Difference between revisions of "Griffin Island Character Creation"

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- Main Page; [[Griffin Island]]
 
- Main Page; [[Griffin Island]]
  
- [[Characteristics:]]
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- ''Characteristics:''
  
 
Start with average characteristics:
 
Start with average characteristics:
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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!
 
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:
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All as written on page 381
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 +
Physical:
 +
Climb (40%)
 +
Dodge (DEX x 2%)
 +
Hide (10%)
 +
Jump (25%)
 +
Ride (5%)
 +
Stealth (10%)
 +
Swim (25%)
 +
Throw (25%)
 +
 +
Combat:
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Per Weapon table: Base % for weapon
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 +
Other skills are either 0% + skill points spent, or unavailable due to era.
  
 
- [[Powers and Special Abilities:]]
 
- [[Powers and Special Abilities:]]

Revision as of 23:33, 3 April 2010

- Main Page; Griffin Island

- Characteristics:

Start with average characteristics:

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

You may have 18 points to purchase 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!

You need a POW of 16+ to use any kind of magic in the game. POW can go up through play, so getting to that point could be a character goal.

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:

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 6 powers at INTx1% and build those up with your skill points.

If you character uses Sorcery, pick a deity. That deity will grant your character with six starting spells tied to the deity. (More details to follow on these as needed. I'm only working up the ones we need.) The big deities are the storm god, the sun god, and the ocean god in the region. There's also a fairly powerful moon/huntress. On the island, ancestor worship will be popular, as well as worship of minor location gods.

If neither of the above are true, I'll grant your character a special boon of some sort to level things a bit: some training to improve characteristics even more, some additional skills from more experience, a magical/special item, a companion, or perhaps something to be determined in the future.

- Main Page; Griffin Island