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CELTRICIA- Steel Isle Online Dungeon crawl

Started by LordVreeg, July 26, 2009, 03:47:52 PM

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LordVreeg

Quote from: LlumWill being a little before what PM? I thought it was going to be around 8-8:30 PM EST, because Nomadic leaving for work. Perhaps I am mistaken.

I'll send the pre-gen chars (with XP bonus) after work. I'll also try and roll up another healer or two (who knows, I can't imagine a healer dying. They should sacrifice themselves to save the important people [Hamish])
OK, I laughed.
SAy 8:30 for Nomadic's sake.  He's certainly worth it.  
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Nomadic



proof of awesome (explanation to come once vreeg posts the logs)

LordVreeg

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Nomadic

Vreeg would you happen to have the text that explains lycanthropy and how one gets it from being attacked by a were?

LordVreeg

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Llum

Ok, I really need to cut the head off that were. No need to leave spell components lying around.

LordVreeg

Quote from: LlumOk, I really need to cut the head off that were. No need to leave spell components lying around.
Damn.  You caught that bit, hmm?
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Now, THAT was a session.
------------------------------------------------------------------------------
The following is the clipped version of the combat with the werewolf.
There were 2 werewolves, protecting the druidess'.  But as we are playing by the rolls, the druidess REALLY got skeeved out by the city-slickers, and sicced one of her wolves on them.

Now, this is a beginning group of adventurers, so even one werewolf is a tough fight for them.  But the the way combat works in guildschool, numbers have a lot to do with stuff, especially with the high damage potential.

Session 3---Enter the Werewolf.

The Were Growls at you, green Eyes ablaze.  
Kellik and Mior are in the front,
Hamish and Toden are in the rank about 5 feet behind the front

Mior_Carchedin holds his silver fork out wardingly and begins moving to the rear of the group
and Wurnuik is in the back
Kellik draws his rapier
Hamish_Haldane says, "Toden, try and hold it up,  and Kellik, let me enchant your rapier."
"good idea, " says Kellik.
Hamish_Haldane draws his rapier and moves towards  Kellik, who holds up his rapier.
Toden steps up in front of Kellik to draw the giant Wolf's attentiona, and swings with his Bhuj.
Toden is not even close, the quick beasts bounds out of range.
Mior_Carchedin unlimbers his bow and knocks an arrow
the wolf fades left, as Wurnik and Mior draw arrows, Kellik takes a defensive stance holding up his rapier for Hamish to enchant, and Toden pulls his axe out of the ground and tries to draw the creature
Hamish's hand light a bright white and blue, and the rapier takes on a white-blue glow
Kellik screams, "ok you half-breed moron come get what's coming to ya"
Kellik holds the rapier up in an offensive stance
Wurnik's bow sings, but the arrow bounces off the creature's hide
Mior also shoots an arrow,  which bounces right of the creature's hide.  Clearly, this creature in unnatural'¦
Toden's axe swings at the creature legs,  but miss mightily.
* Mior_Carchedin 's eyes grow wide as he begins fumbling with his fork and a length of twine
The  Great wolf jumps for Toden, a huge furry mass of dark hair and claws.
[note=rolling]<Vreeg_GM> !roll d100
[20:45] <isobot> Vreeg_GM rolls d100: {1} = 1
 [20:45] <Vreeg_GM> (ouch)
[20:45] <Mior_Carchedin> ooc: efff
[20:45] <Hamish_Haldane> ooc: boo
[20:45] <Kellik> ooc: crap
<Vreeg_GM> !roll d100
[20:46] <isobot> Vreeg_GM rolls d100: {37} = 37
[20:46] <Hamish_Haldane> ooc: I was joking about healers dying Vreeg![/note]
Mior_Carchedin hurriedly ties his silver fork to an arrow, then frowns at the ungainly device, as The wolf rips at Toden's throat and right shoulder, blood gushes and the gartier's arm is ripped clean off his body!   Toden falls gurgling to the ground as the giant wolf wheels on the group.


Kellik is now beyond pissed.  'YOU BASTARD!!', he screams
Kellik jumps at the wolf
Mior_Carchedin screams in an undignified manner
* Hamish_Haldane just stops, frozen in shock
the wolf ducks back from Kellik, and dodges another arrow from Mior.
Wurnik's bow sings as kellik alone tries to keep the creature form the group.  Hamish is behind him a pace, trryingt to stay calm and cast '˜ColdSnap' on his own weapon.
Wurnik, in his panic, shoots the sky
Hamish'shands glow blue white once more, and his rapier is lit with blue fire.  Both Kellik's and Hamish's rapiers are sputtering white-blue drops of ise.
Hamish  charges the were , screaming, "TODEEEEEN!!!!!"T
The wolf, seemingly unimpressed,  jumps at Kellik.  It is tired of the dance,  huge, 250 lbs at the least. V It's eyes flash green
Mior_Carchedin nocks his forkarrow
Kellik has a fell look in his eyes, even as the creature tries to overbear him, snapping and biting.
 
Kelliks right leg has a vicious rip down it, bleeding profusely, but he roars and does not even hold up, and levels his rapier
[note=rules] kellik protected 2 and took 2 (since the wolf did 4 hits after the divider.  6 exp in defence, 20 exp in HP.[/note]
Kellik's rapier zips over the giant, uninjured wolf
 [note=the rolling from isobot'¦] <Kellik> ooc: can we use another roller :P.  ooc: I vote we fire isobot
[/note]
Mior's bow sings again.  The arrow wobbles in the air, due to the silver fork tied to the front of it.
The arrow slides over the wolf's spine, drawing a bit of blood
Hamish Haldane uses Kellik to get position to the left of the wolf, and darts in to stab at the wolf, but slice  thin air.
Wurnik shoots an arrow, trying to catch the wolf diving.
and manages to ht the ground.  'Damn the Unbalance!!!', he yells.
Hamish's rapier comes around on the backstroke.
Hamish gets closer this time, but the huge wolf is too nimble .
Mior shoots an arrow as the wolf jumps at Kellik's other leg, going very low to hamstring the Gnome.  
The arrow ricochet's off the wolf's thick hide, but slows it a bit. {9} = 9
[note=Isobot hates players] <Hamish_Haldane> ooc: this were is like, secretly a planar in disguise or something right? cause this is ridiculous :p
<Kellik> ooc: yea... if this was any other situation I would actually be demanding that the person on isobot stop pretending to be a bot and show themselves.[/note]
Suddenly, the group feel an uplift, a momentary feeling that all things balance in the end'¦
 Wurnik has cast an apprentice heal spell on Toden succesfully...without an arm, Toden is badly hurt, but he is alive'¦


The wolf again fails to overbear Kellik, who defends the group steadfastly.  Both of Kelliks legs are bleeding heavily, and the wolf is grinning a wolfish grin.
[note=More exp example]  Kellik took another 10 hits and defended 3 more'¦9 in exp in defence, 100 exp in HP.[/note]
Wurnik  comes up behind Kellik,  and his hands glow.  The gnome warrior feels the power of the balance enter him and his wounds lessen.  Kellik has a glazed look in his eyes but is still determined to rip the guts out of the thing that nearly killed Toden.
Hamish has gotten back into position, and dances forward, feinting right and driving the rapier home
Kellik has a glazed look in his eyes but is still determined to rip the guts out of the thing that nearly killed Toden.
Hamish catches the were jumping away from Kellik, squarely in the left chest, and the blade gushes blue-white water as it contacts and drives into flesh.
The wolf is bleeding,  wolf jumps at Hamish...but the wound drives it off-balance and he misses Hamish, as the delvan human ducks under the bite.
Hamish_Haldane laughs in the were's face.  'Yield you mangy dog!'
mior shorts another arrow, 'Grandpapa! Guide my arrows true!'
Mior's grandfather is hard of hearing, as the arrow flies wide.
Kellik, bleeding and angry,  tries to stab the were  as it dodges the arrow.
[note=the joy of a good dividing die] [21:39] <Kellik> ok
[21:40] <Kellik> 4+8+10/1 + 2 (str is 18 and I think the 2h req is 9)
[21:40] <Kellik> now for coldsnap
<Vreeg_GM> d1 divider???
[21:40] <Mior_Carchedin> ooc: bakana
[21:41] <Kellik> yes
<Vreeg_GM> (ooc  nice)
[21:41] <Kellik> ok coldsnap was 9/3
[21:42] <Kellik> so 27 damage
[21:42] <Kellik> ooc: holy hell
[21:43] <Kellik> ooc: and that's what happens when you get a 1 on divider
[21:43] <Kellik> ooc: I'm glad I switched over to dice sage

