Date: 12:42 am  Sat Aug 23, 1997       Number : 1 of 1
From: Martin Nickell                   Base   : <RPG> Character Generating Hel
To  : All                              Refer #: None
Subj: Character Generation             Replies: None
Stat: Sent                             Origin : Local

How to generate characters for RPGNet games:

1.) First off, download the FORMS.ZIP file. In that contains forms you will
    need to play these games. They are general forms that are in Windows
    .BMP format... easy to print out... if you need any help on how
    to use these forms or on ANY character generation matter, contact
    Lady Amoura. She will be glad to help you along... 

2.) You need a different character for each game. Be creative and have fun
    with these games.

3.) Be sure to send in your character sheets to Lady Amoura BEFORE playing
    the games. If you wish, you may type these in plain text and send 
    them via email or by snail mail. Internet email users may send them
    to mnickell@bellatlantic.net. Be sure to include the information
    on the form in with the emails. Use the ATTACH A FILE function. 

4.) When your character is talking out loud, post for all to see. But when 
    you are performing an action, or whispering, send that private email
    to Lady A. or the GM/DM of the game you are playing. That way you
    can move and do things on your own without everyone knowing what you are
    doing until after you've done it! Private echomail is possible. Ask your
    sysop how to do it on his/her bbs system. 





Different games have different types of characters to choose from. So, here
is a list of what's allowed in Lady A.'s games (Quest for Adin, Quest for 
Knowledge, The Border Lord, Windwhistler, Time Warriors and Wagon's West...
with more coming out soon...) 


For Quest of Adin, Quest of Knowledge, The Border Lord : choose from these
types of characters:

RACES: Southeren Empire:
      Lake ( Elf-Pict-Indian mix)   Onaran (Scots-Celt)
      Mwanaishian (Pure elf)        Loriencian( Saxon)
      Amouran (English)             
      Northern Empire:
      Moctogal ( Red haired 12 foot giants, vikings)
               ( Yellow-eye: Human mixed with ancient alien blood)
      Doublish ( Irish-Celt-Pict)
      
     

Character Classes:
    1.) Bard
    2.) Thief
    3.) Kings Army
    4.) Queens High Royal Guard
    5.) Priest/Preistess of the "Holy Hall"


 Kings Army:
     The true warriors. Used to long days without sleep. Battles, booze, 
women. They can have virtually any armour they want and can find, any weapon
as long as it's not of a magical "telepathic" nature. The true nuts and bolts 
of the realm. They can go anywhere and do most everything that dosen't require
magic.

High Queen's Royal Guard :
     Only one in about 500,000 are accepted into this exclusive sect. Taken 
from their families at the age of 10, they spend no less than six years 
studing at the " Holy Hall". The Queen herself gives each young man their 
final test; right of passage into their Knighthood. After which each passer is
given a special weapon of her choosing.
    * They can only wear leather or cloth armour.
    * They can only carry sanctified silver or wood weapons.
    * They have limited knowledge carried over from the "Hall". Each can read 
and write in more than one langauge. They can pray once daily for a vision to
help them on their quest. But be for warned. They don't always get it and 
can't always understand it when they do.
    * They avoid ferments, only occasionally seek women ( Most marry by 
arrangement, than spend their lives trying to avoid women.) And their only
allowed pure meats: Venison, Rabbit, Squirrel, Poultry. NO BEEF, PORK, ETC. 
Fish mostly. 'Pure' meats are only occasional.
    * They can lay hands on when a comrade has fallen, but take 2 damge for
every one they give. They can generally find water when looking. 50-50 
chances. They have a working knowledge of herbal healing, but have to buy the 
herbs required.
    * They can sense evil within a 20 foot radius.

Priest or Priestess from the " HOLY HALL"
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Healers, seers, merlins. They are taken from their families between the ages
of 2 and 5 to train all their lives in the sanctuary of the " Holy Hall".
There they are tutored in thought lost arts of surgery, healing, astromony,
meterology, mathmatics, anatomy, chemistry, physics. Men are rare in thier 
Druidish mist. Only 100 girls from all over the world, are chosen in 100 
years. All are born " Connected ". Meaning they have an internal telepathic 
link to all the others of the Hall from the time of birth. Men are generally 
only bi-linked. Meaning they spend their lives linked to only one other,
always a female. But other females can "phone" into them when necessary. Men 
are only born, approximately five in one hundred years. They tend to live
longer than their female counter parts. Some have been reported to live as 
long as 1020. But Merlins NEVER divulge their ages, and they tend to never
show their age beyond 50, so it could be jsut a legend. Only they know for 
sure.
     * They can not carry weapons other than a silver dagger, staff, sling, or
silver bow with silver or crystal tipped weapons.
     * They do not engage in battle unless cornered. It is against their
teaching to be of an aggressive nature. Though the younger they are, they 
lesser control they have. In battle they shroud themselves in a mentally 
generated glowing "White" Shield. They must have full concentration to keep 
this shield up. But can pull a wounded party member into their protection,but
take three points of damage per turn doing so.
    * They can share their life force with a wounded comrade, shedding one hit
point per one given.
    * They always feel any evil presence within a 200 foot radius.
    * Can pray for visions to help make decisions once daily.
    * Highly intelligent they can gather, mix, and administer herbal 
medications. They can perform some surgeries, depending on their area of
expertise. Each carries a healing stone, that can be used once daily to heal 
25 points of damage to a character.
    * They can commune with animals, plants, all living things. Females are
obviously stronger than males. They can occasionally pick up on thoughts from 
other persons, not connected. But try to avoid that.
    * Can keep their thoughts hidden form other humans or beings.
    * Can call water from any rock or stone.
    * Can call fire in battle if there is a flame in their direct view. But 
they take a DRASTIC estimate damage hit for going against their teachings. Can
never call on flame when in their shield.
    * Occasionally can see thru walls or under water. But it's a random 
thing. Once in about ten tries. They can float or levitate, but only when 
not distracted, and the young can't control the this feature.











FOR THE WAGONS WEST QUEST :

Use the general character sheets. Deciding what profession you were before 
going to Independence to join the train.
 
Choices :
Mountain Man           Texas Ranger             Teacher
Trapper/trader         Army/ Calvary            Immigrant
Farmer                 Merchant                 Black smith/livery worker
Cowboy                 Tailor                   Law man
Barber                 Newspaper Reporter       Lawyer
Doctor                 Banker                   Dance Hall Girl
 


Asteria starters come equiped with :
Horse and saddle, saddle bags          40 beaver pelts worth $5 each
Mule and packs                         30 rabbit pelts worth $1 for 2
Shot gun                                2 bear skins wroth $ 10 each
pistol / boot knife
bed roll
Frying pan/ coffe pot                   6 steel traps 
1 spare shirt
2 extra pairs of socks
gloves, a heavy winter coat
2 water canteens
small axe, 2 shovels







FOR THE GAME WINDWHISTLER :

All characters start out as college students. So you must choose a
major/minor. Also...... what type of activites their involved in. Football, 
basketball, fencing, martial arts, pre med, pre law, computer buffs, etc. Age 
should be between 18 and 26. Remember here to give your character SOME street 
smarts or a way of defending themselves. Also, try to give your character 
his/her own identity, with their own hobbies and personality quirks. Example:

Night Blind or fear of heights, fear of spiders, etc.. 

--- Renegade v5-11 Exp
 * Origin:  RPGNet! HQ  Chesapeake, VA (774:100/0)

