance +4<br />
Wealth +2</p>

<p><strong>Courage</strong>: 3</p>

<p><strong>Renown</strong>: 1<br />
Skill 1</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/08/character-creat-9.html</link>
            <guid>http://www.nothingventuredgames.com/archives/2008/08/character-creat-9.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">Icon</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Star Trek: Deep Space Nine</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">character creation</category>
            
            <pubDate>Wed, 20 Aug 2008 20:29:45 -0500</pubDate>
        </item>
        
        <item>
            <title>Character Creation: Wild Talents</title>
            <description><![CDATA[<p>I love superhero games, and Wild Talents is derived from one of the most acclaimed superhero games, Godlike. I picked up the brand new Essential Edition of Wild Talents on a whim at Gen Con this weekend, so I'm giving it a shot.</p>

<p>The Essential Edition doesn't include any world background, so I'll be just use a generic setting. For concept, I latch onto the backstory of Charles Xavier from the X-men. I'll be making a globe-hopping mentalist mutant with a civil rights bent. To make him a little more interesting, my character will be black (the child of Haitian immigrants) and gay. His name is Marco Delacroix.</p>

<p>Wild Talents is (yay!) point based, and step 1 is deciding on a point total. I'll shoot for the middle of the "powerful superhuman" range and go with 300 points.</p>

<p>A note on the game mechanic before I get into the following steps. All traits in Wild Talents are measured as dice pools. Normal dice are rolled and grouped into sets of matching numbers. The player chooses the best set as the result of the roll. A set is rated by two factors: height and width. The height of the roll is the value of the chosen set. The width is the number of dice in the set. So, if I rolled 6 dice and got a set of 2 dice showing 7, my result would have a width of 2 and a height of 7.</p>

<p>There are special types of dice you can buy, however. Hard dice are not rolled; instead, they are automatically 10s. Hard dice cost twice as much as normal dice. Wiggle dice are not rolled, either; instead, after you roll the rest of your die pool, you can set wiggle dice to any value. Wiggle dice cost twice as much as hard dice, four times as much as normal dice.</p>

<p>Dice notation uses the format: #d+#hd+#wd, where "#d" is the number of normal dice, "#hd" is the number of hard dice, and "#wd" is the number of wiggle dice.</p>

<p>Step two is Statistics. Wild Talents has six, three physical (Body, Coordination, and Sense) and three mental (Charm, Command, and Mind). The normal human range for stats and skills is 1d to 5d. My character is pretty average physically, but he's very smart, with keen senses and a commanding presence. I put 3s in Body, Coordination, and Charm, 4s in Sense and Command, and a 5 in Mind. Stats cost 5 points per die, so this set of stats costs a total of 110 points.</p>

<p>Step three is Skills. Each stat has a number of skills associated with it. When you use a skill, you roll add your stat and skill together to get your total dice pool. I look through the list (which the book says isn't exhaustive, anyway) and pick out a few that look good: Empathy 2d+1hd, Knowledge [Psychology] 3d, Persuasion 1d+2wd, Leadership 4d, Ranged Weapon [Rifle] 2d+1hd, Language [French] 2d, and First Aid 1d. Skills cost 2 points per die, and hard and wiggle dice multiply the cost as noted above, so I spend 54 points on skills. I have 136 points left.</p>

<p>Step 4 is The Archetype. A character's Archetype defines several things. First is the Source (or Sources) of his powers. Second are the types of powers he can choose (his Permissions). Finally, the Archetype can include certain Intrinsic qualities that change the way the character's traits function. I choose the Mutant Archetype, giving me the Genetic Source and the Power Theme Permission. This means that I can purchase any type of power, but they must all fit into a specific theme (for this character, I choose "mental powers"). I add a second power source, Psi, bringing my Archetype to a total of 10 points. I have 126 points left.</p>

<p>Step five is Powers (finally). There are three types of power in Wild Talents: hyperstats, hyperskills, and miracles. Hyperstats and hyperskills are similar, simply adding dice to the appropriate stat or skill and allowing you (in most cases) to exceed human maximum. Miracles are a little more complicated; these are the powers that let you do the impossible, from firing blasts of energy to flying.</p>

<p>For Marco, I start with a hyperstat, raising my Mind stat by 2 wiggle dice. Hyperstats costs 4 points per die, and wiggle dice cost 4 times normal, so this power costs 32 points.</p>

<p>I also want Marco to have a Miracle power. Miracles are constructed of Qualities. The three Qualities are Attacks (the power can be used to attack), Defends (the power can be used to defend), and Useful (the power can be used for some other action). A power can have multiple instances of the same Quality, granting several different forms of attack, for instance. </p>

<p>In addition, each Quality can have a number of Extras and Flaws that help define how they work. Each modifies the cost the Quality and expands or narrows the effect.</p>

<p>Finally, each Quality will have one or more capacities that determine Mass (typically the ability to alter, move, create, or destroy an amount of material), Range, or Speed. Multiple Capacities on the same Quality increase the Quality's cost.</p>

<p>Marco has the power Telepathy that I am creating myself based off the example Telepathy power given in the rulebook. This power allows him to blast targets with a mental attack (Attacks Quality with the Non-Physical Extra and Range Capacity), detect hostile intent in time to avoid it (Defends Quality), communicate silently at great range (Useful Quality with the Booster Extra and Range Capacity), and read minds with a touch (Useful Quality with the No Capacities Flaw).</p>

<p>To find the cost of a power, start with a base of 2 points per Quality. Then add the values of the extras and flaws on each Quality; any given Quality will have a minimum of 1 point. This total is the cost per die of the power, multiplying accordingly for hard or wiggle dice. So, for Marco's Telepathy power, the total cost per die is 2 for the Attack Quality plus 2 for the Non-Physical extra, plus 2 for the Defends Quality, plus 2 for the first Useful Quality and another 1 for the Booster Extra, plus 2 for the second Useful Quality but minus 1 for the No Capacities, for a total of 10 points per die.</p>

<p>At this point, I have 94 points left to spend. I can buy Telepathy at 9d and have 4 points left over, but I think I want a few special dice. Hard dice will cost me 20 points each, and Wiggle dice will cost me 40 points each. I'll buy 1 Wiggle die, 1 hard die and 3 regular dice, giving me a pool of 3d+1hd+1wd.</p>

<p>Since I have two power sources, I have to choose one for each power. For Hypermind, I choose Genetic. For Telepathy, I choose Psi (naturally).</p>

<p>Finally, step six is Base Will and Willpower. Base Will is a special stat that represents strength of character and sense of self. It is a static value that can be spent in very rare circumstances for very powerful effects. Willpower is derived from Base Will at character creation, but it fluctuates a lot more during play as you gain and spend it to get smaller benefits. Base Will starts at the sum of your Charm and Command, so Marco has a base of 7. You can pay 3 points to raise Base Will by 1, and I will do that, giving Marco a Base Will of 8. My last point will go to buy another point of Willpower, giving me 9 points.</p>

<p>One last thing at this step is to choose the character's Motivations. Motivations are roleplaying tools that determine how your character gains and loses Willpower points. There are two types of Motivation: Loyalty (a devotion to a person, group, or cause) and Passion (a goal or other driving internal interest). A character must invest his Base Will into a Loyalty and a Passion (at least 1 point in each); this value determines how much Willpower you can gain in a given session for following that Motivation. As a triple minority (black, gay, and a mutant), he has a Loyalty to downtrodden minorities and will try to aid them wherever he can. He also has a Passion for exploration; he wants to see the world and discover great things. I'll split my Base Will evenly between them, 4 points each.</p>

<p>And that is Marco complete. Not a particularly flashy super, but he should be fun in the right game.</p>

<p><br />
<big><strong>Marco Delacroix (300 points)</strong></big></p>

<p><strong>Archetype (10 points)</strong><br />
Mutant Psychic (<em>Sources</em>: Genetic, Psi; <em>Permissions</em>: Power Theme - "mental powers")</p>

