Character Creation Outline
- Submit a Request To Join The ongoing game! [an RTJ]
- What sort of proof of concept am I looking for? Well whatever it is, you should be able to write about it for more than two (2) paragraphs... of why your idea will fit in well with my world.
If you've gotten here because you read the 1200 word advertisement understand why I'm not likely to respond well to a 30-word request for joining. I've invested the effort to get you here to show interest. I'd like to see you reflect some interest in return. If that's too much effort for you at the get-go, this likely isn't the place for you.
Basics which should be addressed in the proof of concept: a. Personality/Characterization. Don’t worry about attributes or abilities. Understand your character… the rest will follow.
b. A Player Race.
There are only a few races I'm working with, currently. But if you make an excellent case for another race I will, at least, listen. Please include some other necessary attributes, like your characters presumed age and gender. It's an adult game so while playing a kid is cool for a concept... I expect you will run across themes unsuitable for children. Let's not make this too mind-bending, or thought-provoking. K?
c. A Player Class. or perhaps better to suggest a Player Role.
Mostly available classes are Tier 3 and lower. I have house rules. All this is loosely based in pathfinder because I happen to like d20 system and the central conceits of Class and Archetype inherent in Pathfinder. I'm recently a convert of 5e which is a solid step forward in DnD Gaming. However the similarity ends there. Many of the classes typical to the genre are restricted some have been removed outright. But if you make an excellent case for an including a class I've not sought to allow. I may allow it. Don't be surprised if I don't. Your proposal should really talk more about your character than what variant of established classes exist in every other game.
If tossing together yet another character concept is too much work, you probably won't enjoy this game.
That's it. That's all you need ....at first.
Going beyond Proof of Concept
Here's some stuff you probably want to know.
- How do I define a Campaign? Campaign Basics
- Who Am I?
- Game Assumptions
- Game Facts
- What sort of proof of concept am I looking for? Well whatever it is, you should be able to write about it for more than two (2) paragraphs... of why your idea will fit in well with my world.
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Next Steps
- Where do you come from?
You should already have a class, race, and basic concept ... time to pick a hereditary nationality. If your race isn't human THIS will be an originating nation to determine languages and culture.
This isn't the END of all possible nations. BUT it is the basis for player characters. You NEED NOT have come from the Central Empire, which is what the above nationalities are from - HOWEVER your parent came from there if you decide to have lived elsewhere.
Other Known nations include:
- Assign attribute points
...using the 25 points on the point buy system. For ease of creation use this web calculator. This calculator will automatically attribute any selected race modifiers you may have wanted.
- Available Classes
This list has changed with the inclusion of the Sphere of Power and Sphere of Might manuals. Magic is not as encompassing as Vancian spells are in RAW. Combat Traditions are more encompassing than simple combat feats are in RAW. The SoP/SoM mechanic forces either side of the Tier line closer to Tier 3 than before. That said - Full Spell casters are STILL unavailable. [No Witches, Wizards, Original Druids, Sorcerers, Magi, Summoners, Oracles, or Clerics are available classes. Though you may find classes that replace some of their functionality. You won't find classes that attain their level of power.]
- First and Second level Hit point method are maxed.
...Then half for every HD following base. The player may choose to roll for the level, if they wish. The die rolled is kept, regardless. However, Hit Points may be raised with starting wealth using the retraining system in the Ultimate Campaign guide. This must be handled pregame.
Advancing to the next level of any character class is NOT an automatic bump. The player has abilities for which they must train. Any level that does not grant any additional abilities may be 'just acquired'.
- Skills.
In this game world the people inside of it are aware they have 'Lost Knowledge' and have to endure until it can be returned. Meaning that they don't know WHY or HOW or WHERE, and even if they can see that thing that is coming at them they PROBABLY don't know WHAT it is. So there is no schooling that can provide the base knowledge that in RAW that would put a persons mind at ease at the horror of the unknown. Or just what sorts of thing exist out there... in the dark. I'm reintroducing that fear, GAME WIDE... which means Adventurers are seen as being brave, and wonderful if slightly mad individuals.
Mechanically: the skill KNOWLEDGE is a class skill that various classes just get, I'm removing this base ability. You can still purchase a knowledge at first level. You just don't get a free bonus.
