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Character Generation.

Posted by GMFor group 0
GM
GM, 120 posts
Kind and Benevolent
Wed 14 Aug 2013
at 18:25
  • msg #1

Character Generation

1. Choose Race
2. Create Character Story
3. Create Character Sheet
4. Beg

1. Choose Race

The following races are available to choose from: Changeling, Free-Folk, Gnome, Took, Troll, and Trundle-Wick. Human and Fey ARE NOT available for this campaign.

Gnome
Gnomes are small, and thus weaker than humans, but have an incredible talent for machinery.  They generally speak Gnomish and Common.

Traits:
Small - Gnomes get -1 from their Toughness but are at +1 difficulty to hit at range or in melee.

Mechanically Inclined - Gnomish characters may take the following skills not available to other races: Engineering, Repair, Navigate, Shoot:Advanced Weapons

Cast Training - When creating your character, you must choose which cast you belong to.  This may bring requirements and bonuses to skills.

Hierarchy - Gnomes are normally very strict about following orders from superiors in their command structure, and punishment for failure to do so is severe.

In combat, Gnomes prefer spears and axes in addition to their own technological wonders.

Fey

Traits:
Glamour - Fey will always magically appear beautiful, graceful charming, sexy and well-dressed.  People, especially humans, will have a tendency to like and trust them.  Anyone who knows or suspects they are looking at a Fey may attempt a Notice check to see through the Glamour.  Humans attempting to see through a Glamour are at a +2 difficulty penalty.

Immortal - At character creation, Fey get 30 points to buy skills instead of the usual 15.

Fair Folk - Fey characters can never take Strength-based Edges nor can their strength exceed d6.

Code of Honor - Fey are honor-bound to uphold their word.  In fact, they are physically pained if they break it.  However, they are bound ONLY to the letter and exact wording of their oaths... never the intent!  For example: A Fey who promised not to hurt someone would be under no obligation to protect them from harm, or even from paying a third party to harm them.

Fey Court - All Fey characters get a free d4 in Knowledge: Court Procedure and Dance.  It is recommended that you upgrade.

In combat, Fey prefer swords, rapiers, daggers, poison, bows, etc.

Took

A Took is a human that was raised by the Fey from a very young age.  Outwardly they are humans who look just slightly "off" in some ways.

Traits:
Warped Body Each Took will have one or more minor physical 'deformities' such as feathers instead of hair, overly-large eyes/ears/nose, unnaturally long arms, a duck bill instead of lips, etc.  The cumulative effect of this is that Took are visually unsettling and get -1 to Charisma.

Additionally, you may choose one of the following major deformities:

       Boneless - The Fey have "softened" your bones.  This makes it possible to squeeze into or through impossibly tight places, to bend and contort into horrible configurations, and to escape most bonds with ease.  You gain +2 to any attempt to escape normal bonds, -2 to Charisma (for being so bendy and misshapen) and can fit, with effort, into any opening that is at least half the width of your head.
       Plumage - The Fey have colored your skin and implanted bright feathers randomly about.  You will immediately draw attention from a distance and appear to be the most interesting thing/target.
       Etherial - The Fey have bent the barriers between you and Dreaming.  You are partly immaterial.  All attacks by or against you are at -1 to hit.  You will also have difficulty interacting with certain objects.
       Porous - The Fey have added a few extra holes here and there.  This gives your voice an eerie bagpipe quality (-1 Charisma), but also allows you to breathe if any part of your body is in the air.

Warped Mind - All Took have been mentally conditioned, re-conditioned and molested for their entire lives.  They are often possessed of strange beliefs, are distant, distracted and often mentally unstable.  This adds another -1 to their Charisma.

Dreaming - Took can manipulate the dreamworld.  This functions with it's own Skill (Dreaming) as a form of spellcasting.

Sired - Took are owned and 'raised' by a Fey.  Though they live with Fey, they are not part of the Fey court, having a status more akin to favored pets.  Due to their conditioning, they will believe everything their sire tells them, no matter how contradictory or odd.  Even when a Took is 'cut loose' (sire becomes bored with them) they retain their awkward nature, often becoming more disconnected as they have lost their only tie to society.

Troll
Trolls are larger and far stronger than humans but are incredibly stupid.

Traits:
Huge Size - Ogres are very large.  They get +2 toughness and the difficulty to hit them  is -2.

Tough Hide - Trolls get a natural 2 Armor.

Incredible Strengthh - At character creation, Trolls get a free d4 in strength.  Additionally, a Troll having at least d8 in strength will automatically pass any basic (difficulty 4) strength check without rolling.

Pea-brain - Trolls cannot read, write, learn languages or take complex skills such as engineering or Knowledge.  Additionally, they are large and clumsy and so cannot use 'advanced' technology like bows, keys, compasses, etc.  Finally, they cannot take smarts-based Edges.

In combat, Trolls prefer anything they can pick up and swing or throw.

Changeling

Traits:
Slaves - All Changelings are normally 'sired' or 'owned' by Fey.  The punishment for rebellion or refusal to obey is cruel and unusual.

Shape-Shifting - Changelings can assume almost any shape they want.  By spending 1 round (no other actions can be taken) they can turn themselves into a generic version of anything they can see.

The target shape cannot be smaller than 50% of the Changeling nor larger than 150%.  Both animate and inanimate objects can be chosen.  The "shape" can include various trappings and components.  For example, a Changeling imitating a guard would could also choose to imitate clothes, armor and weapons (naturally these 'weapons' would be part of the Changeling's body and not separable).  A changeling imitating a tree, for example, would have leaves, knot-holes and even squirrels (though again the squirrel would be part of the tree and not able to run around).

Changelings can take the shape of nearly anything, but it will always be an imperfect and generic version.  This means Changelings cannot imitate a specific person or object.

Although the changelings abilities and skills do not change as a result of the new form, they will acquire any innate biological or structural abilities that a generic version of the target would have.  For example, gills for fish, wings for birds, the ability to spin web for spiders, armor for trees, claws, eyes, etc.

This does not, however, cover all magical properties of the subject being imitated.

Trundle-Wick

Animated scarecrow made of assorted organic materials (sticks, cloth, straw, gourds, etc.) with a beating human heart in the middle.

Traits:
Unchained - Trundle-Wicks are created by sacrificing an unwilling human.  Most memories of that past life are gone, but a few will come creeping back now and again.

Construct - Trundle-Wick receive +2 to recover from being Shaken, ignore wound modifiers and are immune to poison, disease, do not eat or sleep, etc.  The cannot heal naturally, instead the Repair skill is used on them.  As Trundle-Wick do have a "living" heart, they can be permanently killed.

Oddly-Shaped - Trundle-Wick have unusual proportions and cannot use much gear sized and shaped for humans.

Unsettling - Most creatures, including animals, find Trundle-Wick disturbing, creepy, or at best ugly.  They will be met with fear at every turn.

Lightweight -  Trundle-Wick are made of lightweight materials.  They take +1 damage against slashing or cutting weapons but -1 damage from bludgeoning weapons.  They are easier to shove or push and suffer additional penalties to avoid being knocked down.

Flammable - Trundle-Wick are especially vulnerable to flames.

Unconventional Designs -  Each Trundle-Wick is uniquely shaped for whatever tasks the witch had in mind (or by whatever materials she had handy).  Choose 1:

     Extra Limb -
     Imbued - Trundle-Wick are often imbued with magics such that they gain spell-like abilities.  You will get one power as per Superpowers rules.

Free Folk

Traits:
Low Tech - Free Folk cannot read, write or generally take skill ranks in anything requiring technology more advanced than stone-aged.  Additionally, the Free Folk are either hated or feared by must races.  At best they are seen as savages.  At worst they are seen as bestial murderers.

Shift - At character creation, a totem animal is chosen.  Each Free Folk has three forms: Human, Beast, and Half.  By spending 1 round (no other actions can be taken) they can shift from Human/Beast to Half or from Half to Human/Beast.

A Free Folk in Human form has no special abilities or skills (though they will have features reminiscent of their totem animal).  Half form will grant more animal-like traits, skills and appearance (depending on animal chosen) such as gills, claws, furry ears, eagle eyes, etc.  Beast form is a roughly human-sized version of the totem animal, with some slightly human traits.  In Beast form, the Free Folk are more or less totally animal, and thus cannot speak or use tools.

Having very low-level technology, Free Folk prefer simple clubs or stone knives, bows, slings and axes in combat (when they use weapons at all).


2. Create a back story for your character.

Make sure you've read the background material and checked with the GM before moving on.  Naming conventions for various races appear in the World section.

3. Create Character Sheet

Use the "Explorer's Edition" or similar ruleset.

Player Characters cannot take any Arcane Backgrounds.

4. Beg
You may ask the GM for a 'special' item, ability or really anything else.  He may acquiesce.
This message was last edited by the GM at 13:40, Thu 09 Feb 2017.
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