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To join the Viridian continuity as a character you need to know a few rules and guidelines and what the setting is about. The '''Viridian Discord''' is about roleplaying a '''Anachronistic High-Fantasy setting''' with a light mixture of game mechanics but generally text-RP styled for ease of use and a focus on character interaction. It holds some tradition to tabletop roleplaying games in terms of the standards kept for character creation and world-building. Consider these statements when applying and creating a character for the setting.
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This document will detail step by step on how to create your character and level them up in the Viridian Campaign/Framework.


=FAQ=
The first section will help you build your character from idea to 1st level Adventurer.
=="This setting features giant characters and other size-based themes"==
* This world contains a minority of giant people, ranging from 16ft (thigh-high) to over 60ft tall (shin-high). If you find playing in a world inhabited by giants of this size uncomfortable or unrealistic, this setting is not for you!
* You may create a normal character (or small-sized character) or opt to play as a character of a different size class. 'Normal' characters do not have special biases against them, in fact it's encouraged to balance giant and non-giant characters for variety and for practical reasons. Human-sized characters are commonly referred to as 'Nativefolk'.
* '''Bigfolk''' refers to a size class ranging from 12-18ft tall (large-size), and '''Giantfolk''' being classically 48-72ft in height (Gargantuan to Colossal size). Bigfolk are generally races that are naturally large in size, whereas a special condition known as '''[[Macrogenesis]]''' is the primary cause for characters becoming Giantfolk.
* Inversely, '''Smallfolk''' refer to races typically 1-3ft tall and are an option to those who do not wish to be human-sized or a giant. At this time, there is no Smallfolk option for existing races (like there is for Macrogenics), unique races for this size class can be generated with approval of the admins.


=="Prioritising story and roleplay over kinkplay and sexual activity encouraged when in session"==
The second section is what you need to do each time your character levels up.
* This setting is Macro/Micro friendly, however the intention is to simulate a tabletop RPG setting and campaign. It is in the best interest to balance between Macro/Micro kinks and the immersion of in character roleplay within the world created for them.
** ''By 'In session', we refer to a point in time where all players are in character and playing out a scenario or story set up by themselves or with a gamemaster/storyteller present. By 'Out of session' we refer to Light-roleplay and general chatter. Kinkplay is permitted in the appropriate OOC/Light-RP rooms.


=="Race Choice must be suitable for the tabletop-RPG adventurer archetype and for a high-fantasy setting" <br>AKA "Furry characters don't get a free pass"==
==Building a Character to Lv1==
* Build your character as if you were going to join a tabletop RPG like Pathfinder / DnD. You do not need to actually crunch numbers or make a proper sheet. Race selection is focused on specifically on Humanoids (or humanoid in shape). Core races of various tabletop books such as Dungeons & Dragons and pathfinder are OK. This is to prevent players choosing monsterous creatures as a character.
===Step 1: Select your Adventurer's Race and Archetype===
* '''Select a Race''' to serve as your Adventurer's physical form from the [[Playable Races]] page.
  > Don't forget your Race will usually '''let you pick your first racial trait''', due to their Potential Skill-focus!
* Your race choice will often have information on [[Attributes]] and [[Skill List|Skills]], keep them in mind for Step 2!
* '''Select an Archetype''' to base your Adventurer's primary abilities and experience.
  > You can pick a '''Racial Archetype''', or one of many of the '''Universal Archetypes''' found on the [[Archetypes]] page.
* Archetypes grant '''Archetype Perks''' for free and usually provide Archetype-themed benefits not seen elsewhere.


=="Giants, use your size effectively and with great effect. But know your limits!" <br>AKA "How to play a Giant 101"==
===Step 2: Decide if you want to spend any Progression-Points===
* Giant characters should understand their size advantage, in reach, height, strength, weight and power. Even reluctant or careful giants cannot deny these facts. Naturally the bigger your character is, the more impact their presence will be on the world. Assume that if you are bigger than something you will have a great effect upon it, anything as big as you a moderate amount and anything bigger than you are having predictable effects.
Even at Level 1, your Adventurer should be entitled to about '''10''' [[Progression Point|Progression Points]], check with your Game-master on what your Adventurer has available based on your Race/Archetype choices made earlier.


* When comparing yourself to smaller people. Bigfolk will see Natives (human-sized people) stand close to thigh high to them. Giantfolk will see a more pronounced size difference as natives may only measure a little less than shin high to them. Enviromentally the world is mostly attuned for Native and Bigfolk, with natives taking the majority share. Bigfolk may struggle to fit in environments designed for Natives but Giants will not be able to fit in at all and may not even fit within environments designed for Bigfolk if space is lacking.
Progression points can be used to buy:<hr>
* Chunks of '''25 Skill points''': to be immediately assigned to any [[Skill List|Skills]] that have not yet reached their Skill-point cap and up to their Skill-point cap.
* Increasing '''singular attribute scores by one''': note that the cost to increase the same attribute will increase each time it is done, but will '''not affect the costs of other attributes'''.
* '''Purchasing new Universal Perks''': You can even try obtaining Archetype perks from Archetypes you do not own, but you can only have Archetype perks from up to '''3 sets maximum'''!


* Though the misconception about Giants is that they get slower the bigger they get, the opposite is actually true. The general rule is that a character that is twice as tall can move about 1/3rd faster in overland travel than the smaller one. As such, Bigfolk can generally run 1.66x faster than a native of similar physical mobility, and Giants can move 4.66x faster than their native counterparts. Though they can move faster, physical forces such as momentum and interia affect giants far greater than native folk. One can assume that it takes Bigfolk 1.66x and Giantfolk 4.66x longer to move and stop than a native of similar stature and reaction time.
Some Pro tips from the game's developer:<hr>
"If you want to get more Perks or get more Skill-Focuses, it's best to boost your [[Attributes|Intelligence]] attribute score."


* A side-effect from being larger is that harmful forces such as weapons and environmental damage are scaled down in relation to a giant character. Giants with a form of pain-response will still feel pain and become injured by attacks made against them, however they typically survive injuries that would outright kill a native if dealt in the same way. This gives the impression that giants can take more damage  however realistically a giant weapon will inflict similar damage to a giant as a native weapon would do to a native.
"Skills will usually have at least one Perk that scales by Skill-Rating, but many will only increment per Skill-Rank. If it's the latter, perhaps you can skip boosting the SR of that skill for one level until you have enough to get to the next rank? I'm sure your other skills will appreciate you giving them some love."


* Bigfolk and Giantfolk are capable of sustaining their own weight naturally with no medical hinderances and can lift weights equal or greater than their own mass. a Giant's strength is one of their greatest assets. However the bigger the character the greater their weight. The lightest Bigfolk races weigh in excess of 5,400lbs and the heaviest Giantfolk can be as much as 518,400lbs! The heavier the giant, the more impact their presence has on the world and potentially magnify their already great strength. Giants are serious crush hazards even at their smallest sizes.
"Viridian-Fantasy's version of the ''''Perception/Spot skill'''' is the [[Attributes|Perception]] attribute and [[Skill List|Investigation]] skill. Don't worry, Perception is worth 10 SR per point, so the skill isn't absolutely necessary unless you want to detect secret stuff easier."


* The general state of the world is that it is not specifically anti-giant, however it makes no special effort to maintain the quality of life of giants at all times. Giantfolks are not homeless vagrants, but homes for giants may be retrofitted buildings that lack space or quality compared to native homes. Giantfolk are not always poor or incapable of affording assets and services, but doing so can be an expensive affair, especially if 'scaling up' is required. The world is designed in such a way that both flora and fauna on a scale that Giantfolk need to survive are available, but when they do require food or water it is naturally 30-55x greater than what a single native requires.
"Multi-classing in this game comes in the form of '''purchasing the Archetype Perks''' from other ATs, the requirements are still ...required... but available if you are able. The only rule so far is you can't have AT Perks from more than 3 sets, just like the Archetype limit. No more than 2 Racials or Universals."


* By playing Bigfolk or Giantfolk, you must accept that sometimes you can be too big for things; from simple tools, weapons and armour to fitting inside buildings and dungeons lacking spaces wide enough for you to fit through. There is no gaurentee that you may even be able to get upscaled versions of said item made for you, or if you can, at a reasonable price. The most you can hope in terms of environment is buildings made for your size or rely on Magic or Metascience to shrink yourself down. Settlements with little to no giant interaction may have no facilities a giant can use with ease.
"Yes, [[Acrobatics]] and [[Athletics]] are skills too, both are helpful in physical challenges. But just like detecting things, your Adventurer's '''Agility''' and '''Strength''' attribute scores contribute to these checks as well (respectively). But the skill will likely have features that a basic check might not allow, or bonuses that make performing these checks easier."


* Due to the lore behind '''[[Macrogenesis]]''', Giantfolk are not treated as hostile creatures, in fact in some cultures it can be seen as a divine blessing. However being a Giant does not make you immune to unlawful behavior. The law actually treats giants more harshly as although what constitutes a crime is the same for giants and natives, the punishments can be as severe as having a 'Lawful Giantkilling' bounty being placed upon you. Justified when looking at how powerful and dangerous Giantfolk can potentially be, there was an age-old war between Giants and Natives that was only won due to Giants and Natives working together. Bigfolk have less exciting implications, generally speaking they come from races who are naturally large-sized to begin with, it is not special to see a member of their species roaming around, it is only particular if a Bigfolk race becomes giant through Macrogenesis.
"Does your party have at least one giant in it? Everybody knows the average adventurer is a 'human fighter', but '''Size is extremely effective''' in Viridian, if your group doesn't have at least one big guy or gal looking after your group, you may find your group struggling against an encounter with one or more giant combatants!"


* Giantfolk are generally a product of Macrogenesis, however Macrogenesis is a phenomenon that affects all races. There is a strange compare and contrast that a Giant has when they interact with those of the same race but not of the same size. Likewise they are still considered the race the originally belong to but are given the sub-type of 'Giant' as defined by nativefolk. Giantfolk grow to sizes comparable to Bigfolk children in their pre-teens to eventually grow to their full size by the time they reach their early-20s.
===Final Step: You're done!===
If you have spent all the Progression-points you want, or cannot afford to get anything else, your character is done. Ask your Game-Master to check your work and if approved, you're ready to go!


=="Use free tabletop RPG sources for inspiration for characters"==
==Levelling up (Progression-Point Version)==
* The Pathfinder SRD is the primary source of information you can use to find races and classes to help make concepts, as the setting was built from there: '''[http://www.d20pfsrd.com/ PFSRD]'''
The default, the standard progression style for Viridian TTRPG is the [[Progression Point]] system. If the Adventurer has the P-Points, they can increase their power in ways that they choose, as long as they follow the build rules.
 
Depending on whether the Game-Master '''<code>Scale by Experience</code>''', or '''<code>Scale by P-Points</code>''', Adventurers of advanced sizes may gain experience or P-Points at different rates. Consult the [[Experience]] article for more information.

Latest revision as of 10:11, 17 October 2022

This document will detail step by step on how to create your character and level them up in the Viridian Campaign/Framework.

The first section will help you build your character from idea to 1st level Adventurer.

The second section is what you need to do each time your character levels up.

Building a Character to Lv1

Step 1: Select your Adventurer's Race and Archetype

* Select a Race to serve as your Adventurer's physical form from the Playable Races page.
 > Don't forget your Race will usually let you pick your first racial trait, due to their Potential Skill-focus!
* Your race choice will often have information on Attributes and Skills, keep them in mind for Step 2!

* Select an Archetype to base your Adventurer's primary abilities and experience.
 > You can pick a Racial Archetype, or one of many of the Universal Archetypes found on the Archetypes page.
* Archetypes grant Archetype Perks for free and usually provide Archetype-themed benefits not seen elsewhere.

Step 2: Decide if you want to spend any Progression-Points

Even at Level 1, your Adventurer should be entitled to about 10 Progression Points, check with your Game-master on what your Adventurer has available based on your Race/Archetype choices made earlier.

Progression points can be used to buy:
* Chunks of 25 Skill points: to be immediately assigned to any Skills that have not yet reached their Skill-point cap and up to their Skill-point cap.

* Increasing singular attribute scores by one: note that the cost to increase the same attribute will increase each time it is done, but will not affect the costs of other attributes.

* Purchasing new Universal Perks: You can even try obtaining Archetype perks from Archetypes you do not own, but you can only have Archetype perks from up to 3 sets maximum!
Some Pro tips from the game's developer:
"If you want to get more Perks or get more Skill-Focuses, it's best to boost your Intelligence attribute score."
"Skills will usually have at least one Perk that scales by Skill-Rating, but many will only increment per Skill-Rank. If it's the latter, perhaps you can skip boosting the SR of that skill for one level until you have enough to get to the next rank? I'm sure your other skills will appreciate you giving them some love."
"Viridian-Fantasy's version of the 'Perception/Spot skill' is the Perception attribute and Investigation skill. Don't worry, Perception is worth 10 SR per point, so the skill isn't absolutely necessary unless you want to detect secret stuff easier."
"Multi-classing in this game comes in the form of purchasing the Archetype Perks from other ATs, the requirements are still ...required... but available if you are able. The only rule so far is you can't have AT Perks from more than 3 sets, just like the Archetype limit. No more than 2 Racials or Universals."
"Yes, Acrobatics and Athletics are skills too, both are helpful in physical challenges. But just like detecting things, your Adventurer's Agility and Strength attribute scores contribute to these checks as well (respectively). But the skill will likely have features that a basic check might not allow, or bonuses that make performing these checks easier."
"Does your party have at least one giant in it? Everybody knows the average adventurer is a 'human fighter', but Size is extremely effective in Viridian, if your group doesn't have at least one big guy or gal looking after your group, you may find your group struggling against an encounter with one or more giant combatants!"

Final Step: You're done!

If you have spent all the Progression-points you want, or cannot afford to get anything else, your character is done. Ask your Game-Master to check your work and if approved, you're ready to go!

Levelling up (Progression-Point Version)

The default, the standard progression style for Viridian TTRPG is the Progression Point system. If the Adventurer has the P-Points, they can increase their power in ways that they choose, as long as they follow the build rules.

Depending on whether the Game-Master Scale by Experience, or Scale by P-Points, Adventurers of advanced sizes may gain experience or P-Points at different rates. Consult the Experience article for more information.