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character_creation [2018/10/16 13:29]
kyle [Random Generation]
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-====== Character Creation ====== 
  
-===== 1. Statistics ===== 
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-All new adventurers start at level 5. This gives them the following: 
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-  * Five Flow/Vitality/Endurance. 
-  * Five ability slots in their loadout. 
-  * The capacity to hold up to five Supply at a time. 
-  * A total number of combat skill points equal to five, split as desired between the three combat types (Melee, Projectile, and Area). 
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-===== 2. Starting Abilities ===== 
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-Picking out abilities is by far the most complex portion of new character creation. Thankfully, it's still pretty simple.  
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-Select any four ability trees to be your adventurer's starting abilities. You know three abilities from each tree of your choice. Your fifth tree is left intentionally blank for you to fill in later.  
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-Every species has three specialties representing natural aptitudes or cultural values. If you choose to learn any abilities from one of your species' specialties, you get a -1 Supply discount. This stacks with all other discounts, but the Supply cost to learn a new ability cannot be reduced below 0. 
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-^Species ^Explanation ^Specialties ^ 
-|Human |The standard. Representatives of a geographically distant and decadent Empire and worshippers of a creator goddess of the earth. Industrious and community-minded. \\ \\ Names: Pick something out of the phone book. Humans have names pretty much like modern American ones even though there is no America or even referents for these names at all. |Blade \\ Handyman \\ Teamwork | 
-|Gillman |Aquatic people of the Metro Reef. Live in tribal societies and have a life cycle sort of like frogs (they don't grow limbs or lungs until puberty) but otherwise pretty human-like in outlook and temperament. The Hungry Starfish tribe is a close ally of the human colonists, so gillmen are the easiest non-human species to justify playing. \\ \\ Names: Your name is descriptive, poetic, and given to you by your tribe. So if you're a cool badass you probably have a name like "Thousand Shining Fists" but if you suck your name is probably something more like "Smell of Farts". Get famous enough and your name might change to something new. |Polearm \\ Smite \\ Swim | 
-|Trog |Psychotic raiders from under the earth with little regard for life, including their own. Hate liars, love carnage. Playing a trog requires a good reason for supporting civilization rather than savagery, but is available as an option. \\ \\ Names: Pick something weird, playful, dangerous, or better yet a combination of all three. If it sounds like a good name for a Mad Max character then it's also a good trog name. |Acrobatics \\ Firearm \\ Grit | 
-|Bighead |Basically just Grey-style aliens living in a savage tribal state. Defend their borders with bows and psionics. Their shamans are powerful dreamwalkers and they used to be led by a totalitarian regime that employed literal thought policing. Significantly smaller than humans (SC 4). All male and neutered at birth from the spawning vats (although you can get back what's yours through play). \\ \\ Names: Your name is the words "This One" followed by your role in society, like This One Watches The Border or This One Cleans Fish. |Mind Blast \\ Psychonaut \\ Telepathy | 
-|Ferrous |Robotic guardians of the Magnephyll forest born from its oldest trees. Suspicious of humans but hesitantly willing to cooperate. Tend towards nature-worship and druidic traditions. Ferrous characters have the Synthetic weakness from the Grit tree. \\ \\ Names: Pick any letter from the Greek alphabet followed by any two-digit number. That's your designation and your name. |Lightning \\ Survival \\ Tank | 
-|Wizbit |Asexual race of diminutive wizard-beings that live like raccoons. Have no factions of their own due to their highly disorganized nature. Generally considered horrible (or at least annoying) due to compulsive petty theft, pompousness and fireballs. Still technically sapient and honestly quite intelligent, so you can play one if you like. Significantly smaller than humans (SC 4). \\ \\ Names: Think of the most pretentious, overblown fake-ass fantasy name you can and then see if you can top it. Add self-applied honorifics like "Archmage" or "the Magnificent" as desired. |Explosive \\ Firebug \\ Lore | 
-|Lilium |Mysterious dwellers of the Khanate Ruins to the east and sailors of the radioactive Trinitite Sea of shifting sands. Green-skinned with flowering plants in place of hair. There's no such thing as a male lilium. Significantly larger than humans (SC 6). \\ \\ Names: Your personal name is a two-syllable word that ends in a vowel. If you're introducing yourself formally, you follow this with the name of your home village (a two-syllable word that ends with a consonant). |Merchant \\ Strength \\ Verdant | 
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-==== Random Generation ==== 
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-You can roll, choose, or ignore the below charts. They exist to streamline the creation process for new players or give inspiration to more experienced ones. Each entry gives a background or former career that your character pursued before becoming a Raven, and four starting ability trees appropriate to that background. 
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-^Die ^Species ^ 
-|1-6 |Human | 
-|7 |Gillman | 
-|8 |Trog | 
-|9 |Ferrous | 
-|10 |Bighead | 
-|11 |Wizbit | 
-|12 |Lilium | 
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-^Human Backgrounds ^^ 
-|1 |**Farmer.** You've spent years tilling the earth and raising crops. \\ Polearm - Beastmaster - Brawl - Survival | 
-|2 |**Servant.** A live-in servant for a wealthy noble and their family. \\ Close Combat - Gourmet - Heal - Negotiate | 
-|3 |**Trader.** A roving peddler or street stall operator. \\ Firearm - Merchant - Handyman - Negotiate | 
-|4 |**Soldier.** You've fought mostly other humans, a pawn in noble games. \\ Blade - Bow - Mobility - Shield | 
-|5 |**Scoundrel.** A gambler, con man, actor, or other sort that lives by their wits and charm. \\ Firearm - Charlatan - Lucky - Performance | 
-|6 |**Thief.** The cities are full of opportunities for the enterprising criminal. \\ Close Combat - Burglary - Mastermind - Stealth | 
-|7 |**Noble.** Nobles have huge families which whittle themselves down via betrayal. \\ Blade - Intrigue - Captain - Networking | 
-|8 |**Thug.** Legit or criminal, everybody knows the value of somebody willing to break legs. \\ Bludgeon - Intimidation - Strength - Steadfast | 
-|9 |**Clergy.** A minor member of the Church, unlikely to hold much real power. \\ Blade - Lore - Heal - Steadfast | 
-|10 |**Witch.** A dabbler in forbidden lore both feared and respected. \\ Poppet - Blood Magic - Curse - Oracle | 
-|11 |**Beggar.** It's a hard life at the very bottom, but you survived. \\ Improvised - Survival - Burglary - Perception | 
-|12 |**Clown.** You were a court jester or circus performer. \\ Throwing - Acrobatics - Slippery - Performance | 
-^Gillman Backgrounds ^^ 
-|1-2  |**Brave.** Defend the reef from raiders and demons alike. \\ Polearm - Swim - Precision - Smite | 
-|3-4  |**Rover.** Your tribe sent you out to scout. \\ Close Combat - Swim - Acrobatics - Survival | 
-|5-6  |**Padkeeper.** You tended the home and the gardens. \\ Close Combat - Swim - Gourmet - Negotiate | 
-|7-8  |**Hyetal.** You were a shaman and keeper of wisdom for your tribe. \\ Blizzard - Swim - Lore - Illusion | 
-|9-10 |**Boomer.** The game you hunted was big enough to give your entire tribe a feast. \\ Explosive - Swim - Steadfast - Strength | 
-|11-12 |**Waverunner.** Your people have an instinctual mastery over the naval technology that humans introduced. \\ Artillery - Swim - Boat - Pilot | 
-^Trog Backgrounds ^^ 
-|1-2  |**Throatslitter.** You might never tell a lie, but that doesn't mean you fight fair. \\ Close Combat - Stealth - Brawl - Poisoner | 
-|3-4  |**Psycho.** Carve your meat fearful and bloody. \\ Fleshgrinder - Grit - Intimidation - Strength | 
-|5-6  |**Pyromaniac.** A little fire solves most problems, including fire. \\ Flamethrower - Firebug - Grit - Smoke | 
-|7-8  |**Road Warrior.** Drive a battlecar, shiny and chrome! \\ Firearm - Wheels - Mechanic - Pilot | 
-|9-10 |**Bullet Witch.** You spend all day pressing ammo so you can use it up in an instant. \\ Gatling - Precision - Twitchy - Turret | 
-|11-12 |**Shade.** You went too deep, and the darkness changed you. \\ Verminate - Darkseeker - Acrobatics - Stealth | 
-^Ferrous Backgrounds ^^ 
-|1-2  |**Harvester.** Yours has been the first face seen by many a newborn Ferrous. \\ Polearm - Networking - Strength - Teamwork | 
-|3-4  |**Ranger.** You patrolled the forests and kept the borders safe. \\ Bow - Survival - Stealth - Acrobatics | 
-|5-6  |**Mender.** The tribe came to you for their tune-ups. \\ Improvised - Handyman - Tesla - Perception | 
-|7-8  |**Druid.** You were entrusted with the secrets of the sacred force of lightning. \\ Lightning - Survival - Tesla - Negotiate | 
-|9-10 |**Guardian.** Your hometree's last and greatest defense. \\ Bludgeon - Tank - Shield - Spikes | 
-|11-12 |**Lorax.** You acted as representative for your tribe in foreign lands. \\ Shout - Negotiate - Merchant - Intrigue | 
-^Bighead Backgrounds ^^ 
-|1-2  |**Drone.** Grandmother gave you a crap job. \\ Close Combat - Telepathy - Teamwork - Negotiate | 
-|3-4  |**Sentinel.** You guarded the mountainous slopes of Grandmother's land. \\ Bow - Telepathy - Acrobatics - Survival | 
-|5-6  |**Mindstorm.** You were carefully cultivated in the cloning vats to weaponize your brain. \\ Mind Blast - Telepathy - Mind Control - Perception | 
-|7-8  |**Secret Police.** Someone got caught thinking forbidden thoughts, you paid them a visit. \\ Injector - Telepathy - Restrain - Poisoner | 
-|9-10 |**Vatkeeper.** You tended to the vats that grew more of your brothers, or perhaps even to the one that held Grandmother. \\ Bludgeon - Handyman - Telepathy - Networking | 
-|11-12 |**Rebel.** Even if Grandmother came back to life, you'd kill her again. \\ Firearm - Stealth - Telepathy - Intrigue | 
-^Wizbit Backgrounds ^^ 
-|1-2  |**Battlemage.** Blast everything! \\ Explosive - Firebug - Magic Missile - Lightning | 
-|3-4  |**Illusionist.** Not everything is as it seems to be. \\ Mind Blast - Illusion - Decoy - Smoke | 
-|5-6  |**Soothsayer.** Pierce the veil between worlds! All shall respect your wisdom. \\ Magic Missile - Oracle - Lore - Perception | 
-|7-8  |**White Mage.** You claim to channel divine power rather than arcane. \\ Bludgeon - Heal - Teamwork - Smite | 
-|9-10 |**Bard.** The other wizbits made fun of you for not being a "full caster". \\ Lasher - Performance - Mind Control - Lucky | 
-|11-12 |**Necromancer.** Tamper with dark forces. \\ Deathtouch - Necromancy - Blood Magic - Curse | 
-^Lilium Backgrounds ^^ 
-|1-2  |**Janissary.** Your village tributed you to the Moot as a soldier. \\ Blade - Mobility - Strength - Grit | 
-|3-4  |**Monk.** You trained at the Battling Mountains monastery. \\ Close Combat - Brawl - Precision - Quake | 
-|5-6  |**Marketeer.** Marketeers are the lifeblood of Lilium society, transporting goods from one village to the next. \\ Bludgeon - Merchant - Strength - Negotiate | 
-|7-8  |**Priestess.** You've spent hours in quiet contemplation of the Sun. \\ Deathtouch - Verdant - Firebug - Oracle | 
-|9-10 |**Sandsailor.** You ferried passengers across the Trinitite Sandsea in a lead-lined slithership. \\ Lasher - Grit - Boat - Starbuck | 
-|11-12 |**Weed.** You belong to no village, scavenging on the edges of society. \\ Bow - Burglary - Handyman - Verdant | 
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-===== 3. Knacks ===== 
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-Every adventurer has a total of six "knacks", special tricks they can use during operations challenges. Select six from the below list. You may pick a single knack more than once, but you cannot ever have more than six total. The Operation page has more information. 
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-  * **Bump.** Select either the highest or lowest-value die in the chain and move it to either end of the chain. If multiple dice are tied for highest/lowest value, you can use Bump on any of them. Any die with a value that is not either highest or lowest in the current chain cannot be affected by Bump. 
-  * **Descend.** If a die's value is 10-12, subtract 3 from it. If any other value, Descend has no effect. Cannot be used on jammed dice.  
-  * **Elevate.** If a die's value is 1-3, add 3 to it. If any other value, Elevate has no effect. Cannot be used on jammed dice.  
-  * **Flip.** Immediately change a die with a value of 11 or 12 to have a value of 1 or a die with a value of 1 or 2 to have a value of 12. If any other value, Flip has no effect. Cannot be used on jammed dice.  
-  * **Force.** Change a single die to any value you want, but it is left jammed afterwards. Immediately after using Force, all adjacent dice are also jammed (if they weren't jammed already). Cannot be used on jammed dice.  
-  * **Reroute.** Swap the positions of any two adjacent dice, including jammed dice.  
-  * **Splice.** Add a new die to the chain at any point you want. You choose the value displayed by this new die.  
-  * **Spare.** Remove a die from the chain if its value is equal to any adjacent die. May be used on jammed dice.  
-  * **Substitute.** Unjam a die and randomly reroll its value. You must accept the die's new value.  
-  * **Transfer.** Unjam any single jammed die, but jam an adjacent unjammed one instead. If there are no adjacent unjammed dice, then Transfer cannot be used.  
-  * **Twist.** Move the first die in the chain to the end or the last die to the beginning. Can freely be used on jammed dice.  
-  * **Uncover.** Select a single die. If there is a hidden die adjacent to that die, it is immediately revealed and added to the chain. You cannot reveal more than one die at a time by using Uncover.  
-  * **Wrench.** You may adjust the number on a single jammed die up or down by 1 point. Successfully using Wrench also jams the nearest unjammed die to the affected die- if there are two dice equally distant, choose randomly. If there are no unjammed dice left in the current challenge, Wrench cannot be used.  
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-====== Leveling Up ====== 
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-The GM will periodically give out Experience to the party. Every time something cool or memorable happens, the whole party gains 1 Experience. It doesn't matter who actually did the cool/memorable thing. GMs are recommended to give about 1-4 Experience per session, but this number can vary. 
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-The total experience required to level up is equal to your current level. For example, if you are level 5 then you need a total of 5 experience to advance to level 6. If you're level 13, then you need 13 experience to advance to level 14. Simple. 
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-When a player gains enough experience to go up a level, they immediately do the following: 
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-  * Increase their level by +1. 
-  * Reduce their total experience by the amount required to level up. 
-  * Increase Vitality/Endurance/Flow by +1. 
-  * Increase their loadout slots by +1. 
-  * Increase maximum Supply capacity by +1. 
-  * Increase any one combat score (Melee, Projectile, or Area) by +1 OR increase one combat score by +2 and decrease another combat score of 1 or higher by -1. 
-  * Trade one of their knacks for a new one if desired, or swap the positions of any two knacks. 
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-There's no theoretical maximum level. Play until it isn't fun anymore. 
character_creation.1539718173.txt.gz ยท Last modified: 2018/10/16 13:29 by kyle