character_creation
(Cribbed heavily from James' Spelljammer notes)
General
- At this point, the default working assumption is that the campaign will be run with the Hero System, 5th Ed. (Revised) rules, sometimes known as 5ER or “Fred”. The Fantasy Hero supplement is a useful resource.
- There will be a selection of GM interpretations and house rules to simplify game play, or to match the GM's creative worldview. The game environment will lean a bit more in the JRPG / MMO / Isekai-into-a-game-world anime direction than your average fantasy setting.
- PCs will be mechanically considered Heroic characters, and will use the Heroic version of various rules by default (unless otherwise determined by the GM).
- PCs will be required to be of some “Good” alignment; and while Lawful Good, Neutral Good, and Chaotic Good are all valid options, PCs will be required to not be far enough out on the Lawful or Chaotic spectrum that they can't work well with other PCs on the other end of the spectrum. PCs being fanatics of any sort is heavily discouraged.
- PCs will be expected to be at some level adventuresome. While there will be one or more meta-plots, all of the PCs will need to be willing at some level to embark on risky ventures for the greater good when such is thrust upon them, rather than bailing out to retire or follow some side plot in some backwater when things get complicated. PCs in general should be described far more by what they do, rather than what they don't do.
- PCs will be expected to be willing to work in and with a group. This campaign is not for characters who are soloists or loners, edgy, mopey, or otherwise.
- PCs will be expected to be willing to use lethal force against resisting foes. PCs should additionally not be too squeamish about finishing off non-sapient foes; this is not the campaign for someone from the Nature Conservancy.
- PCs must be of the age of majority for their native species, and have a biological and emotional maturity level at least equivalent to an 18 year old human. They must also not look deceptively like underage members of any other humanoid race. Most PCs will be expected to be at a minimum old enough to have had at least the start of an adventuring or other career, with a few years of functional experience; roughly mid-20s in human terms (first job or few out of college or trade school). Older PCs are possible, but consult the GM early on for anyone over the human-equivalent age of 40, and see below.
- PC races will not have more than 2 levels of Longevity, corresponding to a roughly 400 year lifespan; in Lunistria, this is usually limited to full-blooded Elves and certain troll or half-troll breeds. (Full Elves are typically 2 levels, while Half-Elves, Dwarves, and Halvelings are typically 1 level; most other PC races have normal longevity.) Most long-lived races biologically develop at roughly human rates, although it is not uncommon for full cultural coming of age to be set somewhat older than 18. In any case, for plot simplicity reasons PCs have a maximum age of 50 years, and any age older than 30 requires GM permission, and a well written background.
- A PCs' backstory is an important tool in designing a character and starting to roleplay; but keep in mind that it is their *back* story; and that it is expected that campaign events will develop their character from that starting point. it is assumed your character will not be starting the campaign in the immediate vicinity of their backstory areas, but the GM reserves the right to run the plot roughshod through your backstory if story requires.
Races
There are a wide, and only divinely feasible number of sentient races in the world. They generally break down into the following categories:
- Humans: you, me, and everyone else on Earth. Oddly wide range of builds, skin tones, and facial structures, frequently based on where their bloodline originated. Humans are known for making new rules for doing things, and having offspring under conditions other races would find impractical.
- Uruks: roughly the same size as Humans, a little heavier built, grayish cast to their skin tone, tusks. In the dead languages of a lost Divine Era civilization, Uruk means “sturdy”. An Uruk character is expected to have Iron Stomach and a better CON stat than average.
- Elves: same size range as Humans, but slighter build. Pointy ears, cat-slit pupils, longevity, and most of the rest of the tropes. Personal appearance tends to be standardized with whichever of the Great Houses of the Elven Principlalties your family is/was associated with. The Great Houses also tend to specialize in particular styles of magic, but that is tradition, not required.
- Dwarves: generally towards the lower end of the human height range, but closer to the average breadth. Do not float, single level of longevity, and no, the girls don't have beards! Dwarves average with a better STR and CON than humans, and are culturally known for quality craftsmanship, living underground, and an affinity for Earth, Fire, and Enchantment magic.
- Goblins: a general category. Any of a number of races that are generally smaller, lighter, and more agile than Humans. This includes, but is not limited to: Halvelings, true Goblins, Kobolds, Pumakin, Fauns, Ymps, and Selkies. Generally breed true, even with Humans. New Goblin races pop up every few generations, frequently because someone was messing with powers Best Left Alone.
- Hobgoblins: another general category. A group of races that are bigger, stronger, tougher, and on average not as smart as humans. Ogrilions(half-ogres), some Half-Trolls, Franai, Minotaurs, Gnolls, Wolven, and Lizardfolk are common examples.
- Keshanti: aka “Foxtaurs”. The torso of a Human-sized anthropomorphic fox, that merges at the shoulders with the body of a giant fox. Generally three to four times the mass of an equivalent human. Natively prefer cooler climates and forested regions. Physically a match for most Hobgoblins, but trade off the lower intelligence with how much extra space they occupy.
- Capritaurs: Keshanti, but goats. Lighter than the foxtaurs, and more environmentally adaptable. Make for highly effective rough-terrain cavalry.
- Half-races: remember what we said about humans and breeding? A hybridized member of human and some other race (except goblins). A half-elf or half-orc isn't sterile, but their children almost invariably end up functionally as one of the original races.
- Wargs: Not a PC race: no thumbs. A wolf roughly the size of a light pony or a Harley-Davidson. Wargs have what can be described as “on-demand” sentience. Wild wargs are generally no more than fairly bright pack hunters, while a warg raised among people will grow up to become a person themselves. Civilized wargs will frequently partner up with a member of the goblin races to their mutual benefit. Warg saddles are complicated, by the way.
- Harpies: Not a PC race: no thumbs. Technically one of the goblin races, and the only one who can fly. Small humanoid whose limbs have been swapped out with those of a bird. Usually have tails, frequently have 80%+ feather coverage. Feral colonies of harpies exist in the wilds whose ancestors abandoned civilization. Civilized harpies have it rough: no hands, limited wardrobe options, $%#@ outhouse doors(!). Usually get by under the protection of a patron, either as a performer or a messenger.
- Porpoises: Not a player character race, for bloody obvious reasons. The one recognizably sentient cetacean species, though their outlook is considered a bit odd by land dwelling and amphibious peoples. Like Wargs, porpoises function best when partnering with other aquatic communities, such as sea Elves, Troglodytes, and the like.
- Nagas: Not a player character race, environmental considerations. Serpent-men from the waist up, full serpents below, Nagas are the Jungle god’s answer to Elves. Cold blooded, they aren’t happy north of the Madarinate, and are crippled past Asteria. Due to their longevity, they frequently end up in positions of power: the Fang Imperial house and the Sultana of Ourmir are Nagas. Nagas have pronounced gender dimorphism, and are the only race known to be infertile with humans, barring divine intervention.
Racial packages will be determined on a case by case basis at the time of character creation.
Builds
Character builds will not be quite as regulated as was envisioned for James's Spelljammer game, but to simplify and speed up game play, I'll be adopting some of his ideas.
- Point value: 180 points. (155 base + 25 points in disads, see below for specifics)
- Characteristics: Normal Characteristic maxima rules apply. If you feel your racial package requires bonus stats, talk to the GM: we'll buy them as powers so you aren't penalized.
- Speed: everyone is speed three. You too Chris.
- Racial Package: Currently looking at 15 points.
- Talents: Go easy here guys.
- This is where I used to have a line about the required Sense Power talent. Since I somehow deleted that, it is now part of the Everyman Skill list. Enjoy the bonus.
- Perks: few, if any, are appropriate at campaign start. Contacts are largely backstory. You're neither rich nor destitute (yet). No squire followed you into <starting town>, and your mount, if you have one, is just a reasonably trained animal.
- Skills: there is an Everyman Skill List. You're not Seasoned Adventurers yet, so I do not expect a Steampunk-campaign sized skill list. I do expect your character had some background before they started whacking monsters for fun and profit.
- Languages: HOUSE RULE Languages are only one step removed form being a special effect. All languages cost one point to speak (except your Everyman), literacy in a language after your first is also a single point. Linguist is not available.
- Martial Arts: Everyone has at least 10 points in a martial art, to represent whatever form of mayhem they specialize in. Also, you will need KS: <my art> at 11-.
- Magic and Powers: everyone is expected to have 40 points in a “cool abilities” multipower, with at least five slots. For campaign reasons better explained on the magic page, people who work beyond “merely competent” at something start getting really good at it. You're a mage? Fine. Student of the Raging Fire swordsmanship school? Good. Cinematic shinobi from the Yamato Shogunate? Doable. Knight of the Holy Order of Shoushou Knights? Talk to me, we have to work out your crankily uncooperative demon-possessed weapon.
- No Variable Power Pools at character creation. (We'll talk if things get to the point of “dabbling in several other skill trees” stage of the game). I will allow a multipower slot of several small abilities to represent “cantrips”.
- Disadvantages: 15 points in Psychological limitations, five points of “other” (Keshanti, Halvelings, and Capritaurs apply this to their awkward size), five points in Quirks.
- Starting gear has no point cost: it's all mundane. Your core signature weapon(s) add two damage classes over your strength and +1 OCV, regardless of what it looks like: axe, staff, surfboard-sized great-sword, or adorable stuffed animal full of lead shot. Mundane ranged weapons add +2 DC and +2 with Range Modifiers
- Damage cap is initially 8DC, 7DC for “limited” multiple target abilities (sweep, autofire, explosion, etc.), and 5DC for full AoE attacks. A “Limit Break” ability you can only use occasionally or under specific conditions is campaign valid, and will require GM input and discussion.
- After the Limloch incident in Book 1, damage caps are 10d6 for single target, 8d6 for limited AoE, and 7d6 for true AoE attacks.
- All basic damage is considered Normal: Killing attacks are not being used. Ego, NND, and Power damage is acceptable with special abilities.
- Body armor: choose appropriately from the Fantasy Hero or Ultimate Martial Artist lists for your strength, style, and expected party role. You're junior adventurers, so no one is likely to start out with better than chainmail.
character_creation.txt · Last modified: by 127.0.0.1
