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Celtricia--Character Creation/demo thread (with Tybalt's help)

Started by LordVreeg, August 07, 2007, 11:00:54 AM

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LordVreeg

Great!
I think this is turning out great, since you are creating a really, really interesting origin story for your character.  

Next, we need to find you a seconday school.  Most of your abilities come out of your primary school, but you can pick up to 4 skills from a secondary school.  It does not mean you are less devoted in the second school, it just represents a guild where you have spent less time learning.  (note that they cannot be incompatable...Garcellenti euridios' School of the White Paladin won't take a Karin Machination member).  Note that for you, the seconday school will probably serve as a cover.
Metagaming wise, most players try to choose a secondary school that gives them skills their primary is bad at.  The Karin Machination has decent fighting skills, above average engineering and thieve's tree skills, and access to Excellent Surprise (and backstab and Assassination) skills.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Tybalt

Hmmmmmmm can I take Ministry of the Unicorn as the secondary one?
le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

LordVreeg

Absolutely.  
Normally I would not advise it, as it won't really compliemtn much in traditional adventuring skills, but it will illustrate how a character can be built for almost any goal...it would make you an interesting politcal asassin...
I'll trasnfer it to the new template ant try to get it up for tomorrow for you to see.  You can take a look at the skill choices, and see if it matches up.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

OK, Here is the page for the Ministry of the Unicorn.  More of a glorified college and good-old-Boy network, I always tell my players to imagine harvard in the mid-19th century for an atmosphere.  No player has every chose this school duringf character creation, but two players have characters now involved in it.  Nearly useless for an adventuring character, very useful for a characgter who wishes to gain political power.

Let me know if this fits the bill, or if there are a few more factions you wish to see first.

[ic]
Guildschool Faction:

Area:Igbar
Name:The Unicorn Ministry
Affiliation with Larger: Most career politicians have come from this literal school.  Adult education is the norm, though they start classes as young as 12 yrs old.  Most merchant families and noble hosues send their boys and girls ehre, and here they build relationships for life.  Many appointments and agreements are made due to this brotherhood.

Membership style: Collegiate, with more emphasis placed on adult learning.

% of starting membership: 30%  Attrib bonus: IN (12/1) CH (13/2) soc (20/1)
Mission: To Educate future governmental figures in Igbar.

Size: 77 active, 101 including faculty, ot including alumni.
History: The Ministry was actually created by the gentry of the Northern Argussian March Wardens in 799 RON.  In 870, when Trabler Aptor, Trader Prime of the Winfire Traders declared the new country Trabler, the ministry, which had become a thoroughly Igbarian entity, just kept on educating.  


Current leader: Beglar Aptor
Current situation:  Very well thought of, at worst tolerated.  

Advantageous Artisan Skills:
 
Basic Actor .4/l1
-Project Voice .22/l2
-Stagecraft .40/2
Basic Appraisal  .20/l1
Basic Customs (Trabler) .4/l1
-Local Customs (Igbar) .4/l2
Basic Horseman .45/l1
Basic Teacher .45/l1
Basic Merchant .55/l1
-Haggling .40/l2
Public Speaking .70/l1
Guild Secrets  .3/l1
Penmanship  .55/l1
Basic Law .5/l1
-Politician .4/l2
-Sherrif .35/l2
-Taxation .4/l2
Basic Dance .33/l1
-Courtly Dance .44/l2



 

Advantageous Combat skills:
 
Hitpoints .1/l1
Basic Dagger .2/l1
-Multiple Attack .2/l2
-quickdraw .15/l3
Basic defense .21/l1
-Avoidance .20/l2
-Protection .16/l2
-Shield Use .20/l2
-Parry .15/l3
Basic Dress Swords .22/l1
-Initiative bonus .2/l2

 

Advantageous Engineering/thieves skills:
 

 
Advantageous other skills:
 
Basic Song .33/l1
-write Music .40/l2
Basic Math .55/l1
Basic Read/Write .6/l1
-Basic Scholar .1/l2
-Historical Knowledge .31/l3
-literature .3/l3
-Legends/Lore .12/l4
Basic Leader .5/l1
Basic Social .6/l1
-Courtly Manners .46/l2
-Social Dynamic .20/l2
-Contact .33/l2

 
Advantageous Spell skills:Zip
[/ic]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Tybalt

So...do I just pick? I'm actually not quite sure what to do.
le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

LordVreeg

Well, if those are going to be your choices for schools, then we start the skills selection.  A normal begining character has 4500 exp to spend, plus their bonuses.

Now, you'll notce both schools have a chance of starting memebership, and an ATTRIBBONUS listed next to it.  

% of starting membership: 30% Attrib bonus: IN (12/1) CH (13/2) soc (20/1)

that's from the Horn ministry. It means that you have a 30% chance to start with this guild, +/- 1% for ever point of IN over or under 12, +/- 2% for every point of CH over or uner 13, and +/1 1% for every point of yous social score over or under 20.  Let me know if you make that roll first.  On of your social roll bonuses gave you this...
+05% initial faction roll if warrior based.


Once we figure your schools, you pick skills.  You have 4500 exp, + your racial/social bonuses.  
I noticed
+500 exp in Westic,
+250 exp in Vox,
+150 exp in 1 basic weap skill
+100 exp in basic merchnt
+100 exp in basic social, basic priest, or basic read/write.
as well as +.02 in HP skill and +.05 in basic curved sword.

