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Character Creation.

Posted by GMFor group archive public
GM
GM, 2 posts
Sat 21 Jul 2012
at 04:38
  • msg #1

Character Creation


TL: 3

Equipment and other items : Items and Gears Thread

Magic: Incantation Rituals Thread

Miracles: Divine Favor Thread

Totems: Druidic System Thread

Martial Arts: Martial Arts Thread

points: 200/-25/ and up to -5 for Quirks.


RT (Robustness Threshold) = STx2 on threshold table

FT (Fatigue Threshold) = FP on threshold table

max att. 14 (except ST which can be up to 18)

min att. 8

max FP = +30% of HT (round up)

AP (Action Points) = HTx4 and cost 1 per 2 levels.

max AP = +400% of HT (round up)

Basic speed +2.00/-1.00

Basic move +3/-1

max starting skill level is att+4

Combat skills are limited to att+2 without a Martial Art Style.

With a Martial Art Style combat skills can be bought up to att+4.

Per and Will are separate from IQ

Per cost 10 per level.

Will cost 10 per level.




Use this template:

quote:
Attributes (0)
ST 10 [0]
DX 10 [0]
IQ 10 [0]
HT 10 [0]
Per  10 [0]
Will 10 [0]

Secondary characteristics (0)
FP 10 [0]
AP 40 [0]

Basic Speed 5.00 [0]
Basic Move  5    [0]

Basic Lift 20 lbs
Damage: 2d+2

RT: 6
FT: 4


Advantages ()
Choose a profession and apply it to your sheet.

Spend 60 points on mundane advantages, attributes, and secondary characteristics.

A further 20 points on the above, use any leftover points for skills or more abilities.


Disadvantages (-)
-25 points in Disadvantages that fit your background.


Quirks (-)
No more than 5 Quirks.


Skill ()
Seven of the following:
Acrobatics (H) DX-2 [1]
Carousing (E) HT+0 [1]
Climbing (A) DX-1 [1]
Diplomacy (H) IQ-2 [1]
Fast-Talk (A) IQ-1 [1]
First Aid (E) IQ+0 [1]
Gesture (E) IQ+0 [1]
Hiking (A) HT-1 [1]
Interrogation (A) IQ-1 [1]
Intimidation (A) Will-1 [1]
Navigation (A) IQ-1 [1]
Observation (A) Per-1 [1]
Research (A) IQ-1 [1]
Savoir-Faire (any) (E) IQ+0 [1]
Scrounging (E) Per+0 [1]
Search (A) Per-1 [1]
Stealth (A) DX-1 [1]
Streetwise (A) IQ-1 [1]
Survival (any) (A) Per-1 [1]
Tracking (A) Per-1 [1]

Spend 8 points on the above skills.

Spend 20 points on combat skills.

Spend another 10 points on the skills you chosen or new skills.



Encumbrance
                    Basic Lift  - Move         - Dodge
None (0)   = 1 x B.L.  - 20lbs  - BM x 1   = 5 - Dodge     = 8
Light (1)  = 2 x B.L.  - 40lbs  - BM x 0.8 = 4 - Dodge - 1 = 7
Medium (2) = 3 x B.L.  - 60lbs  - BM x 0.6 = 3 - Dodge - 2 = 6
Heavy (3)  = 6 x B.L.  - 120lbs - BM x 0.4 = 2 - Dodge - 3 = 5
Ex-Hvy (4) = 10 x B.L. - 200lbs - BM x 0.2 = 1 - Dodge - 4 = 4



Weapons:
-
-

Total cost: $0
Total weight: 0 lbs



Armor:
-
-

Total cost: $0
Total weight: 0 lbs



Gear:
-
-

Total cost: $0
Total weight: 0 lbs



Over all cost: $0
Over all weight: 0 lbs
Money on hand: $0



This message was last edited by the GM at 17:39, Mon 01 Jan.
GM
GM, 4 posts
Sat 21 Jul 2012
at 21:19
  • msg #3

Advantages and Disadvantages



Advantages:

Allowed:

