Post by writersblock on Sept 28, 2008 23:24:31 GMT -5
Ok, here I am going to go over the info and rules you will need to make up a character for Challis.
PLEASE do not make one up until you have gone over character concepts and character creation with me. I will not accept characters not discussed, at length, with me before hand.
General Info You Will Need:
No Level Limits for Non-Humans.
No Non-Humanoid, Magical, or "Evil" Races are Allowed. No races or classes for other AD&D worlds at this time (Wu Jen, Ninja, Athasian Gladiators, Preserver Mages, Gully Dawarves, Spelljamming Trolls, etc.) That means no Drow, Centaurs, Illithids, and such either people.
Humanoid Races Permitted are as Follows: Human (multiple ethnicities), Most Elf, Dwarf, Gnome, and half breed variations of each. Don't start on me with the whole "how can they breed" thing. Accept it and move on.
NO EVIL Alignments. I want to run a "good" campaign, so sorry but no evil aligns. On the other hand, I am doing something with alignment you all need to know. I add "tendencies" to my alignment chart.
For example, You COULD (you don't have to pick a tendency) play a Neutral Good character with Lawful Tendencies...they tend more often that not to go lawful, but just can't give up their less lawful ways...
If you add a tendency, I expect an explaination. Often, I use this to reflect alignment shifts during game play as a character's outlook shifts. To start with one, you have to convincingly make it part of your backstory.
I am using NONE of the AD&D deities. My own will be used to replace them.
I am using Perception checks, not unlike I do in my Pally games. Higher is better on a D20. Describing what you do to search and how you do it can modify your roll.
All Things Die Rolling:
For Multiclass characters, all die rolls (HP dice, cash, etc) are done as the better of the two classes.
Max Hits at Level One. Do not roll for First Level HP.
Cash: Add +1 to roll before the multiplier.
Stats
First off....DO NOT ROLL COMELINESS. It is a seperate stat. I am allowing you to assign your COM, up to racial max and down to racial min. Yep, that's right, you get to choose your character's attractiveness. You also get to live with the results of that; good and bad.
As for the rest You start by assigning an "8" to every one of them. Now you roll 10D6 and total that for a number between 10 and 60. That is the number of stat "points" you have to distribute among your stats. Roll that 10D6 twice and pick the better (higher) of the two totals. Divide them among the stats, adding them to the already present 8. 18 is the max stat, before racial (like Elf Dex and Dwarf Con mods) or class (like the fighter "00") mods.
All Things Skillie:
I am using the NWP and WP rules with some tweaking.
You get fluency (NOT read/write) FREE in your Native tongue and one other you are familiar with (DM must OK it)
You are permitted the normal amount of WP an NWP, with the usual class restrictions and such except for the following changes:
You get one free extra NWP slot.
The INT bonus for extra Languages can be used for extra skills, of any type (WP at cost of 2 bonus slots/1 WP or NWP at 1/1 ) with GM ok.
Multiple skills can be spent on a skill to effectively gain more "ranks" in it (+1 Bonus per). The real benefit to this comes in role play...when expertise and dedication to the "art" is applied or important these "ranks" will be taken into consideration.
Only Fighters and Rogues can start with any Weapon Specializations but they must be bought with WP slots or bonus slots from INT. Fighters can start with up to 3 Specializations, Rogues with only 1.
Specializations in bow DO NOT require 2 WP slots to be spent. It now works like this: First specialization in Bow gets you the Poin Blank bonus ad the whole +1/+2 thing, Next specialization gets you two trick shots, and so on. I am making up a chart of exactly how this works so I will go into greater detail later.
I do allow new skill acquisiton as per the rules AND as per training/circumstance. As per the rules, all I ask is you have put some play or reason into what you acquire. this could be anything from another rank in a WP to another ranks in a NWP, or a whole new skill. I just ask you have it make sense.
In the same line, I do allow new skills to be acquired purely by circumstance. If you put enough time and effort in, I will allow a new skill. Also, I often do mods to your skill: for example, you learn some weird shite, and now when you use your Ancient Elf lang skill your character speaks with an accent...or after all the Hellhouds you party has encountered, your efforts to skin them are forever +1 bonus...etc.
I also allow skill specializations. Usually, this will give you a bonus to a particular field and be at penalties to any other part of that field. For example: maybe Baking is not enough for you...your character is working to become reknowned for their cakes. You take Baking: Cakes as a skill and get bonuses to anything cake related and penalties when you try to use the same skill for a batch of cookies...you are out of practice with all those cakes you've been making.
I also allow the creation of skills if it is reasonable and I OK it first. For example, I have a character with "Exotic Sex Practices"...basically a freak's lore skill.
Lesse....I think that about covers it for now....more to come
PLEASE do not make one up until you have gone over character concepts and character creation with me. I will not accept characters not discussed, at length, with me before hand.
General Info You Will Need:
No Level Limits for Non-Humans.
No Non-Humanoid, Magical, or "Evil" Races are Allowed. No races or classes for other AD&D worlds at this time (Wu Jen, Ninja, Athasian Gladiators, Preserver Mages, Gully Dawarves, Spelljamming Trolls, etc.) That means no Drow, Centaurs, Illithids, and such either people.
Humanoid Races Permitted are as Follows: Human (multiple ethnicities), Most Elf, Dwarf, Gnome, and half breed variations of each. Don't start on me with the whole "how can they breed" thing. Accept it and move on.
NO EVIL Alignments. I want to run a "good" campaign, so sorry but no evil aligns. On the other hand, I am doing something with alignment you all need to know. I add "tendencies" to my alignment chart.
For example, You COULD (you don't have to pick a tendency) play a Neutral Good character with Lawful Tendencies...they tend more often that not to go lawful, but just can't give up their less lawful ways...
If you add a tendency, I expect an explaination. Often, I use this to reflect alignment shifts during game play as a character's outlook shifts. To start with one, you have to convincingly make it part of your backstory.
I am using NONE of the AD&D deities. My own will be used to replace them.
I am using Perception checks, not unlike I do in my Pally games. Higher is better on a D20. Describing what you do to search and how you do it can modify your roll.
All Things Die Rolling:
For Multiclass characters, all die rolls (HP dice, cash, etc) are done as the better of the two classes.
Max Hits at Level One. Do not roll for First Level HP.
Cash: Add +1 to roll before the multiplier.
Stats
First off....DO NOT ROLL COMELINESS. It is a seperate stat. I am allowing you to assign your COM, up to racial max and down to racial min. Yep, that's right, you get to choose your character's attractiveness. You also get to live with the results of that; good and bad.
As for the rest You start by assigning an "8" to every one of them. Now you roll 10D6 and total that for a number between 10 and 60. That is the number of stat "points" you have to distribute among your stats. Roll that 10D6 twice and pick the better (higher) of the two totals. Divide them among the stats, adding them to the already present 8. 18 is the max stat, before racial (like Elf Dex and Dwarf Con mods) or class (like the fighter "00") mods.
All Things Skillie:
I am using the NWP and WP rules with some tweaking.
You get fluency (NOT read/write) FREE in your Native tongue and one other you are familiar with (DM must OK it)
You are permitted the normal amount of WP an NWP, with the usual class restrictions and such except for the following changes:
You get one free extra NWP slot.
The INT bonus for extra Languages can be used for extra skills, of any type (WP at cost of 2 bonus slots/1 WP or NWP at 1/1 ) with GM ok.
Multiple skills can be spent on a skill to effectively gain more "ranks" in it (+1 Bonus per). The real benefit to this comes in role play...when expertise and dedication to the "art" is applied or important these "ranks" will be taken into consideration.
Only Fighters and Rogues can start with any Weapon Specializations but they must be bought with WP slots or bonus slots from INT. Fighters can start with up to 3 Specializations, Rogues with only 1.
Specializations in bow DO NOT require 2 WP slots to be spent. It now works like this: First specialization in Bow gets you the Poin Blank bonus ad the whole +1/+2 thing, Next specialization gets you two trick shots, and so on. I am making up a chart of exactly how this works so I will go into greater detail later.
I do allow new skill acquisiton as per the rules AND as per training/circumstance. As per the rules, all I ask is you have put some play or reason into what you acquire. this could be anything from another rank in a WP to another ranks in a NWP, or a whole new skill. I just ask you have it make sense.
In the same line, I do allow new skills to be acquired purely by circumstance. If you put enough time and effort in, I will allow a new skill. Also, I often do mods to your skill: for example, you learn some weird shite, and now when you use your Ancient Elf lang skill your character speaks with an accent...or after all the Hellhouds you party has encountered, your efforts to skin them are forever +1 bonus...etc.
I also allow skill specializations. Usually, this will give you a bonus to a particular field and be at penalties to any other part of that field. For example: maybe Baking is not enough for you...your character is working to become reknowned for their cakes. You take Baking: Cakes as a skill and get bonuses to anything cake related and penalties when you try to use the same skill for a batch of cookies...you are out of practice with all those cakes you've been making.
I also allow the creation of skills if it is reasonable and I OK it first. For example, I have a character with "Exotic Sex Practices"...basically a freak's lore skill.
Lesse....I think that about covers it for now....more to come