Arphenion "Artorius" Annunion Ranger of the North - Bryce

If you have a character in our game, you will find their journal in this area, as well as some stickied threads near the top of the list for songs and stories. As well Player-heroes (PHs), as they are called in The One Ring, have some basic information here concerning how to build them. A journal means you have the opportunity to develop your character's depth to help you be able to get into them, even in a slow-flow forum-based setting such as our game. Have fun with it... using your journal and helping the group with songs may even lead you to gaining experience for posting about them.
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Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Artorius » 07 Aug 2016, 18:05

(NOTE: Feel free to delete THIS comment, keeping the others from Fellowship Focus, below, and put your character's history, background, and any other relevant information or notes concerning your character, here.)

Fellowship Focus:
(NOTE: Your Fellowship Focus is another person in the Company you have some manner of connection to. You may spend Hope to help this individual, including giving it to them. It is up to the LoreMaster when and how you rejuvenate Hope, but using Hope for the benefit of your Fellowship Focus, but which also aids the Company, is cause for immediate rejuvenation.

Company Roles ~ Here find the definitions of the four roles in the game. At the beginning of each new Journey Phase, the Company selects who will play in which roles: Guide (1 only), Scout, Huntsman, and/or Look-out Man. While each character may be able to fill multiple roles, as listed, only one character can hold the primary slot of each role.
  • Guide: One companion has the responsibility of guiding the group during the journey. The Guide of the company is responsible for decisions, such as when the group should stop for a rest or how to manage their reserves of food. The main asset of a good Guide is a superior Travel skill. There is never more than one Guide, as they could also be considered to be the Captain for the Company.
     
  • Scout: A character acting as a Scout can be called upon to find a suitable location for setting up camp, or when a situation forces the company to abandon the road it was following to find a new one. Leaving a well-trodden path is difficult and dangerous, involving climbing up steep hills, wading wide streams or scaling doubtful paths along cliff-sides. A good Scout is characterized by a decent Explore skill. There may be more than one Scout, although first-come first-served is the Primary. Anyone else may act as a Secondary as long as they have a good Explore skill.
     
  • Hunter: When traveling with haste, a company can soon run out of provisions, especially when completing a journey that is going to take several weeks. A companion skilled at Hunting is always ready to track prey into the woods before making camp. There may be more than one Hunter, though the first one to choose Hunter is the Primary; it is expected that all will hunt, but only those with at least one Rank in Hunting may be called on to roll that skill.
     
  • Look-out: A journey brings a company through wildly different territories, most of them dangerous. The Look-out is a vital duty that often puts a hero in the position of saving the lives of all members of a group, or of dooming them all through inattention. The Look-out’s skill is Awareness, usually tested at the LoreMaster’s request. Though there is one Primary Look-out, everyone can aid in the Look-out's effort by either requesting to make an Awareness roll, or if the LoreMaster rolls for the Player-hero passively.)
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Artorius » 07 Aug 2016, 18:20

ARPHENION ANNUNION
"Artorius"

Bryce
 
Culture
Calling
Shadow Weakness
Standard of Living
Ranger of the North
Scholar
Lure of Secrets
Martial
 
Cultural Blessing: Foresight of their Kindred ~ You still possess a measure of the foresight of your kindred.
  • You activate the Foresighted Trait the first time when you invoke it normally. Then, you may
    invoke the Trait for the length of the current game session; once the {session} passes, the Trait
    will not be available, again until the next Adventure phase.
 
Background: Keeper of Earth and Spirit ~ Though the simple folk of the North speak in harsh whispers when you draw near, they also turn to you in times of woe when a blight has set itself upon their lands, for you have hands of healing and have cultivated gifts of renewal. Clad in mud-stained boots and carrying pouches filled with sweet-smelling leaves and herbs, your presence brings relief to all who have been injured, both in body and spirit. Still, you spend long seasons in the Wild and are often regarded as a savage figure to be feared unless at the utmost end of need.
 
Calling: Scholar ~ For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.
 
- TRAITS -
Fore-sighted: A sense of watchfulness, and of fear, may at times arise in you to warn you of a danger that has not yet come to pass. Even the wisest among your kin cannot always interpret these signs, and sometimes the reasons behind your sensations are never explained, as some of the things that you perceived do not actually come to be.

