The Straight Road (LoTR/?/Original Universe)

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Of the end days, which of the Four did worse to mankind is difficult to say. He Who Shapes...
Of the end days, which of the Four did worse to mankind is difficult to say. He Who Shapes turned all the creatures of the world against us, while the Darkness That Devours tore down our cities and the Fire King leapt from the hearths that kept us warm. But the Bone Walker, in many ways, was most damaging by the sheer bloody work it did. As the master of the moment between life and death, the living-yet-not-alive, it was capable of the most insidiously unnatural acts. He Who Shapes twisted what already existed, but it did not create. The Darkness That Devours toyed with natural forces, but only briefly. The Fire King sprang from flame, but it could only manifest from what men had first set into motion with their own hands, though once unleashed he commanded all elements. In this way, the other three and their magics were at least grounded in what we understood, and could in some small ways be guarded against. The Bone Walker was not bound by these weaknesses or requirements. It had the power over the concept of transition and death, of decay and passing time. Or perhaps it possessed power over all concept and order, and simply elected to use that which we found instinctively terrifying. His uses of magic were above all else ordered and uniform.
The Straight Road
Our own dead rose against us from boneyards we didn't know existed, lost to the passage of time. From where we left our honoured dead, they tore up their weathered graves. Then they hunted us, millions strong. All that saved us from certain death as a species, I suspect, was that it disdained, or perhaps could not, use bodies that still had flesh on their bones or had been purified by fire. With the Fire King and the Darkness That Hungers gone, only He Who Shapes and the Bone Walker remained. Then the Bone Walker left, too, and lastly He Who Shapes.
Crossover Quest
He Who Shapes has had the greatest effect on us after the Fall. His presence, I believe, acted to codify and give power to the magic we now call thaumaturgy. Echoes of his intent remain in the often malicious forms that uncontrolled transmogrification causes. But his creations are capable of breeding, or are even spontaneously twisted into new forms where he trod. It is for that reason that the cities are dangerous, even now, and may have terrible new scions of his will that are seen nowhere else. The Bone Walker has left traces, but every bone walker is a legacy from hundreds of years ago, and every generation there are fewer left. The other two were only ever capable of direct malice, or perhaps did not enjoy indirect methods.

We will one day reclaim some of our greatness, but I fear that the Old Cities will never be safe. Even disregarding what lurks there, survivors to the largest ruins often return violently ill, whether they encountered monsters or not, and many trinkets from the places of our ancestors cause sickness even if carried from there.
GENDER

[ ] Male.
[ ] Female.roll for vaginal circumference​



GEOGRAPHY (The place of your upbringing)

[ ] A labyrinthine jungle within a towering and broken-sided pyramid from before the fall of humanity, an isolated island of life surrounded by a deadly sea of sand and glass. Water, plants, and food is plentiful - you must merely contend with its more bestial denizens to attain it.

[ ] Amongst the ruins of a great city, hiding in shadows and secret byways, hunting the treasures and hiding from the monsters that still stalk this site of long-forgotten tragedy.

[ ] Underground in a cave system of tunnels and deep chambers, studded with long and deep metal wells that reach up to the open sky. It is said that once there were mighty weapons here, though you cannot conceive of what grand arsenal would be kept in such pits.

[ ] A wasteland settlement, fortified and lean- part of a network of many other such villages scraping out a living.

[ ] A roving trade caravan, seeing all of the world's wonders and horrors, but never having a true home to call your own.



SOCIAL (Ancestry - Pick One)

Nobility. You were born into a secure household, with armed guards and servants. You were never forced to scrounge for survival like the people outside your walls, or watch over your shoulder for hidden threats. (ONLY AVAILABLE IN JUNGLE LABYRINTH OR WASTELAND SETTLEMENT)

[ ] Heir to a warlord. Raised by one who rules with military might and an iron fist, you've been taught from birth to fight with the best, and to dominate those below you by sheer martial power.

[ ] The third child. You were trained in the ways of the scholar. You've learned about medicine and diplomacy, with a dash of magic.

[ ] Spellsword. You have been trained to wield purifying flame in one hand and three feet of steel in the other, a symbol of protection for those underneath you.



Commoner. Like almost everybody else, you had to struggle to keep on living another year. Food is scarce, safety even more so.

[ ] Smith's apprentice. Hard work, but you've picked up enough skill at the craft to make a living at it. A fair bit of muscle, to boot. Having a valued trade is one of the few ways to guarantee a living.

[ ] Street Urchin. You've lived in the shadows your whole life, picking at the pockets and the scraps of those above you.

[ ] Military Recruit. You've been trained in the basic principles of weaponry and warfare, and in your early days of service you've had the time to pick up bits of local flavor on your assignments.

[ ] Merchant-in-training. You've learned a great deal about foreign cultures, the production of valuable goods, and getting what you want, by hook or by crook.

[ ] Farmer. You have no major skills beyond cultivating plant life and shearing sheep. Why would you even pick this?



PROFESSION

All things end. Eventually you had to decide what you wanted to do with the rest of your life.

