Editing FANGS: Character Development

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
[[Category:FANGS]]
 
[[Category:Character Development]]
 
 
{{Template:FANGSHeader}}
 
{{Template:FANGSHeader}}
  
Line 31: Line 29:
 
==Training Skills==
 
==Training Skills==
  
While your character is at home he can pay to have another character train him in a skill. The tutor must have at least half again your character's skill that you wish to train in (thus it is difficult to train past a skill of 13 without finding someone with a higher skill than 20 to teach you!) The character must spend the number of days (with at least 4 hours a day) that he has in the skill with the tutor. At the end of your character's training, you may add +1 to his skill. Your character can train in multiple skills at the same time, but still has to spend the same number of total hours before learning the skill.  
+
While your character is at home he can pay to have another player or character train him in a skill. The tutor must have at least half again your character's skill that you wish to train in (thus it is difficult to train past a skill of 13 without finding someone with a higher skill than 20 to teach you!) The character must spend the number of days (with at least 4 hours a day) that he has in the skill with the tutor. At the end of your character's training, you may add +1 to his skill. Your character can train in multiple skills at the same time, but still has to spend the same number of total hours before learning the skill.  
  
 
If during the time of his training your character earned a Skill Mark in that skill '''outside''' of training (i.e., in a life-threatening or stressful competitive experience), he may use that Skill Mark to gain an additional +1 skill at the end of the training, and then must erase the Skill Mark.  
 
If during the time of his training your character earned a Skill Mark in that skill '''outside''' of training (i.e., in a life-threatening or stressful competitive experience), he may use that Skill Mark to gain an additional +1 skill at the end of the training, and then must erase the Skill Mark.  
  
Example: Gru decides to take some Jump training since he failed so miserably with his jump during his adventures (his skill is 9). Finding a tutor was difficult, but he finally found a tutor with an 15 skill in Jump (Gru wants to learn his Jump skill up to 10, half again of 10 is 15). After training for 9 days Gru gets to add 1 to his skill making it 10. However, Gru's teacher can teach him no more (for if Gru wants to learn skill 11, half again 11 is 16-1/2, rounded up is 17.)
+
Example: Gru decides to take some Jump training since he failed so miserably with his jump during his adventures (his skill is 9). Finding a tutor was difficult, but he finally found a tutor with an 15 skill in Jump (Gru wants to learn his Jump skill up to 10, half again of 10 is 15). After training for 9 days Gru gets to add 1 to his skill making it 10. However, Gru's teacher can teach him no more (for if Gru wants to learn skill 11, half again 11 is 16-1/2, rounded up is 17.)  
  
 
==Practice & Study==
 
==Practice & Study==
Line 65: Line 63:
 
To increase a Characteristic, your character must find a school that teaches that special discipline. A military academy or gym may be able to train your character to increase his ST or CO, or help 'bulk up' his SZ (of course, this would be an increase in weight, not height.) A thieves guild or circus school may be able to teach him to increase his AG. An university may be able to teach him to increase his IN. A monastery, mage's coven, or psychic's guild can train him to increase his PW. A bardic college or finishing school may be able to teach him to increase his AP.  
 
To increase a Characteristic, your character must find a school that teaches that special discipline. A military academy or gym may be able to train your character to increase his ST or CO, or help 'bulk up' his SZ (of course, this would be an increase in weight, not height.) A thieves guild or circus school may be able to teach him to increase his AG. An university may be able to teach him to increase his IN. A monastery, mage's coven, or psychic's guild can train him to increase his PW. A bardic college or finishing school may be able to teach him to increase his AP.  
  
Increasing a Characteristic is very expensive. Your character must devote all of his efforts with a master (someone who has maxed out his own Characteristic with training.) He must train for his current Characteristic in character points in '''weeks''', at least 4 hours a day. The minimum time is the same even if training a Characteristic under 10. This training period can be interrupted by things like adventures. However, a period of inactivity, such as spell learning with no concurrent training, or bed rest after taking damage, negates all progress and the training must be started over. After this period you must roll to '''fail''' his Characteristic roll to gain +1 to his Characteristic. If he '''Fumbles''' the roll, you can add +2 to his Characteristic (but not beyond human maximum of 20, nor more than 1/3 more than the original Characteristic.  
+
Increasing a Characteristic is very expensive. Your character must devote all of his efforts with a master (someone who has maxed out his own Characteristic with training.) He must train for his current Characteristic value in '''weeks''', at least 4 hours a day. After this period you must roll to '''fail''' his Characteristic roll to gain +1 to his Characteristic. If he '''Fumbles''' the roll, you can add +2 to his Characteristic (but not beyond human maximum of 20, nor more than 1/3 more than the original Characteristic.  
  
:Example: ''Gru decides he is sick of all the people kidding him on his low IN of 7, so he enrolls in a university (he probably threatened someone to get in.) After studying hard for for 15 (IN 7 = 25 character points, IN 9 equals 10 Character points) weeks, he gets the opportunity to roll to see if his IN has increased. He rolls a 15, which added to his IN of 7 is 21, thus he doesn't increase his IN. He studies for another 15 weeks, and rolls a 3 which added to his IN of 7 is less then 20, thus his IN is now increased to 8.''
+
Gru decides he is sick of all the people kidding him on his low IN of 7, so he enrolls in a university (he probably threatened someone to get in.) After studying hard for 7 weeks, he gets the opportunity to roll to see if his IN has increased. He rolls a 15, which added to his IN of 7 is 21, thus he doesn't increase his IN. He studies for another 7 weeks, and rolls a 3 which added to his IN of 7 is less then 20, thus his IN is now increased to 8.  
  
