Character Creation Rules (This might get edited too)

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Character Creation Rules (This might get edited too)

Post by Casey on Sat Mar 01, 2014 6:31 pm

Character Creation:
General:
Rules set:
GURPS 4th edition.

Points:
Characters will be constructed with 150 character  points.  They are allowed 40 points in disadvantages, and 5 quirks.   Lowering secondary attributes (will, fatigue, etc.) does not count towards the maximum disadvantage limit, but is limited as described later.

Tech Level:
Medieval General Tech level 3
Medical Tech level 5 (Germ Theory Exists)
Architecture and Engineering Tech level 4

Ambient Mana Level:
Average Mana level is Normal.  
There is significant variation in mana levels along an organized system of “Ley Lines.”  See house rules, Magic section.

Starting Wealth:
Each character starts with a base of 1,500 copper commons.

Character Backstory:
Players will get bonus starting character points for writing a backstory for the character.  The player shall receive 2 character points for the first page, and 1 character point for each additional page up to 5 points.  The story may be written double spaced.   It should be emailed in Word compatible format to be posted on the game website, and may be printed as well.

Character Portrait:
Characters will be given 3 bonus starting character points for an original character portrait (no downloading one from online).  Overall quality should be better than “stick figure” but need not be a Davinci.  Just be mindful the portrait will be displayed online for all the world to judge on the public game website.

3 Game Rule:
Players will have three game sessions to tinker with the characters build.  During that time they may change things around as they solidify their vision for the character.  At the beginning of the characters 4th game session, the character sheet is set in stone, and all further changes may only occur through game and campaign mechanics.




Attributes:
Secondary Attribute Limits:
Secondary attributes must remain within 30% of the governing attribute.
*Exceptions: Will and Alertness may be raised or lowered 50% of the governing attribute.
Speed cannot be changed beyond 2.0.

Advantages:
Advantages Allowed:
No Exotic Advantages (ones marked with the alien head) may be taken unless they are part of an approved race package.

The following Supernatural Advantages (ones marked with lightning bolt) are allowed:
Channeling, Magery (see below), Magic Resistance, Mana Damper, Mana Enhancer, Medium, Oracle, Special Rapport, Spirit Empathy,

Advantages Not Allowed:
The following advantages are from otherwise allowed categories, but are not allowed for this campaign:
Cybernetics, Extra Attack, Rapier Wit.   Any Resistant, gadgeteering or gizmos must be approved by the gamemaster.

Advantages After Creation:
The following advantages may not be learned or improved after character creation:
Absolute direction, Absolute timing, Ambidexterity, Animal Empathy, Danger Sense, Daredevil, Eidetic Memory, Empathy, Flexibility rank 2, Gadgeteer, Intuition, Language Talent, Less Sleep, Lightning Calculator, Longevity, Luck, Magery (see below), Magic Resistance, Mana Damper, Mana Enhancer, Medium, Peripheral Vision, Plant Empathy, Rapid Healing, Reduced Consumption, Resistant, Serendipity, Single Minded, Social Chameleon, Spirit Empathy, Voice.

Toughness:
Toughness may be purchased by any race in the following levels.
Toughness I (10 pts).  Grants 1 point of DR, and you may now purchase extra hit points to 50% of HT.
Toughness II (25 pts).  Grants 2 points of DR, and you may now purchase extra hit points to 100% of HT.

Changes to advantage Costs:
Enhanced Dodge is 10 points down from 15,

Social Status:
Allowed range of starting Social Status is -2 to +3.

Cultural Familiarity:
The following Cultural Familiarities (B 23) are available.  A character starts with familiarity of their own culture for free.  Civilized Humanity-Penn (1), Al-Asham,(1), Volsung (1), Elvish (2), Dwarvish (2), Centaur (1).

Languages:
The following languages are spoken and available to characters:
Kelima (Katta and Al-Asham), Sprache (Thuldan Empire), Thelonic (Vaterland and Icatia with significant dialects), Akkadian (dead language used by scholars), Elvish, Dwarvish, Tusconi, Sjunga (Volsung).

Wealth:
Characters may buy Starting Wealth but not start with actual level in wealth or poverty.  You may take starting wealth for 50% of the cost of the wealth level at the start of the game.  Additional point may be spent at 10% of the starting wealth per point.  Maximum starting wealth is Very Wealthy for 15 points.
Example:  Starting wealth is 1500 c.  For the first 4 points spent you earn 150c per point up to five points.  At 5 points your wealth is 3000c as that is 50% of the comfortable wealth cost.
*Note, any points spent on wealth are not recorded in your character point total, they are gone and you start with fewer points that other characters.  This is the only exception for the Three Game Rule, you cannot take starting wealth back after the start of the first game.

Poverty:
Characters have only one level of starting poverty availible to them:Dead Broke.  You start with nothing but the clothes on your back.  This gives you 5 bonus starting character points.  It is not recorded on your character sheet as a disadvantage and does not count against your disadvantage limit.
*Note: A well-off character who decides to bankroll a new  broke character shall suffer a 2 point earned experience penalty.  

Disadvantages:
Disadvantages Allowed:
Exotic Disadvantages (Alien head) are not permitted unless they are part of a racial package.

The following Supernatural Disadvantages (lightning bolt) are allowed:
Divine Curse, Magic Susceptibility, Weirdness Magnet.
*Note: Many of the supernatural disadvantages are tailored to specific supernatural monster archetypes.  If you have a character concept that depends on them, let the gamemaster know for discussion.

Enemies:
Please review the Gazetteer for ideas about enemies.

Skills:
Combat Skills:
The majority of combat skill training is learned from the combat styles particular to this world.  Please review the Combat styles below for an established style appropriate to your character vision.  Weapon skills without a style are often learned informally or self taught.




Races:

No racial packages may be taken by players aside from these.

Dwarves (Gnomes): (29 points)
(30)-ST+3
(10)-HT+1
(2)-Extended Lifespan
(1)-Improved G-Tolerance [0.5](flavor perk)
(5)-Damage Reduction (DR+1)
(-4)-Unattractive
(-5)-Stubbornness
(-10)-Increased Consumption I
  Dwarves, or Gnomes as they are called in some lands, live in the mountain city of Zurich.  They mind their own affairs and are rarely seen in this age on the surface.   Tales tend to over exaggerate their short nature.  
  Dwarves average 1 foot shorter than humans, but weight 125% of human average.  They have blocky features and a barrel chest.  Dwarves have 200% of the caloric requirements of an average human.

Elves (Fairies): (49 points)
(20)-DX+1
(20)-IQ+1
(10)-HT+1
(4)-Attractive
(2)-Extended Lifespan
(2)-Longevity
(Cool-Resistant to Desease+8
(1)-Sanitized Metabolism
(1)-Reproductive Control
(0)-Early Maturation
(-9)-Magic Susceptibility 3
and
(-10)-Intolerance (non-elves)
Or
(-10)-Indecisive
  Elves appear human in most respects, but are somewhat more slender and gracile.  They have very pale skin and their eyes may be a spectrum of colors not possible for humans.  And elf can always spot another elf, but humans not familiar with elves often mistake them for human.
  Elves once controlled the vast majority of Penn, but were pushed out in a series of decisive wars by humans from the west who founded the Thuldan Empire.  Elves now live in remote forest or island cities.  They are distrustful of non elves, and particularly of humans, often killing any who wander into their lands.   Often Elves may raid surrounding settlements for slaves and goods.  Elves tend to consider humans to be an obviously inferior race, and are bitterly resentful of them for the indignity of their current circumstances.
  Elves are a long lived race, and so take a long time to think over a decision before acting.  Many elves find themselves paralyzed with indecision when confronted with a choice under rushed circumstances.  It is this trait that doomed them in the wars with humans.  In spite of this, and also due to long life spans, elves have some of the greatest warriors and spellcasters anywhere in the world.

