Character Creation (and combat info)
Step 1: Determine Base Attributes. There are four; Warfare, Mind, Agility and Spellcasting. You can choose where to distribute 4 points. Each point boosts dice rolls in that category by +2. Having 0 in any Base Attribute decreases rolls from that category by -5, and exposes a weakness certain types of enemies may exploit.
WAR: Fighting with conventional weapons such as blades and bows. Also affects tactics in encounters involving many enemies.
MIND: Building and working with intricate tools. Also boosts skill with complex weapons.
AGI: Nimbleness and speed. Lighter weapons calling for finesse over strength benefit from this.
SPL: Evoking elemental forces and conducting rituals calls for spellcasting expertise.
A character also has a pool of 4 Special Points that replenish upon resting. Using 1 reduces damage from an attack by 1, using 2 adds advantage to a roll, and using 3 negates any amount of damage from an attack.
Step 2: Pick an Origin
The player race are Amazoness made up of different origins.
Sovereign: Rulers of the Amazoness Isles for untold centuries. They pride themselves on achievement in warfare and solidified their rule through a militaristic society.
Base HP: 11
+1 WAR
+2 to any WAR-based skill
Special Ability:
Martial Prowess: The price to gain advantage to a roll using Special Points is 1 instead of 2 as long as it's combat related. Twice per encounter using a Special Point to reduce damage by 1 is free.
Lotus: Lithe, elegant and dexterous, they hail from the mysterious Violet Archipelago. They cultivated exotic fighting styles resulting in prized agents sought after for their deadly grace.
Base HP: 9
+1 AGI
+2 Exotic Arnaments
Special Ability:
Deadly Strikes: Instead of needing a Natural 20 to perform a Critical Strike in combat (double damage), this also applies to both natural and unnatural 19's and 18's.
Panthera: Easily identified by feline ears and a tail, they usually come from vertical towns built into massive trees. They are surprisingly resourceful.
Base HP: 10
+1 MIND
+2 to any MIND-based skill
Special Ability:
Feline Aptitudes: Advantage on Stealth rolls. Triple Advantage on rolls involving any land based Athletics traversal. Falling damage is halved and then deducted by 1. No penalties for seeing in dim light.
Divergent: They sometimes have skin of an unusual color or carry special marks and glyphs on their body. Drawing power from the stars and earth usually comes naturally to them, so it's rare to find a Divergent that can't cast spells well.
Base HP: 7
+1 SPL
+2 to any SPL based skill
Special Ability:
Celestial Attunement: 1 Special Point can be used to boost the damage of a magical attack by +1. 2 Special Points can be used to boost the damage of a magical attack by half its base damage -1. In sunlight regain 2 Special Points after a fight or short rest. In moonlight roll spells with advantage.
Elfin: They possess long, keen ears and usually stand at an above average height. In matters of archery, they've harboured a fierce but friendly rivalry with the Sovereign.
Base HP: 8
+1 AGI
+2 to Archery
Special Ability:
Acute Senses: Triple Advantage to spotting enemies, performing ambushes, and defending from an ambush. Difficulty for firing beyond Effective Range is +3 instead of +5.
Step 3: Specialize with Skills
A skill can only be tagged once. You may tag one skill with +4, two skills with +3, three skills with +2, and four skills with +1.
Bladed Armaments (WAR)
Polearms (WAR)
Ballistics (WAR)
Tactics (WAR)
Exotic Armaments (AGI)
Archery (AGI)
Athletics (AGI)
Swimming (AGI)
Stealth (AGI)
Perception (MIND)
Nature (MIND)
Firearms (MIND)
Vehicles (MIND)
Engineering (MIND)
Ritual (SPL)
Elements (SPL)
Enchantment (SPL)
Bladed Armaments, Polearms, and Exotic melee weapons are somewhat related enough to each other that there is still some benefit for using a weapon you're not skilled in, so you gain half the benefit rounded down. For example if you have +6 in Bladed Armaments but try to use a Polearm, your +6 becomes a +3. The same thing applies to the ranged weapon group with Ballistics, Firearms, Archery and Exotic ranged weapons where if you have +7 in Firearms but try to use an Archery weapon that +7 becomes a +3. This effect does not occur with SPL skills.
Step 4: Pick a class
If you scroll down to the bottom of this thread you'll see a list of classes that confer a few benefits.
Step 5: Come up with a gift, and optional quirks
To make each character their own think of some advantage or special feature your character has. It could be anything such as being particularly gifted at something or having more assets of a certain kind or who knows what else.
On top of that, optionally, you can come up with other things that may help but also give drawbacks, modify something good, or simply are there for fun. An example of a quirk could be changing the Lotus Special Ability to instead have something good happen when rolling a natural 1, or a Panthera that instead of gaining advantage on land is a bit of a catfish and gains advantages at sea.
.. then finally send a physical description of your character with as much detail as you can. Can also write a background, but this is optional if you prefer to have that aspect shaped purely through rp.
This message was last edited by the GM at 21:49, Fri 12 Apr.