1. This shall be a fantasy setting; magicians, fighters, thieves, barbarians and all of that. There is a small availability of technology, but it's going to be magic fueled.
2. You're playing good guys. You can be kind of more centric in morality, but you're not going to be the ones taking over the world. Sorry Mert, you will not be playing a badguy, I'm going to be keeping this all in check.
3. Be willing to accept that some things may not come out as you desire. I don't think I really need to post this, but I'm doing it anyways. There will be dice rolls, and there will also be things that I straight up veto. This RP is plot and character heavy, you might know something out of character or think your character should know something, but some times they will not. I'll generally leave it up to a roll of the dice, but depending on your character's background and ability scores I might flat out say no. Also, I may reject some character designs. This is unlikely, but I'm putting the warning here.
You may be wondering why I need this extra thread, or maybe not, ******** if I know. The reason is that we're going to be using an actual game for the backbone of this. We shall be using Legend, a free game that uses the d20 system which only allows you to send in donations that then go to the Child's Play charity.
It's versatile, balanced, and relatively easy to understand. I'm cutting out a majority of the confusion through the way I'm running our game. This game will not include experience or level advancement. As such, treat yourself as 20th level when building your character. Don't stress about keeping track of all the math, I just need you to work on the most basic of aspects. I will be tracking all of the math, I want the rest of you to just get into character and have fun with the world I'll be presenting.
Forgive me for any confusion, but I am open to questions, even if you're completely new to using a system like this and require a total walkthrough for creating your character. I've been reading the system and while I am not 100% versed I can probably clear certain things up. On to the confusing stuff.
Character creation will be simple; choose a race, or 'Racial Track' which shall be explained later, from those listed; select your skills-trained, which is listed in your main track; choose what weapons you will use, found on page 168; then select your feats, feats after weapons because some are weapon specific. After that, we'll be selecting the ability scores, which shall be described later. Don't forget to make the character a character, describe his intentions, his personality, appearance if you can, all that jazz.
If you are part-way through creation and discover something else that looks good, you're very much allowed to go back through and rewrite. However, if you come to the game and want to do something else I will require you to make a new character, but you may do this as many times as you wish. Unless you're doing it all the time, in which case I'm going to veto you and either you stop doing that or stop playing. Please try to make the characters have unique personalities and identities, it's okay if you don't, but I would be highly appreciative.
Race selection is easy, just pick one and get going. If you're using a racial track, or just curious, please view page 77. To make it simple, a racial track will effectively be your character race and base class, it shall determine what maths go into you. In other words, it does stuff you don't have to worry about beyond what bonus feats you get to pick.
'Track' selection may be done from all available. You can either go full in with 3 tracks from a single class, or 2 tracks from one class and one third without a problem, but there is a way to have 3 tracks from 3 different sources. The use of the 'Guild Initiation' feat may be required if you were to use one of the following:
Racial Track (1)/ Racial Track (2)/ Class Track
Racial Track (1)/ Racial Track (2)/ Extra Track
Racial Track/ Class (1) track/ Class (2) Track
Racial Track/ Class track/ Extra Track
Class (1) track/ Class (2) Track/ Class (3) Track
Class (1) track/ Class (2) Track/ Extra Track
Class track/ Extra Track (1)/ Extra Track (2)
These are examples, and it most definitely is confusing without looking at the system. Thankfully the chapters make it perfectly clear what each of these are in relation to each other, so just read through and you should be fine. I will only allow up to 2 racial tracks, as you would require to use the Guild Initiation feat twice to have 3. If you choose a racial track, it DOES dictate your ability scores and such, you lose the other race selections. Your 'Utter Brute' may actually just be a burly dwarf, but he does not gain the dwarf specific racial bonuses.
Skills are a little awkward if you don't get what they're styled after, but allow me to create a simpler list and descriptions.
Acrobatics: Performing acts of dexterous mobility.
Athletics: Performing feats of strength.
Larceny: Performing the tasks of a rogue.
Stealth: Performing actions quietly or secretly.
Ride: Riding s**t.
Knowledge (Arcana): Identifying, or using, magic.
Knowledge (Engineering): Creating, Identifying, Fixing, or weakening structions and constructs.
Knowledge (Geography): Knowing elementals, finding routes, or locating dungeons.
Knowledge (History): Knowing the past and legendary creatures. Also, knowing local lore.
Knowledge (Medicine): Figuring out what's up with humanoid bodies, dead or alive. Healing people.
Knowledge (Nature): Identifying s**t you find in the woods, tracking stuff.
Bluff: Lying and being good at it.
Diplomacy: Being persuasive.
Intimidate: Scaring things.
Perception: Identifying motives in people, and spotting anomalies in your immediate area.
That's it, a nice variety of skills but they can all be very useful if properly utilized.
Weapons are easy, as before they're on page 168. The damage listed there isn't too important, at the levels you will be at the most of your damage comes from your classes; just use this as a guide to stylize your character. Feats, you may choose up to 8 feats. 1 from your race, or racial track, and 7 free from restriction. You just have to follow the requirements listed in the feats, and you do have to have the entirety of a feat chain if you want the final one. It's just that simple.
Ability scores are a little different. You need to identify what your important abilities are under your class track heading, or racial track heading. Distribute the base array of; 16, 14, 14, 12, 10, 10 among; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. After that, you are to add +8 to two skills, and +6 to two more. If you would rather avoid this, tell me a general sense of what you want your character to be able to do and I shall arrange these for you.
