BD, John, me, Kashyyk, Gatleos, The Fool... looks like we have our party. What role do you guys think you'll go for? If no one objects I'm thinking I might try being a Thief-type character.
I'll be the persuasive guy of the group, who's good with a sword then.
Quick little tip, here: combat isn't going to be really similar to in DnD. When you choose your skills (and if you're going to be a melee fighter-type person), sink a couple points into wrestling. It'll liven combat up a bit.
Also, about the setting: are we going with a well-rounded wide-open-sandbox campaign? Or do you want it tilted in any particular direction?
EDIT: Hey, looks like we've tentatively got a party of six!
Ugh, I'm too used to the convenience of Myth-Weavers. If you copy this into a text document, it should be an acceptable substitute for an official character sheet.
--- Basics ---
Name:
Class:
Level:
Experience:
--- Focuses ---
Primary Focus:
Secondary Focus:
Tertiary Focus:
--- Ability Scores ---
Strength:
Fortitude:
Agility:
Dexterity:
Intelligence:
Willpower:
Charisma:
--- Physical Skills ---
Balance:
Jumping:
Acrobatics:
Swimming:
Sneaking:
Lockpicking:
Sleight of Hand:
Ride:
Swordfighting:
2H Swordfighting:
Mace Fighting:
2H Mace Fighting:
Axe Fighting:
2H Axe Fighting:
Knife Fighting:
Hand to Hand Combat:
Wrestling:
Staff Fighting:
Archery:
Throwing:
Blocking:
Armor Usage:
Dodging:
--- Mental Skills ---
Spell Creation:
Spell Casting:
Enchanting:
Activate Magic:
Concentration:
Knowledge:
Observance:
Searching:
Appraising:
Suturing:
Surgery:
Bone Doctoring:
Wound Dressing:
--- Social Skills ---
Persuasion:
Command:
Detect Purpose:
Bluff:
Manipulate:
Perform:
--- Scenario-Dependent Skills ---
Survival:
Vocational Skills:
--- Character Traits ---
Gifts:
Flaws:
Ideals:
Weaknesses:
--- Magic ---
Spells Known:
-
-
-
Focus Power:
Backlash Level:
--- Pain and Injury ---
Injury List:
-
-
-
Pain Level:
Rounds Until Bleeding Out:
Wound Treatments:
-
-
-
Crippled Limbs:
-
-
-
--- Inventory ---
Money:
Items Owned:
-
-
-
-
-
-
-
There may be something missing, but I think that's it.
I'd prefer an urban city setting with some political intrigue, but I'm fine with anything.
Perfect; that's what I actually want the game to be a little more oriented towards.
I don't think anything should be too modern. Lets keep the Tech Level medieval or something around that period, if possible.
I'd prefer medieval. Having half the physical skills involve medieval weaponry doesn't exactly lend itself to modern settings.
For character creation (this is to spare you from having to fight your way through the poorly formatted wall of text), you choose a primary focus, secondary focus, and tertiary focus first. These affect the rates at which your skills level up, and the choices are kinesthetic sense (physical), analytical ability (mental), and social sense (social... duh).
Next, you have points to distribute between attributes. Each attribute starts at -2, but you have 24 points to put into them. The max number of points you can put into any attribute is 6.
After that you have skill points to spend. You get 20 points to spend amongst all of the skills, and 6 additional points to spend in skills governed by your primary focus. You can only put up to 4 points in any particular skill.
Gifts and flaws are for flavor in your character. Each gift is intended to balance out a corresponding flaw, but I don't have lists of them yet. I'm going to rule that characters get 2 of each. If you have ideas for them, just post them for me to yea or nay. They can be anything that actually has an affect on the game, like a modifier for rolls, or a limitation that actually could come up (like how in DnD, barbarians can't read).
Ideals and weaknesses are like gifts and flaws, but they don't have a quantitative effect on gameplay. It's up to you to color your actions with your character's personality, and you get rewarded with roleplaying experience by doing so. You can have 4 of each, but make sure I know what they are so I can keep track of who's acting their part.
Thiefs, Assassins, Rogues, and all that other stuff should just be named "Rogue". I honestly hate it when people name an entire class over a certain profession that includes it.
My idea for Rogue Sub-specs:
Thief (Stealing/Lock-Picking Focus)
Assassin (Combat Focused Stealth)
Spy (Charisma/Disguise Focus)
Shade (All Stealth Focus)
And Warrior Sub-Specs:
Berserker (Damage/Fast Attack Focus)
Soldier (Combat Tech Focus)
Knight (Armour/Defense Focus)
Archer (Ranged Focus)
Going for Petty Thief. Fits with my characters Backstory.
Here is my character sheet so far. I left out a lot of skills that I didn't put levels into.
Baraqel the Fallen, formerly Brand Hallowday
Strength: -2
Fortitude: 0
Agility: -2
Dexterity: 6
Intelligence: 8
Willpower: 6
Charisma: 0
Physical:
Dodging - 1
Mental:
Spell Creation - 4
Spell Casting - 4
Concentration - 4
Knowledge - 2
Suturing - 3
Surgery - 3
Bone Doctoring - 2
Wound Dressing - 3
I see a problem in having skills level up the way they do right now. While I can understand jumping and blocking leveling up fast, skills like Bone Doctoring will see no love. Right now I need to set 10 broken bones to level up again. If I was at level 4 then I'd need to set 20 broken bones. To say the least that might be the absolute slowest of all the skills, and it's a necessity for any adventure group. Could you consider another method of leveling up skills? Or boosting the rates of some skills?
Jeez. I leave for a few hours and the discussion explodes.
Well, considering the
The Fool: Fallen Human Mage/Doctor (cannot fight to save his life, but he is a great mage and a good doctor)
Johnfalcon99977: Human Rogue
SeriousConcentrate: Elven Beserker
Kashyyk: Elven Archer
I suppose I should go with a sort of knightly character. I assumed that, since magic is a fairly rare and dangerous thing, that magic would be more of a support skill and characters with a focus on it wouldn't really... exist. And what situation does the knowledge skill come into play, exactly?
Hmm, how's this?
Kanesrae Tyrmitore, Elven Dragonheart (Berserker)
Strength: 4 / 8
Fortitude: 3 / 6
Agility: 3 / 8
Dexterity: 0 / 0
Intelligence: 0 / 0
Willpower: 2 / 4
Charisma: 2 / 4
Physical:
Jumping - 2
Acrobatics - 2
Sneaking - 2
Archery - 2
Armor Usage - 2
Dodging - 3
Wrestling - 2
Hand to Hand Combat - 1
Sword Fighting - 3
Knife Fighting - 1
It seems I'm STILL confused about stats... I've added in a second number for each stat. If the originals aren't correct (too low) then use the second.
Character sheet gooooo.
Keran Nydale, Human (Maybe Orc or Half-Elf) Bard.
Strength: 2
Fortitude: 0
Agility: 4
Dexterity: 2
Intelligence: 0
Willpower: 1
Charisma: 7
Focuses
Primary Focus: Social Sense
Secondary Focus: Kinsthetic Sense
Teritiary Focus: Analytical Sense
Skills
Physical Skills
Acrobatics: 2
Sneaking: 1
Sleight of Hand: 2
Swordfighting: 2
Hand to Hand Combat: 2
Social Skills
Persuasion - 4
Command - 4
Bluff - 4
Preform - 4
Detect Purpose - 1
There are three humans already, so I might be either a half-elf or an orc. Not sure which one though.
Who are you talking to, Fool? Me or BD? The original set I used was them starting at -2, but you and BD have a few impossibly high stats so I was confused (unless I read it wrong the maximum you should be able to have in any stat is 6: -2+8 = 6). Anyway, redid my sheet concerning stats and adding points: +1 to my four lesser class skills and +2 to my primary class skill.
Kanesrae Tyrmitore, Elven Dragonheart (Berserker)
Strength: 4
Fortitude: 4
Agility: 6
Dexterity: 0
Intelligence: 0
Willpower: 0
Charisma: 0
Physical:
Jumping - 2
Acrobatics - 2
Sneaking - 2
Archery - 3
Armor Usage - 3
Dodging - 4
Wrestling - 3
Hand to Hand Combat - 1
Sword Fighting - 5
Knife Fighting - 1
I was working under the assumption that +4 would be the max starting bonus. I'll grab my sheet and change it since Araph wants +6 to be the max for starting attributes. Which was completely false as it turns out. See next page.
