Character Creation

Quick Character Creation

Grades
Terrible
Poor
Fair
Good
Great
Superb

Quickly sum up a character. This method does not produce any point values or detailed sheets of characters, but can be used to quickly come up with a character concept or to store character ideas. Also most NPCs can be kept at this level as most details are not needed for playing a side character.

Concept

Write up a quick one-line concept of the char, that defines him/her. Examples:

  • Clumsy Ninja
  • Heroic Knight
  • Bad-Ass Biker
  • Ass-kicking Black Orc
  • Lazy wizard 1)

Attributes

Attributes can be noted down as specifically as Strength (or any/all of the other attributes): Good(3), but it's enough to note that the character is “not strong” or is “pretty agile”, has “good wit” or is “very strong in magic”. Whatever that accurately *enough* tells what the characters physical/mental/etc attributes are. Usually it's not needed to note anything on attributes that are Fair (as in average).

Noting down “Not quite strong, but sturdy”, “Intelligent but a push-over” and “Pretty bad at magic, but has luck to throw around” is pretty much enough to know what the general character attributes are, and as such, can be easily enough played.

Main Powers

Write down if the character has any extraordinary powers (most human characters do not, however). For example, if she's a vampire she has various powers (but noting just “Vampire” is usually enough, for we know what that generally includes.) or if the character can fly or has some other supernatural powers. Any magic ability should be noted here. Advantages also go here.

EX1. Vampire, Delusion:carrots are garlic, holy symbols have no effect. Severe dmg from sunlight.


(Note that Skills are not Powers, they are written down next.)

Main Skills

Note down any important skills. For example it might be a lot relevant in a fantasy setting to know what languages the character can speak, but in a present-day campaign almost all know English, so it's not much of a point. Secondary skills (craft skills etc.) need not be noted here, except if they are relevant to the character concept. “Legendary Blacksmith” -concept would have “Crafts:Blacksmithing” as a main skill, for example.

Description

Describe on general terms what the character looks like. Is she tall? Fat or thin? Does she have long hair or is he bald? Is her hair green or is his head tattooed? be sure to note any important details, but ones that aren't are better left out. (If the character is of average build, you don't need to jot down every height, weight and such on.)

History / Details

Character Creation with Character Points (CP)

Open Office users can download a Character Sheet. It uses a couple of custom fonts so it might not look good on standard installations. Note also that parts of the sheet are automated, so you shouldn't directly edit those cells.

  • Character Details
    • Note down all details on the character sheet.
    • Pay attention to race as this affects the CP cost of the character.
    • Average - Fair - score in any attribute costs 0 CP. Anything higher and you must pay CPs, go lower and you gain points.
    • For normal humans the range is 1..5.2)
    • Score of 6 may be possible for a human to have, but GMs should disallow it if they feel so.
    • Modify Skills
      • If ATTR is higher than Skill, gives +1 to Skill.
      • If ATTR is 1 lower or same as the Skill, modifier is 0.
      • If ATTR is 2 or more lower than the Skill, gives -1 penalty to Skill.
    • Range is 0..5, with 2 being Fair (meaning that the character could have a profession requiring that skill).
    • Skills are modified with attributes, so note which skills you should choose based on your attributes.

Earning and Using Experience

Earning

After adventuring with your character, you eventually acquire experience. Experience is noted and used in two ways. On one place, you note the total experience your character had acquired in her lifetime (XP) (this just goes up, you never diminish it) and on another place, you note the experience your character currently has (EP). This can be used in various ways during your travel. You can always use EP right on the spot, even mid-battle. (vs. Character Points, which are only used while not actively adventuring.)

On calculating experience: Each character has a Threat Lvl3) that is used to calculate how much XP she gets in relation to other characters in the same party. The final say is, as always, GM's on how much experience she gives out to the party in total, but you can easily count the amount modified by TLvl if you know

  1. Total XP that the party will receive, all the party's TLvls and the number of persons in the party.
  2. Total XP value that an average member of the party should receive and the TLvls and number of party members.

Calculate the average TLvl of your party, and divide that with the actual TLvl of a party member. Multiply that with Total XP divided by number of party members (or the amount an average party member should get) and you have the amount that particular member should get. (You can also download an application to do this for you from the Appendices.)

Using

EX 1. Your character finishes her first mission and gets her first experience award, the GM gives her 5 points. You note “5” to both to the XP and EP boxes. During the next adventure, your character uses 2 EP to reroll a botched roll. (She now has 5 XP and 3 EP). After that adventure the GM awards 4 points of experience to her, she now has 9 XP and 7 EP. During your adventuring career, the XP number always goes up when you get experience, and it never goes down. At any moment though, you can use any or all of your EP and can go down to 0 EP many times during your life.

  • 25 EP = 3 Character Points
  • 15 EP = Ignore 1 Disadvantage for one turn
  • 10 EP = 1 Character Point
  • 5 EP = +1 to any Roll
  • 2 EP = Reroll any one roll
  • 1 EP = Reroll 1 die from any roll

10 XP: Ignore 1 damage point
25 XP: Reroll any one roll
50 XP: +1 to OFF/DEF (permanently)
100 XP: Ignore pain modifiers (for one battle)
500 XP: +1 to Racial ATTR (permanently)

Although XP is not used, you still get special bonuses for having it. For every x points (see note) of XP your character can do or get special bonuses, most of these are applicable once per adventure (usually means 1/day).

EX 2. During your travels your character has acquired 135 XP. He can ignore a total of 13 (for every full “10 XP” in “135 XP”) damage points during one adventure. (You can ignore a maximum of your END in damage points per turn.) He also can reroll any one roll 5 times per adventure (only once per roll). He has also had two opportunities4) to choose to boost either his OFF or DEF by one. Also, when he got to 100 XP he got the ability to ignore ALL pain modifiers (from damage) for one whole battle.

1) wizards are gay LOL - haist vittu sit
2) A score of 0 is possible in MIND or SOUL attribute groups. A normal physical living being can't have any physical score at 0.
3) TLvl is a general guide number to compare two different characters to see if they are on the same line with powers and stuff. A TLvl 4 is quite a bit more powerful than a TLvl 1 character and so on.
4) At 50XP and at 100XP
 
character_creation.txt · Last modified: 2009/08/05 06:06 by antti
 
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