Difference between revisions of "Cyllian:Character Creation"

From RPGnet
Jump to: navigation, search
(Character Generation)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
[[https://wiki.rpg.net/index.php/Cyllian_Sea Main Page]]
 
[[https://wiki.rpg.net/index.php/Cyllian_Sea Main Page]]
  
== Character Creation ==
+
=Character Generation=
  
* Choose a class[[Cyllian:Warrior|Warrior]], [[Cyllian:Sorcerer|Sorcerer]], [[Cyllian:Rogue|Rogue]]
+
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.
+
 
** Strength: Bonus added to every damage die in melee combat, as well as a general bonus to skill checks involving Strength.
+
 
** Intelligence:  Bonus added to starting skill points and must be favored by Sorcerers to get access to the most powerful spells.
+
== Character Class ==
** 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.
+
Choose a class for your character and record the following.
** Dexterity:  Bonus added to missile combat in addition to any skill checks involving hand-eye coordination.
+
*'''[[Cyllian:Warrior|Warrior]]''': 24(6) hit points, +2 combat bonus, 4d damage pool, and select a combat style
** Charisma:  Bonus added to all Reaction Rolls and determines total number of loyal retainers a character can have.   
+
*'''[[Cyllian:Sorcerer|Sorcerer]]''': 10(4) hit points, +2 magic bonus, select 2 complexity 1 spells and 2 complexity 2 spells
* Optional:  select a second attribute to be favored and select an attribute to be exceptionable.  Record both.
+
*'''[[Cyllian:Rogue|Rogue]]''' 14(5) hit points, +1 combat bonus, 2d damage pool, +1 magic bonus, select 2 complexity 1 spells
* Determine Vitality: Record 5 +/- Constitution adjustmentThis is the character's physical ability to absorb damage.  All damage to Vitality is physical wounds that can incapacitate, permanently injure, or possibly kill the character.
+
*All:  600 XP
* Determine Hit Points: Record 12 for a Warrior, 8 for a Rogue, and 4 for a Sorcerer.  Add 4 if the character has advantaged Constitution.  Likewise subtract 4 if the character has exceptionable Constitution.  Hit Points represent the combination of skill, experience, luck, innate magic, and blessing of the gods that allows a powerful character to avoid attacks that would grievously wound lesser peopleSo long as a character has Hit Points, no hit is considered to have done physical damage to the character.
+
 
* Record 600 Experience Points.
+
== Attributes ==
* Write down all given class abilities up to 4th level and select pertinent class abilities.
+
 
** WarriorRecord +2 Combat Bonus, 4 Damage Dice, +1 Saving Throws, and Select a Combat Style.
+
Select an attribute to be favored.  Record it.
** Sorcerer: Record +2 Magic Bonus, +1 Saving Throws vs. Spells, and Select two Complexity 1 and two Complexity 2 spells.
+
*'''[[Cyllian:Strength|Strength]]''': Bonus added to strength rolls, including every damage die in melee.
** RogueRecord +1 Combat Bonus, +1 Magic Bonus, 2 Damage Dice, +1 Saving Throws, and Select two Complexity 1 spells.  
+
*'''[[Cyllian:Intelligence|Intelligence]]''':  Bonus added to starting skill points and must be favored by Sorcerers to get access to the most powerful spells.
* Select Starting Equipment:
+
*'''[[Cyllian:Wisdom|Wisdom]]''':  Bonus added to the ability to read people and situations, and as a bonus against mind altering magic.
** Warrior: any armor, weapons to match the character's Combat Style, a dagger, standard adventurer pack.
+
*'''[[Cyllian:Constitution|Constitution]]''':  Bonus added to Vitality and Hit Points at every advancement, in addition to a bonus for saves against disease and poison.
** Sorcerer:  light armor, a single weapon of choice, and a standard adventurer pack.
+
*'''[[Cyllian:Dexterity|Dexterity]]''':  Bonus added to missile combat in addition to any skill checks involving hand-eye coordination.
** Rogue: light armor, two weapons of choice, and a standard adventurer pack.
+
*'''[[Cyllian:Charisma|Charisma]]''':  Bonus added to all Reaction Rolls and determines total number of loyal retainers a character can have.   
** All: start with 20 xxx.  With Charisma bonus double, with Charisma disadvantage, halve.
+
 
* Start play!
+
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 0Thereafter, it costs a number of skill points equal to the new level is skill to raise a skillSkills 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 06 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 13:46, 23 July 2016

[Main Page]

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.