Going to keep this as short and sweet as possible, while the System's tab is being worked on. We've decided that we're going to give a more structure character creation system a try and we'd appreciate feedback/comments/concerns. Overall it's essentially just using more of the Storytelling System that we've already been using as the backbone so it won't be at all too different. It will however, make a significant change to how we're assigning character points. Bear with me here but I'll try to make it as simple and easy to understand as possible.
I enjoy feedback. Tell me your thoughts, people. If you would enjoy this, or not enjoy this. I'd like to ideally hear from all of you so we're not implementing something that everything is opposed to. Thanks.
Attributes
Very simple; you start with 1 dot in each statistic (Strength, Dexterity, Stamina, Intelligence and so on) and assign 5/4/3. You choose one category (Physical, Mental or Social) For your 5, one for your 4, and one for your 3. You can go up to 5, if you'd like. Though keep in mind the consequences of such (other attributes will suffer greatly.)
IMPORTANT: The 5th dot in any Attribute costs 2 points, not 1. Something to consider.
Skills
Very simple again; 11/7/4. Same as above, except you aren't given a free dot in every skill. One category receives 11 to distribute, one receives 7, and the last receives 4. Assign each number as it fits your character's area of expertise. Same as above, can cap at 5.
IMPORTANT: The 5th dot in any skill costs 2 points, not 1. Something to consider.
Advantages
These are your character's ..
Defense(Lowest of Dexterity or Wits)
Health(Stamina + 5, since we're all human here) To keep your character alive
Initiative(Dexterity + Composure) To determine when they act in some situations
Speed(Strength + Dex +5) This one is a bit sketchy, with forum RP. It might be scrapped in the future
Willpower(Resolve + Composure) Note: Willpower is likely to be tied to Augment usage in the future as well. To what degree is undecided right now but, again - looking for input. For now, you can spend Willpower points to gain a +3 modifier on a roll, or to add 2 to your Stamina/Resolve/Composure to resist social/emotional pressure or making an effort to avoif being harmed
Freebie Points: Still currently deciding. Will depend on people's reactions to this all.
Merits
More fun, and just as simple. The flavor text will be coming soon so, I'll just be adding abbreviated descriptions of the cost, and what exactly each one does. All characters will begin with 7 merit points, that you can spend as you see fit.
Mental Merits
Common Sense(4 points cost)
Basically, this enables the ST to make a reflexive Wits + Composure roll for your character (sparingly, obviously) if he or she is about to embark on a disasterous course of action, or to receive a hint if characters become stumped, essentially. If successful, the ST can point out risks for you, or provide clues. While you're free to request this, keep in mind that a ST is not obligated to do it if it would completely wreck a plot.
Danger Sense(2 points cost)
You receive a +2 modifier on reflexive Wit + Composure rolls for your character to detect an impending ambush.
Eidetic Memory(2 points cost)
Unless your character is under stress (combat, or otherwise) you don't need to make a roll for your character to remember an obscure or past experience. If your character is under stress, you receive a +2 bonus to the Int + Composure roll or other skill based rolls. For example, Academics, for remembering a fact.
Encyclopedic Knowledge(4 points cost)
Int + Wits roll available at anytime to remember a fact you might've heard or read about something. There's rules for failures, normal successes and critical successes. They either come up as wrong information entirely for a failure, positive information for a success, or a multiple positive facts for a critical.
Holistic Awareness(3 points cost)
Intelligence + Medicine roll 1x/day to half a patients recovery time. They have to recover more severe injuries before less severe.
Language(1 to 3 points cost) and must specify which language
1 dot - Read, write, and speak another language with minimal fluency
2 dots - Literate/conversationally literate
3 dots - Native speaker
Meditative Mind(1 point cost)
We'll be expanding on this further, for now if you're interested you can peep inside of the PDF Nikki posted for the specifics.
Physical Merits
Fast Reflexes (1 to 2 points cost) Prereq: Dexterity 3 or higher
You get +1 initiative per dot. Simple.
