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{{DISPLAYTITLE:Character Building}} | {{DISPLAYTITLE:Character Building}} | ||
A player character is composed of many different components. At it's core, the player statistics determine your fundamental abilities and capabilities. Your species determines your appearance and some of your inherent abilities. Your classes (and subclass) determine your | A player character is composed of many different components. At it's core, the player statistics determine your fundamental abilities and capabilities. Your species determines your appearance and some of your inherent abilities. Your classes (and subclass) determine your learned skillsets. Your background describes your life prior to adventuring. And finally skills represent unique ways that your have specialized, trained or enhanced your abilities. | ||
== Player Statistics == | == Player Statistics == | ||
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* Knowledge (KNO): The level of factual understanding the character has about the world within which they inhabit. | * Knowledge (KNO): The level of factual understanding the character has about the world within which they inhabit. | ||
* Insight (INS): The character's ability to view the world and others within it with scrutiny. | * Insight (INS): The character's ability to view the world and others within it with scrutiny. | ||
* Charisma (CHA): The ability for a character to affect others on an interpersonal level. The power to persuade, convince or deceive a | * Charisma (CHA): The ability for a character to affect others on an interpersonal level. The power to persuade, convince or deceive a someone. | ||
* Strength (STR): The character's ability to move their body with force. This determines how much they can lift and how hard they can hit. | * Strength (STR): The character's ability to move their body with force. This determines how much they can lift and how hard they can hit. | ||
* Dexterity (DEX): The character's ability to be both nimble and precise in their | * Dexterity (DEX): The character's ability to be both nimble and precise in their physical actions. | ||
* Willpower (WIL): The character's ability to hold control of their mental faculties. Whether it be protecting aganst the intrusions or others, or forcing their own will upon another. | * Willpower (WIL): The character's ability to hold control of their mental faculties. Whether it be protecting aganst the intrusions or others, or forcing their own will upon another. | ||
* Fortitude (FOR): The physical ability to with stand force, harm and ailment. | * Fortitude (FOR): The physical ability to with stand force, harm and ailment. | ||
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==== Health Points (HP) ==== | ==== Health Points (HP) ==== | ||
This value represent's the overall health of the character. This value decreases when the character takes damage, and increased when they are healed. Each character has a maximum calculated HP. Each class has | This value represent's the overall health of the character. This value decreases when the character takes damage, and increased when they are healed. Each character has a maximum calculated HP. Each class has dice rank associated with their HP. At first level, maximum HP is calculated by taking the highest value possible on that die, then adding the player's FOR modifier. On each level up, that die is rolled, and the value of the roll, plus the player's FOR modifier is added to their maximum HP. Alternatively, in place of rolling that die after levelling up, you can instead opt to simply take the average result, rounded up. (this will be equal to half the dice rank, plus 1) | ||
===== Losing Hit Points ===== | ===== Losing Hit Points ===== | ||
When an attack, spell or other effect deals damage, that amount of damage is subtracted from the target's current HP. Any attack which would reduce the target's HP to less than zero, reduces it to zero instead. When a creature reaches zero HP, it becomes incapacitated. For the purposes of spells, status effects and other checks, the creature is considered unconscious. If the amount of damage dealt, which caused the creature to drop to zero HP, is equal to 150% of their maximum HP, they skip becoming incapacitated and die instantly. While unconscious, the creature can make either a FOR or a WIL saving throw, with a difficulty of 10. They must repeat this check every turn, or every 1 minute outside of combat. If they fail on the check three times, they die. | When an attack, spell or other effect deals damage, that amount of damage is subtracted from the target's current HP. Any attack which would reduce the target's HP to less than zero, reduces it to zero instead. When a creature reaches zero HP, it becomes incapacitated. For the purposes of spells, status effects and other checks, the creature is considered unconscious. If the amount of damage dealt, which caused the creature to drop to zero HP, is equal to 150% of their maximum HP, they skip becoming incapacitated and die instantly. While unconscious, the creature can make either a FOR or a WIL saving throw, with a difficulty of 10. They must repeat this check every turn, or every 1 minute outside of combat. If they fail on the check three times, they die. If they success three times, or receive any healing (going back above zero HP) causes the creature to no longer be incapacitated. Succeeding three times causes the character to regain 1 HP. | ||
==== Defence (DF) ==== | ==== Defence (DF) ==== | ||