[ ] Soldier. You took up arms to fight both monsters and men made monsters. It is a tough life, one with death around every corner, but a role that needs to be filled.

[ ] Hunter. You can survive well enough on your own without civilization. You know how to fight, how to forage, and even a little bit of basic spellcraft.

[ ] Artisan. Leisure does not exist to a degree sufficient to support an entire working class, but those with the money will pay for creature comforts. You provide them with your hands, a jack-of-trades moving where the market takes you.

[ ] Thief. Resources are scarce - there will always be those without. What need requires, you take. If you take a little more, who can fault you for it? Subtlety. Agility. Dexterity. Misdirection. These are your greatest weapons.

[ ] Lorekeeper. There are secrets that have endured since the old world that escaped its destruction, and newer techniques that have been born from trial and error. You know them because they should not be forgotten. When time demands it, you speak them.

[ ] Merchant. Making your living by hawking wares, you're a fine communicator and appraiser. You've got shallow knowledge on a wide variety of subjects and you can hold your own in a barroom brawl if it comes to it.

[ ] Sorcerer. Wizard comes from 'wise'. Wisdom does not fill your belly, or protect you from things that prowl beyond the firelight. To be a sorcerer is to accept that you tamper with forces born of evil, and bend them to your will. You will not die of old age. Your craft will betray you.
 
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Holy shit. Its back.

[X] Male.
[X] A labyrinthine jungle within a towering and broken-sided pyramid from before the fall of humanity, an isolated island of life surrounded by a deadly sea of sand and glass. Water, plants, and food is plentiful - you must merely contend with its more bestial denizens to attain it.
[X] Spellsword. You have been trained to wield purifying flame in one hand and three feet of steel in the other, a symbol of protection for those underneath you.
[X] Sorcerer. Wizard comes from 'wise'. Wisdom does not fill your belly, or protect you from things that prowl beyond the firelight. To be a sorcerer is to accept that you tamper with forces born of evil, and bend them to your will. You will not die of old age. Your craft will betray you.
 
[X] Female

[X] Amongst the ruins of a great city, hiding in shadows and secret byways, hunting the treasures and hiding from the monsters that still stalk this site of long-forgotten tragedy.

[X] Commoner. Like almost everybody else, you had to struggle to keep on living another year. Food is scarce, safety even more so.
-[X] Street Urchin. You've lived in the shadows your whole life, picking at the pockets and the scraps of those above you.

[X] Thief. Resources are scarce - there will always be those without. What need requires, you take. If you take a little more, who can fault you for it? Subtlety. Agility. Dexterity. Misdirection. These are your greatest weapons.
 
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[X] Male
[X] A wasteland settlement, fortified and lean- part of a network of many other such villages scraping out a living.
[X] Heir to a warlord. Raised by one who rules with military might and an iron fist, you've been taught from birth to fight with the best, and to dominate those below you by sheer martial power.
[X] Soldier. You took up arms to fight both monsters and men made monsters. It is a tough life, one with death around every corner, but a role that needs to be filled.

War. Doubling down on war. This person probably won't be a hero, but he'll be a leader and a fighter.
 
[X] Male.
[X] A labyrinthine jungle within a towering and broken-sided pyramid from before the fall of humanity, an isolated island of life surrounded by a deadly sea of sand and glass. Water, plants, and food is plentiful - you must merely contend with its more bestial denizens to attain it.
[X] Spellsword. You have been trained to wield purifying flame in one hand and three feet of steel in the other, a symbol of protection for those underneath you.
[X] Sorcerer. Wizard comes from 'wise'. Wisdom does not fill your belly, or protect you from things that prowl beyond the firelight. To be a sorcerer is to accept that you tamper with forces born of evil, and bend them to your will. You will not die of old age. Your craft will betray you.
 
Yay, the thing u showed me was the thing you decided to do :D.

[x] Male
[x] A roving trade caravan, seeing all of the world's wonders and horrors, but never having a true home to call your own.
[x] Merchant-in-training. You've learned a great deal about foreign cultures, the production of valuable goods, and getting what you want, by hook or by crook.
[x] Thief. Resources are scarce - there will always be those without. What need requires, you take. If you take a little more, who can fault you for it? Subtlety. Agility. Dexterity. Misdirection. These are your greatest weapons.

I picked such seeming random choices, as I want to create a character who has seen the world, who knows how to negotiate, who can pick up interesting rumours, and employ their skills, both barter and thievery... to a good effect.
 
[X] Male.
[X] A labyrinthine jungle within a towering and broken-sided pyramid from before the fall of humanity, an isolated island of life surrounded by a deadly sea of sand and glass. Water, plants, and food is plentiful - you must merely contend with its more bestial denizens to attain it.
[X] Spellsword. You have been trained to wield purifying flame in one hand and three feet of steel in the other, a symbol of protection for those underneath you.
[X] Sorcerer. Wizard comes from 'wise'. Wisdom does not fill your belly, or protect you from things that prowl beyond the firelight. To be a sorcerer is to accept that you tamper with forces born of evil, and bend them to your will. You will not die of old age. Your craft will betray you.
 
So,... Figwit V2?

[X] Male.

[x] A roving trade caravan, seeing all of the world's wonders and horrors, but never having a true home to call your own.

I like the idea of wanderer type person.

[x] Smith's apprentice. Hard work, but you've picked up enough skill at the craft to make a living at it. A fair bit of muscle, to boot. Having a valued trade is one of the few ways to guarantee a living.

If LoTR universe involved, crafting maybe a good skill to have. Crafting is how Figwit manage to buy trust and there's a lot of people who can be friendly over such subject. Other than all that, crafting is a easily precious skill. A good smith can find job in a lot places.

The muscle is a bonus that can help a bit if we need to get into violence.

[x] Sorcerer. Wizard comes from 'wise'. Wisdom does not fill your belly, or protect you from things that prowl beyond the firelight. To be a sorcerer is to accept that you tamper with forces born of evil, and bend them to your will. You will not die of old age. Your craft will betray you.

Magic Artificer. What's not to love?
 
[X] Male.
[X] A labyrinthine jungle within a towering and broken-sided pyramid from before the fall of humanity, an isolated island of life surrounded by a deadly sea of sand and glass. Water, plants, and food is plentiful - you must merely contend with its more bestial denizens to attain it.
[X] Spellsword. You have been trained to wield purifying flame in one hand and three feet of steel in the other, a symbol of protection for those underneath you.
[X] Sorcerer. Wizard comes from 'wise'. Wisdom does not fill your belly, or protect you from things that prowl beyond the firelight. To be a sorcerer is to accept that you tamper with forces born of evil, and bend them to your will. You will not die of old age. Your craft will betray you.

Has the tale of Figwit ended then?

:(
 
Everyone, have you considered maybe doing something other than trying to build a character other than Figwit 2: Fig Wittier? Magic can be kind of dicey in this system. The Sorcerer pick literally has "Your craft will betray you." in its description.

Vote plan thief!
 
[X] Female

[X] Amongst the ruins of a great city, hiding in shadows and secret byways, hunting the treasures and hiding from the monsters that still stalk this site of long-forgotten tragedy.

[X] Commoner. Like almost everybody else, you had to struggle to keep on living another year. Food is scarce, safety even more so.
-[X] Street Urchin. You've lived in the shadows your whole life, picking at the pockets and the scraps of those above you.

[X] Thief. Resources are scarce - there will always be those without. What need requires, you take. If you take a little more, who can fault you for it? Subtlety. Agility. Dexterity. Misdirection. These are your greatest weapons.
 
[x] Male
[X] Amongst the ruins of a great city, hiding in shadows and secret byways, hunting the treasures and hiding from the monsters that still stalk this site of long-forgotten tragedy.
[X] Street Urchin. You've lived in the shadows your whole life, picking at the pockets and the scraps of those above you.[x] Thief. Resources are scarce - there will always be those without. What need requires, you take. If you take a little more, who can fault you for it? Subtlety. Agility. Dexterity. Misdirection. These are your greatest weapons.
[X] Lorekeeper. There are secrets that have endured since the old world that escaped its destruction, and newer techniques that have been born from trial and error. You know them because they should not be forgotten. When time demands it, you speak them.

I like this, a scavenger, a thief who struggled to survive in a hellhole. Either by his efforts or by accident, he acquired great knowledge which he must now decide how to use.
 
[x] Male
[X] Amongst the ruins of a great city, hiding in shadows and secret byways, hunting the treasures and hiding from the monsters that still stalk this site of long-forgotten tragedy.
[X] Street Urchin. You've lived in the shadows your whole life, picking at the pockets and the scraps of those above you.
[X] Lorekeeper. There are secrets that have endured since the old world that escaped its destruction, and newer techniques that have been born from trial and error. You know them because they should not be forgotten. When time demands it, you speak them.

We can't be both a thief and a lorekeeper, so went with the lorekeeper.
 
[x] Female
[x] Amongst the ruins of a great city, hiding in shadows and secret byways, hunting the treasures and hiding from the monsters that still stalk this site of long-forgotten tragedy.
[x] Street Urchin. You've lived in the shadows your whole life, picking at the pockets and the scraps of those above you.
[x] Sorcerer. Wizard comes from 'wise'. Wisdom does not fill your belly, or protect you from things that prowl beyond the firelight. To be a sorcerer is to accept that you tamper with forces born of evil, and bend them to your will. You will not die of old age. Your craft will betray you.
 
[x] Female
[x] Amongst the ruins of a great city, hiding in shadows and secret byways, hunting the treasures and hiding from the monsters that still stalk this site of long-forgotten tragedy.
[x] Street Urchin. You've lived in the shadows your whole life, picking at the pockets and the scraps of those above you.
[x] Sorcerer. Wizard comes from 'wise'. Wisdom does not fill your belly, or protect you from things that prowl beyond the firelight. To be a sorcerer is to accept that you tamper with forces born of evil, and bend them to your will. You will not die of old age. Your craft will betray you.
 
