character_creation
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| character_creation [2020/01/04 16:26] – [Picking a Race] dungeonmaster | character_creation [2020/08/29 16:11] (current) – [Mana and Mana Used] dungeonmaster | ||
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| This is a slimmed down version on races, skills, and items to get a beginning player going. The specific rules will have more information on larger and smaller races and a wider variety of skills and items to choose from. | This is a slimmed down version on races, skills, and items to get a beginning player going. The specific rules will have more information on larger and smaller races and a wider variety of skills and items to choose from. | ||
| - | [[character_sheet|Character Sheet]] | + | [[https:// |
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| + | ===== Initializing your Character Sheet ===== | ||
| + | In the beginning, most of your character sheet will be blank with the exception of your Attributes, Experience Level, Actions, and Initiative Dice. | ||
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| + | All of your Attributes should be set to 2. This will be increased (and in a few cases decreased) as you pick your Race and Professions, | ||
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| + | Unless your GM says otherwise, your Experience Level will be initialized to 1. Your Combat, Non-Combat, Defensive, and Passive actions will all be initialized to 1 as well. Your Initiative Dice will be initialized to 2. More information on all of these and what they mean will be covered in their appropriate sections. | ||
| ===== Picking a Race ===== | ===== Picking a Race ===== | ||
| - | The first thing you’ll want to do is pick out a race. A race can be anything you want to play from a pixie to a giant or from a werewolf to a regular old human. Does it even need to be humanoid? Of course not. You’re obviously limited by the genre of the campaign and what your GM will allow, but Dice Mob rules really doesn’t limit you. So what kinds of things should you think about when picking out a race. Race generally isn’t much more than an aesthetic thing, but it does affect you in four important ways. | + | The first thing you’ll want to do after initializing your Character Sheet is to pick out a Race. A Race can be anything you want to play from a pixie to a giant or from a werewolf to a regular old human. Does it even need to be humanoid? Of course not. You’re obviously limited by the genre of the campaign and what your GM will allow, but Dice Mob rules really doesn’t limit you. So what kinds of things should you think about when picking out a race. Race generally isn’t much more than an aesthetic thing, but it does affect you in four important ways. |
| * **Movement: | * **Movement: | ||
| * **Size:** Size directly affects [[races# | * **Size:** Size directly affects [[races# | ||
| * **Skill Restrictions: | * **Skill Restrictions: | ||
| - | * **Special Abilities and Weaknesses:** Your race could suggest [[special_abilities|special abilities]] and [[weaknesses|weaknesses]]. Can you regenerate hit points? Is your bane sunlight, silver, cold iron, peanuts, or gluten? | + | * **Special Abilities and Disabilities:** Your race could suggest [[special_abilities|special abilities]] and [[disabilities|disabilities]]. Can you regenerate hit points? Is your bane sunlight, silver, cold iron, peanuts, or gluten? |
| - | But other than that, the sky’s the limit. Dice Mob hasn’t created | + | Once you pick one of the pre-made races or build up one of your own, add the increases in Defense (under Race/ |
| ===== Picking One or More Professions ===== | ===== Picking One or More Professions ===== | ||
| - | A profession is what your character did growing up and what they do now (just prior to adventuring). Usually a character will have a childhood profession (like street urchin) and an adult profession (like banker). Like races, professions | + | A profession is what your character did growing up and what they do now (just prior to adventuring). Usually a character will have a childhood profession (like street urchin) and an adult profession (like banker). Like races, professions |
| ===== Picking a Name ===== | ===== Picking a Name ===== | ||
| Now that you have a race and professions for your character, you’ll want to pick out a name that matches that race and profession. Or doesn’t, if you prefer to be contrary. The name won’t really affect anything in the game, but it’ll be hard for your GM and other players to get into character if the name of your character is just Frank’s elf. | Now that you have a race and professions for your character, you’ll want to pick out a name that matches that race and profession. Or doesn’t, if you prefer to be contrary. The name won’t really affect anything in the game, but it’ll be hard for your GM and other players to get into character if the name of your character is just Frank’s elf. | ||
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| - | ===== Experience Level ===== | ||
| - | Normally a character starts at level one. If a player is joining a campaign already in progress, the GM may advance a character to a level higher than one, but do so with caution. The advancing of the levels and the spending of skill points after each campaign is part of the fun. | ||
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| - | ===== Actions ===== | ||
