Post by The Storyteller on Jan 8, 2015 22:20:39 GMT
Name:
Race: (Aetherian, Firstborn, Humans, or Undying)
Age: (Aetherians are ageless but otherwise have human maturation rates. Elves no longer live nearly as long as they used to, with the average span being 250. Humans have been asleep for a thousand years, but should give their age BEFORE entering stasis. All Undying are at least a thousand years old.)
Biography: I'm allowing a lot of leniency in describing your backstories. I intentionally left much of the backstory vague so players might customize their own characters.)
Stats:
This game utilizes a variation on the Five Stat System I created for an earlier game. However, while that game focused on humans in a nonfantasy emnvironment, this game will utilize three different races, and therefore three different character creation processes. However, all three will use the same five core stats.
Leadership: This reflects a character's ability to make rational, effective decisions in charge. This stat determines how many followers you have, how effective you are at commanding them in a crisis, and how likely any community is survive under your leadership.
Tactics: This reflects a character's ability to command others during battle. If you lead ten men into any battle, this will determine whether nine or none of those men live.
Charisma: This reflects a character's ability to seduce, negotiate, intimidate, or charm. This determines how certain interactions may work out in your favor.
Strength: This reflects a character's ability to kick ass on a personal level. Unlike the other stats, this one actually becomes more and more outrageous with each point. An Archer can steadily go from Robin Hood to Legolas, and a strongman can go from Little John to Hercules.
Intelligence: This reflect's a character's ability to think, rationalize, deduce, and draw on previous knowledge. Players interested in dealing with non-Rune magic will want to invest in this heavily.
Firstborn possess only 20 stat points to distribute. However, they are given access to a wide variety of 'Runes', each granting powerful benefits. This is to reflect their frailty compared to other races, due to living underground for so long and relying so heavily on the existence of spirits for so long. The phrase 'glass cannon' is not inaccurate, though there can be exceptions. You can certainly dedicate points to a Drizz't Do'urden type if that is your fancy. Firstborn may choose THREE runes. (See the Elven Lore article for details.)
Fort Greyhawk Legionnaires only possess 30 stat points to distribute, but have no inherent perks. Instead, they are allowed access to the armory. (See The Legend of Fort Greyhawk for details.)
Aetherians have a whopping 40 stat points to play with and are given access to two unique abilities. The first ability is ALWAYS Spiritual Neutrality (Spirits are not inherently hostile to the character). The second ability is at the player's discretion. (See the What is an Aetherian? article for details.)
Race: (Aetherian, Firstborn, Humans, or Undying)
Age: (Aetherians are ageless but otherwise have human maturation rates. Elves no longer live nearly as long as they used to, with the average span being 250. Humans have been asleep for a thousand years, but should give their age BEFORE entering stasis. All Undying are at least a thousand years old.)
Biography: I'm allowing a lot of leniency in describing your backstories. I intentionally left much of the backstory vague so players might customize their own characters.)
Stats:
This game utilizes a variation on the Five Stat System I created for an earlier game. However, while that game focused on humans in a nonfantasy emnvironment, this game will utilize three different races, and therefore three different character creation processes. However, all three will use the same five core stats.
Leadership: This reflects a character's ability to make rational, effective decisions in charge. This stat determines how many followers you have, how effective you are at commanding them in a crisis, and how likely any community is survive under your leadership.
Tactics: This reflects a character's ability to command others during battle. If you lead ten men into any battle, this will determine whether nine or none of those men live.
Charisma: This reflects a character's ability to seduce, negotiate, intimidate, or charm. This determines how certain interactions may work out in your favor.
Strength: This reflects a character's ability to kick ass on a personal level. Unlike the other stats, this one actually becomes more and more outrageous with each point. An Archer can steadily go from Robin Hood to Legolas, and a strongman can go from Little John to Hercules.
Intelligence: This reflect's a character's ability to think, rationalize, deduce, and draw on previous knowledge. Players interested in dealing with non-Rune magic will want to invest in this heavily.
Firstborn possess only 20 stat points to distribute. However, they are given access to a wide variety of 'Runes', each granting powerful benefits. This is to reflect their frailty compared to other races, due to living underground for so long and relying so heavily on the existence of spirits for so long. The phrase 'glass cannon' is not inaccurate, though there can be exceptions. You can certainly dedicate points to a Drizz't Do'urden type if that is your fancy. Firstborn may choose THREE runes. (See the Elven Lore article for details.)
Fort Greyhawk Legionnaires only possess 30 stat points to distribute, but have no inherent perks. Instead, they are allowed access to the armory. (See The Legend of Fort Greyhawk for details.)
Aetherians have a whopping 40 stat points to play with and are given access to two unique abilities. The first ability is ALWAYS Spiritual Neutrality (Spirits are not inherently hostile to the character). The second ability is at the player's discretion. (See the What is an Aetherian? article for details.)