Gru decides to continue studying for 5 weeks (IN 8 = 10 character points, IN 9 = 5 character points), after which he has to roll under a 12. He rolls a fumble (2 followed by a 5) and thus now adds 2 to his IN to make it 10. He can no longer study to increase his IN because it would give him more than one third over his original IN. (7 divided by 3 rounded up is 3, thus Gru's maximum IN is 7 + 3 = 10.)
+
Gru decides to continue studying for 8 weeks, after which he has to roll under a 12. He rolls a fumble (2 followed by a 5) and thus now adds 2 to his IN to make it 10. He can no longer study to increase his IN because it would give him more than one third over his original IN. (7 divided by 3 rounded up is 3, thus Gru's maximum IN is 7 + 3 = 10.)  
  
 
==Adding Advantages==
 
==Adding Advantages==
Line 78: Line 76:
  
 
Advantages such as two-weapon work are trainable, if the player character runs into someone with the ability. No points are needed to "pay" for the Advantage, just the approval of the GM. Other abilities like Night Vision might be gained through the use of magical artifacts, or spells.
 
Advantages such as two-weapon work are trainable, if the player character runs into someone with the ability. No points are needed to "pay" for the Advantage, just the approval of the GM. Other abilities like Night Vision might be gained through the use of magical artifacts, or spells.
 
==Measuring Advancement==
 
 
(optional rule)
 
 
After a character has made several advances in skills, either through experience or training, it is often hard to assess the character’s actual experience status vis a vis other characters. If Vince has made every experience roll and has a total of +30 in advances in various skills, and Rawn has been in the same party, gone through the same adventures, but his player has not made the rolls, there is a clear difference in their abilities, but there is no real way to track-at-a-glance which has profited most from experience and training and where a GM may need to make adjustments to keep the characters relatively even.
 
 
The answer to this question is Character Points. Every time a character makes a skill advance or otherwise gets better, add the appropriate # of points to the character’s starting Character Points.
 
 
:Example: ''Gru was built with 100 character points. In the course of his first year of adventuring, he gains three increases in Mace, four in Sword, two in Climb, one in Jump, five in Sword Parry, and increases his IN from 7 to 8. This is a total of 15 Skill increases (each of which would have been a 1 point in Character Creation) and increasing the cost of his IN from -20 to -10. This is a total gain of 25 Character Points (Gru now looks like a character built with 125 Character points). Gru’s player changes his Character Creation Points from 100 to 125.''
 
:''Of course, the player should be making these increases in Creation Points as Gru gets the increases, to keep a running record of Gru’s steady progress and to be able to compare Gru’s abilities to his compatriots at any time. Also, with the constant addition and erasure of skill checks on a character sheet, it is hard to remember whether a character started with a particular skill total or gained some of it through experience or training.''
 
 
In short, a player should increase the character’s Creation Point total for the following events:
 
 
 
<table border=1 cellspacing=1 cellpadding=3>
 
<tr>
 
<td style="background:#9CC;">'''Event'''</td>
 
<td style="background:#9CC;">'''Increase'''</td>
 
<td style="background:#9CC;">'''Notes'''</td></tr>
 
<tr>
 
<td style="background:FFF;">Increase of a Skill</td>
 
<td style="background:FFF;">+1</td>
 
<td style="background:FFF;">Experience or Training. If for some special situation the gain is two points, then two (2) new Creation Points are recorded.</td></tr>
 
<tr>
 
<td style="background:#FFC;">Addition of a Spell (Power)</td>
 
<td style="background:#FFC;">+1</td>
 
<td style="background:#FFC;">Each new spell (or in other genre games like superheroes – power) is a skill and would cost a point if acquired at the start. For games where powers or spells may be worth more than a point, the appropriate # of points should be added to the Creation Points.</td></tr>
 
<tr>
 
<td style="background:FFF;">Increase of Characteristics</td>
 
<td style="background:FFF;">Points = to those needed to gain the characteristic raise.</td>
 
<td style="background:FFF;">So if a characteristic goes from 11 to 12, the Creation Points addition is 5. If from 15 to 16, the addition is 50.</td></tr>
 
<tr>
 
<td style="background:#FFC;">Advantage or Disadvantage</td>
 
<td style="background:#FFC;">Points = to mirror the effect of the advantage or Disadvantage.</td>
 
<td style="background:#FFC;">Advantages and Disadvantages gained through the play of the game should be recorded to make sure the relative abilities of the characters are fully covered.</td></tr>
 
</table>
 
 
 
'''NOTE:''' This is NOT buying characteristics and skills with experience points. Experience is, in effect, buying the points, which are just used to compare the relative competencies of the characters.
 
 
GMs who find that some player characters have fallen gravely behind their compatriots may assign automatic increases in skills or characteristics to allow the player characters to achieve parity, signified by increasing the Character Point count.
 
 
Characters who have the same Character Point count are not guaranteed to be equal. What those points can be spent on is too varied for that to be true. But they should be closer than they would be otherwise.
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Template used on this page: