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18:41, 28th March 2024 (GMT+0)

Character Creation.

Posted by Game MasterFor group 0
Game Master
GM, 1 post
Thu 21 Apr 2022
at 01:07
Game Master
GM, 22 posts
Thu 20 Apr 2023
at 21:43
  • msg #4

STEP 1: ORIGIN


STEP 1: ORIGIN
Choose your character's origin: alien, android, cyborg, human, or mutant. All origins listed here are of roughly human size, weight, and physical and mental capacity unless noted otherwise by your stats.


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This message was last edited by the GM at 09:47, Sat 30 Dec 2023.
Game Master
GM, 200 posts
Sat 30 Dec 2023
at 08:36
  • msg #5

STEP 2: OCCUPATION


STEP 2: OCCUPATION
Choose your character's occupation. This is a title like "medical doctor," "diplomat," or "ship mechanic" which describes what your character does for a living. It can also describe what they do to contribute to their adventuring troop as a whole such as "healer," "diplomat," "muscle," and so on.


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This message was last edited by the GM at 09:46, Sat 30 Dec 2023.
Game Master
GM, 201 posts
Sat 30 Dec 2023
at 08:36
  • msg #6

STEP 3: DESCRIPTION


STEP 3: DESCRIPTION
Write up a description of your character's physical appearance. Are they tall, short, or average? Muscular, skinny, or average? Do they wear armor or every-day clothing? Do they have any weird features like a third eye, horns, or a tail? Try to keep your character's appearance sensible within the narrative you're going to play. For example, you may not be able to play a robot in a high fantasy world with no technology and it is impractical for you to go on adventures if you're bigger than a skyscraper or smaller than a pencil.


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This message was last edited by the GM at 09:46, Sat 30 Dec 2023.
Game Master
GM, 202 posts
Sat 30 Dec 2023
at 08:37
  • msg #7

STEP 4: PERSONALITY


STEP 4: PERSONALITY
Label your character's role from a narrative perspective. This can be something like "comedic relief," "fearless leader," "lovable jerk," "dark mysterious one," or even an anime trope like "tsundere," "cool rival," or "darudere" and whatnot. Then, write up a short description of your character's personality and mannerisms. Do they talk a lot? Are they always eating or telling jokes? Do they prefer to be quiet or loud? Are they friendly or mean? When nothing in particular is going on, what are they usually up to?


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This message was last edited by the GM at 09:45, Sat 30 Dec 2023.
Game Master
GM, 203 posts
Sat 30 Dec 2023
at 08:37
  • msg #8

STEP 5: CREDO


STEP 5: CREDO
Every interesting character has some credo be it a code of honor, sense of morality, strict religion, compulsive modus operandi, etc. Describe your character's credo as you see fit.


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This message was last edited by the GM at 09:44, Sat 30 Dec 2023.
Game Master
GM, 204 posts
Sat 30 Dec 2023
at 08:38
  • msg #9

STEP 6: GENERATE ATTRIBUTES


STEP 6: GENERATE ATTRIBUTES
Every character has six primary statistics.
  • You begin with an array of modifiers: +2, +2, +2, +1, +0, -1.
  • Add +2 to one modifier and +1 to another modifier of your choice.
  • Done correctly, your modifiers should add up to 9 at 1st level.
  • Assign each of these modifiers to one of your attributes as you see fit: Str, Con, Dex, Int, Wis, Cha.


STRENGTH:
  • Melee attacks and thrown attacks
  • Heavy carrying capacity equal to (10 + Brawn)2
  • Resist being forcibly moved or restrained
CONSTITUTION:
  • Hit points
  • Resist disease, fatigue, necromancy, poison, and stunning
DEXTERITY:
  • Ranged attacks and light weapon attacks
  • Move through obstacles unhindered
  • Resist physical attacks and traps
INTELLECT:
  • Resist confusion and mind games
  • Recall knowledge and solve puzzles
  • Craft and repair items
  • Abjuration and Conjuration powers + 1 other type of power of choice
WISDOM:
  • Focus points
  • Resist illusions and spot hidden creatures and objects
  • Investigate, notice, and recognize things via intuition and awareness
  • Divination and Transmutation powers + 1 other type of power of choice
CHARISMA:
  • Influence capacity
  • Resist charm, compulsion, and emotion effects
  • Socialize with and persuade NPCs
  • Enchantment and Illusion powers + 1 other type of power of choice


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This message was last edited by the GM at 09:44, Sat 30 Dec 2023.
Game Master
GM, 205 posts
Sat 30 Dec 2023
at 08:38
  • msg #10

STEP 7: LANGUAGES AND PROFICIENCY


STEP 7: LANGUAGES AND PROFICIENCY
The maximum number of languages a character can know is 2 + half their Cipher or Civilization modifier (whichever is better). Your first language must be Common.

You begin play trained in 2 defenses/saving throws (Str, Con, Dex, Int, Wis, or Cha) and (5 + INT) skills of your choice.


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This message was last edited by the GM at 09:43, Sat 30 Dec 2023.
Game Master
GM, 206 posts
Sat 30 Dec 2023
at 08:39
  • msg #11

STEP 8: HIT POINTS


STEP 8: HIT POINTS
Hit points are a measure of your nearness to defeat.
  • You begin at 1st level with (15 + CON) hit points.
  • Every level thereafter you gain (5 + CON) more hit points (minimum 1).
  • This retroactively if your CON increases.

Rest can restore lost hit points. If you run out of hit points, your character is gravely wounded and may even perish.


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This message was last edited by the GM at 09:43, Sat 30 Dec 2023.
Game Master
GM, 207 posts
Sat 30 Dec 2023
at 08:39
  • msg #12

STEP 9: FOCUS POINTS


STEP 9: FOCUS POINTS
Focus points are a measure of your concentration, mental focus, and willpower.
  • You begin at 1st level with (15 + WIS) focus points.
  • Every level thereafter you gain (5 + WIS) more focus points (minimum 1).
  • This increases retroactively if WIS increases.

Rest can restore lost focus points. If you run out of focus points, your character is mentally fatigued, and may fall unconscious.


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This message was last edited by the GM at 09:42, Sat 30 Dec 2023.
Game Master
GM, 208 posts
Sat 30 Dec 2023
at 08:40
  • msg #13

STEP 10: SPECIAL ABILITIES AND WEAKNESSES


STEP 10: SPECIAL ABILITIES AND WEAKNESSES
The final step is to select 1 special ability of your choice for your character (plus whatever their origin gives them). This game is still being developed so if there's a power you want that's not listed, simply talk with the GM about making a new one for you. We're pretty flexible.

WEAKNESSES
You can also acquire up to three weaknesses in exchange for an extra special ability for each weakness you gain. If a special ability has some debilitating weakness or trade-off built into it, you may simply be able to get free upgrades in exchange rather than writing up new weaknesses.
    Tier 1 Weakness: The weakness is either moderately difficult and rare or fairly easy to overcome but a constant inconvenience. Being forced to make saves to avoid tier 1 conditions that normally doesn't affect anyone else would be a common example. A weakness like this is more of an inconvenience like a compulsion or minor phobia.

    Tier 2 Weakness: The weakness is either overwhelmingly difficult and rare or moderately difficult and common. A tier 1 weakness where you always have disadvantage on the checks or suffer tier 2 conditions would be a good example. A weakness like this is pretty detrimental like an extreme disorder, manic addiction, or psychosis.

    Tier 3 Weakness: The weakness is either impossible to resist and rare or very difficult and common. A tier 1 weakness where you always have disadvantage on the checks AND suffer tier 2 conditions would be a good example. A weakness of this magnitude is equivalent sunlight for a vampire or kryptonite for a certain superhero.


GEAR
You're assumed to have basic gear and access tools such as a communicator, clothes, government ID, digital wallet, at least one email/social media account, and one free self defense device (ex. common civilian pistol, survival knife, pepper spray, etc.) For all other gear, you buy Item-based special abilities for them. If you buy an item and haven't leveled up or don't have an item-based ability to swap for it, you can instead expend a surge to temporarily gain a special ability and/or weaknesses you normally wouldn't have. If you're out of surges, you can spend 1/2 your max FP to gain these benefits. If you're also out of FP, you have bigger problems and are probably in the middle of a fight.


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This message was last edited by the GM at 09:42, Sat 30 Dec 2023.
Game Master
GM, 209 posts
Sat 30 Dec 2023
at 08:41
  • msg #14

STEP 11: SURGES


STEP 11: SURGES
You can have up to a number of surges at a time equal to 2 + 1/5th your level.

During gameplay, GMs can award surges to players for various reasons, typically for moments of intriguing and risky heroism. You begin each gaming session with at least 1 surge. You can spend a surge to do various things as listed below. You automatically gain a surge at the end of every dangerous or pivotal scene.
  • Add a bonus to a d20 roll (1d6 if declared after roll, 1d12 if declared before).
  • Cheat death immediately returning to 1 hit point if the GM rules it as feasibly possible for you to survive.
  • Multiply the area, damage, duration, hardness, healing, hit points, and/or range of an effect you use (double if declared after roll, triple if declared before).
  • Taken an extra Action or Reaction at no penalty.
  • Reroll a d20 roll you just made, keeping the second roll even if it's lower.

