In reply to The Watcher (msg # 6):
Step 1 - Origin
Your origin is sort of like your "race" in other games. You can roll it randomly, or select whatever you like best. This site has all the legal origins and their various benefits, but the layout isn't great:
http://www.angelfire.com/rpg2/...acter_Generator.html
Step 2 - Stats
You'll use Karma once the game gets going, but starting out you'll use special Generation Points. Each player will start with 300 of these points. If you have any leftover, I'll convert them to Karma for you afterward.
These points can be spent on a point-for-point basis on your character, but remember you'll have to use them for everything: attributes, powers, talents, etc.
quote:
Generation Rules
- You get 300 Generation Points
- Ranks cost GP = to their number (Example: Good (10) costs 10 points. Good (9) costs 9 points, but such min-maxing has other costs)
- Every power you unlock costs 10 * X to unlock, where X = how many powers you already have. Once unlocked, you can allocate GP just like you did above.
- Resources are gained on a point-for-point basis, then modified based on origin
- Talents and Feats cost 10 GP each (subject to GM approval. Some feats might cost more, some less).
- All of these rules can be modified by your origin. Ask me if you have questions!
Example:
Sir Bob Fistpunch
F: Ex (20)
A: Gd (10)
S: Am (50)
E: Gd (10)
R: Ty (6)
I: Ty (6)
P: Ty (6)
HP: 90
Karma: 18
He's spent 108 of his 300, which gives him plenty leftover for his resources and powers. Note that your HP + Karma = Spent GP. Now, let's finish him up:
Resources: Ex (20) = 20 GP
Powers:
- Rm (30) Body Armor = 30 GP (first power = 10*0, so free to unlock)
- In (40) Super Speed = 50 GP (second power = 10*1, so 10 to unlock)
I've now spent 90 points on powers, for a total of 198 spent in generation so far. I want to add some feats and talents, so I'll stop there and more on.
Feats:
- I want to use my super speed to create a tornado by running in a circle really fast. That's gonna be 10 points to unlock, and then the game master ruled that I have to empower the tornado if I expect it to do any damage. I'll spend 40 more points to make it deal In damage, and 10 more if I want to be able to nudge it along a specific trajectory, for a total of 60 points.
- I want to use my super speed to run vertically up walls. 10 points.
- I want to use my super speed to physically ignite flammable surfaces that I run over. 10 points. I want to put more points into this to improve the intensity of the flames, but the game master rules that the flames' heat will depend upon the material that's been ignited. Fair enough.
That's 80 points of feats, leaving me with 22 for my talents.
Talents:
- Martial Arts A (10 points)
- Martial Arts B (10 points)
I have 2 points leftover, which I choose to bank into Karma.
Final version:
quote:
Sir Bob Fistpunch
F: Ex (20)
A: Gd (10)
S: Am (50)
E: Gd (10)
R: Ty (6)
I: Ty (6)
P: Ty (6)
HP: 90
Karma: 20
Resources: Ex (20)
Popularity: - (origin-dependent)
Powers:
Body Armor: Rm (30)
Super Speed: In (40)
-- Tornado Sprint: In (40) damage from buffeting winds, which travel along a set path
-- Defying Gravity: Can run up vertical surfaces
-- Burn Rubber: Can ignite flammable surfaces through friction
Talents:
Martial Arts A, B
I'll double check my math later, but I'm pretty sure this character is done and done -- everything but the origin (which might given or take powers/stats/etc.)
If you want more points, you'll need to take on limitations. These can be large (I'm allergic to chocolate and will die if I even look at it), small (I'm allergic to chocolate and eating it drops my Strength to Fe (2)), or power-specific (my ice blasts don't work when it's hotter than 90 degrees outside) or whatever makes sense. The points you get depends on how much of a hardship the limitation is.
This message was last edited by the GM at 14:29, Wed 25 June 2014.