Baraqel the Fallen, formerly Brand Hallowday
Strength: -2
Fortitude: 0
Agility: -2
Dexterity: 6
Intelligence: 8
Willpower: 6
Charisma: 0
Primary: Analytical
Secondary: Kinesthetic
Tertiary: Social
Physical:
Dodging - 1
Mental:
Spell Creation - 4
Spell Casting - 4
Concentration - 4
Knowledge - 2
Suturing - 3
Surgery - 3
Bone Doctoring - 2
Wound Dressing - 3
A few questions:
- Is dexterity important for hand-to-hand fighting, or something else?
- Does the block skill get used only for shields, or for hand-to-hand type blocks?
- Have you decided if race will affect attributes yet?
Attributes
---------------------
Strength: 5
Fortitude: 4
Agility: 4
Dexterity: 3
Intelligence: 0
Willpower: 1
Charisma: -1
Focuses
---------------------
Primary: Kinsthetic Sense
Secondary: Analytical Ability
Tertiary: Social Sense
Skills
---------------------
Physical Skills
Balance: 2
Jumping: 3
Acrobatics: 4
Sneaking: 2
Hand to Hand Combat: 6
Wrestling: 4
Throwing: 3
Blocking: 2
Dodging: 5
Mental Skills
Searching: 3
Knowledge: 2
Oops. I could have sworn you changed it to 30 at some point. I chose two mental skills... will those two be relevant at all for my character?
Attributes
---------------------
Strength: 0
Fortitude: 6
Agility: 8
Dexterity: 0
Intelligence: 0
Willpower: 3
Charisma: -1
Focuses
---------------------
Primary: Kinsthetic Sense
Secondary: Analytical Ability
Tertiary: Social Sense
Skills
---------------------
Physical Skills
Balance: 2
Jumping: 2
Acrobatics: 3
Hand to Hand Combat: 4
Wrestling: 4
Throwing: 2
Dodging: 4
Mental Skills
Concentration: 3
Knowledge: 2
--- Basics ---
Name: Arya Elva
Class: Elven Archer
--- Focuses ---
Primary Focus: Kinesthetic Sense
Secondary Focus: Social Sense
Tertiary Focus: Analytical Sense
--- Ability Scores ---
Strength: 4
Fortitude: 2
Agility: 4
Dexterity: 4
Intelligence: 0
Willpower: 0
Charisma: 2
--- Physical Skills ---
Balance: 1
Jumping: 1
Acrobatics: 1
Swimming: 1
Sleight of Hand: 2
Ride: 1
Swordfighting: 3
Archery: 6
Blocking: 2
Dodging: 3
--- Mental Skills ---
Observance: 2
Searching: 1
Wound Dressing: 1
--- Social Skills ---
Persuasion: 1
I'm pretty sure that's all legal. Also, which attribute would be best applied to Archery? Personally, I believe it takes aspects from Strength (To draw the bow) and Dexterity (to aim).
I based my character off the guy i'm playing in skyrim so I don't know how it'll turn out.
They're Pretty much a armor wearing, sword wielding enchanter. I'm thinking they'll cast a spell that lights their sword on fire then they hit you with it. But mostly they sell enchanted weapons, armor and trinkets. That kind of thing.
--- Basics ---
Name:Croplin Barhah
Class:Artificer
Level:1?
Experience:0?
--- Focuses ---
Primary Focus:analytical
Secondary Focus:kinesthetic
Tertiary Focus:social
--- Ability Scores ---
Strength:5
Fortitude:1
Agility:1
Dexterity:0
Intelligence:6
Willpower:5
Charisma:-2
--- Physical Skills ---
Balance:
Jumping:
Acrobatics:
Swimming:
Sneaking:
Lockpicking:
Sleight of Hand:
Ride:
Swordfighting:3
2H Swordfighting:
Mace Fighting:
2H Mace Fighting:
Axe Fighting:
2H Axe Fighting:
Knife Fighting:
Hand to Hand Combat:
Wrestling:
Staff Fighting:
Archery:
Throwing:
Blocking:1
Armor Usage:1
Dodging:
--- Mental Skills ---
Spell Creation:3
Spell Casting:3
Enchanting:3
Activate Magic:3
Concentration:2
Knowledge:3
Observance:1
Searching:2
Appraising:1
Suturing:0
Surgery:0
Bone Doctoring:0
Wound Dressing:0
--- Social Skills ---
Persuasion:
Command:
Detect Purpose:
Bluff:
Manipulate:
Perform:
--- Scenario-Dependent Skills ---
Survival:
Vocational Skills:
--- Gifts ---
Instinctive Enchanter: You have an instinctive grasp of the principles of enchanting. When designing and making an enchanted item, the effective TN of the spell you are enchanting the item with is reduced by 3.
Instinctive Spellmaker: You have an instinctive grasp of the principles of spellmaking. When designing and creating a spell, the TN of the spell being created is lowered by 3.
--- flaws ---
Naive.-Has difficulty diserning the intent of other when it comes to trade or hidden motives.
Name: Falican Geryo
Sex: Male
Age: 20-ish
Class: Thief
Species: Human
---
Strength: -1
Fortitude: -1
Agility: 6
Dexterity: 3
Intelligence: 3
Willpower: 4
Charisma: 6
---
(S) Kinesthetic Sense
(T) Analytical Sense
(P) Social Sense
---
-Physical-
Acrobatics: 3
Sneaking: 4
Lockpicking: 2
Dodging: 1
-Mental-
Searching: 1
-Social-
Bluff: 4
Detec Purpose: 4
Manipul8ate: 2
Persuasion: 2
---
-Gifts-
-A Better Way
This character, being relient on his other senses, is more likely to detec characters within his range of "Sight".
-See in the Dark
This character's Vision is unaffected by lighting.
-Flaws-
-Nearsighted
This character is unable to detec characters deemed "Too far away"
-Colorblind
This character is unable to see colors. This may have various effects on his Sight.
Kleptomaniac
This character occassionally has the unresistable urge to steal something when he is capable of doing so. Every time this character is within range of an item that is small enough, roll a 20d. If the number is 7-10, then this character realizes what he is doing and can continue if he wishes. If a 1-6 is rolled, then this character swipes the item while unaware of it. The item's value or abilities are irrelevent.
---
-Ideals-
-Trustworthy
-Rebellous
-Flaws-
-Vengenceful
-Slightly Grimdark
(http://img.ie/64734.png) (http://www.youtube.com/watch?v=n1zBG2TEjn4)
Click Face for theme!
Are we helping with the world building at all?
We can have Karmina, the rebellious deity of seafaring vessels. (http://www.youtube.com/watch?v=ipy1ZJQeUcs&feature=related) :P Though in all seriousness it might speed things up.
What kind of things did you want to be affected by leveling up in a class? I wouldn't mind making a class or two over the next couple days. BTW the spell backfire table needs a header that says what it is.
About world building, I planned to take whatever general ideas people had to make a fairly detailed world. If you've got ideas (which given how you asked, I'm sure you do), post 'em!
As for deit -- Wait, what? "Row, row, fight the power"? :P Anyway, deities don't exactly do anything. Well... They may do subtle things for the pious (HINT, HINT).
Classes have three things: 5 class skills, a specialization, and options for sub-specs.
Class Name: Wizard
Class Skills:
- Spellcasting
- Spell Creation
- Activate Magic
- Concentration
- Enchanting
Specialization: Mage
Sub-Specializations:
- Wizard
- Nuker
- Controller
- Enchanter
Flavor Text:
A wizard is a scholar dedicated to understanding the art of magic. Knowledge is their stock-in-trade; the more a wizard knows, the better off he is. While some people have an instinctive grasp of a small area of magic, the wizard strives to overcome any natural disadvantages of his through practice and study. This doesn't preclude specializing in more precise areas, it gives wizards a leg up on magic as a whole.
Aside from that blurb of text, defining what the class really is is up to the player.
I based my character off the guy i'm playing in skyrim so I don't know how it'll turn out.
They're Pretty much a armor wearing, sword wielding enchanter. I'm thinking they'll cast a spell that lights their sword on fire then they hit you with it. But mostly they sell enchanted weapons, armor and trinkets. That kind of thing.
--- Basics ---
Name:Croplin Barhah
Class:Artificer
Level:1?
Experience:0?
--- Focuses ---
Primary Focus:analytical
Secondary Focus:kinesthetic
Tertiary Focus:social
--- Ability Scores ---
Strength:5
Fortitude:1
Agility:2
Dexterity:0
Intelligence:8
Willpower:5
Charisma:-2
--- Physical Skills ---
Balance:
Jumping:
Acrobatics:
Swimming:
Sneaking:
Lockpicking:
Sleight of Hand:
Ride:
Swordfighting:3
2H Swordfighting:
Mace Fighting:
2H Mace Fighting:
Axe Fighting:
2H Axe Fighting:
Knife Fighting:
Hand to Hand Combat:
Wrestling:
Staff Fighting:
Archery:
Throwing:
Blocking:1
Armor Usage:2
Dodging:
--- Mental Skills ---
Spell Creation:4
Spell Casting:3
Enchanting:4
Activate Magic:3
Concentration:2
Knowledge:2
Observance:2
Searching:2
Appraising:2
Suturing:0
Surgery:0
Bone Doctoring:0
Wound Dressing:0
--- Social Skills ---
Persuasion:
Command:
Detect Purpose:
Bluff:
Manipulate:
Perform:
--- Scenario-Dependent Skills ---
Survival:
Vocational Skills:
--- Gifts ---
Patient scholar- By taking a little longer in non-combat spell he can gain a bonus to his skills in magic ritual, spell crafting and enchanting.
--- flaws ---
Naive.-Has difficulty diserning the intent of other when it comes to trade or hidden motives.
WHYYYYYY DOES EVERYONE MOCK ME WITH THEIR SKYRIM-ISMS!!!
Allow me to elaborate: my computer can't run Skyrim. I am broke. I am also firmly against consoles.
(http://images.wikia.com/mjparty/images/6/64/Ffffuuuu.jpg)
But seriously, your guy looks good except for a couple things. I think you spent a few too many attribute points; the total spendable is 30, but by my count you spent 33. Skill points have 3 points too many, though I assume you put that as your gift. I'm going to have to veto that particular gift; how much longer would casting a spell take? Spellcasting here is like in TES, in that you just wave your hands and it either happens or blows up in your face. No need for somatic and verbal components and whatnot. Perhaps a workable gift would be something like these.
Patient Scholar: You are exceptionally patient and dedicated. You gain a +1 bonus to Spell Creation checks and Enchanting Checks.
Fast Magic: You are the first to leap into action and the last to stop taking action. You gain a +1 bonus to Spellcasting and Activate Magic checks.
And would I be correct in assuming the flaw places a -1 penalty to Detect Purpose checks and Haggle checks? I think it might be fair to add another flaw, since you get a +4 total bonus and a -2 total penalty. Aside from those things, the character sheet's lookin' good!
Wait -- How did I forget to put Haggle as a skill?
Name: Falican Geryo
Sex: Male
Age: 20-ish
Class: Thief
Species: Human
---
Strength: -1
Fortitude: -1
Agility: 6
Dexterity: 3
Intelligence: 3
Willpower: 4
Charisma: 6
---
(S) Kinesthetic Sense
(T) Analytical Sense
(P) Social Sense
---
-Physical-
Acrobatics: 3
Sneaking: 4
Lockpicking: 2
Dodging: 1
-Mental-
Searching: 1
-Social-
Bluff: 4
Detec Purpose: 4
Manipul8ate: 2
Persuasion: 2
---
-Gifts-
-A Better Way
This character, being relient on his other senses, is more likely to detec characters within his range of "Sight".
-See in the Dark
This character's Vision is unaffected by lighting.
-Flaws-
-Nearsighted
This character is unable to detec characters deemed "Too far away"
-Colorblind
This character is unable to see colors. This may have various effects on his Sight.
Kleptomaniac
This character occassionally has the unresistable urge to steal something when he is capable of doing so. Every time this character is within range of an item that is small enough, roll a 20d. If the number is 7-10, then this character realizes what he is doing and can continue if he wishes. If a 1-6 is rolled, then this character swipes the item while unaware of it. The item's value or abilities are irrelevent.
---
-Ideals-
-Trustworthy
-Rebellous
-Flaws-
-Vengenceful
-Slightly Grimdark
(http://img.ie/64734.png) (http://www.youtube.com/watch?v=n1zBG2TEjn4)
Click Face for theme!
I believe you've spent 4 too many attribute points; I counted a total of 34. Skill point wise, you still have 3 points to spend. You get a total of 26 (six of which have to be in your primary focus), but you only spent 23. As for gifts and flaws... Woo! Non-skill-modifier gifts and flaws!
See in the Dark: You have keen vision even in low light. Though the lazy GM hasn't put in rules for lighting yet, you won't face a penalty to sight when in low light areas.
Near-Sighted: You have trouble making out distinct shapes at a distance. You take a -1 penalty to sight-related Observance checks for every ten feet you are away from your target. When engaging in ranged combat, you take a -1 penalty towards your targeting rolls for every ten feet you are away from your target.
Colorblind: Your eyes fail to make out varied colors. Descriptions of sight-related Observance checks omit any colors from objects; if related to color, the material or other details of the object are also left out.
Kleptomaniac: Whenever you are near small objects, you feel the subtle and inexorable urge to snatch the item up. If any potentially tempting items (as determined by the GM) are within five feet of you, roll a d20 to determine whether or not you automatically attempt to steal the item (the roll modifier is equal to the character's willpower modifier). If the result of the roll is 1 to 7, you make a Sleight of Hand check to steal the object, assuming you need to avoid detection. If the result of the roll is 7 or above, you stop yourself from stealing the item.
I'm not entirely sure what you mean by the description of A Better Way. Could you rephrase that, please?
You've been reading TV Tropes haven't you?
No I think he can just bluff his way through anything, doesn't necessarily mean he's nice.
Nah, I've been reading too much Homestuck :P
It's practically the same thing. After all, It has all the tropes. All of them.
Yeah thats fine for my flaw. With my perk I figured since your source document said spellcrafting and enchanting took timeIn universe, designing a spell takes large amounts of time and effort. When making a spell, you must make a spell creation check with a TN equal to the TN of the spell you are creating plus five. If the check succeeds, it takes a time equal to one hour for every two numbers in the spell’s TN (rounded to the nearest half hour) of dedicated research for the PC to create the spell.
Enchanting the item requires one hour of work for every number in its TN.
I figured my perk would increase the spell or enchantment effectiveness in exchange for taking more time. And I'll edit my stat sheet. Also i'm totaly fine with your take the gift.
Fake edit- there I think that's all proper.
;_; on Skyrim, but at least you're not alone in the 'comp can't handle it like it's the truth' deal Araph. I need to add the gifts, flaws, and ideals to my character too. I might as well preemptively ask, could a Rage thing be a Gift? I imagine it would raise strength and agility but lower Fortitude, or something...
I was planning on putting that as a sub-specialization feature for Berserkers. Sorry 'bout it not being Gift-able... But aren't you going to be an Elven Berserker? That would mean you get Rage for free.
Yeah thats fine for my flaw. With my perk I figured since your source document said spellcrafting and enchanting took timeIn universe, designing a spell takes large amounts of time and effort. When making a spell, you must make a spell creation check with a TN equal to the TN of the spell you are creating plus five. If the check succeeds, it takes a time equal to one hour for every two numbers in the spell’s TN (rounded to the nearest half hour) of dedicated research for the PC to create the spell.
Enchanting the item requires one hour of work for every number in its TN.
I figured my perk would increase the spell or enchantment effectiveness in exchange for taking more time. And I'll edit my stat sheet. Also i'm totaly fine with your take the gift.
Fake edit- there I think that's all proper.
Oh, my bad; I thought you meant spellcasting instead of actually creating the spells and stuff! A gift more in that vein would be fine.
Instinctive Enchanter: You have an instinctive grasp of the principles of enchanting. When designing and making an enchanted item, the effective TN of the spell you are enchanting the item with is reduced by 3.
Instinctive Spellmaker: You have an instinctive grasp of the principles of spellmaking. When designing and creating a spell, the TN of the spell being created is lowered by 3.
Sorry about the confusion on my part.
Can Kleptomaniac "Steal" Rolls be hidden? Sometimes he doesn't even know if he has stolen something till later :P Also, it can be any item, really. I doesn't need to be really valuable.