Absolute Direction -------------------- Fearlessness (1-3)
Absolute Timing ----------------------- Fit
Acute Hearing (1-3) ------------------- Flexibility
Acute Taste and Smell (1-3) ----------- Gizmos (1-2)
Acute Touch (1-3) --------------------- Hard to Kill (1-2)
Acute Vision (1-3) -------------------- Hard to Subdue (1-2)
Alcohol Tolerance --------------------- High Pain Threshold
Ambidexterity* ------------------------ High TL (1)
Appearance (1-2) ---------------------- Lifting ST (1-3)
Charisma (1-3) ------------------------ Luck (1)
Combat Reflexes ----------------------- Night Vision (1-4)
Common Sense -------------------------- Rapid Healing
Cultural Adaptability ----------------- Resistant
Cultural Familiarity ------------------ Striking ST (1-2)
Damage Resistance** (1-3) ------------- Temperature Tolerance (1-3)
Eidetic Memory ------------------------ Versatile

Talents need GM permission and are limited to 2 lvls.
Everything else needs GM permission.

*price is upped to 10 points and the perk "off-hand training" is gone. Like wise the technique "off-hand training" is an average tech, meaning it cost only 4 points to raise it to max.

**Damage resistance is Tough skin by default, no cost reduction (cost is 2 per level).


Disadvantages:

Allowed:

Absent-Mindedness --------- Jealousy
Bad Temper ---------------- Lecherousness
Blood-lust ---------------- Missing Digit
Bully --------------------- Mundane Background
Callous ------------------- Nightmares
Charitable ---------------- No Sense of Humor
Chummy -------------------- Oblivious
Clueless ------------------ Odious Personal Habits
Colorblindness ------------ Overconfidence
Combat Paralysis ---------- Overweight
Confused ------------------ Paranoia
Cowardice ----------------- Phantom Voices
Curious ------------------- Phobias
Disciplines of Faith ------ Post-Combat Shakes
Fearfulness --------------- Selfish
Flashbacks ---------------- Selfless
Gluttony ------------------ Skinny
Greed --------------------- Sleepwalker
Gregarious ---------------- Squeamish
Guilt Complex ------------- Stubbornness
Gullibility --------------- Trademark
Hard of Hearing ----------- Truthfulness
Hidebound ----------------- Unfit
Honesty ------------------- Unluckiness
Impulsiveness ------------- Vow
Incurious ----------------- Wealth


Not Recommended:

Acceleration Weakness ----- Laziness
Alcoholism ---------------- Light Sleeper
Appearance ---------------- Loner
Bad Back ------------------ Low Empathy
Bad Grip ------------------ Low Pain Threshold
Bad Sight ----------------- Low Self-Image
Bad Smell ----------------- Low TL
Cannot Speak -------------- Minor Handicaps
Chronic Pain -------------- Miserliness
Code of Honor ------------- Motion Sickness
Compulsive Behavior ------- Night Blindness
Deafness ------------------ No Depth Perception
Delusions ----------------- No Sense of Smell/Taste
Disturbing Voice ---------- Obsession
Easy to Kill -------------- One Arm
Easy to Read -------------- One Eye
Ham-Fisted ---------------- One Hand
Hemophilia ---------------- Pyromania
Incompetence -------------- Secret
Indecisive ---------------- Shyness
Intolerance --------------- Slow Healing
Klutz --------------------- Social Stigma

Everything else is forbidden without GM permission.


This message was last edited by the GM at 17:44, Mon 01 Jan.
GM
GM, 436 posts
Mon 26 Dec 2016
at 03:13
  • msg #4

List of Suitable Skills

ATHLETIC/COMBAT
quote:
Acrobatics (H) DX
Bolas (A) DX
Bow (A) DX
Breath Control (H) HT
Crossbow (E) DX
Fast-Draw (Any) (E) DX
Jumping (E) DX
Knife (E) DX
Lifting (A) HT
One-Handed Axe/Mace (A) DX
One-Handed Flail (H) DX
One-Handed Sword (A) DX
Polearm (A) DX
Running (A) HT
Shield (any) (E) DX
Sling (H) DX
Spear (A) DX
Staff (A) DX
Throwing (A) DX
Thrown Weapon (any) (E) DX
Two-Handed Axe/Mac (A) DX
Two-Handed Flail (H) DX
Two-Handed Sword (A) DX
Unarmed Grappling (A) DX
Unarmed Striking (A) DX
Whip (A) DX


CRAFT/DESIGN
quote:
Carpentry (E) IQ
Jeweler/TL 3 (H) IQ
Leatherworking (E) DX
Masonry (E) IQ
Sewing/TL 3 (E) DX
Smith/TL 3 (any) (A) IQ
Architecture/TL 3 (A) IQ
Engineer/TL 3 (any) (H) IQ
Pharmacy/TL 3 (any) (H) IQ


MEDICAL
quote:
Diagnosis/TL 3 (H) IQ
Esoteric Medicine (H) Per
First Aid/TL 3 (E) IQ
Physician/TL 3 (H) IQ
Poisons/TL 3 (H) IQ
Surgery/TL 3 (VH) IQ
Veterinary/TL 3 (H) IQ


MILITARY/CRIMINAL
quote:
Armoury/TL 3 (Missiles, Melee, or Armor) (A) IQ
Camouflage (E) IQ
Disguise/TL 3 (A) IQ
Escape (H) DX
Filch (A) DX
Forced Entry (E) DX
Holdout (A) IQ
Interrogation (A) IQ
Leadership (A) IQ
Lockpicking/TL 3 (A) IQ
Observation (A) Per
Pickpocket (H) DX
Poisons/TL 3 (H) IQ
Soldier/TL 3 (A) IQ
Scrounging (E) Per
Shadowing (A) IQ
Sleight of Hand (H) DX
Smuggling (A) IQ
Stealth (A) DX
Strategy (any) (H) IQ
Streetwise (A) IQ
Tactics (H) IQ
Traps/TL 3 (A) IQ
Urban Survival (A) Per



OCCULT/MAGICAL/SCIENCES
quote:
Alchemy/TL 3 (VH) IQ
Biology/TL 3 (any) (VH) IQ
Exorcism (H) Will
Geology/TL 3 (H) IQ
Metallurgy/TL 3 (H) IQ
Naturalist (H) IQ
Occultism (A) IQ
Thaumatology (VH) IQ


OUTDOOR/EXPLORATION/EVERYMAN
quote:
Area Knowledge (any) (E) IQ
Camouflage (E) IQ
Cartography (A) IQ
Climbing (A) DX
Cooking (A) IQ
Fishing (E) Per
Hiking (A) HT
Knot-Tying (E) DX
Housekeeping (E) IQ
Naturalist (H) IQ
Navigation/TL 3 (any) (A) IQ
Prospecting/TL 3 (A) IQ
Survival (any) (A) Per
Swimming (E) HT
Tracking (A) Per
Weather Sense (A) IQ


SOCIAL/BUSINESS/ARTS/ENTERTAINMENT
quote:
Acting (A) IQ
Administration (A) IQ
Archaeology (H) IQ
Artist (H) IQ
Body Language (A) Per
Carousing (E) HT
Cartography (A) IQ
Connoisseur (any) (A) IQ
Current Affairs/TL 3 (any) (E) IQ
Dancing (A) DX
Detect Lies (H) Per
Diplomacy (H) IQ
Fast-Talk (A) IQ
Finance (H) IQ
Gambling (A) IQ
Geography/TL 3 (H) IQ
Gesture (E) IQ
Heraldry (A) IQ
History (any) (H) IQ
Intimidation (A) Will
Law (any) (H) IQ
Leadership (A) IQ
Literature  (H) IQ
Merchant (A) IQ
Musical Instrument (any) (H) IQ
Panhandling (E) IQ
Performance (A) IQ
Poetry (A) IQ
Politics (A) IQ
Public Speaking (A) IQ
Research/TL 3 (A) IQ
Savoir-Faire (any) (E) IQ
Singing (E) HT
Speed-Reading (A) IQ
Stage Combat (A) DX
Streetwise (A) IQ
Teaching (A) IQ
Theology (any) (H) IQ
Ventriloquism (H) IQ
Writing (A) IQ



VEHICLE/ANIMAL
quote:
Animal Handling (A) IQ
Boating/TL 3 (any) (A) DX
Navigation/TL 3 (any) (A) IQ
Packing (A) IQ
Riding (any) (A) DX
Seamanship/TL 3 (E) IQ
Shiphandling/Tl 3 (any) (H) IQ
Teamster (any) (A) IQ

This message was last edited by the GM at 23:20, Sun 11 June 2017.
GM
GM, 476 posts
Mon 1 Jan 2024
at 17:47
  • msg #5

Professions

"Know Thy Enemy", this list is not all inclusive and knew hidden lore may be added during play.

quote:
• Cryptids (chupacabras, yeti, etc.): Animal Handling (specific mundane animal) (A) IQ*; Biology (VH) IQ; Hidden Lore (Cryptozoology) (A) IQ; Veterinary (H) IQ.
• Demons: Hidden Lore (Demons) (A) IQ; Psychology (Demons) (H) IQ; Theology (Unity) (H) IQ.
• Free-Willed Spirits (fae, in-betweeners, etc.): Hidden Lore (Nature Spirits) (A) IQ; Theology (Druidic) (H) IQ.
• Ghosts: Hidden Lore (Restless Undead) (A) IQ‡; Physics (Paraphysics) (H) IQ; Theology (Druidic) (H) IQ.
• Elementals: Hidden Lore (Elementals) (A) IQ; Psychology (Elementals) (H) IQ
• Lycanthropes: Hidden Lore (Lycanthropes) (A) IQ; Veterinary (H) IQ.
• Magic: Hidden Lore (Sacred Places) (A) IQ; Psychology (H) IQ; Thaumatology (VH) IQ.
• Vampires: Hidden Lore (Vampires) (A) IQ‡.
• Zombies (and skeletons, etc.): Hidden Lore (Restless Undead) (A) IQ‡; Theology (Voodoo or Unity) (H) IQ.

* A particular specialty can be used against appropriate creatures; e.g., Animal Handling (Swine) against a mutant boar – though usually at a penalty.

‡ Restless Undead and Vampires specialties of Hidden Lore default to each other at -3.




Druid
quote:
Advantages:
Totem-Bearer 1 (choose one totem) [12]
Spend 85 points on the following
Spirit Pool (Total) [Total x 0.9]
Absolute Direction (PM, -10%) [5]
Danger Sense (PM, -10%) [14]
Medium (PM, -10%; Specialized, Nature Spirits, -50%) [4]
Animal Empathy (PM, -10%) [5]
Plant Empathy (PM, -10%) [5]
Power Investiture (Druidic) 1 [10]
See Invisible (Spirits; PM, -10%) [14]
Spirit Empathy (PM, -10%; Specialized, Nature Spirits, -50%) [4]
Channeling (PM, -10%; Specialized, Nature Spirits, -50%) [4]
Speak With Animals (PM, -10%) [23]
Speak With Plants (PM, -10%) [14]
Terrain Adaptation (PM, -10%) [5] for ice, mud, snow, or other weather-related conditions.
Autotrance [1]
Eye of the Storm [1]

Disadvantages:
Disciplines of Faith (Ritualism) [-5]
Secret Identity (Possible Death) [-30]

Skills:
Esoteric Medicine (Druidic) (H) Per-2 [1]
Herb Lore (VH) IQ-2 [2]
Hidden Lore (Nature Spirits) (A) IQ-1 [1]
Hidden Lore (Elementals) (A) IQ-1 [1]
Naturalist (H) IQ-2 [1]
Religious Ritual (Druidic) (H) IQ-2 [1]
Ritual Magic (Druidic) (VH) IQ+1 [12]
Theology (Druidic) (H) IQ-2 [1]
Veterinary (H) IQ-2 [1]
Weather Sense (A) IQ-1 [1]

Path Skills:
One path at (VH) IQ+0 [8] two at (VH) IQ-1 [4]
Path of Elementalism
Path of Nature
Path of Spirits



Saint
quote:
Advantages:
Divine Favor 6 [25]
Power Investiture (Divine Favor) 1 [10]
67 points chosen among
Divine Favor 7-9 [10/level]
Divine Favor 10 [15]
Divine Favor 11-15 [20/level]
Divine Favor 16-18 [30/level]
Learned prayers [varies]
Faster Prayers [10]
Repeated Petitioner 1-4 [5/level]
Practiced Petitioner [10]
Dual Prayers [20]
Focused Exorcist [1]
Flagellants Blessing [1]
Combat Medic 1-2 [5/10]
Dismissive Wave [10]
Power Investiture (Divine Favor) 2-6 [10/level]

Disadvantages:
Sense of Duty (Good Entities) [-10]
Secret Identity (Possible Death) [-30]

Skills:
Esoteric Medicine (H) Per-1 [2]
Exorcism (H) Will-2 [1]
Hidden Lore (Restless Undead) (A) IQ-1 [1]
Hidden Lore (Demons) (A) IQ-1 [1]
Meditation (H) Will-2 [1]
Occultism (A) IQ-1 [1]
Religious Ritual (H) IQ-2 [1]
Ritual Magic (Divine) (VH) IQ+1 [12]
Theology (H) IQ-1 [2]

Path Skills:
One path at (VH) IQ+0 [8] two at (VH) IQ-1 [4]
Path of Necromancy
Path of Protection
Path of Demonlology



Mage
quote:
Advantages:
Magical Aptitude 6 [6]
Mana Reserve 5 [15]
Mage Talent 1 [10]
50 points chosen among:
Gizmos 1+ [5/lvl]
Improved Magic Resistance 1+ [5/level]
Signature Gear (Grimoires, workspace kits, magic tools) [Varies]
Magical Aptitude 7+ [1/lvl]
Mana Reserve 6+ [3/lvl]
Mage Talent 2-4 [10/lvl]
Ritual Mastery [1/lvl]
Life-Force Burn [1/lvl]
Knower of Names [1/lvl]
Intuitive Cantrip [1/lvl]
Psychic Guidance [1/lvl]
or rote spells and path skills

Disadvantages:
Secret Identity (Possible Death) [-30]

Skills:
Thaumatology (VH) IQ+2 [12]
Occultism (A) IQ+0 [2]
Alchemy (Infusions) (VH) IQ-2 [2]
Symbol Drawing (Scripts) (H) IQ-1 [2]
Innate Attack (any) (E) DX+1 [2]

Path Skills:
Choose one Path skill at (VH) IQ+2 [12]
two more Paths at (VH) IQ+0 [4]
remaining Paths at (VH) IQ-3 [1]

Path of Arcanum
Path of Augury
Path of Elementalism
Path of Mesmerism
Path of Protection
Path of Transfiguration

Techniques:
Spend a total of 6 points on spells with at least 1 point each:
Rote Invocation (Spell name) (A) [cost]



Warrior
quote:
Advantages:
40 points on any number of Martial Art Styles
60 points chosen among:
ST +1-6 [10/level]
DX +1-3 [20/level]
HT +1-6 [10/level]
Will +1-6 [10/level]
Per +1-6 [10/level]
Ambidexterity [10]
Basic Move +1-4 [5/level]
Combat Reflexes [15]
Enhanced Dodge up to 3 [15/level]
Enhanced Parry (One Melee Weapon skill) up to 3 [5/level]
Spend leftovers on anything else with GM approval.



Rogue
quote:
Advantages:
20 points on Martial Arts Styles
45 points chosen from among
DX +1 [20]
IQ +1 [20]
Per +1 to +2 [10/level]
Will +1 to +2 [10/level]
Basic Speed +1 [20]
Basic Move +1-4 [5/level]
Ambidexterity [10]
Catfall [10]
Combat Reflexes [15]
Danger Sense [15]
Enhanced Dodge 1 [15]
Flexibility [5]
Gizmos 1-3 [5/level]
High Manual Dexterity 1-4 [5/level]
Honest Face [1]
Night Vision 1-9 [1/level]
Perfect Balance [15]
Peripheral Vision [15]
Signature Gear [Varies]
Striking ST 1-10 (Only on surprise attack, -60%) [2/level]

Disadvantages:
Social Stigma (Criminal Record) [-5]

Skills:
40 points spent on the following skills:
Forced Entry (E) DX
Climbing (A) DX
Filch (A) DX
Stealth (A) DX
Escape (H) DX
Pickpocket (H) DX
Lockpicking (A) IQ
Traps (A) IQ
Acrobatics (H) DX
Sleight of Hand (H) DX
Gesture (E) IQ
Holdout (A) IQ
Shadowing (A) IQ
Smuggling (A) IQ
Streetwise (A) IQ
Search (A) Per
Urban Survival (A) Per
Gambling (A) IQ
Carousing (E) HT
Fast-Draw (any) (E) DX
Garrote (E) DX
First Aid (E) IQ
Panhandling (E) IQ
Seamanship (E) IQ
Cartography (A) IQ
Connoisseur (any) (A) IQ
Disguise (A) IQ
Fast-Talk (A) IQ
Merchant (A) IQ
Counterfeiting (H) IQ
Forgery (H) IQ
Poisons (H) IQ
Hiking (A) HT
Scrounging (E) Per
Lip Reading (A) Per
Observation (A) Per

This message was last edited by the GM at 18:12, Tue 27 Feb.
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