This thread contains most everything of what one might need to create a character to play a campaign in the world of Norbayne.
Let's get started.
Personal Details:Name:
- 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 peoples and cultures of the world.
Age:
- There are five bands of age. Child, Youth, Prime, Ageing and Elderly.
Sex:
Height and weight:
- These only rarely have much of an effect, but sample ranges are provided for each Ancestry.
Eye, hair, skin/fur colour:
- Much the same as height and weight, this is pretty much only for aid in visualising your character. There is/will be artwork which will provide examples.
Birthsign:
- By default this does not mean much, if anything, however these can be used almost as a roleplaying guide for the character. It is intended to help new players grasp the idea of playing a character separate from themselves. Each birthsign comes with a sample 'personality' which can be used as a guide in acting as your character. This is not to say that in acting in opposition to your birthsign, you are acting out of character, but rather to provide a framework for a player to use if they are unsure of how their character may behave. It is entirely up to the individual player as to how they choose to interact with this option.
Eagle: Those born under the sign of the Eagle tend to be born explorers, often going out of their way to take not only the path less travelled, but the more difficult and challenging path too. Because of their high focus on intellectual exploration, many inventors, eccentrics and highly original trailblazers are born under this sign. They can be objective in judgement, and tend to not let their emotions get in the way of the right decision. Outgoing and amiable, Eagles attract friends wherever they go and those whom Eagles befriend have their unswerving loyalty.
Boar: As a credit to those of the Boar and considering their many vulnerable characteristics, they are incredibly adaptable and resilient. As a trend, Boars tend to fantasize about situations and people and because they spend so much time in their own fantasy land, this can catch them unawares in other more worldly areas. Because of this inner world of fantasy, Boars seldom perceive whatever is going on around them in its true light. They see life instead as they want to see it, colouring their view of the world in hues and tones far removed from its true reflection. When at their worst, Boars often become depressed, obsessive and confused and usually feel a need to dream.
Ram: Although they are independent, outgoing and assertive, those born under the sign of the Ram are also surprisingly trusting, often innocently walking into the danger knowing the consequences. They are impulsive and usually act first and ask questions or have doubts later. Rams also love challenges and if everything is running smoothly, they are quite capable of going out and disturbing the balance just for the excitement.
Bull: Underneath their cool, calm and collected exterior, Bulls are usually a maelstrom of pent up energy. They will let others get close, but only so close as they want them. It is for this reason that Bulls are sometimes regarded as withdrawn or even boring. Bulls hate to be put in jeopardy of any kind and this usually leads to Bulls going out making the future happen as they want it, rather than leaving it to fate.
Crow: Those born under the sign of the Crow often have a gift for talking, are talented writers or have a special interest in foreign languages. They are quite gregarious and often feel lonely very easily. The Crow personality can appear mysterious or detached to others and therefore they are often misunderstood and unappreciated for the talents they offer to the world at large.
Stallion: Those born under the sign of the Stallion appear to change and deviate from their usual behaviour with the phases of the moon. Life doesn't stand still for this sign, even if they remain in one place. Most Stallions feel one way one minute, then sometimes totally different the next and often have a need to travel and see new things.
Lion: Those born under the sign of the Lion tend to allow pride to dominate them. Flattery and the good opinions of others seems to be what Lions strive for the most. They are charismatic and positive-thinking and attract an abundance of friends and opportunities. At their worst they are vain, lazy and arrogant, however Lions also tend to be astoundingly loyal.
Hare: There is ingenuity around those born under the Hare, a kind-heartedness, which unfortunately is sometimes played upon by others for their advantage. Despite this, most Hares find cynicism a foreign concept.
Generally creative, Hares are also often delicate and shy, happy to allow others to take the glory but are fully capable of standing up when necessary.
Dragain: Dragains often tend to switch off from the world around them, almost hibernating to come to a decision. As such, many are almost incapable of coming to a decision without this contemplative stage, becoming easily flustered when forced to choose. However, when the proper decision making process is observed, a Dragain is stubborn and will do everything in their power to see it done.
Mhor: Even as children, those born under the sign of the Mhor are often found to be wise beyond their years. As such, most Mhors are winners, known for being tough and resilient. Their attitudes often get them into trouble however, as when they are negative about something or someone, or critical of themselves, they can tend to get in their own way.
Wolf: Trying to tie down these free-spirited individuals is often frustrating for those around them as Wolves are happiest on the move, exploring new cultures and ideas. Freedom loving, optimistic and honest, Wolves are notorious for their lack of tact however they do tend to work well in groups, both as leaders and members of the pack.
Stag: Those born under the sign of the Stag are often patient and persevering. They reach their goals because they know the longest journey commences with a single step and that the first step is always the most difficult. Stags usually rise to the occasion when faced with a deadline, even if something has come to a grinding halt, their ambition to reach the goal keeps them moving forwards. As such they tend to be both hard workers and loyal companions.
Game Details:Ancestry:
- There are 14 playable Ancestries in Norbayne, each with multiple backgrounds to choose from which will have an effect on your character, providing skills and resources. There are also variant peoples for most of the 14, which provide further customisation.