---
"A Better Way" is basically you use your other sense more often, instead of being relient on sight. Stat terms it means higher initive,
Name: Falican Geryo
Sex: Male
Age: 20-ish
Class: Thief
Species: Human
---
Strength: -2
Fortitude: -2
Agility: 6
Dexterity: 2
Intelligence: 2
Willpower: 4
Charisma: 6
---
(S) Kinesthetic Sense
(T) Analytical Sense
(P) Social Sense
---
-Physical-
Acrobatics: 4
Sneaking: 5
Lockpicking: 2
Dodging: 1
-Mental-
Searching: 1
-Social-
Bluff: 5
Detec Purpose: 4
Manipul8ate: 2
Persuasion: 2
---
-Gifts-
-A Better Way
This character, being relient on his other senses, and therefore is more likely to notice smaller things. This character is much harder to sneak attack or surprise.
-See in the Dark
This character's Vision is unaffected by lighting.
-Flaws-
-Nearsighted
This character is unable to detec characters deemed "Too far away"
-Colorblind
This character is unable to see colors. This may have various effects on his Sight.
Kleptomaniac
This character occassionally has the unresistable urge to steal something when he is capable of doing so. Every time this character is within range of an item that is small enough, roll a 20d. If the number is 7-10, then this character realizes what he is doing and can continue if he wishes. If a 1-6 is rolled, then this character swipes the item while unaware of it. The item's value or abilities are irrelevent.
---
-Ideals-
-Trustworthy
-Rebellous
-Flaws-
-Vengenceful
-Slightly Grimdark
In other news: Aww yeahhh. I have the !!FUN!! traits!
Sure, I'll roll klepto rolls privately. Won't Falican be surprised when he finds a MacGuffin randomly in his pocket. Or maybe a small mammal. Either way, surprise ensues.
A Better Way: You have come to rely on other senses than your sight. You gain a +1 bonus to all observation checks involving sound, smell, and instincts.
Does that work for you?
EDIT: Two full pages of skill descriptions are up... Whoopie. Still not even done with physical skills, though.
Name: Falican Geryo
Sex: Male
Age: 20-ish
Class: Thief
Species: Human
---
Strength: -2
Fortitude: -2
Agility: 6
Dexterity: 2
Intelligence: 2
Willpower: 4
Charisma: 6
---
(S) Kinesthetic Sense
(T) Analytical Sense
(P) Social Sense
---
-Physical-
Acrobatics: 4
Sneaking: 5
Lockpicking: 2
Dodging: 1
-Mental-
Searching: 1
-Social-
Bluff: 5
Detec Purpose: 4
Manipul8ate: 2
Persuasion: 2
---
-Gifts-
-A Better Way
You have come to rely on other senses than your sight. You gain a +1 bonus to all observation checks involving sound, smell, and instincts.
-See in the Dark
You have keen vision even in low light. You won't face a penalty to sight when in low light areas.
-Flaws-
-Nearsighted
You have trouble making out distinct shapes at a distance. You take a -1 penalty to sight-related Observance checks for every ten feet you are away from your target. When engaging in ranged combat, you take a -1 penalty towards your targeting rolls for every ten feet you are away from your target.
-Colorblind
Your character fails to make out varied colors. Descriptions of sight-related Observance checks omit any colors from objects; if related to color, the material or other details of the object are also left out.
-Kleptomaniac
Whenever you are near small objects, you feel the subtle and inexorable urge to snatch the item up. If any potentially tempting items (as determined by the GM) are within five feet of you, roll a d20 to determine whether or not you automatically attempt to steal the item (the roll modifier is equal to the character's willpower modifier). If the result of the roll is 1 to 7, you make a Sleight of Hand check to steal the object, assuming you need to avoid detection. If the result of the roll is 7 or above, you stop yourself from stealing the item.
Optional: The Roll is hidden from the players, and the character does not learn that he has the object till later.
---
-Ideals-
-Trustworthy
-Rebellous
-Jaded
-Flaws-
-Vengenceful
-Slightly Grimdark
-Serious
(http://img.ie/64734.png) (http://www.youtube.com/watch?v=n1zBG2TEjn4)
Click Face for theme!
Edit: The entire plot of at least one session will be everyone searching for an item Falican had in his pocket the whole time.
Edit2: Bonus points if he didn't realize because of its colour.
Welp, here's my updated character sheet. It still needs some work, but I'll have to wait on the completed skill list for that. And my race will probably change as soon as we get stats for those.
Ooh, another question: how will you handle h2h weapons? That is, weapons worn on the fist. They don't really count as blunt weapons or polearms, do they? I just need to be sure that a h2h specialist is a good way to go.
General
---------------------
Name: Gatarn Sothak
Sex: Male
Age: 33
Class: Monk
Race: Dwarf
Attributes
---------------------
Strength: 5
Fortitude: 3
Agility: 6
Dexterity: 0
Intelligence: 3
Willpower: 0
Charisma: -1
Focuses
---------------------
Primary: Kinsthetic Sense
Secondary: Analytical Ability
Tertiary: Social Sense
Skills
---------------------
Physical Skills
Balance: 3
Jumping: 3
Acrobatics: 3
Hand to Hand Combat: 4
Wrestling: 3
Throwing: 2
Dodging: 4
Mental Skills
Concentration: 3
Knowledge: 2
Gifts
---------------------
Detect Weakness - Through years of study in various disciplines of hand to hand combat, this character has learned to seek out wounds, pressure points and other weak points on enemies' bodies, be it by their stance, behavior or physiology. This can aid in targeted attacks.
Flaws
---------------------
Drug Addiction - This character is addicted to some form of mind-altering substance, and must occasionally use it to avoid the effects of withdrawal. If they go too long without a fix, ideals and disciplines may just go out the window.
Ideals
---------------------
Disciplined
Loyal
Weaknesses
---------------------
Blunt
Tactless
I'm going to have fun RPing this. It shall be !!FUN!! Just look at those weaknesses. :D
Name: Baraqel, formerly Brand Hallowday
Sex: Male
Age: 26/Unknown
Class: Wizard (Liquid Manipulator)
Species: Fallen Human
--- Attributes ---
Strength: -2
Fortitude: 0
Agility: -2
Dexterity: 6
Intelligence: 8
Willpower: 6
Charisma: 0
--- Focuses ---
Primary: Analytical Mind
Secondary: Social Sense
Tertiary: Kinesthetic Ability
--- Skills ---
Mental:
Spell Creation - 4
Spell Casting - 4
Concentration - 4
Knowledge - 3
Suturing - 3
Surgery - 3
Bone Doctoring - 2
Wound Dressing - 2
Social:
Manipulate - 1
--- Gifts ---
Ageless Mind
The ancient fallen mind knows much of the world, even if you didn't before the pact. +1 to knowledge checks.
Instinctive Spellmaker
When crafting a spell, the TN of the spell is lowered by 3.
---Flaws---
Bad Blood
Baraqel took a body that wasn’t his, and its owner lets him know it. -1 to hit with an enemy with a spell.
--- Ideals ---
Judgemental - Most fallen have a habit of judging people whenever possible, even if they’re wrong.
Helpful - The only part of Brand’s mind that hasn’t been corrupted by the fallen.
--- Weaknesses ---
Sadistic - "What do you mean I didn't use enough anesthetic?"
Megalomaniac - After spending several lifetimes alone and being called into a body by a power hungry person who wouldn’t be?
Hmm, I need help thinking of a Gift or two. I've got most of the rest of it done now but I'm drawing a blank as to what would be good for Kanasrae.
EDIT: I have some fluff down but not effects. :\ She has more flaws than gifts at the moment since her first two flaws are relatively temporary and the third is sort of the same as her second gift, so it cancels itself out in a way.
Name: Kanesrae Tyrmitore
Sex: Female
Age: (Not sure how long Elves live... let's call her 15 by Human standards)
Class: Dragonheart (Elven term Berserkers)
Species: Elf
---------------------
Strength: 6
Fortitude: 6
Agility: 6
Dexterity: 0
Intelligence: 2
Willpower: -2
Charisma: -2
---------------------
(P) Kinesthetic Sense
(S) Analytical Sense
(T) Social Sense
---------------------
-Physical-
Jumping - 2
Acrobatics - 2
Sneaking - 2
Archery - 3
Armor Usage - 3
Dodging - 4
Wrestling - 3
Hand to Hand Combat - 1
Sword Fighting - 5
Knife Fighting - 1
---Gifts---
-Warrior Soul
Dragonhearts are rare and revered among Elves for the combat capabilities. As a Dragonheart, Kanasrae has a lot of potential as a warrior.
-Racial Reknown
Kanasrae is marked by special birthmarks on her body that indicate her status as a Dragonheart, including a few on her face. Most Elves respect Dragonhearts, giving her a slight bonus to interacting with them.
