Perrin the Blacksmith
with thanks to Paul Wright
Paul sits down to make a character. He decides that he wants to play a human, and, not being picky, lets his sub-race and homeland be decided by the starting area for the campaign, which happens to be Sirna. Paul decides, therefore, to make his human of mixed Yarrin and Allitoian blood, but to count as an Allitoian for racial purposes. He takes a quick look over the Homeland information for Sirna and sees that it is considered a Southern Yarrin Refugee Nation. The important thing for Paul is that his character can be a blacksmith, which is allowed, under the Craftsman path.
At this point, Paul begins to generate his character's stats. The GM tells him to distribute 48 points (the GM is generous!) across his eight stats, so Paul selects:
The next step is for Paul to select his path and to begin to accrue skills from it and his Homeland. At this point, Paul says, "My character's name is Perrin!" The GM smiles and nods, and proceeds to tell Paul that his Primary Language is Common; Perrin speaks Common at Journeyman(4). Perrin will also receive 8 NU and 12 SP to spend on other languages, as allowed in Sirna. Paul applies 3 NU and 3 SP towards written Common, so it is Apprentice(2). He also selects spoken Yarrin at A(3) and written Yarrin at N(2), spending 4 NU and 9 SP more. Finally, he selects spoken Southern Goblin at N(0), spending his last NU on this. While he has no level in Goblin, he can at least try to understand or communicate with goblins, and he can improve it later with experience. The GM also reminds Paul that his character may choose a professional skill as a specialty, due to his Allitoian heritage. Paul selects Blacksmith for Perrin, notes it as a specialty, and marks it as N(1) - as a specialty, the cost is reduced, so N(1) is free.
Now Paul begins looking into his path. As a Craftsman, Perrin's primary skill must be a Craft skill, and Paul selects Weaponsmithing for this. At Stage 1, Perrin receives 1 NU and 1 SP towards Weaponsmithing, and also receives 1 NU and 1 SP towards a secondary skill, which in this case can be either Appraise or a Knowledge skill related to the Primary Skill. Paul selects Metal Lore for Perrin, and moves on to Stage 2. Once again, the Primary Skill advances, so Weaponsmithing receives a further 2 NU and 2 SP. Likewise, 2 NU and 2 SP are made available for secondary skills, which at this stage includes Etiquette, a weapon associated with the Primary Skill, and a skill used with the products of the craft. Paul spends 1 NU and 1 SP on Hammer (a tool used to make weapons), and 1 NU and 1 SP on Axe, Battle (a product of weaponsmithing). Also at this stage, Perrin gains 3 items he could have made (these will be decided later), a merchant associate who will not cheat Perrin, and an additional 1 NU/ 1 SP towards a secondary skill. Paul obtains the GM's permission to decide where to put this later. Now Stage 3: as before, 3 NU and 3 SP are gained toward the Primary Skill, and the same towards the secondary skills. Perrin may learn an Artisan skill at this point to decorate his wares, and spends 1 NU/ 1 SP on Metalworking. He decides to spend the remaining 2 NU and 2 SP from this stage to raise his Axe skill. He also gains a bonus here, consisting of the Untiring advantage and a masterwork item; he selects an axe. Finally, as he has completed his path, he gains +4 SP in his Primary Skill, and 1 NU and 1 SP to apply towards a secondary skill. He puts this into Evade, and decides to spend his stage 2 bonus points on Light Armor. Therefore, at the end of his path, Perrin has the following skills:
At this point, Paul may roll for Events in Perrin's earlier life. He is allowed to roll once on the general table, once on his racial table, and once on his regional table. The GM reminds Paul that he does not have to roll, but Paul grabs his dice, says, "I love this part!", and gives a toss. He rolls a 5 for his general event, which is a Mentor. Paul loves this; he had planned to take disadvantages to buy a Mentor anyway, and now does not have to. He tells the GM that he wants his Mentor to be a Rheen mage. The GM tells him to note that, and that this person would be fleshed out more later. Paul does so, and rolls for his next event. Since the creator of the world has not yet done events for Perrin's race or region, the GM offers Paul the chance to roll twice more on the general events table. The first roll is a 13, a Family Tragedy. Paul decides his family was killed by goblins, and puts the 2 NU and SP he obtains from this into Evade, raising it to an A(2). Finally, Paul's third roll is 10, a Windfall. Paul decides that this extra money represents his inheritance from his dead parents.
At this point, Paul could select disadvantages for Perrin, and then use the points obtained to purchase advantages, but he elects not to. The GM tells him that he will need to flesh out his character's appearance, mannerisms, background, and goals, and also that Perrin receives a few more skill points. First, he obtains 3 NU and 3 SP to put towards Social, Labor, or Language skills. Second, 3 NU and 3 SP are gained towards any skills Perrin has already had access to. Finally, 3 NU and 3 SP are available for any non-restricted skill. Paul talks to the GM about Perrin's mentor, and decides to put the 1 NU and SP he gained from the event towards Arcane Lore; the 3 NU and SP made available for "skills that were previously available" go to a skill from his mentor as well: Rune Lore. The 3 NU and 3 SP for Social, etc skills are divided, so that 1 NU and SP is spent on Etiquette, 1 NU and SP is spent on Appraise, and 1 NU and SP is spent on Cooking. Finally, all 3 NU and SP that Paul can spend on any non-restricted skills go to Concentration. Thus, after this, Perrin has the following skills: