Character Creation Info
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Character Creation Info
Just some bare bones information about how I work out the stats at Character Creation.
Basic Abilities :
First choose Which is Most, Less and Least important :
Physical (STR, DEX, CON)
Mental (INT, WIT, CNV)
Social (CHA, GUI, PRE)
All stats start at 1. From there, distribute 6 points among the Most Important abilities, then 4 points among the Less Important abilities, then 3 points among the Least Important abilities.
Travelers get +1 to all three abilities of either Physical, Mental or Social.
Ravenous get +1 to STR and CON, but -1 to INT and WIT.
Ancients get +1 to CNV and PRE, but -2 to another ability of their choice.
Tree-folk get +1 to STR, CON, and CNV, but -1 to DEX, WIT, and GUI.
Teens get +1 to CHA and CNV, but -1 to INT and STR.
Children get +1 to CHA, +2 to CNV and +1 to DEX, but -2 to INT, -1 to STR and -1 CON.
Elderly get +1 to INT and PRE, but -1 to CON and DEX.
VICE and VIRTUE can be anything that matches the character concept. Pick one I've listed, or ask for a new one.
These start of at 3 for most folks. Ancients start at 6. Dreamers start at 1.
The strength of VICE and VIRTUE is easily modifiable, over time. You can +/- 1 point per chapter for free. Any other time, the cost is 1 XP and a good internal monologue, a-la Wirt.
HP = 2 + CON.
Sanity = 2 + CNV.
WILL = 3 + VICE + VIRTUE.
Post-Mortals get +1 to HP.
Starting XP for Skills (usually) is 10 + INT
Starting XP for Resources, Connections and Traits (usually) is 1 each.
You start with the Trait "Wealth : 1 (Scavenger)" unless you are a ghost.
Post-Mortals start with 0 XP for Traits.
Ghosts start with 0 XP for Traits and 0 XP for Resources.
Townies start with a 5 Point Skill (Excludes Perception, Meditate, Empathy and Arcana), but only (0 + INT) XP for other Skills.
Froggies start with the Skill "Language:1 (Rorrop)" and "Craft:1(Mechanism)".
Ancients start with the Skill "Arcana:2 (Choose any Specialty)".
Sprites start with the Skill "Arcana:1 (Spring / Summer / Fall / Winter)" and the matching "Arcane Power:1" trait.
Dreamers start with the "Dreamer's Sleep" trait.
Travelers start with the "Restless Sleep" trait.
Ghosts start with the "Incorporeal" trait.
Ghouls start with the "Eat to Live" trait.
Tree-Folk start with the "Hardy:1(Fire/Axe)" trait and the "Eat Your Dirt:3" trait.
Skeletons start with the "Hardy:1(Blunt/Acid)" trait and the "You Don't Know Me:3" trait.
Skeletons and Ghosts start with the "Made of Magic" trait.
Froggies, Townies, Sprites and Tree-Folk all start with the "Back You Go!" trait.
Basic Abilities :
First choose Which is Most, Less and Least important :
Physical (STR, DEX, CON)
Mental (INT, WIT, CNV)
Social (CHA, GUI, PRE)
All stats start at 1. From there, distribute 6 points among the Most Important abilities, then 4 points among the Less Important abilities, then 3 points among the Least Important abilities.
Travelers get +1 to all three abilities of either Physical, Mental or Social.
Ravenous get +1 to STR and CON, but -1 to INT and WIT.
Ancients get +1 to CNV and PRE, but -2 to another ability of their choice.
Tree-folk get +1 to STR, CON, and CNV, but -1 to DEX, WIT, and GUI.
Teens get +1 to CHA and CNV, but -1 to INT and STR.
Children get +1 to CHA, +2 to CNV and +1 to DEX, but -2 to INT, -1 to STR and -1 CON.
Elderly get +1 to INT and PRE, but -1 to CON and DEX.
VICE and VIRTUE can be anything that matches the character concept. Pick one I've listed, or ask for a new one.
These start of at 3 for most folks. Ancients start at 6. Dreamers start at 1.
The strength of VICE and VIRTUE is easily modifiable, over time. You can +/- 1 point per chapter for free. Any other time, the cost is 1 XP and a good internal monologue, a-la Wirt.
HP = 2 + CON.
Sanity = 2 + CNV.
WILL = 3 + VICE + VIRTUE.
Post-Mortals get +1 to HP.
Starting XP for Skills (usually) is 10 + INT
Starting XP for Resources, Connections and Traits (usually) is 1 each.
You start with the Trait "Wealth : 1 (Scavenger)" unless you are a ghost.
Post-Mortals start with 0 XP for Traits.
Ghosts start with 0 XP for Traits and 0 XP for Resources.
Townies start with a 5 Point Skill (Excludes Perception, Meditate, Empathy and Arcana), but only (0 + INT) XP for other Skills.
Froggies start with the Skill "Language:1 (Rorrop)" and "Craft:1(Mechanism)".
Ancients start with the Skill "Arcana:2 (Choose any Specialty)".
Sprites start with the Skill "Arcana:1 (Spring / Summer / Fall / Winter)" and the matching "Arcane Power:1" trait.
Dreamers start with the "Dreamer's Sleep" trait.
Travelers start with the "Restless Sleep" trait.
Ghosts start with the "Incorporeal" trait.
Ghouls start with the "Eat to Live" trait.
Tree-Folk start with the "Hardy:1(Fire/Axe)" trait and the "Eat Your Dirt:3" trait.
Skeletons start with the "Hardy:1(Blunt/Acid)" trait and the "You Don't Know Me:3" trait.
Skeletons and Ghosts start with the "Made of Magic" trait.
Froggies, Townies, Sprites and Tree-Folk all start with the "Back You Go!" trait.
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