Hardened: You show the mettle of a seasoned adventurer. Misfortune has taken its toll on you, or your eyes have already witnessed too many hard deeds.

Herb-lore*: You can identify all manner of herbs, good and bad, curative and cook-worthy, this being a skill favored by many in Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve.

Lore of Arnor: Your folk have long preserved the lore of the kingdom of Arnor, passing on its wisdom from generation to generation. You are learned in the old lore of the Rangers and you know the crossing paths of Eriador like the back of your hand. Lore of Arnor bestows the benefits granted by both Old/Ancient Lore and Region Lore (Eriador).

Rhymes of Lore*: These are brief compositions in verse created by many cultures to remember significant facts from ancient history. You can use them to improve a test of Lore, but is best used with skills from the Custom Group, Courtesy, Song, or Riddle. Scholars credit much of their knowledge to these Rhymes.

Tall: You tower above most of your own folk.

(NOTE: Click here to see your new character sheet!)
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Artorius » 07 Aug 2016, 18:54

The One Ring
History of the Setting
 
(NOTE: The setting of The One Ring is VERY rich, and your player hero will know and/or understand different aspects of that history, depending on various aspects of their cultural and historical makeup. This post allows you to understand what your character knows of the world. This knowledge will likely change over time as, through game-play, your character learns more of the world, of its history, background, and setting, and as the game itself progresses.)
 
Sanctuaries: None
Patrons: Calenglad
 
The Tale of Years
(NOTE: The following comes as a result of our playing the game, and what effects your Fellowship has on the world...)
 
T.A. 2946; Arphenion’s 49th year in Middle Earth; born in 2897, August 4th.
 
  • Year 2946: You have heard there is to be a special gathering to celebrate the fifth year of the defeat of a Dragon in a place called Esgaroth, also known as the Long Lake, in November, though you're uncertain the history or significance of this gathering. (NOTE: You're not going to know much of what's taking place across the Misty Mountains from your home, at this point, but I think you'll have a good time learning it all.)
 
_______________________________
 
The Recent Past
  • Year 2941: The Wizard Gandalf, Thorin Oakenshield and thirteen Dwarven companions visit Bilbo Baggins, a Hobbit of the Shire your people have protected for a long time; they set upon a quest rumored to recover the treasure of Durin’s Folk and free the North from the threat of the Dragon of Erebor. While visiting Rivendell, a meeting between the Grey Wizard, the White Wizard Saruman, ever a help to the Northmen, and the White Lady of Lorien takes place. Shortly thereafter, the siege tactics and night raids of the orcs from the mountains and the Dunlendings ceases, and peace reigns for a while, allowing you to begin your exploration.
     
  • Year 2942: Bilbo Baggins returns to his peaceful life in the Shire, while news of great events that have come to pass spread across the land as he travels home. Some speak of the slaying of a Dragon, others of the recovery of a homeland of the Dwarves, and still more that life is returning to what it was hundreds of years ago, before the threat of evil in the land became truly noticeable.
 
_______________________________
_______________________________
 
Old Lore
  • Year 1980: The Dwarves of the Misty Mountains are forced to abandon their Mansion of Khazad-dum.
     
  • Year 1999: Thráin I, King of Durin’s folk and distant ancestor of Thorin Oakenshield, comes to the Lonely Mountain and founds a dwarf-kingdom. There, the Dwarves discover their most prized treasure, the Arkenstone, known also as the Heart of the Mountain.
     
  • Year 2063: After a long spell of decline of the Woodmen of Greenwood the Great, where many Woodmen crossed the Mountains to reside in Eriador, that trend reverses and some begin to go home, again, to re-populate the vales of the Great River.
     
  • Year 2210: Thorin I, son of Thráin, removes the royal house of Durin’s folk from Erebor to abide in the Grey Mountains. He carries the Arkenstone with him, as part of the royal treasure.
     
  • Year 2460: Rumor has it some malice has returned to the Greenwood, though it's no longer called that, but Mirkwood instead, and over the next several decades, many people choose to leave the region and go south.
     
  • Year 2511: Eorl the Young, lord of the Horse-folk of the North in Rhovanion, leads his people to live as free Men in the plains of Calenardhon, far in the distant South. He becomes the first King of the Mark of the Riders.
     
