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The Archives => Homebrews (Archived) => Topic started by: LordVreeg on August 07, 2007, 11:00:54 AM

Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 07, 2007, 11:00:54 AM
Tybalt and I have been trading useful posts for about a month, and I have to say it has been one of the best and most useful relationships I could have asked for.  Kudos to him and for the CBG for creating this enviroment.

A consistent theme has been the particulars of my Guildschool system.  My current setting has been run for about 25 years.  I went skill based in response to the AD&D rules of the early 80's, and continued off in my own.  Some of the rules and particulars are very similar to other systems, some are not.  Some of the probelms I have solved were solved later and differently by later versions ofthe game, others have not.

We are going to do this in a very conversational way; in other words, all the conversations and questions that an intelligent gamer would have I expect him to ask.  So there will be some digression.  In addition, there will be times when something comes up that is being re-written.  When I was a younger GM, I defended my rules a lot more; my current groups (which include members that have played all 25 years of this game and some of my earlier variations) know that I now look at the rules as guidlines that can still change/evolve.  So it shall be here.

I am not going to put up a seperate discussion thread for now, for a few reasons.  I do not expect too  much feedback on this, for one.  Also, I might end up killing my own threads anyway...I have that talent.  So feel free to question and comment, but try not to drag something too far afield.  I'm always willing to start a thread about my gaming heresies.

Lastly, the pace may be slow.  Personal data does not come up too often, but I am the product manager of a busy company, and also wear a lot of other hats...while somehow finding time to run 3 live groups (once per month each) and one online group (which is about to come out of summer hiatus, as the players all have kids).  Much of my gaming work comes at the expense of sleep
.
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Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 07, 2007, 05:07:42 PM
Tybalt,
Here is the basics from my character creation page, pasted right from it..  Let's start here.  Do you have any prefernces or questions before we get started?

[ic]
Celtrician Rules
--------------------------------------------------------------------------------
Basic Creation


 

Initial Attributes

Despite all the time and work that goes into creating a setting, the Celtrician setting exists primarily for Player Characters to explore.  The sytem of rules we use is called a skill-based system, in that the game's primary mechanism is determining how the characters use their skills in the world, and how they get better in them.  Through use and betterment of these skills, they make their way in the Celtrician world.  Every character creates a story, a book or a set of books, and every one is different.

 

A player character is one created and controlled by a player.  A player rolls dice to determine the character's basic abilities, their race, and their social upbringing.  This gives a framework to the player for what the character might be good at.

 

The basic attributes are Strength, Intelligence, Wisdom, Coordination, Health, Charisma, and Appearance.

Strength describes the amount of muscular strength and muscular endurance a character has.  This affects combat skills and carrying capacity tremdously.

Intelligence describes the reasoning capability of a character, and their ability to process data and retain it.  The affects spells skills and knowledge skills mainly.

Wisdom is a measure of the character's internal strength and common sense.  Whereas intelligence may determine a character's ability to determine the reasons why it rains, wisdom allows them to remember to bring an umbrella.  In the parlance of today's metric, 'emotional intelligence' would be under the bailiwik of Wisdom.  Many spell skills and faith-based skills need wisdom.

Coordination is the determinant of a character's reflex and hand-eye coordination, as well as small motor skill ability.  Bow skills, thiefing skills, and many artisan skills are aided by this.  

Health is the ability to resist damage, infection, sickness, and poison.  Whease strength allows a character to lift a lot of weight a few times, health allows the chatacter to keep going after others have fallen down.

Charisma controls how likable a character is, and governs how other people respond to them.  Almost all social skills are charsima based.

Appearance is the least of them, kind of a throw in.

 

These basic abilities are determined by rolling 6 4-sided dice, and taking the best 5 rolls, giving us a range from 5-20.  The rolls are taken in order, and cannot be rearranged.  The 'average person' in Celtricia has a 12 in all ability scores, but these dice give player characters an average of 14.  We like the protagonists to be a little more heroic than average, though a few flaws makes for an interesting character as well.

If no rolls exceed 16 (talk to Brian and Gerry), you can re roll the whole character.  I do need to point out that while it is nice to have great initial abilities, some of the best player characters have extremely mundane beginings. [/ic]
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: ~Kalin~ on August 08, 2007, 05:47:36 AM
so far your system seems very similar to the normal rules of D&D, although i am curious to see where your rules differ.

I do have a few questions though, is they any reason that you replaced dexterity with co-ordination and constitution with health? And will appearance have any mechanical effect within the game?
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 08, 2007, 08:58:34 AM
LordVreeg: I appreciate you taking the time to put this up. I am going to read it through and think about it before I respond. Lately I'm pretty busy too--I'm starting teaching independantly this year which is something of a venture and juggling that with my current job and other things, so at the moment I'm just up rather early and letting you know that I've seen that this is here.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 08, 2007, 09:40:45 AM
Tybalt--
Like I said, the pace may be slow.  That's fine.  Some things in life are better that way.
Let me know how the teaching goes.  I think you'll be fine, as every GM has a teaching job, and you seem to excel at the GMing side.

Kalin--
Look here first. http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?31806 (//hyperlinkurl), that whould be some background.  This thread is something of a reaction to that.  
Short answers to the 2 questions are:
[blockquote=Kalin]so far your system seems very similar to the normal rules of D&D, although i am curious to see where your rules differ[/blockquote]
I use a classless, skill-based system where experience is gained in a skill only when it is used.  Every skill has and EXPMOD, based on where it was learned and what kind of helpful attributes the character has.  So there is a 5 yr old (playing time) PC that only has level 2 in HP, as he never is in combat.  I also have characters that started in the Turniper Farming Commune as a famer with some basic outdoors skills, fighting with a pitchfork, that is now a minor knight and who is now studying with the Church of the Autumn Harvest.  The guild or school where skills are learned is the primary factor in the creation and later development in a character.
[blockquote=Kalin]I do have a few questions though, is they any reason that you replaced dexterity with co-ordination and constitution with health? And will appearance have any mechanical effect within the game?[/blockquote]  My PC's and I voted on these.  Dexterity was narrowly edged out (I can't believe I still remember this) as Coordination described how the ability was actually affecting skills.  Same with Constitution vs health.
Appearance was more of an argument.  We almost had sub abilities at one point, that would have been partially based on other abilites and partially rolled.  Apearance came from that argument, in that we all know people who look good, and know how to maximise looking good, who are really unpleasant or socially inept.  
And it affects the game mechanic strongly.  The fourth Circumstance Check I use is a social one, wich uses Appearance and Cahrisma and social skills, and is used constantly.  It is actually the most used derived CC in Guildschool.