[X] Male
[X] Amongst the ruins of a great city, hiding in shadows and secret byways, hunting the treasures and hiding from the monsters that still stalk this site of long-forgotten tragedy. (Level 2 Sneaking/Level 2 Survival)
[X] Street Urchin. You've lived in the shadows your whole life, picking at the pockets and the scraps of those above you. (Level 2 Thievery/+1 Sneak Level)
[X] Sorcerer. Wizard comes from 'wise'. Wisdom does not fill your belly, or protect you from things that prowl beyond the firelight. To be a sorcerer is to accept that you tamper with forces born of evil, and bend them to your will. You will not die of old age. Your craft will betray you. (+10 Magecraft Points)

Male
[Sneaking 3] When you want to be, you can be utterly, almost unnaturally silent. Your clothes don't brush each other, floorboards don't creak, and you can almost move at a slow walk while you do it, rather than a creep.
[Thievery 2] Weak locks are easy enough to break through, and the unwary are easy marks.
[Survival 2] You know how to spot the markings of animals' or monsters' territory and how to trace the paths they've taken. You know where to seek shelter from storms and fierce creatures.

Combat Points: 12
Magecraft Points: 25
Other Points: 21

COMBAT

Swordsmanship
[-2] You know the basics to defend yourself with a sword, the regimented strikes and defences, the footwork. You can't do anything flashy, but at least you can put up some resistance against an attacker.
[-2] You would match over half the footmen in the town watch in single combat, were you to duel them with blades only. You know some dirty tricks and tricky maneuvers, but you're still very much a novice compared to a blademaster.
[-2] In the town watch, you would match the best of them in combat, and that includes those who have been at it for decades. Not only that, you can take on two average footmen at a time and emerge victorious.
[-3] Your skill is what makes champions. Were a challenger wish to fight every blademaster in the known world, you can be assured he would knock at your door lest his task remain unfinished. Your blade is quick, your motions fluid. Rumour has it that you could draw your sword and kill a man before he had even seen you move.
[-5] You are a legend, the swordsman of a generation. You strike like lightning, and every movement has the grace of a dancer. It is said that you once cut through the flames of a Drake mid-exhale and struck off it's head. Nonsense, of course. The roof of the mouth is thinner between the sixteenth and seventeenth tooth, and on the other side is the sac where the Drake keeps the flammable gasses under pressure. You simply nicked it with the tip of your sword to stop it breathing fire on you then beheaded it in three strokes.

Archery
[-2] You can string a bow, store it properly, and even shoot it. Sometimes you even hit the target. Realistically speaking, you can hunt large game with some small success.
[-2] You are an archer who can confidently go out each day and come back with food, and maybe even kill the odd monster if you see it coming. Average, thy name is you.
[-2] You are one of the most skilled archers in the town, capable of consistently hitting your target from fifty meters away and even specific parts of the body. You also boast a fairly impressive rate of fire, at around eight arrows a minute. Well aimed arrows.
[-3] If you had time or inclination to taking part in frivolous games, you can be sure you would do well in them. You can hit birds in midair, provided you have a good angle at them, and you once nailed a charging barghest between the eyes from over a hundred meters away, and it was skill rather than luck.
[-5] With a bow in your hands, you are the deadliest archer they ever saw. You can loose an arrow every five seconds with phenomenal accuracy. Never let it be said that you don't fire them with force, either. You once shattered the skull of a bone walker from fifty meters, and they aren't slouches in the magic department when it comes to protection. Then there is the brigand you nailed in the throat to keep him from screaming when he was on watch, and the griffin you hit in the air mid-dive...

Hand to Hand
[-2] You're a brawler, and not a very good one. You might even break your hand if you got in a life or death fight.
[-2] You can hold your own in a barfight, but you had best be careful not to go up against anybody too big.
[-2] Down at the watering hall admiring stories are told about your right hook every now and then. Or the time you knocked out those two drunkards double-teaming you cold when you were completely smashed yourself.
[-3] You get a respectful distance given to you wherever you sit, and you have your own fighting style that lets you take down men slight or burly - and even a few of the more alarmingly humanoid creatures. Still, it's generally not a good idea to get into a tangle with them.
[-5] You can break doors off their hinges with a kick, snap bones between your hands, and you once ripped the fangs of a giant spider right out of it's face and stabbed it in (two) of its eyes with them. It expired rather rapidly after that. Considering it was mid-leap and you did so before it hit the ground, you get awed whispers when you pass by.

Throwing Weapons
[-2] You can throw a dagger, or a throwing knife. Whether it hits pointy end it a matter of luck, but at least you can roughly aim with it.
[-2] With some effort you can generally hit a target roughly ten meters away fairly consistently.
[-2] Dead on accuracy at close range, and you always hit point first.
[-3] Daggers? Easy. Axes? Oh yes, those too. So long as an object is even roughly aerodynamic (and sometimes not even then!) you can throw them with incredible accuracy and force. You can even arc weapons to hit even further away.
[-5] You once killed a bandit with a wooden fork through the eyesocket. From thirty meters away when he was only in your peripheral vision. Through the glare of a campfire.




MAGECRAFT


Elementalism
Elementalism is command over fire and heat, and extending that command to others. Air is the easiest, but skilled elementalists can work through any medium. It is the domain of the Fire King.

[-2] You can light small flames or quench them, provided they are within a few meters.
[-2] With contact, you can cool surfaces down to the point frost forms, or burn them terribly without harming yourself.
[-2] You throw magic as frost or flame in the form of a jet or ball. You can be safely said to be the most skilled in the town. Well...the most skilled one still alive.
[-3] You have reached the point where you can summon small bolts of lightning as you desire from your hands. Your flame is white hot, and your cold freezes flesh and bone solid.
[-5] You command your magic as the elements made form. Great gouts of flame erupt from the ground at your will, ice frosts over entire buildings and shatters them, lightning leaves circles of melted, molten stone.


Thaumaturgy
Thaumaturgists are sometimes called 'Shapers', and they consider themselves to be masters of the 'purest' magic. It is chaos made manifest, shaped by will. It desires to change things, but is a thinning force on reality, and the source of all other magic. It is the domain of He Who Shapes.

[-2] Thaumaturgy is raw magic given shape, and you can use it to create small lights or trace heat.
[-2] You can throw raw magic, causing serious pain and burns when it hits. Serious exertion can cause minor transmogrification.
[-2] You can create blinding light, and your power is sufficient to cause random transmogrification as you desire it to your targets.
[-3] You are a master of thaumaturgy. You can petrify monsters, use it (wastefully) as an expression of raw force, and even 'melt' stone. Magic of this power doesn't play nice with matter.
[-5] Golden light erupts at your command, disintegrating and transmogrifying. The walls of reality scream as you force your will upon it. You can literally turn your detractors into frogs. You've accidentally summoned a few tentacled things in your time, and set them packing again


Force
Force is an easy, instinctive magic for observers to grasp, but it is deceptively complex for the practitioner. Mathematics is a useful background, though hardly required, but it favours the analytical mind. It is the domain of the Darkness That Devours.

[-2] You can move small pebbles or stones, but not at any great speed.
[-2] With refined control, you can reduce the weight of something you are carrying by continually pushing up on it, or the opposite. You must be in contact with it.
[-2] You can now exert force on objects at range, pulling them, pushing them, tugging them in different directions...you can stop people walking or even running forward.
[-3] With a wave of your arm, you can send grown men hurtling into the sides of buildings, or use rocks the size of your head like a slinger uses pebbles.
[-5] Wooden buildings don't stand a chance, and merely shatter under the force you exert on them. Even stone crumbles. You can tear monsters like werewolves limb from limb with a few gestures, and cave in skulls with only a little effort. You can even wrench up solid rock from the ground.


Runecraft
Runecraft is the art of 'active' magic, stored for later use, and also conditional effects. While incapable of the kind of permanent effects which remain the hallmark of enchantment, they are nonetheless capable of extremely impressive feats of magic, albeit over a very short period. Unfortunately the power of runes are limited by the durability of the material in which they are inscribed. Wood can manage a burst of fire before combusting, while granite could produce a flamethrower-like effect. This is the domain of the Bonewalker.

[-2] With runecraft being the most 'controlled' magic, you can carve runes into stone and create basic effects like heat, slipperiness, cold, etc, once you channel magic into them.
[-2] Your power and accuracy is sufficient to carve runes into wood instead.
[-2] You can express more advanced concepts, such as 'protection' and 'barrier' in your runes. You are much in demand for warding doors and the gates alike! You can combine them to create new and strange effects, only limited by the power you can put into them.
[-3] You can now create conditional effects for triggering runes, allowing you to imbue them with power and wait for another force to set them off - stepping on it, for example.
[-5] Such is your mental mastery that you can sketch runes in the air itself with magic, and create complex conditional enchantments in a single rune made up of many. Runes which hang unseen in mid air for hours then vomit a jet of searing flame when when a non-human passes it are entirely possible.


Enchanting
Enchanting is the art of enhancement, of both yourself and other items. The limitation is the power of the effect and the size of the object - it is easier to enchant a needle to cause instant death with a prick than, say, a sword. This is an innately human, but long-lost magic that has long slumbered in the spirit of the people, but the arrival of the other Schools has revitalized the skill.

[-2] That which is hard, you can make harder. That which is sharp you can make sharper. You can enhance an inanimate object's properties in subtle ways.
[-2] You can slightly improve your own physical abilities, though not enough to equal the beasts that walk the wastes. You can sharpen a sword enough that it will chip away at the blade of another that would normally be its equal.
[-3] You can render a stone wall unbreakable by most conventional means, or your own flesh sturdy enough to survive the claws of a bone walker, or your arms strong enough to crush one to dust. You can confer minor effects to other living beings.
[-5] You can channel the effects of other magic you are able to perform and affix them to inanimate objects. You can confer major effects to other living beings. You can create enchantments that will last many years before they are exhausted.
[-7] You are able to enchant yourself and others with magical effects that you can produce through other schools (Runic tattoos, avatar of fire, etc.). You can casually punch your way through a stone wall, or cut steel with a loose hair.



