Difference between revisions of "Character Creation"

From Viridian TTRPG Wiki
Jump to navigation Jump to search
(redraft)
(creation tutorial update)
 
(16 intermediate revisions by the same user not shown)
Line 1: Line 1:
=Character Creation and Levelling Tutorial=
<div style="float:left; margin:15px; max-width:30ch;">__TOC__</div>
<div style="max-width:125ch; margin:auto; text-align:center;">
This document will detail step by step on how to create your character and level them up in the Viridian Campaign/Framework.
This document will detail step by step on how to create your character and level them up in the Viridian Campaign/Framework.
==Select Character race==
* 》 Read and note down ✪ Race trait, pick an Archetype to add onto your character.


* 》 Note down other traits related to the race.
The first section will help you build your character from idea to 1st level Adventurer.


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


》 Add Racial and Archetype attributes together.
==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 [[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.


》 You may add 1 attribute point to finish off your character’s attributes.
===Step 2: Decide if you want to spend any Progression-Points===
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.


===Assign Skill Focuses and Skill points===
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'''!


》 Add Racial and Archetype Skill-focuses to your character.
Some Pro tips from the game's developer:<hr>
(Each Skill focus adds 20 skill points to the skill and automatically unlocks Novice rank for those skills)
"If you want to get more Perks or get more Skill-Focuses, it's best to boost your [[Attributes|Intelligence]] attribute score."


》 Your character gains an additional Skill-focus for every point in Intelligence (INT).
"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."


》 Your character gains 15 skill points they can put into any skills they like, ready for Lv1.
"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."
Assign Skill Perks and Universal Perks


》 Check Skills for what Perks are rewarded for gaining Novice rank in them.
"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."


》 Your character gets to select one Universal perk at 1st level.
"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."


》 Any perks granted by traits will also be applied.
"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!"


==Check Size/Faction Restrictions==
===Final Step: You're done!===
Your GM will inform you which of the race factions you are permitted to use for your character.
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!
Factions include:
Vermillion Freeholds (Tiny to Small),
Cerulean Kingdom (Medium),
Saffron Union (Large to Huge) and
Viridian Republic (Gargantuan to Colossal).


If your GM declares that only certain size categories are permitted for characters, you can only choose races who fit within the range specified by your GM.
==Levelling up (Progression-Point Version)==
 If the GM declares only characters between Tiny and Huge, then you cannot use races from the Viridian Republic (as they are Gargantuan or larger). Inversely, if the GM declares you can only pick races from the Viridian Republic, then you are limited to gargantuan or larger character races.
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.


=Size Mechanics Explained: Pros and Cons=
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.
==♦ Aspects increased by size:==
》 Health
 
》 Damage/Healing
 
》 Movement distance per turn
 
》 Armour-rating and Defense
 
》 Range/Reach
 
》 Crafting and Purchasing Expenses
 
==♦ Advantages/Disadvantages for being larger:==
MAIN POINT: Giants are extremely powerful, but have issues regarding practicality and subtlety.
 
》 Effects that knock targets down,  are reduced to Stagger instead. Effects that stagger are negated.
Knock effects are negated if the foe is less than half the user’s size.
 
》 If the user is more than double the target’s size, they can pass over foes spaces. They can attempt to knock them down while completing movement, or use a ‘Stomp’ attack for 50AP. Stomp will leave the target knocked prone and pinned.
 
》 Special/secondary effects, spells and powers may be more effective against smaller targets, increasing the magnitude or duration of such effects. The greater the size difference the more pronounced the difference.
 
》 Intimidate skill becomes easier to use against smaller targets.
 
》 Stealth skill becomes harder to use, cover options may become more limited and movement will be harder to conceal the user’s presence.
 
》 Evasion and Defense remain unchanged, however the ability to hit smaller targets reduces accuracy and smaller targets will gain extra accuracy for their attacks.
 
》 Inventory space expands with size, allowing the user to carry more items sized for smaller creatures. Although the amount of equipment they can hold designed for their size is about the same as someone of human size.
 
》 Giants can carry smaller allies and NPCs with varying degrees of ease, if the size difference is great enough the giant character may even be able to store other creatures in their pockets or bags.
 
》 Giants have trouble with interiors and enclosed areas not designed for them. At best, they may have to bow or kneel under low clearance and sidle through narrow paths and worst they will be forced to squeeze into small passage and doorways. It is entirely possible a giant character may be too big to fit inside an area and they will have to stay outside, make a way inside or failing that, use other means to shrink down to participate.
 
》 The presence of a giant can intimidate smaller people more easily, the magnitude increases the bigger they are. Inversely, giant characters are less likely to be intimidated by those smaller than themselves.
 
==♦ Aspects decreased by size:==
》 Accuracy (Scales up for smaller folk, scales down for Giants)
 
》 Stealth check while moving
 
》 Reduced cover bonus/opportunities
 
》 Less compatible with indoor and enclosed areas.
 
==♦ Advantages/Disadvantages for being smaller:==
MAIN POINT: Smaller races are comparatively weaker in comparison but excel in efficiency and subtlety.
 
》Smaller character gain an advantage in accuracy against larger foes, and large foes have less accuracy against hitting them.
 
》 Smaller characters have huge bonuses to Stealth, being able to use more objects as cover and being virtually silent while moving.
 
》 Smaller characters use only a fraction of resources and expenses compared to other characters. It is also far more likely that weapons and equipment will be available or craftable for smaller users than giants.
 
》 Contested spell and power effects will have reduced magnitude and/or duration on larger foes. If the foe is more than four times bigger than the smaller character, the spell/power may fail to affect them entirely. For Damage/Healing, these effects scale by the user’s size.
Spell/Powers can be meta-modified to be treated as a larger size by increasing its spell/power level by 2 per doubling of size.
 
》 Smaller characters cannot move as fast across flat ground as larger characters do, and they’re slowed down further in difficult terrain. Many smaller characters have to jump and climb to reach places not suited for them.
 
》 Smaller characters have less inventory space and not able to carry objects designed for larger creatures. However, when it comes to items and equipment sized for them, they can carry similar amounts of load as someone of human size.
 
》 If the size difference is great enough, smaller characters can be carried by larger allies and even reside within their inventory space, such as their pockets or bags.
 
》 Smaller character have unique accessibility to openings and passages that humans may not be able to fit into. Crawlspaces and narrow gaps may be traversed by smaller characters with little to no impedance on their movement. Inversely, terrain such as stairs and doors can be troublesome for smaller characters, especially if they lack the height, reach or skill to surmount them.
 
》 Smaller characters are less likely to intimidate people larger than themselves, however they may be easier to be intimidated by hostiles larger than themselves.

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.