  • Year 2570: Late in the reign of Náin II, a plague of Dragons begins to afflict Dwarven mansions in the Grey Mountains. The Dwarves face a long and terrible war.
     
  • Year 2589: The Dragons of the Northern Waste spread south to prey on the Dwarves. King Dáin I and his second son Frór are slain by a Cold-drake while barring the gates to their halls.
     
  • Year 2590: Thrór, the eldest son of Dáin I and heir to the Kingship, restores the royal house to its ancient seat in Erebor. The Arkenstone is brought back to its place in the Great Hall of Thráin, and with it returns a great part of Durin’s folk. They mine and tunnel the roots of the Mountain, enlarging the subterranean Kingdom, building huge halls and greater workshops. Another group of Dwarves is led East-ward by his Brother Grór, the third son of Dáin: under his rule they eventually settle in the Iron Hills.

    About this time, several clans of Northmen living along the River Running move North to be closer to the Lonely Mountain. They befriend the Dwarven colony of Erebor, attracted by the opportunities offered by the prospering trade with the Iron Hills. The city of Dale prospers, and the following hundred years see it become the capital of a strong Kingdom extending far and wide to the East and South.
     
  • Year 2758: In the first five months, the Long Winter causes great suffering and inflicts grievous losses on many peoples. Gandalf the Grey comes to the aid of the Shire-folk, having requested aid of Rivendell and the Rangers.
     
  • Year 2770: One night, Smaug the Dragon descends on the Lonely Mountain spouting flames; the Dwarves are caught by surprise and Erebor is sacked, its inhabitants slain. Warriors from Dale are destroyed, too, and Girion their Lord is killed. Thrór, King Under the Mountain, escapes the slaughter by secret means with his son Thráin. They are joined in exile by Thorin, the young son of Thráin. The Dragon claims the underground halls of Erebor as his lair, and its treasure becomes his hoard. From the Mountain, Smaug starts preying upon the neighboring lands, killing people and livestock and reducing the surrounding area to a wasteland. Sometime later, Dale becomes deserted and slowly crumbles into ruins.
     
  • Year 2790: Thrór, Dwarven King in exile, is captured and slain in Moria by the Great Orc Azog. Preparing a war of vengeance, his son Thráin calls for a great muster of Dwarves.
     
  • Year 2793: The Dwarves of Durin’s folk, strengthened by great forces sent from the Houses of the other Fathers of the Dwarves, begin a long and cruel war against the Orcs of the Misty Mountains.
     
  • Year 2799: The final battle of the War of the Dwarves and Orcs is fought before the East-gate of Moria. The Dwarves are victorious, and a very young Dáin Ironfoot distinguishes himself by killing Azog single-handedly. But victory has a bitter taste: the war has greatly reduced the number of Orcs still dwelling in the mountains, but at the cost of a frightful number of Dwarven lives.

    After the battle, the various Houses part ways without attempting to reclaim Moria, and the Dwarves are dispersed again to the four winds: Dáin Ironfoot returns to the Iron Hills. Thráin and his son Thorin wander westward, to eventually settle in the Blue Mountains to the Northwest.
     
  • Year 2841: A lust for gold slowly takes possession of Thráin. He resolves to return to Erebor and convinces Balin and Dwalin and a few others to leave the Blue Mountains with him. Their wanderings bring them again beyond the Misty Mountains, until on a dark night Thráin disappears in Mirkwood.
     
  • Year 2890: Bilbo Baggins of Bag End is born in the Shire, son of Bungo Baggins and Belladonna Took.
     
  • Year 2900: Radagast the Brown travels far and wide to collect Woodmen from Eriador, encouraging them to return to their homeland, despite the danger of the lands. Some of them have been persuaded to leave their lands and move north by Saruman the White, who is working with the Brown Wizard in an attempt to strengthen the communities living around Gladden Fields.
     
  • Year 2911: An extremely fierce and long cold season begins in November. Remembered as the Fell Winter, its frozen grip doesn’t release the regions of the North from snow and ice for five months. Rivers and lakes are frozen over, and white wolves descend from the frozen wastes of the far North.

    When the frigid winds finally relent in March of the following year, rivers overflow with the melting of the snow and many lands are flooded as a result.
     
  • Year 2931: Aragorn, son of Arathorn, is born on March 1st. He is the direct descendant of Isildur, the last High King of the Men of the West. Two years later, his father is killed while riding against the Orcs of Mount Gram with the sons of Elrond Halfelven. His mother Gilraen takes Aragorn to Rivendell, where he is received by Elrond as foster-son. He is given the name Estel (Hope) and his lineage concealed.
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Artorius » 15 Aug 2016, 15:55

The rustle of leaves and the gentle whisper of the winds joined the quiet hum. A deep and gravely sounding tune, almost comparable to that of a low horn but so very light and mild. The sound and the pitch slowly changing like an elegant Elven dance often performed by the dwellers in Lorien.

There was no lyrics to be sung, nor any chorus to be versed. Almost melancholic and yet deeply beautiful, a song of ending times and the approach of accepted doom.

Artorius sat on a fallen dead tree overlooking a barren field. Clay like dirt and mottled green and brown weeds lay before him for a couple of acres, clearly the farmer had his work cut out for him over the next coming months. With a smile the man ran his hand over the ground, feeling the dry soil and dust grime up his fingers. A curious gester to behold and yet this made all the different to the cloaked figure. A barren field has the potential the grow a grand harvest with enough attention, focus and work, much like how a life no matter how old or empty it may seem, can still lead to something which grows into a great and noble existance.

Rubbing his hands together to clean off the dirt, Artorius stood with his humming coming to an end. The longbow slung over his shoulder and the longsword strapped behind his back, the man took another deep breath and turned his face back to the path he had been travelling. As he strode a thought came to him which led to another hum coming from his lips. The tune was lighter, one of hope and one of life.

-The road goes ever on and on...-
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Fieranor of Imladris » 17 Aug 2016, 18:52

I have something of a writing assignment for you, and I want you to take your time with it, but have it done by the end of September, please? It IS something that’s important to the game, something important to interactions for your character, and is worth Experience Points...

Your character has both Valor and Wisdom as characteristics in the game, valor for a representation of the characters strength and prowess in deeds done for yourself, for your tribe and/or culture, and wisdom for doing things the smart way, figuring things out, knowing how and what to resist and when. The One Ring has, during the Adventure Phase portions of our game, three sub-phases, one of which is the Encounter Phase, where you come meet people who are of different, at least, and if not higher stations than you. For example, at the beginning of The Marsh-bell, Glóin asked for you each to introduce yourselves, and you did, but we didn’t actually use the Interaction rules of the game; Glóin, being of higher station because he’s already been an adventurer, because he traveled with Thorin Oakenshield, and because he’s a trusted confidante of King Ironfoot, should have held you to your station, which is much lower than his, because you’ve not yet earned your chops. The game has a social value for every single character in the game, including your Player-hero.

There are two portions to the Interaction Phase, the Introduction and the Interaction; the former concerns, as I’ve explained, laying down a codex for your character in front of whomever you’re interacting with, which means you tell them of your deeds. Well, there are those you will interact with who will value Valor over Wisdom, and vice-versa.

So, your assignment is this, and it should help you to make a history for your character, is to write an Introduction for your character, how they stand in front of others, their general appearance, and then to lay out, in quotation marks to delineate that you’re speaking, what your deeds of Wisdom are for your Wisdom introduction, and then to write a separate post about your deeds of Valor. From here out, once you’ve written that introduction, you will edit it periodically with any greater deeds you may have done, either in Wisdom and/or Valor, and you will try to keep it to one paragraph in length, please? To clarify, one short paragraph, up to five sentences, to DESCRIBE your character, and then up to seven sentences in a second paragraph as dialog to introduce yourself to any character of higher station.

Two simple rules... the first is to be courteous in what you write, and the second is to invent stuff you think your character would have done. Obviously, not enough of the game has gone by, yet, to allow you to really embellish, so develop some things that took place prior to your character’s adventuring career. If you're able to get this done prior to September, that's great... otherwise, your interactions, oh so difficult to do at earlier stages of Fellowship development, could completely fall by the wayside.
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Artorius » 12 Sep 2016, 16:22

Artorius stood around 6' 4" in height. He was a tall man, but not lanky. He was strong depsite his years which he had seen 49 of. Being of lineage from the Numenorian's of old he did not look old at all, he had kept his strength and although gruff and weather in appearance his heart still held the hope's, passions and endurance that a man half his years could hold.

He was a Ranger, folk from the North whose blood still had strong echoes of the men of old, before darker times. Although not a warrior or even calling himself a swordsman, his long years had allowed him to become proficent with a longsword. However, his true passion laid with life and with learning. More of a wandering scholar than a tracker or a warden, Artorius learned languages, learned of herbs and fauna, of healing leaves and of empowering brews. If met on the road, folk rightly do assume he looks foul and seems savage. A man clad in muddy clothes and with earthy hands and grey eyes peering at them through a hood, but then a kind voice greets them and a strong hand to shake their's is raised.
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Fieranor of Imladris » 12 Sep 2016, 16:31

Out-of-Character Nice! Well-written, sir. Keep it up :)
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Your First Fellowship Phase ~ Spending Experience Points

Unread post by Fieranor of Imladris » 07 Oct 2016, 22:25

This post is the first of five posts regarding the Fellowship Phase, and is coming as your Company is deciding whether you will remain together and attend to the Eagle’s Eyrie, or if you will temporarily disband and go Home, or to another Sanctuary. While you continue to role-play and, eventually, get to making that decision, there are some steps of the Fellowship Phase which can be taken care of, now, as they do not require you to be in any particular location to make them happen; nor must they absolutely be done in any particular sequence.

So, we’re going to begin with spending Experience Points; in The One Ring there are two types of experience you may acquire and those are Experience Points (XP) and Advancement Points (AP).

Please open your character sheet and follow along; thank you.

APs are used strictly for Common Skills, the eighteen skills available in the skill matrix you see in the middle of the front side of your character record sheet. In this portion of the Fellowship Phase, I’m concerned more with XP, which are used to improve Weapon Skills, Valor or Wisdom, and/or one of your Attributes.

Before we get into spending your XP, let’s take a look at your character record and see how many total XP you have. If you’ll look toward the Upper-right of your sheet, you’ll see the title Exp. Pts.; beneath that title, you’ll see bubbles with titles above them for Available and Total. The Available bubble lists the general experience you have that can be distributed anywhere among Weapon Skills, Valor and Wisdom, and Attributes; we’ll go over those, soon, but for now stick with me. The Total bubble tells you the running total of XP you’ve earned throughout the life of the game, thus far; these are for record-keeping purposes only. :) You’ll notice the Available and Total numbers are not the same, that Available is lower than Total, but all you need worry about is the number in the Available bubble, as the remainder of your XP are spread among the items you can improve only with XP. We will figure that out together; keep reading.

You might be asking, how are Experience and Advancement Points awarded, and I will tell you there are two ways I award them, and a third way to earn them through general role-playing and posting...
  1. Generic: If you perform well in role-playing, in helping the Company to develop plans, in figuring out how to overcome certain problems, in fighting, but your action does not match anything specific in the mechanics of the game or a skill or characteristic on your character record sheet, you gain a generic point, something that can be distributed as YOU see fit into the skills and/or characteristics on your character sheet. Likewise, any points earned from post-count come to the generic pool;
  2. Specific: If you perform any of the actions, as per generic, above, but the action DOES match a skill or characteristic on your character record sheet, the point earned goes to THAT specific skill or characteristic;
  3. Post-count: As you’re posting through the course of the game, I evaluate each post to determine if the post advances your character’s story, the story of a fellow character, the story of the entire Company, or the story not relating directly to your Player-heroes. Few of the posts that advance your character’s story as opposed to that of the whole Company will be considered acceptable, while nearly all made to advance the whole Company’s story, or the overall story, will count. Writing dialog for your character, addressing the whole of the Company is a good post example, while writing about your own character’s constant state of readiness or wariness is not; as well, OOC posts that do not advance the story are not counted, while those that clearly work toward fast-planning and do move the current Phase and/or the entire story along will almost certainly count. I keep a record of these good posts for entry into a spreadsheet I have built so you can be awarded for your “write-playing” and, again, they are added to your generic points, both Experience and Advancement.
Artorius has a total of 11 XP, but only 6 general XP. The remainder of the Available XP for this character are placed as follows...
  • Long Sword 3, and it would cost you 14 XP to improve to Rank 4. As you already have 2 XP in it, the cost would be reduced to 12 XP;
  • If you wish to pick up a NEW Weapon Skill, it will cost you 3 XP;
  • Valor 1 will cost 6 XP to improve Valor to 3. You cannot afford to improve Wisdom at this time. You already have 2 XP in Valor, reducing the cost from Available XP to 4;
  • Attributes can be improved, but this is very costly, and only one Attribute can be improved by 1 point between adventures. You may distribute any remaining points you might have to Attributes as you see fit, but actually improving an Attribute is VERY expensive.
If you’re wondering where I am getting my XP cost values, click here to open the Advancement post on our forums and scroll down until you see the title “WEAPON SKILL, VALOR AND WISDOM IMPROVEMENTS”.

You can see the costs associated with character improvement using XP for each Rank, and each Rank has its own cost associated; these costs are cumulative. Ie – If you wished to purchase a Weapon Skill Rank from 2 to 3, it would cost you 6 XP; if, however, you wished to increase it from 3 to 4, the cost would be another 10 XP. If you decided to increase two ranks at one time, the total would be 16 XP between Ranks 2 and 4. Weapon Skills that are favored cost the same amount of XP to improve as non-favored. If you are an Elf of Rivendell or a Ranger from the North, your associated XP costs are higher for these skills.

Once you have determined how you wish to spend your Experience Points, please post your plan in this thread, so I can update your character sheet. If you are maintaining a printed copy of your own character record, or even one on the computer, you will be able to use the copy I will upload soon to ensure you have the correct numbers. If your numbers don’t match mine bring it up with me, here, and I will double-check my numbers and, if an explanation is required, I will post one in this thread, as well.
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Artorius » 08 Oct 2016, 16:05

Ah, this is gonna be difficult. I am nto sure wwhat to increase for Artorius. He has ok sword at the moment and I am not really interested in raising another weapon skill yet.
Erm, can I just sit on it or could you offer any advice?

Thanks.
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Fieranor of Imladris » 08 Oct 2016, 16:26

The way your post in the main thread sounds, it sounded like you might be keen to leave the game; but, asking me this, now I'm intrigued, hehe.

Suggestions... Where do you see Artorius going? What is your vision for where you want him to go, character-wise. Forgive me if you've already discussed this with me, but there have been 6 other characters and 7 NPCs to deal with, of late, hehe.
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Artorius » 08 Oct 2016, 16:38

I think the best way to describe my plan for this guys is a sort of 'Middle Earth Jedi'. Hear me out.

He does not seek battle, but has pretty competent skills should it arise. He seeks to talk through things, research things, use knowledge and resources to ensure a greater good. He has some skill in healing arts, and knows of basic herbs for healing and is someone who is solid on navigation.

I am not leaving this RP, I am sure his action will be expolain soon.
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Fieranor of Imladris » 08 Oct 2016, 17:01

Fair enough.

Let's see... let me take a look at your character sheet, my young PadiRanger...

d'OH! I forgot to upload the most up-to-date sheets, last night; it's done, now.

You don't have enough XP, right now, to update your Long Sword, just now. However, if you're looking to have a very good weapon, you could raise your Valor by one and pick up the Fell quality for your Sword, meaning its Injury rating is raised by 2; if you roll your Edge or greater on the Feat Die, which for your Sword is 10, your target would be required to roll 18(1-hand) or 20(2-hand) to save vs. taking a Wound. You could also pick up the Grievous quality, which allows you to add 2 to the Damage rating.

Alternately, if you wanted to, you could increase your (Bows) skill to Rank 2, which would cost all 6 available XP, leaving all of the other XP for a later time.

With Available Experience Points, that's all you can really afford to do, just now. We'll deal with Advancement Points in the next post, once you've told me what you want, here.
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Artorius » 11 Oct 2016, 15:09

I like the idea of a Valor point and having my weapon take the 'Fell' quality. Do I need to think of a name for the weapon now?
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Fieranor of Imladris » 11 Oct 2016, 19:52

Artorius wrote:I like the idea of a Valor point
No problem. This will leave with 2 XP you can either leave as it is, or distribute to other places, such as Attributes, a Weapon Skill, or Valor or Wisdom.
and having my weapon take the 'Fell' quality. Do I need to think of a name for the weapon now?
Which weapon, your Long Sword or your Bow?
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Re: Arphenion "Artorius" Annunion Ranger of the North - Bryce

Unread post by Artorius » 12 Oct 2016, 16:04

This would be my Long Sword, I would use the bow for hunting and I might focus on it later.
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