Griffin Island Character Creation

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- Main Page; Griffin Island

Here's a starter character sheet: Griffin Island Starter Character Sheet

Please Copy the character sheet to it's own wiki page and modify the copied one. Be sure you link that page to the wiki under Player Characters and let me know. Also, fill out the main parts and I can deal with the details (skill category bonuses, etc.) for you.

- Characteristics:

Start with average characteristics:

STR 10 CON 10 SIZ 13 INT 13 POW 10 DEX 10 CHA 10

You may have 18 points to purchase characteristic increases. STR, CON, SIZ, POW, and CHA cost 1 each. INT and DEX cost 3 each. You may lower characteristics to get points to spend elsewhere at the same exchange rate: a SIZ of 10 will get you 3 extra points to work with, while an INT of 10 will get you 9 points to work with. An INT of 10 is barely functional in society, so think hard before cashing in there!

You need a POW of 16+ to use any kind of magic in the game. POW can go up through play, so getting to that point could be a character goal.

Calculate HP (hit points) = (CON+SIZ)/2 and use hit locations* Calculate FP (fatigue points) = STR+CON** Calculate MP (magic points) = POW*** Experience bonus = INT/2

  • We'll use hit location hit points only as thresholds for a limb being incapacitated or "goin' missin'" in a single hit, but won't track hit points per location.
    • Fatigue is only a threshold to keep you from trying to carry too much gear, especially armor, while trekking in the wild. If everything is reasonable from my point of view, we'll most likely ignore it.
      • BRP class these as Power Points, but I'd like to use Magic Points just so we don't confuse them with the actual Power characteristic. It fits the genre.

- Skills:

We're using the Skill Category Bonuses from p31, but with one change. Using CHA instead of APP means that the Communication Bonus uses CHA as primary and INT, POW as secondary.

Skill points: 325 + INT x 15

Spread these amongst skills as you desire. Add them to skill base values. No starting skills may go beyond 90% at this point.

Split attack and parry skills for weapons. When you spend skill points you get both, but bonuses will make them different. For example, if I am building a hoplite, I might spend 50% up for spear, giving me 50 Attack/50 Parry in spear. Then I still have 275% to spend on other skills.

Every character starts with Native Language (name it) of INT x 5. Every character also starts with INT x 3 of a Pidgeon Trade Language by default.

You must separately purchase literacy for each language if you want it. Literacy is rare.

If you want to run an old scholar with lots of esoteric skills in specific areas (languages, lores, etc.) let me know and we'll make sure it works out. I really don't have a problem with someone loading up on 5 detailed lores at 90% each that may come up once in play for basically free. Just be reasonable here, and it'll work out fine. Plus, such a character makes for a great way for me to hook the party into more adventures!

Use these for base:

Communication: Bargain (5%) Command (5%) Etiquette (5%) Fast Talk (5%) Perform (5%) Persuade (5%) Teach (10%)

Manipulation: Art (5%) Craft (5%) Fine Manipulation (5%) Repair (15%) Sleight of Hand (5%)

Mental: Appraise (5%) First Aid (5%) Gaming (INT+POW)

Perception: All as written on page 381

Physical: Climb (40%) Dodge (DEX x 2%) Hide (10%) Jump (25%) Ride (5%) Stealth (10%) Swim (25%) Throw (25%)

Combat: Per Weapon table: Base % for weapon

Other skills are either 0% + skill points spent, or unavailable due to era.

- Powers and Special Abilities:

If your character uses Magery, you may start with 6 powers at INTx1% and build those up with your skill points.

If you character uses Sorcery, pick a deity. That deity will grant your character with six starting spells tied to the deity. (More details to follow on these as needed. I'm only working up the ones we need.) The big deities are the storm god, the sun god, and the ocean god in the region. There's also a fairly powerful moon/huntress. On the island, ancestor worship will be popular, as well as worship of minor location gods.

If neither of the above are true, I'll grant your character a special boon of some sort to level things a bit: some training to improve characteristics even more, some additional skills from more experience, a magical/special item, a companion, or perhaps something to be determined in the future.

Example boons:

   * Add 25% to a skill of your choice. This skill may exceed the 90% limit set above. For example, someone wanting an incredible swordsman, may build the sword skill up to 90% above, then take this option and start the game with 115% + skill category modifier.
   * Train characteristics: STR, CON, POW, DEX, and CHA can be trained, as per the book, so that someone may start with from 1-3 additional points when play starts. Build your initial characteristics and then talk to me about specifics.
   * Have a characteristic beyond the normal human ability threshold: you can play Shaq with a SIZ of 19 or 20. Build to 18 above and then we'll add a bit more here.
   * Mutations: I really don't expect this one to work for this game, but I would consider some of the mutations, or something similar, as a special ability or advantage.
   * Magic item: your character can start with a heirloom magic item of reasonable power. I don't offer complete plot immunity to items in this game, but I also promise not to take it away without very good cause.
   * Item of high value: like above, except just exceptionally crafted.
   * Companion: start with a quality companion NPC that aids you in some signficant way. (See discussion on squires and such above. If you want one, here's where you buy one.) Build this character like a Normal human, fully fleshed out with the rules. Plot immunity is similar to items above. They can die and you can be without until we figure something else out.
   * Familiar: it's a magical world, so some sort of intelligent companion would be in order too. This will probably be some sort of unholy cross between companion above and an animal.
   * Anything else that strikes you as interesting and reasonable, toss my way and I'll think about it.

- Setting Equipment:

Armor available in setting (S/M/L size):

Heavy cloth or leather: 1 AP, ENC 3.0/3.5/4.0 for full suit

Hard leather: 2 AP, ENC 4.0/5.0/6.0 for full suit

Cuirbouilli: 3 AP, ENC 4.0/5.0/6.0 for full suit

Maille: 6 AP, ENC 12.0/15.0/18.0 for full suit*

Plate: 8 AP, ENC 20.0/25.0/30.0 for full suit**

Use the table on page 261 to break down armor ENC into pieces. Ask me for help if you need any.

  • Only available as a hauberk covering chest and/or abdomen, and optionally arms. No leg covering. Equivalent head covering is an open faced iron helm.
    • Available as breastplate and greaves covering chest, arms, and legs. The matching helm has full face covering outside of eyes and mouth. It'll reduce perception significantly. This is impractical for long term campaigning, though fine for battle.

A character may wear cloth/leather under heavier stiff armor, adding the AP and ENC.

Common weapons: knife, 1-h spear, 2-h spear, short sword, dagger, broadsword, scimitar, battle axe, mace, club, staff, self bow, sling, javelin.

Uncommon (known) weapons: bastard sword, great axe, composite bow.

Note: no stirrups, no lances or heavy cavalry. I'm tilting this heavily towards melee on foot, I know.

Hit me with questions or complaints. (I'll listen to them and consider them.)


- Main Page; Griffin Island