OTHER


Medicine
[-2] You know the basics of where to apply medicines for known maladies.
[-2] You can make some basic efforts at diagnosis and give the appropriate response.
[-2] You have some skill in correctly identifying what ails you or others, as well as the best option to treat it.
[-3] Medicines? Bah, you make your own, and they are better for it.
[-5] You have your own little theories on the cause of injury and disease, and some experience at what does what. You've even made a few of your own concoctions that are dramatically more effective than the orally passed down poultices and tinctures that you were brought up knowing.


Languages
[-2] If you squint, you can see where languages are similar to yours and maybe pick up a few grammar-butchering phrases.
[-2] With some serious effort over the space of several months, you can speak the basics of a language well enough to function with other speakers. Writing is more difficult, but possible.
[-2] You're good with languages - very good. If somebody doesn't understand a merchant, they come to you, and you can usually get a rough understanding given a day or so, at least enough to complete a business transaction.
[-3] Picking up languages and local dialects has never been difficult for you. With a week, you can speak serviceably any new language you come across.
[-5] You live and breathe languages. You can read them, speak them, create them. Give you a week with a fluent speaker, and they'll think you're a native. You once convinced a neighbouring town that you were from the Far North by combining four different dialects of two languages into one natural flow that a local native speaker understood most of.


Sneaking
[-2] You can move soundlessly over floors that occasionally creak, but you're pretty obvious when you do it.
[-2] You're decently accomplished at sneaking about, and can usually surprise people by popping up alongside them.
[-2] When you want to be, you can be utterly, almost unnaturally silent. Your clothes don't brush each other, floorboards don't creak, and you can almost move at a slow walk while you do it, rather than a creep.
[-3] Forget slow walking. You can practically do a stride while sneaking along, though it helps to wear dark clothing.
[-5] Once you just walked past a sleeping colony of ripping bats, and considering their ears are about twice the size of their head, that is no small feat. Nobody dares make small talk about you, even in private, just in case you're actually in the room somewhere. Well...nobody who knows you personally, anyway.


Acrobatics
[-2] You have decent balance.
[-2] You know how to shift your weight and keep your grip on otherwise precarious surfaces where others would slip and fall.
[-2] You've got the best balance of anybody in town, able to walk across the top of a slick wall and climb by your fingertips. Nobody can catch you, what with all the slipping across the top of walls without the slightest loss of momentum.
[-3] Parkour? It's how you get around. You can do handstands, backflips, all the usual stuff. But the improvisation with objects, and hyperawareness of your surrounding space and obstacles is quite impressive.
[-5] People quietly murmur that your grace and skill is supernatural. More than once you have been subtly 'tested' with salt in your drink, or accidentally given a silver coin instead of a copper. You've passed them all. You really are that good. Although it is somewhat alarming to see you hop off a wall, up onto a dividing wall, then backflip onto a balcony in the space of one or two seconds.


Thievery
[-2] You know the theory of pickpocketing and lockwork. The theory. In practice, you aren't very good at it.
[-2] Weak locks are easy enough to break through, and the unwary are easy marks.
[-2] You're one of the best in town, and the underworld knows it. Only the most expensive and intricate locks can deter you, while it takes a truly alert soul to feel your fingers dip into their pockets.
[-3] No lock can stop you (save the really, really big ones) and even then you can break into them given enough time. Secret doors hold no secrets. Steel doors cannot stop you, so long as they have a keyhole.
[-5] You once stole a sword off a guardsman right out of his sheath. Then there was that time you pickpocketed the mayor in the middle of two guardsmen. Or when that lady didn't notice her necklace was missing until hours later. You're like a ghost with sticky fingers.


Smithing
[-2] You are a passable smith, able to create everything from horseshoes to daggers, and some serviceable blades. You would qualify as an apprentice, a useful helper at the forge.
[-2] You are a qualified smith in your own right, able to turn out weapons of quality good enough for the army, as well as some armor.
[-2] You are a master smith. You can create weapons conventional and strange, plate armor to outfit the greatest knight, and your mark is well known enough to carry weight when your creations are sold.
[-3] You are the subject to toasts (and envious looks) of other smiths wherever you go. You can create swords and armor fit for a king, gilded with gold and gems which do nothing to blunt the efficacy of your work.
[-5] You have reached the highest pinnacle of the smiths art. With every stroke of your hammer, you breathe intent and power into these works. They will never shatter, not even under the stroke of a warhammer. They will not dull, so long as they are wielded as they were meant to be. This is a weapon for a specific purpose. Betray that purpose, and it will be just another hunk of metal.