(on a side note, you just reminded me of my summer Vermont group from 15 years ago, which I have not been adding to my list of total gamers and characters.  Tine to update that.  That certainly makes me feel older.)

Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 13, 2007, 04:38:19 AM
16
13
14
13
18
17
18

Here is what I rolled.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 13, 2007, 09:20:41 AM
I will post the raceial stuff over the next few days.
Races are rolled up like abilities in Celtrician Guildschool, going by the idea that this is what you are born with, like abiliites.

Quick look at your rolls says you might be trying to qualify for a bardic guild, or an affiliation with a church strong in Animist spell points, as Animist spell poinsts are heavily charisma based.  No bad rolls, which is nice.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 14, 2007, 10:16:19 AM
Could you possibly post a list of choices from either the bardic or priestly schools or affiliations?
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 14, 2007, 03:33:04 PM
Okay, I'll go out of order a bit and give you the full listing of the organizations and affiliations you can try to achieve membership in, though we will need to do the race first, as there are attribute bonuses for the % to be able to join.  Characters can hae one primary affiliation, and one secondary afiliation.  It is very, very common to take a religious secondary, though some of the other minor ones (social, trade) are often used.

[ic=Igbar's Guilds]
   
   Alchemical
   The Green Flame---   Fire mages, and the eye's alchemical branch
   Vasko's Brew---   The blackstripe's poison makers

   Archer
   Bowyers of Ceminiar---   Martial order of the Ceminiarians
   Calling Shot---   Quasi Military group, Official Martial order

   Assassin
   Collegium Tortoris---      old and tiny (and weird)
   Holders of the Straight Way---      Belial's Assassins, Ritualistic
   Jocien's Knives---       The blackstripes warrior arm,
   Karin Machinations---      The strong arm of the Eye.

   Bard
   Bertrand's Bard School---   drummer warriors.  Very Loud and annoying to others, Proud
   The Frigid Song---   Warrior Bards from the frozen north

   Religious-churches
   Church of Weaves---   Bamik, weaver god, many Hobbits
   Church of Belial the True and Clear---      Belialist believee in Order, and in getting what
   Church of Change (Jubilex of Chaos)---      Very social, and Chaotic
   Church of Direction---      Arlieng the guide,many sages worship here.
   Platform Of Trade (Ogleic)---   The Trade God, the scasles,Mercantile church
   Church of Fortune (Ishma)---   Goddess of thieves and the hopeful, lucky Ishma
   Church of The Living Earth (Madrak the Mighty)---   Huge, solid  and Popular
   Church of the Green Mother (Vernidale)---     Vernidale, the Green Mother Druidic and neutral
   Church of the Autumn Harvest (Amrist)---   very small, Seasons, harvest,From the North
   Church of The Hunt (Verbren)---   The warrior arm of nature
   Church of the Lawful Triumverate---   Nebler the Defender, Rakastra the judge, Abradaxus the Harsh--very popular
   Messianic Church of the Theocracy of Nebler---     Nebler the Shield Many transplants worship here
   Church of the Wild Hunt (Geryon)---   Chaotic and wild, The mighty lawlessness of The woods and fields
   Church of Hosting    (Woerter)---    Host, and hospitality.  The Meeting god
   Shrine of Amerer---   very small, neutral mages and beurocrats
         The Shrine of the Whole (Kiminus)---  Very small, God of Heroes and fools, of the whole person,

   Cooking
   Tolmar's Bakery---   3rd generation, amazing cakes
         Bamik's Soups---Children of the Weave eat here often
   
 
   Cooking, service   
          Hostem's Hospitality---   The huge and famous restaraunt,

   Druid/ranger
   Defenders of the Land---   of Madrak/Vernidale.

   Fighter
   Terrors of the Knife---   Assassin/Fighters of Vernidale

   Governamental
   Ministry of the Unicorn---   School of government

   Kensai/Bard
   Martial School of Song---   the "Archers are pansy's" guild

   Mage
   Alternative school of magic   ---Independent, Irreverent, and in money trouble
   Collegium Arcana---   The huge, multi national consortium
   Red Witches ---   Just Outside of Town, blood magic
   Shell of defense---   Igbar militia mages.
   The Tower--            The Water-mages

   Martial Artist
   Brightblue Limbs---   martial artist from Xamdu hold
   Green Dragon Clan--   Draconian and sly
   Mysteriarchs of Lathe---    warrior Commando-monks from Gwynell

   painting
   Goodeval Art school---   From the Stenron branch

   Ranger
   The Hunters of the Shade---   Verbren's Hunters, tracker's non-pariel

   Sage
   Greta's Words---   sages who specialize in scrolls
   Steel Library---   strange old sages' guild.

   Sailing
   Igbar sails!---   sailing school.  Young navy ensigns

   Samurai
   Blue turtles---   The honorable enemy of the Red circle
   Unicorn Swords---   female -heavy school of spear users

   Smith
   Collishaw's Ironmongery---   Great place to learn how to mend armor

   Social   
         House of Twazinia---   Harou hospitality school, old orbic version
   Parshan House of Chance---   learn how to lose money like a pro
   The Grounds of Dismissal---   Banneti's Coffee House

   Thieve's guild
   Blackstripes---   Helipolian
   Padisha of Pilfering---   independent, real thieves, not political
   The Bully Boys---   The dock's underside.
   The Eye---   Kasarack's boys.

   Trade
   Wello House of Adornment---   learn the value of everything!
   Winfire Trading Consortium---   trading guild
         Sceding Tree---   Traders of commodities, one of the largest
         Teque Guild of Travelers---   Guild Clan specializing in inns, wagons, land travel

   warrior
   Caleb's Tactical---    Specialized vs humanoids
   Lance and Slay---   How to kill on the open plains, great horseman
   Order of Stenron---   The largest military order in the North
   Order of the White Paladin---     Wear white and like it!
   The Armor of Trade---          The Knights of the
   Toffler's Defenders---    Marines for the Navy
   Trabler Scarlet Pilums---   Military School of Trabler, heavy into cavalry
   Tristonian knights   ---         The knights of John of Triston, Neblerian[/ic]

I'll be posting the races basic page tonight.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 15, 2007, 10:55:23 PM
Here is the first racial post.

Players can roll twice for base race, in case their is a presupposition or a character ideal in mind...however, race is like basic abilities, something you are born with.

[ic=Races, part1]
Races
 

Races in Celtricia, much like basic abilities, are rolled for, though a player can roll twice and choose the best base race.  Sometimes, you have an idea in your head that just doesn't mesh with your first roll.  This does not reflect the population density of Celtricia, or the northern celtrician area, but rather, the frequency of exceptional beings.

 [table=Base races]
[tr]
[th]%roll
[/th]
[th]base race
[/th]
[/tr]
[tr]
[td]01-30[/td] [td] Human[/td]
[/tr]
[tr]
[td]31-45[/td] [td]Omwo~ (Elven)[/td]
[/tr]
[tr]
[td]46-49[/td] [td] Gartier (Bugbear)[/td]
[/tr]
[tr]
[td]50-55[/td] [td] Orcash(Orc)[/td]
[/tr]
[tr]
[td]56-71[/td] [td] Klaxik (Dwarven)[/td]
[/tr]
[tr]
[td]71-89 [/td] [td]  Hobytalia(Hobbit) [/td]
[/tr]
[tr]
[td]90-98 [/td]  [td]Gnome [/td]
[/tr]
[tr]
[td]99-00 [/td] [td] Cross [/td]
[/table]

After finding the base race, there is a need to roll for the particular sub race.

 

Humans

Humans, known to the Omwo~ as Pablar's toys.  Created originally by the Celestial Planar of Rebellion and Hopeless causes, it is little wonder that humans were the first short-lived race, and their willfullness is legendary still.

 

"The Omwo~ Grow things,

The Klaxik Build them.

The Hobyt's use things,

and the gnomes find how they work.

The Men start things,

leave them, and start something else."

Tel Jas Klaxik, Bard of the Copper Bell, Sembina, 405 RON

 

The original human tribes from the depths of the Age of Heroes were House Telman (northern), House Kalil (southern), and House Wastri (Middle), named by Pablar himself.  They are short lived, normally living up to sixty years, and impatient.  They are also almost as fertile as Orcs, and almost as violent.

Humans organize people.  They do well with governments, and armies.  Most humans are between five and six and a half feet, and have a seventy year lifespan, if allowed to live in peace.  There are as many Humans as Klaxik, and almost as many humans as orcash and Hobyts.

 

Gartier

Gartier is what the Bugbears call themselves, Bugbear being a slang term the Gartier find derisive.  They are the most recently 'inductee' into the the cultured world.  It was only fifty years ago that the Gartier started living in settlements with other races, and there is still a great amount of racial tension in some areas. Gartier are quite often the brains of the various humanoid bands, as they are brighter than any other type on there average (brighter than humans, Klaxik, and Hobyts, as well, on the average).

Gartier are large and strong, averaging almost seven feet in height, and have a base HP of 5 instead of the normal 3.  they also have a decent detect scent ability and 30' of darksight.  Their weaknesses lie in their low birthrate, short lifespan (averaging under 50 years), and their incredible sarcasm.  Gartier suffer a large social skill penalty, partially due to their new acceptance into the cultures of the northern Celtrician area, but also due to practised gartier ability to use irony like a club.

 

Orcash

The Orcash, or orcs in the Common Westic vernacular, are shorter than humans but taller then dwarves, with wide bodies and flatter faces.  They are a descendent ofd the ancient Ogrillite tribes, from the early Age of Heroes, and were in those ancient times the foot soldiers of the Arch-Lich Arbor.  Orcs have only been part of the 'civilised world' since 740 RON, when the BrightLands began recognizing them based on their behavior, instead of their race.  Most orcs are particularly fond of Hobyts because of this.

Orcs are normally four and a half to five and a half feet in height, and are gregarious and clannish, but often crude and money hungry.   The Orcash and the Hobylatia are tied for the most poulous of races.

 

 

Omwo~

The Omwo~ were the first servants of the Celestial Planars, more ancient than the sauroids, and perhaps almost as arrogant.  Though given to art and culture, the Omwo~ bear the knowledge thet theirs is a race in remission, a shadow of the Xoui Omwo~, the first born that lived thousands of years in splendour.  Elves still take naturally to music and culture, but often are melencholy.

Elves are thin, with piercing eyes.  The more rare elves have hair that is given to metallic tints and eyes that match.  They average six to seven feet in height, and normally live between two and three centuries.  Due to their low birthrates, the OMwo~ and trhe Gartier are tied for the lowest population density of the norther celtrician area.

 

Klaxik

The tough Klaxik, the short, stout dwarves, dwell in clannish groups.   They are the warriors of the Stunatu, the Celestial Planars workers.  As in legends, these strong beings are miners and earth lovers.  Klaxik are fertile, crossbreeding easily with Gnomes, Orcs, Humans, and Hobyts, and a female Klaxik is almost never satisfied.  Just don't call her fat, that is probably solid muscle, and the woman fight as well as the men.  Klaxik's are normall between three and a half and four and a half feet tall, and live up to a century and a half.

Though they are excellent miners, some black klaxik are also excellent sailors and explorers, and almost all klaxik have a drive to explore and discover.  Klaxik make excellent merchants and earth mages as well.  Klaxik's get along woth almost everyone

 

Hobytalia

The Hobytalia are the organizers of the Stunatu, created by Madrak and Pablar to keep the houses and the records of the Omwo~ back in the Age of Legends.  The Hobyt's are the laughing folk, and can make any creature feel at home.  They are born socialites and build freindships and relationships easily.  

Hobyt's are also loyal and creative, on the whole.  They average about 3 feet tall, as often shorter as taller.  So they don't really use pole weapons...