If this all goes smoothly as it should, you could probably come up with a working character within one evening. These rules are mainly here to add a bit of risk to this game, it isn't strictly up to the narrator, and it forces you to work with restrictions. All I will need from you is something like the following two, and there's blank as the third. Warning, too tired to think of genuine names.
Quote:
Race: Human
TRACKS
Rogue (Esoterica Radica)/ Rogue (Acrobat Adept)/ Vigilante
Track Choices
Esoterica Radica: 1st (Acrobatics, Athletics)
Acrobat Adepr: N/A
Vigilante: N/A
KOM: Strength
KDM: Constitution
BASE STATS (with racial stats included)
Strength: 18
Dexterity: 14
Constitution: 14
Intelligence: 12
Wisdom: 10
Charisma: 10
+8: Strength, Constitution
+6: Charisma, Wisdom
Skills: Acrobatics, Athletics, Larceny, Stealth, Ride, Diplomacy, Perception
Weapon: Unarmed
Feats: Breakneck Pace, Damage Specialization, Danger Sense, Deft Strike, Fancy Footwork, To Iron Married, By Steel Beholden, In Mithril Reborn
Character Description: Using her great physical talents, Jane "The Deer" Doe has taken to fighting evil. Common criminals, evil royals, any who stand in the way of justice learn to fear The Deer! When not performing her duties as The Deer, Jane wears very common clothing to keep from standing out in a crowd. When forced to enter combat, she enters some out of sight area, calls forth her deer themed armor and returns to the battle in dazzling fashion.
TRACKS
Rogue (Esoterica Radica)/ Rogue (Acrobat Adept)/ Vigilante
Track Choices
Esoterica Radica: 1st (Acrobatics, Athletics)
Acrobat Adepr: N/A
Vigilante: N/A
KOM: Strength
KDM: Constitution
BASE STATS (with racial stats included)
Strength: 18
Dexterity: 14
Constitution: 14
Intelligence: 12
Wisdom: 10
Charisma: 10
+8: Strength, Constitution
+6: Charisma, Wisdom
Skills: Acrobatics, Athletics, Larceny, Stealth, Ride, Diplomacy, Perception
Weapon: Unarmed
Feats: Breakneck Pace, Damage Specialization, Danger Sense, Deft Strike, Fancy Footwork, To Iron Married, By Steel Beholden, In Mithril Reborn
Character Description: Using her great physical talents, Jane "The Deer" Doe has taken to fighting evil. Common criminals, evil royals, any who stand in the way of justice learn to fear The Deer! When not performing her duties as The Deer, Jane wears very common clothing to keep from standing out in a crowd. When forced to enter combat, she enters some out of sight area, calls forth her deer themed armor and returns to the battle in dazzling fashion.
Quote:
Race: Sentient Construct
TRACKS
Sentient Construct/ Utter Brute/ Paladin (Heroica: Seven Circles of Endings)
Track Choices
Sentient Construct: N/A
Utter Brute: 1st (Defender), 4th (Soldier), 5th (Flexibility, Flesh), 6th (Slowed, Fear)
Paladin: 2nd (Might)
KOM: Intelligence
KDM: Dexterity
BASE STATS (with racial stats included)
Strength: 14
Dexterity: 14
Constitution: 12
Intelligence: 18
Wisdom: 10
Charisma: 10
+8: Intelligence, Dexterity
+6: Constitution, Strength
Skills: Athletics, Knowledge (Engineering), Knowledge (History), Knowledge (Medicine), Perception
Weapon: Unarmed
Feats: By Will Sustained, Guild Initiation (Utter Brute), Weaponized, To Iron Married, By Steel Beholden, In Mithril Reborn, Meteor Crush, Batter Down
Character Description: Created long ago, PunchBot has become an ally to Jane. He has several fields of knowledge, a finely polished silver exterior, and extendable arms. Despite being a machine, PunchBot is swift in combat.
TRACKS
Sentient Construct/ Utter Brute/ Paladin (Heroica: Seven Circles of Endings)
Track Choices
Sentient Construct: N/A
Utter Brute: 1st (Defender), 4th (Soldier), 5th (Flexibility, Flesh), 6th (Slowed, Fear)
Paladin: 2nd (Might)
KOM: Intelligence
KDM: Dexterity
BASE STATS (with racial stats included)
Strength: 14
Dexterity: 14
Constitution: 12
Intelligence: 18
Wisdom: 10
Charisma: 10
+8: Intelligence, Dexterity
+6: Constitution, Strength
Skills: Athletics, Knowledge (Engineering), Knowledge (History), Knowledge (Medicine), Perception
Weapon: Unarmed
Feats: By Will Sustained, Guild Initiation (Utter Brute), Weaponized, To Iron Married, By Steel Beholden, In Mithril Reborn, Meteor Crush, Batter Down
Character Description: Created long ago, PunchBot has become an ally to Jane. He has several fields of knowledge, a finely polished silver exterior, and extendable arms. Despite being a machine, PunchBot is swift in combat.
Template
Quote:
Race:
TRACKS
Track 1/ Track 2/ Track 3
Track Choices
Track 1:
Track 2:
Track 3:
KOM:
KDM:
BASE STATS (with racial stats included)
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
+8: 1, 2
+6: 1, 2
Skills:
Weapon:
Feats: 1, 2, 3, 4, 5, 6, 7, 8
Character Description:
TRACKS
Track 1/ Track 2/ Track 3
Track Choices
Track 1:
Track 2:
Track 3:
KOM:
KDM:
BASE STATS (with racial stats included)
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
+8: 1, 2
+6: 1, 2
Skills:
Weapon:
Feats: 1, 2, 3, 4, 5, 6, 7, 8
Character Description: