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Mourning of Blackfallow: PBP Character Creation Thread.

By Seth Drebitko | on October 11, 2012 | 0 Comment
All Misc.

Going to be setting up a play by post (which will also be my first full length campaign I gm) and wanted to catalogue the experience here. Hopefully the end result is a nice tidy little how to on running a PBP campaign. After this I also want to play with things like G+.

Ok folks lets get a bit of character creation going! below are some considerations for creating your characters background.

You will be making up information about the cultures you came from and so forth to your own desire within the following basic guidelines:
  • You live on the world of Averfost a massive mountain range sits at the Northern pole (not however frozen solid like out world) with 9 peninsulas of varying sizes jutting south.
  • Once the many planes of existence that Averfost was once connected to had a great war with 2 outsider forces older than time: “The Pattern”, and “The Plea”. The people of Averfost feared the planes were doomed and created a barrier that literally severed the plane of existence from the multi-verse.
  • Magic is good and all but the 2 outside forces seek to spread their corruption into Averfost. They tempt mages with power but terrible things are said to happen to those who meddle in the darkness.
  • You will be heading to the large colony city Temeran on the peninsula to the West of your home land.
  • Once upon a time the kingdoms of your peninsula were imperialistic and sought to colonize the other lands of Averfost. When war broke out between the kingdoms of your land and the neighboring empire many of the Kingdoms called on the soldiers of the colonies to abandon their posts for the fight. Most colonies refused as they would not be able to keep their own people safe. Temeran had a vast militia and was able to spare troops. Since the war however they have considered their debts to their mother nation fulfilled and ceased payment of taxes. Communication persists though some degree of tension is building as rumors of separatists grow.
Keep in mind that you will be traveling to Temeran (or maybe you live there) on the news that your Dearest friend Mr. Blackfallow has passed. I’m making Mr. Blackfallow an Elf so he will have had time to meet each of the characters. This is a good time to start getting a few thoughts on how you know Mr. Blackfallow but remember primarily this will be discussed at our little meet and greet. 

Below are your character creation guidelines:
[Round to the nearest whole number a ".5" would round up.]

Attributes• Strength (STR): is a measure of your characters physical prowess and resilience.
o Hit Points (HP): represents a characters total capacity through blocking, rolling with punches and sheer luck to avoid damage. HP is equal to your STR score+1dx. The “Hit Die” size is determined by class. You’re always assumed to have rolled maximum for HP your first level.
o Bleed Points (BP): once your HP are gone you start taking BP damage; and is considered to be your actual physical damage being taken. BP is equal to your total STR score.
o Melee Attack Bonus (MAB): represents how capable of a combatant you are in close combat. Equal to class bonus + STR mod.
o Fortitude Save (FORT): represents your ability to physically resist poisons and other physical stresses. Equals STR mod +1/2 lvl + class bonus.
• Dexterity (DEX): represents the characters overall speed and manual dexterity.
o Initiative: determines in what order participants act during a conflict. Equal to DEX mod + misc. modifiers.
o Ranged Attack Bonus (RAB): represents how capable of a combatant you are in ranged combat. Equal to class bonus + DEX mod.
o Armor Class (AC): represents how difficult of a target your present to attackers. Equal to 10 + DEX mod + armor/shield mod.
o Reflex Save: represents how agile, and capable of dodging explosions or other avoidable traps you are. Equals DEX mod +1/2 lvl + class bonus.
• Mind (MIND): Indicates the characters overall intelligence and wisdom.
o Spell Attack Bonus (SAB): indicates how capable the person is at casting spells: if even capable. Equal to class bonus + MIND mod.
o Willpower Save: effects your ability to negate many mundane/magical effects of emotion and control. Equals MIND mod +1/2 lvl + class bonus.
To determine stats choose between the below generation methods and then the grittiness level of game you are going for:
Roll: the traditional method of determining stats.
Heroic: roll 2d6+6 3 times and distribute as desired.

Race
The next step is to choose your characters race. Race determines the overall cultural background your character came from. Each race provides bonuses to certain areas.
Humans: Birthed from their patron goddess of fertility, humans are short-lived race of voracious breeders. Their fertile homelands allowed humanity to spread their nations across vast distances. Their short life expectancies tend to result in a large variety of skills beings learned.
• +2 to any one attribute.
• +1 to all skill rolls.
Elves: it is said the first Elves were born of spirits bound to living infants for good health by druids. Each Elf born must also be bound to a spirit before its birth or be still born. Living nearly half a century Elves bare witness to the ramifications of their actions throughout society and nature. As a result their society tends to be more environmentally and socially conscious. Though they have longer lives Elves tend to have lower overall birthing rates, resulting in their inability to get an edge over the populace humans.
• +2 MIND
• Lowlight visions: ability to see in partial light like a cat.
• Ability to make a free check to detect secret doors when passing within 5ft.
Dwarves: short and stout Dwarves ancestors are said to have lived in the center of the material plane. It is said that long ago a massive tunnel collapse cut a colony of Dwarves off from the main empire. These lost Dwarves ended up finding the surface and creating kingdoms of their own near the surface. Some Dwarves occasionally venture on pilgrimages into
• +2 STR
• Darkvision: allows Dwarves to see in complete darkness but their vision is always monochromatic black and white.
Halflings: a fledgling race of enigmatic small human-like people whose culture is only just coming into being. They have no creation tales of their own having primarily survived in a gypsy like fashion traveling through the lands of other cultures. There are whispers of a growing organized front of Halflings dedicated to the cause of creating a place in the world for their people.
• +2 DEX
• +2 to attempts hide, move silently, or perform acrobatics.
• +1 to AC from being small.

Classes
Next choose your characters class, which determines what special abilities you gain to fill your niche in the group. Classes are composed of the following components.
• Hit Dice: the size of the dice rolled for HP each level.
• Attack Bonus: characters get bonuses to two types of attack bonuses physical (melee attack bonus and ranged attack bonus) as well as spell attack bonus. Players receive a percentage of their class level as a base bonus depending on class. For example: a fighters bonus would be P1|S1/4, to represent that they get their class level to melee and ranged attacks and 1/4th their level towards magic attacks.
• Saving Throws: a one time class bonus will be listed to one or more saves.
• Armor/Weapon Proficiencies: specifies the type of armor and weapons you can use.
• Special Abilities: lists the class related abilities that set you apart from the other classes.
• Starting Gold: the total value of your belongings at 1st level.
• Experience Modifier: the multiplier used to determine your next level. All Basic Edition classes have an experience modifier of 20.
Fighters: whether trained combatants or street thugs you are often at the front lines of a fight. While they may not have vast amounts of knowledge of the occult, or the inner workings of society they typically have rote knowledge of the specific organizations they are part of.
• Hit Dice: d10
• Attack Bonus: P1|S1/4
• Saving Throws: Fortitude +3
• Armor/Weapon Proficiencies: any weapons and armor may be used.
• Special Abilities:
o Combat Master: +1 to all attack and damage rolls: increases by +1 at 5th level.
o Cleave: when facing more enemies, they can hit and maintain momentum to attack other foes. If you kill a creature in a single blow, you get an immediate bonus melee attack against another creature within reach (no movement allowed).
o Combat Finesse: can use DEX bonus + Level as Melee attack bonus if wielding a light weapon instead of STR. This does not increase your damage only your ability to attack.
o Two Weapon Fighting: Can use 2 light weapons and attack with both in a round but with a -2 penalty on all attack rolls that round.
• Starting Gold: 150
• Experience Modifier: 20
Rogues: movers and shakers of the world often employing specialized skill sets found useful to most people. Rogues aren’t front line fighters, or versatile casters, but they know he right people and how to get where they shouldn’t be.
• Hit Dice: d8
• Attack Bonus: P1/2|S1/2
• Saving Throws: Reflex +3
• Armor/Weapon Proficiencies: can use light armor and light weapons.
• Special Abilities:
o Backstab: when attacking an unaware or overwhelmed enemy add level +3 to damage.
o Angle: the character chooses one of the 3 following areas to gain a +3 bonus to when making skill checks diplomacy: stealth and tracking: mechanical and magical devices.
o Lightning Reflexes: when making reflex saves you roll 2 dice and keep the highest.
o Combat Finesse: can use DEX bonus + Level as Melee attack bonus if wielding a light weapon instead of STR. This does not increase your damage only your ability to attack.
o Two Weapon Fighting: Can use 2 light weapons and attack with both in a round but with a -2 penalty on all attack rolls that round.
• Starting Gold: 125
• Experience Modifier: 20
Magi:
• Hit Dice: d6
• Attack Bonus: P1/4|S1
• Saving Throws: Willpower +3
• Armor/Weapon Proficiencies: cannot wear armor or shields and may use light weapons.
• Special Abilities:
o Arcane Talents: may cast any of the arcane spells off of the Magi list provided equal to 1/2 class level rounded up.
o Foci: each level choose a spell which costs you -1 hp to cast when wielding their foci: either a wand or staff.
o Arcane Bolt: when holding their foci they may make a ranged attack with their SAB that deals 1d4 points of damage.
• Starting Gold: 75
• Experience Modifier: 20
Clerics:
• Hit Dice: d8
• Attack Bonus: P1/2|S1
• Saving Throws: Willpower +3
• Armor/Weapon Proficiencies: can wear up to medium armor, and wield medium weapons or their god’s chosen weapon.
• Special Abilities:
o Divine Invocation: may cast any of the divine spells off of the Cleric list provided equal to 1/2 class level rounded up.
o Divine Symbol: if not wielding a holy symbol spells cost +1 hp; if wielding it they cost -1.
o Channel Energy: at character creation choose if your clerics channel will deal damage or heal: this choice cannot be undone. Three times + Mind Mod per day you may make every creature (including bystanders and pcs) in 30ft either heals or takes 1d6 damage per 2 levels. If undead are within the 30ft radius they take damage if a heal spell is used and heal if a damage channel is used; a Will save equal to 10 + 1/2 level + MIND mod reduces to half damage. The character may negate a number of target equal to her MIND mod. The character must be wielding their holy symbol to use this effect.
• Starting Gold: 120
• Experience Modifier: 20

Skills
When a character attempts to take an action they typically will be more or less capable of the task depending on the skills they have acquired through advancing in their class. When attempting actions players will get bonuses to their rolls based on how applicable the task is to their background and class. The below lists indicates what percentage of your level you get as a bonus depending on how related the task is to your background and class.
• Directly Related: equals level.
• Mostly Related: equals 1/2 level.
• Somewhat Unrelated: equals 1/4th level.
• Unrelated: No bonus
Any questions post ‘em!
[Edited to fix a few errors]

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