Post by irishmagician on Jul 7, 2010 1:02:08 GMT -5
I have taken liberties in altering character creation for the campaign, as I believe they will help with the realism/immersion I desire for the game.
I apologize, but they may be a little indepth. Please post below or message me with any questions or concerns.
Character Creation Guidelines
· One purpose of this campaign is to maximize immersion of the storyline. I believe that a great way to achieve this is by making the characters realistic and resonate with the players. Players are encouraged to build their characters to reflect themselves as much as possible, even actually portraying themselves if possible or desired.
· All player’s beginning race shall be “human,” but there will be opportunity to change this within the first 1-2 sessions. This is because the initial setting of the game will be the “mundane” version of the Earth, so there are no other races (…yet). When the choice arrives to change races (if desired), any available race in the PHB’s as well as any monster in the MM (1-3) can be chosen.* Use of the monster races may alter your game experience in unexpected ways, so please keep this in mind.
*Please speak with DM for approval in use of monsters from the MM’s
· The setting in terms of background and RP, for sake of familiarity/simplicity/amusement, will take place in West Lafayette, IN. A Halloween festival is being held on Purdue’s campus; sponsored by the school departments, student clubs, and local farmers in the area. Players should design their background/RP to provide a reason for attending this festival and eventually expect to make each of the other player’s acquaintances.
· Leveling will be based on milestones/RP achievements, not XP. Thus, it is possible to gain more than 1 level in one session.
· Mundane currency can not be used in the “fantasy” setting to follow later in the story, but spells/services can be obtained to convert them.
o Players will start with “spending” mundane currency equal to 3 month’s wages, appropriate to the character’s backstory/RP (or actual if desired, but not required).
o The conversion of mundane currency to 4th edition currency is $1 = 1 CP. Thus $10 = 1 SP, $100 = 1 GP and so on. This conversion can be used when purchasing items.
· Character starting level will be 0, not 1 as traditionally expected. Characters shall initially begin as normal everyday individuals, and do not currently have the abilities that elevate oneself into adventurer status (…yet). Because this separates from typical character development, guidelines for starting at level 0 follow below:
o Starting HP will be 1d6 + Constitution modifier (see STATS section for “rolling” stats). At the first level, HP progress shall resume as normal
o Players shall start without class to begin. However, upon gaining the first level, use of a class (with associated features, powers, ect) will be gained as well. Please think of a class/race you’d like to play ahead of time, as it achievement of level 1 is expected at the end of the 1st or 2nd session
o All players are automatically proficient in simple and improvised weapons. The use of guns, “martial” weapons (like longswords, katanas, ect) and armor will require a feat to gain proficiency (to represent the training to use them in real life) and may require additional RP/background reasoning for use. Talk with DM ^_^
o All players get 1 free feat at level 0. This is in addition to what you will receive at level 1. This represents the education/life experiences you would have had to this point. Some feats may not be valid until the first level is achieved.
o Players may choose 2 skills to have as “class skills,” to represent skills in life the characters are good at. These will be added to the class list of skills gained at level 1.
o Since players are without class, no powers can be gained at level 0. However, extensive leniency will be granted to creative measures made in combat ^_^
o Until level 1, movement speed shall be determined by the following formula: 10 ft + Dex SCORE + Con MODIFIER. Round up to the nearest 5 ft.
. Due to the low-level/low-HP beginning of the story, half-damage may be dealt/given to more appropriately represent the spectrum of injury (e.g. 0.5 damage).
· Some skills may have additional interpretations in the initial setting, due to lack of magical/fantasy influence. These additions are noted below:
o Arcana: can represent interest/knowledge of scientific studies, metaphysics, and other esoteric knowledge.
o Dungeoneering: can represent understanding of structural design and engineering studies
o Heal: can represent understanding of medical technology, CPR and first aid.
o History: can represent ability to research and assimilate history in unfamiliar settings (a.k.a. the “Research” skill)
o Nature: can represent ability to learn/discover information about unfamiliar flora/geography
o Religion: can represent ability to grasp unfamiliar theology and radical ideals
o Streetwise: a.k.a. the “Gather Information” skill
· In the fantasy setting that occurs soon after starting the campaign, Gods and Goddesses do not exist. If you wish to choose a divine class, the power one would draw upon would be magic controlled by one’s morals/soul and manifest as a type of elemental energy. For example, healing could manifest as a cleansing fire or a watery healing elixir.
· STATS: starting stats will be determined based upon the background/RP/image of the character you wish to portray (or how you would score yourself, if you will ^_^ ). Ranges for stats will be from 8 (-1) to 18 (+4). To assist with choosing stats, example reasons for choosing numbers for each stat will be provided below. A score of 16-18 should have a firm RP/background basis. Talk to the DM if you are unsure. It is ok not to have straight 18’s across the board; the goal is realism, not min/maxing.
STRENGTH: Athleticism, physical ability
· 8: Player cannot lift weights in gym class, is frail, has a extreme phobia of exercise
· 10: Player has average strength, barely passes gym fitness tests, exercises ~1-2 times/month
· 12: Player has above average strength, passes fitness tests, can weight-lift 100-150 lbs, exercises ~1 time/week
· 14: Player has good strength, does well and enjoys fitness tests, can weight-lift up to 200 lbs, exercises 2-3 times/week
· 16: Player has great strength, member of high school/college weightlifting team/wrestling team, can weight-lift 250-300 lbs, exercises 4-6 times/week.
· 18: Player has exceptional strength, has won national weightlifting championships, can lift/pull 350-400+ lbs, exercises 7+ times/week.
DEXTERITY: Agility, accuracy, marksmanship
· 8: Player is clumsy, a well-known klutz, drops everything, little/no hand-eye coordination
· 10: Player is average, can aim/throw to approximately hit a target, can perform simple acrobatics/jumps
· 12: Player is above average, can catch/throw accurately most of the time, can easily climb trees
· 14: Player is good, can use a gun/bow in gym to hit a target, knows some gymnastics
· 16: Player is great, is in archery/gun club or basket/baseball/soccer/gymnastic team
· 18: Player is exceptional, has been involved in national championships for sports, can perform gymnastics like a monkey.
CONSTITUTION: Fortitude, stamina
· 8: Prone to illness, can only run 20 feet without tiring, sickly
· 10: Player is average, gets seasonal cold/flu, can run ~1 mile w/o stopping
· 12: Player is above average, gets sick only 1-2 times/year, can run ~2 miles w/o stop
· 14: Player is good, only gets a cold/flu 1 time/1-2 years, can run 3-4 miles “”
· 16: Great, doesn’t normally get sick, can run 5-6 miles “”, on cross-country team
· 18: Player is exceptional, a model of perfect health, can run 10-20 miles without stopping, has won national marathon races.
INTELLIGENCE: Knowledge, education
· 8: Flunked out of high school, barely knows proper English and simple mathematics
· 10: Average, can at least pass most classes, knows simple calculus and major history
· 12: Above average, has a GPA of atleast 3.0, understands current widely used technology and some more complex calculus
· 14: Good, has GPA of at least 3.5, understands some advanced sciences (calc/physics/chem./ect)
· 16: Great, has GPA between 3.9-3.5, understands most advanced sciences/computer programming, on school Math/Scholastic Bowl/(ect) team
· 18: Exceptional, has never had a grade less than an A+, thoroughly understands quantum mechanics/physics, PhD candidate at age 12.
WISDOM: Common sense, perception, reasoning, cunning
· 8: Falls for any con/scheme, easily/willingly persuaded/fooled, completely oblivious
· 10: Average, at least aware of surroundings, slightly cautious, has a little attention to detail, can solve simple riddles/puzzles
· 12: Above average, level-headed, can solve some riddles/puzzles, good memory, alert
· 14: Good, not easily fooled, can solve many riddles/puzzles, notice changes before most other people
· 16: Great, can tell when most people are lying, solve hard riddles/puzzles/games, can easily find hidden/lost objects/people.
· 18: Exceptional, can spot an insect a half-mile away, a human lie-detector, becoming reknown for sage teachings.
CHARISMA: Social intelligence, creativity, persuasion
· 8: Completely socially inept, awkward, uninspired, dull, conversationally clumsy
· 10: Average, can hold a normal conversation, can at least draw a stick-figure/hold a simple tune, relate ok with most people
· 12: Above average, can hold an average discussion/argument, can draw/paint a person/animal, understands social behavior.
· 14: Good, can persuade/debate with people easily, an average artist/musician, relates comfortably with people
· 16: Great, on school debate team, in school top band/orchestra, has admiring lackies/minions
· 18: Exceptional, can harangue people into a quivering mound of mush (when desired), 1st chair in a nationally-appraised symphony, has a cult following to do your every whim.
As always, there are and will be many exceptions/omissions to this guide. Please feel free to talk with the DM if you have any questions or concerns.
^_^
I apologize, but they may be a little indepth. Please post below or message me with any questions or concerns.
Character Creation Guidelines
· One purpose of this campaign is to maximize immersion of the storyline. I believe that a great way to achieve this is by making the characters realistic and resonate with the players. Players are encouraged to build their characters to reflect themselves as much as possible, even actually portraying themselves if possible or desired.
· All player’s beginning race shall be “human,” but there will be opportunity to change this within the first 1-2 sessions. This is because the initial setting of the game will be the “mundane” version of the Earth, so there are no other races (…yet). When the choice arrives to change races (if desired), any available race in the PHB’s as well as any monster in the MM (1-3) can be chosen.* Use of the monster races may alter your game experience in unexpected ways, so please keep this in mind.
*Please speak with DM for approval in use of monsters from the MM’s
· The setting in terms of background and RP, for sake of familiarity/simplicity/amusement, will take place in West Lafayette, IN. A Halloween festival is being held on Purdue’s campus; sponsored by the school departments, student clubs, and local farmers in the area. Players should design their background/RP to provide a reason for attending this festival and eventually expect to make each of the other player’s acquaintances.
· Leveling will be based on milestones/RP achievements, not XP. Thus, it is possible to gain more than 1 level in one session.
· Mundane currency can not be used in the “fantasy” setting to follow later in the story, but spells/services can be obtained to convert them.
o Players will start with “spending” mundane currency equal to 3 month’s wages, appropriate to the character’s backstory/RP (or actual if desired, but not required).
o The conversion of mundane currency to 4th edition currency is $1 = 1 CP. Thus $10 = 1 SP, $100 = 1 GP and so on. This conversion can be used when purchasing items.
· Character starting level will be 0, not 1 as traditionally expected. Characters shall initially begin as normal everyday individuals, and do not currently have the abilities that elevate oneself into adventurer status (…yet). Because this separates from typical character development, guidelines for starting at level 0 follow below:
o Starting HP will be 1d6 + Constitution modifier (see STATS section for “rolling” stats). At the first level, HP progress shall resume as normal
o Players shall start without class to begin. However, upon gaining the first level, use of a class (with associated features, powers, ect) will be gained as well. Please think of a class/race you’d like to play ahead of time, as it achievement of level 1 is expected at the end of the 1st or 2nd session
o All players are automatically proficient in simple and improvised weapons. The use of guns, “martial” weapons (like longswords, katanas, ect) and armor will require a feat to gain proficiency (to represent the training to use them in real life) and may require additional RP/background reasoning for use. Talk with DM ^_^
o All players get 1 free feat at level 0. This is in addition to what you will receive at level 1. This represents the education/life experiences you would have had to this point. Some feats may not be valid until the first level is achieved.
o Players may choose 2 skills to have as “class skills,” to represent skills in life the characters are good at. These will be added to the class list of skills gained at level 1.
o Since players are without class, no powers can be gained at level 0. However, extensive leniency will be granted to creative measures made in combat ^_^
o Until level 1, movement speed shall be determined by the following formula: 10 ft + Dex SCORE + Con MODIFIER. Round up to the nearest 5 ft.
. Due to the low-level/low-HP beginning of the story, half-damage may be dealt/given to more appropriately represent the spectrum of injury (e.g. 0.5 damage).
· Some skills may have additional interpretations in the initial setting, due to lack of magical/fantasy influence. These additions are noted below:
o Arcana: can represent interest/knowledge of scientific studies, metaphysics, and other esoteric knowledge.
o Dungeoneering: can represent understanding of structural design and engineering studies
o Heal: can represent understanding of medical technology, CPR and first aid.
o History: can represent ability to research and assimilate history in unfamiliar settings (a.k.a. the “Research” skill)
o Nature: can represent ability to learn/discover information about unfamiliar flora/geography
o Religion: can represent ability to grasp unfamiliar theology and radical ideals
o Streetwise: a.k.a. the “Gather Information” skill
· In the fantasy setting that occurs soon after starting the campaign, Gods and Goddesses do not exist. If you wish to choose a divine class, the power one would draw upon would be magic controlled by one’s morals/soul and manifest as a type of elemental energy. For example, healing could manifest as a cleansing fire or a watery healing elixir.
