Thraka:
Okay, I've worked through your character generation rules.
I have a few questions:
Let's see if I can help!
Thraka:
1. Your version of things pulls starting characters back quite dramatically on starting Special Skills and languages compared to the main rulebook (1x two point and 2x one point compared to 3x two point SS and 6x one point). EG, to know Dwarfish I need to use one of my two 1 point SS. Is there a reason for that? I don't mind that this is what you've chosen, I'd just like to work out where your GM head is at regarding the choice.
The reason for reducing quite dramatically the number of initial Special Skill is to keep character generation simpler.
quote:
Languages: all civilized beings in Blackmoor speak the same common language (Thonian) and they get this Special Skill "for free" at (4) on top of the others (you don't even need to add it to the character sheet as it is implicit for everybody), but other intelligent races (such as Elves, Dwarves, Halflings, Docrae, Gnomes, etc.) have a unique language as well (half races, such as half-elves or half-orcs of course don't have a specific language but can choose Elvish or Orcish etc.) and this can be chosen instead of a Special Skill at (1). Peshwah, Skandaharians and Afridhi have their own languages, but if they hail from Blackmoor their "standard" language is the common (Thonian) and, if they want to speak also their specific languages they have to aquire the associated Special Skill. It is recommended that Elves choose Elvish language, Gnomes choose Gnomish language etc. but it is not mandatory and this can be justified in the character background.
The reason for simplifying the languages as well is that the common language covers by far the vast majority of gaming situations in Blackmoor. Racial languages are used very seldom.
Thraka:
2. You havn't mentioned if we get the core books' racial talents (eg my Dwarf and Dark Seeing) or racial Special Skills (Underground Lore and Crafting + Dwarfish). Can you confirm if I do/don't please.
No, character creation is as it is described, that is a simplified version of official AFF2. However, there are some Special Skills and Talents that are limited to specific races and, for example,
Dark Seeing can't be chosen by a Human, while the Talent
Lucky can be chosen only by Humans.
Thraka:
3.
quote:
"You start the game with ONE weapon of your choice, appropriate for your character and related Special Skills"
I've gone for a magic user and no combat SS. Does this mean I can't take a weapon (he wants a quarterstaff) and should just write down the Unarmed stats, or can I have unarmed and a quarterstaff?
A quarterstaff is an appropriate weapon for a magic user.
Thraka:
4. Can I use a shield (I have the 6 normal skill) without it affecting my magic? I know armour would do....but what about a shield?
Shields are considered as armour.
Thraka:
5. Should I be spending some of my 50gp starting coin now?
In general no, as that is the amount of gold that your village gives you as you leave the village. In general you will see that most adventures allow doing some purchases near the beginning. If you have a specific request for a specific object that you want to buy, you can contact me with a private message.
Thraka:
6. I've chosen to have a Focus - a 2" copper and Azure disc which "slots into" an embedded special holder surgically place into my left breast/clavical area (so above the breast between shoulder and neck area). Any objections to that?
The only partial objection is that all Foci in Blackmoor must be a gemstone or at least include a gemstone, so you need to somehow attach a gemstone to the disc. That's because the power of Foci comes from "the land" and gemstones more so.
That's a very unique arrangement, anyway, and the knowledge of doing that doesn't come from your master, but rather from a strange idea of yours and your master simply told you were crazy but didn't provide any explanation why you shouldn't do it, so you carried on.