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Elder Scribe
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Elder Scribe


Posts : 127
Join date : 2010-02-22

Character Creation Empty
PostSubject: Character Creation   Character Creation Icon_minitimeMon Feb 22, 2010 10:51 am

Character creation is the most important part of the game. The goal is to enjoy yourself with a character you really want. Once you have made a character the magical realm will be yours for the taking. To do this it is best if you have some idea what you want to be from the beginning. Once you have an idea in mind, use the character generation rules to best represent that idea.

To start all players are given 175 points to spend on their characters.
There are only five parts of your character that MUST be completed for you to continue: Race, Class, Armor skill, Shield, and Weapon skill.
Class is free, any class chosen comes with a few abilities and 10 Points that may only be spent on class skills.
Current classes are Rouge, Cleric, Druid, Mage, Fighter, Paladin, and Ranger.
Class Base Hit Points Begins With
Mage 20 2 1st level spells and 1 2nd level spell
Rouge 25 60 points to invest in their Class Abilities, such as Lock Pick, or Escaping Bonds
Bard 30 30 points to invest in their Class Abilities demarkated with an *, an apprentice level weapon skill, and a novice skill in both an insturment and singing.
Druid 30 1 apprentice level Weapon Skill, 1 animal form and 1 level 3 spell
Ranger 35 1 journeyman level Weapon Skill and a level 3 spell
Cleric 35 1 journeyman level Weapon Skill and a level 3 spell
Paladin 40 1 expert level Weapon Skill, Lay of Hands spell, and Medium Shield Skill
Fighter 50 2 expert level Weapon Skills and Mail Armor Skill

Additional Hit Points may be purchased at 3 Points per 1 Hit Point.

Race costs a number of points and comes with a number of points that may only be spent on Race skills:
Race Points Given Points for Race Skills
Animal/Sub-Human 15 10
Human 20 15
Standard Fantasy 30 10
Non-Standard Fantasy 45 10
Exotic 70 5

Armor type usable. This only determines what armor the character can use, not what they start with. The ability to use one armor type implies that any lighter armor can also be used.
Armor Damage Adjusted
Per Hit
Point Cost
None Base +1 0
Cloth/Primitive Hides/Wood Base 10
Leathers Base - 1 30
Mail Base - 2 50
Plate Base - 3 70

Shields. When in combat players with weapons equiped may block damage by using Action Points(AP). 1 AP will block 1 point of incoming damage. Shields increase the ability to block damage.
Type Point Cost Damage Modifier
None 0 May only block with equiped weapons.
Buckler 5 Allows Block ability with a buckler even if no weapon is equiped,
but does not increase damage obsorbed.
Small Shield 10 Adds 1 point of Damage blocked for every 4 AP spent Blocking.
4 AP Blocking = 5 damage blocked
Medium Shield 25 Adds 1 point of Damage blocked for every 2 AP spent Blocking.
2 AP Blocking = 3 damage blocked
Large Shield 50 Adds 1 point of Damage blocked for every 1 AP spent Blocking.
1 AP Blocking = 2 damage blocked

* Shields must be purchased separately. For example you can buy Plate at 70 points and not know how to use a shield unless you spend 10 more points in Shield.

Last of the Must Haves are Weapon Skills:
There are 4 levels of skill, Apprentice, Journeyman, Expert, and Master. When you roll to attack, you will roll an attack die that corresponds to this level. Each level increases the odds of you hitting your target. To use a weapon you must have at least Apprentice in a weapon type.
Unarmed
Brawling
Wrestling
Martial Arts
Missile
Thrown – Small
Thrown – Large
Slings
Bows
Cross-Bows
1 Handed Melee
Daggers
Swords
Mace
Hammer
Axes
2 Handed Melee
Staff
Spear
Swords
Mace
Hammer
Axe
Other
Specify


Weapon Skill Points
Apprentice 5
Jouryman 10
Expert 15
Master 35


Last edited by Elder Scribe on Fri Mar 19, 2010 8:01 am; edited 7 times in total
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Character Creation Empty
PostSubject: Re: Character Creation   Character Creation Icon_minitimeSat Mar 13, 2010 4:31 am

The following are not necessary for any character, but make the character more dynamic and fun to play. Proffessions, Recipies, Non-Weapon Proficiencies, Spells, Abilities, Traits, Stats, and Equipment.

Stats:Major attributes that are given with race can be increased up to racial maximum. Each increase costs 15 points.
To increase from a strength of 8 to a strength of 18 would cost 150 points. However this can only be done 30 times regardless of how they are spread.


Equipment:
Equipment is gained in the game, but if you want to start out with more than a shirt and breeches than you will want to buy some.
50gp = 10points

minor magic items cost 500gp at character creation.
minor magic items being things such as +1 items or equivalent.
Standard equipment and their prices can be found in the Treasure Chest Forum.

Spells:
Spells are the tools of the trade for many classes. To increase your knowledge of the arcane is to increase the likelihood of your survival.
A spell caster of anykind has a few rules on what level spells they can cast.
1-To cast any level spell you must have at least twice as many spells of the next lower level.
2-When 6 spells are known of a certain level, rule #1 does not apply to how many a caster may know of the next
level spells.
3-A single spell may be possessed by the caster that does not follow rule #1.
4-Spells that are boosted beyond their ordinary capabilities are still considered the original level.

10 points per spell level
note that when spells increase in power with levels, that additional levels
must be purchased to gain these benefits. For example a level one magic missile cost 10 points and has only 1 missile. A 3rd level magic missile spell costs 30 points and has 2 missiles.

In addition to increasing a spells level, a caster can improve spells by spending points. For example, a caster has a 1st level magic missile for 10 points. They want to increase the damage each missile does from 1d4+1 to 1d6+1. This would cost a lot of extra points, 35. They could also add 1 to the damage for 20 points. Both of these improvements would make the spell cost 10(level 1 spell) + 35(bonus dice damage) + (20 increased missile damage) = a 65 point cost level one spell. This would be a single missile, 1d6+2.

Abilities:
Abilities are similar to spells but do not require magic ability. They are combat stunts. For example, a headbutt could be designed by a fighter. The headbutt could stun a target for a single round for 10 points, or 5 rounds for 50 points.

Traits:
An example of a trait would be Ambidextrous, or Keen Sense of Smell. These generally cost 20 points for each trait.

Non Weapon Proficiencies:
Non Weapon Proficiencies are any skill that is not associated with the creation of anything, such as jumping, tumbling, appraising, etc. Languages fall in this category as well. Ancient and Modern Languages are not the same. Ancient Dwarf and Dwarf are not the same. A Dwarf may be able to discern a few words of Ancient Dwarf but does not impart any kind of expertise in the language. Additionally knowing Dwarf would have virtually no chance of understanding Ancient Hill Dwarf.
A list of many skills:
Skills Apprentice-5 Journeyman-10 Expert-15 Master-20
Acting
Administration
Alertness
Alms
Anatomy
Arcanology
Agriculture
Ancient Geography
Ancient History
Animal Handling
Animal Lore
Animal Noise
Animal Rending
Animal Training
Appraising
Assimilation
Astrology
Athletics
Awareness
Bartering
Begging
Blind-Fighting
Boating
Bureaucracy
Calligraphy
Camouflage
Cartography
Caving
Ceremony
Chanting
Chaos Shaping
Charioteering
Chicanery
City Familiarity
Close-quarters Fighting
Concentration
Crowd Working
Dancing
Danger Sense
Debate
Detect Signing
Diagnostics
Diplomacy
Direction Sense
Display Weapon Prowess
Distance Sense
Dowsing
Dream Interpretation
Drinking
Eating
Enamour
Endurance
Escape
Etiquette
Falconry
Fast-Talking
Feign/Detect Sleep
Fire-Building
Fishing
Flower Arranging
Foraging
Forgery
Fortune Telling
Fungi Recognition
Future History
Gaming
Genie Lore
Geography
Giant Kit Flying
Grooming
Haggling
Harness Subconscious
Healing
Heraldry
Herbalism
Hiding
Hold Breath
Hunting
Hypnosis
Hypnotism
Iaijutsu
Information Gathering
Intimidation
Investigation
Jousting
Juggling
Jumping
Landscape Gardening
Languages, Ancient
Languages, Future
Languages, Modern
Law
Leadership
Light Sleeping
Local History
Looting
Masseur
Meditative Focus
Medium
Mental Resistance
Military Science
Mining
Mountaineering
Musical Instrument
Natural Fighting
Navigation
Necrology
Netherworld Knowledge
Night Vision
Noh
Numeracy
Numerology
Observation
Omen Interpretation
Omen Reading
Oratory
Persuasion
Pest Control
Philosophy
Planar Direction Sense
Planar Sense
Planar Survival
Planology
Poetry
Politics
Prestidigitation
Prophecy
Quick Study
Reading Lips
Reading/Writing
Rejuvenation
Religion
Research
Rhetoric
Riding, Airborne
Riding, Camel Spec.
Riding, Horse Spec.
Riding, Land-based
Riding, Sea-based
Rope Use
Rowing
Running
Sage Knowledge
Scribe
Seamanship
Shamanistic Ritual
Sign Language
Signalling
Singing
Skinning
Slow Respiration
Soothsaying
Sorcerous Duelling
Sound Analysis
Sound Imitation
Spell Recovery
Spelunking
Spirit Lore
Style Analysis
Survival
Swimming
Tactics
Tactics of Magic
Tea Ceremony
Thaumaturgy
Tightrope Walking
Time Sense
Tracking
Trailing
Trail Marking
Trail Signs
Trance
Tumbling
Undead Knowledge
Undead Lore
Underclass
Venom Handling
Ventriloquism
Vetinary Healing
Voice Mimicry
Water Walking
Weapon Improvisation
Whistling/Humming
Wild Fighting
Zoology

Professions:
Professions are similar to skills but are associated with the creation of some kind of item. To create an item you must know both how to make it and have the recipe. For example an apprentice Fletcher could make standard arrows with an arrows recipe, but could not make elven gnoll slaying arrows 3 damage even if he possessed the recipe, because he lacks the skill to make it.
Professions Apprentice-20 Journeyman-40 Foreman-60 Master-80
Professions, when bought come with one standard Apprentice recipe and one chosen by the Scribe if higher levels are purchased.

Alchemy
Armourer
Armourer, Crude
Artistic Ability
Blacksmithing
Boatwright
Bookbinding
Bowyer/Fletcher
Bowyer/Fletcher, Crude
Brewing
Carpentry
Carving
Cheesemaking
Clockwork Creation
Clothesmaking, Crude
Cobbling
Concocting
Cooking
Craft Instrument
Disguise
Engineering
Locksmithing
Leather Working
Horde Summoning
Glassblowing
Gem Cutting
Metalworking
Origami
Painting
Papermaking
Pottery
Sculpting
Seamstress/Tailor
Set Snares
Silk Making
Smelting
Spellcraft
Stonemasonry
Tattooing
Toxicology
Weaponsmithing
Weaponsmithing, Crude
Weather Sense
Weaving
Whittling
Winemaking

Recipe
Recipies are the blueprints of any item that is made. They typically cost 5-Novice, 10-Journeyman, 15-Expert, 20-Master.
The higher the recipe skill level, the more components are required. For example a novice arrow recipe(20 Arrows) would require only a branch of wood. But a master vorpal sword of death would cost 5 bars of master smelted mithril, 2 strips of tanned dragon leather, vampire dust, a true werewolf's claw, and a quest item.
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