Further utilizing the material found on the blog Tales of the Grotesque and Dungeonesque I will create the next ill fated player character for OpenQuest Fantasy Adventure Campaign #2.
This character of country birth worked as a scout in the army, but has been recently let go. Missing a cleverly set ambush while out on patrol many soldiers died. Only your savage fight for survival against grim odds spared your court martial. Back here in the city far from any one you know you are beginning to desire the safety of the wilderness.
OpenQuest Fantasy Adventure Campaign #2 is predicated on a dark fantasy setting with players urged to use human characters. This character is designed with the ability to function well in the wilderness surrounding the campaign's starting point.
Significant points are invested in the Combat Skills as well as Perception and Riding. As a ranger you carry very few personal possessions. What you have is usually tied in the bedroll at your feet. What few points you have in craft are intended for the repair of your outdoor gear and weapons.
Taking advantage of OpenQuest's suggested rules for Background, Appearance and Personality I give this poor mercenary an intriguing map with unknown inscriptions. Maybe one of his more learned friends could aid you in deciphering it?
All starting OpenQuest player characters receive six points worth of Magic Magnitude. These six points allow you to further customize and design the PC you have in mind.
For the ranger I keep it simple; a small package of abilities I will name "Ranger Lore", abilities he picked up growing up in the untamed northern forests. Clear Path (4 magnitude) is the ability to move through dense undergrowth as if it was clear terrain. The points of magnitude of the spell determines how many people the ranger can effect within 10 meters. A Heal (2 magnitude) spell will be extremely useful when it comes to weathering the extremes of wilderness adventuring.
While I have incorporated OpenQuest's magic requirements into the character creation process, you can see how I have not necessarily given the ranger an overtly wizardly nature. While the initial expenditure of magic points may seem an awkward mechanic for innate class like skills, consider the adventure implications of devices, quests, etc. which would enable the player to acquire magic point stores or otherwise overcome the built in limitations.
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