Ambidextrous(3 points cost)
The obvious. You negate the -2 penalty for using your off-hand in combat to do an attack, or another action.
Brawling Dodge(1 point cost)
You can add your Brawl skill to your Defense instead of doubling your Defense stat. Again - check the link Nikki provided or wait until the Systems is updated to learn more about Defense and how it works.
Direction Sense(1 point cost)
You can enter unfamiliar territory and always retrace your steps back and an orient yourself with any compass points.
Disarm(2 points cost) Prereq: Dexterity 3, Melee 3
When you make an attack with weapons, you can compare your enemies Dexterity score to your rolls. If you have a number of successes that that are equal to or greater than their Dexterity, you can choose to disarm them insteadof doing damage. Their weapon will fly away a number of yards equal to the successes.
Fighting Finesse(2 point cost) Prereq: Dexterity 3, Melee 2
You swap Dexterity for Strength, when making attack rolls with lighter weapons like swords, knives, ect.
Fighting Styles(1 to 5 points)
I'll be honest; there's just .. a lot of information to take in for these, in regards to different contact blows and different fighting styles themselves. Check the PDF, again, or wait for Systems to be updated for now if you're interested in this one.
Fleet of Foot(1 to 3 dots)
+1 speed per dot invested
Fresh Start(1 point cost)
Spend an action, place yourself wherever you like in the Initative order for the next round onward
Gunslinger(3 points cost) Prereq: Dexterity 3, Firearms 3
Dual wielding for firearms. Pistols to be specific. You still suffer the -2 penalty to your off-hand, unless you also have taken Ambidextrous.
Iron Stamina(1 to 3 points cost) Prereqs: Stamina 3, or Resolve 3
Each dot eliminates a negative modifier when resisting fatigue or injury. You also sleep like a brick when you do pass out.
Iron Stomach(2 points cost) Prereq: Stamina 2
Add two dice to appropriate Survival rolls. Add three to Stamina to resist deprivation. You can eat whatever you want to survive. Bugs, green eggs and ham.
Natural Immunity(1 point cost) Prereq: Stamina 2
Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease
Quick Draw(1 point cost) Prereq: Dexterity 3
You can pull a pistol and fire, pull a weapon and attack, or draw a concealed weapon in one action.
Quick Healer(4 points cost) Prereq: Stamina 4
Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in
eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days
Strong Back(1 point cost) Prereq: Strength 2
+1 modifier to action involving lifting or carrying
Strong Lungs(3 points cost) Prereq: Athletics 3
2 extra points to Stamina when determing how long your character can hold their breath for
Stunt Driver(3 points cost) Prereq: Dexterity 3
You can drive, and perform unrelated actions. Like flipping off people who try to pass you. Or punching people in the passenger seat. Because, you know. Talk shit, get hit. You can fire fire a weapon out the window, too, when driving
Toxin Resistance(2 points cost) Prereq: Stamina 3
Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs, poisons and toxins. Downside? It's really hard to get wasted now.
Weaponry Dodge(1 point cost) Prereq: Strength 2, Melee 1
Same as Brawling dodge above, but with weapons
Social Merits
Allies(1 to 5 point cost)
This one is again going to require looking it up on the PDF or waiting until System is updated. It's a bit involved.
Barfly(1 point cost)
You can get into bars and joints very easily.
Contacts(1 to 5 points cost)
Again, a bit involved, but as you might expect. More dots = better and more contacts
Fame(1 to 5 points cost)
It's as predicted, the advantages and disadvantages that come with being famous. Each dot adds a +1 modifier to your character’s Socialize (or Persuasion, where applicable) rolls among those who are impressed by his celebrity status
Inspiring(4 points cost) Prereq: Presence 4
Presence + Persuasion roll, to rally people who are aiding you. They regain a point of Willpower. 1x/day.
Mentor(1 to 5 points cost)
Each point spent makes your Mentor more adept. The ST will determine if/how your Mentor might be able to assist in situations that arise.
Resources(1 to 5 points cost)
Material wealth. More dots, more money. We're not quite sure how we're going to be handling that exactly(money) so, this may or may not make it into the final cut. We're open to feedback but it might just get too complicated to track people's expenditures and gains.
Retainer(1 to 5 points cost)
You get a manservant. Or a womanservant. Or whatever. A personal assistant. He's basically like an Ally, only you don't need to roll to get him to help you. There's more details, look it up or ask if curious.
Status(1 to 5 points cost)
You got a standing, for good or ill. Again - it's a bit complicated, please check the PDF or wait for the updates. I suggest the PDF for now.
Striking Looks(2 to 4 points cost)
For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character’s looks are angelic; she
gets a +2 modifier. Keep in mind it also makes your character difficult to blend into his or her's surroundings.
I enjoy feedback. Tell me your thoughts, people. If you would enjoy this, or not enjoy this. I'd like to ideally hear from all of you so we're not implementing something that everything is opposed to. Thanks.
Attributes
Very simple; you start with 1 dot in each statistic (Strength, Dexterity, Stamina, Intelligence and so on) and assign 5/4/3. You choose one category (Physical, Mental or Social) For your 5, one for your 4, and one for your 3. You can go up to 5, if you'd like. Though keep in mind the consequences of such (other attributes will suffer greatly.)
IMPORTANT: The 5th dot in any Attribute costs 2 points, not 1. Something to consider.
Skills
Very simple again; 11/7/4. Same as above, except you aren't given a free dot in every skill. One category receives 11 to distribute, one receives 7, and the last receives 4. Assign each number as it fits your character's area of expertise. Same as above, can cap at 5.
IMPORTANT: The 5th dot in any skill costs 2 points, not 1. Something to consider.
Advantages
These are your character's ..
Defense(Lowest of Dexterity or Wits)
Health(Stamina + 5, since we're all human here) To keep your character alive
Initiative(Dexterity + Composure) To determine when they act in some situations
Speed(Strength + Dex +5) This one is a bit sketchy, with forum RP. It might be scrapped in the future
Willpower(Resolve + Composure) Note: Willpower is likely to be tied to Augment usage in the future as well. To what degree is undecided right now but, again - looking for input. For now, you can spend Willpower points to gain a +3 modifier on a roll, or to add 2 to your Stamina/Resolve/Composure to resist social/emotional pressure or making an effort to avoif being harmed
Freebie Points: Still currently deciding. Will depend on people's reactions to this all.
Merits
More fun, and just as simple. The flavor text will be coming soon so, I'll just be adding abbreviated descriptions of the cost, and what exactly each one does. All characters will begin with 7 merit points, that you can spend as you see fit.
Mental Merits
Common Sense(4 points cost)
Basically, this enables the ST to make a reflexive Wits + Composure roll for your character (sparingly, obviously) if he or she is about to embark on a disasterous course of action, or to receive a hint if characters become stumped, essentially. If successful, the ST can point out risks for you, or provide clues. While you're free to request this, keep in mind that a ST is not obligated to do it if it would completely wreck a plot.
Danger Sense(2 points cost)
You receive a +2 modifier on reflexive Wit + Composure rolls for your character to detect an impending ambush.
Eidetic Memory(2 points cost)
Unless your character is under stress (combat, or otherwise) you don't need to make a roll for your character to remember an obscure or past experience. If your character is under stress, you receive a +2 bonus to the Int + Composure roll or other skill based rolls. For example, Academics, for remembering a fact.
Encyclopedic Knowledge(4 points cost)
Int + Wits roll available at anytime to remember a fact you might've heard or read about something. There's rules for failures, normal successes and critical successes. They either come up as wrong information entirely for a failure, positive information for a success, or a multiple positive facts for a critical.
Holistic Awareness(3 points cost)
Intelligence + Medicine roll 1x/day to half a patients recovery time. They have to recover more severe injuries before less severe.
Language(1 to 3 points cost) and must specify which language
1 dot - Read, write, and speak another language with minimal fluency
2 dots - Literate/conversationally literate
3 dots - Native speaker
Meditative Mind(1 point cost)
We'll be expanding on this further, for now if you're interested you can peep inside of the PDF Nikki posted for the specifics.
Physical Merits
Fast Reflexes (1 to 2 points cost) Prereq: Dexterity 3 or higher
You get +1 initiative per dot. Simple.
Ambidextrous(3 points cost)
The obvious. You negate the -2 penalty for using your off-hand in combat to do an attack, or another action.
Brawling Dodge(1 point cost)
You can add your Brawl skill to your Defense instead of doubling your Defense stat. Again - check the link Nikki provided or wait until the Systems is updated to learn more about Defense and how it works.
Direction Sense(1 point cost)
You can enter unfamiliar territory and always retrace your steps back and an orient yourself with any compass points.
Disarm(2 points cost) Prereq: Dexterity 3, Melee 3
When you make an attack with weapons, you can compare your enemies Dexterity score to your rolls. If you have a number of successes that that are equal to or greater than their Dexterity, you can choose to disarm them insteadof doing damage. Their weapon will fly away a number of yards equal to the successes.
Fighting Finesse(2 point cost) Prereq: Dexterity 3, Melee 2
You swap Dexterity for Strength, when making attack rolls with lighter weapons like swords, knives, ect.
Fighting Styles(1 to 5 points)
I'll be honest; there's just .. a lot of information to take in for these, in regards to different contact blows and different fighting styles themselves. Check the PDF, again, or wait for Systems to be updated for now if you're interested in this one.
Fleet of Foot(1 to 3 dots)
+1 speed per dot invested
Fresh Start(1 point cost)
Spend an action, place yourself wherever you like in the Initative order for the next round onward
Gunslinger(3 points cost) Prereq: Dexterity 3, Firearms 3
Dual wielding for firearms. Pistols to be specific. You still suffer the -2 penalty to your off-hand, unless you also have taken Ambidextrous.
Iron Stamina(1 to 3 points cost) Prereqs: Stamina 3, or Resolve 3
Each dot eliminates a negative modifier when resisting fatigue or injury. You also sleep like a brick when you do pass out.
Iron Stomach(2 points cost) Prereq: Stamina 2
Add two dice to appropriate Survival rolls. Add three to Stamina to resist deprivation. You can eat whatever you want to survive. Bugs, green eggs and ham.
Natural Immunity(1 point cost) Prereq: Stamina 2
Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease
Quick Draw(1 point cost) Prereq: Dexterity 3
You can pull a pistol and fire, pull a weapon and attack, or draw a concealed weapon in one action.
Quick Healer(4 points cost) Prereq: Stamina 4
Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in
eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days
Strong Back(1 point cost) Prereq: Strength 2
+1 modifier to action involving lifting or carrying
Strong Lungs(3 points cost) Prereq: Athletics 3
2 extra points to Stamina when determing how long your character can hold their breath for
Stunt Driver(3 points cost) Prereq: Dexterity 3
You can drive, and perform unrelated actions. Like flipping off people who try to pass you. Or punching people in the passenger seat. Because, you know. Talk shit, get hit. You can fire fire a weapon out the window, too, when driving
Toxin Resistance(2 points cost) Prereq: Stamina 3
Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs, poisons and toxins. Downside? It's really hard to get wasted now.
Weaponry Dodge(1 point cost) Prereq: Strength 2, Melee 1
Same as Brawling dodge above, but with weapons
Social Merits
Allies(1 to 5 point cost)
This one is again going to require looking it up on the PDF or waiting until System is updated. It's a bit involved.
Barfly(1 point cost)
You can get into bars and joints very easily.
Contacts(1 to 5 points cost)
Again, a bit involved, but as you might expect. More dots = better and more contacts
Fame(1 to 5 points cost)
It's as predicted, the advantages and disadvantages that come with being famous. Each dot adds a +1 modifier to your character’s Socialize (or Persuasion, where applicable) rolls among those who are impressed by his celebrity status
Inspiring(4 points cost) Prereq: Presence 4
Presence + Persuasion roll, to rally people who are aiding you. They regain a point of Willpower. 1x/day.
Mentor(1 to 5 points cost)
Each point spent makes your Mentor more adept. The ST will determine if/how your Mentor might be able to assist in situations that arise.
Resources(1 to 5 points cost)
Material wealth. More dots, more money. We're not quite sure how we're going to be handling that exactly(money) so, this may or may not make it into the final cut. We're open to feedback but it might just get too complicated to track people's expenditures and gains.
Retainer(1 to 5 points cost)
You get a manservant. Or a womanservant. Or whatever. A personal assistant. He's basically like an Ally, only you don't need to roll to get him to help you. There's more details, look it up or ask if curious.
Status(1 to 5 points cost)
You got a standing, for good or ill. Again - it's a bit complicated, please check the PDF or wait for the updates. I suggest the PDF for now.
Striking Looks(2 to 4 points cost)
For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character’s looks are angelic; she
gets a +2 modifier. Keep in mind it also makes your character difficult to blend into his or her's surroundings.
While I like all the changes and of course the system. It just feels almost inconvenient to rebuild our characters now that we've gotten underway. I will do so though, I'm just not really sure how it will take when the stats come to rest. It might change characters for the worse. Those are my thoughts though, and I'm just here for the ride.
I know, and I agree. Even if we do implement these, I'm thinking about giving you guys a sort of "founder status" which more or less means you can keep your stats as you like them.
I haven't decided yet, and this whole bunch of stuff in this PDF is ten times more detailed than what we had, so it's understandable to be a little intimidated.
We know this though;
We appreciate you guys coming along for this joyride. We're still in that experimental phase you know, trying stuff out, figuring out what works and what doesn't. Your input is VERY valuable to us.
I haven't decided yet, and this whole bunch of stuff in this PDF is ten times more detailed than what we had, so it's understandable to be a little intimidated.
We know this though;
- We need to refine how combat works.
- We need to figure out how dice rolls in a forum environment are going to work for this.
- We're trying to avoid people with 3 and 2 dots in things they probably shouldn't have, nor do they really need, character-wise. It's nothing malicious, mind you.
- The "limitations" of this change aren't as aggressive as you might think; actually, there isn't a whole lot of difference in what we HAVE been doing versus what this would change, so again, you may not have to change anything at all (aside from skill names as I think we are going with updated skills).
We appreciate you guys coming along for this joyride. We're still in that experimental phase you know, trying stuff out, figuring out what works and what doesn't. Your input is VERY valuable to us.
I suggest as a way to work with Dice Rolls you could post the dice roll results. Then edit the post accordingly. You can't reroll dice of an edited post. Example:
This has been edited now.
This has been edited now.
rolled 1d6 and got 1
DICE ROLL
Thinking about doing that. It would certainly help, too.
I (and other Storytellers) may also start rolling dice for you. Meaning, people participating in the roleplay. Just for extra continuity.
I (and other Storytellers) may also start rolling dice for you. Meaning, people participating in the roleplay. Just for extra continuity.
I'm liking it, made a character sheet for World of Darkness two or three days ago(can't remember when I saw it), I loved the fact that is made you specialize in the different things like Physical, Mental, and social. Whatever we decide to do as far as the current point distribution I will be behind it.
http://www.rprepository.com/g/terra2077/3535
Please take a look at the character sheet here before I finalize it, let me know if anything is missing or so on.
Please take a look at the character sheet here before I finalize it, let me know if anything is missing or so on.
I like it, I don't see anything missing, guess that's probably a given though
The code is now available on that page I linked.
Remember, you don't have to fill everything. Please try to avoid filling in stuff that there's no information for, since there's no way to reference what your character does or is.
If you read through the World of Darkness PDF you will understand, more or less, what's what.
Remember, you don't have to fill everything. Please try to avoid filling in stuff that there's no information for, since there's no way to reference what your character does or is.
If you read through the World of Darkness PDF you will understand, more or less, what's what.
Moderators: Jason Stolt (played anonymously) DarkDesperation