· STATS: starting stats will be determined based upon the background/RP/image of the character you wish to portray (or how you would score yourself, if you will ^_^ ). Ranges for stats will be from 8 (-1) to 18 (+4). To assist with choosing stats, example reasons for choosing numbers for each stat will be provided below. A score of 16-18 should have a firm RP/background basis. Talk to the DM if you are unsure. It is ok not to have straight 18’s across the board; the goal is realism, not min/maxing.
STRENGTH: Athleticism, physical ability
· 8: Player cannot lift weights in gym class, is frail, has a extreme phobia of exercise
· 10: Player has average strength, barely passes gym fitness tests, exercises ~1-2 times/month
· 12: Player has above average strength, passes fitness tests, can weight-lift 100-150 lbs, exercises ~1 time/week
· 14: Player has good strength, does well and enjoys fitness tests, can weight-lift up to 200 lbs, exercises 2-3 times/week
· 16: Player has great strength, member of high school/college weightlifting team/wrestling team, can weight-lift 250-300 lbs, exercises 4-6 times/week.
· 18: Player has exceptional strength, has won national weightlifting championships, can lift/pull 350-400+ lbs, exercises 7+ times/week.
DEXTERITY: Agility, accuracy, marksmanship
· 8: Player is clumsy, a well-known klutz, drops everything, little/no hand-eye coordination
· 10: Player is average, can aim/throw to approximately hit a target, can perform simple acrobatics/jumps
· 12: Player is above average, can catch/throw accurately most of the time, can easily climb trees
· 14: Player is good, can use a gun/bow in gym to hit a target, knows some gymnastics
· 16: Player is great, is in archery/gun club or basket/baseball/soccer/gymnastic team
· 18: Player is exceptional, has been involved in national championships for sports, can perform gymnastics like a monkey.
CONSTITUTION: Fortitude, stamina
· 8: Prone to illness, can only run 20 feet without tiring, sickly
· 10: Player is average, gets seasonal cold/flu, can run ~1 mile w/o stopping
· 12: Player is above average, gets sick only 1-2 times/year, can run ~2 miles w/o stop
· 14: Player is good, only gets a cold/flu 1 time/1-2 years, can run 3-4 miles “”
· 16: Great, doesn’t normally get sick, can run 5-6 miles “”, on cross-country team
· 18: Player is exceptional, a model of perfect health, can run 10-20 miles without stopping, has won national marathon races.
INTELLIGENCE: Knowledge, education
· 8: Flunked out of high school, barely knows proper English and simple mathematics
· 10: Average, can at least pass most classes, knows simple calculus and major history
· 12: Above average, has a GPA of atleast 3.0, understands current widely used technology and some more complex calculus
· 14: Good, has GPA of at least 3.5, understands some advanced sciences (calc/physics/chem./ect)
· 16: Great, has GPA between 3.9-3.5, understands most advanced sciences/computer programming, on school Math/Scholastic Bowl/(ect) team
· 18: Exceptional, has never had a grade less than an A+, thoroughly understands quantum mechanics/physics, PhD candidate at age 12.
WISDOM: Common sense, perception, reasoning, cunning
· 8: Falls for any con/scheme, easily/willingly persuaded/fooled, completely oblivious
· 10: Average, at least aware of surroundings, slightly cautious, has a little attention to detail, can solve simple riddles/puzzles
· 12: Above average, level-headed, can solve some riddles/puzzles, good memory, alert
· 14: Good, not easily fooled, can solve many riddles/puzzles, notice changes before most other people
· 16: Great, can tell when most people are lying, solve hard riddles/puzzles/games, can easily find hidden/lost objects/people.
· 18: Exceptional, can spot an insect a half-mile away, a human lie-detector, becoming reknown for sage teachings.
CHARISMA: Social intelligence, creativity, persuasion
· 8: Completely socially inept, awkward, uninspired, dull, conversationally clumsy
· 10: Average, can hold a normal conversation, can at least draw a stick-figure/hold a simple tune, relate ok with most people
· 12: Above average, can hold an average discussion/argument, can draw/paint a person/animal, understands social behavior.
· 14: Good, can persuade/debate with people easily, an average artist/musician, relates comfortably with people
· 16: Great, on school debate team, in school top band/orchestra, has admiring lackies/minions
· 18: Exceptional, can harangue people into a quivering mound of mush (when desired), 1st chair in a nationally-appraised symphony, has a cult following to do your every whim.
As always, there are and will be many exceptions/omissions to this guide. Please feel free to talk with the DM if you have any questions or concerns.
^_^