Thread for Character Creation

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 Character Creation
The Narrator
6:39am, July 15, 2013
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Hello. Character creation is going to be a little different from the more extensive Pathfinder system we've used in the First RP. Both to simplify things as well as to speed things up. So we're gonna go over all of it, one by one to ensure that we're all on the same page.



Also, required reading for Magic using characters.




Some notes on equipment.





Races:Many are the variant of races in Grimm Wars-verse, and more so for a place as Cosmopolitan as the United Kingdom. Playable races are restricted to the following.




Humans:Somnium, Aurora, Agrabah, Caledonian, Stadt Des Drachan...Humans are as varied as snowflakes and can come from all walks of life. Humans are the most common race in the Grimm Wars.




Dwarfs: Dwarfs hadn't changed much with the times. All that has altered are the tools they use and the wonders they craft. Dwarf-made metal works are accounted as the best and in culture, they consist of several clans with their own names and dialect which they use to keep their traditions alive. An unspoken, iron rule they keep is teamwork...What happens to one dwarf, affects all dwarfs of that same clan. In the United Kingdom, the biggest Dwarf community is located in the cities Industrial District. Under it actually, and it is known as "New Moria". They are a common sight in the Grimm Wars.




Halflings: As diverse as humans, Halflings are a seemingly perpetually cheerful race. Famed for their work ethic and culinary skills in particular, a wealthy household usually has one Halfling servant or two. As a race, Halflings tend to go on by unnoticed and for as long as there have been humans, Halflings have always been with them as well. They are a common sight in the Grimm Wars. They have no centralized community in the city, opting instead to gather at places such as the park or at select, quaint restaurants.




Elves: Over the years, Elves have faded and by and large, left the world in ways unknown. Retreating to places such as Avalon or beyond to the Undying Lands. So the majority of Elves that remain in the world are Drow. Currently, the Drow are in two camps. One being the old school sort who believe that their traditions make them Drow and dangerous....And the new generation, who raised on the surface regard the whole thing as bogus and opt to look forward to the future. Ironically, it is these Drow largely responsible for the "party" atmosphere that the new era is known for. Flapper styles, Jazz music...Inspired or funded by these new Drow. As for the usual Elves who yet remain, they tend to be either loners or scholars or both. Drow are semi-common. Regular Elves are extremely rare.




Half-Orc: Grunt work hasn't changed much these years, and someone is always needed to do the heavy lifting. In that respect, Half-Orcs have found a reasonable niche and tend to gravitate towards Jobs that don't require too much thought, and generally hang around the Docks. Half-Orcs are a common sight around the working districts and are rarer outside of them.




Half-Elves:"Half-Elve" is a misnomer, as its a rare one who can actually claim to be "Half-Elve". A quarter, ten percent and even rarer are what most of these mixed bloods are, though Half-Elves who marry generally have Half-Elve infant children. They are a semi-common sight.




Gnomes: With ties to the Fae world having become thinner and thinner in successive years, Gnomes have likewise become a rarer sort. What Gnomes yet make their home around here usually turn to such professions such as scientists and mages or newspaper reporters and such that let them keep atop of things. They are a rare sight in the Grimm Wars, but not so much as Elves.



Monster Races:As progress moves forward, so does other aspects. No longer for example, do wandering adventurers head to random caves to wipe our Kobold infestations. After all, who'd get the coffee if they did? As time passed, so did various monster races agree to behave themselves and vice versa to join in the march of progress which has proven to be quite an unique alliance, though centuries and even a hundred years of enlightenment cannot fully eradicate all misgivings. They are as follows.



Harpies:Harpies are a winged race, often taking jobs as messengers for hard-copy messages, packages and so forth in conjuncture with the Postal Service. A common sight, especially in the city where they dart to and fro above to one locale or the other.



Naga:Half snake below and half human above, Naga are a unique sight. They tend to gravitate towards cerebral roles and make good scientists. Though in number, they are semi-rare.



Kobold:There is nothing as mind-numbing as paperwork. Thankfully, Kobold's appear to have a knack for it and often take up clerk roles and secretary as they file the world, one cabinet at a time. A common sight.



Centaur:Half Horse, half human. Centaurs are martial figures. Warriors and possessed of a stern, stick-in-the-mud disposition by their critics. They tend to take the roles such as Police Work, and its a very, very, very rare Centaur who turns to crime. A common sight.



Damphir:Like Half-Elves, Damphir had grown into their own subrace. Unfortunately, due to the nature of their race, Damphir are often met with mistrust and many turn to crime. A semi-common sight.



Lycan:A stern, pack-oriented race. Lycan's prefer the outdoors to indoor jobs and many take up jobs that allow them to do such. More then a few had distinguished themselves as Private Investigators though Lycan's without a pack to guide them end up turning to crime. A semi-common sight. Generally mistrusted as well.



GM Note:Any deviation from the list here can be discussed with the head GM, to be accepted or rejected depending on how well it fits in the background as a whole.



Edited 10:03am, July 18, 2013 by The Narrator, author.
 Creation
The Narrator
6:53am, July 15, 2013
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For the reboot world of Grimm Wars: Path of Progress, the GM and players will be utilizing a streamlined version of the Marvel Super Heroes RPG rules by TSR. It utilizes only one table to roll on for any skill or attack, the Universal Table. Abilities are ranked by adjectives, from Feeble up to Unearthly, although the strength scale no longer ranges up into the tons, but is scaled to a more modest level.

All current races and any new ones will start with a baseline of statistics, which can be added to for customization during character creation, and later on with experience.

There are seven basic statistics, and two derived from totals of some of these. Each begins with a different letter, and are represented as FASERIP.

F: Fighting A: Agility S: Strength E: Endurance

Fighting is pure fighting ability and talent, Agility is dexterity and fluidness of movement, Strength is physical power and Endurance is toughness of body.

Health: Total of FASE

R: Reason I: Intuition P: Psyche

Reason is pure intellect and reasoning power, Intuition is gut feelings and wisdom, and Psyche is force of will and personality.

Karma: Total of RIP

All of them are represented on a scale as follows:
Feeble (2), Poor (4), Typical (6), Good (10), Excellent (20), Remarkable (30), Incredible (40), Amazing (50), Monstrous (75), Unearthly (100). Few stats will get past the Amazing level, but it is possible.

This is the baseline of statistics that we all start with.

New Character - Fighting: (Typical) A: (Typical) Strength: (Typical) Endurance: (Typical)
Reason: (Typical) Intuition: (Typical) Psyche: (Typical)

Next, you take one of these packages.

Novice: For a new campaign and starting characters. Take three CS to distribute however you like among your stats.

Rookie: For mid-level characters. Take four CS to distribute among your stats.

Expert: For characters who had been around the block for a while. Take five CS to distribute among your stats.

Veteran: For the truly old souls. Take six CS to distribute among your stats.


Edited 5:00am, June 07, 2014 by The Narrator, author.
 Skills
The Narrator
7:13am, July 15, 2013
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The names for the following archetypes are broad generalizations as they represent a typical role for a person with that one statistic as their strong suit. Personality is up to you. Each represents one of the seven FASERIP stats, and each of them grants a +1 CS to their stat, in addition to five skills, and a base Resource level. Money too is resolved on the Universal Chart and will be handled in a separate post, for now, just note the level.


Warrior (Fighting): +1 CS to Fighting. Resource Level: Typical
Skirmisher (Agility): +1 CS to Agility. Resource Level: Excellent
Brute (Strength): +1 CS to Strength. Resource Level: Typical
Survivor (Endurance): +1 CS to Endurance. Resource Level: Good
Scientist (Reason): +1 CS to Reason. Resource Level: Excellent
Gambler (Intuition): +1 CS to Intuition. Resource Level: Good
Stalwart (Psyche): +1 CS to Psyche. Resource Level: Typical

Skills: Each Archetype gets five skills on character creation, and additional ones are awarded as experience is earned. There is NO list of skills. Define them yourself according to the following guidelines.

1) The skill must logically fit the character concept, in race, archetype or faction to be allowed. (i.e. choosing the skill "Nuclear Physics" for your Typical Reason Miskatonic Student would take a lot of explaining to get approved)

2) It must adhere to one of the three focus ranges that follow: Very Narrow, Narrow, or General. Examples follow.

2a) Very Narrow. A high degree of skill with one weapon, or a highly specialized field of study. Within the expertise of this skill, the character gets +3 CS. An example of this skill is "Pump Action shotgun" If a character had a Typical Agility, while using that one weapon, the skill would move up three columns to Remarkable, for determining results. Any related weapon or skill gets NO bonus for this narrow focus, but the character is considered proficient in the general category. Meaning, if the person who had the pump action shotgun picked up a Police standard shotgun, he would not get his +3, but he would not get any penalties to his Agility as someone unfamiliar with any shotgun would.

2b) Narrow. A good degree of skill with a small selection of weapons or a slightly broader area of study. Within the expertise of this skill the character gets +2CS. An example would be "Swords" This does NOT stack with any other skill that overlaps it, a more narrow version supersedes it. For example if a character had both "Katana" and "Swords", the higher bonus of the two (+3 CS) applies.

2c) General. A fair amount of skill in a wide category of weapons or broad range of study. Unless superseded by a more focused skill, the character gets a +1 CS within the expertise of this skill. To continue the example above, if the character had "Swords" as a General skill, he could pick up a sword and have a +1 CS to use it. If it were a Katana, the Narrow skill would take over and bump this up to +2CS, and if it is the Fourth Himiko Dynasty, the Very Narrow skill would take over from the Narrow Katana skill.

3) Alternatively, Skills can be 'sacrificed' to increase starting Resource Level. Essentially, the more money you start with, the less you have to worry about learning. Up to three starting skills can be sacrificed to increase starting Resource Level, but a character with only two Skill slots left better pick them wisely!

More rules, covering non-proficiency, follow in its own thread with a few other topics like costs of equipment.

But essentially, you're finished except for a short personality profile or bio of your character.

Edited 5:08am, June 07, 2014 by The Narrator, author.
 
The Narrator
5:27am, June 07, 2014
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http://3.bp.blogspot.com/-77XdnE8oaZ8/UGUKXDXkIRI/AAAAAAAAAAA/OnXTBAvUmAE/s1600/updated_universal_table.jpeg
 The Universal Table
Scarlette Rider
4:17am, June 08, 2014
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