Post by Raven Archon on Sept 23, 2014 17:10:33 GMT -8
Greetings again everyone. I said I'd post this a few days ago, but I got swamped with... stuff. In any case it's a little late, but I thought it would be a good idea to walk through character creation for TOR. I'll be using the character generator I linked to for this, but I'll explain some things as I go.
The Core Mechanic
One problem TOR has is there really isn't a core mechanic like d20. There is a primary mechanic or two, but much of the game is modular, in the sense that it has different rules for different situations. Even the main dice mechanic, though it is normally resolved the same way, might draw from different things depending on the situation.
This can be confusing, but the good thing about it, is that we can learn one thing at a time rather than having to remember it all at once. In any case the closest thing to a core mechanic the game has is the dice pool your character rolls to resolve things. Any time your character rolls to resole something, he rolls one 12-sided die called the feat die and a variable number of 6-sided dice called success dice. You always get to roll at least the d12 feat die, but the number of success dice you roll is based on your skill or attribute being used for the check. For example if you tried to swing a sword and you had 2 ranks (average level of skill) then you would roll the feat die and two success dice for the skill. You would then add the results of all dice together and if the result beat the TN (target number) for the test, then you succeed. Otherwise you fail. There are also degrees of success. Any success dice that come up as a natural 6 increase the level of success by 1. So in the above example, if one of the success dice came up a 6, then you would score a great success and get some kind of bonus (with weapons it's normally extra damage). Additionally the feat die (the d12), as two icons on it, which replace the 11 and 12. If the feat die comes up with an 11 (replaced on the die that comes with the game with the eye of Sauron) then you automatically fail the check, even if your success dice till tally high enough. Likewise if the feat die comes up a 12 (replaced by a Gandalf rune) then you automatically succeed even if the success dice tally a failure.
This can all seem a bit confusing but mechanically and thematically it actually works pretty well. Also it should be noted that the character generator has a very good die roller built in which gives both the total and all the icon results, and let's you configure it to account for various status effects that would effect the roll.
Now! On to character creation!
Step 1. Culture.
In TOR Culture is the primary selection during character creation. It's like both race and class rolled into one, as your culture, not your profession, defines what special abilities you get as you advance. It should be noted that Culture is not exactly the same as race, as the various sub-races are considered separate cultures. So High Elves of Rivendell, and Elf of Mirkwood are separate cultures. Men have 6 different cultures so far, and the game hasn't even included Rohirrim or Gondorians yet.
When you first select "create new character" you're given a large window with culture options. Each window list Age which is the typical adventuring age for that culture, Standard of Living which is the general wealth a character from that culture is likely to have, Cultural Blessing which is the Culture's starting special ability, Endurance which is listed as +X modifier and is a starting bonus to Endurance (Hit Points), Hope which is a starting bonus to hope (explained later, but it's kind'a like fate points or force points), Favored Skill which is a skill that culture has special advantage with, Starting Skills which are the starting ranks of various skills that culture gets automatically, and then it lists that cultures Unique Virtues and Unique Rewards which are the "class abilities" for that culture. It should be noted that you can highlight almost any of the options in any of the selections and a little ? icon will pop up in the corner. If you click on that it gives a full description of what the selected item does. So, for example, if I go to the Barding of Dale entry and highlight it's Birthright virtue under Unique Virtues then I can click the ? that pops up and it gives me a run down of what that ability does.
For this character I think I'm going to be playing a Woodman. I haven't fully fleshed out who he is yet, but I've been wanting to try woodmen out. Note that there are two Woodmen cultures listed. The Woodman of Wilderland is the core Woodman culture, while the Woodman of Mountain Hall is a variant that was added in a later book that talked about a group of woodmen who went off to start their own settlement in the mountains. I'm going to go with the core group for this. I click the Woodman of Wilderland selection. Once it's highlighted (which is indicated by shadows around the edge of the selection), I click next at the bottom of the window.
Step 2. Weapon skills.
The next option is a small window that gives me two Weapon Skill Packages to choose from. These are based on which culture you select and offer two options for training that a person of that culture are likely to have. Looking through the two packages I see that some skills are listed in ( ), and some are underlined. The ( ) skills are a skill group, meaning they included all related items. In the case of Woodman, one of the options included (Bows), which means it's training in all bows - long, short, composite, whatever. The underlined skills are favored skills, meaning you get special advantage when using them.