Survival
[-2] You know which berries will kill you and which ones won't. You can set a basic snare, with time and patience. And you can start a fire to cook what you catch.
[-2] You know how to spot the markings of animals' or monsters' territory and how to trace the paths they've taken. You know where to seek shelter from storms and fierce creatures.
[-2] You can fashion your own weapons from a wood or ruin, and you've hunted bear for meat and furs more than once. You can set traps good enough to catch a big predator or a man.
[-3] You could walk into a sandstorm and walk back out not looking much worse for wear. You can pick paths where even experienced woodmen and climbers wouldn't see them.
[-5] They say you can draw water from a stone. They say that apex predators think twice before entering your territory. They say you tracked, trapped and killed a blaze shrike by yourself. They're not wrong. The rock was very porous, the trick is to maintain eye contact, and blaze shrikes are actually rather stupid.
 
@Sayle
When we are creating the Character how do you wish us to spend the points? Is it that the -3 equals we get a skill of 3 in a skill or do we spend all the minus 2's first?

COMBAT
Swordsmanship
[-3] Your skill is what makes champions. Were a challenger wish to fight every blademaster in the known world, you can be assured he would knock at your door lest his task remain unfinished. Your blade is quick, your motions fluid. Rumour has it that you could draw your sword and kill a man before he had even seen you move.
Archery
[-3] If you had time or inclination to taking part in frivolous games, you can be sure you would do well in them. You can hit birds in midair, provided you have a good angle at them, and you once nailed a charging barghest between the eyes from over a hundred meters away, and it was skill rather than luck.
 
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@Sayle
When we are creating the Character how do you wish us to spend the points? Is it that the -3 equals we get a skill of 3 in a skill or do we spend all the minus 2's first?

COMBAT
Swordsmanship
[-3] Your skill is what makes champions. Were a challenger wish to fight every blademaster in the known world, you can be assured he would knock at your door lest his task remain unfinished. Your blade is quick, your motions fluid. Rumour has it that you could draw your sword and kill a man before he had even seen you move.
Archery
[-3] If you had time or inclination to taking part in frivolous games, you can be sure you would do well in them. You can hit birds in midair, provided you have a good angle at them, and you once nailed a charging barghest between the eyes from over a hundred meters away, and it was skill rather than luck.

Based on logic, and also the last time Sayle ran a game with this chargen system, it's cumulative expenditure. You have to buy the first level, then spend additional points to get the second, then the third, etc.
 
Combat:
[X] Hand to Hand 4 (9 points)
[X] Swordsmanship 1 (2 points)

Magecraft:
[X] Elementalism 3 (6 points)
[X] Enchanting 5 (19 points)

Other:
[X] Sneaking 5 (8 points)
[X] Acrobatics 3 (6 Points)
[X] Languages 3 (6 Points)

One point left over in Combat and one point left over in Other. Shame, with one more point in each we could've had a way better build. I didn't opt for more acrobatics or thievery because having Language skill was basically 100% critical to being able to do anything in the last game with this setup.
 
Combat:
[X] Hand to Hand 4 (9 points)
[X] Swordsmanship 1 (2 points)

Magecraft:
[X] Elementalism 3 (6 points)
[X] Enchanting 5 (19 points)

Other:
[X] Sneaking 5 (8 points)
[X] Acrobatics 3 (6 Points)
[X] Languages 3 (6 Points)
 
[X] D King Hecht's Plan
COMBAT
Swordsmanship
[-2] You know the basics to defend yourself with a sword, the regimented strikes and defences, the footwork. You can't do anything flashy, but at least you can put up some resistance against an attacker.

Hand to Hand
[-2] You're a brawler, and not a very good one. You might even break your hand if you got in a life or death fight.
[-2] You can hold your own in a barfight, but you had best be careful not to go up against anybody too big.
[-2] Down at the watering hall admiring stories are told about your right hook every now and then. Or the time you knocked out those two drunkards double-teaming you cold when you were completely smashed yourself.
[-3] You get a respectful distance given to you wherever you sit, and you have your own fighting style that lets you take down men slight or burly - and even a few of the more alarmingly humanoid creatures. Still, it's generally not a good idea to get into a tangle with them.


MAGECRAFT
Elementalism

[-2] You can light small flames or quench them, provided they are within a few meters.
[-2] With contact, you can cool surfaces down to the point frost forms, or burn them terribly without harming yourself.
[-2] You throw magic as frost or flame in the form of a jet or ball. You can be safely said to be the most skilled in the town. Well...the most skilled one still alive.
[-3] You have reached the point where you can summon small bolts of lightning as you desire from your hands. Your flame is white hot, and your cold freezes flesh and bone solid.
[-5] You command your magic as the elements made form. Great gouts of flame erupt from the ground at your will, ice frosts over entire buildings and shatters them, lightning leaves circles of melted, molten stone.

Enchanting

[-2] That which is hard, you can make harder. That which is sharp you can make sharper. You can enhance an inanimate object's properties in subtle ways.
[-2] You can slightly improve your own physical abilities, though not enough to equal the beasts that walk the wastes. You can sharpen a sword enough that it will chip away at the blade of another that would normally be its equal.
[-3] You can render a stone wall unbreakable by most conventional means, or your own flesh sturdy enough to survive the claws of a bone walker, or your arms strong enough to crush one to dust. You can confer minor effects to other living beings.

Runecraft
[-2] With runecraft being the most 'controlled' magic, you can carve runes into stone and create basic effects like heat, slipperiness, cold, etc, once you channel magic into them.
[-2] Your power and accuracy is sufficient to carve runes into wood instead.


OTHER

Sneaking
[-3] Forget slow walking. You can practically do a stride while sneaking along, though it helps to wear dark clothing.

Acrobatics
[-2] You have decent balance.
[-2] You know how to shift your weight and keep your grip on otherwise precarious surfaces where others would slip and fall.
[-2] You've got the best balance of anybody in town, able to walk across the top of a slick wall and climb by your fingertips. Nobody can catch you, what with all the slipping across the top of walls without the slightest loss of momentum.
[-3] Parkour? It's how you get around. You can do handstands, backflips, all the usual stuff. But the improvisation with objects, and hyperawareness of your surrounding space and obstacles is quite impressive.


Thievery
[-2] You're one of the best in town, and the underworld knows it. Only the most expensive and intricate locks can deter you, while it takes a truly alert soul to feel your fingers dip into their pockets.
[-3] No lock can stop you (save the really, really big ones) and even then you can break into them given enough time. Secret doors hold no secrets. Steel doors cannot stop you, so long as they have a keyhole.

Languages
[-2] If you squint, you can see where languages are similar to yours and maybe pick up a few grammar-butchering phrases.
[-2] With some serious effort over the space of several months, you can speak the basics of a language well enough to function with other speakers. Writing is more difficult, but possible.

Edit:
Had to replace smithing with some knowledge of languages.
 
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[X] D King Hecht's Plan
COMBAT
Swordsmanship
[-2] You know the basics to defend yourself with a sword, the regimented strikes and defences, the footwork. You can't do anything flashy, but at least you can put up some resistance against an attacker.

Hand to Hand
[-2] You're a brawler, and not a very good one. You might even break your hand if you got in a life or death fight.
[-2] You can hold your own in a barfight, but you had best be careful not to go up against anybody too big.
[-2] Down at the watering hall admiring stories are told about your right hook every now and then. Or the time you knocked out those two drunkards double-teaming you cold when you were completely smashed yourself.
[-3] You get a respectful distance given to you wherever you sit, and you have your own fighting style that lets you take down men slight or burly - and even a few of the more alarmingly humanoid creatures. Still, it's generally not a good idea to get into a tangle with them.


MAGECRAFT
Elementalism

[-2] You can light small flames or quench them, provided they are within a few meters.
[-2] With contact, you can cool surfaces down to the point frost forms, or burn them terribly without harming yourself.
[-2] You throw magic as frost or flame in the form of a jet or ball. You can be safely said to be the most skilled in the town. Well...the most skilled one still alive.
[-3] You have reached the point where you can summon small bolts of lightning as you desire from your hands. Your flame is white hot, and your cold freezes flesh and bone solid.
[-5] You command your magic as the elements made form. Great gouts of flame erupt from the ground at your will, ice frosts over entire buildings and shatters them, lightning leaves circles of melted, molten stone.

Enchanting

[-2] That which is hard, you can make harder. That which is sharp you can make sharper. You can enhance an inanimate object's properties in subtle ways.
[-2] You can slightly improve your own physical abilities, though not enough to equal the beasts that walk the wastes. You can sharpen a sword enough that it will chip away at the blade of another that would normally be its equal.
[-3] You can render a stone wall unbreakable by most conventional means, or your own flesh sturdy enough to survive the claws of a bone walker, or your arms strong enough to crush one to dust. You can confer minor effects to other living beings.

Runecraft
[-2] With runecraft being the most 'controlled' magic, you can carve runes into stone and create basic effects like heat, slipperiness, cold, etc, once you channel magic into them.
[-2] Your power and accuracy is sufficient to carve runes into wood instead.


OTHER

Sneaking
[-3] Forget slow walking. You can practically do a stride while sneaking along, though it helps to wear dark clothing.

Acrobatics
[-2] You have decent balance.
[-2] You know how to shift your weight and keep your grip on otherwise precarious surfaces where others would slip and fall.
[-2] You've got the best balance of anybody in town, able to walk across the top of a slick wall and climb by your fingertips. Nobody can catch you, what with all the slipping across the top of walls without the slightest loss of momentum.
[-3] Parkour? It's how you get around. You can do handstands, backflips, all the usual stuff. But the improvisation with objects, and hyperawareness of your surrounding space and obstacles is quite impressive.


Thievery
[-2] You're one of the best in town, and the underworld knows it. Only the most expensive and intricate locks can deter you, while it takes a truly alert soul to feel your fingers dip into their pockets.
[-3] No lock can stop you (save the really, really big ones) and even then you can break into them given enough time. Secret doors hold no secrets. Steel doors cannot stop you, so long as they have a keyhole.

Smithing
[-2] You are a passable smith, able to create everything from horseshoes to daggers, and some serviceable blades. You would qualify as an apprentice, a useful helper at the forge.
[-2] You are a qualified smith in your own right, able to turn out weapons of quality good enough for the army, as well as some armor.

Well, our plans are almost identical...

I like the way you think :D
 
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