This value represents the character's ability to protect themselves, combining ability to dodge, block and the protection granted by their armour and other items. Without any additional items, the character's DF is calculated as 7 + FOR modifier + DEX modifier. If you are light | This value represents the character's ability to protect themselves, combining ability to dodge, block and the protection granted by their armour and other items. Without any additional items, the character's DF is calculated as 7 + FOR modifier + DEX modifier. If you are wearing light armour, it is instead calculated as 7 + armour modifier + DEX modifier, if you are wearing medium armour, it is instead calculated as 7 + armour modifier + DEX modifier (max 3) and finally if you are wearing heavy armour, it is calculated as 7 + armour modifier. | ||
==== Carrying Capacity ==== | ==== Carrying Capacity ==== | ||
A character's carrying capacity is equal to their STR modifier plus their FOR modifier, multiplied by 35, for medium creatures, 25, for small creatures and 45 for large creatures. This is the weight in | A character's carrying capacity is equal to their STR modifier plus their FOR modifier, multiplied by 35, for medium creatures, 25, for small creatures and 45 for large creatures. This is the weight in pounds (lbs) that your character can carry before they become encumbered. | ||
=== Stat Modifiers === | === Stat Modifiers === | ||
Each player stat has an associated modifier, equal to the value of the stat minus 10, divided by 2. (rounded down) | Each player stat has an associated modifier, equal to the value of the stat minus 10, divided by 2. (rounded down) | ||
In addition to the basic stat modifiers, each player has an additional '''Initiative''' modifier. See | In addition to the basic stat modifiers, each player has an additional '''Initiative''' modifier. See the '''Combat''' section in the previous chapter, under '''Initiative''' for rules on how this modifier is used. This modifier, by default, is equal to the player's DEX modifier. Certain abilities, items and other sources can alter this modifier. | ||
Finally, each player has a modifier identified as their “Level Bonus”. This is calculated by dividing the player's level by four, rounding up, then adding 1. The level bonus can only be added to any roll once, unless otherwise stated. Meaning that if two different features, abilities or effects allow you to apply your level bonus to a role, you only apply it once unless otherwise stated. | Finally, each player has a modifier identified as their “Level Bonus”. This is calculated by dividing the player's level by four, rounding up, then adding 1. The level bonus can only be added to any roll once, unless otherwise stated. Meaning that if two different features, abilities or effects allow you to apply your level bonus to a role, you only apply it once unless otherwise stated. | ||
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=== Determining Your Scores === | === Determining Your Scores === | ||
There are two primary ways to determine your starting character | There are two primary ways to determine your starting character stats: standard array, and rolling. Standard array uses an array of preset numbers which you can simply assign to each stat. There are three different standard arrays to choose from, depending on the types of character you wish to build. Theses can be seen in the table below. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
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|16, 16, 14, 13, 11, 10, 8, 8 | |16, 16, 14, 13, 11, 10, 8, 8 | ||
|} | |} | ||
Alternatively, you can roll for your stats. This is done by first setting all of your stats to 12. Then, roll 4d6. For each die rolled, take the result and add it to one stat and subtract it from another. Once you have done this the stats modified can not longer be added to or subtracted from by the remaining dice. | |||
Let's look at an example. Say the results of your rolled dice are 3, 1, 5, 2 and you are looking to build a frontline fighter. You may choose to add the 5 to Strength (STR) to increase the damage they do, then subtract it from Knowledge (KNO) because having vast knowledge doesn't when you swing a big axe. You may then add 3 to Fortitude (FOR) and subtract it from Charisma (CHA) because your planned character isn't going to be super friendly. You could then take the 2, and add it to your Dexterity, so you can get around the battlefield more easily then subtract 2 from Willpower (WIL) because you're okay with opening yourself up a bit more to psychic attacks to increase | Let's look at an example. Say the results of your rolled dice are 3, 1, 5, 2 and you are looking to build a frontline fighter. You may choose to add the 5 to Strength (STR) to increase the damage they do, then subtract it from Knowledge (KNO) because having vast knowledge doesn't help you when you swing a big axe. You may then add 3 to Fortitude (FOR) and subtract it from Charisma (CHA) because your planned character isn't going to be super friendly. You could then take the 2, and add it to your Dexterity, so you can get around the battlefield more easily then subtract 2 from Willpower (WIL) because you're okay with opening yourself up a bit more to psychic attacks to increase another important stat. Finally, you can add 1 to Insight (INS) to make yourself better at surveying the battlefield, then subtract 1 from Intellect (INT) because your character isn't the most tactical fighter out there. | ||
== Species == | == Species == | ||
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== Classes == | == Classes == | ||
There are three main categories of classes, corresponding to the three primary categories of combat actions: '''Offensive''', '''Defensive''' and '''Utility''' or | There are three main categories of classes, corresponding to the three primary categories of combat actions: '''Offensive''', '''Defensive''' and '''Utility''' or the '''Social & Skill''' category. Each class has sub-classes divided into five categories, either bolstering their primary category, or adding a complementary category of action, or non-combat skill, to their repertoire. (NOTE: All classes can perform all categories' actions, however some will be better structured to take advantage of one or two categories over the others) | ||
