Scuba Steve
Is a real Human Bean (TM)
- Joined
- Feb 25, 2020
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No worries, thanks for the update.I'm out of the house over the next few days so I'll be a bit slow updating
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No worries, thanks for the update.I'm out of the house over the next few days so I'll be a bit slow updating
Sorry to hear about your mother Scuba Steve.Apologies for not posting in the game, I've got a lot of stuff to do at work now, and my mom's health has also begun to get a lot worse, so I'm spending more time with her. I don't think I'll be able to keep up on posting with any regularity. If you all want to move on without me, I won't mind.
At PbP level we've mostly hit just basic skill rolls, which is just the usual BRP roll under or match percentile score. Combat can be left until/if it comes up.Hmm. Mythras isn't a system I've played before, but Ireland sounds cool, and the Medievalist is me is really interested. Hows the learning curve on the rules set?
Yeah, basically the 2E version of the starter set:You using the 2E rules?
Fenris-77 you need to read this post, I believe.Okay so here are the char gen rules.
As mentioned above we are not using the full Mythras rules, but rather the simpler Mythras Imperative rules available here.
However Medieval Ireland simplifies this a good bit. To sum it up generate the stats with either random rolling or point allocation as laid out in step 2 (use 79 points instead of the books 75) on page four. Then work out the derived stats as in Step 3. After that come back here and pick a career below:
Here are their skills. I have skills available to every career under "Common Skills". Note only Farmer and Noble can fight in any real sense as only they have combat skills
- Crafter
- Druid
- Harpist
- Farmer
- Judge
- Physician
- Priest
- Scholar (In game you'll be a Poet or Historian, depending on which Lore skill you have higher)
- Noble
Standard Skills: Athletics, Brawn, Endurance, First Aid, Locale, Perception; and either Boating or Ride. Combat Style(Sword Defense)
Professional Skills: Craft (any), Healing, Lore (any), Musicianship, Navigate, Seamanship, Survival, Track.
Standard Skills: Brawn, Drive, Influence, Insight, Locale, Perception, Willpower
Professional Skills: Commerce, Craft (Primary), Craft (Secondary), Engineering, Mechanisms, Streetwise
Standard Skills: Brawn, Drive, Influence, Insight, Locale, Perception, Willpower
Professional Skills: Art (Spell), Commerce, Craft (Potions), Oratory, Mechanisms, Streetwise
Standard Skills: Athletics, Brawn, Dance, Deceit, Influence, Insight, Sing
Professional Skills: Courtesy, Acting, Oratory, Musicianship(Harp), Seduction, Sleight, Streetwise
Standard Skills: Athletics, Brawn, Drive, Endurance, Locale, Perception, Ride
Professional Skills: Combat Style(Kern), Craft (any), Lore (Agriculture), Lore (Animal Husbandry), Navigation, Survival, Track
Standard Skills: Customs, Deceit, Influence, Insight, Locale, Perception, Willpower
Professional Skills: Bureaucracy, Commerce, Courtesy, Language (any), Literacy, Lore(Native Law), Oratory
Standard Skills: Dance, First Aid, Influence, Insight, Locale, Sing, Willpower
Professional Skills: Commerce, Craft (Specific Physiological Specialty), Healing, Language (any), Literacy (any), Streetwise
Standard Skills: Customs, Dance, Deceit, Influence, Insight, Locale, Willpower
Professional Skills: Bureaucracy, Courtesy, Customs, Literacy (any), Lore (Canon Law), Oratory, Politics
Standard Skills: Customs, Influence, Insight, Locale, Native Tongue, Perception, Willpower
Professional Skills: Culture (any), Language (any), Literacy (any), Lore (Poetry), Lore (History), Oratory, Teach
Standard Skills: Customs, Deceit, Influence, Insight, Locale, Native Tongue, Perception
Professional Skills: Bureaucracy, Courtesy, Lore(Raid Tactics), Combat Style(Horseman), Lore (Poetry), Oratory, Politics
With the career picked, add points to 15 skills as follows:
1 skill gets +50%
2 skills get +40%
3 skills get +30%
4 skills get +20%
5 skills get +10%
Some of skills say "any" or "Primary/Secondary" meaning you take a specialty. Here are the lists:
Language: Greek, Latin
Literacy: Greek, Latin, Gaelic
Craft: Blacksmithing, Coppersmithing, Goldsmithing, Carpentry, Chariot Builder, Engraver, Potions
Standard Skill means one where your basic characteristics give you a base percentage in it.
Professional Skill means one where you default to 0% unless you put points into it.
That's no problem.OK, I can acquire those rules. I'm officially interested, but I'm going to have to do some document acquisition and some reading. I'd probably go pregen with some light guidance if that works for you.
Nothing else actually.What supplements or whatever are you using, other than the core 2E rules?
So key points:Alright, im in. Can I get a quick summary? Based on that I'll pick a career and let you pre gen something.
I'm about to go full immersive bro and literally teleport you to fantasy 10th century IrelandYou mean Brian, I'm just the player.
So cool!I'm about to go full immersive bro and literally teleport you to fantasy 10th century Ireland
Harpist, Priest, Noble, Physician and Farmer. Harpist left a while ago though. Priest and Farmer are on pause at the moment.Sounds sweet. What other characters do we have?
It's the 1080s. Normans have not yet arrived in Ireland. Though there is news of "armoured Frenchmen" and so on within Ireland.So this a fantasy version of the 11th century? How close to history are you sticking, just out of curiosity? I'm mostly just trying to locate the setting before or after the Norman picnic lunch of 1066.
Weapon | Damage | Special Effect | Reach/Range | Traits | AP/HP | Size/Force | ENC | Other |
---|---|---|---|---|---|---|---|---|
Sword | 1d8 | Bleed, Impale | M | 6/10 | M | 2 | ||
Dagger | 1d4 + 1 | Bleed, Impale | S | Thrown | 6/8 | S | ||
Bow | 1d8 | Impale | 15/125/250 | 4/7 | H | 1 | 2 turn reload | |
Javelin | 1d8+1 | Impale, Pin Weapon(Shield) | 10/20/50 | 3/8 | H | 1 |
Combat Style(Kern) | 85 |
Brawn | 44 |
Lore(Agriculture) | 24 |
Perception | 22 |
Survival | 31 |
First Aid | 59 |
Locale | 54 |
Ride | 67 |
Navigation | 22 |
Lore(Animal Husbandry) | 24 |
Drive | 27 |
Endurance | 42 |
Craft(Blacksmithing) | 29 |
Track | 63 |
Atheltics | 55 |
Boating | 29 |
Conceal | 27 |
Customs | 64 |
Dance | 35 |
Deceit | 20 |
Evade | 44 |
Influence | 26 |
Insight | 22 |
Native Tongue | 60 |
Sing | 18 |
Stealth | 49 |
Swim | 59 |
Unarmed | 55 |
Willpower | 30 |
Art(Spell) | 77 |
Brawn | 56 |
Lore(Mythology) | 74 |
Perception | 31 |
Survival | 26 |
First Aid | 34 |
Locale | 34 |
Ride | 31 |
Commerce | 30 |
Drive | 31 |
Endurance | 24 |
Craft(Potion) | 74 |
Mechanism | 54 |
Streetwise | 47 |
Oratory | 57 |
Athletics | 31 |
Boating | 46 |
Conceal | 31 |
Customs | 74 |
Dance | 40 |
Deceit | 40 |
Evade | 44 |
Influence | 36 |
Insight | 31 |
Native Tongue | 80 |
Sing | 27 |
Stealth | 34 |
Swim | 26 |
Unarmed | 61 |
Willpower | 28 |
Yeah no problem. Would you like me to up its score as I didn't put any points into it? I'll bring down something you find less important if so.I'm not sure if you're using cults or not. I'd also ask to change the Craft from smithing to tanning if that's alright, I had a kind of hunter vibe going and that makes more sense.
The Mythras Imperative rules just let you pick your character age as it doesn't really have different rules for different ages. Most here have gone for 17-27 essentially since that is the age range in standard Mythras that gives the same rules as Imperative. No real problem if you want an older character though.I'd still have to pick passions, age, height, weight plus roll for family, and allies etc?
That sounds perfect. There'll be a few ways of inserting you into game with that.Here's the broad strokes of the background I had in mind, and you can tell me if this works. The character was going to be of Clan Cenel Moen, sept O Tiarnaigh, from county Donegal, (Inishowen more specifically). The sept has a deep raiding rivalry with another clan from across the Foyle (so Londonderry). Lots of bad blood, and probably one Passion. Some sort of dark deed as part of that, perhaps not exactly as people think happened, has driven him into a semi-mercenary life (while the heat dies down). He's been hiring out to various warbands that are at least somewhat allies of his own clan, and waiting for a message from his family that he can come home. He has something bordering on mania for boar hunting, and if there's an option for a Cult of Cernunnos of some sort I'd be very pleased (another passion). His sept is old fashioned, and hold to the old ways, with little time for this newfangled Christianity, but it's matter of honoring the former rather than despising the latter.
There would be. Historically at this stage it'd be reduced to meeting a druid in the forest to beseech him and maybe owning the odd talisman type deal. However since magic is actually real here it can be stronger than that. As much details as you feel is fine. Generally if you want to go with it still retaining it's original form from before Christianity it'd involve a druid wearing the horns or some similar way of affecting being the god and performing a sacrifice or burning at an altar before those who'd sworn an oath.Is there a Cult of Cernunnos? If so I can throw some broad strokes into that too if you want, or you can detail and tell me how it works.
That's perfectly fine as well. Celtic cults were very like Roman ones, i.e. some widely known, some local, some secret societies. We have records of initiation rites and so on. So all of that is fine.The picture I had in mind was something like the cult of mythras, with initiations and the whole bit. Plus obligations to other members yadda yadda. Obviously not historical. It doesn't need to be that though.
Cool. I wasn't planning on making too much of it, but with the right oaths you get some possible benefits alongside some potential on your end to make my life difficult. As a GM thats nostly what I look for. Lots of story potential is the goal.That's perfectly fine as well. Celtic cults were very like Roman ones, i.e. some widely known, some local, some secret societies. We have records of initiation rites and so on. So all of that is fine.
Weapon | Damage | Special Effect | Reach/Range | Traits | AP/HP | Size/Force | ENC | Other |
---|---|---|---|---|---|---|---|---|
Sword | 1d8 | Bleed, Impale | M | 6/10 | M | 2 | ||
Dagger | 1d4 + 1 | Bleed, Impale | S | Thrown | 6/8 | S | ||
Bow | 1d8 | Impale | 15/125/250 | 4/7 | H | 1 | 2 turn reload | |
Javelin | 1d8+1 | Impale, Pin Weapon(Shield) | 10/20/50 | 3/8 | H | 1 |
Combat Style(Kern) | 85 |
Brawn | 44 |
Lore(Agriculture) | 24 |
Perception | 22 |
Survival | 41 |
First Aid | 49 |
Locale | 54 |
Ride | 67 |
Navigation | 22 |
Lore(Animal Husbandry) | 24 |
Drive | 27 |
Endurance | 42 |
Craft(Tanning) | 39 |
Track | 63 |
Atheltics | 55 |
Boating | 29 |
Conceal | 27 |
Customs | 64 |
Dance | 25 |
Deceit | 20 |
Evade | 44 |
Influence | 26 |
Insight | 22 |
Native Tongue | 60 |
Sing | 18 |
Stealth | 49 |
Swim | 59 |
Unarmed | 55 |
Willpower | 30 |
The Kern carried a "ga" which ranged in size from a javelin to a spear to a dart. I gave the most common size, but you can certainly take a spear instead.Also, I notice I don't have a spear, is that not a Kern weapon? It's kind of integral to the concept as-is.