Character Creation

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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.
The first section will help you build your character from idea to Lv1. The second section is what you need to do each time your character levels up.

Building a Character to Lv1

Select Character Race (Race List)

  • 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 (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 (Skills)

  • 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 (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.

Levelling up a Character

Every level

  • Your character gains 15 skills points, however note you will not be able to add more skill points than the skill cap of your character. (40 at Lv1, 60 at Lv4, 80 at Lv8 and 100 at Lv12).

Every 2nd level

  • Your character gets to pick one Universal Perk.

Every 4th level

The character may choose ONE reward from the list below:

  • Your character gains +1 to any attribute of their choice.
  • Your character gains +5 to their Base Attack Bonus.
  • Your character gains an additional 15 skill points (stacks with normal skill points).

Every 10th level

  • Your character can select and apply a second archetype.

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. They are expensive to upgrade and maintain.
Giants resist effects that knock targets down, reducing the effect to Stagger instead. Stagger effects are negated. Knock effects are negated if the foe is less than half the user’s size.
If the user is double the target’s size or more, they can pass through foes spaces, inflicting Knockdown if it connects.
• If the user is four or more times the target's size, they can use the [Stomp] command to inflict damage equal to their unarmed strike and inflict knockdown and pinned status upon their target. [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 magnitude/duration.
Intimidate skill becomes easier to use against smaller targets.
However, using other Social skills may result in a penalty unless the Giant's reputation is positive.
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 accuracy to hit smaller targets is reduced 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. Squeezing into small spaces hampers movement and available actions for all creatures, but giants are more prone to this scenario.
• It is entirely possible a giant character may be too big to fit inside an area, and they will be forced to stay outside. Unless they have some means to shrink down to fit within the enclosed space.
Giant characters are less likely to be intimidated by those smaller than themselves by skill alone.
The bigger the giant, the larger the Area of Effect their attacks gain. Even if a giant misses their target, a smaller foe must expend AP to move outside the attack's AoE or take splash damage.

♦ 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. They are incredibly easy to upgrade and maintain.
Smaller character gain an advantage in accuracy against larger foes, and large foes have less accuracy against hitting them. Giants are still favoured in Melee Combat but not so much in ranged or precision-based combat.
Smaller characters have huge bonuses to Stealth, being able to use more objects as cover and being virtually silent while moving. They can at times even use larger creatures as cover.
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 and do not typically fail like contested effects do.
• Small characters can meta-modify Spell/Powers to be treated as a larger size by increasing its spell/power level by 2 per doubling of size. Doing so consumes more resource points however.
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 designed for them.
• Small-sized characters (2 to 2'9ft) generally have trouble with door handles, table or counter-tops of human-sized settlements. Sitting on a chair or traversing stairs requires climbing.
• Tiny-sized characters (5-8in) generally can't reach door handles without climbing and must be resourceful when encountering closed doors with no exploitable gaps. It takes them longer to climb up objects they can climb including stairs.
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.
Smaller characters are less likely to intimidate people larger than themselves, they are also easier to be intimidated by hostiles larger than themselves.