Difference between revisions of "Character Creation"

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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 '''Post-Renaissance 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.
=Character Creation and Levelling Tutorial=
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.


=Creating a Character: The Essentials=
* 》 Note down other traits related to the race.
==Picking a Race==
Picking a race for your character defines their general physical qualities and sometimes cultural ones as well, the latter is not essential to your character. '''Your character should be humanoid in shape, and suitable for a player character in a typical tabletop RPG'''. This does not mean playing 'just humanoids', it means your character must have arms and legs, sentience (even if their intellect or social ability is low) and not intentionally monsterous to the point people would mistake them as a hostile entity to kill for XP. Generally your character could be most races found in Dungeons & Dragons or Pathfinder, but any race fitting the criteria could count, even beings such as Skyrim's Argonians and Khajit, or Zelda's Rito and Zora.


==Picking a Class/Profession==
===Compile Character Attributes===
The next step is deciding what class, profession or skillset your character possesses. This helps with their background and what they're capable of. For those experienced in tabletop RPGs they may pick classes they are familiar with as a base. For those with a more roleplay-oriented background can choose to conceptualise their character's abiliities with archetypes such as warrior, mage, thief, merchant, builder..ect. Both styles are applicable and even combining them together can create interesting characters with talents to match.


==Optionally: A Size Preference==
》 Add Racial and Archetype attributes together.
Though you are perfectly fine to create a character with a race of their original size. Viridian gives you the option to play as smallfolk, bigfolk or giantfolk; with races not normally found at those sizes. You can be small or giant sized however there are particular rules regarding what can increase in size. Certain races become another race if their size category changes too much. Like a Human made smaller would simply be a Halfling. A Kobold sized up becomes a Dragonborn and so on. A race that doesn't change with size increases can become big or giant sized via the '''[[Macrogenesis]]''' effect.


=FAQ=
》 You may add 1 attribute point to finish off your character’s attributes.
=="Giants, use your size effectively and with great effect. But know your limits!"==
* 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.


* 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.
===Assign Skill Focuses and Skill points===


* 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.
》 Add Racial and Archetype Skill-focuses to your character.
(Each Skill focus adds 20 skill points to the skill and automatically unlocks Novice rank for those skills)


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


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


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


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


* 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.
》 Any perks granted by traits will also be applied.


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


=="Use free tabletop RPG sources for inspiration for characters"==
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.
* 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]'''
 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.
 
=Size Mechanics Explained: Pros and Cons=
==♦ 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.

Revision as of 09:59, 13 January 2021

Character Creation and Levelling Tutorial

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.

Compile Character Attributes

》 Add Racial and Archetype attributes together.

》 You may add 1 attribute point to finish off your character’s attributes.

Assign Skill Focuses and Skill points

》 Add Racial and Archetype Skill-focuses to your character. (Each Skill focus adds 20 skill points to the skill and automatically unlocks Novice rank for those skills)

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

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

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

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

》 Any perks granted by traits will also be applied.

Check Size/Faction Restrictions

Your GM will inform you which of the race factions you are permitted to use for your character. 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.  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.

Size Mechanics Explained: Pros and Cons

♦ 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.