| - | There are five types of actions: combat actions, non-combat actions, passive actions, defense actions, and free actions. Each player gets one of each and unlimited free actions. | ||
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| - | There’s a tier-system to actions that looks like the following: | ||
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| - | - Combat Actions | ||
| - | - Non-Combat Actions | ||
| - | - Defensive Actions | ||
| - | - Passive Actions | ||
| - | - Free Actions | ||
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| - | A higher tiered action can be substituted for a lower tiered action, if so desired, but unless a skill allows it, a lower tiered may not be substituted for a higher tier (i.e. a combat action may be traded for an additional defensive action instead, but not vice versa). Also characters may defer any of their actions until later in the round if they so choose, although the GM is not allowed to defer any NPC or monster actions. If a character defers an action and is knocked unconscious, | ||
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| - | ===== Initiative Dice ===== | ||
| - | Initiative is just the determination of the order in which characters and monsters attack in a combat situation. Generally both characters and monsters are allotted three dice which, unlike all other dice rolls, are added together to determine the order of attacks. Some skills can increase the number of dice. | ||
| ===== Hit Points and Damage Taken ===== | ===== Hit Points and Damage Taken ===== | ||
| - | Hit points are how much damage a character can take before falling unconscious. When you picked a race, you also picked a number of hit points. Hit points are determined by the size of your character with smaller races having fewer hit points and larger races more. Generally a character is going to either be small, medium (man-sized), | + | Hit points are how much damage a character can take before falling unconscious. When you picked a race, you also picked a number of hit points. Hit points are determined by the size of your character with smaller races having fewer hit points and larger races more. Generally a character is going to either be small, medium (man-sized), |
| - | Your damage taken is going to start at zero. As you take damage from combat, traps, or other encounters, it is written here. When it reaches the listed number of hit points, a character falls unconscious. Damage can be decreased with rest or by the use of healing skills or items. (See the section on [[hit_points|Hit Points]] for more information.) | + | Your Damage Taken is going to start at zero. As you take damage from combat, traps, or other encounters, it is written here. When it reaches the listed number of hit points, a character falls unconscious. Damage can be decreased with rest or by the use of healing skills or items. (See the section on [[hit_points|Hit Points]] for more information.) |
| ===== Mana and Mana Used ===== | ===== Mana and Mana Used ===== | ||
| - | Mana is the amount of internal strength a character has. This is used to limit how often a characters skills | + | Mana is the amount of internal strength a character has. This is used to limit how often a character |
| ===== Movement ===== | ===== Movement ===== | ||
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| Note: Slow fliers are relative to other slow fliers, not to slow or even average runners. Swimming is generally slower than running and running slower than flying. (For more information, | Note: Slow fliers are relative to other slow fliers, not to slow or even average runners. Swimming is generally slower than running and running slower than flying. (For more information, | ||
| - | ===== Skill Points | + | ===== Spending |
| - | It's now time to pick skills. A character | + | It's now time to spend your skill points. A character starts off with ten skill points |
| - | Skills come in five flavors: Offensive Skills, Defensive Skills, Attributes, Knowledge, and Special Abilities. | + | Skill points can be spent in three areas: Defense, Attributes, |
| - | The first three types of Skills are tiered using a system called Degrees where the number of Dice on that skill determines which degree that character is at that skill. Each skill point used on any of those skills increases the number of dice rolled for attacks, defense, and skill checks and potentially adds additional abilities at higher degrees. | + | If you've already picked Races and Professions, you've already modified these to an extent. Now you can continue to increase what you've already started. Add dice to your Defense (in the " |
| - | + | ||
| - | The second two types of Skills are either | + | |
| ===== Items ===== | ===== Items ===== | ||
| - | A character is generally assumed to be wearing clothing including shoes if they are humanoid. In addition to that, they may pick up to ten other items including warm clothing, armor, weapons, shields, and other items that might be helpful on a journey, often with the purpose of either improving the ten defensive categories, providing an attack method to fight opponents, or improving attributes | + | A character is generally assumed to be wearing clothing including shoes or boots for many humanoids. In addition to that, they may pick up to ten other items including warm clothing, armor, weapons, shields, and other items that might be helpful on a journey, often with the purpose of either improving the ten defensive categories, providing an attack method to fight opponents, or for some other purpose |
