As a carry over from the Quick Combat Test thread, I've decided to post a reasonably in depth thread regarding how to actually create a character in Norbayne here.
Let's get started.
- An essential part of creating a character in any game, there's a fair bit of material covering the languages and naming conventions of the races and cultures of the world.
- There are four bands of age. Youth, Prime, Aging and Elderly.
Height and weight:
- These only rarely have much of an effect, but sample ranges are provided for each race.
Eye, hair, skin/fur colour:
- Personal details to customise your character.
- There are 12 playable races in Norbayne, each with multiple backgrounds to choose from which will have an effect on your character, providing skills and resources.
Primary Class and Level:
- There are 16 playable classes at this stage, 12 of which are in a reasonably playable state. (Alchemists, Swordmages, Bards and Shamans are, unfortunately, still reasonably incomplete)
Secondary Class and Level:
- A character's secondary class may never exceed half that character's primary class in level, meaning you must be hitting at least your third level before taking a second class.
- Combat Skill: For determining effectiveness in close combat. May be increased by 5 for 2 Advance Points every level.
- Ballistic Skill: For determining effectiveness at ranged combat. May be increased by 5 for 2 Advance Points every level.
- Strength: Represents physical strength. Has an effect on damage caused in combat. May be increased by 5 for 2 Advance Points every level. Strength is counted as a Physical Stat, and so is negatively affected by Age Modifiers.
- Toughness: Represents the ability to take a hit. May be increased by 5 for 2 Advance Points every level. Toughness is counted as a Physical Stat, and so is negatively affected by Age Modifiers.
- Dexterity: Represents hand-eye coordination and skill with hands. May be increased by 5 for 2 Advance Points every level. Dexterity is negatively affected by the Elderly Age Modifier only.
- Agility: Represents the character's speed and, as the name implies, agility. Is used to dodge attacks, and is a factor in determining running speed. May be increased by 5 for 2 Advance Points every level. Agility is negatively affected by both the Aging and Elderly Age Modifiers.
- Health: An active tracker of the character's vitality. Health generally increases at a rate of 1 point every 2 levels, however some Talents and Traits may affect this. Health is negatively affected by both the Youth and Elderly Age Modifiers, but is positively affected by the Prime Age Modifier.
- Initiative: Represents the character's reaction times, sense of timing in general and ability to react to violence. Is a factor in determining running speed. Initiative increases at a rate of 1 point every 5 levels. Initiative is negatively affected by the Elderly Age Modifier only.
- Willpower: Represents the character's mental fortitude, strength and stubbornness. Is used to deal with daemonic entities. May be increased by 5 points for 2 Advance Points every level. Willpower is a Mental Stat and is positively affected by the Aging and Elderly Age Modifiers.
- Charisma: Represents the character's force of personality and ability to influence people. Physical appearance is considered to be a part of this, but it is possible to be quite plain and still have high Charisma. May be increased by 5 points for 2 Advance Points every level.
- Perception: Represents the character's ability to perceive things around them and use their senses to search for things. May be increased by 5 points for 2 Advance Points every level. Perception is positively affected by the Youth Age Modifier.
- Intelligence: Represents the character's ability to retain knowledge and learn from their experiences. Intelligence affects how many Advance Points are earned at a level up, in addition to being keyed to a large number of skills. May be increased by 5 points for 2 Advance Points every level. Intelligence is a Mental Stat and is positively affected by the Aging and Elderly Age Modifiers.
- Magic Level: An active tracker of the character's ability to harness magical energies. The higher the character's Magic Level, the more dice the character may use in casting a spell, and the higher level spells may be learned. May generally be increased by 1 point for 4 Advance Points every second level, but some caster classes have Talents which alter this.
- Soulfire: An active tracker of the character's sustainable lifeforce which is used to fuel magical effects. This stat is only filled in for Arcane casters, but the box on the sheet may be used to track how much power Black Magic casters siphon from daemons. At the moment, Soulfire is equal to the character's Magic Level x10, and may be increased by 10 points for 2 Advance Points every level, but this may be changed soon.
- Luck: A special system. Each character, unless subject to certain Traits, has a maximum of 6 Luck Points, which may be used to re-roll a Check of some kind. These points are replenished at a slow rate, but are regained by completing story arcs and such. Luck may also be tested against at times.
Skills, Traits, Talents and Major Talents:
- Skills: There are two types of skills, Common Skills and Class-Based Skills. Common Skills are available to any character, regardless of Class, and are present on the character sheet. Class-Based Skills must be written into the spare spots beneath, and are only available to certain classes.
All skills require an Advance Point to learn, and in subsequent levels can receive +10 and +20 bonuses to them for the same price. (I have considered making these 4 intervals of 5 rather than 2 intervals of 10.)
- Traits: Traits are acquired at the start of the game, and again are split into two types, General Traits and Racial Traits. General Traits are available to any character for a price, usually 2 Advance Points at character creation. They usually provide some small bonus or a re-roll to a specific skill once per day.
Racial Traits are available only to that Race, and have a much wider variation in effects and price, from small spells or Talents through to resistances and extra Health. A character must take at least one Racial Trait, but may take as many as they want.
- Talents: Talents are acquired at any level up, and usually cost 2 points to purchase. Talents provide bonuses or additions to Skills and are the main way a character is customised.
- Major Talents: Major Talents are essentially more impressive Talents. They may be acquired every 5 levels of a single class, at a rate of a single Major Talent per 5 levels. The cost varies, as do the effects, but all are quite powerful and provide a great ability to the character.
STILL TO COME: