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Character Creation 01 - Overview.

Posted by NarratorFor group 0
Narrator
GM, 3 posts
GM
GM 02
Sun 16 May 2021
at 12:25
  • msg #1

Character Creation 01 - Overview

The rules system for this RPG will be a custom one that will aim (at least initially) to be simple and lightweight, in order to keep the story focus on the STORY instead of on endless dice rolls and complicated interacting mechanisms.

CHARACTER CREATION

Character creation will consist of the following steps:

0) Select Character Class:
 - all characters in this adventure will be of the "German Soldier" class

1) Roll and Record Character Statistics:
 - Rifle Skill (RS) = measure of how good a marksman you are with ranged weapons
 - Close Combat Skills (CCS) = measure of how good a melee fighter you are, as well as a proxy for agility and reflexes
 - Endurance Points (EP) = how much damage you can take before you collapse, as well as a proxy for endurance, strength, and constitution
 - Willpower (WP) = the mental strength of your character to resist shock, horrors, and insidious mental influences
 - Corruption Points (CP) = the accumulated effect of horrible things on your character's persona, and expressing as physical and/or mental stigmas

 - your starting Character Statistics will be defined by your Character Class ("German Soldier" for this adventure)
 - Rifle Skill (RS) = 10 + 1d10
 - Close Combat Skills (CCS) = 10 + 1d10
 - Endurance Points (EP) = 20 + 1d10
 - Willpower (WP) = 0 + 1d10
 - Corruption Points (CP) = 0
 - use the Dice Roller to roll 4d10, and then assign the results to whichever Character Statistics you want
 - NOTE: if your first rolled 4d10 is generally very low, you are allowed to re-roll the entire 4d10 once. These new results must then be used.

2) Pick Character Attributes from following list:
 01. Marksmanship (rifle training, with bonus to ranged attacks)
 02. First Aid (medical training, can dress wounds)
 03. Fieldcraft (can survive in the field by foraging and finding/making shelters)
 04. Stalking (can track prey, whether they be human or animals)
 05. Camouflage (trained to use camouflage to maximum effect)
 06. Mechanical Aptitude (can use and repair most machines; can also drive most vehicles)
 07. Sixth Sense (you have a strange premonition just before something is about to happen)
 08. Iron Will (you are as stubborn as a donkey, and remain unaffected by mental influences)
 09. Literati (you spent a number of years at university, and have a wide book learning)
 10. Thulean Touch (you have received basic tutelage from the Thule Society, and know something about the Geisterwelt)

4) Calculate Starting Age:
 - Starting Age is determined as a base number by your Character Class, and then modified up or down depending on your chosen Character Attributes
 - "German Soldier" Character Class Starting Age: 18 years
 - The following Character Attributes for the "German Soldier" will modify your Starting Age:
 a. Mechanical Aptitude = +1 year
 b. Literati = +3 years
 c. Thulean Touch = +2 years

5) Select Starting Items
 - Each Character Class has a list of specific starting items
 - These will automatically be populated into your Character Sheet by the GM
 - covers the following broad categories:
 a. Uniform
 b. Webbing (used to carry all your basic combat equipment)
 c. Backpack (used to carry more/larger kit)
 d. Canteen (for carrying water)
 e. Weapons (Rifle/ Sidearm/ Hand Weapon/ Grenade)

 - items in game come in various categories:
 - a) Weapons - these are recorded in the matching weapon slots
 - b) Ammunition - these are small enough to be worn on your belt, and can be accessed immediately; spare ammo may be carried in Uniform Pockets, or in Backpack slots
 - c) Backpack Items - these are too large for your Belt, and must be carried in your Backpack (this is split between your Small Satchel and your Backpack)
 - d) Special Items - these are unusual, usually small, items which you carry in your pockets (you will usually start with 8x Special Item slots; some might be large enough to require Backpack Slots)
Narrator
GM, 4 posts
GM
GM 02
Sun 16 May 2021
at 13:48
  • msg #2

Character Creation 01 - Overview

More detail on Character Attributes for the "German Soldier" Character Class:

01. Marksmanship:
You have excelled at rifle skills and marksmanship during your time spent in infantry training, and have become proficient at the use of most German small arms.

 Game effect:
 - You may add a +2 RS bonus on all ranged attacks
 - You may add +2 bonus on any Test to clear jammed weapons


02. First Aid:
You are proficient in using Field Dressings and bandages to treat wounds, stop bleeding, and administer basic splints to broken limbs. You are also familiar with most of the more common medical supplies of the era, and can administer drugs and treatments as necessary.

 Game effect:
 - You may add +2 on any medical-related Tests
 - By checking bandages and wounds, you can passively restore +1 Endurance Point every 4 hours, to both yourself and up to 3x squad-mates who spent that time in your company (this does not require supplies)
 - While sleeping this improves to +2 Endurance Points every 4 hours as long as you stay awake to monitor the sleepers (cannot use this part of the ability on yourself)


03. Fieldcraft:
Your ability to live in the wilds, away from the comforts of home and city life, is a notch above that of your fellow soldiers. You can easily find enough food in the wilds to feed yourself, and you can always find (or make) shelter. You are also better at digging and designing trenches and foxholes when told to dig in, and your work tends to last longer (and need less maintenance) than that of your squad-mates.

 Game effect:
 - When told to eat a Meal at any time during the game, you may instead take 1 hour to forage for food in the surroundings
 - This ability may not work in harsh environments (no man's land, deserts) or if there is no time for it
 - Additionally you may add +2 on any survival-related Tests when it comes to dealing with the outdoors


04. Stalking:
You have mastered the art of tracking and following prey - be they man or animal. You can read prints in the ground, determine the size and direction of the prey, and know how to follow them without being seen. You are also a master at striking unseen, landing that first shot or blow that would incapacitate the prey all the quicker.

 Game effect:
 - You may add +2 on any Test related to tracking animals or humans
 - Additionally, whenever you launch a surprise attack on an unsuspecting target, you may roll your usual attack roll twice and then only use the higher of the two
 - Synergy: when used in conjunction with Camouflage you may roll three times and then use the highest


05. Camouflage:
Your ability to hide is unparalleled. Whether it is in the woods and fields, or in a dusty old house or dark cave, you know just how to blend in, to match the surroundings, and disappear almost completely. You can also disguise your own tracks when moving (although this does slow you down).

 Game effect:
 - You may add +2 on any Disguise or Hide-related Tests
 - You may add +2 defensive bonus in any situation where a ranged attack is made against you (this does not count against Area Of Effect attacks)


06. Mechanical Aptitude:
You have a knack for understanding mechanical things, and spent a number of years with the NSKK (National Socialist Motor Corps) before enlisting. Any machine made of metal, you can figure out how to use; anything with wheels or tracks, you can either drive already, or learn to drive in no time.

 Game effect:
 - You may add +2 on any Test related to using machines, engines, or vehicles
 - You may add a +2 bonus on any Test to clear jammed weapons
 - Starting Age: +1


07. Sixth Sense:
Ever since childhood, you have had an uncanny ability to intuitive predict things, to know when something was going to happen a second or two before it did. While you have never been able to explain exactly how this works, or why you have this ability, it has helped you immensely over the years when it came to avoiding danger. While not always specific in identifying danger, this remarkable ability has at least been somewhat consistent in helping you stay out of trouble.

 Game effect:
 - Depending on the encounter, you may be prompted to roll to determine if your Sixth Sense warns you about something
 - Additional you may add +2 to an Intuition-related Test


08. Iron Will:
You have been stubborn and difficult to deal with most of your life, and have developed an ingrained ability to shut off the outside world and not be affected by it. Whether at the sight of a gruesome automobile accident, or when listening to honeyed words from a skilled orator, you are simply unmoved by it all. You also have immense willpower once you set your mind on something, and no amount of distraction or pain will ever dissuade you from your goal.

 Game effect:
 - You may increase your current and maximum Willpower (WP) by +5
 - Additionally, you may take +2 on any Willpower-related Tests


09. Literati:
Upon finishing your schooling, you enrolled at your local university, and have spent the past three years studying a broad range of subjects. From global politics to domestic affairs, from culture and art to the sciences, you have an erudite understanding of most of the affairs of this world, and can converse with comfort and great eloquence on most matters. This knowledge has also made you more assured when speaking in front of your peers, and you are somewhat of a budding orator at this point in your life.

 Game effect:
 - You may add a bonus equal to (Current Age minus 18) on any Knowledge-related Tests
 - For every 3 full years that you are older than 18 (so 21, 24, 27, etc) you have mastered 1x additional European language (reading and writing)
 - Starting Age: +3


10. Thulean Touch:
In your youth, you dabbled in some decidedly unusual matters of learning - arcane texts, myths of lost continents and subterranean worlds, Latin tomes that spoke darkly of even darker matters - and it was not long before you found yourself drawn into the circles of the Thule Society. Here, in dark rooms and as neophyte participant in arcane ceremonies, you have started to learn about the unseen world, the Spirit World - Der Geisterwelt - and all the spaces in the world where the sciences of men have not yet been able to shed light. Now, you look at the world through a different lens, and your senses have grown far more attuned to the hidden world.

 Game effect:
 - You may add +2 on any Test related to Arcane matters
 - You are proficient in Latin (reading and writing)
 - You gain +1 Corruption Point
 - Starting Age: +2

This message was last edited by the GM at 13:49, Sun 16 May 2021.
Narrator
GM, 5 posts
GM
GM 02
Sun 16 May 2021
at 15:26
  • msg #3

Character Creation 01 - Overview

Your character sheet will follow the layout shown below. A blank template will be provided for your character once it has been registered.

~--~--~--~--~--~--~--~--~

Hans Ritterbach, Obergefreiter

Character Class: German Soldier

1)Character Statistics:

 - use the Dice Roller to roll 4d10 and record each die
 - 16:44, Today: Hans Ritterbach rolled 24 using 4d10 with rolls of 6,3,7,8.  Generate Character Statistics.

 - Rifle Skill (RS) = 10 + 1d10 (6) = 16 +2 (Marksmanship, if applicable)
 - Close Combat Skills (CCS) = 10 + 1d10 (8) = 18
 - Endurance Points (EP) = 20 + 1d10 (7) = 27
 --- Current EP = 27/27
 - Willpower (WP) = 0 + 1d10 (3) = 3 +5 (Iron Will) = 8
 --- Current WP = 8/8
 - Corruption Points (CP) = 0
 --- Current CP = 0

(GM note: replace the rolls above with your own results)

2) Chosen Character Attributes: (record your 4x choices here)
 01. Marksmanship (+2 RS on attacks)
 02. Camouflage (bonus to hiding)
 03. Sixth Sense (useful premonitions)
 04. Iron Will (+5 WP, bonus to Willpower Tests)

3) Starting Age = 20

4) Starting Items:
 a. Uniform
 - German wool uniform (tunic, trousers, M40 side cap, gaiters, low boots)

 b. Webbing
 - Leather belt
 - K98 ammo pouches x2
 --- left pouch: 3x 5rds stripper clip, K98 7.92mm [15/30 max]
 --- right pouch: 3x 5rds stripper clip, K98 7.92mm [15/30 max]
 - K98 bayonet scabbard + carrier
 - Entrenching tool carrier
 - Small Satchel (breadbag) containing up to 4x Backpack items:
 --- 01. Iron Rations (Meal)
 --- 02. Rifle Cleaning Kit
 --- 03. (empty)
 --- 04. (empty)
 - Mess kit with eating utensils (clipped to outside of Small Satchel)

 c. Backpack (used to carry more/larger kit)
 --- 01. (empty)
 --- 02. (empty)
 --- 03. (empty)
 --- 04. (empty)
 --- 05. (empty)
 --- 06. (empty)
 --- 07. (empty)
 --- 08. (empty)
 --- 09. (empty)
 --- 10. (empty)
 --- 11. (empty)
 --- 12. (empty)

 d. Canteen (for carrying water)
 - Clipped to outside of Small Satchel
 --- Canteen filled: 1/3rd (250ml) [1]
 --- Canteen filled: 2/3rd (500ml) [1] - your canteen is here
 --- Canteen filled: 3/3rd (750ml) [0]

 e. Weapons (Rifle/ Sidearm/ Hand Weapon/ Grenade)
 - Rifle Slot 01: Mauser Kar98k rifle

 - Sidearm Slot 01: (empty)

 - Hand Weapon Slot 01: K98 Bayonet
 - Hand Weapon Slot 02: M31 Entrenching Shovel, non-folding

 - Grenade Slot 01: (empty)
 - Grenade Slot 02: (empty)

 - Any weapon slot can be filled with a weapon from a smaller type if necessary
 --- e.g. instead of a Rifle, could carry a second Sidearm
 --- Grenades are 2x per single slot, if filling a non-Grenade Slot
 --- e.g. can fill Hand Weapon Slot 02 with 2x Grenades, if necessary

 f. Special Items (small items carried in the pockets)
 --- 01. (empty)
 --- 02. (empty)
 --- 03. (empty)
 --- 04. (empty)
 --- 05. (empty)
 --- 06. (empty)
 --- 07. (empty)
 --- 08. (empty)
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