Short Character Design

TOC
1. Character Seeds
2. Initial Choices
3. Overview
4. Points
5. Skills
6. Magic
7. Advantages/Disadvantages
8. Contacts
9. Equipment/Status

 

1. Character Seeds 

2. Initial Choices 

Name: See above or the list of common Galeric names.

Race: Most characters should be human. See below for racial variations like Teutan, Minotaur, fairie blood, etc.

Age: choose an age between 26 and 30, inclusive. Note: older characters have more experience.

Birth Season: year is made of 7 seasons, pick number: 1 (Spring) to 7 (Winter).

Gender: male or female

Region/Culture: we will be playing in Apulia, with most characters of Galeric (Imperial) culture.

Religion: If the chacter is a member of a cult, that is the character's religion. Otherwise consult the GM.

Personality: choose three personality traits: one positive, one negative, and one neutral. These personality traits are not all-consuming, just indicative of general attitudes. Positive examples: Forgiving, Honorable, Loyal, etc. Negative examples: Deceiptful, Gullible, Jealous, Proud, Vengeful, etc. Neutral examples: Reserved/Outgoing, Emotional/Analytical, Passionate/Indifferent,

Passion: Choose at least one positive and negative passion, stating severity (Like/Admire or Dislike/Hate) and a reason. Check with GM for assistance of groups. Common examples for this campaign: Like Imperial government because of idealistic utopia it represents. Hate Potola Kingdom because of oppression it represents.

3. Overview

Character Points (CP): Distribute character points (CP) based on starting age. These can be added or subtracted to most areas. See range limits for statistics.

Age: 26-30 for this campaign

Age

CP Spirit APP Capacity Spell

26

10 11 +0 3 40

27

11 12 +0 3 45

28

11 13 +0 3 50

29

11 14 +0 3 55

30

12 15 -1 6 60

Race

Youth

Adult

Middle

Elder

Legend

Human

0-17

18-29

30-49

50-69

70+

Teutan

0-17

18-29

30-49

50-69

70+

Goblin

0-14

15-24

25-39

40-49

50+

Minotaur

0-20

21-27

28-35

36-44

45+

Newt

0-20

21-32

33-54

55-79

80+

Mods to Base

Human

Fairie Blood

Teutan

Minotaur

Damage

 

+1

 

+4

Hits (Base 3)

 

+1

+1

+4

Spirit (Base 3)

 

 

 

 

Appeal

 

+1

 

-1

Learn

 

 

 

Study

 

 

 

-2

Focus

 

 

 

-2

Move

3

3

4

4

Max Range

Human

Fairie Blood

Teutan

Minotaur

Damage

-1 to +2

-1 to +2

-1 to +1

+2 to +6

Hits (Base 3)

2 to 5

2 to 5

2 to 6

4 to 8

Spirit (Base 3)

2 to 5

2 to 5

2 to 5

2 to 5

Appeal

-1 to +5

-1 to +5

-1 to +5

-2 to +4

Learn

-1 to +5

-1 to +5

-1 to +5

-1 to +5

Study

-1 to +5

-1 to +5

-1 to +5

-3 to +3

Focus

-1 to +5

-1 to +5

-1 to +5

-3 to +3

Notes: Hits limits listed above do not include magical modification.

4. Points 

Character points: each point increases or lowers an ability by one.
Dam: Damage Bonus
Appeal: Affects all social skills (see wealth Appeal bonus for those having Superlative Equipment)
Learn: Affects all physical skills (Note: +1 CP: Slow Learner, automatic if Learn is -1 or less)
Study: Affects all mental skills (Note: +1 CP: Unstudious, automatic if Study is -1 or less)
Focus: Affects all magical skills

Spirit: each point increases or lowers an ability by one.
Hits: Hits
Spirit: strength of spirit. Mana and Personal Mana based on spirit. Spirit usually increases once a year, except under special situations.

Skills
Each CP gives 8 skill points (SP) to allocate.
Raise skill from negative or 0 to 1: 1 SP per point, then add bonus
Total Skill: 2-5: 1/2 SP each, but most skills start at base 5
Total Skill: 6-15: 1 SP each
Total Skill: 16-20: 2 SP each
Total Skill: 21+: 3 SP each
For example: Base 5 skill, raised to 20 would cost 19 SP (10+10 = 20)

Maximum Starting Skills
For this campaign, no skill can start above 15 for initial characters.
No skill can start above 21 unless one other skill is 20+. No skill can start above 25 unless three other skills are 20+. No starting skills can be 30.

Combat Skill Minimums:
Once all points are allocated, combat skills have minimums based on commonality of skills.
Melee skills have a starting minimum of half highest melee skill, round down, attack or defend, Avoid included.
Missile skills have a starting minimum of half highest missile skill, round down.

Spells: One spell point per point of Capacity. To get more spells, spend skill points for more points of spells.

Skill modifications affect experience success roll and modify experience gain.

 

5. Skills, see Skills for skill listing

6. Magic Rules 

Magic Commonality

Faithful Magic

Mystic Magic

Divine Magic

 

7. Advantages/Disadvantages

[Eliminate role-playing advantages, only have rule-affecting ones]

Limit of two advantages and two mixed and two disadvantages, four total

Disadvantages
-1 CP: Unstudious, automatic if Study is -1 or less
-1 CP: Slow Learner, automatic if Learn is -1 or less
-1 CP: No spells to start
-3 CP: No spells or magic skills to start
-5 CP: Agnostic (not advised in a fearful and magical world, must have good character reason) No spells, magic skills, or religion ever

8. Contacts/Contactees/Oaths
[characters can start the game with oaths sworn or agreements/obligations made]
[Contacts are linked by GM within a couple days or linked to NPC/PC database]

Listings will have where the person spent their time as a page and squire, for knights.

9. Equipment and Status

 

Poor (-1)

Normal (0)

Rich (+1)

Superlative (+2)

River Knight

3 H, Chain

3 H, Plate Mail

4 H, Plate

5 H, Plate + Joust

Eik Knight

3 H, Ring

3 H, Chain

4 H, Plate Mail

5 H, Plate

Sergeant

Studded

Ring

Half Plate

Chain

Dojo Student

Nice Sw.

Fancy Sw.

Fancy Sw., Ring

Super Sw., Half Plate

Note: Characters with Superlative equipment get a +1 Bonus to appeal when dealing with those for whom wealth has appeal.

Equipment supplied to characters.

Other basic equipment is chosen by the player as desired.


Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com

Updated 7 MAY 02