Hobyt's are prominent in almost every country, being tied with the Orcash for the largest population on Celtricia.  The Brightlands Plutocracy, while open to all, is dominated by the Hobytalia.  Hobyt's get along with the Orcash extrememly well, as long as they have joined passed the test of civilization.  Hobyt's normally pass back into the void as often after eighty as before it.

 

Gnomic

The Gnomes are the faithful of the Stunatu, created by Madrak and Nebler back in the Age of Legend.  The gnomic race have great faith and are the heads of many religions, and are excellent healers.  Hardy by nature, they are almost as good natured as the Hobytalia, with whom they share a great bond, though they get tired of patching up the Klaxik.

Gnomes are short, rarely topping four feet, and are extremely hardy.  The males have beards like the klaxik, and the woen are more slender, looking almost like the Hobyts they are distantly related to, albiet slightly larger.  They are shorter lived than the other Stunatu, being called back to the Void by the end of their sixth decade on average.

[/ic]

Next the rolls for sub races
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 16, 2007, 09:28:38 AM
We have a human. And I'm interested in Karin Machinations btw.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 16, 2007, 10:18:23 AM
The Karin Machination take their name from Karin Beechhurst, (female Hybern Klaxik).  She was the leader of a small guild of slayers that allied with the Eye when Kasarak first came to Igbar.  She went to the Void back in 890, but her guild has become the strong arm of the Eye of Igbar, part muscle, part knife.  
Like most of the Eyes, the 'enforcement' arm is called the 'Searing Eye' within, but the kniowledgable of Igbar still call it the Karin Machination.
The machination is especially strong in the Harou districts of Igbar, the Omnian/gwynellian sections populated by expatriated Wastris.  Varkovich Von Zap, Vanir Omwo~ Head of the Eye, is partial to the eastern hospitality and afternoon tea services.

Most of the population of Igbar thinks of the Karin Machination as primarily strongarm, but that is a carefully crafted facade.  They actually compete with the Holders of the Straight Way and Jocien's Knives in the sectret world of political and paid death.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 16, 2007, 01:12:39 PM
Human stock, racial background roll

[table=humans]
[tr]
[th]roll[/th][th] strain [/th] [th]ST[/th] [th]IN[/th] [th]WI[/th] [th]CD[/th] [th]HE[/th] [th]CH[/th] [th]AP[/th] [th]Hright[/th] [th]Weight[/th] [th]social[/th] [th]age[/th] [th]max age[/th]
[/tr]
[tr]
[td]01-40[/td] [td] Mixed human [/td] [td]+1[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]1.00[/td] [td]1.00[/td]
[/tr]
[tr]
[td]42-52[/td] [td]Southern Human  [/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]+1[/td] [td]-1[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0.95[/td] [td]0.95[/td]
[/tr]
[tr]
[td]53-59[/td] [td]Gwynellian Human [/td] [td]+1[/td] [td]+1[/td] [td]0[/td] [td]0[/td] [td]-1[/td] [td]-1[/td] [td]0[/td] [td]0.95[/td] [td]0.9[/td] [td]0[/td] [td]1.05[/td] [td]1.05[/td]
[/tr]
[tr]
[td]60-76[/td] [td]Omnian Human [/td] [td]-1[/td] [td]0[/td] [td]0[/td] [td]+1[/td] [td]+1[/td] [td]0[/td] [td]0[/td] [td]0.9[/td] [td]0.9[/td] [td]+4[/td] [td]1.00[/td] [td]1.07[/td]
[/tr]
[tr]
[td]77-85[/td] [td]Delvan Human [/td] [td]0[/td] [td]+1[/td] [td]+1[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]+10[/td] [td]1.05[/td] [td]1.20[/td]
[/tr]
[tr]
[td]86-96[/td] [td]Grey march Human [/td] [td]+1[/td] [td]0[/td] [td]+1[/td] [td]0[/td] [td]0[/td] [td]+1[/td] [td]0[/td] [td]1.1[/td] [td]1.05[/td] [td]+09[/td] [td]0.80[/td] [td]1.15[/td]
[/tr]
[tr]
[td]97-00[/td] [td]Gesana Human[/td] [td]+1[/td] [td]0[/td] [td]0[/td] [td]0[/td] [td]+1[/td] [td]0[/td] [td]+1[/td] [td]1.15[/td] [td]1.15[/td] [td]0[/td] [td]1.10[/td] [td]1.30[/td]
[/tr]
[/table]
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 17, 2007, 09:47:02 AM
Southern Human. Would you be kind enough to post some background information on this please?
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 17, 2007, 10:24:57 PM
will do tomorrow...you're going to be one healthy fellow, though...
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 18, 2007, 11:06:02 AM
Southern Humans (the Kalil)

In the depths of time, the men of Celtricia were brought forth in three tribes, House Teliman, House Wastri, and House Kalil.  Today's Southern humans are all descended from House Kalil, the dusky skinned 'spearmen' of Ambrel.   Two hundred and fifty generations later, the 'sun-men' (TreciNio, Omwo~) are the most numerous of the Human peoples, dominating the Ambrellian and Omnian Empires, bringing the spices of Xamdu and Ambrel in great caravans to the Northwest cradle area.  

The broken Omnian Empire and the Ambrellians nobility favored the curved blades for generations, and the curved swords now dominate those cultures.  Knights of the South use spears and curved swords almost exclusively.  All southern humans have +05% with curved sword skill.  They favor light colors in the day, eschewing the emblazoned tabards of the north and prefering to emblazon their shields, and the knights will carry a small standard when out of urban enviroment.  Also due to the southern heat, they traditionally wear armor no heavier than Banded mail, though many 'northernized' Kalil warriors have aclimatized to heavier armors, as their families settle in northern climes.

Currently, the Empire of Argus and her satelites are the crossroads for the southern and northern men, having a good mix of people there, and being at war with the Stronian alliance to the North (Trabler, Sembina, the Bright Lands, The Grey March, Silverwood, Orbi).

Igbar's human population is 50% northern, 30% southern, and 20% eastern (House Wastri).  Igbar's mix has been increasingly exotic, and any prejudice is reserved for the Orcash and Gartier.  

Southern humans are slightly more resistant to diease and poisons, gaining +.02 in hp.

They also start with 250 extra in Vox language (southern common) and 500 exp in Westic.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 20, 2007, 09:32:18 AM
OK, now that we have gotten your race and sub race taken care of, we have this.

[ic=New healthy character]
ST 16
IN 13
WI 14
CD 13
HE 19
CH 16
AP 18[/ic]

We need to roll up he/we and social.
Base height is found by 3d6+59"  
Base Weight is determined by adding 6 pounds for every inch of height over 62"
then adding ((ST+HE)*.1)) for every inch of height over 62"
(Females have the option of multiplying HE *.8 and WE *.75, but that is an option.  If they want to be amazonian, it can make for a fun character...and taking a short race character and making them shorter can be pretty rough)

Social rolls are done with 2 % rolls.

 
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 20, 2007, 07:24:44 PM
My social rolls are 96 and 47. *bows*
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 22, 2007, 01:07:19 PM
still need the height/weight rolls.
Your social rolls give us the following
96= Landed/noble
47=lower middle
(known in guildschool parlance as 'lower middle upper')
Can you roll 2d10 for me?
and then roll % 4 times (I use a social history chart--you should have some benfficial events in the past)
Your probably going to end up with upper mercantile history.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 22, 2007, 04:23:50 PM
Height 70
Weight 11.5

rolls (consecutive)
21

Social:
14
36
64
81
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 25, 2007, 02:36:50 PM
42 is your inital social ranking
social rolls in the social matrix give us the following
[note=social matrix]
social matrix has 24 basic events determined by % roll, social rank is the other axis, trasnlating that type of historical event to the right social level.[/note]
[ic=historical event rolls]
14-martial teaching-+150 exp in one basic weapon skill, +25 gold Horn towards weapon purchase, basics in small class in local guild.  Basically, your family parlayed or paid for you to take some classes with the local well-to-do in self rpotection and the etiquette of the weapon. +05% initial faction roll if warrior based.

36-Noted theologian as grandparent/aunt/uncle--+1 social, +100 exp in basic priest, basic read/write, or basic social +1.  +05% to initial factiol roll if church.

64-Notorious military villain in family- -2 social, family suit of chain mail PC may lay claim to.

81-Father or mother notable in local merchant guild--+2 social, +100exp to basic merchant
[/ic]
ending social ranking is 43
41-55    --property owners, business pricipals or owners/ranking guild or church positions/formal schooling/contact with nobility, 5% is this social level or higher.  roll 4d6*200 for electrum ggoodwives and 3d6*100 for gold horn
So your southern human family looks pretty well established.  You have parents and extended family in local churches.  I would have to say that since many southern humans have fought on the Argussian armed forces, that you have family on the Blue/White Pact (Argussian) side of the current military situation.  
I think we need to get a handle on your families religious affilliations, since 2 of your rolls dealt with that.  Do you wish to stay similar to your families upbringings, or be rebellious?  It would make some sense if your parents worshipped at the Platform of Trade, Ogleic, Lord of the Scales, since you have some rank in a mercantile guild, as well.

[ic=These are the organized Churches of Igbar]

Church of Weaves--- Bamik, weaver god, many Hobbits

Church of Belial the True and Clear--- Belialist believee in Order, and in getting what

Church of Change (Jubilex of Chaos)--- Very social, and Chaotic

Church of Direction--- Arlieng the guide,many sages worship here.

Platform Of Trade (Ogleic)--- The Trade God, the scasles,Mercantile church

Church of Fortune (Ishma)--- Goddess of thieves and the hopeful, lucky Ishma

Church of The Living Earth (Madrak the Mighty)--- Huge, solid and Popular

Church of the Green Mother (Vernidale)--- Vernidale, the Green Mother Druidic and neutral

Church of the Autumn Harvest (Amrist)--- very small, Seasons, harvest,From the North

Church of The Hunt (Verbren)--- The warrior arm of nature

Church of the Lawful Triumverate--- Nebler the Defender, Rakastra the judge, Abradaxus the Harsh--very popular

Messianic Church of the Theocracy of Nebler--- Nebler the Shield Many transplants worship here

Church of the Wild Hunt (Geryon)--- Chaotic and wild, The mighty lawlessness of The woods and fields

Church of Hosting (Woerter)--- Host, and hospitality. The Meeting god

Shrine of Amerer--- very small, neutral mages and beurocrats

The Shrine of the Whole (Kiminus)--- Very small, God of Heroes and fools, of the whole person,
[/ic]

Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 25, 2007, 02:43:20 PM
Olgelic sounds fine. (btw my money rolls are 4,000 and 400 respectively.

Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 27, 2007, 10:04:48 AM
[ooc]actually the money rolls are 400 Gold Horn and 400 Electrum goodwives, as I had a misprint.  Still,. that 97 you rolled for base social roll put you in a great place.[/ooc]
[ic=theologian]Your aunt on your Father's side (his older sister, Henriessa Hallencoon) was the Second of Trade in Igbar, when she spearheaded the purchase of the new, larger temple in the well-to-do 'Open' section of Igbar.  SHe was a member of the lower Council of the Unicorn twice, and is currently the Third of Trade, due to her stepping back to spend more time to help raise her extended family.  [/ic]
[ooc] Did we do your age and max age yet? Base age is 12+3d8
Max age is 45+4d10, both *.95 for racial slant.
 Do you want siblings?  Any preference as to what type of merchant guild you want your family invested in?  This little exercise has been good for geting me to update stuff and move some of it to the wiki.
and yes, I do this with every PC.  It's kind of fun getting them really invested in their characters from the get go.[/ooc]

[ic=notorious villain]
Your great uncle, Gerol 'Blistered' Boolcarrol went off to Coom isle to trade, and ended up staying in Devens.  
[/ic]
[ooc]
Coom Isle is the ally of the Empire of Argus.  Many Believe the Coom Isle leadership are actually driving the whole thing. a hitorical note.  Coom Isle was the capitol of the Venolvian Sea Empire for the last 2/3 of it's existence.  It formally began in -94, and the capitol moved to Coom Isle in -4, and the Venolvian powerbase dissolved in just after 500 RON, after the War of the Shield.  The boogeyman lives on Coom Isle to the 4 year olds, if you know what I mean.[/ooc]
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 27, 2007, 11:13:14 AM
The age I got is 31, max age 82.

