collapse

Author Topic: 01.Character Creation  (Read 1003 times)

0 Members and 1 Guest are viewing this topic.

Online Bynw

  • Zipper Brother
  • Administrator
  • Baron
  • *
  • Posts: 221
  • Karma: 12
  • Gender: Male
    • OtherWorlders IRC Network
  • Favorite Book: Two Crowns for America
  • Favorite Character: Camber of Culdi
  • Twitter: anlarye
01.Character Creation
« on: October 19, 2017, 03:29:31 pm »
Characters are defined by a few choices to be made by the players in this game.

Step 1 - Determine if your character is a Human or a Deryni.
Step 2 - Pick 3 Traits.
Step 3 - Pick a Weapon Group to be Proficient in. Pick a specific weapon in the group that you have Mastered.
Step 4 - Determine your character's appearance and gear. Armor doesn't matter in most cases. And all characters start with 10 Gold and a basic Adventure's Kit.
Step 5 - Pick a Family Trade, this is what the character was trained in before they became and Adventurer
Step 6 - Choose a Belief, this is a driving principle that the character lives by all the time. Just a simple statement.


Step 1 - Choose Race
Choose your race. In this game we only have 2 races to choose from (at least right now. If you want more we can add more.)

Human
Humans are everywhere and out number the Deryni. Although it is hard to tell the difference by appearance alone.  Humans cannot choose any of the (Deryni) only Traits.

A Human has
  • 6 Hit Points
  • 1 Additional Trait


Deryni
Deryni look just like Humans. However, they all have hereditary psionic/magical ability.

A Deryni has
  • 6 Hit Points
  • Power Trait is automatic



Step 2 - Trait List

Acrobat: You gain Advantage when Testing to do acrobatic tricks such as tumbling, long-distance jumps, climbing, and maintaining balance.

Additional Weapon Mastery: You can choose another weapon to have Mastery within any weapon group you are proficient in.

Additional Weapon Proficiency: You can choose a 2nd or more weapon group to be proficient with allowing you to use more weapons without penalties.

Alchemist: Provided the right reagents and recipes, you can mix potions, elixirs, and poisons. You also gain Advantage when identifying unknown liquids.

Ambush Specialist: You gain Advantage on Tests to locate, disarm, and detect ambushes and traps. You also gain Advantage on Save Tests to avoid traps.

Anger Issues: When you are down to your last hit point, your anger-fueled attacks do 2 Hit Points of damage. You cannot flee, stop fighting, or heal yourself until the encounter is over.

Armor Master: You have mastered wearing armor like a second skin. When wearing any form of armor, you have an extra 3 Hit Points that must be lost before you take physical damage. These hit points cannot be healed and must be restored via repairing your armor. It takes a full 8 hours to repair all 3 Hit Points.

Awaken (Deryni): You can give Deryni like power to a Human. Thus they have the ability to learn further Deryni only Traits, with the Game Master’s permission. The newly Awakened has the Power Trait automatically and can gain any others that the Deryni using this Trait has on a successful 1d6 Test. This Trait requires the Ritual Magic Trait.

Backstabber: When using the Focus Action, your next attack on a surprised opponent inflicts 2 points of damage.

Beastspeaker (Deryni): You are able to communicate with animals. This form of communication is primitive and very simplistic. This Trait requires the Power Trait.

Blind-Fighter: You are able to fight in total darkness or while blinded without Disadvantage.

Blocker (Deryni): You have the ability to make any Deryni into a human by blocking their Psionic abilities with just a Standard Test. You can also restore any blocked Deryni with a Standard Test. This Trait requires the Healer Trait. There is no save Test against this Trait.

Born Of Stone: You gain Advantage when building with stone and working in mines. When searching for secret doors and passages in caves, mines, dungeons, etc., you are successful on a Test of 4, 5, or 6. This Trait works with Perceptive.

Brawler: You gain Advantage when making unarmed attacks.

Butcher: If you drop an opponent with a melee attack, you get an immediate extra melee attack against an opponent within reach. You cannot move before using this extra attack. You can do this once per turn.

Charismatic: You gain Advantage when attempting to convince someone of something or otherwise influence them.

Connected: You have connections to a group or organization, from a local government official to a criminal syndicate. You gain Advantage when Testing to gain a favor from the person or group. If your Test is successful, the group will grant you access to equipment, share information, remove red tape, etc.

Defender: When you defend an area by taking a stand and sacrificing all offensive attacks, you get a melee attack on all opponents who come within your reach.

Diehard: When an attack would reduce you to 0 Hit Points, it instead reduces you to 1 Hit Point. You can do this once per day.

Drunken Master: When fighting while intoxicated, your attacks are successful on a Test of 4, 5, or 6. This cannot be used with the Focus Action.

Dungeoneer: You gain Advantage when attempting to find your way through a dungeon or cave system, and when attempting to identify creatures native to dungeons or caves.

Ecologist: You gain Advantage when attempting to find your way through natural environments, and when attempting to identify dangerous creatures.

Educated: You gain Advantage when checking to see if you know specific information.

Eidetic Memory: When Testing to recall information you have seen or heard previously – even in passing – you succeed on a roll of 4, 5, or 6.

Escape Artist: You gain Advantage when attempting to slip out of restraints.

Fleet of Foot: Your speed increases from 25 feet to 30 feet.

Fly Swatter: When both hands are empty, you can Test 1d6 whenever you are hit by a ranged weapon. If your test is successful, you swat the projectile out of the air and do not take damage. Common sense and the GM should limit which types of ranged weapons can be deflected. Arrows, yes! Boulders, no!

Hatred: You have a profound hatred for one specific type of creature. When you successfully attack such a creature, you cause 2 points of damage.

Healer (Deryni): As an Action, you can Test 2d6 to heal another creature or Test 1d6 to heal yourself. If the Test is successful, the target creature is healed for 1d6 Hit Points or 1d6/2 (round up) Hit Point if used on yourself. This Trait can also be used to cure poison, disease, and other physical ailments that are non-magical. You must be next to the creature to heal it. This Trait requires the Power Trait.

Inspiring: Your inspirational words can bring out the greatness in others. With a successful Test, nearby allies gain Advantage on all Tests for a number of rounds equal to the number of dice with a success on your Test.

Marksman: When using the Focus Action, your next attack with a ranged weapon is successful on a Test of 3, 4, 5, or 6.

Nimble Fingers: You gain Advantage when Testing to pick locks, steal, or do slight-of-hand.

Opportunist: If an enemy within range fails to hit with an attack against you, you may immediately make an attack with Disadvantage against that enemy.

Perceptive: You gain Advantage when Testing to gain information about your surroundings or find things which may be hidden. You gain this even while asleep.

Precise Attacker: IWhen using the Focus Action, your next attack with a light melee weapon is successful on a Test of 3, 4, 5, or 6.

Predator’s Sense: One of your senses is particularly keen. When examining your surroundings to gain information with this sense, you are successful on a Test of 4, 5, or 6. One sharp sense is chosen at Adventurer Creation. This Trait works with Perceptive.

Prepared: You gain Advantage when making a Cinematic Ammo Test at the end of a fight. Twice per mission you can Test with Disadvantage to see if you brought a specific piece of Common equipment with you.

Protective: You can Test with Advantage to block a successful attack on an adjacent ally. If your Test is successful, you and your ally take no damage. You can do this once per round of combat.

Power (Deryni): You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a Test at a Disadvantage 1d6. If you are trying to manipulate an object or creature, you must have eye contact with it or better yet be touching it.

Quick Shot: You are able to reload a Ranged Weapon and fire it in one Action.

Resolute: You gain Advantage on all Save Tests.

Resourceful Fighter: You are Proficient with improvised weapons. This is in addition to the weapon group chosen at Adventure Creation.

Ritual Magic (Deryni): You are more adept at channeling the arcane power flowing through your veins and can empower greater magical effects through rituals. There are specific rituals for nearly every purpose. With a successful Test, you can affect a wider area, more targets, or create a more powerful result. As always, the Game Master is the judge of what you can and cannot attempt to do. Ritual Magic is a Standard Test that succeeds on a 4,5, or 6 due to the focal nature of Rituals. This Trait requires the Spell-Trained Trait.

Shapechange (Deryni): As an Action, you can Test 2d6 to transform into someone else, compleating changing one’s appearance and even gender. You can revert to your normal form as an Action. This Trait requires the Spell-Trained Trait.

Sharpshooter: When using the Focus Action, you may Test to make a called shot. You can pin a target to a wall, tree, etc., or knock an item out of their hand. This does not grant an instant kill unless your opponent loses their last Hit Point. You must have Mastery with a Ranged weapon.

Shield Bearer: While wielding a shield, Test with 2d6 on Evade Actions instead of 1d6. If you choose this Trait, your Adventurer gains a shield at Adventurer creation.

Sneaky: You gain Advantage when Testing to hide or sneak around without others noticing you.

Spell Master (Deryni): You have learned to push your inherent magical abilities to their upmost potential. All of your Deryni power Tests at an Advantage. The Game Master is the judge of what you can and cannot attempt to do. This Trait requires the Ritual Magic Trait.

Spell-Trained (Deryni): You have been given a full set of training in the Deryni Arts. There is almost nothing you cannot do with your powers. You use a Standard Test 2d6 on all of your Deryni powers now. This Trait requires the Power Trait.

Strong: You gain Advantage when Testing to do something with brute force.

Survivalist: You gain Advantage when Testing to forage for food, find water, seek shelter, or create shelter in the wild.

Tactical: With a successful Test, your allies gain Advantage on the next Initiative Test.

Team Player: You know how to make the most of fighting alongside your allies. When fighting alongside someone else with the Team Player Trait, you gain an additional non-movement Action during your turn (for a total of three Actions).

Telekinesis (Deryni): You can move small objects just by thinking about it. You must have eye contact with the object and make a standard 2d6 Test. This Trait requires the Power Trait.

Tough: You gain 1 additional Hit Point. This Trait can be taken more than once.

Tracker: You gain Advantage when Testing to track someone or an animal in the wilderness. While outside, you can also locate true north without Testing.

Trader: You can Test with Advantage when negotiating a financial transaction. If your test is successful, you save or earn 10% extra for each die with a success on your Test.

Trapmaster: You gain Advantage when Testing to create, locate, and disarm traps. You also gain Advantage on Save Tests against traps.

Vigilant: You gain Advantage on Initiative Tests.

Vocal Mimicry: You gain Advantage when Testing to reproduce a voice you have heard before.

Well Trained: You gain Advantage when fighting with one specific type of weapon, like daggers, for example. This weapon is chosen at Adventurer Creation, and you start with one of these weapons. This is in addition to the Mastered weapon chosen at Adventure Creation.



Step 3 - Weapon Groups and Weapons

Light Melee Weapons
  • Dagger
  • Short Sword
  • Hand Axe
  • Rapier
  • Mace
  • Staff
  • Club
Heavy Melee Weapons
  • Great Sword
  • War Axe
  • Spear
  • Polearm
  • Two-Handed Flail
  • War Hammer
Ranged Weapons
  • Sling
  • Crossbow
  • Bow



Step 4 - Gear and Appearance

Choose what your character looks like, how they are dressed. Any appropriate armor they may be wearing. Note most armor has no impact on the game. As noted previously every Adventure starts with 10 gold coins. 1 Weapon of choice and a standard Adventurer kit which contains the following items: a bedroll, flint & steel, a belt pouch, a rucksack, a lantern, an empty waterskin, 3 pints of oil, a rope (50 feet), rations (7 days), a torch, and a cloak.

Additional weapons, equipment, horse and the like will cost gold coins.



Step 5 - Family Trade

There is  no list available for this ... pick something.



Step 6 - Belief

Again here this is no list. It's just a short statement that drives the character.
« Last Edit: May 28, 2018, 03:07:41 pm by Bynw »

 

* User Info

 
 
Welcome, Guest. Please login or register.

* Recent Posts

Not quite fanfic by MerchantDeryni
[Today at 10:27:36 pm]


Re: Out of Character (OOC) Thread by Jerusha
[Today at 06:50:10 pm]


Re: Out of Character (OOC) Thread by DerynifanK
[Today at 05:05:28 pm]


Re: Transfer portals on a glacier by MerchantDeryni
[Today at 04:13:59 pm]


Re: Ghosts of the Past by revanne
[Today at 04:12:38 pm]


Re: Transfer portals on a glacier by revanne
[Today at 01:45:51 pm]


Re: Transfer portals on a glacier by Evie
[Today at 12:12:41 pm]


Re: Transfer portals on a glacier by revanne
[Today at 11:23:43 am]


Re: Transfer portals on a glacier by Evie
[Today at 10:18:41 am]


Re: Transfer portals on a glacier by Bynw
[Today at 10:07:20 am]

* Who's Online

  • Dot Guests: 27
  • Dot Hidden: 0
  • Dot Users: 2
  • Dot Users Online:

* Top Poster

Evie Evie
2021 Posts
Elkhound
1077 Posts
DesertRose DesertRose
771 Posts
Alkari
696 Posts
Laurna Laurna
636 Posts

* Most Karma

Evie Evie
Karma: 30
DesertRose DesertRose
Karma: 23
Jerusha Jerusha
Karma: 21
Laurna Laurna
Karma: 15
revanne revanne
Karma: 14

* Online Time

Evie Evie
120d 11h 10m
DesertRose DesertRose
116d 13h 9m
TheDeryni TheDeryni
115d 20h 48m
AnnieUK AnnieUK
53d 22h 47m
Laurna Laurna
39d 6h 24m

* Forum Staff

Bynw admin Bynw
Administrator
DesertRose admin DesertRose
Administrator
Evie admin Evie
Administrator
Shiral gmod Shiral
Zipper Sister
Unicorn636 gmod Unicorn636
Zipper Sister
Laurna gmod Laurna
Community Supporter
revanne gmod revanne
Community Supporter
DerynifanK gmod DerynifanK
Community Supporter
judywward gmod judywward
Community Supporter
KK gmod KK
Our Queen
gmod Alkari
Community Supporter
AnnieUK gmod AnnieUK
Community Supporter
Jerusha gmod Jerusha
Community Supporter

* Board Stats

  • stats Total Members: 639
  • stats Total Posts: 20172
  • stats Total Topics: 2074
  • stats Total Categories: 14
  • stats Total Boards: 135
  • stats Most Online: 181

* Calendar

September 2018
Sun Mon Tue Wed Thu Fri Sat
1
2 3 4 5 6 7 8
9 10 11 12 13 14 15
16 17 18 19 [20] 21 22
23 24 25 26 27 28 29
30

No calendar events were found.