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character_creation [2012/08/27 13:55]
jamesg created
character_creation [2017/09/25 12:12] (current)
toml Reverted carrying capacity
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 Each character is a member of one of six classes. This defines the area in which your character is most expert, and grants access to abilities that no other class will have. Each class has access to a series of skill trees from which they can select abilities. The classes are: Each character is a member of one of six classes. This defines the area in which your character is most expert, and grants access to abilities that no other class will have. Each class has access to a series of skill trees from which they can select abilities. The classes are:
  
-Fighter: Front-line combatants capable of making expert use of weaponry and armour, and absorbing large amounts of punishment. +  * [[:Fighter]]: Front-line combatants capable of making expert use of weaponry and armour, and absorbing large amounts of punishment. 
-Skirmisher: Agile combatants making use of bows and daggers to harry their opponents with surprise attacks. +  * [[:Skirmisher]]: Agile combatants making use of bows and daggers to harry their opponents with surprise attacks. 
-Mage: Capable of using into one of five magical rites to call forth arcane power to overcome the challenges that face them.. +  * [[:Mage]]: Capable of using into one of five magical rites to call forth arcane power to overcome the challenges that face them.. 
-Priest: Clerics capable of calling down divine favour to empower them in battle and work miracles. +  * [[:Priest]]: Clerics capable of calling down divine favour to empower them in battle and work miracles. 
-Wayfinder: Individuals capable of navigating the Flux’s twisted geography, and reshaping it through the strength of their will. +  * [[:Wayfinder]]: Individuals capable of navigating the Flux’s twisted geography, and reshaping it through the strength of their will. 
-Journeyman: Masters of crafting, medicine, alchemy and scholarly pursuits, providing the expertise and equipment needed to render any problem solvable+  * [[:Journeyman]]: Masters of crafting, medicine, alchemy and scholarly pursuits, providing the expertise and equipment needed to render any problem solvable.
- +
-Want to generate a quick character? Character generation tool at http://​www.chaosdeathfish.com/​mementomundi/​skills.html,​ courtesy of the wonderful Gareth.+
  
 +Optionally, you may also choose to play a [[:​non_human|non-human character]],​ although this is not recommended as a first character and you may not have more than one at a time((additional restrictions also apply)).
 ===== 2. Choose Your Backgrounds ===== ===== 2. Choose Your Backgrounds =====
  
 Every character had a life before they were an adventurer, and the experience and contacts gained during it may grant access to skills most members of the character’s class do not possess. To represent this, select 2 small skill trees from the list provided on the background documents (linked below), and add all skills on them to the portfolio from which your character may pick. Then, come up with an IC explanation of what your character did before they were an adventurer, based on the two skill sets you have chosen. Every character had a life before they were an adventurer, and the experience and contacts gained during it may grant access to skills most members of the character’s class do not possess. To represent this, select 2 small skill trees from the list provided on the background documents (linked below), and add all skills on them to the portfolio from which your character may pick. Then, come up with an IC explanation of what your character did before they were an adventurer, based on the two skill sets you have chosen.
  
-The backgrounds available can be found [[Backgrounds|here]].+The background system is designed to allow you to customise your character and fill in gaps in their capabilities. Want to play a Mage who gets stuck in on the front line when the going gets tough? Purchase a background that grants you a weapon or shield skill. Want to play a Fighter skilled at combat medicine or alchemy? Backgrounds provide access to these skills. 
 + 
 +The backgrounds available can be found [[:Backgrounds|here]].
  
 If a level 1 skill a background would provide is already available to a character through their class or another background they have selected, they may purchase that skill for free in addition to their normal skill allocation, to represent the fact that their background complements their chosen career. If a skill is linked off two backgrounds by dashed line, it is part of both trees, and can be purchased by a character with either or both. If a level 1 skill a background would provide is already available to a character through their class or another background they have selected, they may purchase that skill for free in addition to their normal skill allocation, to represent the fact that their background complements their chosen career. If a skill is linked off two backgrounds by dashed line, it is part of both trees, and can be purchased by a character with either or both.
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-Between class and background, you will now have a roster of skills from which your character can pick. You start with points to use at character creation. This can be increased to up to points by accumulating picks through monstering. Each skill costs 1 point to purchase. Skills are divided into levels on the trees. In order to begin purchasing skills from higher levels, your character must have:+Between class and background, you will now have a roster of skills from which your character can pick. You start with points to use at character creation. This can be increased to up to 10 points by accumulating picks through monstering. Each skill costs 1 point to purchase. Skills are divided into levels on the trees. In order to begin purchasing skills from higher levels, your character must have:
   - Had a certain number of skill points spent on them.   - Had a certain number of skill points spent on them.
   - Gone on at least one adventure in this state (does not apply when spending starting points).   - Gone on at least one adventure in this state (does not apply when spending starting points).
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 The thresholds to unlock new levels of skills are: The thresholds to unlock new levels of skills are:
  
-  * Level 2: points +  * Level 2: points 
-  * Level 3: points +  * Level 3: 11 points 
-  * Level 4: 12 points +  * Level 4: 17 points 
-  * Level 5: 15 points+  * Level 5: 24 points
  
 These limits also apply at character generation. Therefore, unless a character takes complimentary backgrounds,​ they will only be able to purchase skills up to level 2 at character generation. These limits also apply at character generation. Therefore, unless a character takes complimentary backgrounds,​ they will only be able to purchase skills up to level 2 at character generation.
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 Each time you play on or monster a linear, you will receive 1 skill point. If you played, you may spend this only on the character you played as, otherwise it may be used on any of your characters, or on a new character. We encourage players to have more than one character at any one time. Each time you play on or monster a linear, you will receive 1 skill point. If you played, you may spend this only on the character you played as, otherwise it may be used on any of your characters, or on a new character. We encourage players to have more than one character at any one time.
  
 +==== Wealth ====
 +
 +Depending on their lives up till the point where you start playing them, a character may or may not have a significant source of income. At character generation, you may pay a skill point to begin play with a single rank of [[:​equipment_and_wealth#​wealth|wealth]].
 ==== Extended Training ==== ==== Extended Training ====
  
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   * The ability to wear light armour to gain two additional hits.   * The ability to wear light armour to gain two additional hits.
   * The ability to repair light armour fully with half an hour’s work.   * The ability to repair light armour fully with half an hour’s work.
-  * Fight with any weapon of 36” or less in one hand, calling SINGLE, and to use a main-gauche in their off hand.+  * Fight with any weapon of 36” or less in one hand, calling SINGLE, and use a main-gauche ​(a weapon 24” or less) or buckler ​in their off hand.
   * Carry a travel backpack with sufficient supplies to cater for their own needs.   * Carry a travel backpack with sufficient supplies to cater for their own needs.
   * Sleep on the trail for three days without penalty.   * Sleep on the trail for three days without penalty.
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   * Execute an unconscious individual with ten seconds of hacking at their body.   * Execute an unconscious individual with ten seconds of hacking at their body.
   * Survive for sixty seconds after falling unconscious through lack of hits, after which they will die.   * Survive for sixty seconds after falling unconscious through lack of hits, after which they will die.
 +  * May halt a character'​s death count by roleplaying staunching their wounds (although the death count will resume if they stop). 
 +  * Carry up to 30 alchemical preperations.
 ===== 5. Starting Equipment ===== ===== 5. Starting Equipment =====
  
-Every Character can begin play with 2 standard weapons (one of which can be swapped for a shield), a standard suit of armour and 30 Acra, plus one adventure’s worth of any income or items their starting skills provide or produce. Equipment comes in several tiers, with the following characteristics:​+Every Character can begin play with 2 standard weapons (one of which can be swapped for a shield), a standard suit of armour and 27 Riel, plus one adventure’s worth of any income or items their starting skills provide or produce. Equipment comes in several tiers, with the following characteristics:​
  
   * Substandard:​ Can only be used with basic strikes and skills up to level 1.   * Substandard:​ Can only be used with basic strikes and skills up to level 1.
   * Standard: Can be used with skills up to level 3.   * Standard: Can be used with skills up to level 3.
   * Superior: Can be used with skills of any level.   * Superior: Can be used with skills of any level.
-  * Master Crafted: ​Can be used by a character even if they do not have a skill that would allow them to wield/wear it. If a weaponmay be used to call the effect call provided by Weapon Talent 1 for that weapon once per encounter (in addition to any instances of this call provided by skills), or an additional ​SHATTER for a great weapon. +  * Master Crafted: ​Counts as superior and can be used by a character even if they do not have a skill that would allow them to wield/wear it. If the item is a weapon ​then it may be used to call the effect call provided by Weapon Talent 1 for that weapon once per encounter (in addition to any instances of this call provided by skills). If the weapon is a great weaponthen it provides a single SHATTER (or an additional ​shatter with skills).
character_creation.1346075726.txt.gz · Last modified: 2015/05/14 21:09 (external edit)