Cyllian:Character Creation

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Character Generation

In the world, some people have abilities beyond the normal human. Perhaps one in fifty professional soldiers will transcend to become a warrior, someone that will be defined with a class and level and the ability to grow into great power. A few of those will advance to higher levels of power. Warrior player characters will start as heroes with a name and reputation that people in the region will already recognize. They will start out at 4th level.

A few people have the mental capability to master some of the runes of power that the gods used to form the world from primal elemental forces. With training and time, those people can become sorcerers. As they gain power, they will gain the ability to master more spells and even more complex (powerful spells). Many sorcerers reach their potential with mastering just a spell or two. Sorcerer player characters will start out with mastery of four spells.

Others have some natural ability to work magic, but lack the discipline to work steadily at it. However, their natural abilities allow them to be far stronger than normal at combat prowess and perhaps have a knack or two elsewhere that transcends the average. These characters are rogues. Many are failed apprentice sorcerers who make their way in the world with only a spell or two to their name, but that puts them far above the man on the street. Staring player character rogues will have mastered a couple of spells and have superior combat skills

Think about the character you want to play and then follow the steps below.


Character Class

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

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

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

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.