How about the Winfire Trading Consortium?

And sure, I'd like maybe 2 siblings.



Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 28, 2007, 04:10:54 PM
Winfire is a very good choice, since they are one of the 'Big Three' in Igbar, and actually big in weapon's and armor, as well as other martial supplies.

I am going to place your father as a Trader Tiercius of the Winfire Trading Family.  Gren Sol Hagikan is Trader-Prime, there are 2 Trader Seconds, and 6 Trader-Tiercius.  Your Father is Head of the Parish Bureau (Liason with the Churches), and works under Hagikan in community relations and identifying new prospects.  Your dad has a ton of contacts, and your family's strong position in the Platform of Trade makes him a natural with the churches. We'll make you the oldest, with two younger sisters.
The family owns 2 farms outright in Igtiche, and has a 3 storey town-house in the southern 'Open' section of Igbar.  Your father's generation took the family from owning a profitable farm two owning 2 and actually making more money working for the Winfire's.

Your dad would dissaprove of you working in the Karin Machination.  He's always saying that Thieve's are bad enough, but he seems to have a higher opinion of the Blackstripe Thieve's Guild than the Eye.


Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 29, 2007, 10:48:27 AM
That all sounds very cool--what's next?

Would it be possible to be secretive about my actual profession?
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 29, 2007, 06:09:50 PM
It is somewhat possible to be secretive about your position, just remember, Dad knows people.
IN the New Legion/Igbar group, Kiko is primarily a meember of the Karin Machination, the assassin/strong-arm branch of the Eye.  She pretends to be an acolyte of Ishma to the outside world, and pretends to be an acolyte with connections to the Eye to the rest of the group, but no oe knows that she is part of the Machination, instead.

One of the problems you face being in the Karin Machination is not just that it would be connected to 'a' thieve's guild (which is an issue, anyways), but also which one.  The Winfire's do most of their trading with the Blackstripe thieve's guild, the one centered on Coom Isle, not the Eye, which is what the Karin Machination is connected to.

(factions, factions, factions)

So you can still go that way, but it will need to be totally in secret.  It actually might make a good cover, as that percentage of people who know or suspect that the Winfire's smuggle through the Blackstripe Guild would never suspect a higher-ranking Winfire to be part of the Eye.

If that is still the way you want to go, I'll post the Karin Machination Stats next post.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on August 30, 2007, 10:59:15 AM
Sure...I gather we are following the normal character creation proceedures you use? Is it after the profession is chosen that I can start building skills and such?
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on August 30, 2007, 02:12:41 PM
We're very, very close to how a character is created face-to-face.  

[ooc=Karin Machination]
Guildschool Faction:

Area:Igbar
Name:The Karin Machination
Affiliation with Larger: A part of the Eye of Igbar.

Membership style: Private, secret membership only.

% of starting membership: 40%  Attrib bonus: IN (12/1%) CD (13/2%) Starting Cost 12/7
Mission: Three-fold
a)   To protect the members of the Eye and to be their strong, slaying arm.
b)   To destroy the Blackstripe guild of Heliopolis.
c)  To  maintain the secrecy of all members of the machination.

Size: 29
History: The Karin Machination take their name from Karin Beechhurst, (female Hybern Klaxik). She was the leader of a small guild of slayers that allied with the Eye when Kasarak first came to Igbar. She went to the Void back in 890, but her guild has become the strong arm of the Eye of Igbar, part muscle, part knife.
Like most of the Eyes, the 'enforcement' arm is called the 'Searing Eye' within, but the knowledgable of Igbar still call it the Karin Machination.
The machination is especially strong in the Harou districts of Igbar, the Omnian/gwynellian sections populated by expatriated Wastris. Varkovich Von Zap, Vanir Omwo~ Head of the Eye, is partial to the eastern hospitality and afternoon tea services.

Most of the population of Igbar thinks of the Karin Machination as primarily strongarm, but that is a carefully crafted facade. They actually compete with the Holders of the Straight Way and Jocien's Knives in the secret world of political and paid death.


Current leader: Greta Hodgekin
Current situation: Believed by most to be merely a blunt instrument.  They Eye itself is under some political scrutiny.

Advantageous Artisan Skills:
 
Basic Chemistry .5/l1
-Acid ID .4/l2
-Poison ID .6/l2
--Acid Mastery .2/l3
--Poison Creation .18/l3
--Poison Immunity .18/l3
Basic Appraisal .25/l1
-Gem Appraisal .3/l2
Basic Hospitality .55/l1
Basic Merchant .35/l1
-Haggling .4/l2
Basic Customs, Trabler .4/l1
Basic Law .5/L1



 

Advantageous Combat skills:
 
Basic Axe .15
Basic Bow .2/l1
Basic Blunt Weap .19/l1
Basic Curved Sword .2/l1
Basic Dagger .2/l1
Basic Defence .27/L1
-Avoidance .25/l2
--Dodge .19/l3
-Protection .21/l2
Basic Spear .16/l1
Hit Points .1/l1
Damage Bonus .2/l2 (to basic weap)
Init Bonus .3/l2 (to basic weap)
-Quickdraw .2/l3
Multiple Attack .2/l2 (to basic weap)

 

Advantageous Engineering/thieves skills:
 
Basic Hand  .45/l1
-Open Lock .35/l2
-sleight of Hand .2/l2
-Escape Bonds .3/l2
Basic Trap .35/l1
-Find Trap .32/l2
-Remove Trap .24/l2
-Set Trap .4/l2
--Avoid Trap .2/.3
Mechanic .4/l1
Ascend .35/l1
-Climb Sheer .27/l2
Basic Sneak .42/L1
-hide .32/l2
--ShadowHeal .12/l3
--ShadowSight .25/l3
-Move Silent .4/l2
-Mix With Crowd .4/l2
Surprise .4/l1
-Backstab .4/l2
--Assassinate .26/l3


 
Advantageous other skills:
 
Basic Detect .4/l1
-Detect Noise .35/l2
-Visual Detect .25/l2
--Detect Hidden .4/l3

 
Advantageous Spell skills:
Zilch
[/ooc]

% of starting membership: 40%  Attrib bonus: IN (12/1%) CD (13/2%) Starting Cost 12/7
this means you have a 40% cHance of joining this guild, + 1% for every IN point above 12 and +2% for ever point of Coordination above 13.
You have 19.5 (average attirib+social bonus) guild points to work with.  This guild costs 12 as a main guild, 7 as a secondary guild.
(Secondaries can only take up to 4 skills)



Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on September 01, 2007, 10:13:37 AM
I'd like to take it as primary. My understanding is that that leaves me with 5 points. I have to admit I'm not quite sure what to do next.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on September 01, 2007, 11:08:53 AM
Great!
I think this is turning out great, since you are creating a really, really interesting origin story for your character.  

Next, we need to find you a seconday school.  Most of your abilities come out of your primary school, but you can pick up to 4 skills from a secondary school.  It does not mean you are less devoted in the second school, it just represents a guild where you have spent less time learning.  (note that they cannot be incompatable...Garcellenti euridios' School of the White Paladin won't take a Karin Machination member).  Note that for you, the seconday school will probably serve as a cover.
Metagaming wise, most players try to choose a secondary school that gives them skills their primary is bad at.  The Karin Machination has decent fighting skills, above average engineering and thieve's tree skills, and access to Excellent Surprise (and backstab and Assassination) skills.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on September 01, 2007, 03:14:13 PM
Hmmmmmmm can I take Ministry of the Unicorn as the secondary one?
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on September 01, 2007, 07:02:41 PM
Absolutely.  
Normally I would not advise it, as it won't really compliemtn much in traditional adventuring skills, but it will illustrate how a character can be built for almost any goal...it would make you an interesting politcal asassin...
I'll trasnfer it to the new template ant try to get it up for tomorrow for you to see.  You can take a look at the skill choices, and see if it matches up.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on September 06, 2007, 09:48:00 AM
OK, Here is the page for the Ministry of the Unicorn.  More of a glorified college and good-old-Boy network, I always tell my players to imagine harvard in the mid-19th century for an atmosphere.  No player has every chose this school duringf character creation, but two players have characters now involved in it.  Nearly useless for an adventuring character, very useful for a characgter who wishes to gain political power.

Let me know if this fits the bill, or if there are a few more factions you wish to see first.

[ic]
Guildschool Faction:

Area:Igbar
Name:The Unicorn Ministry
Affiliation with Larger: Most career politicians have come from this literal school.  Adult education is the norm, though they start classes as young as 12 yrs old.  Most merchant families and noble hosues send their boys and girls ehre, and here they build relationships for life.  Many appointments and agreements are made due to this brotherhood.

Membership style: Collegiate, with more emphasis placed on adult learning.

% of starting membership: 30%  Attrib bonus: IN (12/1) CH (13/2) soc (20/1)
Mission: To Educate future governmental figures in Igbar.

Size: 77 active, 101 including faculty, ot including alumni.
History: The Ministry was actually created by the gentry of the Northern Argussian March Wardens in 799 RON.  In 870, when Trabler Aptor, Trader Prime of the Winfire Traders declared the new country Trabler, the ministry, which had become a thoroughly Igbarian entity, just kept on educating.  


Current leader: Beglar Aptor
Current situation:  Very well thought of, at worst tolerated.  

Advantageous Artisan Skills:
 
Basic Actor .4/l1
-Project Voice .22/l2
-Stagecraft .40/2
Basic Appraisal  .20/l1
Basic Customs (Trabler) .4/l1
-Local Customs (Igbar) .4/l2
Basic Horseman .45/l1
Basic Teacher .45/l1
Basic Merchant .55/l1
-Haggling .40/l2
Public Speaking .70/l1
Guild Secrets  .3/l1
Penmanship  .55/l1
Basic Law .5/l1
-Politician .4/l2
-Sherrif .35/l2
-Taxation .4/l2
Basic Dance .33/l1
-Courtly Dance .44/l2



 

Advantageous Combat skills:
 
Hitpoints .1/l1
Basic Dagger .2/l1
-Multiple Attack .2/l2
-quickdraw .15/l3
Basic defense .21/l1
-Avoidance .20/l2
-Protection .16/l2
-Shield Use .20/l2
-Parry .15/l3
Basic Dress Swords .22/l1
-Initiative bonus .2/l2

 

Advantageous Engineering/thieves skills:
 

 
Advantageous other skills:
 
Basic Song .33/l1
-write Music .40/l2
Basic Math .55/l1
Basic Read/Write .6/l1
-Basic Scholar .1/l2
-Historical Knowledge .31/l3
-literature .3/l3
-Legends/Lore .12/l4
Basic Leader .5/l1
Basic Social .6/l1
-Courtly Manners .46/l2
-Social Dynamic .20/l2
-Contact .33/l2

 
Advantageous Spell skills:Zip
[/ic]
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on September 07, 2007, 07:52:46 PM
So...do I just pick? I'm actually not quite sure what to do.
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on September 08, 2007, 09:57:10 AM
Well, if those are going to be your choices for schools, then we start the skills selection.  A normal begining character has 4500 exp to spend, plus their bonuses.

Now, you'll notce both schools have a chance of starting memebership, and an ATTRIBBONUS listed next to it.  

% of starting membership: 30% Attrib bonus: IN (12/1) CH (13/2) soc (20/1)

that's from the Horn ministry. It means that you have a 30% chance to start with this guild, +/- 1% for ever point of IN over or under 12, +/- 2% for every point of CH over or uner 13, and +/1 1% for every point of yous social score over or under 20.  Let me know if you make that roll first.  On of your social roll bonuses gave you this...
+05% initial faction roll if warrior based.


Once we figure your schools, you pick skills.  You have 4500 exp, + your racial/social bonuses.  
I noticed
+500 exp in Westic,
+250 exp in Vox,
+150 exp in 1 basic weap skill
+100 exp in basic merchnt
+100 exp in basic social, basic priest, or basic read/write.
as well as +.02 in HP skill and +.05 in basic curved sword.

All skills have the following levels
01-99 exp    level 0
100-199 exp  level 1
200-299 exp  level 2
300-499 exp  level 3
500-799 exp  level 4
800-1199 exp level 5

The mechanism for a harder or easier skill is the EXPMOD.  Players keep track of a skill's raw exp, and the real/adjusted exp that determines the level is after that experience is modified by the EXPMOD number.  A difficult skill or a skill the player is bad at may have a low EXPMOD, a skill they are good at will have a higher one.  All the skills mentioned in a faction writeup are skils that they do better than most.  The numbers represented on each faction writeup are the BASEXP (or BXP) amounts, which will still be modified by attributes and less to social/racial.  When you learn a 'basic weapon' skill on the streets, it is assumed that the BASEXPMOD is .1.  Most Basic weapon skills from the Karin machination are twice that.
A beginning character can expend their 4500 remaining exp any way they want, but cannot spend less than 5% of their total (225) on a skill.
As I have mentioned before, every skill's BXP is further modified by their attributes.  The ATTRIBMOD of a skill will look like ST 12-.01/CD 10-.005, which means that for every point of ST over or under 12 the EXPMOD is adjusted by .01 and for every point of CD over or under 10 the EXPMOD is adjusted by .005.
A full listing of the ATTRIBMODS can be found here.
 SKILLPAGE  (http://celtricia.pbwiki.com/Skill+List?full_access=ykSciyNGwN&l=S)
 


Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: Tybalt on September 11, 2007, 04:34:40 PM
This is what I'd ask if we were face to face:

I'd like to raise my curved sword to about 4th. (400)
I'd like to be able to ride at least decently.  (200)
I would like basic read and write in my primary language (200)
I would like to read and write Vox too (if possible) (200)
I would like to have basic combat bows (300)
I would like to have basic defense (100)
I would like to have sniper (200)
I would like basic move (100)
I would like basic priest (100)
I would like Social Dynamic (300)
Basic leader (100)
Contact (200)
Basic carnal (100)
Barrister (100)
Organize (200)
Courtly Manners (100)
Basic Sneak (300)
Basic Disguise (200)
Disguise (200)
Mix with Crowd (200)
Surprise (200)
Backstab (200)
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on September 11, 2007, 04:40:12 PM
I'll get the total EXPMODS for all of these skills by tomorrow night.
I have to be imressed at the starter 'courtier/assassin' you are cfreating.  Interseting choices, especially basic carnal.

edit--maybe by the 14th...damn work...trying to bring a hue new product line onto our showrooms...kill me now...
Title: Celtricia--Character Creation/demo thread (with Tybalt's help)
Post by: LordVreeg on September 13, 2007, 09:55:42 PM
ST 16
IN 13
WI 14
CD 13
HE 19
CH 16
AP 18


I'll start with the level One skills.  You'll note that all the skills on the faction sheets have a L1, L2, etc on them.  This is what level skill it is, and you have to always be one level higher in a skill in the parent skill.  This is something I did not mention, so that will need some reworking.  SO I am listing the basics you chose first, with the computations shown for clarity, and the amounts needed fr the first few levels.
Also, you can only take a maximum of 4 skills from your secondary school, and I think you'll be way over that.
I have this feeling you'll want to have some Hitpoints as well.  Every character gets that skill.

Basic Curved sword you have a .2 BASEXP (KM), +,05 for racial Bonus, with (ST.09-.024/CD11=.013)=.168 Attribmod, giving an EXPMOD of .0368, or .42. It will take 239 raw exp to get to level 1, 478 to get to level 2.

Basic Horseman BASEXP of .45 (HM), with an ATTRIBMOD of (ST05-.002/CD07-.01)=.082 ATTRIBMOD, giving an EXPMOD of .532 or .53.It will take 189 raw exp o get to level 1 here.

Basic Read write Westic BASEXP .6 (HM), with an ATTRIBMOD of (IN11-.01/WI13-.01)= .03 ATTRIBMOD, giving and EXPMOD of .63.  It will take 159 Raw exp to get to level 1, or 318 to get to level 2.

Basic Bow you have a BASEXP of .2 (KM), with an ATTRIBMOD of (ST07-.003/CD14-.031)=-.004, for an EXPMOD of .196, or .2.  It will take 500 raw exp to get to level 1, 1000 to get to level 2.

Basic Defence BASEXP of .27 (KM), with an ATTRIBMOD of (CD13-.022)=0 ATTRIBMOD, for an EXPMOD of .27.

Basic Leader BASEXP of .5 (HM), with an ATTRIBMOD of (WI13-.01/CH12-.03) =.1 ATTRIBMOD, for an EXPMOD of .6.  It will take 370 raw exp to get to level 1, 741 to get to level 2.

Westic Language .6 (local lang), with an ATTRIBMOD of (IN11-.01)=.02 ARRTRIBMOD, for an EXPMOD of .62.

VOX language BASEXP of .45(nonlocal lang) with an ATTRIBMOD of (IN11-.01)=.02 ATTRIBMOD, giving an EXPMOD of .47.

Basic Social (needed for courtly manners, social dynamic, etc) .6 (HM), with an ATTRIBMOD of (WI10-.004/CH11-.02/AP13-.001)=.121 ATTRIBMOD, for an EXPMOD of .721, or .72.  It will take 139 raw exp to get to level 1, 278 to get to level 2

Basic Sneak has a BASEXP of .42(KM), with an ATTRIBMOD of (IN13.-.01/CD14-.01), for an ATTRIBMOD of -.01, giving an EXPMOD of .41.  It will take 244 raw exp to get to level 1, 488 to get to level 2.

Surprise has a .4 BASEXPMOD (KM), with an ATTRIBMOD of (CD10-.015)=.045, for an EXPMOD of.445, or .45.  It will take 223 raw exp to get to level 1, 445 to get to level 2.

Hitpoints you have a .01 BASEXP (KM), with +.02 from race, and an ATTRIBMOD of (ST10-.01)/HE10-.03)=.35 ATTRIBBONUS, for an EXPMOD of .47 (which is an INCREDIBLE HP EXP mod.).  SO it will only 213 raw exp to get to level 1, 426 to get to level 2.  Average person needs almost 900 exp in HP) to get to level 1.

I aslo did not do basic priestr, since none of your schools teach it, and it will aslmost be a waste of exp.  You can spend that racial stuff elsewhere, as there were a few choices.