[/note]
Kellik catches the giant, bleeding wolf full in the throat as it turns to him, burying the rapier as the giout of white-blue frozen water bursts into the wound...the were looks quizzical for a second, then collapses.   It's throat is a ruined, bloody pulp.
Mior_Carchedin applauds
Kellik jumps on the thing and starts stabbing the crap out of it in rage
wurnik sits down, then goes back to Toden
'DIE... YOU... BASTARD', screams Kellik as he works.
Mior_Carchedin picks up his forkarrow and kisses it
Hamish_Haldane lets out a sigh of relief, saying 'Well done friend Kellik.'
Kellik finally collapses to his knees, blood flowing down his legs

Hamish_Haldane walks over to Toden
Mior_Carchedin sighs.   'Like Grandpapa always said, never trust a man with green eyes and too much armpit hair.'
Hamish_Haldane lets out a strained laugh
Mior_Carchedin looks confused for a minute pondering his recollection of that statement and shrugs.
Wurnik is putting a huge bandage on Toden's arm.
'Toden.. I don't know what to say. None of us expected that, says Hamish quietly.
The glen is quite, as Toden sobs quietly.
Wurnik's spell has him functional, but with the loss of a limb he is maimed for life.
Hamish_Haldane says, ' I think we should return to the farm.'  Hamish_Haldane ponders for a second, then puts Toden's severed arm onto the donkey.
Wurnik. Says, " I agree...Toden needs succor, and cannot go on"
Hamish_Haldane says, ' Kellik, can you walk?'
Kellik pries out one of the wolves teeth
Kellik groans, 'I'll manage.'
Kellik gets up roughly and walks over to Toden,  and puts the tooth in Toden's hand.
Hamish_Haldane attempts to build a fire
Hamish_Haldane looks a little digusted.  ' Anyone have something to start a fire with?  I think we should destroy the corpse, I don't want it revived'
Kellik sits down next to Toden, not saying anything... just puts his hand on his good arm reassuringly
toden nods absently
Mior_Carchedin says, ' Well, that was adventurously misadventurous.. er.. yes. Mayhaps we should leave as soon as possible?'
Mior_Carchedin eyes the corpse warrily



I award all the players a 75 exp bonus allocated wherever you want.  
(Nomadic, I also owe you 120 more excp in combat)
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg




Steel Island will be on at 8:30 tomorrow night.
It is the day before, so the doors are officially shut for anyone to make a new character for tomorrow night, though there will be 3 (count them, three!) pregen characters to borrow, made up by the one and only Llum.

[ic=Pregens]
Rampan the Red (Rampan RedGarner), Red Hobyt (Klaxik/Hobyt mix) pyromancer from the Collegium Arcana. Has good Spirit, Fire and Artificer SP as well as good social skill.

 Simon Smith, Mixed Human (base human) Bone Knight of Orcus. Wields a Demi-Lune and wears basic silk/soft leather armor. Has Horsemanship, Movement and Social skill. Also speaks two languages (Westic, the common language, and Anarch)

 Wurnik Woundhealer, Zyjman Orcash (smart Orc  ) from the Church of Amerer the Gray also part of the Bowyers of Ceminar. The Ranged attacker (bow)/lockpicker/priest of the group. Has a bow/arrows and basic silk armor. Also has a Rogue's Monocle (5% to lock-picking/find).
[/ic]

Wurnik has been with the group the whole time and has a little experience.  Simon and Rampan ( I love those names) are travelling south to find the group, sent by their patron Chorbit.  Sothose three I will NPC bot or can be played as pick-up characters.

The group has just finished a desperate fight with a werewolf, and Toden has lost a lot of blood and an arm.  So he's not a real party member right now.  Kelik is pretty scarred up and bleeding, as well, and Wurnik (and I am guessing Hamish) are jsuta bout out of spell points.

as a note, I will be out of town next Wednesday, so our next week session will probably be on a Tuesday, instead of Wednesday, as long as the players can make it.



[spoiler=In totally bad taste...]
Toden in battle!!
[/spoiler]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Lmns Crn

Sounds like a pretty amazing fight. I am having fun reading along.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

LordVreeg

Tonight , 8:30pm.
Wurnik, Hamish, Kellik and Mior try to put the fight with the werewolf behind them.  They will travel north for a few hours to put Toden in the care of the farmer Shuruum, then go back south.  Simon and Rampan will just happen to meet them.
(Simon, Rampan and Wurnik are open characters)

#thecbg, then #Steel_Isle.  
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

The transcript for last night will be done in a day or so.
But a few notes.

1) Great roleplay, again.  Despite IRC absolutely Barfing up a netsplit for the first 15 minutes.  The reactions about Maimed Toden, the hatred of the 'Ladies', the serious interaction with Shuruum the Guild Farmer and his daughters...I'm really impressed.

2) Next session needs to happen on Tuesday.  I'll be travelling next Wednesday and Thursday for business.  Is this a go?

3) This session was a meet and regroup session, next one should be pretty combat heavy.

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Llum


Nomadic


Llum

Guide To Rolling A Guildschool Character In Celtricia (for Steel Isle)

[ooc]Somewhat irrelavant due to Nomadics new fancy character generator, I'm still going to write out a guide. Hopefully some people will find it usefull[/ooc]

Guildschool has an oldschool/random feel to it, most of character creation is rolled for and player decisions are relatively minor until it is time to choose a Guildschool.

 [spoiler=Step 1:Stats]The first step in creating a character using the Guildschool system is rolling the characters stats. To do this you roll 6d4 (six 4-sided dice) and drop the lowest roll. This needs to be done seven times, because the Guildschool system has seven different stats.

Now this is an important note, you roll stats in a specific order. It goes like this: Strength-->Intelligence-->Wisdom-->Coordination-->Health-->Charisma-->Appearance.
[ic=Example Character]In this Guide I will create a brand new Guildschool Character to help people follow along.
[spoiler=Stats Rolls]Rolling 6d4 (drop lowest)
( 2 + 4 + 2 + 4 + 1 + 2 )[ drop 1 ] = 14
Rolling 6d4 (drop lowest)
( 3 + 3 + 2 + 1 + 2 + 2 )[ drop 1 ] = 12
Rolling 6d4 (drop lowest)
( 1 + 1 + 3 + 3 + 3 + 1 )[ drop 1 ] = 11
Rolling 6d4 (drop lowest)
( 4 + 3 + 4 + 2 + 2 + 1 )[ drop 1 ] = 15
Rolling 6d4 (drop lowest)
( 3 + 3 + 4 + 4 + 3 + 1 )[ drop 1 ] = 17
Rolling 6d4 (drop lowest)
( 3 + 1 + 3 + 2 + 4 + 1 )[ drop 1 ] = 13
Rolling 6d4 (drop lowest)
( 1 + 3 + 3 + 1 + 4 + 3 )[ drop 1 ] = 14 [note=Roll Order]Note that my first rolls appear at the bottom so the order of my rolls goes from bottom to top.[/note] [/spoiler]
With this array of stats it gives me the following: 14 Strength, 13 Intelligence, 17 Wisdom, 15 Coordination, 11 Health, 12 Charisma and 14 Appearance. [/ic] [/spoiler]
[spoiler=Step 2: Race]
There are many playable races in Celtricia, and with the oldschool random feel comes up here again, race is rolled for. [note=Race Chart 1]01-30    Human
31-45    Omwo~ (Elven)
46-49    Gartier (Bugbear)
50-55    Orcash(Orc)
56-71    Klaxik (Dwarven)
71-89     Hobytalia(Hobbit)
90-98    Gnome
99-00    Cross[/note]
First roll two 1d100. This gives you two choices from the Race Chart 1, now choose one of these as your characters race. The next part of Step 2 is to roll a third 1d100, this determines the sub-race of your chosen race.

The final part of Step 2 is to adjust your stats depending on your racial modifiers.
[ic=Example Character] [spoiler=Dice Rolls]My first race roll 1d100 = 61 and my second race roll 1d100 = 59 and my third roll (sub-race) 1d100 = 77.[/spoiler] According the Race Chart 1 this gives me only 1 choice, both my rolls fall into the Klaxik race.

Now my sub-race roll was 77, Here I would refer the the various sub-race charts that can be found here. This makes my Klaxik a Gastax Klaxik, now I add my racial modifiers to my stats (+1 Stength and +2 Health) wich now gives me 15 Strength and 13 Health. [/ic]
[/spoiler]
[spoiler=Step 3: Heigh, Weight and Age.]Now its time for some more rolling, in Guildschool you also roll height and age, and weight is determined by a formula.

Height is found by rolling 3d6+59 (so 59+ the sum of three six-sided die). Base Age (the starting age of your character) is found by rolling 3d8+10 and Max Age (when your character will die of Old Age) is rolled as 4d10+45. Note, all three of these rolls are modified with a racial modifier.

 [ic=Example Character] [spoiler=Dice Rolls]Rolling 3d6 + 59
( 2 + 4 + 1 ) + 59 = 66
Rolling 4d10 + 45
( 10 + 5 + 7 + 7 ) + 45 = 74
Rolling 3d8 + 10
( 6 + 4 + 1 ) + 10 = 21[/spoiler]Alright, now to do Height. I rolled 66" for my height, now I multiply that by my racial modifier of .7, this gives me a height of 46" (46.2, rounded down).

Base Age, I rolled 21, now Ilmultiply this by my racial modifier of 1.1 and it gives me 23 years of age (23.1 rounding down). Lets do the same for my Max Age, with a racial modifier of 2.8 and a roll of 74 it gives me a final Max Age of 207 years (207.2 rounded down).

Finally for the tricky part, weight. The formula for weight is 120lbs + (6+((Strength+Health)*.1)lbs for every inch over 62 multiplied by the racial modifier. This means its 120lbs + (6+((15+13)*.1)lbs for every inch over 62. This works out to be 120 + (8.8*4) or 155.2lbs. Now I multiply this weight by the racial modifier of .86. This gives me a final weight of 133lbs. [/ic]
[/spoiler]
[spoiler=Step 4: Social # and CC checks]Alright, this is the last step before we choose our Guildschool, it involves finding out the social number of a character (represents his social standing in the world, and getting the circumstance checks ready.

The charts for social rolls can be found here. First thing you do is roll 1d100 and add the racial social modifier. After consulting Social Chart 1, it will define your base social number. [note= Social Chart 1]Up to 20%    Lower/serf class base 0
21-60%        Lower unlanded class Base 10
61-88%        Middle class, mercantile  base 20
89-98%        Upper class, landed, base 40
above 99%   Nobility or simliar historic base 70[/note]

The next part is to roll a second 1d100, but this time you do NOT add your racial social modifier. Consult Social Chart 2 to determine what your final roll will be. [note=Social Chart 2]01-10%  lowest roll 1d4
11-25%  lower roll 1d6+1
26-40%  lower middle roll 1d8+1
41-60%  middle roll 2d6+1
61-75%  upper middle roll 2d8+1
76-90%  lower upper roll 2d10+1
91-98%  middle upper roll 3d8+1
99-00%  upper upper roll 3d10+1[/note]

The final step is to roll the corresponding dice from Social Chart 2 and add it to the base you had from your first 1d100 roll (from Social Chart 1).

This gives you your social number, more about what your social number means can be found on in the link at the top of this Step.

Now for Circumstance Checks, these are Reflex, Fortitude, Will and Social CC. Each of these is derived from your stats so no more rolling is needed. Here is how to find them:[note=Skills]Hit Points and Basic Social are both skills. Each character starts with a base of 3 Hit Points and 5 points in Basic Social. These can (and hopefully will) be improved, this will be covered in the Skills section.[/note]
Reflex is ({Intelligence+(Coordination*3)}
Fortitude is {Strength+(Health*2)+Hit Points}
Will is {(Intelligence+Wisdom)*2.5}
Social CC is  ((Charisma+Appearance)*2)+(Wisdom/4)+ Basic Social

[ic=Example Character][spoiler=Dice Rolls] My first social roll 1d100 = 29, my second social roll 1d100 = 99 and my roll from Social Chart 2: Rolling 3d10 + 1, ( 5 + 3 + 10 ) + 1 = 19[/spoiler]
Alright, my first social roll was 29, I add my racial social modifier to this (17) wich gets me 46. Consulting Social Chart 1 I see this gives me a base of 10.

