Difference between revisions of "City of Eternal Shadows Character Creation"

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Start with average characteristics:
 
Start with average characteristics:
  
* STR 10
+
* STR 10
* CON 10
+
* CON 10
* SIZ 13
+
* SIZ 13
* INT 13
+
* INT 13
* POW 10
+
* POW 10
* DEX 10
+
* DEX 10
* CHA 10
+
* CHA 10
  
 
Start with 18 points to buy 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!
 
Start with 18 points to buy 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!

Revision as of 21:01, 17 October 2010

- Main Page; City of Eternal Shadows

Basic equipment for 100 sp:

   * Soft leather and cuirbouilli on all hit locations.
   * Spear with metal tip.
   * Local shield made up wood and leather.
   * Atlatl and three javelins with metal tips.
   * Basic traveling supplies, such as water skin, backpack, bed roll, fishing line, etc.
   * Covers basic rations for 2 weeks of expedition, assumes additional food along way

- Characteristics:

Start with average characteristics:

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

Start with 18 points to buy 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!

- Secondary Characteristics:

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 INT/2 (round down) powers at INTx1% and build those up with your skill points.

If you character uses Sorcery, pick INT/2 (round down) starting spells.

You may pick a special magical mutation if you wish. This is a gift of the gods or something that makes you stand out. Warning: standing out isn't always best for someone who's being looked for.

There are no minimum requirements to use magic. INT determines a cap on number of spells or rituals known. POW determines a cap to the power of the user.

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:

Discuss and determine what you want for your characters. The world's level of technology will reflect what the players choose for it. Note: heavy armor and obvious weapons won't always be practical in this game, so think carefully about how you choose weapons.

- Main Page; City of Eternal Shadows