In RAW, your profession or craft skill has an internal mechanic to determines how much one EARNS. This is a Sword & Sorcery game - PLAYERS here won't be earning money via any traditional activity.
The mechanic to EARN is now applicable to ANY SKILL. (Cause there's no reason to take Profession: Wilderness Guide and have SURVIVAL at the same time.)
Players without the trained skill knowledge may attempt to know a thing with a straight stat check. And, they will learn what is "COMMON KNOWLEDGE" or anything under DC:10. A player may ALSO attempt to use mechanical advantages to lessen a higher DC thus its possible for a player WITHOUT knowledge to know things beyond his TRUE ABILITY. He base knowledge does not get any greater but various immediate advantages can lower specific knowledge into his range. In such case a player needs to be applying specific bonuses to answer specific questions. Players with RANKS can ask what general questions... based on a presumptive 10+ roll. Players without sufficient ranks must have some specific question in mind before they can apply mechanical advantages.
Those class with traditional access to great amounts of knowledge by dint of class abilities (Bards, Rogues, Experts and other Skill Monkey's) know have access to a multiplicity of potential bonuses to find greater advantages to KNOW specific things when required. Bards are largely responsible for the collect and analysis of information creating colleges and universities. While rogues and Experts have access to widespread guilds of other thieves and experts. ALL of these things require some minor ROLEPLAY instead instead of the assumption inherent class mechanic.
Unlike the general trend to eliminate or condense various skills (which tends to nerf skill-based characters)... I've expanded the list of possible knowledge, and instead condensed the need to skill points to be spent on everything else. In THIS gameworld, it is possible to fail with style instead of simply dying. Likewise a player may succeed so well as to provide further advantage for themselves or another player. And the skill points that would normally get spent in an unending hole of becoming impossibly awesome will find a cap of good enough. Let me spend these skills on something ELSE of interest.
But generally speaking The ONLY time I will require rolls from a player is when the roll is being actively opposed or contested. If your character's ranks + 10 is sufficient to perform the minimum DC required to succeed then you can presume the player DOES that action. Even if by doing ensures that the player can roleplay as he wishes to in that moment.
There are some things which CANNOT be done without the investiture of skill points. Though they do not require a roll once purchased.
- Languages. It's a text game and I've put a value on languages so that they exceed more than the 1 required for complete fluency. This is ONLY a real issue if you insist on speaking every and all language possibly available to anyone. Languages are rated on a Fluency score from 0 - 3. And once a player speaks at a 2, they will acquire the RPOL functionality to speak while POSTING in that language. Otherwise, having access to a languages grants a mechanical advantage to understanding the ins and outs of various cultures.
Fluency rules are as follows. [0, no comprehension. 1, Point Talk. 2, Comprehensive. 3, Multilingual.]
And some fluency is necessary before certain skills (like STREETWISE) can be used at all in that region.
Characters with INT scores above 10 receive additional skill points to be used with fluency purchases. Every point over INT 10 provides a rank of Fluency. Those classes which have Linguistics as a CLASS skill get 3 ranks of fluency instead of having a combined roll. Every Character gets their Native Tongue (at 3) and an additional language (at 2).
I would recommend everyone purchases Tieshan at 2 to start - if not more.
I do not actively trust https://www.d20pfsrd.com/ . At the end of the day that site is designed to sell 3rd party systems NOT present a coherent reference for its parent RPG - go HERE instead.
WEALTH
- All PC’s begin play with 2/3rds standard amount of wealth for their advanced level.
...All wealth must be spent or converted to material treasure and away from coins and gems. The character may not begin play 50 gold in coin or gems. Gear must be purchased according to the Sanctioned Equipment list. Note: I'm not using lots of weapons simply because the level of variety is constrained. And the knowledge of how to build these weapons are constrained. I'm NOT suddenly making these weapons EXOTIC FEATS, but a player may see a character that possesses one and thing that such a weapon is foreign.
Despite this game being nominally housed in the D20 syste, THIS IS GAME IS not COMBAT INTENSIVE... build your character for roleplay and skill utility and you really will be happier here.
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- EXTRAS.
- [Flaws - up to 10 pts invested] (speak to me about this).
A player may choose up to 10 pts of Flaws for which they may be awarded twice the number of Skill points. The may ALSO re-invest SOME flaws into MERITS (PERKS). I would, however, personally suggest holding unto these skill points - as they may be invested in future/in game opportunities. Talents can be offered by specific NPCs through out the game world. And act like half feats, half knowledge, half resource advantages. (yes, I can add, I understand that is 3/2). If you want something more tangible NOW a list of Perks is available here and should be explained by a character's backstory.
- Equipment.
...Do not just start picking magic items from the Ultimate Equipment Guide. That manual is a compilation of all books and undoubtedly there will be source materials from unapproved sources. (It's possible that certain items won't be available because the SPELL to build a thing no longer exists in campaign.) Its also possible that a specific number of magic items already exist and I don't want multiples to accumulate in piles around a world that doesn't generate these items themselves. [Reminder: there is NO magic economy. The stuff you acquire had to be pulled from an ruin or stripped from an adventurer who pulled it from a ruin. You might even have won the odd object in a game of Kaddadin but you didn't buy it in a store.]
What Alignments should I, or shouldn't I, assign?
These are examples of how I once saw the alignment system Alignment system. And why I didn't like NE, CN, or CE 'heroes'. But I don't use Alignments any more. This MAY mean some class have extenuating alterations. And spells/abilities used to determine if a mundane person was evil or good have been eliminated.
- Instead, I use a system of Alliances. This works a lot like factions in the Pathfinder Society organized play system. With the appropriate roll (or the possible use of magic) a capable person can find out what sort of people your character associates with AND what sorts of accomplishments your player has contributed to - and from these facts they will JUDGE "who you are", if your intentions align with their own and "if you can be trusted".
Right or wrong
...for good or ill.
JUST LIKE REAL LIFE.
Wait,: a. Does that mean you can choose NOT to associate with alliance?
Absolutely. You can try to never link yourself with any group larger than a simple adventuring party. And THEN you may only be known by the people they were associated with in a very tentative way. Likewise you'll be fairly underpowered relying only on your class to advance your worldly knowledge.
Or, you can try to have SECRET ALLIANCES that no one KNOWS about. That's harder to maintain, requiring that you expend role-playing effort to ensure it remains 'Hush- Hush'. But it is possible for those interested in being initially and persistently underestimated. At least, until you make a name for yourself of having these sorts of mysteriously gained various skills. And being the subject of uncertain speculation and urban legendry.
b. So what's the benefit of being openly associated to a faction?
Associating with various named groups through out your character's career can earn them access to feats, talents, and skills unavailable elsewhere. Tricks that he can learn through their acquaintance. Contacts and allies. Of people who want to know him and want to be able to call on HIM for a favor. He ALSO receives additional skill points, on top of what ever amount he has earned from leveling. Awards available to him for having done a thing typically on an alliance's behalf. He MAY also receive other soft rewards not accessible for people who don't align themselves with a particular alliance.
Think about this like joining the armed services. There are skills and feats and rewards that are simply NOT accessible to people who do not belong to a faction. [Want to learn to fly a AH-1 Super Cobra attack helicopter? They don't teach how to do that in the 4-H club.]
c. The NUMBER of alliances a PC can have IS limited ... and dependent on their Charisma and Wisdom mods but they may acquire a base number of half of their current level.
d. Factions do not exist in a vacuum.
One group WILL have active agendas that run counter to another group. And BOTH will react badly if you are seen acting to the benefit or detriment of either. What kind of bad reactions will I apply to you? You have read through the Flaw List, yes?
I'll start in the Primary Flaws Section and from there
...I'll get creative.
e. Are some Factions 'better' than others?
Well ... yes. Sometimes becoming part of alliance is knowing the right person. Sometimes its about having the right skills. These factions may be called PRESTIGE ORGANIZATIONS but please be aware that PRESTIGE CLASSES do not exist. I don't hand out uber powered class abilities. Members of Prestige Organizations have INFLUENCE and KNOWLEDGE that enhance your ability to roleplay and create broader more involved stories. Its possible for a player to act and be treated as royalty in game ubiquitously by the large majority of my NPCs. Conversely the player might only step up to the world stage to follow intrigues that shape the way inherent campaign presumptions are handled. Instead of existing between the lines of watever backwater intrigues you've mastered up until then. Some players may chose to NOT be involved in these 'higher level' lines of intrigue and drama.
But to those who risk much reward gain can be gleaned.