Difference between revisions of "Character Creation"

From Viridian TTRPG Wiki
Jump to navigation Jump to search
(revamped)
Line 2: Line 2:


=FAQ=
=FAQ=
=="This is played mainly on Discord and for proper tabletop, Maptool"==
* You need to be invited to the Viridian Discord to play in this setting, your nickname would be your character's name and their size class (Or normal foot'inches" height if non-giant).
* On rare occasions and especially for serious combat scenarios, '''[http://www.rptools.net/ Maptool]''' is used to conduct real-time tabletop gaming. Download and setup required. No, roll20 is not going to happen (you can ask why, if you want a headache)
=="This setting features giant characters and other size-based themes"==
=="This setting features giant characters and other size-based themes"==
* This world contains a minority of giant people, ranging from 30ft+ (knee high) to over a hundred feet tall (inches high).
* 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!
** 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'.
* You may create a normal character (or small-sized character) or opt to play as a giant or a Plainsman giant.
* '''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.
* '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.
* 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.
* Giants (or 'Lesser-Giants') refer to the class of individuals of immense size compared to the populous, minimum size 30ft.
** Giants are either the well-known Giant' races (Stone-Giant, Fire Giant, Storm Giant...etc) or children of non-giants fated to become towering examples of their species. See '''[[Giant Genetics]]'''.
* Plainsman refer to a race of extremely large giants reminiscent of the beanstalkian giants who lived in the clouds and tower even over the lesser giants!
** The variety and lore-based rulings regarding playing a Plainsman can be found at the main article, '''[[Plainsman]]'''.


=="Prioritising kinkplay and sexual activity above roleplay is discouraged when in session"==
=="Prioritising story and roleplay over kinkplay and sexual activity encouraged when in session"==
* An open admission is that this setting is Macro/Micro friendly, including a selection of related kinks. But the fantasy and adventure setting must be at the forefront when applicable.
* 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.
* The server and its setting is designed to be about simulating a tabletop RPG setting that is giant-friendly, eschewing it in favour of kinkplay disrupts this primary objective.
** ''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.
* In session: Referring to a point in time where all players are in character and playing out a scenario or story.
* Out of session: Semi-IC roleplay and general chatter. Kinkplay is permitted out of session when players are not required to be 100% in-character. But must do so in the appropriate OOC rooms.


=="Race Choice and character concept must be suitable for the tabletop-RPG adventurer archetype and for a high-fantasy setting"==
=="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"==
* 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.
* 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.
* Race selection focused on Humanoids (or humanoid in shape). Core races A-OK. This is to prevent choosing monsters or monsterous creatures as a character.
* The race you choose must not be determined by a 'Pick-by-animal' selection process, a race with animal features must have pre-existing fantasy race name/lore. Characters that exist for the purpose of being an anthro 'animal' are not permitted. In greater detail, some existing animal-like races are permitted, such as Skyrim's '''Argonian''' and '''Kahjit''' Zelda's '''Rito''' and '''Zora''' and D&D/Pathfinder's '''Dragonborn''' and '''Kobold'''. Clarification and approval will be needed for other such-races. Some races may be created for the setting to enable a character to become a particular type of animal if it fits the setting.
* If you choose an anthropormorphic animal race, ensure you choose from an existing fantasy-genre and not 'Race-by-animal-choice'. Characters that exist for the purpose of being an anthro 'animal' are not permitted.
* This stipulation is not intended to upset furries in general, you are encouraged to think outside the box and create a character for the setting, not merely import a personal character into the setting without pomp or circumstance. An approved '''[[Races]]''' list will eventually dispel most ambiguity of what is or isn't allowed within the setting.
** For example, Skyrim's '''Argonian''' and '''Kahjit''' are OK. Zelda's '''Rito''' and '''Zora''' are OK.
** But a mere anthro fox/wolf/bird/lizard character with no cultural context is not okay.


=="Balance your character between an RPG build and a Roleplayer"==
=="Giants, use your size effectively and with great effect. But know your limits!" <br>AKA "How to play a Giant 101"==
* Outside of quests and combat, your characters equipment and skills are only useful if used as props to make roleplaying situations more fun or interesting!
* 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.
* Characters who mainly shine outside of social settings may use stories of their quest or career to create roleplaying opportunities.
* If your character is special for one or few things, try thinking of a few non-special things they can also use in roleplaying situations.
** Or in other words, don't let the special thing(s) be the only thing your character can do. A Jack of All trades and master of none is better than a master of one.
* Don't be afraid to still share the special things about your characters, special things lose effectiveness when spammed but a hidden cooldown ensures they can be reused fresh later!


=="Giants, use your size effectively and with great effect. But know your limits!"==
* 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.
* Giant characters should understand their size advantage, whether it be in reach, height, strength, weight or power. Even reluctant or careful giants cannot deny these facts.
 
** 30ft giants are tall enough that the average human is a little less than knee high standing next to them. Progressively taller giants may cause humans to appear more shin-high in comparison.
* 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.
** In overland travel, giants can walk and run faster than their smaller counterparts, even outpacing faster forms of travel. They can also leap across greater distances and navigate over more difficult terrain.
 
** In combat, giants can endure injuries from weapons and harmful effects that would kill lesser beings, they can still experience pain and sustain serious injuries however. Overall, they are very hard to kill without excess force.
* 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.
** Giants are capable of sustaining their own weight naturally and can lift weights equal or greater than their own mass, minimizing the weight of seemingly huge, heavy objects humans struggle with.
 
** Giants weigh in excess of 25,000lbs at their lightest and as much as 125,000lbs! As such, they frequently break structural weight-limits and by itself, a serious crush hazard for those smaller than themselves.
* 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.
* The world is not anti-giant, however it is not pro-giant either.
 
** Giants are not homeless, but homes for giants are not always perfect, or even originally built as a home.
* 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.
** Giants are not poor, but whatever money they get might not afford frequent luxuries.
 
** Giants are not ill-equipped, but weapons and armour for giants are not always perfect or cheap to obtain.
* 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.
** Giants are not starved or malnorished, they typically require 30-55x the amount of food a human does, but it's still a lot when on a budget.
 
* Being a giant means being too big for things, from tools, weapons and armour to fitting inside buildings and dungeons lacking open spaces or wide enough openings.
* 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.
** For a giant to access these places or use these objects, they would need to shrink down. (Use this solution sparingly)
 
* Giants are not treated as hostile creatures, in fact in some cultures it can be seen as a divine blessing. But their size doesn't make them immune to consequence like Egyptian Cats.
* 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.
** Settlements with little to no giant interaction will have similar levels of accommodating facilities, which is to say, they don't cater to giant people and not obliged to accommodate them.
** Giants are treated under the law as normal people, but giants who commit crimes can fall under harsher penalties including bounties that allow Giant-killing, due to the potential danger they pose to others.
* Giants are people, in fact many of them are huge versions of existing non-giant races and don't show their giantishness until around about childhood when they become taller than their parents!
** Giants become large-sized creatures around their pre-teens and ascend to full giant size by their early-20s. The slow progression allows people to get used to having giants around and see them as people.
** Giants compare and contrast with others of their kind. They know they are <Species Name> and yet their size makes them that much different from them and everyone else. They are different, yet similar to their originator.


=="Use free tabletop RPG sources for inspiration for characters"==
=="Use free tabletop RPG sources for inspiration for characters"==
* 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 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]'''

Revision as of 13:38, 26 March 2018

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.

FAQ

"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"

  • 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"
AKA "Furry characters don't get a free pass"

  • 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.
  • The race you choose must not be determined by a 'Pick-by-animal' selection process, a race with animal features must have pre-existing fantasy race name/lore. Characters that exist for the purpose of being an anthro 'animal' are not permitted. In greater detail, some existing animal-like races are permitted, such as Skyrim's Argonian and Kahjit Zelda's Rito and Zora and D&D/Pathfinder's Dragonborn and Kobold. Clarification and approval will be needed for other such-races. Some races may be created for the setting to enable a character to become a particular type of animal if it fits the setting.
  • This stipulation is not intended to upset furries in general, you are encouraged to think outside the box and create a character for the setting, not merely import a personal character into the setting without pomp or circumstance. An approved Races list will eventually dispel most ambiguity of what is or isn't allowed within the setting.

"Giants, use your size effectively and with great effect. But know your limits!"
AKA "How to play a Giant 101"

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

"Use free tabletop RPG sources for inspiration for characters"

  • 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: PFSRD