---Flaws---
-Illiterate
While Kanasrae knows some common sense things, like how to do basic math ("catching two deer is better than catching one, I have fifteen arrows left in my quiver," etc.), she doesn't know how to read... which is a pretty big disadvantage in a city.
-Youthful Inexperience
Kanasrae is young, and although she has a lot of potential, she isn't very experienced.
-Racial Reknown
Her social status is also a bit of a downside. Some people out looking for a fight might recognize her markings and try to challenge her.
---Ideals---
-No Fear: Kanasrae is as brave and loyal an ally as one could hope to find.
-Adventurous: She's always ready to see new sights and explore the unknown.
-Open-Minded: Kanasrae, unbound as she is by society, tends to judge people based on how they treat her and not how society thinks of them.
---Flaws---
-Sweet-Tooth Maniac: She likes things that have sugar in them and is easily bribed with sweets.
-No Concept of Personal Space: Kanasrae is a wildling and has no idea how to be civilized. She often makes people uncomfortable with her actions.
-Ooh, Shiny!: She is basically an Elven magpie, easily distracted by sparkling things.
--- Basics ---
Name:Croplin Barhah
Class:Artificer
Level:1?
Experience:0?
--- Focuses ---
Primary Focus:analytical
Secondary Focus:kinesthetic
Tertiary Focus:social
--- Ability Scores ---
Strength:5
Fortitude:1
Agility:1
Dexterity:0
Intelligence:6
Willpower:5
Charisma:-2
--- Physical Skills ---
Balance:
Jumping:
Acrobatics:
Swimming:
Sneaking:
Lockpicking:
Sleight of Hand:
Ride:
Swordfighting:3
2H Swordfighting:
Mace Fighting:
2H Mace Fighting:
Axe Fighting:
2H Axe Fighting:
Knife Fighting:
Hand to Hand Combat:
Wrestling:
Staff Fighting:
Archery:
Throwing:
Blocking:1
Armor Usage:1
Dodging:
--- Mental Skills ---
Spell Creation:3
Spell Casting:3
Enchanting:3
Activate Magic:3
Concentration:2
Knowledge:3
Observance:1
Searching:2
Appraising:1
Suturing:0
Surgery:0
Bone Doctoring:0
Wound Dressing:0
--- Social Skills ---
Persuasion:
Command:
Detect Purpose:
Bluff:
Manipulate:
Perform:
--- Scenario-Dependent Skills ---
Survival:
Vocational Skills:
--- Gifts ---
Instinctive Enchanter: You have an instinctive grasp of the principles of enchanting. When designing and making an enchanted item, the effective TN of the spell you are enchanting the item with is reduced by 3.
Instinctive Spellmaker: You have an instinctive grasp of the principles of spellmaking. When designing and creating a spell, the TN of the spell being created is lowered by 3.
--- flaws ---
Naive.-Has difficulty diserning the intent of other when it comes to trade or hidden motives because he spends all his time studying.
--- Ideals ---
Knowledge
Learning
--- weaknesses ---
Ignorance
--- Basics ---
Name: Arya Elva
Sex: Female
Age: whatever equivalent of 30 years
Class: Warrior (Archer)
Species: Elf
--- Focuses ---
Primary Focus: Kinesthetic Sense
Secondary Focus: Social Sense
Tertiary Focus: Analytical Sense
--- Ability Scores ---
Strength: 4
Fortitude: 2
Agility: 4
Dexterity: 4
Intelligence: 0
Willpower: 0
Charisma: 2
--- Physical Skills ---
Balance: 1
Jumping: 1
Acrobatics: 1
Swimming: 1
Sleight of Hand: 2
Ride: 1
Swordfighting: 3
Archery: 6
Blocking: 2
Dodging: 3
--- Mental Skills ---
Observance: 2
Searching: 1
Wound Dressing: 1
--- Social Skills ---
Persuasion: 1
---Gifts---
-Eagle Eyes
The hero is able to make out details and movement at range, reducing the negative to long-ranged observation and shooting skill checks.
-Honorbound
The hero is bound by the codes of honor, and wear the symbols of such proudly. The hero gains a bonus when dealing with other honorable characters.
---Flaws---
-Lazy
The hero is unable to commit themself to anything for a long time. Any action that involves time, such as searching, enchanting and the likes receive a negative.
-Honorbound
The hero is bound by the codes of honor, and thus cannot be party to dishonorable acts, such as attacking with out warning, or refuse a challenge from another honorable character.
---Ideals---
Friendly
---Weaknesses---
Distrusts Magic
I'm going to have fun RPing this. It shall be !!FUN!! Just look at those weaknesses. :D
Name: Baraqel, formerly Brand Hallowday
Sex: Male
Age: 26/Unknown
Class: Wizard (Liquid Manipulator)
Species: Fallen Human
--- Attributes ---
Strength: -2
Fortitude: 0
Agility: -2
Dexterity: 6
Intelligence: 8
Willpower: 6
Charisma: 0
--- Focuses ---
Primary: Analytical Mind
Secondary: Social Sense
Tertiary: Kinesthetic Ability
--- Skills ---
Mental:
Spell Creation - 4
Spell Casting - 4
Concentration - 4
Knowledge - 3
Suturing - 3
Surgery - 3
Bone Doctoring - 2
Wound Dressing - 2
Social:
Manipulate - 1
--- Gifts ---
Ageless Mind
The ancient fallen mind knows much of the world, even if you didn't before the pact. +1 to knowledge checks.
Instinctive Spellmaker
When crafting a spell, the TN of the spell is lowered by 3.
---Flaws---
Bad Blood
Baraqel took a body that wasn’t his, and its owner lets him know it. -1 to hit with an enemy with a spell.
--- Ideals ---
Judgemental - Most fallen have a habit of judging people whenever possible, even if they’re wrong.
Helpful - The only part of Brand’s mind that hasn’t been corrupted by the fallen.
--- Weaknesses ---
Sadistic - "What do you mean I didn't use enough anesthetic?"
Megalomaniac - After spending several lifetimes alone and being called into a body by a power hungry person who wouldn’t be?
One problem, and that's the Fallen. They can't be possessed people. Why is that, you might ask? First off, divinities and infernals very, very rarely affect the campaign world. Second, possession is nothing to sneeze at. You have some sort of distinguishing feature that tips people off as to your nature, which makes it obvious that you're evil. That said, you would never be accepted into a city, any predominantly-good adventuring party, or even society in general. Third, I will feel compelled to have your character's target for possession fight him every step of the adventure. Think of going through a campaign with a severely epileptic guy in the party.
Having a slightly demonic race would be fine; I've even got a little backstory for it. Possession won't fly, though. Sorry.
Oh, and one suggestion: would you prefer a class that's more of a doctor/wizard hybrid? I was planning on making a more support-oriented category that would include doctors. Not entirely sure what else would fall into that category, though.
Hmm, I need help thinking of a Gift or two. I've got most of the rest of it done now but I'm drawing a blank as to what would be good for Kanasrae.
EDIT: I have some fluff down but not effects. :\ She has more flaws than gifts at the moment since her first two flaws are relatively temporary and the third is sort of the same as her second gift, so it cancels itself out in a way.
Name: Kanesrae Tyrmitore
Sex: Female
Age: (Not sure how long Elves live... let's call her 15 by Human standards)
Class: Dragonheart (Elven term Berserkers)
Species: Elf
---------------------
Strength: 6
Fortitude: 6
Agility: 6
Dexterity: 0
Intelligence: 2
Willpower: -2
Charisma: -2
---------------------
(P) Kinesthetic Sense
(S) Analytical Sense
(T) Social Sense
---------------------
-Physical-
Jumping - 2
Acrobatics - 2
Sneaking - 2
Archery - 3
Armor Usage - 3
Dodging - 4
Wrestling - 3
Hand to Hand Combat - 1
Sword Fighting - 5
Knife Fighting - 1
---Gifts---
-Warrior Soul
Dragonhearts are rare and revered among Elves for the combat capabilities. As a Dragonheart, Kanasrae has a lot of potential as a warrior.
-Racial Reknown
Kanasrae is marked by special birthmarks on her body that indicate her status as a Dragonheart, including a few on her face. Most Elves respect Dragonhearts, giving her a slight bonus to interacting with them.
---Flaws---
-Illiterate
While Kanasrae knows some common sense things, like how to do basic math ("catching two deer is better than catching one, I have fifteen arrows left in my quiver," etc.), she doesn't know how to read... which is a pretty big disadvantage in a city.
-Youthful Inexperience
Kanasrae is young, and although she has a lot of potential, she isn't very experienced.
-Racial Reknown
Her social status is also a bit of a downside. Some people out looking for a fight might recognize her markings and try to challenge her.
---Ideals---
-No Fear: Kanasrae is as brave and loyal an ally as one could hope to find.
-Adventurous: She's always ready to see new sights and explore the unknown.
-Open-Minded: Kanasrae, unbound as she is by society, tends to judge people based on how they treat her and not how society thinks of them.
---Flaws---
-Sweet-Tooth Maniac: She likes things that have sugar in them and is easily bribed with sweets.
-No Concept of Personal Space: Kanasrae is a wildling and has no idea how to be civilized. She often makes people uncomfortable with her actions.
-Ooh, Shiny!: She is basically an Elven magpie, easily distracted by sparkling things.
Natural Warrior: You have a knack for combat, and your skill with arms is naturally greater than others. You gain a +1 bonus on all rolls made with a weapon skill of your choice.
Racial Renown: You have a tattoo, birthmark, or other distinguishing feature with a special meaning to your people. You are widely recognized amongst members of your culture, and may gain bonuses to social checks when interacting those people. In addition, some of these people may be influenced to aid you or otherwise treat you differently than they may have.
Illiterate: You never learned how to read and write. Due to this, you cannot read text in any language or write in any language.
Racial Renown: You have a tattoo, birthmark, or other distinguishing feature with a special meaning to your people. You are widely recognized amongst members of your culture, and may receive penalties to social checks when interacting with these people. In addition, some of these people may be influenced to hinder your progress or otherwise treat you differently than they may have.
I don't think the Inexperienced flaw will work out. How would it affect gameplay in some concrete way? What came to mind was either take penalties to a wide variety of skills or even slow down skill leveling speed. If you have a suggestion that might work, I'd be glad to hear it.
And you labeled 'Weaknesses' as another 'Flaws'.
--- Basics ---
Name:Croplin Barhah
Class:Artificer
Level:1?
Experience:0?
--- Focuses ---
Primary Focus:analytical
Secondary Focus:kinesthetic
Tertiary Focus:social
--- Ability Scores ---
Strength:5
Fortitude:1
Agility:1
Dexterity:0
Intelligence:6
Willpower:5
Charisma:-2
--- Physical Skills ---
Balance:
Jumping:
Acrobatics:
Swimming:
Sneaking:
Lockpicking:
Sleight of Hand:
Ride:
Swordfighting:3
2H Swordfighting:
Mace Fighting:
2H Mace Fighting:
Axe Fighting:
2H Axe Fighting:
Knife Fighting:
Hand to Hand Combat:
Wrestling:
Staff Fighting:
Archery:
Throwing:
Blocking:1
Armor Usage:1
Dodging:
--- Mental Skills ---
Spell Creation:3
Spell Casting:3
Enchanting:3
Activate Magic:3
Concentration:2
Knowledge:3
Observance:1
Searching:2
Appraising:1
Suturing:0
Surgery:0
Bone Doctoring:0
Wound Dressing:0
--- Social Skills ---
Persuasion:
Command:
Detect Purpose:
Bluff:
Manipulate:
Perform:
--- Scenario-Dependent Skills ---
Survival:
Vocational Skills:
--- Gifts ---
Instinctive Enchanter: You have an instinctive grasp of the principles of enchanting. When designing and making an enchanted item, the effective TN of the spell you are enchanting the item with is reduced by 3.
Instinctive Spellmaker: You have an instinctive grasp of the principles of spellmaking. When designing and creating a spell, the TN of the spell being created is lowered by 3.
--- flaws ---
Naive.-Has difficulty diserning the intent of other when it comes to trade or hidden motives because he spends all his time studying.
--- Ideals ---
Knowledge
Learning
--- weaknesses ---
Ignorance
All good except the Ideals and Weaknesses section. His weakness is supposed to be a personal flaw of his, not something he dislikes. His ideals are standards he either wants to live up to or naturally lives up to. Just fix those and you're good to go until Races are finished.
--- Basics ---
Name: Arya Elva
Sex: Female
Age: whatever equivalent of 30 years
Class: Warrior (Archer)
Species: Elf
--- Focuses ---
Primary Focus: Kinesthetic Sense
Secondary Focus: Social Sense
Tertiary Focus: Analytical Sense
--- Ability Scores ---
Strength: 4
Fortitude: 2
Agility: 4
Dexterity: 4
Intelligence: 0
Willpower: 0
Charisma: 2
--- Physical Skills ---
Balance: 1
Jumping: 1
Acrobatics: 1
Swimming: 1
Sleight of Hand: 2
Ride: 1
Swordfighting: 3
Archery: 6
Blocking: 2
Dodging: 3
--- Mental Skills ---
Observance: 2
Searching: 1
Wound Dressing: 1
--- Social Skills ---
Persuasion: 1
---Gifts---
-Eagle Eyes
The hero is able to make out details and movement at range, reducing the negative to long-ranged observation and shooting skill checks.
-Honorbound
The hero is bound by the codes of honor, and wear the symbols of such proudly. The hero gains a bonus when dealing with other honorable characters.
---Flaws---
-Lazy
The hero is unable to commit themself to anything for a long time. Any action that involves time, such as searching, enchanting and the likes receive a negative.
-Honorbound
The hero is bound by the codes of honor, and thus cannot be party to dishonorable acts, such as attacking with out warning, or refuse a challenge from another honorable character.
---Ideals---
Friendly
---Weaknesses---
Distrusts Magic
What codes of honor are you referring to?
Eagle Eyes: You have exceptionally keen vision at a distance. As a result, you gain a +1 bonus to sight related Observance checks and ranged attack checks.
Honor-Bound: You hold yourself to a high standard of moral fiber. When dealing with honorable characters, you gain a +1 bonus to social skill checks. They may also give you aid in ways other people would not receive.
Lazy: You tend to put off and forget tasks. You receive a -1 penalty to skills that require lengths of time to complete; these include Searching, Spell Creation, Enchanting, Appraising, Suturing, Surgery, Bone Doctoring, Wound Dressing, and Vocational Skills.
Honor-Bound: You hold yourself to a high standard of moral fiber. You cannot commit dishonorable acts, such as breaking a promise, turning traitor, ambushing enemies, or refusing challenges from other characters.
With the Gifts/Flaws Honor-Bound and Racial Renown, I'm introducing Corresponding Traits! These are where you have to take both the gift and the flaw or take neither of them. Putting that on the doc now.
OK, re-posting sheet with edits. Glad Kashyyk and I inspired a new mechanic. ^^^ Since part of her deal is always devouring sweet stuffs, I'm thinking about adding a flaw or weakness where eating too many might accidentally trigger Berserk status due to a sugar rush. How would that work, mechanically speaking? :3
Name: Kanesrae Tyrmitore
Sex: Female
Age: (Not sure how long Elves live... let's call her 15 by Human standards)
Class: Dragonheart (Elven term for Berserkers)
Species: Elf
---------------------
Strength: 6
Fortitude: 6
Agility: 6
Dexterity: 0
Intelligence: 2
Willpower: -2
Charisma: -2
---------------------
(P) Kinesthetic Sense
(S) Analytical Sense
(T) Social Sense
---------------------
-Physical-
Jumping - 2
Acrobatics - 2
Sneaking - 2
Archery - 3
Armor Usage - 3
Dodging - 4
Wrestling - 3
Hand to Hand Combat - 1
*Sword Fighting - 5
Knife Fighting - 1
---Gifts---
-Warrior Soul
You have a knack for combat, and your skill with arms is naturally greater than others. You gain a +1 bonus on all rolls made with a weapon skill of your choice. (Indicated by a *)
-Racial Reknown
You have a tattoo, birthmark, or other distinguishing feature with a special meaning to your people. You are widely recognized amongst members of your culture, and may gain bonuses to social checks when interacting those people. In addition, some of these people may be influenced to aid you or otherwise treat you differently than they may have.
---Flaws---
-Illiterate
You never learned how to read and write. Due to this, you cannot read text in any language or write in any language.
-Racial Reknown
You have a tattoo, birthmark, or other distinguishing feature with a special meaning to your people. You are widely recognized amongst members of your culture, and may receive penalties to social checks when interacting with these people. In addition, some of these people may be influenced to hinder your progress or otherwise treat you differently than they may have.
---Ideals---
-No Fear: Kanasrae is as brave and loyal an ally as one could hope to find.
-Adventurous: She's always ready to see new sights and explore the unknown.
-Open-Minded: Kanasrae, unbound as she is by society, tends to judge people based on how they treat her and not how society thinks of them.
---Weaknesses---
-Sweet-Tooth Maniac: Her diet normally consists of meat, roots, and boiled tea, so 'sweet' foods are a rarity. Unfortunately, unlike most of her clan, she absolutely loves sweet foods and will go out of her way to acquire them. Additionally, she is easily bribed by them.
-No Concept of Personal Space: Kanasrae is a wildling and has no idea how to be civilized. She often makes people uncomfortable with her actions and sees no problem with standing extremely close to / touching people. She does know what property and money are, but she's still liable to pick up and investigate things she shouldn't with the protest she wasn't going to take them or anything if she's stopped.
-Ooh, Shiny!: She is basically an Elven magpie, easily distracted by sparkling things.
I like the idea, but I wasn't talking small horns, or a slightly narrower face. I wasn't thinking of a tiefling so much as something a bit more different. I'd be aiming at something more like the Wilden now. Creepy in their own right, but not evil. It doesn't even have to have anything to do with demons anymore. I will be drawing this one out since I really want this race to happen (besides, I can use it for another project while I'm at it).
This is roughly the head shape with the exception of the ears. The horns would lead into the jawline and be more level with the skin, and the chin would likely go to a point.
(http://4.bp.blogspot.com/_5zQ5gbU_648/SnMWwPaGdoI/AAAAAAAAAD4/CKQ3JxUL5bc/s400/gm01eq5.jpg)
I hope you decide to have fantasy races, even if this is just a trial run. Races add so much more flavor to the world. Here is a sketched out version of what I had in mind for my race:
I drew one of them as a knight. It'll have armor when I'm done sizing out the rest of the body, and the legs really need to be redone.
(http://img822.imageshack.us/img822/5972/ziori.jpg)
It's still horned, but it doesn't quite look evil.
Heh, well, perhaps you should hear my stuff then. Because the Order of the Puritan were extremely influencal and reaching. As I said before as well, Pure Humans are pretty much running the show, and any other races don't really have their own nations. And those that do have been pushed to the end of the world by the Puritan Inquisition's crusades.
But I need to get this shit down. So here is the lore I was planning in a Nutshell.
For most of the beginning of Humanity the world was ruled over by Demons. The some dude comes out who was (According to Puritans) effectively Jesus multiplied 10. He told to GTFO and killed off those who didn't, freeing all the Humans. Then he went missing, for reasons unknown. The Order of the Puritan was formed out of the remains of the Military force he used to drive out the Demons. However, they quickly came to the issue where there a bunch of dudes that had extreme physical differences from them. While the real reason these people were "Different" is debatable, the Puritan Inquisition jumped to the explainion that they were tainted Demons and went on a Holy Genocide. However they quickly ran into a wall when they found out the hard way that these "Demons" Counted for over half the Human population. So, in order to cope with this, the Inquisition started marking some races as "Acceptable", which meant they were not quite tainted off the deep end. So far there are Five accepted races: Angelic, Charismatic winged Humans with Tan, Pale, or even slightly Golden skin; Elvic, beings that are slightly taller and live slightly longer then "Pure Humans", and have a rigid spiritual caste system; Gordivn, Very Large and strong Humans with an extra pair of Arms to boot, accepted so Purtians could use as slaves; Beastial, Humans with animalistic features and senses, not very intelligent and Agressive Tribalistic traditions; And Deamonic, only very recently accepted for questionable reasons, these fellows are horned devilish creatures that come in the wonderful flavors of Red, Maroon, Teal, and Purple. Not innately evil, but easier possessed by Dark Spirits. Mutually hate Angelics.
Everything else is unaccepted and brutally hunted by the Inquisition. And this is what has been going for the last, say, 2,000 years? I think thats a fine number.
I think the racial bonus for most of these should be some obvious (Angelics get Flight and Charisma bonus, Gordivns get Strength and Physical bonus, ect), it just comes down to if you like it or not.
It would also be fine if you gave a reason instead of being so vague.
Okay... backstory time!
For hundreds of years, the gods have been inactive; ever since the Age of Legends, and the Divine War, miracles have ceased and a peace has fallen over the land. The abrupt end of conflict between the forces of the heavens and hells left the peoples of the world uncertain as to which path they should take. The cataclysm that heralded the end of the Age left a hole in the leadership of every race, as the military leaders had all traveled with their armies to fight for whichever side they supported; in the power vacuum, lesser rulers remade the political map and bought peace with blood.
After the end of the Age, the xenophobic western civilization was the only civilization left unscathed by the war. Deciding it would be a fine time for some aggressive expansion, they mobilized their armies and marched to a whole new war. While they were capable of taking one major city, Oken, they were divided by politics; some said they should continue ignoring the other races, others proclaimed that it was the time to conquer the land. In the exact opposite of what had happened to the attackers, the defending humans on both sides of the Divine War went to town on the fools who dared to instigate a fight. When some of the western nobles drew back for political reasons, the defenders routed the remainder. In a petty 'if I can't have it no one can', Oken was razed before the conquerors retreated. Over the years, the war has since ended, but Oken and the other northern cities retain the sense of injustice that compels them towards anti-nonhuman sentiments.
As order was restored, the land riven by the cataclysm was resettled. A massive body of water has since formed, a huge freshwater lake filled by run-off from the snowy peaks to it's east. The settlements destroyed were replaced by the mercantile city of Denierilc, founded by the survivors who had since fled. Fact has turned to story, and story to legend. What the truth is of the past, none can say. But, that is what you may find out; your adventure begins in this new setting, this godless land.
In larger cities, all races mingle with a relatively low amount of racism. While in smaller towns as well as most of the northern cities racism is alive and well, the eastern cities pride themselves on the level of acceptance present. In nearly all areas, you can find multiple races co-existing, but the far west has a xenophobic pro-[whatever race ends up living there] policy. The religious spectrum runs from the shamanistic element-worshiping of the northeastern swamp people and southeastern nomads to the fanatical spirit/ancestor worshiping of the western forestland. In all mid-western and eastern cities, you can find multiple religions existing in peace; the only real exceptions are the cult-like Order of Irydeu (I just changed the name due to Irydeu previously being the 'head god', so to speak), who believe that the old gods will return and smite the tainted and unbelievers. They consider other races impure, and walk the line between church and militants in their quest. They're pretty much the only organization not tolerated in the free east.
The common people tend to have derogatory terms for most any other species, and (despite the lack of overt displays) many people are disgruntled at what they perceive to be other races taking over their settlement. In the north and west, this is especially pronounced. Nearly no other races than the natives live in the western forests, and humans in the north repel other people with the presence of the Order of Irydeu.
The only area where racism is next to nonexistent is the eastern Free Cities. Patriotism and pride compel people to make life hard for racists, since the cities proclaim themselves to be friendly to all. Any people prone to having inappropriate reactions to other races quickly learns to either hide it or get over it.
In the central valley and western plains, a peaceful agrarian state has formed: within the same civilization, military force is concentrated in the north/northwest, particularly in the incontinent city of Oken. The eastern city of Denierilc is a prosperous trade center, due to its position between the bodies of water that separate most of the eastern and western cities. To the north-west, city states that are a part of the same civilization in name only make their home (Oken is one of these). Two major political factions are representative of these peoples; one believes that peace and trade will empower the nation, the other believes that military might will bring about prosperity. The government is technically a monarchy, though councils of nobles have far more power than the weak king.
In the east are two groups: the Free Cities of the coast and the southern desert's nomads. The Free Cities are independent city-states that are governed by a democratic system; everyone casts a vote to elect a council of the people that create laws and determine the city's policies. The nomads of the desert operate in a tribal system, with each group acting on it's own. Politics means little to these people, and no official governing body exists for them.
In the mountainous region splitting the east and west, two civilizations exist as well. The northern colony of Henudel survives through trade alone, due to the lack of arable soil. It produces it's trade goods through the extensive mines that churn out iron, coal, and valuable metals. The parent civilization is to the south; a heavily fortified set of large cities that attract trade and small hamlets that produce goods for the cities.
The far western forests are home to a xenophobic and imperialistic nation with a strict policy of isolation. They believe that theirs is the superior race, and, as a result, refuse to allow travelers and merchants to enter their lands except to visit a merchant city on the edge of the territory. While heavily militarized, the lack of metal and quarries along with the refusal to learn from other civilizations puts them at a distinct disadvantage when compared to practically any other military.
Around northeastern edge of the southern mountains, a (relatively) small nation makes it's home. Despite the harsh surrounding on one side, the fertile lands in the other direction and wealth of the land from mines supplies the cities and towns with all the necessities for life. Despite the caste system in place, nearly all the people are educated by the public school system (the only one anywhere on the continent).
Phew... Sorry if that's too vague in a few parts of the history; I'm trying to avoid actually giving away what you're going to find out in the campaign while still telling of the world's history. Hopefully that'll give you an idea of what the world is like, though.
Since you want to start this fairly soon I'll post what I've written so far. It's short, and I blame Skyrim. :P It is a bit scattered and all over the place, but it'll get my idea across. Let me know if I should add anything else before you start reworking it. I was hesitant to add religion to this without knowing what you really wanted.
Overview:
The Zi’Ori are horned humanoids that have long been hidden from the prying eyes of society. Although other races are familiar with the unmistakable appearance of the race, few know much about the Zi’Ori. For many centuries they have barred migrants and travellers from their lands to keep their lineage from the blood of outsiders.
While these traditions are still commonly upheld, some communities have opened their doors to others. Migrants are met with hostility, disrespect, and are shunned unless they quickly learn the Zi’Ori rituals and practices. Trade relations are tense with some traders simply walking away from negotiations rather than accept the one sided deals they make.
Zi’Ori stand about 6 and a half feet tall on average with massive horns jutting from their heads. Their skin color varies from a dull grey, to an earthy brown, to a forest green with no noticeable pattern. They dress elaborately, with ornate sets of armour, embroidered clothing, skilfully done face paints and neck tattoos showing one’s status of nobility. Forged tattoos are punishable by death.
Occasionally a Zi’Ori is exiled from his home. This can happen for many reasons, but the most common is to dabble in magic, which is outlawed within their walls.
Personality:
Zi’Ori are callous, harsh, and egotistical people. They are extremely slow to accept others as friends, and even slower to forgive an action against them. Crimes committed against the Zi’Ori are met with full force, often demanding an eye for an eye style retribution. Those who kill a Zi’Ori, regardless of their place in society are taken alive to be tortured to death. This has strained many relationships with nearby settlements, who avoid the Zi’Ori. They would rather die than live in a place ruled by another race, which generally means that they have a short life expectancy outside their community. Their poor racial reputation outside their walls only speeds up their demise, unless an individual makes a name for themselves and distances themselves from the others.
Araph: this is your project. Don't feel obligated to rewrite parts of the setting just to accommodate our suggestions, take what you want and leave the rest.
Thanks.
Humans: Because everything is based off them, they have no bonuses or penalties to attributes.
Elves: The reclusive inhabitants of the western forestland.
+1 to Agility, Dexterity, and Charisma
-1 to Fortitude, Strength, and Intelligence
+2 to Calming Presence
+2 to Agitating Presence
Dwarves: The honorable and cultured people of the mountains.
+1 to Fortitude and Strength
-1 to Agility and Charisma
+0 to Calming Presence
+2 to Agitating Presence
Zi'Ori: Proud and cruel dwellers of the southern deserts.
+1 to Strength, and Willpower
-1 to Intelligence, and Charisma
-4 to Calming Presence
+4 to Agitating Presence
The Fool, I'm placing the Zi'Ori as nomadic tribes in the south-eastern deserts. I thought it'd fit well enough with both the race's culture and their place in the game world.
As for the other races, those are the main ones; I considered putting orcs or gnomes in, but the deserts are already taken and gnomes didn't even start with a potential area. So, this is how it's gonna go. The central plains are human-owned, the northern areas are technically part of the same kingdom, the northeastern coastal cities are nearly completely mixed, the southeast is full of demon-looking guys, the central and southwestern mountains have dwarves in them, and the far northern marshes have tribes of humans.
Technically it's 15:1, but I'm avoiding fractions until I've added in other denominations.
Coin Name: Number of coins it takes to equal more valuable coins :: Material coin is made from :: Approximate mass of coin in grams
Ator: 5 ators to a sult :: Cast from brass:: ~8 g
Sult: 5 sults to a cersage :: Cast from copper :: ~10 g :: Roughly two Sult for one loaf of bread in Denierilc
Cersage: 3 cersages to a quil :: Cast from brass :: ~15 g
Quil: 5 quils to a tanid :: Cast from silver :: ~3 g
Tanid: Cast from gold :: ~5 g
waitwhattwohours
Er, uhh... okay, here's my final character sheet then:
General
---------------------
Name: Gatarn Sothak
Sex: Male
Age: 33
Class: Monk
Race: Dwarf
Attributes
---------------------
Strength: 5
Fortitude: 3
Agility: 6
Dexterity: 0
Intelligence: 2
Willpower: 0
Charisma: 0
Focuses
---------------------
Primary: Kinsthetic Sense
Secondary: Analytical Ability
Tertiary: Social Sense
Skills
---------------------
Physical Skills
Balance: 3
Jumping: 3
Acrobatics: 3
Hand to Hand Combat: 4
Wrestling: 3
Throwing: 2
Dodging: 4
Mental Skills
Concentration: 3
Knowledge: 2
Gifts
---------------------
Detect Weakness - Through years of study in various disciplines of hand to hand combat, this character has learned to seek out wounds, pressure points and other weak points on enemies' bodies, be it by their stance, behavior or physiology. This can aid in targeted attacks.
Flaws
---------------------
Drug Addiction - This character is addicted to some form of mind-altering substance, and must occasionally use it to avoid the effects of withdrawal. If they go too long without a fix, ideals and disciplines may just go out the window.
Ideals
---------------------
Disciplined
Loyal
Weaknesses
---------------------
Blunt
Tactless
And when will we be choosing this starting equipment? What's happening AAAAAAAAAAAA
waitwhattwohours
Er, uhh... okay, here's my final character sheet then:
General
---------------------
Name: Gatarn Sothak
Sex: Male
Age: 33
Class: Monk
Race: Dwarf
Attributes
---------------------
Strength: 5
Fortitude: 3
Agility: 6
Dexterity: 0
Intelligence: 2
Willpower: 0
Charisma: 0
Focuses
---------------------
Primary: Kinsthetic Sense
Secondary: Analytical Ability
Tertiary: Social Sense
Skills
---------------------
Physical Skills
Balance: 3
Jumping: 3
Acrobatics: 3
Hand to Hand Combat: 4
Wrestling: 3
Throwing: 2
Dodging: 4
Mental Skills
Concentration: 3
Knowledge: 2
Gifts
---------------------
Detect Weakness - Through years of study in various disciplines of hand to hand combat, this character has learned to seek out wounds, pressure points and other weak points on enemies' bodies, be it by their stance, behavior or physiology. This can aid in targeted attacks.
Flaws
---------------------
Drug Addiction - This character is addicted to some form of mind-altering substance, and must occasionally use it to avoid the effects of withdrawal. If they go too long without a fix, ideals and disciplines may just go out the window.
Ideals
---------------------
Disciplined
Loyal
Weaknesses
---------------------
Blunt
Tactless
And when will we be choosing this starting equipment? What's happening AAAAAAAAAAAA
Well, you get to choose starting equipment now. Any weapons, armor, and miscellaneous equipment you'd like to have you can (in the case of weapons and armor) choose from the list at the bottom of the thing on Google Docs or (in the case of other items) just add to your inventory and we'll make up the specifics of what they do as we go along.
Also, I accidentally missed your gifts and flaws; would you be amenable to having Detect Weakness give a bonus to damage and Drug Addiction require progressively harder concentration checks if you don't take the drug?
Detect Weakness: Through intensive study, you have acquired an intimate knowledge of the body's weaknesses. You gain a +1 bonus to damage rolls.
Drug Addiction: You have a dependency on some substance, and suffer withdrawals if you fail to utilize that drug regularly. For every action you take after the drug wears off, you must make a concentration check equal to the number of units of time you have been clean multiplied by the potency of the drug. Also, every skill check you make suffers a penalty equal to the number of units of time you have been clean.
What drug is Gatarn addicted to?
And finally, what Knowledge skill does he have points invested in? Knowledge, Survival, Observance, and all the Vocational skills have multiple categories.