Difference between revisions of "Help:Creating a Character"
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= Creating a First-Level Character = | = Creating a First-Level Character = | ||
+ | A first level character is usually in their mid-teens. In most societies, this is when men and women are considered to first step into the world of adulthood, but in the the more civilized parts of the world, children aren't considered adults until much later. | ||
== [[Abilities]] == | == [[Abilities]] == |
Revision as of 19:39, 30 May 2011
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Talk to your GM
The first thing to do when creating a character is always to talk to your GM. He or she may have special house rules, constraints on the type of characters that are allowed for the current campaign, or any number of other things. Because the GM is the final arbiter, it is absolutely imperative that you work closely with him or her from the beginning.
You may also want to know what characters the other players are planning to have so that you can make a character that fits well with the group.
Creating a First-Level Character
A first level character is usually in their mid-teens. In most societies, this is when men and women are considered to first step into the world of adulthood, but in the the more civilized parts of the world, children aren't considered adults until much later.
Abilities
The first thing you do when creating any character is to determine the character's Eight Ability Scores.
To do this, we use a Point-Buy method. All of the Abilities start at 2. Then, roll 2d4 twice. One of these rolls will serve as the points available for upgrading your character's Physical Abilities (Strength, Endurance, Agility, & Speed), and the other roll will be the available points for upgrading your character's Mental Abilities (Intellect, Willpower, Intuition, & Charisma). The choice of which of the two rolls to apply to the two divisions of the Ability Scores is up to you.
In general, this will mean that a character will have Ability Scores that range in the 2-5 range, with a few exemplary characters reaching a 6 or so. Don't worry if you feel that your Ability Scores are too low, you get to upgrade them every time you level up.
Additionally, it is important that your character strike a decent balance in his or her scores. Sacrificing one's ability to be halfway competent in most areas just to be fantastic in one will lead to a hard to play, or dead, character.
Primary Ability
Characters also select one of their Ability Scores to be their Primary Ability, unlocking more powerful Ability Features. Additionally, your character won't be able to use Magic unless he or she has declared a Mental Ability as a Primary Ability.
Description & Backstory
The next step is to figure out where the character originates from and who he or she is. This is very important to the process, as the story crafted here will help to choose between the minutia of the rules later.
Now especially is the time to figure out with your GM exactly what kind of characters will fit into the party and the GM's world. Don't forget to argue for your case though, just because the rest of the party is made up of the children of nobels doesn't mean your countryman won't fit into the story.
Language
Every character begins able to speak and, unless it is important to his backstory (or there is no written version), read and write their native language. Characters may also buy languages at 1/2 price at first level, with the assumption being that they learned them as a child or as part of their early education.
Upgrade Points
Every level, characters gain Upgrade Points which can be used to purchase new abilities. At first level, characters have 30 General Upgrade Points, which can be spent on any upgrade, and 4 times the character's Intellect score in Skill Upgrade Points, which can be spent on improving the character's Skills.
Combat Ability
Combat Ability determines how skilled and effective a character is in combat. A single +1 bonus of Combat Ability costs 8 Upgrade Points. If your character is going to focus on combat, it is strongly recommended that you invest in a +2 or maybe even a +3 Combat Ability bonus at first level.
Skills
The sixteen Skills all have Family Modifiers that cost 1 Skill Upgrade Point to increase by +1, but the maximum Family Modifier bonus at 1st level is only +2. If you want your character to be better at particular aspects of a skill, you can purchase Specialization Modifiers for specific aspects of a skill at a cost of 1 Skill Upgrade Point for a +2 bonus. Specialization Modifiers have no higher ceiling, but the specialization bonus of one aspect of a skill doesn't affect any other facet.
Feats
There are a wide variety of Novice Feats to choose from at first level. Specifically, characters should be aware of the Proficiency Feats, especially at first level. First level is the only chance for characters to take the General Martial Weapon Proficiency, for example. First level is the time for players to create a strong foundation for their characters, so that they aren't held back when they want to start specializing later.
If you have Upgrade Points left over, start purchasing feats that will bring your character towards the specialized roles you have defined for yourself from the character's backstory.
Magic
If you have declared a Mental Stat as your Primary Ability, you can spend General Upgrade Points and Skill Upgrade Points on Ranks of particular Magic Disciplines. You must talk with your GM and ensure that your backstory and your magical abilities work together.
There are many different Magical Disciplines. Novice characters may purchase Ranks in Disciplines under the Elements, Aspects, and Materia categories.
As stated previously, you cannot purchase Ranks in magic for a particular Mental Ability unless you have declared it a Primary Ability. The default magical ability is Intuition, but there are advantages and disadvantages to using the other Mental Abilities as well. Ranks purchased for use with one ability cannot be mixed with ranks of another. For more information, see the page on Magical Advancement.