Katta: (39 points)
(-20) St-2
(40) DX+2
(15) Perfect Balance
(10) Catfall
(3) Nightvision 3
(5) Claws
(1) Sharp Teeth
(0) Tail, no manipulator
(-10) Compulsive Cleanliness
(-5) Code of Honor – Katta(see below)
  The Katta, sometimes also called Kitsai, are natives of the rolling sands of Al-Asham southwest of Penn.  They are a race of anthropomorphic bipedal cats.  The Katta are renowned for good hospitality and good cooking.  They are also masters of the arts of gem-cutting, jewelling, weaving, and most of all trading.  Katta code of honor dictates good manners regardless of the other’s behavior, being a gracious host, and a good guest.
  Katta tend to live their younger years in a highly nomadic fashion wandering or sailing.  As they get older they find a mate and settle down in the cities of Al-Asham, often continuing the family trade.  Katta are most known in the north for the Katta merchant ships trading their families goods and coins all throughout the coasts.

Centaur: (90 points)
(72) ST +8
(-20) IQ-1
(20) HT+2
(0) Size Modifier +1
(5) Perception +1
(3) Claws – Hooves
(20) Enhanced Move – Running X2 (move 11 at base stats)
(5) Extra Legs – 4 legs
(2) Fearlessness +1
(-10) Increased Consumption
(-5) Restricted Diet (vegetarian) with substitution
(-1) Racial Stoicism
(-1) Dislikes Elves
  The Centaur tribes of Penn live a nomadic existence wandering the lands between nations.  Centaurs were held as slaves by the elven nations for generations.  When the founders of the Thuldan Empire defeated the elves, the newly freed Centaur swore an oath of friendship with the empire, and have been firm allies of humanity.  Centaurs have been granted full citizenship and independence in the Thuldan Empire, and the nations of the north have continued to support the Centaur tribes even with the decline of the empire.  In Thulda, the imperial guard has an elite legion of centaur heavy infantry that act as loyal bodyguards of the Emperor.
  Centaurs are powerful combatants, bearing down on foes to trample them under hoof.  Many centaur favor massive bows, making them dangerous and swift skirmishers.  Centaur strength allows them to wear heavy layers plate and chain armor, and wield the heaviest of weapons often as balanced arms.  

Martial Styles:
Combat Styles Available:
Campaign Style Name (GURPS Martial Arts style name) – point cost (GURPS Martial Arts page #)
Thuldan Foot Combat (Armatura) – 6 pts  (M.A. 150)
This is the tradition of armed combat in Thuld.  Learning the basics of Armatura is considered part of citizenship and manhood.  All soldiers use this style as a basis.
Thuldan Mounted Combat (Armatura Equistris) – 6 points (M.A. 150)
This is the training of Thuldan Cavalry.  This is a light skirmishing style emphasizing spear and bow.
Cavalier (Bajutsu) – 3 pts (M.A. 151)
Combat Horsemanship is the study of truly mastering the horse and all it is capable of.  It is common for nobles to send their male sons to the care of a horse master for a year to study this art before becoming a squire.
Dagger Fighting – 3 pts (M.A. 155)
Dagger fighting was raised to an art in Al-Asham, particularly among the Katta.  Most dagger fighters with training today derive their technique from this source.
Fencing (Italian Fencing) – 5 pts (M.A. 156)
The art of fencing was popular among aristocratic youth in Tuscone.  Refugees have spread the study to a number of new lands.
Al-Asham Cavalry Training (Knightly Mounted Combat-early med) – 6 pts (M.A. 175)
The cavalry of Al-Asham favor skirmishing combat and spearwork.
Knightly Combat (Knightly Mounted Combat-High Med) - 7 pts (M.A. 175)
This variant is favored by knights in Icatia and Tuscone.
Knightly Combat II (Knightly Mounted Combat –Late med) – 5 pts (M.A. 176)
This variant is favored by knights in Vaterland and Dûrn.
Longsword Fighting – 5 pts (M.A. 180)
Longsword two handed fighting is taken very seriously in the north, particularly in Vaterland.  Competing schools teach students in various forms of long-swordsmanship, each emphasizing certain techniques.  
Foot Archery – 3 pts (M.A. 181)
A universal military archery system.  It is highly favored in Icatia.
Battlemasters (Masters of Defense) 12 pts (M.A. 182)
Battlemasters espouse mastery of all weapons of war.  They wander the roads of the north with their students and followers giving demonstrations and training.
Glaive Fighting - 4 pts (M.A. 187)
A combat system highly utilized in Dûrn.  It is derived from Volsung Poleaxe Fighting.
Poleaxe Fighting – 4 pts (M.A. 191)
Poleaxe fighting is a tradition among the Volsung raiders.  
Quarterstaff Fighting – 2 pts (M.A. 192)
The quarterstaff is a popular sport among farmers and commoners in Icatia.  It’s study may be found anywhere however.
Shortsword Fighting – 5 pts (M.A. 195)
This was an adaptation of Thuldan infantry combat for naval use, but is now universal.  Commonly used by sailors, but has a poor reputation.
Spear and Shield (Viking Spear Fighting) – 4 pts (M.A. 197)
This is an old fighting style among the Volsung.  Soldiers in Al-Asham use a similar style (same package.)
Sword and Buckler Play – 5 pts (M.A. 199)
This is a popular style for self defense and dueling among aristocracy in Icatia.
Sword and Shield Fighting – 4 pts (M.A. 199)
This is a universally applied military heavy infantry system in the north.
Combat Wrestling – 4 pts (M.A. 204)
This pragmatic combat style originated in Thuld, but has spread to all the human lands.

Weapon Masters:
Becoming a weapon master is a long and metaphysical process.  The Weapon Master advantage can only be taught by another weapon master in the style the player is learning.  A character cannot buy Weapon Master unless they also have a Combat Style.  
  Part of the years of training involve gaining an aspected form of Awakened (Magery 0 variant, see below).  Instead of being awakened to external magic around him, he or she is awoken to internal magic within.  The cinematic abilities of the weapon master are an act of magical manipulation of the user’s own body to perform otherwise impossible feats.  The variant of Magery 0 (Internal) is included in the Weapon Master advantage.  This does NOT allow the sensing of magic or casting of spells like other variants of Awoken.  This variant helps explain the masters abilities, and is the prerequisite for using Cinematic combat skills.

Perks:
1 point style perks (M.A. 49) are listed in the style descriptions of each style.  A character may learn one style perk for his style for every 10 points invested in that style’s skills.  A character may learn one style perk from outside of his style for every 20 points in any combat skills.  These are not overlapped.  If you learn one perk after 10 points in style skills, you must then invest another 20 points in combat skills to learn a non-style perk.

Style Familiarity:
Each style’s listed cost includes 1 point for the style familiarity perk for that style.  The Style familiarity perk’s effects are listed on M.A. page 49.  In short they are:
-You may spend points on the styles skills, perks, advantages, and techniques as you earn them without a trainer. (Only if you have paid the whole style cost)
-You are familiar with the styles culture relating to a number of skills.
-Equivalent to a 1 point Claim to Hospitality.
-Negate 1 level of deceptive strike or feint if you know all your opponent’s styles.  If your opponent has no styles, you get this perk if you know ANY style.

Cinematic Combat Skills:
The following are the allowed Cinematic Combat skills:
Power Blow, Mental Strength, Battle Shout (Kiai), Power Leap, Precognative Parry, Blind Fighting.

A character may learn one Cinematic Combat Skill for every 20 skill points invested in their style’s skills and techniques.  If the style has listed cinematic skills, you must take them first.


Magery (internal):
Magery (internal) is a form of limited magery that improves the power and potential of the character using Cinematic Combat Skills, which are powered by internally focused magic as indicated above.  It is 5 points per level, and each level improves all the cinematic skills by 1.  Maximum level is 3.
*Note:  While this is called Limted Magery for flavor, it adds no bonuses to spells.  It actually operates using the guidelines for Talents (b.s. 89).

Cinematic Maeuvers:
Not allowed at this time, still under consideration.

Magic:

Awakened (Magery 0):
Magery 0 (B66) is the baseline ability that allows  one to learn and cast spells in a normal mana area with no bonuses.  It also permits an IQ check to sense the presence of magic.  In the version for this campaign setting it is modified in a few ways.
1- Unlike levels of magery (1-3), it may be learned after character creation.  Magery 0 represents the learned trait of being “awakened” to the presence of magic and being able to sense and manipulate it.  It is possible for anyone to learn this trait with study.  It is normally accomplished with 1000 hours of supervised meditation and reflection under the guidance of a mage with the teaching skill.  This normally accounts for the first year or two of a new apprentices training.  While anyone “could” learn magic, very few have the potential or keen intelligence to excel at it.  Masters therefore only invest the time and effort into more promising students.
2- Magery 0 is aspected to a certain type of magic use.  The methods and techniques used to awaken a student determine if the student will become a Thaumaturgist (ritual mage) or Channeler (Umana mage).  Once a student is awoken to a certain path of magery, it is generally impossible to change.
*Exception: mages aspected to Internal Magery (Weapon Master above) can possibly be opened to external magic as well.  This process requires the full 1000 hours of additional training and cost as above.
3- Mages with potential and ranks in magery can be forcibly awoken by a traumatic arcane event.  This permits the immediate purchase of Magery 0.  This is generally discouraged because it usually results in the creation of a Channeler (see below) and may also result in limited magery, reducing the scope of the mages potential.  This is not a requirement for PC mages who wish to be awoken in play, but may be used as an explanation for taking a limitation on the Magery advantage.  Non-mages who wish to be awoken MUST use the 1000 hour slow and sure method.

Potentia (Magery):
Magery is commonly called Potentia in Penn.  It has a maximum rank of 3.  It may be purchased without Magery 0 (Awakened).  This would represent unrealized magical potential.  About one in ten humans have Magery I.  Magery II is much rarer and is often associated with certain bloodlines of mages.  Magery III is very rare and is often the result of crossing the bloodlines of powerful mage families.  Still, it is not unheard of for an occasional child of this potential to be born of mundane stock.

Channeling (Umana):
  Channeling Magic, often referred to as Sorcery, is the older form of magic.  Instead of drawing on your own reserves and energy, the channeler acts as a lens to focus and shape the magic around him or her.  Channelers face fewer limitations compared to Thaumaturgists regarding how much mana they can use in a short period of time.  There are significant risks to channeling however.
  Instead of spending energy from an existing pool, channelers accrue an increasing pool of “fate points” as they cast spells.  Every point of mana spent adds one point to the channelers fate pool.  This represents the fabric of reality itself being strained and warped around the channeler by his actions.  When the channeler exceeds a certain threshold of fate points, the fabric of reality may tear around the mage, causing possible catastrophe for the mage, and possibly for those around him or her.  
  The fate and distortion around a channeler dissipates over time.  Every sunrise, the channeler’s fate pool is reduced by his recovery value.
  Channelers may often find themselves limited in how much they can exert themselves safely over longer periods of time.  Some darker channelers get around this limitation by learning to channel the life energy of living sacrifices.

Starting Threshold and Recovery:
Your beginning Threshold and Recovery are governed by you Potentia (Magery):
Potentia 0:   Threshold 0,  Recovery 2
Potentia 1    Threshold 10, Recovery 4
Potentia 2    Threshold 20, Recovery 6
Potentia 3    Threshold 30, Recovery 8

It is evident from above that channeling is much better suited to mages with higher potential.  A caster without magery ranks cannot cast any spells without risk unless he buys:
                 
Improved Channeling:
10 points / level.  This improves threshold by 6, and recovery by 2.  It is only available to channeling mages.

Learning Spells:
Channelers learn spells in the default manner of each spell being a new Mental Hard or Very Hard skill modified by ranks in Magery.

Cultural Considerations of Channeling:
  Channelers have been responsible for a number of tragedies over the centuries.  A channeling mage must conceal his or her nature due to the extreme distaste most of human society in Penn has against Sorcery.  In addition, the society of the Ebon Hand actively hunts sorcerers.  Those captured are killed or forced to join the order for the good of humanity.  A Sovereign may choose to grant sanctuary to individual sorcerers who have proven themselves.  The protection is enforced only within the borders of the realm, and it is not unknown for the Ebon Hand to arrange for accidents to befall even those channelers under royal protection.
  Umana mages must take either a (-20) Secret – Sorcerer, or both (-10) Social Stigma – Sorcerer and (-10) Enemy – Ebon Hand.  Members of the Ebon Hand are generally unsuitable as player characters as the vast majority are forced to live a cloistered monitored life in the Tower of the Ebon Hand.

Thaumaturgy (Ritual Magic):
  Thaumaturgy, or wizardry as called by the general populace, was created as a safer more controlled method of spellcasting that poses far less risk of the catastrophes created by Channelers.  Thaumaturgists power spells with their own reserves of energy they store over time.   While this is much safer in general, they tend to have less power at their disposal over short bursts.  Thaumaturgists recover energy much faster than channelers however, and can use more energy over longer periods of time.
  Thaumaturgists use the ritual magic system of spellcasting from B242.   The Core Skill all Thaumaturgist must learn is Thaumatology (B225).  Each of the magic colleges is a separate Mental Very Hard skill.  Unlike in the standard version, these colleges do not all default to Thaumatology at -6.  A ritual caster may attempt any spell from any college he has studied.  The spell defaults to College Skill – the number of prerequisites the spell has to learn.  Each spell may be raised as an individual Hard Technique.

Energy Reserve:
3 pts / level: Thaumaturgists cast spells using their own reserves of fatigue.  A character my of course purchase extra fatigue, but the amount is limited to 30% of the health value.  The other option is to purchase Energy Reserve points.  Energy Reserve points are spent like fatigue points.  They cannot be used for physical exertion.  They do have certain advantages over using fatigue.

Energy Reserve is not limited by your Health.  It is limited by your levels of Potentia (magery).  A character may purchase up to 3 times his Potentia in Energy Reserve.  Additionally, Energy reserve replenishes independent of fatigue at a rate of 1 per 10 minutes regardless of activity or lack of sleep.  Lastly, energy reserve can be used to power spells in low or no mana zones without penalty.  Any spell cast entirely with Energy Reserve is cast as though in a normal mana zone.  

Staves:
The staff is used by Thuamatugists as an Energy Reserve.  It costs 3 points per level.  Maximum level is 3x potentia level.  This does stack with energy reserve. Replacing a lost or damaged staff is the same as replacing signature gear.  The staff must be held to use it’s reserve.  The energy from the staff regenerates independently at the rate of 1 per hour regardless of the wielder’s activities.

Familiars
Familiars (B38) can be constructed for a number of reasons for mages.   Familiars cannot share energy.

Cultural Considerations of Thaumaturgy:
  Wizards enjoy more social freedom than Sorcerers.  They organize into colleges of study in the Grand Library of Al-Asham where Thaumaturgical magic was created.  Even so, no wizard is permitted to hold lordship or political office except for a few highly controversial instances.  
  Thaumaturgists start as an apprentice under a master for a number of years.  Eventually they are thrown out to the world (sometimes unwillingly) as journeyman wizards to learn and wander.   Once a wizard feels he or she is ready for the Trial of Mastery, they must find their way to Al-Asham to be judged in a series of grueling and dangerous trials.  
  Those who become Wizards give up all claim to titles and inheritance.  An apprentice wizard must take social status 0 and Legal Immunity (5 pts).  A journeyman wizard is social status 1.  A master wizard is usually status 4 and has Legal Immunity (10 pts).
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