Primary Class and Level:
- There are 22 playable classes at this stage, most of which are in a reasonably playable state. (Finalised Talent, Combat Manoeuvre, Spell and Major Talent lists are still to be completed, but work is continuing apace)
Secondary Class and Level:
- A character's primary class must always be at least one level higher than their secondary class. Otherwise, the character is free to choose whichever class they like to increase in.
Age Modifiers:
- Child: -20 to Strength, Toughness to a minimum of 10, and -10 to Speed. -4 Health, +5 to Dexterity and Perception. Take the Small size category and a bonus to Charm members of your Ancestry who would be predisposed to help a child. Reduce Strength and Toughness hard-caps by 40 until character is no longer considered a Child. The game is not exactly designed to facilitate playing as a child, however these modifiers are a suitable guide for GM's creating child NPC's, if stats are required.
- Youth: -10 to Strength, Toughness and Speed. -1 Health, +10 Dexterity, Agility and Perception. At GM's discretion, take the Small size category and a bonus to Charm members of your Ancestry who would be predisposed to help a child, depending on the character's age. Reduce Strength and Toughness hard-caps by 20 until character is no longer considered a Youth.
- Prime: +1 Health at character creation.
- Ageing: -5 to Strength, Toughness and Agility. +5 Willpower. Character gains 5 Advance Points which can be spent on Skills or Talents, but not Stats.
- Elderly: -15 to Strength, Toughness, Agility. -10 to Speed. -5 to Dexterity and Perception. -1 Initiative and Health. +10 to Willpower and Intelligence. Character gains 22 Advance Points which may be spent on Skills or Talents, but not Stats.
Statistics:- 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 considered a Physical Stat.
- Toughness: Represents the ability to take a hit and general resilience. May be increased by 5 for 2 Advance Points every level. Toughness is considered a Physical Stat.
- Dexterity: Represents hand-eye coordination and skill with hands. May be increased by 5 for 2 Advance Points every level. Dexterity is considered a Physical Stat.
- Agility: Represents the character's agility and general mobility and athleticism. Is used to dodge attacks. May be increased by 5 for 2 Advance Points every level. Agility is considered a Physical Stat.
- 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. Usually when a character's Health hits 0, the character is considered Incapacitated, but some exceptions exist. Also usually, when a character's Health hits -10, the character is considered permanently dead.
- Initiative: Represents the character's reaction times, sense of timing in general and ability to react to violence or other surprising events. May be increased by 1 point for 4 Advance Points every 5 Levels.
- 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 considered a Mental Stat.
- 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. Charisma is considered the only Social Stat.
- 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 considered a Mental Stat. .
- Speed: Represents the character's pace when travelling at top speed. Speed starts as a Ancestral Base, but may be increased by 5 yards every 5 Levels for 3 Advance Points each time.
- 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 considered a Mental Stat.
- 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 be increased by 1 point for 4 Advance Points every 2 Levels. A character's first point in Magic increases their maximum Soulfire by 2 and allows the character to learn at least one free Spell. Every further increase to Magic Level also increases the character's Soulfire by 1.
- Soulfire: An active tracker of the character's sustainable lifeforce which is used to fuel magical effects. There are several effects which will drain Soulfire before eating away Health, and so it is important that all characters have their Soulfire total noted. Characters' Soulfire starts at a Ancestral base, but may increase it by 1 point for 2 Advance Points every level. Increasing Magic Level also increases Soulfire by 1 point.
- 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 or to barter with the Games Master to 'break' the rules.
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 a single Advance Point to learn, and in subsequent Levels, the character may receive +10, +15 and +20 rank bonuses to them for the same price.
- Weapon Proficiencies: Every Class has access to a certain number of Weapon Proficiencies. Common weapons are denoted in the Equipment lists, and Proficiency in them is available to every character, regardless of Class. Martial, Specialist Ranged and other weapon families are also denoted in Equipment, and are available to certain Classes as noted below. A rank of Weapon Proficiency costs a single Advance Point to take, until the '*' level, which requires 2 Advance Points, and denoted Mastery in that weapon family. Achieving Mastery in that weapon family provides the character with the Mastery Talent, which provides all number of advantages, whether flat bonuses or unique Combat Manoeuvres.
- Traits: Traits are acquired at the start of the game, and again are split into two types, General Traits and Ancestral 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. Every character rolls once on the General Trait chart to gain one for free, though a GM and player may work together to pick one Trait to fit a concept a player may have.
Ancestral Traits are available only to that Ancestry, and have a much wider variation in effects and price, from small spells or Talents through to resistances and extra Health. Most Ancestry have mandatory and Optional Ancestral Traits, which are free, and a character may take as many of these as they wish.
- Talents: Talents are acquired at any level up, and usually cost 2 Advance Points to purchase. Talents provide bonuses or additions to Skills and are the main way a character is customised. Talents are almost always 2 Advance Points to purchase, whether they be a Skill Enhancement, Class Feature, Spell Enhancement or Combat Manoeuvre.
- Class Rewards: Class Rewards are essentially more impressive Talents. They may be acquired every 5 levels of a single Class, at a rate of a single Class Reward per 5 levels. Unless otherwise specified, Class Rewards are otherwise free.
STILL TO COME:
Spells:Equipment: