Cyllian:Character Creation: Difference between revisions
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[[https://wiki.rpg.net/index.php/Cyllian_Sea Main Page]] | [[https://wiki.rpg.net/index.php/Cyllian_Sea Main Page]] | ||
=Character Generation= | |||
Read through the background. Take a look through the PC miniatures to and find one that inspires you. Building a character that matches that. | |||
* Select an attribute to be favored. Record it. | |||
* | |||
* | == Character Class == | ||
* | |||
* | Choose a class for your character and record the following. | ||
* | *'''[[Cyllian:Warrior|Warrior]]''': 24(6) hit points, +2 combat bonus, 4d damage pool, and select a combat style | ||
* | *'''[[Cyllian:Sorcerer|Sorcerer]]''': 10(4) hit points, +2 magic bonus, select 2 complexity 1 spells and 2 complexity 2 spells | ||
*'''[[Cyllian:Rogue|Rogue]]''' 14(5) hit points, +1 combat bonus, 2d damage pool, +1 magic bonus, select 2 complexity 1 spells | |||
*All: 600 XP | |||
== Attributes == | |||
* | |||
* | Select an attribute to be favored. Record it. | ||
* | *'''[[Cyllian:Strength|Strength]]''': Bonus added to strength rolls, including every damage die in melee. | ||
* | *'''[[Cyllian:Intelligence|Intelligence]]''': Bonus added to starting skill points and must be favored by Sorcerers to get access to the most powerful spells. | ||
*'''[[Cyllian:Wisdom|Wisdom]]''': Bonus added to the ability to read people and situations, and as a bonus against mind altering magic. | |||
*'''[[Cyllian:Constitution|Constitution]]''': Bonus added to Vitality and Hit Points at every advancement, in addition to a bonus for saves against disease and poison. | |||
*'''[[Cyllian:Dexterity|Dexterity]]''': Bonus added to missile combat in addition to any skill checks involving hand-eye coordination. | |||
*'''[[Cyllian:Charisma|Charisma]]''': Bonus added to all Reaction Rolls and determines total number of loyal retainers a character can have. | |||
Optional: select a second attribute to be favored and select an attribute to be exceptionable. Record both. | |||
== Skills == | |||
Characters start with 5 skill points, adjust for Intelligence. '''[[Cyllian:Common Skills|Common Skills]]''' all start at a base of 0. '''[[Cyllian:Professional Skills|Professional Skills]]''' are untrained by default. It costs 1 skill point to train a professional skill to a base value of 0. Thereafter, it costs a number of skill points equal to the new level is skill to raise a skill. Skills must be advanced 1 level at a time. | |||
For starting characters use the following starting costs: | |||
*Train a professional skill to level 0: 1 skill point | |||
*Train any skill to level 1 from 0: 1 skill point | |||
*Train any skill to level 2 from 0: 3 skill points | |||
*Train any skill to level 3 from 0: 6 skill points | |||
== Equipment == | |||
All character will start with basic equipment and enough money to survive for a short time. | |||
* Warrior: any armor, weapons to match the character's Combat Style, a dagger, standard adventurer pack. | |||
* Sorcerer: light armor, a single weapon of choice, and a standard adventurer pack. | |||
* Rogue: light armor, two weapons of choice, and a standard adventurer pack. | |||
* All: start with 20 xxx. With Charisma bonus double, with Charisma disadvantage, halve. |
Latest revision as of 20:46, 23 July 2016
Character Generation[edit]
Read through the background. Take a look through the PC miniatures to and find one that inspires you. Building a character that matches that.
Character Class[edit]
Choose a class for your character and record the following.
- Warrior: 24(6) hit points, +2 combat bonus, 4d damage pool, and select a combat style
- Sorcerer: 10(4) hit points, +2 magic bonus, select 2 complexity 1 spells and 2 complexity 2 spells
- Rogue 14(5) hit points, +1 combat bonus, 2d damage pool, +1 magic bonus, select 2 complexity 1 spells
- All: 600 XP
Attributes[edit]
Select an attribute to be favored. Record it.
- Strength: Bonus added to strength rolls, including every damage die in melee.
- Intelligence: Bonus added to starting skill points and must be favored by Sorcerers to get access to the most powerful spells.
- Wisdom: Bonus added to the ability to read people and situations, and as a bonus against mind altering magic.
- Constitution: Bonus added to Vitality and Hit Points at every advancement, in addition to a bonus for saves against disease and poison.
- Dexterity: Bonus added to missile combat in addition to any skill checks involving hand-eye coordination.
- Charisma: Bonus added to all Reaction Rolls and determines total number of loyal retainers a character can have.
Optional: select a second attribute to be favored and select an attribute to be exceptionable. Record both.
Skills[edit]
Characters start with 5 skill points, adjust for Intelligence. Common Skills all start at a base of 0. Professional Skills are untrained by default. It costs 1 skill point to train a professional skill to a base value of 0. Thereafter, it costs a number of skill points equal to the new level is skill to raise a skill. Skills must be advanced 1 level at a time.
For starting characters use the following starting costs:
- Train a professional skill to level 0: 1 skill point
- Train any skill to level 1 from 0: 1 skill point
- Train any skill to level 2 from 0: 3 skill points
- Train any skill to level 3 from 0: 6 skill points
Equipment[edit]
All character will start with basic equipment and enough money to survive for a short time.
- Warrior: any armor, weapons to match the character's Combat Style, a dagger, standard adventurer pack.
- Sorcerer: light armor, a single weapon of choice, and a standard adventurer pack.
- Rogue: light armor, two weapons of choice, and a standard adventurer pack.
- All: start with 20 xxx. With Charisma bonus double, with Charisma disadvantage, halve.