All skills have the following levels
01-99 exp    level 0
100-199 exp  level 1
200-299 exp  level 2
300-499 exp  level 3
500-799 exp  level 4
800-1199 exp level 5

The mechanism for a harder or easier skill is the EXPMOD.  Players keep track of a skill's raw exp, and the real/adjusted exp that determines the level is after that experience is modified by the EXPMOD number.  A difficult skill or a skill the player is bad at may have a low EXPMOD, a skill they are good at will have a higher one.  All the skills mentioned in a faction writeup are skils that they do better than most.  The numbers represented on each faction writeup are the BASEXP (or BXP) amounts, which will still be modified by attributes and less to social/racial.  When you learn a 'basic weapon' skill on the streets, it is assumed that the BASEXPMOD is .1.  Most Basic weapon skills from the Karin machination are twice that.
A beginning character can expend their 4500 remaining exp any way they want, but cannot spend less than 5% of their total (225) on a skill.
As I have mentioned before, every skill's BXP is further modified by their attributes.  The ATTRIBMOD of a skill will look like ST 12-.01/CD 10-.005, which means that for every point of ST over or under 12 the EXPMOD is adjusted by .01 and for every point of CD over or under 10 the EXPMOD is adjusted by .005.
A full listing of the ATTRIBMODS can be found here.
SKILLPAGE
 


VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Tybalt

This is what I'd ask if we were face to face:

I'd like to raise my curved sword to about 4th. (400)
I'd like to be able to ride at least decently.  (200)
I would like basic read and write in my primary language (200)
I would like to read and write Vox too (if possible) (200)
I would like to have basic combat bows (300)
I would like to have basic defense (100)
I would like to have sniper (200)
I would like basic move (100)
I would like basic priest (100)
I would like Social Dynamic (300)
Basic leader (100)
Contact (200)
Basic carnal (100)
Barrister (100)
Organize (200)
Courtly Manners (100)
Basic Sneak (300)
Basic Disguise (200)
Disguise (200)
Mix with Crowd (200)
Surprise (200)
Backstab (200)
le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

LordVreeg

I'll get the total EXPMODS for all of these skills by tomorrow night.
I have to be imressed at the starter 'courtier/assassin' you are cfreating.  Interseting choices, especially basic carnal.

edit--maybe by the 14th...damn work...trying to bring a hue new product line onto our showrooms...kill me now...
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

ST 16
IN 13
WI 14
CD 13
HE 19
CH 16
AP 18


I'll start with the level One skills.  You'll note that all the skills on the faction sheets have a L1, L2, etc on them.  This is what level skill it is, and you have to always be one level higher in a skill in the parent skill.  This is something I did not mention, so that will need some reworking.  SO I am listing the basics you chose first, with the computations shown for clarity, and the amounts needed fr the first few levels.
Also, you can only take a maximum of 4 skills from your secondary school, and I think you'll be way over that.
I have this feeling you'll want to have some Hitpoints as well.  Every character gets that skill.

Basic Curved sword you have a .2 BASEXP (KM), +,05 for racial Bonus, with (ST.09-.024/CD11=.013)=.168 Attribmod, giving an EXPMOD of .0368, or .42. It will take 239 raw exp to get to level 1, 478 to get to level 2.

Basic Horseman BASEXP of .45 (HM), with an ATTRIBMOD of (ST05-.002/CD07-.01)=.082 ATTRIBMOD, giving an EXPMOD of .532 or .53.It will take 189 raw exp o get to level 1 here.

Basic Read write Westic BASEXP .6 (HM), with an ATTRIBMOD of (IN11-.01/WI13-.01)= .03 ATTRIBMOD, giving and EXPMOD of .63.  It will take 159 Raw exp to get to level 1, or 318 to get to level 2.

Basic Bow you have a BASEXP of .2 (KM), with an ATTRIBMOD of (ST07-.003/CD14-.031)=-.004, for an EXPMOD of .196, or .2.  It will take 500 raw exp to get to level 1, 1000 to get to level 2.

Basic Defence BASEXP of .27 (KM), with an ATTRIBMOD of (CD13-.022)=0 ATTRIBMOD, for an EXPMOD of .27.

Basic Leader BASEXP of .5 (HM), with an ATTRIBMOD of (WI13-.01/CH12-.03) =.1 ATTRIBMOD, for an EXPMOD of .6.  It will take 370 raw exp to get to level 1, 741 to get to level 2.

Westic Language .6 (local lang), with an ATTRIBMOD of (IN11-.01)=.02 ARRTRIBMOD, for an EXPMOD of .62.

VOX language BASEXP of .45(nonlocal lang) with an ATTRIBMOD of (IN11-.01)=.02 ATTRIBMOD, giving an EXPMOD of .47.

Basic Social (needed for courtly manners, social dynamic, etc) .6 (HM), with an ATTRIBMOD of (WI10-.004/CH11-.02/AP13-.001)=.121 ATTRIBMOD, for an EXPMOD of .721, or .72.  It will take 139 raw exp to get to level 1, 278 to get to level 2

Basic Sneak has a BASEXP of .42(KM), with an ATTRIBMOD of (IN13.-.01/CD14-.01), for an ATTRIBMOD of -.01, giving an EXPMOD of .41.  It will take 244 raw exp to get to level 1, 488 to get to level 2.

Surprise has a .4 BASEXPMOD (KM), with an ATTRIBMOD of (CD10-.015)=.045, for an EXPMOD of.445, or .45.  It will take 223 raw exp to get to level 1, 445 to get to level 2.

Hitpoints you have a .01 BASEXP (KM), with +.02 from race, and an ATTRIBMOD of (ST10-.01)/HE10-.03)=.35 ATTRIBBONUS, for an EXPMOD of .47 (which is an INCREDIBLE HP EXP mod.).  SO it will only 213 raw exp to get to level 1, 426 to get to level 2.  Average person needs almost 900 exp in HP) to get to level 1.

I aslo did not do basic priestr, since none of your schools teach it, and it will aslmost be a waste of exp.  You can spend that racial stuff elsewhere, as there were a few choices.



VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg