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Post by Zyraen on Nov 18, 2022 21:03:30 GMT 8
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Post by Zyraen on Nov 19, 2022 15:10:12 GMT 8
CHARACTER CREATION STEPS
A) CHOOSE AN ARRAY 5, 3, 0 / HP 25, WP 5 5, 2, 1 / HP 30, WP 6 4, 4, 1 / HP 25, WP 5 4, 3, 2 / HP 30, WP 6 3, 3, 3 / HP 35, WP 7 Assign the 3 numbers on the left to the following 3 Traits : Physique (Str+Con), Finesse (Dex+Int), Influence (Wis+Cha)
B) STATS Assign your points in each Trait among the following pairs. Str-Con, Dex-Int, Wis-Cha Eg. Finesse 4 can be Dex1 Int3, Dex4 Int0, etc Due to most combat effects being based off Traits and not Stats, you have slightly more flexibility in being well-rounded.
C) SKILLS Choose from 5 of the following Skills, you get +5 in those chosen.
Str: Athletics Con: Endurance Dex: Acrobatics, Stealth, Thievery Int: Arcana, History, Religion Wis: Heal, Insight, Nature, Perception Cha: Intimidate, Performance, Persuasion, Streetwise
Notes - Nature covers survival and navigation - Performance covers oratory, musical/dance performance, disguise, deception involving body language - Persuasion covers verbal cajoling (truth or not) and general diplomacy and tactfulness - Streetwise covers gathering info from a crowd, blending into a crowd, adopting local mannerisms, assimilating into an organisation without formal status, etc
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Post by Zyraen on Nov 19, 2022 15:47:56 GMT 8
'Pregen' Choice- Knight in heavy armor, sword and shield - Spearguard in heavy armor with longspear - Crossbowman in heavy armor with crossbow - Daggermaster in light armor with dagger - Swashbuckler in light armor with rapier - Archer in light armor with longbow - Monk who is unarmored, wielding fists - Fire Mage who is unarmored, wielding swift implement (+1 vs Reflex) - Ice Mage who is unarmored, wielding weakening implement (+1 vs Fortitude) - Priest who is Unarmored, wielding imperious implement (+1 vs Will) AlternativePlease send me a picture concept of your character Or propose a concept, that is fine too. ===== In lieu of above, for customisation... D) ARMOR PROFICIENCY Choose from heavy armor plus shield (speed reduced to 5 but AC not dependent on Sec Trait) or light armor/unarmored (AC dependent on Sec Trait). Light and unarmored are functionally the same values, just that unarmored does not lend itself well to improved armor feats, and thus also face-tanking. They can still function relatively effectively as back-line Tanks. E) WPN/IMP PROFICIENCY All chars can use Basic weapons, being adventurers. Choose one of below Implement: Choose +1 vs Fort Reflex or Will. You cannot choose this if you chose Heavy Armor in the previous step. Military Weapon Proficiency: Gain proficiency in All Military weapons Exotic Weapon Proficiency: gain proficiency in one Non-Precise Exotic weapon (as per note on Oversized, this is the primary way to get a 2d6 brutal1 weapon) Unarmed Combat Proficiency: self-explanatory Aside Notes: above D and E are generally implemented as feats.
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Post by Zyraen on Nov 20, 2022 23:30:50 GMT 8
OPTIONAL READING for Intro You do NOT need to read further on this thread, it will be covered at the session.
You wish to? OK, here goes.
F) ROLES AND FEATS : CHOOSE TWO STARTING FEATS
At least One must be a Role Feat, recommend to look at Starter Feats.pdf ( link in the first post of this thread )
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Post by Zyraen on Dec 27, 2022 15:16:16 GMT 8
SPENDING UPGRADE POINTS
Starting Level : 2 You have 13 UP (6 UP x 2 Levels + 1) to spend.
2 UP: Gain 5 HP to max and current HP. It is recommended to to purchase *Min* 5 HP per two levels (this minimises the chance of being instantly killed by high damage rolls, ie going from conscious with single digit HP straight to dead due to hitting negative half of your max HP)
2 UP: Gain 5 skill points to assign into skills (max +7 in a skill, and the 7th point costs double)
2 UP: Gain Prowess (ie +3) in a skill (stacks with the +7 for an absolute max of +10, before magic items etc)
2 UP: Gain a feat (max 7 feats gained this way). At L11 and L21, gain a free feat and the cap on purchased increases by 7 each (to a total max of 4 free feats and 21 feats purchased)
4 UP: Gain +1 to a Trait. Caps at 4+1 per 5 levels (round up), ie Cap is 5 at L1, 6 at L6, 7 at L11, etc. The UP Cost gradually increases, Trait7-8 costs 6 UP each, then 8 UP for Trait9 and 10 UP for Trait10
3 UP: Gain a Rank1 or Rank2 Signature Attack (SA) / Signature Move (SM) ability. 6 UP: learn a Rank3 or Rank4 Signature Attack (SA) / Signature Move (SM) ability. Note to gain a Rank2 you need a corresponding Rank1 of the same type and source (ie from same jutsu tree). Same for Rank3 and Rank4.
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