Or something.
The Game: Oubliettes, Sorcery, & Reavers
The Publisher: The Rune^Forge
Degree of Familiarity: None
Books Required: Just the one
Well, yes, obviously it's a forced acronym (OSR), but at least they included the Oxford comma. Anyway, OS+R is a fantasy game that really doesn't have a lot of setting to it. There seems to be quiet a bit of passion behind it, but it's all in the GMing philosophy (rulings not rules, blah blah). I don't have a lot of interest in OSR generally, but I admit it's not a well I've fallen down.
Anyway, I was pleasantly surprised at how quick the book was to read. That's what happens when you don't have a setting, I s'pose, but still. I guess it's not fair to say there's no setting, since there's some page count devoted to deities and the races have funny names and all.
Well, let's do this.
Step one, gather ye rosebuds while ye may your ideas into a loose concept. There are playable giants in this game (they're not, like, 80-foot things, they're NBA player sized), and I kinda like them. I also want to make a mage, since I went to all the trouble of printing the grimoire sheet, so let's make a mage-giant. Conceptually...I dunno beyond that. I'll need to reread the race write-up and see what else this suggests, if anything.
Step two, apply Attribute mods. The game makes some noise about how it's just the mods, rather than the ability scores that translate to the mods, and like, yeah, that's cool and all. So my array is 2, 1, 1, 0, 0. -1. Hmm. What do I need to cast spells? Int and Cha, doy. Well, I'll put the -1 into Dexterity because it doesn't matter if this character is, strictly speaking, viable. I'll put the +2 into Int, my +1s into Cha and Str, and Wis and Con get 0. Cool, on we go.
Step three is to note my race and all the "Benfits" and Drawbacks. At least it's spelled right on the sheet. What Benfits do I get? Well, I get a free +1 in Str or Int, that's cool. Think I'll put it in Int, just to make myself as Mage-y as possible. I also get to cast the Sense spell innately, but only for auras. As far as Drawbacks, I attack small targets with Hindrance, and I can't have (or at least I can't start with) Expertise in Dexterity. Sounds good so far.
Now, class! There's only three, Warrior, Jack, and Mage (though Warrior has a bunch of sub-types). I know I want to be a Mage. So that means I basically can't wear armor (I can, but it means I get Hindrance on everything), I get Expertise in one weapon, I get Attribute Expertise in Intelligence or Charisma (maybe and? I need to look it up), I get Leverage on all tests to resist magic (that's cool, mages should be a little more resistant to spells), and I can do little non-damaging magic effects.
Let's look up this Expertise thing. Oh, this is simple enough; I have Expertise in two Attributes (and, not or) and so I add a d4 to my d20 when I roll those Attributes. Cool. I'm also supposed to name my giant at this point. Looking at the race write-up, giants tend to dress skimpily to show off their tattoos, which tell their life stories. That's pretty dope. I also need to choose if he's a Steppe giant or Lodge giant (is this defined anywhere? Not really). Well, let's say he's a Lodge giant, because I want him a little more acquainted with civilization. His tattoos start on his feet and hands, and work up his shins and wrists, the idea being that as his story continues they'll continue inward until his last tattoo will go over his heart.
No guidance on naming conventions, so I'll name him Craunagh. That seems like enough letters for a fantasy name.
Now I need a Birth Auger (sign, basically). This is random, so I need some percentile dice. 12 gives me...the Scales! I can add +2 to any Attributes (up to 2), once a day. That's pretty cool. Doesn't say how long it lasts, but whatever.
Pick gear. Sure. Actually, this game has a setup kinda similar to Blue Rose in that you get a set of gear rather than spending money (though that's an option too). I'll give Craunagh a Research Kit (ink, paper, lamp, oil, almanac). I get a weapon (close or ranged) and technically armor, but I ain't gonna take that. I think I'll take a mace, just because it's not a weapon you see a mage carrying much (and because the notes say you can throw it and I think that would look cool). I get 13 coin (a d12 + my CHA and I rolled well).
HP, Composure, Defense, and so on. I guess I start with 4 HP, because my class die is a d4? It's not well explained. Composure is a d6 plus either my Int, Cha, or Wis modifier, and I'll take Int, thanks. Rolled a 5, that gives me 8. Defense is a -1 (Dexterity mod), but if I were using a spell to change it it'd be different, and again, it's not explained especially well. I guess using examples is against the OSR philosophy.
Languages...holy cats. I speak High Giant, Giant, Dwarven, and Trade, and then I pick two, and then I pick three more. That's...a lot. So basically there's only one on the list I don't speak, and we'll say that's Eldrym, the elf-language.
Motivations! This is a four-pronged thing: Seeks is goals, Covets is innermost desire, Devoted is to whom I'm loyal, and Foible is something that makes me vulnerable. So what makes Craunagh tick?
Well, I'll say that he seeks a glorious heart Hruswar (that's the tattoo thingie). He covets magical knowledge and power. He is devoted to himself and his legacy, and his foible is that he can't abide being called a liar (that shit gets you a mace in the bonce, friend).
I think that's everything on the first sheet, so let's turn to magic! I start with 4 First Order spells plus my Int modifier, so that's 7 spells. I start with a single Focus, which is just a consumable thingie that I can use in a few different ways to help me cast. Mostly this is just picking spells, so let's do that.
Well, Arcane Strike is nicely general. Strikes one target and does damage ignoring DR. I'll say that Craunagh's fingers ooze black smoke, which rots a target's flesh (it's a Fell Weave spell, it's supposed to be nasty).
Bar the Way magically locks things, that's cool. I think glowy writing similar to his Hruswar appears over the door. Decipher lets him read things (which, like, he's a pretty good polyglot anyway). Glowy eyes? Sure. Divination lets him ask his shadow a yes/no question. I figure his shadow's eyes glow along with his when he uses this spell. Shield is your basic damage absorby spell, so maybe his tattoos glow (as he gets more tattoos and his magic gets stronger, this would continue to look cooler). Slumber, puts things to sleep (doy), back to the black smoke, except this smoke smells sweet.
I get one more spell, but the sheet only has six slots. I figure that last one I'll take Illuminate. A basic light spell is always a good idea.
And that's about it! Craunagh is about 7 feet tall (about average for his people). He's got deep purple/indigo hair and light yellow eyes, and his face is a resting sneer. He's pretty haughty for a dude with 4HP, but what are you gonna do.