== Backgrounds == | == Backgrounds == | ||
Backgrounds provide a character with their reason for adventuring, and give them some experience to get started on their journey. In addition to a narrative background, the player also gets player stat bonuses. They can either increase | Backgrounds provide a character with their reason for adventuring, and give them some experience to get started on their journey. In addition to a narrative background, the player also gets player stat bonuses. They can either increase one stat by 2, and another by 1, or they can increase 3 stats by 1 each. They gain training with one set of tools. Additionally, each background provides the player with a simple skill. | ||
Finally, select two of the options listed below. You have proficiency in these areas. (You can add your Level Bonus to any related d20 rolls) | |||
* Select two domains of knowledge from the following list: | * Select two domains of knowledge from the following list: | ||
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== Skills == | == Skills == | ||
Skills allow a character to expand their abilities beyond their chosen class. At varying levels, characters gain the ability to learn a new skill. Skills are divided into two categories: <u>Simple</u> and <u>Complex</u>. <u>Simple Skills</u> grant the character a new ability, alter their stats or otherwise modify their capabilities. <u>Complex Skills</u> do the same, except they can also be levelled up. Once a <u>Complex Skill</u> has been acquired, that skill can be trained (levelled up), at a distinct pace from the character | Skills allow a character to expand their abilities beyond their chosen class. At varying levels, characters gain the ability to learn a new skill. Skills are divided into two categories: <u>Simple</u> and <u>Complex</u>. <u>Simple Skills</u> grant the character a new ability, alter their stats or otherwise modify their capabilities. <u>Complex Skills</u> do the same, except they can also be levelled up. Once a <u>Complex Skill</u> has been acquired, that skill can be trained (levelled up), at a distinct pace from the character's levels. Each level of the skill will have a set of requirements to advance and will provide the character with one or more options to select from upon reaching that new level. | ||
Latest revision as of 15:08, 11 March 2024
A player character is composed of many different components. At it's core, the player statistics determine your fundamental abilities and capabilities. Your species determines your appearance and some of your inherent abilities. Your classes (and subclass) determine your learned skillsets. Your background describes your life prior to adventuring. And finally skills represent unique ways that your have specialized, trained or enhanced your abilities.
Player Statistics
There are 8 basic player statistics which determine the outcome of many in-game interactions, including combat, roleplay and exploration. The values for these statistics are between 1 and 30. However, for players, these stats tend to peak at around 20.
- Intellect (INT): The character's ability to intuit and understand the mechanics and complexities of a given situation, system or concept.
- Knowledge (KNO): The level of factual understanding the character has about the world within which they inhabit.
- Insight (INS): The character's ability to view the world and others within it with scrutiny.
- Charisma (CHA): The ability for a character to affect others on an interpersonal level. The power to persuade, convince or deceive a someone.
- Strength (STR): The character's ability to move their body with force. This determines how much they can lift and how hard they can hit.
- Dexterity (DEX): The character's ability to be both nimble and precise in their physical actions.
- Willpower (WIL): The character's ability to hold control of their mental faculties. Whether it be protecting aganst the intrusions or others, or forcing their own will upon another.
- Fortitude (FOR): The physical ability to with stand force, harm and ailment.
Calculated Stats
In addition to the eight primary statistics, plays also have additional calculated statistics, as seen below.
Health Points (HP)
This value represent's the overall health of the character. This value decreases when the character takes damage, and increased when they are healed. Each character has a maximum calculated HP. Each class has dice rank associated with their HP. At first level, maximum HP is calculated by taking the highest value possible on that die, then adding the player's FOR modifier. On each level up, that die is rolled, and the value of the roll, plus the player's FOR modifier is added to their maximum HP. Alternatively, in place of rolling that die after levelling up, you can instead opt to simply take the average result, rounded up. (this will be equal to half the dice rank, plus 1)
Losing Hit Points
When an attack, spell or other effect deals damage, that amount of damage is subtracted from the target's current HP. Any attack which would reduce the target's HP to less than zero, reduces it to zero instead. When a creature reaches zero HP, it becomes incapacitated. For the purposes of spells, status effects and other checks, the creature is considered unconscious. If the amount of damage dealt, which caused the creature to drop to zero HP, is equal to 150% of their maximum HP, they skip becoming incapacitated and die instantly. While unconscious, the creature can make either a FOR or a WIL saving throw, with a difficulty of 10. They must repeat this check every turn, or every 1 minute outside of combat. If they fail on the check three times, they die. If they success three times, or receive any healing (going back above zero HP) causes the creature to no longer be incapacitated. Succeeding three times causes the character to regain 1 HP.
Defence (DF)
This value represents the character's ability to protect themselves, combining ability to dodge, block and the protection granted by their armour and other items. Without any additional items, the character's DF is calculated as 7 + FOR modifier + DEX modifier. If you are wearing light armour, it is instead calculated as 7 + armour modifier + DEX modifier, if you are wearing medium armour, it is instead calculated as 7 + armour modifier + DEX modifier (max 3) and finally if you are wearing heavy armour, it is calculated as 7 + armour modifier.
Carrying Capacity
A character's carrying capacity is equal to their STR modifier plus their FOR modifier, multiplied by 35, for medium creatures, 25, for small creatures and 45 for large creatures. This is the weight in pounds (lbs) that your character can carry before they become encumbered.
Stat Modifiers
Each player stat has an associated modifier, equal to the value of the stat minus 10, divided by 2. (rounded down)
In addition to the basic stat modifiers, each player has an additional Initiative modifier. See the Combat section in the previous chapter, under Initiative for rules on how this modifier is used. This modifier, by default, is equal to the player's DEX modifier. Certain abilities, items and other sources can alter this modifier.
Finally, each player has a modifier identified as their “Level Bonus”. This is calculated by dividing the player's level by four, rounding up, then adding 1. The level bonus can only be added to any roll once, unless otherwise stated. Meaning that if two different features, abilities or effects allow you to apply your level bonus to a role, you only apply it once unless otherwise stated.
|
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Determining Your Scores
There are two primary ways to determine your starting character stats: standard array, and rolling. Standard array uses an array of preset numbers which you can simply assign to each stat. There are three different standard arrays to choose from, depending on the types of character you wish to build. Theses can be seen in the table below.
| Array | Values |
|---|---|
| Basic Spread | 15, 15, 14, 13, 12, 10, 9, 8 |
| All-rounder | 14, 13, 12, 12, 12, 12, 11, 10 |
| Min-max | 16, 16, 14, 13, 11, 10, 8, 8 |
Alternatively, you can roll for your stats. This is done by first setting all of your stats to 12. Then, roll 4d6. For each die rolled, take the result and add it to one stat and subtract it from another. Once you have done this the stats modified can not longer be added to or subtracted from by the remaining dice.
Let's look at an example. Say the results of your rolled dice are 3, 1, 5, 2 and you are looking to build a frontline fighter. You may choose to add the 5 to Strength (STR) to increase the damage they do, then subtract it from Knowledge (KNO) because having vast knowledge doesn't help you when you swing a big axe. You may then add 3 to Fortitude (FOR) and subtract it from Charisma (CHA) because your planned character isn't going to be super friendly. You could then take the 2, and add it to your Dexterity, so you can get around the battlefield more easily then subtract 2 from Willpower (WIL) because you're okay with opening yourself up a bit more to psychic attacks to increase another important stat. Finally, you can add 1 to Insight (INS) to make yourself better at surveying the battlefield, then subtract 1 from Intellect (INT) because your character isn't the most tactical fighter out there.
Species
Playable species come in all shapes and sizes. They may come with inherent abilities, whether physical or magical in nature. Some of these abilities can be substituted with corresponding abilities in the character's chosen class to reflect the impact of lifestyle differences in comparison to most members of the given species.
Classes
There are three main categories of classes, corresponding to the three primary categories of combat actions: Offensive, Defensive and Utility or the Social & Skill category. Each class has sub-classes divided into five categories, either bolstering their primary category, or adding a complementary category of action, or non-combat skill, to their repertoire. (NOTE: All classes can perform all categories' actions, however some will be better structured to take advantage of one or two categories over the others)
Backgrounds
Backgrounds provide a character with their reason for adventuring, and give them some experience to get started on their journey. In addition to a narrative background, the player also gets player stat bonuses. They can either increase one stat by 2, and another by 1, or they can increase 3 stats by 1 each. They gain training with one set of tools. Additionally, each background provides the player with a simple skill.
Finally, select two of the options listed below. You have proficiency in these areas. (You can add your Level Bonus to any related d20 rolls)
- Select two domains of knowledge from the following list:
- Arcana
- Engineering
- History
- Medicine
- Nature
- Paranormal
- Religion
- Science
- Survival
- Hostile Overt CHA Checks
- Hostile Covert CHA Checks
- Amicable CHA Checks
- Interpersonal INS Checks
- Environmental INS Checks
- Overt STR Checks
- Overt DEX Checks
- Covert DEX Checks
- WIL Saving Throws Against Psychic Abilities
Skills
Skills allow a character to expand their abilities beyond their chosen class. At varying levels, characters gain the ability to learn a new skill. Skills are divided into two categories: Simple and Complex. Simple Skills grant the character a new ability, alter their stats or otherwise modify their capabilities. Complex Skills do the same, except they can also be levelled up. Once a Complex Skill has been acquired, that skill can be trained (levelled up), at a distinct pace from the character's levels. Each level of the skill will have a set of requirements to advance and will provide the character with one or more options to select from upon reaching that new level.