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character_creation [2020/04/19 15:23] – [Items] dungeonmastercharacter_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://docs.google.com/document/d/19Ua_nGG4vac5D1McMg_ZoK3wNGTH_g1cplf2YxB_Ll8|Character Sheet]]
  
 ===== Initializing your Character Sheet ===== ===== Initializing your Character Sheet =====
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   * **Size:** Size directly affects [[races#hit_points|hit points]] and starting [[races#defenses|defenses]]. Larger races have more hit points. Smaller races have fewer hit points, but more defensive bonuses.   * **Size:** Size directly affects [[races#hit_points|hit points]] and starting [[races#defenses|defenses]]. Larger races have more hit points. Smaller races have fewer hit points, but more defensive bonuses.
   * **Skill Restrictions:** Body shape and types of limbs could directly affect what types of skills, clothing, weapons, armor, or items. Having horse legs or no opposable thumbs might hinder you in accomplishing certain things like climbing walls or disarming intricate mechanisms.   * **Skill Restrictions:** Body shape and types of limbs could directly affect what types of skills, clothing, weapons, armor, or items. Having horse legs or no opposable thumbs might hinder you in accomplishing certain things like climbing walls or disarming intricate mechanisms.
-  * **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?
  
 Once you pick one of the pre-made races or build up one of your own, add the increases in Defense (under Race/Profession on the Defense Dice Worksheet on your Character Sheet). Also add the increases to your Attributes. (There isn't a special Worksheet for this because Attributes don't change like Defenses can.) Also check off which Knowledge, Special Abilities, and, if applicable, how many Discipline dice you have on a Discipline. If any of your Special Abilities come with a balancing Weakness, note that too. Once you pick one of the pre-made races or build up one of your own, add the increases in Defense (under Race/Profession on the Defense Dice Worksheet on your Character Sheet). Also add the increases to your Attributes. (There isn't a special Worksheet for this because Attributes don't change like Defenses can.) Also check off which Knowledge, Special Abilities, and, if applicable, how many Discipline dice you have on a Discipline. If any of your Special Abilities come with a balancing Weakness, note that too.
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 ===== 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), or large, which allots a character ten hit points, fifteen hit points, or twenty hit points respectively. (For the heights and weights associated with these sizes and the other four possible sizes, see the section on [[hit_points|Hit Points]].)+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), or large, which allots a character ten hit points, fifteen hit points, or twenty hit points respectively. (For the heights and weights associated with these sizes and the other possible sizes, see the section on [[hit_points|Hit Points]].)
  
-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 character can use certain skills. Mana starts off at ten and increases at a rate of two per level. Because a character is considered to by fully rested at the beginning of a campaign, the mana used begins at zero. If a GM has started your character off at a level other than 1, your mana will increase to whatever is appropriate for your starting level. Otherwise your character will start with a 10 under Mana and a 0 under Mana Used.+Mana is the amount of internal strength a character has. This is used to limit how often a character can use certain skills. Mana starts off at ten and increases at a rate of two per level. Because a character is considered to by fully rested at the beginning of a campaign, the Mana Used begins at zero. If a GM has started your character off at a level other than 1, your mana will increase to whatever is appropriate for your starting level. Otherwise your character will start with a 10 under Mana and a 0 under Mana Used.
  
 ===== Movement ===== ===== Movement =====
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   * **Clothing:** Most clothing doesn't count again the encumbrance limit unless it has magical qualities or it provides additional elemental protection of some sort, like a parka against freezing. As you add an article of clothing, add the information to the Equipment section and any addition 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.   * **Clothing:** Most clothing doesn't count again the encumbrance limit unless it has magical qualities or it provides additional elemental protection of some sort, like a parka against freezing. As you add an article of clothing, add the information to the Equipment section and any addition 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.
   * **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.   * **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. As you add a Shield, add the information to the Equipment section and any addition 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. 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 Defense. As you add a Helmet, add the information to the Equipment section and any addition 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 Defense. As you add a Helmet, 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.
   * **Weapons:** Choose [[weapons|weapon(s)]] and add it as an Offense. Be cognizant of Weapon Proficiencies you received as part of your Race, Profession, or which you've added through spending Skill Points. Note: Not all weapons listed may be allowed as part of your campaign (especially more modern ones), so before you choose a weapon, make sure it is allowed. Note the type of attack (e.g. Ranged Piercing or Blunt Melee), the encumbrance (usually 1), and the amount of damage it does (under Base).   * **Weapons:** Choose [[weapons|weapon(s)]] and add it as an Offense. Be cognizant of Weapon Proficiencies you received as part of your Race, Profession, or which you've added through spending Skill Points. Note: Not all weapons listed may be allowed as part of your campaign (especially more modern ones), so before you choose a weapon, make sure it is allowed. Note the type of attack (e.g. Ranged Piercing or Blunt Melee), the encumbrance (usually 1), and the amount of damage it does (under Base).
   * **Miscellaneous Items:** Rope and Grappling Hook, Backpack, Waterskin, Healing Potion, Mana Potion   * **Miscellaneous Items:** Rope and Grappling Hook, Backpack, Waterskin, Healing Potion, Mana Potion
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 Why use the Defense Dice Worksheet at all? Because some defenses change often, based on the clothing or armor being worn or the Attributes or Knowledge a character has. Rather than having to re-figure out all of the defenses any time something changes, simply modify the column that has changed and add up the values again. Why use the Defense Dice Worksheet at all? Because some defenses change often, based on the clothing or armor being worn or the Attributes or Knowledge a character has. Rather than having to re-figure out all of the defenses any time something changes, simply modify the column that has changed and add up the values again.
  
 +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#additional_defensive_dice|Additional Defensive Dice]] for an easy to understand table). It should be noted that these do not apply to mental attacks of any sort, only to physical attacks.
 ===== What Else? ===== ===== 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? 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?
character_creation.1587309824.txt.gz · Last modified: by dungeonmaster