I know I'm not especially interested in ranged weapons, so I go with the option that gives me favor in Long-Hafted Axes, and some skill in spears and daggers. Once again I click on the option I want to highlight it, then I click next.
Step 3. Specialties.
Nest I choose two specialties, which are special knowledge related traits that allow my character to know or recall something. Specialties are a kind of Trait which will be explained later. Basically it's a thematic descriptor designed to help RP.
Sadly cooking isn't in this culture's list - I often take it for Hobbit characters - but I am interested in Herb-Lore (a knowledge of various plants and potions) and Leechcraft (a knowledge of healing). Mirkwood-Lore (knowledge of the history and geography of Mirkwood) also looks interesting. I'm starting to build a picture in my head of my character, and I think I like Herb-Lore and Leechcraft the most. I select them and click next.
Step 4. Background.
Next selection option is background. A background is exactly what the name implies, your character's background - what his life was before becoming and adventurer. Each background includes your starting attribute values in Body, Heart, and Wits, a background based Favored Skill, which is a skill that background would have given you special talent in and a selection of Traits based on that background, which you can choose two of.
Traits are a core element of the game and are worth explaining for a second. Traits are similar to feats or talents from other games and include things like Bold and Hardy and Shadow-Lore and things like that. They come in two types, Specialties like I chose in step 3, and Distinctive Features, which is what I'm choosing now. Specialties represent the special knowledge your character might possess, which goes beyond simply skill, while features represent a characteristic of your character either in body or personality. Unlike in other games, Traits have no hard mechanical effect. The Swift traits, for example, does not give you a bonus to speed moving X more spaces in a turn or something like that. Rather the Swift trait simply says "You move swiftly, and are quick to take action." So it's really just a descriptor of sorts of a special quality your character possesses (That is a really stupidly spelled word btw. Look at all those S' and Es!). The way traits come into play during the game, is that your character is able to "Invoke" a trait when you feel it should give him an advantage. When you invoke a trait you can do a number of things.
1. Automatically succeed at a check. Such as invoking the Keen-eyed trait to automatically succeed at a Search check.
2. Get a check when you normally should not. Such as invoking the Wary trait to get an Awareness roll to avoid being ambushed even when the Loremaster ruled that the party was surprised.
3. Gain extra experience or advancement points for doing something cool if the skill roll succeeded. Like leaping into the white-water rapids to save someone drowning and then acing your Athletics roll, you can invoke your Bold trait and gain an advancement point. Because that was pretty bold.
It should be noted that none of these options are to be abused, and invoking a trait should rarely be done (if ever) for a common task, generally reserved for a dramatically appropriate moment.
Back to selection, I'm leaning towards the Fairy Heritage, which says that my character may or may not be a half-elf or half-something. This seems cool to me and I can work it into the backstory I was thinking up. It gives me starting attribute scores of Body 4, Heart 4, and Wits 6. Nicely balanced. It gives me the Favored Skill of Awareness, and for my Traits I choose Just and True-Hearted. I then click next.
Step 5. Calling.
Calling is similar to a Class or Profession, though less important in TOR since the Culture is what grants you most special abilities. Callings are basically the reason your character became an adventurer in a general sense and include Scholar, Slayer, Treasure-Hunter, Wanderer, and Warden. Each calling provides you with two Favored Skill Groups from which you can choose extra favored skills, an automatic Additional Trait in this case in the form of an extra Speciality, and a Shadow weakness which is basically a flaw, and is specifically related to the calling to be sort of the flip-side to the callings virtuous nature. For example the Slayer calling, which is a person who hunts down evil, has the shadow weakness of Curse of Vengeance which means he risks becoming obsessed with revenge.
For my choice I go with the Warden, which is a protector and watcher. I then click next, and it brings me to a sub-selection of choosing the bonus favored skills from the groups offered b y the calling I selected. I choose the Explore and Hunting favored skills and click next again.
Step 6. Favored Attributes.
In this step I can made modifications to my attributes that I was given by my cultural background. I can add +3 to one, +2 to another and +1 to the last. The favored attribute and regular attribute are recorded separately and which is used is based on weather the related skill is favored or not. Exactly how this functions will be explained as needed later on. For now I choose to add +3 to Heart, +2 to Body, and +1 to Wits. I then click next.
Step 7. Valor and Wisdom.
Valor and Wisdom are basically your characters' levels. As you gain experience you get choose weather to add it to your character's Valor - his bravery and heroism, or his Wisdom - his common sense and personal growth. You start at level 1 in both, and for every level of either you gain a special ability based on your culture. In the case of Valor you gain a reward, generally in the form of a special piece of equipment or minor magical trinket. When you choose to go up a level in Valor the you discuss with your LM what item you want from your culture's list and the LM works out how you come about finding or receiving it. Perhaps it's in the next treasure trove you discover, or perhaps you are gifted it from the village chieften who's village you saved. When you gain a level in Wisdom you gain a virtue, which is a character based special ability.
In addition to this, Valour and Wisdom are both used as something akin to saving throws, with Valor being used to resist effects like fear, and Wisdom used to resist some magic. Some NPCs you meet will also value one over the other (Aragorn might value Valor over Wisdom, while Gandalf might value Wisdom over Valor), and having a higher rating in the attribute they value might give you an advantage when dealing with them.
During character creation you get to choose to go up to level 2 in either Valor and Wisdom, meaning you'll get to select either a starting reward (like a legacy item of your family), or a starting virtue.
In my case I already know I want a specific reward item, so I'll go with 2 Valor and 1 Wisdom for my starting levels. I click next. I then get a sub selection to choose exactly which reward I want and I choose the Bearded Axe, a prized make of axe that the woodmen craft with a hook at the end of it's head, normally etched to resemble a beard. I click next again. Later on if I decide to gain more rewards and I choose more weapon rewards, such as Keen, Grievous, or Fell, I can either apply them to a new weapon, or say that my Bearded Axe gained them, as many legendary weapons in lore are often said to become stronger themselves as they are used.
Step 8. Previous experience.
The next step is to customize my character's skills based on his previous experiences. The window shows all the skills, with my current rank in each based on the starting skills I was given when I chose a culture. I then have 10 points to spend to upgrade them and skills get progressively more expensive as they get higher.
Remember that the ranks in a skill are the number of success dice you can roll when you attempt to use that skill. The average difficulty in the game is 14, and to hit that on a regular basis requires at least 2 dice in a skill (an average skill rating). Knowing this, I'd want to get skills I wish to regularly use up to at least two dice. Skills I really want I might want to put 3 dice into, but that may be to costly if they don't already start with a die or two in them. I go with 1 die in inspire, 2 into travel, 1 into insight, 2 into search, and my last point into Lore. I click next.
Step 9. Final Touches.
The last part is to go through the finished character sheet and fill in things such as my name, and my gear. It also mentioned that if my cultural reward changes my attribute at all I need to modify that manually as the character sheet won't auto adjust for it. I know my bearded axe didn't change my attributes any so all I have left is my gear. My weapons got filled in for me automatically based on my chosen skill package, but I can remove a weapon if I don't want it by clicking the check next to it's name. The sheet will automatically remove fatigue from my character for any gear I remove.
Also I noted that it does not automatically fill in damage for you on the right side of your character sheet. Your damage value is equal to your body score unless you have a special ability that changes it. If your ranged damage value is separate from your melee value (which, again, would be due to a special ability you chose) then the ranged value goes in the little box and the melee value in the larger one.
Fatigue is worth explaining. For every weapon and piece of armor you carry you get an amount of fatigue. If your Endurance ever falls below your fatigue rating then you become weary and all your checks suffer. Currently I have 24 Endurance and my weapons provide 5 fatigue. Armor gives a lot of fatigue so I'm probably going to avoid heavy armor.
I click on the armor line at the bottom of my sheet, and it brings up a drop down menu. I click select gear piece and it brings up another menu that gives me armor options. The lowest piece of armor is a Leather shirt, which gives 4 Encumbrance (which is directly translated to fatigue), and provides 1 armor die, and the highest if the mail hauberk which gives 5 armor dice (making you nearly impossible to wound - separate from losing Endurance it should be noted, wounds are a status effect that can be very serious), but also adds a whopping 20 fatigue - I would start the game weary if I wore this. I decide to go with a leather corslet, which gives 2 dice of armor for 8 fatigue. I know I'm not using a shield since I use a two-handed axe, but I do want a helmet. Helms give a bonus to armor, but unlike armor you can use a free action to remove it during combat to remove it's fatigue. So even though it adds 6 fatigue, if I decide during battle I need to stay unweary more than I need to stay protected I can toss it off.
With that I'm done with my character. I'll be starting a new thread to try the character sheet importing, and also be using that thread for characters for the game.
The Core Mechanic
One problem TOR has is there really isn't a core mechanic like d20. There is a primary mechanic or two, but much of the game is modular, in the sense that it has different rules for different situations. Even the main dice mechanic, though it is normally resolved the same way, might draw from different things depending on the situation.
This can be confusing, but the good thing about it, is that we can learn one thing at a time rather than having to remember it all at once. In any case the closest thing to a core mechanic the game has is the dice pool your character rolls to resolve things. Any time your character rolls to resole something, he rolls one 12-sided die called the feat die and a variable number of 6-sided dice called success dice. You always get to roll at least the d12 feat die, but the number of success dice you roll is based on your skill or attribute being used for the check. For example if you tried to swing a sword and you had 2 ranks (average level of skill) then you would roll the feat die and two success dice for the skill. You would then add the results of all dice together and if the result beat the TN (target number) for the test, then you succeed. Otherwise you fail. There are also degrees of success. Any success dice that come up as a natural 6 increase the level of success by 1. So in the above example, if one of the success dice came up a 6, then you would score a great success and get some kind of bonus (with weapons it's normally extra damage). Additionally the feat die (the d12), as two icons on it, which replace the 11 and 12. If the feat die comes up with an 11 (replaced on the die that comes with the game with the eye of Sauron) then you automatically fail the check, even if your success dice till tally high enough. Likewise if the feat die comes up a 12 (replaced by a Gandalf rune) then you automatically succeed even if the success dice tally a failure.
This can all seem a bit confusing but mechanically and thematically it actually works pretty well. Also it should be noted that the character generator has a very good die roller built in which gives both the total and all the icon results, and let's you configure it to account for various status effects that would effect the roll.
Now! On to character creation!
Step 1. Culture.
In TOR Culture is the primary selection during character creation. It's like both race and class rolled into one, as your culture, not your profession, defines what special abilities you get as you advance. It should be noted that Culture is not exactly the same as race, as the various sub-races are considered separate cultures. So High Elves of Rivendell, and Elf of Mirkwood are separate cultures. Men have 6 different cultures so far, and the game hasn't even included Rohirrim or Gondorians yet.
When you first select "create new character" you're given a large window with culture options. Each window list Age which is the typical adventuring age for that culture, Standard of Living which is the general wealth a character from that culture is likely to have, Cultural Blessing which is the Culture's starting special ability, Endurance which is listed as +X modifier and is a starting bonus to Endurance (Hit Points), Hope which is a starting bonus to hope (explained later, but it's kind'a like fate points or force points), Favored Skill which is a skill that culture has special advantage with, Starting Skills which are the starting ranks of various skills that culture gets automatically, and then it lists that cultures Unique Virtues and Unique Rewards which are the "class abilities" for that culture. It should be noted that you can highlight almost any of the options in any of the selections and a little ? icon will pop up in the corner. If you click on that it gives a full description of what the selected item does. So, for example, if I go to the Barding of Dale entry and highlight it's Birthright virtue under Unique Virtues then I can click the ? that pops up and it gives me a run down of what that ability does.
For this character I think I'm going to be playing a Woodman. I haven't fully fleshed out who he is yet, but I've been wanting to try woodmen out. Note that there are two Woodmen cultures listed. The Woodman of Wilderland is the core Woodman culture, while the Woodman of Mountain Hall is a variant that was added in a later book that talked about a group of woodmen who went off to start their own settlement in the mountains. I'm going to go with the core group for this. I click the Woodman of Wilderland selection. Once it's highlighted (which is indicated by shadows around the edge of the selection), I click next at the bottom of the window.
Step 2. Weapon skills.
The next option is a small window that gives me two Weapon Skill Packages to choose from. These are based on which culture you select and offer two options for training that a person of that culture are likely to have. Looking through the two packages I see that some skills are listed in ( ), and some are underlined. The ( ) skills are a skill group, meaning they included all related items. In the case of Woodman, one of the options included (Bows), which means it's training in all bows - long, short, composite, whatever. The underlined skills are favored skills, meaning you get special advantage when using them.
I know I'm not especially interested in ranged weapons, so I go with the option that gives me favor in Long-Hafted Axes, and some skill in spears and daggers. Once again I click on the option I want to highlight it, then I click next.
Step 3. Specialties.
Nest I choose two specialties, which are special knowledge related traits that allow my character to know or recall something. Specialties are a kind of Trait which will be explained later. Basically it's a thematic descriptor designed to help RP.
Sadly cooking isn't in this culture's list - I often take it for Hobbit characters - but I am interested in Herb-Lore (a knowledge of various plants and potions) and Leechcraft (a knowledge of healing). Mirkwood-Lore (knowledge of the history and geography of Mirkwood) also looks interesting. I'm starting to build a picture in my head of my character, and I think I like Herb-Lore and Leechcraft the most. I select them and click next.
Step 4. Background.
Next selection option is background. A background is exactly what the name implies, your character's background - what his life was before becoming and adventurer. Each background includes your starting attribute values in Body, Heart, and Wits, a background based Favored Skill, which is a skill that background would have given you special talent in and a selection of Traits based on that background, which you can choose two of.
Traits are a core element of the game and are worth explaining for a second. Traits are similar to feats or talents from other games and include things like Bold and Hardy and Shadow-Lore and things like that. They come in two types, Specialties like I chose in step 3, and Distinctive Features, which is what I'm choosing now. Specialties represent the special knowledge your character might possess, which goes beyond simply skill, while features represent a characteristic of your character either in body or personality. Unlike in other games, Traits have no hard mechanical effect. The Swift traits, for example, does not give you a bonus to speed moving X more spaces in a turn or something like that. Rather the Swift trait simply says "You move swiftly, and are quick to take action." So it's really just a descriptor of sorts of a special quality your character possesses (That is a really stupidly spelled word btw. Look at all those S' and Es!). The way traits come into play during the game, is that your character is able to "Invoke" a trait when you feel it should give him an advantage. When you invoke a trait you can do a number of things.
1. Automatically succeed at a check. Such as invoking the Keen-eyed trait to automatically succeed at a Search check.
2. Get a check when you normally should not. Such as invoking the Wary trait to get an Awareness roll to avoid being ambushed even when the Loremaster ruled that the party was surprised.
3. Gain extra experience or advancement points for doing something cool if the skill roll succeeded. Like leaping into the white-water rapids to save someone drowning and then acing your Athletics roll, you can invoke your Bold trait and gain an advancement point. Because that was pretty bold.
It should be noted that none of these options are to be abused, and invoking a trait should rarely be done (if ever) for a common task, generally reserved for a dramatically appropriate moment.
Back to selection, I'm leaning towards the Fairy Heritage, which says that my character may or may not be a half-elf or half-something. This seems cool to me and I can work it into the backstory I was thinking up. It gives me starting attribute scores of Body 4, Heart 4, and Wits 6. Nicely balanced. It gives me the Favored Skill of Awareness, and for my Traits I choose Just and True-Hearted. I then click next.
Step 5. Calling.
Calling is similar to a Class or Profession, though less important in TOR since the Culture is what grants you most special abilities. Callings are basically the reason your character became an adventurer in a general sense and include Scholar, Slayer, Treasure-Hunter, Wanderer, and Warden. Each calling provides you with two Favored Skill Groups from which you can choose extra favored skills, an automatic Additional Trait in this case in the form of an extra Speciality, and a Shadow weakness which is basically a flaw, and is specifically related to the calling to be sort of the flip-side to the callings virtuous nature. For example the Slayer calling, which is a person who hunts down evil, has the shadow weakness of Curse of Vengeance which means he risks becoming obsessed with revenge.
For my choice I go with the Warden, which is a protector and watcher. I then click next, and it brings me to a sub-selection of choosing the bonus favored skills from the groups offered b y the calling I selected. I choose the Explore and Hunting favored skills and click next again.
Step 6. Favored Attributes.
In this step I can made modifications to my attributes that I was given by my cultural background. I can add +3 to one, +2 to another and +1 to the last. The favored attribute and regular attribute are recorded separately and which is used is based on weather the related skill is favored or not. Exactly how this functions will be explained as needed later on. For now I choose to add +3 to Heart, +2 to Body, and +1 to Wits. I then click next.
Step 7. Valor and Wisdom.
Valor and Wisdom are basically your characters' levels. As you gain experience you get choose weather to add it to your character's Valor - his bravery and heroism, or his Wisdom - his common sense and personal growth. You start at level 1 in both, and for every level of either you gain a special ability based on your culture. In the case of Valor you gain a reward, generally in the form of a special piece of equipment or minor magical trinket. When you choose to go up a level in Valor the you discuss with your LM what item you want from your culture's list and the LM works out how you come about finding or receiving it. Perhaps it's in the next treasure trove you discover, or perhaps you are gifted it from the village chieften who's village you saved. When you gain a level in Wisdom you gain a virtue, which is a character based special ability.
In addition to this, Valour and Wisdom are both used as something akin to saving throws, with Valor being used to resist effects like fear, and Wisdom used to resist some magic. Some NPCs you meet will also value one over the other (Aragorn might value Valor over Wisdom, while Gandalf might value Wisdom over Valor), and having a higher rating in the attribute they value might give you an advantage when dealing with them.
During character creation you get to choose to go up to level 2 in either Valor and Wisdom, meaning you'll get to select either a starting reward (like a legacy item of your family), or a starting virtue.
In my case I already know I want a specific reward item, so I'll go with 2 Valor and 1 Wisdom for my starting levels. I click next. I then get a sub selection to choose exactly which reward I want and I choose the Bearded Axe, a prized make of axe that the woodmen craft with a hook at the end of it's head, normally etched to resemble a beard. I click next again. Later on if I decide to gain more rewards and I choose more weapon rewards, such as Keen, Grievous, or Fell, I can either apply them to a new weapon, or say that my Bearded Axe gained them, as many legendary weapons in lore are often said to become stronger themselves as they are used.
Step 8. Previous experience.
The next step is to customize my character's skills based on his previous experiences. The window shows all the skills, with my current rank in each based on the starting skills I was given when I chose a culture. I then have 10 points to spend to upgrade them and skills get progressively more expensive as they get higher.
Remember that the ranks in a skill are the number of success dice you can roll when you attempt to use that skill. The average difficulty in the game is 14, and to hit that on a regular basis requires at least 2 dice in a skill (an average skill rating). Knowing this, I'd want to get skills I wish to regularly use up to at least two dice. Skills I really want I might want to put 3 dice into, but that may be to costly if they don't already start with a die or two in them. I go with 1 die in inspire, 2 into travel, 1 into insight, 2 into search, and my last point into Lore. I click next.
Step 9. Final Touches.
The last part is to go through the finished character sheet and fill in things such as my name, and my gear. It also mentioned that if my cultural reward changes my attribute at all I need to modify that manually as the character sheet won't auto adjust for it. I know my bearded axe didn't change my attributes any so all I have left is my gear. My weapons got filled in for me automatically based on my chosen skill package, but I can remove a weapon if I don't want it by clicking the check next to it's name. The sheet will automatically remove fatigue from my character for any gear I remove.
Also I noted that it does not automatically fill in damage for you on the right side of your character sheet. Your damage value is equal to your body score unless you have a special ability that changes it. If your ranged damage value is separate from your melee value (which, again, would be due to a special ability you chose) then the ranged value goes in the little box and the melee value in the larger one.
Fatigue is worth explaining. For every weapon and piece of armor you carry you get an amount of fatigue. If your Endurance ever falls below your fatigue rating then you become weary and all your checks suffer. Currently I have 24 Endurance and my weapons provide 5 fatigue. Armor gives a lot of fatigue so I'm probably going to avoid heavy armor.
I click on the armor line at the bottom of my sheet, and it brings up a drop down menu. I click select gear piece and it brings up another menu that gives me armor options. The lowest piece of armor is a Leather shirt, which gives 4 Encumbrance (which is directly translated to fatigue), and provides 1 armor die, and the highest if the mail hauberk which gives 5 armor dice (making you nearly impossible to wound - separate from losing Endurance it should be noted, wounds are a status effect that can be very serious), but also adds a whopping 20 fatigue - I would start the game weary if I wore this. I decide to go with a leather corslet, which gives 2 dice of armor for 8 fatigue. I know I'm not using a shield since I use a two-handed axe, but I do want a helmet. Helms give a bonus to armor, but unlike armor you can use a free action to remove it during combat to remove it's fatigue. So even though it adds 6 fatigue, if I decide during battle I need to stay unweary more than I need to stay protected I can toss it off.
With that I'm done with my character. I'll be starting a new thread to try the character sheet importing, and also be using that thread for characters for the game.