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The following links are to the relevant sections of this.


  1. [Introduction]
  2. [Character Creation]
    1. [Modules Choosing_Modules]
    2. [Fate Points]
    3. [Statistics]
    4. [Merits and Flaws]
    5. [Modules]


Introduction


Description of the setting and premises.

Character_Creation


This is done in up to six steps, listed in order below:
4) Abilities:

These are skills and knowledges that your character has. At the beginning of the game, you have 75 points (50 for children), to purchase abilities with. Up to a score of 5, they cost point for point. Beyond 5, the cost is doubled. So having hunting 5 would cost 5 points, but hunting 7 would cost 9 points. Not all of your 75 points must be spent at once; if something you should have known comes up, you can spend any remaining points during play.


As with merits/flaws, each ability comes under a stat area – and, again, they are listed in that way below, to give you the idea. Again, this is either the area they affect, or the area they most affect, or the area they seem most appropriate for. And, this may vary from person to person.

If you are trying to do something, you use ability + stat against either a set difficulty, or an opposed ability + stat score – bear in mind that different people may use different stats to aid them!

Example: To hunt, you might use Hunting + Intellect, Hunting + Flair, or Hunting + Grace.  ((intelligence? Or reasoning or flair?
I was suggesting intellect. Actualy the whole thing, that is. See if te extra example makes it cleareer?))

Again, you are encouraged to add your own – the list below is as a sample, or example, only. Anything you know, or do, is an ability. One way to do this without using the module is to say anything the player knows, the character knows; anything the player can do, the character can do. This is both unsatisfactory, and a bit of a survival problem in a world like this. Hands up all those who are any good with a sword? Bow and arrows? Know how to live off the land? Hmm… And as to knowing physics… they do not, we might!

Also, there are some abilities where it is worth noting a lack of ability – i.e. Survival 0, or Dodge 0, e.t.c..


Some examples of merits/flaws:

Intellect Sociability Mental Senses
Hunting (or Dexterity) Riding (or Dexterity) Affinity Training
Medecine Talespinning Training, emotion sense
History Etiquette, noble Training, thought sense
Reading Etiquette, magi Training, future sense
Writing Heraldry Training, danger sense
Sorcery Singing (or Dexterity, Training, spirit sense
Necromancy Mental Senses or Playing an instrument (or
Research Intellect) Dexterity, or Intellect)
Academics
Meditation

Strength Dexterity Physical Senses
Survival (or Intellect) Swimming Tracking
Wrestling Stealth Missile Weapon
Agriculture, peasant Dodge Cooking (or Intellect)
Driving (cart and horses) Brawl (or Strength) ‘Psychology’ (or Mental
Long distance running Dancing Senses or Intellect)
	Campcraft	Blind fighting
Yoga



N) Heights, Wieghts appearance

Table x: Average Height and Weight:

Gender Height Weight
Male 5’11” – 6’0” 12 / 13 stone
Female 5’5” – 5’6” 10 / 11 stone


Sample Character Sheet:

You are now ready to add stuff to your character sheet. This one is a sample, intended to help you decide how you want to represent the information you will need. However, there is also a blank copy of this sheet at the back of the book, if you do want to use it. It is on two sides of A4 – these can be printed or copied onto one double-sided sheet, or left single.


Things to remember:

• Make sure to note your bonuses to stats/abilities, preferably in brackets.
• From the top half of the first page of the character sheet:

Essence: 12 Substance: 4 These are twice your stat scores
Luck: (0) Fate Points: 1 From the second step – but do
				not forget, you may have spent 
fate points on merits
Spirit Sense: 9 (10) Training          6(7) Here goes:
 affinity for an elemental-kin
 highest mental sense for a sorcerer
 spirit sense for a necromancer
Combat: 4 Damage: 1 Combat is Brawl or Melee +
				a dexterity stat
Damage is Force + weapon
(see ‘Arms and Armour’)
Dodge: 6 Armour: 2 Dodge is Dodge plus a dexterity
				stat
Armour is Endurance + armour
(see ‘Arms and Armour’)

Name: Tai Concept: Sorcerer

Essence: 12 Substance: 4
Luck: (0) Fate Points: 1
Spirit Sense: 9 (10) Training          6 (7)
Combat: 4 Damage: 1
Dodge: 6 Armour: 2

Statistics:

Essence: 6 Substance: 2

Intellect: 7 Reasoning: 6 Strength: 1 Endurance: 1
Flair: 8 (10) Force: 1
Speed: 6 Restoration: 2

Sociability: 4 Persuasion: 3 Dexterity: 3 Grace: 2
		Personality:	5				Agility:	4
Empathy: 2 Speed: 4

Senses: 5 (6) Emotion: 1 (2) Senses: 2 Smell: 2
		Thought:	7 (8)				Hearing:	2 (4)
Future: 2 (3) Touch: 2
Danger: 2 (3) Taste: 2
Spirit: 9 (10) Sight: 2