<p><strong>Stats (110 points)</strong><br />
Body 3d, Coordination 3d, Sense 4d<br />
Charm 3d, Command 4d, Mind 5d+2wd<br />
Base Will 8, Willpower 9<br />
<em>Motivations</em>: Loyalty to oppressed minorities (4) and Passion for exploration (4)</p>

<p><strong>Skills (54 points)</strong><br />
Empathy 2d+1hd (6d+1hd), First Aid 1d (6d+2wd), Knowledge [Psychology] 3d (8d+2wd), Language [French] 2d (7d+2wd), Leadership 4d (8d), Persuasion 1d+2wd (4d+2wd), Ranged Weapon [Rifle] 2d+1hd (5d+1hd)</p>

<p><strong>Powers (112 points)</strong><br />
Hypermind 2wd (4 points per die)<br />
<em>Effect</em>: Marco has an additional 2 wiggle dice on all Mind rolls.</p>

<p>Telepathy 3d+1hd+1wd (A D U U; 10 points per die)<br />
<em>Attacks Extras</em>: Non-Physical +2. <em>Capacities</em>: Range.<br />
<em>Defends Capacities</em>: Self.<br />
<em>Useful Extras</em>: Booster +1. <em>Capacities</em>: Range.<br />
<em>Useful Flaws</em>: No Capacities -1.</p>

<p><em>Effect</em>: Marco is a telepath with the ability to read minds with a touch and communicate silently at a range of 1600 yards. He can also attack enemies with a mental blast that ignores armor and deals width in Shock and Killing damage.</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/08/character-creat-8.html</link>
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                <category domain="http://www.sixapart.com/ns/types#tag">Wild Talents</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">character creation</category>
            
            <pubDate>Mon, 18 Aug 2008 22:28:51 -0500</pubDate>
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            <title>Character Creation: Big Eyes, Small Mouth</title>
            <description><![CDATA[<p><strong>Big Eyes, Small Mouth</strong> from the late, great Guardians of Order is really an awesome system that thanks to the vagaries of the game industry and the currency market was sadly driven into the ground. Thankfully I was able to score a copy of the Revised Second Edition and what is perhaps the best example of concentrated awesome ever put on paper, S. John Ross's trad-anime-fantasy setting, Uresia: Grave of Heaven. That's where I'll be starting with this character.</p>

<p>Uresia is a staunchly humanist setting--the gods are honestly dead--and as tempted as I am to write up a happy, bouncy slime (oh, thank you, Mr. Ross, for these), I'm going to go with a plain, ordinary human.  In fact, I'm going to go with that standard fantasy trope, the peasant adventurer.</p>

<p>Martin Furrough was born in the sleepy hamlet of Rogan's Heath in the Rindenland in 1374. He grew up listening to his father's stories of the war against evil Koval and dreamed of one day picking up a sword and venturing out into the wider world to vanquish evil. Unfortunately, his first 16 years were spent on the farm, the only battles being waged against pests in the field and vermin in the barn.</p>

<p>Then, last spring, an unusual thing happened. A party of adventurers passed through Rogan's Heath,  spilling gold as carelessly as their sour plum wine. One of the visitors, a large man with dented armor and a very respectable mustache, decided to get rather fresh with Mathilda, one of the inkeepers' daughters and the girl that Martin had been too nervous to ask out for nearly a year. His resolve hardened by the sight of the man pawing at the object of his affection, Martin challenged the stranger to a fistfight in the street outside. Laughing, the man accepted and the two stepped outside.</p>

<p>Martin was soundly defeated, but when the dust cleared, the man helped Martin up and offered him a place in his adventuring company. Surprised and still a little dazed from the fight, Martin accepted. He hasn't been home since that day, but he has seen incredible things and learned very quickly the skills one needs to survive danger.</p>

<p>Uresia suggests 35 or 40 points for basic characters, so I'll build Martin on 35. He's a little on the inexperienced side. I'll also be using the optional skills system, so Martin will have 20 points for that.</p>

<p>We begin with Stats. As the name of the system (Tri-Stat) would indicate, BESM has three Stats: Body, Mind, and Soul. These cover all physical, mental, and spiritual/social actions, respectively. A 4 in any Stat represents adult human average. Martin is very fit, rather agile, and definitely strong, so I'll place his Body at 7. He is fairly average mentally, so I'll put Mind at 4. Finally, he is headstrong and determined, so I'll give him a Spirit of 6. That uses 17 of my 35 points. The remainder can be spent on Attributes.</p>

<p>Attributes are the advantages of BESM, and just about everything special your character can do can be defined with various Attributes. Martin doesn't have much in the way of supernatural power, but he will have some special qualities about him. He is moderately attractive (Appearance 1). He has trained with veteran adventurers and mastered various weapons and combat techniques (Combat Mastery 2, Extra Attacks 1, and Massive Damage 1). He can take quite a beating (Damn Healthy! 3). He has thick skin, able to turn some modest blows (Hidden Light Armor 2). He has picked up some equipment in his travels (Personal Gear 1). He has signed on as an agent of the Loreseekers of Sindra (Organizational Ties 1).</p>

<p>Next, I can choose Defects, which give me points back, but taking a look at that section, none of them really jump out at me. And that's fine; Tri-Stat tends to make Defects really limiting for very few points back.</p>

<p>Finally, I get to choose 20 points in skills. In BESM, skills cost different amounts depending on what genre you're playing in. Uresia is very firmly in the "Medieval Fantasy" genre, so I use that price scheme. Every skill I buy gets a specialization for free; I can buy more if I want. I buy one level each in Melee Attack and Melee Defense and specialize in Swords for both. That's 10 points gone. I buy one level of Riding (Horse) for 3 points. I take a level each in Wilderness Survival (Forest) and Wilderness Tracking (Forest) for 6 points. Finally, I take a level in Cooking (Home) for 1 point.</p>

<p>Now I get to calculate various derived traits. My Attack Combat Value is the average of my three stats, rounded down, so I have an ACV of 5, but I add my levels of Combat Mastery for a total of 7. My Defense Combat Value is 2 less than this, or 5. I have Health Points equal to (Body + Soul) x 5, plus 10 for each level of Damn Healthy!, for a total of 95. Finally, I have Energy Points equal to (Mind + Soul) x 5, or 50.</p>

<p>Now all I need is some equipment. BESM isn't too anal about gear; my one level of Personal Gear gives me one major item, four minor ones, and as many mundane items as I'd like. Looking at equipment lists, I'll take a suit of plate armor (major), a longsword (minor), a shield (minor), a set of full camping gear (minor), a potion of might (minor), and some assorted cooking supplies suitable for cooking in camp (mundane).</p>

<p>And there we have it! Martin Furrough, novice peasant adventurer, ready to cut a swatch of legend across Heaven's Grave.</p>

<p><br />
<big><strong>Martin Furrough</strong></big><br />
35 points</p>

<p><strong>Body </strong>7, <strong>Mind </strong>4, <strong>Spirit </strong>6<br />
<strong>ACV </strong>7; <strong>DCV </strong>5<br />
<strong>HP </strong>95; <strong>EP </strong>50</p>

<p><strong>Attributes</strong>: Appearance 1; Combat Mastery 2; Damn Healthy! 3; Extra Attacks 1; Light Armor 2 (Hidden; stops 2 points of damage); Massive Damage 1; Organizational Ties (Sindran Loreseekers) 1; Personal Gear 1</p>

<p><strong>Skills</strong>: Cooking (Home) 1, Melee Attack (Swords) 1, Melee Defense (Swords) 1, Riding (Horse) 1, Wilderness Survival (Forest) 1, Wilderness Tracking (Forest) 1</p>

<p><strong>Gear</strong>: plate armor (Light Armor Level 4, Partial, stops 10 points of damage), longsword (10 damage), shield, set of full camping gear, potion of might (Super-Strength Level 1, whole body, 1 minute), assorted camp cooking supplies.</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/08/character-creat-7.html</link>
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                <category domain="http://www.sixapart.com/ns/types#tag">BESM</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">Uresia</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">character creation</category>
            
            <pubDate>Mon, 11 Aug 2008 06:23:21 -0500</pubDate>
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            <title>Character Creation: Risus</title>
            <description><![CDATA[<p>I could tell you what Risus is, but it would be easier to just let author S. John Ross describe it himself:</p>

<p>"Risus is a complete Role Playing Game (RPG) designed to provide an "RPG Lite" for those nights when the brain is too tired for exacting detail. Risus is especially valuable to GMs assembling a quick convention game, or any late-night beer-and-pretzels outing. While it is essentially a Universal Comedy System, it works just as well for serious play (if you insist!). Best of all, a Risus character takes about 20 seconds to create!"</p>

<p>The rules are available for free at Ross's <a href="http://www222.pair.com/sjohn/risus.htm">site</a>, and it really is as easy as it sounds. Of course, it's universal, so that poses some problems for blind character creation. For this exercise, I'm going to go with a traditional D&D-style fantasy game.</p>

<p>Risus characters are built using clichés, short descriptive statements that form a part of the character concept and serve as the mechanical building blocks of the whole game. A cliché is rated in the number of dice you roll when performing an action. Starting characters get 10 dice to spend on their cliches.</p>

<p>My character will be Sir Reginald Avery-Lexington, a charming, beefy knight in heavy plate armor who likes to ride around the countryside fighting brigands and attending tournaments. There's money in the first and women in the second, and between the two, he keeps himself pretty busy.</p>

<p>For my first cliché, I'll define the core of Sir Reginald's personality. At heart, he is an honorable--if somewhat dim-witted--warrior for justice. There are any number of ways to describe that, but I'll try and keep it short and pithy. I also want this cliché to be Sir Reginald's best, and since no starting cliché can have more than 4 dice, that's where I'll put it. Sir Reginald is a "Crusader who's sure the joke isn't on him (4)."</p>

<p>Sir Reginald reveres women--he reveres them all over the place. Giving him the cliché "Chivalrous womanizer (3)" not only defines his kind-hearted lechery but provides an interesting contradiction to his personality.</p>

<p>It is a maxim of fantasy RPGs that adventuring is a great way to make money, and while Sir Reginald was born into privilege, he sees no reason why he shouldn't benefit from fighting evil. He is a perfect example of the cliché "The rich get richer (2)."</p>

<p>With my final die, I'm going to call on an advanced option found in the Risus Companion called "Sidekicks and Shield-mates." No knight can be considered truly dashing without a bevy of minstrels, men-at-arms, and other hangers on following him around and touting how brave he is. Instead of buying a final cliché of my own, I'll spend the last die to get a sidekick squad of "Merry Sycophants (3)." This group serves as an NPC ally and will generally be available when I need them.</p>

<p>And that's it, honest! Equipment doesn't really matter in Risus; you're expected to have whatever equipment you would need to fulfill your clichés. So, Sir Reginald has armor, sword, shield, horse, fat sack of cash, whatever.</p>

<p><big><strong>Sir Reginald Avery-Lexington</strong></big><br />
<strong>Description</strong>: Tall, dashing knight in shining armor. Flowing blond hair, blue eyes, great smile, IRON HARD ABS!<br />
<strong>Clichés</strong>: Crusader who's sure the joke isn't on him (4); Chivalrous womanizer (3); The rich get richer (2).<br />
<strong>Sidekick</strong>: Merry Sycophants (3)</p>]]></description>
            <link>http://www.nothingventuredgames.com/archives/2008/08/character-creat-6.html</link>
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                <category domain="http://www.sixapart.com/ns/types#tag">Risus</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">character creation</category>
            
            <pubDate>Fri, 08 Aug 2008 08:29:14 -0500</pubDate>
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