| Here is a suggested list of items a beginning character might carry, wear, or wield: | Here is a suggested list of items a beginning character might carry, wear, or wield: | ||
| - | * **Clothing: | + | * **Clothing: |
| - | * **Body Armor:** To make things simple, body armor is divided into heavy, medium, and light and either iron or leather. Leather is generally better against blunt weapons. Iron armor is generally better against slashing and piercing. Heavy armors reduce the ability to use skills and must be worn by characters with a high enough strength attribute. | + | * **Body Armor:** To make things simple, body armor is divided into heavy, medium, and light and either iron or leather. Leather is generally better against blunt weapons. Iron armor is generally better against slashing and piercing. Heavy armors reduce the ability to use skills and must be worn by characters with a high enough strength attribute. As you add Armor, add the information to the Equipment section and any additional Defense dice to the appropriate Equipment column in the Defense Dice Worksheet. When you add the item to the Equipment also note how much Encumbrance it causes. |
| - | * **Shield:** Shields can be large, small, or bucklers. Buckers allow for two-handed combat by the wielder, but they don't defend as well. Shields can either be made of wood or metal, but there is generally no difference between the two when it comes to protection. Heavy shields can only be used by characters with a high enough strength attribute. | + | * **Shield:** Shields can be large, small, or bucklers. Buckers allow for two-handed combat by the wielder, but they don't defend as well. Shields can either be made of wood or metal, but there is generally no difference between the two when it comes to protection. Heavy shields can only be used by characters with a high enough strength attribute. As you add a Shield, add the information to the Equipment section and any additional Defense dice to the appropriate Equipment column in the Defense Dice Worksheet. When you add the item to the Equipment also note how much Encumbrance it causes. |
| - | * **Helmet:** A helmet may reduce visibility but provides additional | + | * **Helmet:** A helmet may reduce visibility but provides |
| - | * **Melee Weapons: | + | * **Weapons: |
| - | * **Ranged | + | |
| * **Miscellaneous Items:** Rope and Grappling Hook, Backpack, Waterskin, Healing Potion, Mana Potion | * **Miscellaneous Items:** Rope and Grappling Hook, Backpack, Waterskin, Healing Potion, Mana Potion | ||
| - | ===== Defenses | + | ===== Attributes |
| - | There are ten types of defenses. All races have a base defense | + | Your attributes should now be set. Attributes |
| - | * **Force | + | ===== Defense |
| - | * **Elemental | + | So far you've been filling out all your defenses on the Defense |
| - | * **Mental Defense:** The next two defenses are for resisting mental attacks. Skills are the best way for increasing these defenses. Add the dice of all relevant skills together to get your cognitive and mental defenses. For information on how each skill protects, see the appropriate pages. | + | |
| - | * **Personal Defense: **Personal Defense involves a strong sense of who and what a character is and protects against attacks against physical appearance, personal space, race, and other harder to define aspects of a character’s makeup. Skills are the best way of increasing this defense. Add the dice of relevant skills together to get your Personal | + | |
| - | ===== What Else? ===== | + | Why use the Defense Dice Worksheet at all? Because |
| - | That’s it. There’s nothing else you need to write down. You probably have some idea of gender (if your race has a gender). You also probably have in mind whether you’re going to play as a good guy or a bad guy, but unlike many RPGs, this one allows for you to have some sort of character arc, if you want one. There’s no detect good or detect evil spells. Hags aren’t all evil. Brownies aren’t all good. It’s all in how they were raised | + | |
| - | And as far as ability scores and classes go, you’ve covered | + | In addition to the defensive dice toward attack types, you should also fill in the additional defensive adjustments based on size on your character sheet. Unlike other defense numbers, this will have to be calculated at battle time based on the size of the opponent you are defending yourself against. This advantage is one per size difference, starting at two sizes different (see [[creatures# |
| + | ===== What Else? ===== | ||
| + | That’s it. There’s nothing else you need to write down. You probably have some idea of gender (if your race has a gender at all). You also probably have in mind whether you’re going to play as a good guy or a bad guy, but unlike many RPGs, this one allows for you to have some sort of character arc, if you want one. There’s no Detect Good or Detect Evil spells. Hags aren’t all evil. Brownies aren’t all good. It’s all in how they were raised and how they’ve made up their minds as they’ve reached adulthood. Yeah, weird, huh? | ||
| So there’s nothing else. It’s time to play! | So there’s nothing else. It’s time to play! | ||
character_creation.1578155200.txt.gz · Last modified: by dungeonmaster