Abilities (9 left):

	Score	Description		Score	Description
Intellect: 4 (5) Sorcery Strength: 1 Agriculture, peasant
	6	Research
6 Academics
	4 (5)	Meditation
9 Reading
6 Writing

Sociability: 3 Etiquette (magi) Dexterity: 2 (3) Yoga
					1	Swimming

Senses (M): 1 (2) Training (Emotion) Senses (P):
	7 (8)	Training (Thought)
2 (3) Training (Future)
2 (3) Training (Danger)
6 (7) Training (Spirit)
Age: 23 Height: 5’2” Weight: 9 st Eyes: Black Hair: Blonde

Appearance: Striking – and he knows it, and uses it to be memorable.
		Not noticeable, not OTT, not even liked. But memorable.

Background: Peasant-born, recruited after school.


Merits/Flaws?

Might be an idea to have another page explaining why each stat., abilit,merit/flaw to show how it should be done
Agree – will do when have time effort etc.

	Description	Multiplier	Score

Intellect: Curiosity x 3 -7 Cornered cat! (under pressure) x 3 6



Sociability: Lifestyle x 4 2 Rank x 4 1
	Confidence	x 3	-4


Senses (ment): Luck x 10 2 Flair for sorcery x 9 4



Strength: Constitution x 5 -3
	Survival	x 5	-4



Dexterity:




Senses (phys): Ears of the bat (when reading) x2 6


Combat


Arms and Armour

Arms

Adds to your force to determine how much damage your blow does. Generally ranges from 1 to 3, though 4 is possible, if you have certain special weapons (ask your GM!)

Table x: Arms:

Weapon Damage
Fist 0
Dagger / Knife 1
Sword / Club / Spear 2
War Hammer / Battle Axe / 2 Handed Sword 3


Armour

Adds to your Endurance score, to determine how much damage you can soak. Ranges from 1 to 10. See below:

Table x: Armour:

Armour Defense
None 0
Clothes 1
Leather 4
Chain 7
Plate 10

Hitting and dodging.

Combat number:

You can use several things when fighting, for example:
melee (training with a weapon)
brawl (training barehanded)
wrestling (specific type of fighting – could equally be judo, karate, etc)

Your score in one of these is added to one of your dexterity stats – which depends on your character – when you try and hit someone. If your combat number is higher than their dodge, you hit them.


Dodge:

You can also use several things to avoid being hit, though the dodge skill is the best!:
dodge (specific training)
yoga (at half score, as it is not specific)

Your score in one of these is added to one of your dexterity stats – which again depends on your character’s inclinations – when you try and avoid being hit in a fight. If your dodge is higher than their combat number, you successfully dodge.

You may add a third of your danger sense, and a sixth of your future sense (rounded down) to your dodge. ((Again explain why
agree ))
Character Progression

There are two ways to increase the power and knowledge of a character. The first, and preferable, of the two is by roleplaying – learning as you would learn! This is one of the reasons that it is recommended that players have limited knowledge of the system.

If you ask the local blade master to teach you to use your sword, he might not say yes… but you could try bribery… or finding out when his wife’s birthday is and sending her flowers… of course, this might not work, but if it does, you will learn what he chooses to teach you without spending experience, though only if the GM believes you to have roleplayed the encounter well!!

The second is by a system of experience – after all, even the local innkeeper learns new things, just by being around and alive!

Experience is awarded for just that. Just surviving means you learn and improve your skills. Great success or failure may teach you more than you’d pick up otherwise, as well.

In mechanics terms:

2 points of experience are awarded per session for surviving it – if the character does!
1-2 points of experience may be awarded for any success or failure at something you do not do regularly!

Abilities can be bought with experience. Merits and Flaws can only be altered through roleplaying! ((or Fate Points for the more esoteric ones. Explanation of that required
agree, again, time.))




Name: Concept:

Essence: Substance:
Luck: Fate Points:
Affinity: Training:
Combat: Damage:
Dodge: Armour:

Statistics:

Essence: Substance:

Intellect: Reasoning: Strength: Endurance:
Flair: Force:
Speed: Restoration:

Sociability: Persuasion: Dexterity: Grace:
		Personality:					Agility:	
Empathy: Speed:

Senses: Emotion: Senses: Smell:
		Thought:					Hearing:	
Future: Touch:
Danger: Taste:
Spirit: Sight:

Abilities (9 left):

	Score	Description		Score	Description
Intellect: Strength:





Sociability: Dexterity:





Senses (M): Senses (P):




Age: Height: Weight: Eyes: Hair:

Appearance:


Background:


Merits/Flaws?

	Description	Multiplier	Score

Intellect:





Sociability:





Senses (ment):





Strength:





Dexterity:





Senses (phys):



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Edited October 16, 2006 3:19 pm (diff)
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