Post by Glenn on Mar 17, 2018 0:32:02 GMT -5
Quick Rundown
You start with 2 health levels. That means that if your size is medium, (5 HP) you take that (5) plus your constitution (We will say 2. That equals 7) and you times that by two, you get 14 HP.
TP is decided by how much capacity you have. That means if you have 3 capacity, you have 3 TP.
Character creation 8/6/4 into primary stat categories. (Eight points for one category, 6 points for the second, 3 points for the third.) You can go up to five in each stat.
20 skill points. You can go up to five in each skill.
3 free abilities. (That will require approval. Don't try anything OP here folks.)
One free weapon
One free armor
20 bonus points
EXP BUY GUIDE
HP: Level X 5
Primary Stat: Level X 6
Favored Primary Stat: Level X 4
Skill: Level X 3
Favored Skill: Level X 2
Ability on cost (Generally 3 exp. The stronger an ability, the more exp you may have to spend.)
Spells/Martial Arts lists will generally cost half of the number of spells you have on your created list. Spells will range from 3 to 5 exp, depending on spell strength and effects.
See further below for a walkthrough on setting up your character sheet.
Main Attributes
Main Attributes are separated into 3 categories, Physical/Spiritual/Life. You start with 18 Stat Points to put into your main attributes, this is divided into 8/6/4 for each primary stat (IE you could put 8 points in physical, 6 in spiritual, and 4 into life.) See below for the stat cost breakdown. These points are used on a 1 point for 1 level bases unlike EXP, IE if you want Level 5 in a stat you would only spend 5 points. You cannot raise a stat higher than 5 at creation. Remember all Main Attributes start at level 1 at default.
Main Attributes
PHYSICAL
Hit Points(HP): Each point in this raises your HP by another level, depending on your size tier (If Medium, an extra 5 HP.)
Strength: Each point is +1 to physical attacks
Dexterity: Each point is +1 to accuracy of physical attacks
Constitution: Each point adds to your overall health level. (For example: Medium size character 5 HP. 5 In Constitution makes it 10 HP. 20 HP with 1 level in HP.)
SPIRITUAL
Power: Each point is +1 to your magic attacks
Conduit: Each point is +1 to your magic accuracy
Capacity: Points in this are used for powerful abilities. Each point gives you a TP to use for stronger abilities. Example: You have 3 Capacity Points, so 3 TP. Some of your abilities that's stronger than the others will cost 1 to 3 TP to use. You regain the TP you spent the next day.
LIFE
Charisma: each point is +1 to rolls to persuade people that you are telling the truth. (WIP)
Manipulation: Each point is +1 to your abilities to tell convincing lies.
Appearance: Each point is +1 to your looks/apparel and making a good impression. (Logic applies here. If you've been rolling in sewage, no amount of numbers in this stat is gonna make people think you're a swell person)
Skills
Skills are additional stats you can use to customize your character. They can count towards accuracy, persuasion, magic related checks, dexterity checks, driving vehicles, flying.
20 Points to go into skills. Like Main Attributes, max level for a skill at creation is 5. These points are used on a 1 point for 1 level bases unlike EXP, IE if you want rank 5 in a skill you would only spend 5 points.
Skill List
Weapon Mastery - Choose a weapon. Each point in that chosen weapon will be +1 to hit
Leadership - For every two points, everyone in the group within a reasonable distance (Have to be seen and heard) Receive +1 to accuracy and +1 to damage
Acrobatics - Keep your balance when you're in dangerous terrain. If you're in danger of falling, for example, each point will go towards a save check.
Awareness - Each point goes toward Awareness will help you in identifying anyone sneaking near you or preventing an ambush
Dodge - Each point goes to an extra AC
Thieving - Each point assists you in stealing - going towards your rolls when, for example, picking a pocket
Stealth - each point goes towards rolls to help keep you concealed
Diplomacy - Goes towards your ability to negotiate
Subterfuge - Goes hand in hand with manipulation, assisting with spinning good lies
Public Speaking - Each point will assist in addressing a group and winning their favor
Intimidate - Each point goes towards your roll to persuading another with threats... or a mean look
Linguistics - Each point in this has you learn a language of your choosing.
Fortitude - Each point helps with checks vs status effects
Will - Each point helps with resisting mental attacks
Reflexes - Your ability to react to prevent bad things. Goes well with Fortitude and Will
Performance - Your ability to put on a show, goes with other persuasion skills, though more short term, depending on the situation.