LEGENDARY SURGES
You can have up to a number of legendary surges at a time equal to 1 + 1/10th your level. You gain a legendary surge at the end of every overwhelming scene. You also gain one from a very hard scene but only if you were already full on regular surges. You also begin every new campaign with 1 legendary surge and regain one after 1 year of downtime. You can spend a legendary surge to automatically succeed in a roll you make as if you'd gotten a natural 20. You cannot apply this to an attempt if the GM rules it to be impossible. Alternatively, you can expend a legendary surge to immediately refill your surge pool.


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This message was last edited by the GM at 09:41, Sat 30 Dec 2023.
Game Master
GM, 210 posts
Sat 30 Dec 2023
at 09:40
  • msg #15

ADVANCEMENT


ADVANCEMENT TABLE

LevelGains
1origin features, 3 abilities, 3 defenses, 5+INT skills, max 2 surges (1 legendary), proficiency max: trained
21 ability, 1 skill
31 ability, 1 defense
41 ability, 1 skill
51 ability, 1 defense, attributes (+1 to 3), max 3 surges, proficiency max: versed
61 ability, 1 skill
71 ability, 1 defense
81 ability, 1 skill
91 ability, 1 defense
101 ability, 1 skill, attributes (+1 to all), max 4 surges (2 legendary), proficiency max: expert
111 ability, 1 defense
121 ability, 1 skill
131 ability, 1 defense
141 ability, 1 skill
151 ability, 1 defense, attributes (+1 to 3), max 5 surges, proficiency max: master
161 ability, 1 skill
171 ability, 1 defense
181 ability, 1 skill
191 ability, 1 defense
201 ability, 1 skill, attributes (+1 to all), max 6 surges (3 legendary), 2 legendary surges, proficiency max: legendary


EXPERIENCE
The completion of a mission gets you XP depending on how difficult it was. Once you've accumulated 1,000 XP, you level up, reduce your XP by 1,000, and essentially start over.
DifficultyReward
Very Easy0 XP
Easy10 XP
Average25 XP
Hard50 XP
Very Hard100 XP
Overwhelming200 XP

Learning from your Mistakes: During encounters that are life-threatening and average difficulty or worse, you can choose to turn one attack, save, or check you make opposing a dangerous foe or obstacle into one degree less successful than it actually was (critical success --> success --> failure --> critical failure). You get +1 XP per time you do so (+2 if Hard, +3 if Very Hard, +4 if Overwhelming) to a max of 3 times per scene.



ABILITIES
At 1st level, you begin with 2 special abilities of your choice plus whatever your origin gives you. Every level thereafter you can gain a new ability of your choice or upgrade an existing ability.



ATTACKING & ARMOR RATING
Unlike normal d20 games, there is no Armor Class. Instead, you make an attack roll against a target's save DC based on the effect. Some effects target two DCs requiring you to hit the higher option (unless the target is flat-footed then you need only hit the lower one). Most weapons attacks are against Dex DC. Combat maneuvers are usually vs. Dex or Str. Toxic effects are against Con, Mental vs. Int, Emotion vs. Cha, Illusion vs. Wis, etc.

However, some creatures have armor which reduces damage from any source except for persistent damage.



SAVES
At 1st level, you begin trained in 2 saves of your choice. Every odd level thereafter you can become trained in another defense of your choice or upgrade your proficiency in an existing defense by 1 rank, up to the normal maximum proficiency.


SKILLS
At 1st level, you begin trained in 4 skills of your choice. Every even level thereafter you can become trained in another skill of your choice or upgrade your proficiency in an existing skill by 1 rank, up to the normal maximum proficiency.


ATTRIBUTES
  • At 5th and 15th level, you increase 4 attribute scores of your choice by 1.
  • At 10th and 20th level you increase all of your attribute scores by 2.


PROFICIENCIES
There are several tiers of proficiency:
  • untrained (+0)
  • trained (+2)
  • versed (+4)
  • expert (+6)
  • master (+8)
  • legendary (+10)
Your maximum proficiency is expert until 10th level, it becomes master and at 20th level it becomes legendary.


TEMPORARY ABILITIES
Sometimes a GM may even award premade temporary abilities or weaknesses based on the story. They don't count against your maximum number of abilities or weaknesses but they are always conditional and lost when those conditions aren't met.

GMs can bestow boons or curses directly instead of granting ability points. For example, if a character finds a magic sword, they get a "Magic Sword" exploit at the appropriate rank.

Boons and curses can be take away, lost, or suppressed, depending on what they are. Magic items can be taken away and conditional powers may not work in certain environments or may not work on certain targets. Such dependency and volatility makes these abilities less reliable than normal abilities.

However if a boon or curse is ever permanently taken from you, you regain the invested points or losses, allowing you gain new ones or improved others the next time you get an in-game opportunity (as determined by the GM).


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This message was last edited by the GM at 21:01, Wed 06 Mar.
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