Next I rolled 99(!) for my second social roll, I do NOT add my racial social modifier to this roll. After consulting Social Chart 2 it says I should roll 3d10+1.

I got 19 from my last roll, now I add that to my base (10) and this gives me a final social number of 29.[/ic]
[/spoiler]
[spoiler=Step 5: Choosing your Guild]Now the fun part! The first major decision in your characters history is wich Guild he/she will be part of. List of Guilds on Steel Isle. Each Guild is good at some things, and not so great at others. How this is shown in Guildschool is the XP mod.

XP modifier is used to modify earned XP, and each guild has a base XP mod in each skill.

There is one thing to help characters who want to do more then just their normal school can do, the Minor Guildschool. A minor Guildschool is a second Guild that your character can partially belong they, to represent this, they can choose any 3 skills and use the base mod from their Minor Guild instead of that of their Major Guild if it is better.

[ic=Example Character]Our example character has some pretty well rounded stats, and will make a decent combatant. He also has really good wisdom wich is good for casters. So all this together, I'll choose the Scarlet Pillums as his Main Guild and the The Shrine of Ogleic the Trade Lord as the Minor Guild.[/ic]
[/spoiler]
[spoiler=Step 6: Choosing your skills and XP mod]The most important thing to understand about Guildschool character advancement is the concept of Real XP, Applied XP and XP mod. Here is a quick breakdown, Real XP is all the XP your character has earned in each skill (each skill has its own total fo Real XP), the XP mod determines how good your character is at learning this skill. Applied XP is the XP that is used to calculate level breaks for skills.

To calculate your Applied XP you multiply your Real XP by your XP mod. XP mods are in 99% of all cases a decimal, so smaller then 1. This means that your Applied XP will be smaller then your Real XP. So, the bigger your XP mod the better.

Calculating XP mod isn't terribly complex, but it has to be done for each skill. First you start off with your base mod, this is taken from your Major Guildschool (or sometimes from the Minor Guildschool). The base varies from guild to guild, although some guilds have similar bases.  This page shows an example of what a Guildschool base mod chart looks like, the column on the far right are base mods for the Scarlet Pillums, and the column second from the left are what an "untrained" person would use, a lot of them are the same because no one school is specialized in everything. Some are advantageous, like Basic Spear wich is .2 base instead of a regular .1, others are worse.

 The next part is the attribute XP mod, this is different for every skill and is taken from the skill directly, it is stat dependent. To continue with our Basic Spear example, it has an attribute XP mod of ((ST-10)*.022)+((CD-10)*.008). Your final XP mod is the sum of the base mod and the attribute XP mod. Remember, this has to be done for every skill a character learns.

Now to spend the XP, you have 5000 Real XP to spend on skills with the only limitation being that you have to spend a minimum of 5% (in this case 250) XP per skill. You also get a bonus 500 XP to be spent on language skills.
[ic=Example Character]Alright, our Gastax Klaxik is part of the Scarlet Pillums and has some affiliation with the Shrine of Ogleic. So now he needs some skills. First off he's going to have Hit Points, Defense, Basic Spear for combat, and since he's kind of a combat medic type, lets give him Spirit SP, Life SP and Restorative SP too, and finally Basic First Aid.

Now for some calculations, the Scarlet Pillums give a base of .2 in Basic Spear, and it has an attribute XP mod of((Strength-10)*0.022)+((Coordination-10)*0.008). This means we have (15-10)*0.022)+((15-10)*0.008) or a total of .15. So the total XP mod for Basic Spear is .2 (from the base) and .15 (attribute) for a sum of .35. Now let's say we want out character to have level 3 in Basic Spear, that means (after look at the XP Chart) we need 300 Applied XP. So let's spend 858 Real XP multiply this by the XP mod of .35 and it gives us 300 Applied XP, or enough to hit level 3!

Now we need to do some rolling for our actual skill. Basic Spear starts out with 0 base points, and gets 1d4 points per level.  [spoiler=Rolls]Rolling 3d4
( 2 + 3 + 4 ) = 9[/spoiler] This means we have 9 points in the skill Basic Spear.  [note=XP Chart]Level #    from    to
0    0    99
1    100    199
2    200    299
3    300    499
4    500    799
5    800    1299
6    1300    1999
7    2000    2999
8    3000    4399
9    4400    6299
10    6300    8799
11    8800    12099
12    12100    16399
13    16400    21099
14    21800    25999
15    26000    30999
16    31000    35999
17    36000    40999
18    41000    45999[/note]

Now I'm not going to walk through doing this for every stat, but suffice to say that our character ends up with level 4 Spirit SP(18), level 3 Defense(5), Hit Points(15), Basic Spear(9), Life SP(4), Restorative SP(8) and level 2 Westic(32) and Basic First Aid(21).  [/ic] [/spoiler]
[spoiler=Step 7: Choosing Gear and Spells]The Final character generation step! Time to shop! With 150 gold coins (300 electrum goodwives) to spend on arms, armor and other stuff. Important things to buy are a weapon and armor. If your spells have components they should also be purchased at this time.

Choosing spells is also quite simple, you can select as many spells as you want, as long as the total SP cost of all your spells is 65 or less.  [ic=Example Character]Alright, so we have some decent Basic Spear skill, but our Strength and Coordination are only middling, so we want a decent spear-type weapon we can use two handed, so let's buy a Trident. This cost us 70 gold, so we have 80 left to spend on other things. We want some good armor because we'll be lacking a shield in the front lines, so lets buy some Studded Hardened Leather Armor for another 70 gold, this leaves us 10 gold to carry in our pocket and a nice weapon and armor.

Now to choose our spells, first lets take a usefull Life spell Charm of Life that costs 11 SP total, now lets pick up some healing spells, Apprentice Cure(10), Brother's Cure(15) and finally let's the get party-wide buff Amplify healing(22). Now you'll notice I didn't spend all my 65 points, but that's ok.[/ic] [/spoiler]
[spoiler=Bonus Step: Preparing for Combat]Now for combat! First we will calculate your avoidance and protection. Your avoidace (how easily you can dodge an opponents blow) is the avoidance value from your armor MINUS the sum of your avoidance and defense skill. So high avoidance is bad, as enemies have an easier time hitting you.

Protection is similar but a little bit different, it is the protection value of your armor PLUS the one fifth of the sum of your protection and defense skill.

The final thing to calculate is your hit %. To do this first we need to look at this formula ((Strength - STN)*STMOD) + ((Coordination - CDN)*CDMOD)) + Skill Ability. In this Strength is your characters Strength, STN is the required 1h strength of the weapon, the STMOD is the weapons Strength mod, Coordination is your characters coord, CDN is the required 1h coordination of the weapon and CDMOD is the weapons CDMOD. Skill Ability is your skill in that type of weapon (i.e Basic Spear or Basic Axe, etc...)
[ic=Example Character]Now for some combat! [note=2 Handed Wielding]If you use a weapon in two hands, multiply the STN and CDN by .75.[/note]
First things first let's find out avoidance, our Studded Hardened Leather Armor has an avoidance of 20, and we have 5 defense skill and 0 avoidance skill. So we have 20-(5+0) or 15 avoidance.

Next up is protection, our armor gives us 18 protection, however our trident also gives us 1 protection. Our Klaxik also has 5 defense skill and 0 protection skill. So we have (18+1)+((5+0)*.2) or 20 protection.

Finally we need to calculate our hit %. Let's use our formula: ((Strength - STN)*STMOD) + ((Coordination - CDN)*CDMOD)) + Skill Ability. Ans since we're using our Trident in two hands, STN is really (STN*.75) and CDN is really (CDN*.75). A trident has a required strength of 11 and a strength mod of 1.55 and a required coordination of 11 with a coordination mod of .75. Our formula looks like this ((15-(11*.75))*1.55)+((15-(11*.75))*.75)+9  [note=STR and CDN]Please note that the STN and CDN is the required Strenght and Coordination required to use the weapon 1h[/note]

After working through that (I actually use Excel for most of this stuff) it gives us a hit % of 24.

A final note, you get bonus damage after the dividing die of ((Strength - STN)*STMOD)/4, or +1 bonus in our case. And you get an initiative bonus of ((Coordination - CDN)*CDMOD))/4 also +1 in our case.[/ic] [/spoiler]