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RTJ . Character creation.

Posted by PortentFor group 0
Portent
GM, 3 posts
Tue 29 Nov 2022
at 21:54
  • msg #1

RTJ . Character creation

Request to Join

Character selection for this game will be based on char concept that includes a character background that uses Turakian Age history, background and details.

6th ed. Fantasy HERO game in the published setting of Turakian Age.

Starting 225 total pts., 50 pts matching Complications, 6e1 34 pg.

Characters should be established in their fields and have some kind of Reputation

This game does not exist in an Age of Magic, Age of Demi Gods, Age of Monsters, Age of Gunpowder or an Age of Divine War.

This will be a gritty world where illiteracy, superstition and ignorance are common. Where average folk have not been more than two days walk from where they were born. History is what one learns from your father, legend is what you learn from your father's father, Myth is passed down from your grand sire's father.

XP will be on the slow track and challenge based. At the end of a difficult and long narrative with challenges and RP, bonus XP will be awarded.

Spending XP costs time and resources for training, exploration or access.

Tech, Bows above 1 d6+1 do not exist
Crossbows are 'new' and require High level access,
Corssbows are WF: Unusual Missile Weapon, not WF: Common Missile

Iron weapons are new, available to Nobles only, all other weapons are Bronze.

Def 5 and higher Armor does not exist  except for Noble or Royal units.
Weapon smiths are restricted to work only for Nobility.

There are no Magic shops. Magic is rare and restricted to Nobles


We will start in the Tornathian League, in one of the Seven city states, players should have an idea for which City State we have as a center for the campaign

All characters will be raised in Human cultures, No Elves can be PC races, no non Turakian races
Drakine are second class citizens, a PC can be Drakine, however, you will suffer Social Complications

Magic, as is it called by the Commoners, is rare but powerful, Mages are members of Royal or Noble courts, those that can use Magic are found and trained by Wizards of Courts and then after apprenticeship are kept or traded to other courts.

I allow only one Arcane/Magic PC, no Power Frameworks, and I have a few mechanics for magic.

The one PC capable of casting one of the 12 Schools now exists, no others will be permitted.
[ 01 16 23 ]

For those with Clerical inclinations, the Laity can have a VPP no greater than (EGO + PRE) / 2 AP and will be No Conscious Control based on nature of prayer.

Clergy will pick a Member of the Pantheon and build only to the Domains of the God

Fighters can construct martial feats, all feats Real cost combined,
no greater than ( STR + DEX + INT ) /3. This Real cost may be increased +1 for every 4 Character points.

Movement and Hit Locations.
Specific Hit locations can only be used if, in Phase of Attack, Movement = Zero meters.
Group locations can be used when Movement <= Move/2 meters.

I have Templates for Races and for organizations that are 'dark' to players, tell me what interests you, if we work out that the character would join, then I will provide the mechanics for the template.
   ----------------

Characteristics are affected by Racial Templates
Characteristics: Starting normal,
Char Maxima:
STR > PRE = 15, Max value = 20
 CV > MCV =  5, Max value =  7

SPD = 3,  Max value =  4

PD > ED = 4  Max value =  6

REC = 6,  Max value =  8
END = 40, Max Value = 50
BODY = 15,  Max value =  20
STUN = 30,  Max value =  50

Base 10m Running, Char Max = 12, Max value =  14m
Base  0m Swimming
Base  2m Leaping

Skills  ------------

Max = Base skill +4, Maxima 2x cost after +4

Power Skill, do not overlook this skill, it is usable to make
controlled changes and fine point narrative changes to Feats and
equipment possible

6e1, 89 pg., Skill Levels Table

Skill Lvls with Ranged Attacks may not be used for DCV.

Shields may use their DCV value as Bonus to Block

The following skill lvls are not allowed, unless by Template:

10 +1 with All Non-Combat Skills

12 +1 Overall (see text) (i.e., +1 with any Skill Roll
or Characteristic Roll). Characters can also use
Overall Levels as Combat Skill Levels

6e1, 70 pg., Combat Skill Levels Table

The following addition mechanic is available for
10 +1 with All Attacks

Activation rolls for Equipment, Items and Feats can be increased or decreased by 1/ 10 pt. lvl

 Perks     -------
 Money Perk is not used

 
 Turakian Age 201 pg.
 Rulers of City-States of the Tornathian League are Kings
 Income for Nobles is based on the Lordship Table, modified by other relevant Perks like:
 Base, Followers, Favors, Contacts, Positive Reputation, Awards for Military actions, Diplomatic  awards etc.

 Talents   ------
The following Talents are not allowed, unless by Template

 Absolute Range Sense
 Absolute Time Sense
 Combat Luck
 Eidetic Memory
 Simulate Death
 Speed Reading
 Universal Translator

 Powers     ------

 Clairsentience, Retrocog and Precog, not allowed

 Luck    APG I, 105 pg., Method 2 will be used

 Luck is not subject to Power Limitations

  Life Support, Extended life, Not aloowed

At the beginning of a game session, the player rolls his Luck dice and counts
the total. That total represents a number of points the player may add to or
subtract from rolls throughout that game to get better results.

Impairing and Disabling are used
Hit Locations are used

Critical Hits are not used
This message was last edited by the GM at 09:27, Wed 15 Feb 2023.
Portent
GM, 25 posts
Tue 24 Jan 2023
at 17:53
  • msg #2

RTJ . Character creation


This message was last edited by the GM at 17:56, Tue 24 Jan 2023.
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