Bureaucracy - Points go towards your ability to manage a government/city, such as finding loop holes, making business deals, etc.
Investigation - Each point helps with your ability to piece things together, picking up clues.
Fly: Whether you're a creature with wings or someone with levitation powers, you will need this. Points in this skill can effect situations that happen while airborne. (You must have at least 1 point in this skill to fly. If you are not a winged character, you will NEED a levitation/fly spell)
Lore - The more you put into this, the more knowledge that will be bestowed to your character when making knowledge checks in certain areas. Good for scholar types.
Spellcraft - The skill of using and identifying spells. Each point adds +1 to magic accuracy for attacks.
Sense Motive - Each point goes towards a roll to pick up someone's intentions. What is revealed will depend upon both characters, and if necessary, a GM ruling.
Martial Arts - Identifying and using martial arts. Each point in this skill gives you an extra point in accuracy for unarmed attacks.
Magic Arts - This skill is used for many different aspects. For some spells we have listed you'll need it to learn them, and a few spell lists. Each point in this skill will also go towards rolls for discerning certain magics being used by an opponent, such as illusions.
Bonus Points
Bonus points are additional points you get at creation to allocate into your character. You get 20 points, and the cost for spending your bonus points are as follows:
4 Points for an additional point in a Main Attribute
3 Points for an extra Ability Slot and Spell purchase
3 Points for an additional point in a Skill
5 to 10 points for a Spell List (Dependent on size of spell/martial art list, just get with a GM. Large lists will generally be 10 bonus points)
Whatever Bonus Points you don't spend will be added to your exp if you do not wish to hold onto them.
Abilities and Spells Breakdown
Abilities: These are for the most part physical actions. For example, a shield bash that can cause an opponent to be dizzied and lose accuracy temporarily, or a technique to temporarily focus accuracy. These generally cost 3 exp. TP can be used for powerful abilities, for example, a sword strike that does 2d6 damage instead of the regular 1d6 would cost a TP. We let players create their own abilities, but if you need help getting something made, contact a GM.
Spells: When creating spells, a player is required to make a list, purchase that list, then buy the spells from it. It can be short or long, and if you manage to create a spell list of your own and post it publicly in the spell list section? We will reward you exp. Spell Lists cost half of the number of spells you have on it. We let the players decide the cost of each spell, 3 is the minimum and the majority can cost 3 if you wish. But spells that are particularly powerful, we may expect you to spend up to 5 or 6 exp. As with abilities, if you need assistance on creating or figuring out spells, get with a GM, and we'll get you taken care of.
Weapons
You start off with a weapon of your choice. Weapons are assigned dice, and we have a thread that details what dice are used for each weapon: conflictofcelaria.freeforums.net/thread/20/weapons
Example: You're a hero guy using a one handed sword. Your attacks will be 1d6 + strength level if you pass the accuracy check. One handed weapon users can rock shields if they choose to for Parry (See Armor and AC for details on shields). Two handed weapons will offer some parry, though not as much as a shield - but most 2 handed weapons are 1d7-1d10 damage.
Note for magic users: All magic is default at 1d6.
Armor and AC
Now you need to figure out what kind of armor you will be wearing, and the AC (Armor Class) Of your character. Click here for a list of sizes for AC, and the effects of armor. conflictofcelaria.freeforums.net/thread/21/ac-armor
Example: You're a human, and they generally have medium size AC - which is 10. If you put 5 points in Dodge on your skill placement? That goes towards your total AC for 15. If you chose Reinforced Leather for your armor? You get 2 points of damage reduction along with 2 additional AC, and your Dodge cannot go above 6 total. The heavier the armor, the more damage reduction you get, but your dodge stat is more restricted.
Shields can be used if a player is using a one handed weapon. A regular shield will offer +3 Parry (Each Parry gives an additional point to AC). A Tower Shield will give +5 to Parry, but limits your dodge stat further.
Races
This part is optional, however, if you choose a race or make one of your own, you can get additional bonuses. For example, Human races get six 'favored points'. That means that you have six points to place into six different stat or skills of your choice. (They cannot be placed in the same main stat or skill).
The following link will have our current race information. We encourage players to create their own race if they wish to, and upon approval, you will be rewarded exp. conflictofcelaria.freeforums.net/board/14/races