Thursday 30 April 2015

Character creation

The character creation process in Solum has not really been touched for a long time, and as we've started playtesting more now it feel like it's time to revisit it.

The basic idea is for it to be fast, with very few options to begin with, but to expand this gradually as you gain levels. Basically the game gets more complicated as you level up.

This is a good strategy because presumably the players also get more proficient as they play more, and it's makes it fun to level up when you get more and more options.



So when you create a character you choose the following things:

  • Name, gender, appearance, personality
  • Abilities
    • Lower up to two abilities and raise one or two instead.
  • Race
    • Human
    • Elf
    • Dwarf
  • Class
    • Fighter
    • Rogue
    • Cleric
    • Wizard
  • Class skill
    • One of two class skills (you can choose the other one at a later level if you want to be a generalist rather than a specialist)
  • General skills
    • Choose three
  • Equipment other than the starting equipment

You also determine some things randomly:
  • Starting money
  • Starting hit points

And the rest is determined by your choices:
  • Your race gives you a broad, general bonus to a non combat area
  • Your class gives you some class skills, your hit die and your starting equipment
  • Your class skill gives you a number of situations in which you are Skilled.

Each time you level up you choose a new class skill, class specialisation or general skill, thus either delving further into your field or broadening it. At specific levels (4, 7 and 10) you also gain +1DT to one of your abilities.

So, without further ado, here's the fighter class draft, serving as an example:

Warrior

The warrior is an expert at melee combat. In combat he or she sports the best armour and weaponry, either dealing devastating damage or soaking up damage from enemies. Out of combat the warrior handles crafting and logistics.

The player of the warrior is often asked by his or her fellow players to lead in combat, acting as tactician and strategist.

Starting out as a warrior
The warrior receives 1D8 hit points per level.

A warrior has the following class skills from the start: Light armour, Simple weapons, Handiness.

At creation, select if you want to focus on Melee or Protection.

If your focus is Melee, you start the game with a two handed weapon of your choice, and if your focus is Protection you start with a one handed weapon and a suit of leather armour.

Skills and specialisations
The warrior’s two combat skills are Melee and Protection. Melee focuses on dealing damage, Protection on avoiding or being able to cope with incoming damage.

The warrior non combat skill is Handiness, covering artisan activities such as Smithing, Carpentry and Leatherworking.

Melee
You are Skilled in the use of any melee weapon.

Specialisations
To choose any of these, you must have selected the Melee class skill.

Swords
Roll with one more die (totalling at least 3 die) whenever you use a one handed sword or sword like weapon.

Clubs
Roll with one more die (totalling at least 3 die) whenever you use a one handed club or club like weapon.

Spears
Roll with one more die (totalling at least 3 die) whenever you use a spear or a lance or other spear like weapon.

Axes
Roll with one more die (totalling at least 3 die) whenever you use a one handed axe or axe like weapon.

Two handed weapons
Roll with one more die (totalling at least 3 die) whenever you use a two handed weapon that isn’t a spear.

Two weapons fighting
Allows you to use two one handed weapons, one in each hand. You get to do two attacks per round, one with each weapon. The attack made with your off hand is done with -1DT.

Leathal
You are lethal with any weapon. +1DT damage.

Ripost
Whenever you are hit in melee, you retaliate with a quick attack, doing 1D4 damage to the enemy.

   
Protection
You are Skilled in the use of any armour. You can also use a shield.

Specialisations
To choose any of these, you must have selected the Protection class skill.

Total protection
If you are wielding a shield and choose not to attack your target, you gain +1DT on the roll, but do no damage if you win.

Taunt
With a successful roll for Taunt (Personality), you make an opponent want to attack you. This does not mean they automatically will, but it will increase their willingness to do so.

Intimidate
With a successful roll for intimidate (Personality) you make an opponent not want to attack you. This does not mean they automatically will not, but it will increase their reluctance to do so.

Shield bash
Requires you to wear a shield. If the attack succeeds it does 1D4 damage, and if the opponent is not significantly larger than the warrior, they are also pushed over and are counted as prone. It takes one round for them to get back on their feet, and they have -1DT on defense during this time. They cannot attack while being prone.

Mind shield
Your mind is trained to ignore suggestion. You get an extra die when you roll to resist mind affecting magic.

Force movement
A successful attack of this type does -2DT damage, but forces your opponent to move 10 meters in a direction you choose, if this is possible given the physical circumstances. If the movement is impossible, they will first move where it is possible, and if they are cornered, they will take +1DT damage until they are freed.

Elemental shield
Your body is hardened against the elements. You receive an extra die when resisting elemental attacks.

Projectile shield
You can use your shield to parry projectiles, giving any projectiles that are fired so that you can see the person firing them -1DT damage.

Handiness
You are Skilled in any practical undertaking. This includes the crafts below, but is not limited to them. Other examples where this skill comes into play are: Building a raft, sailing, repairing a bridge, constructing a makeshift ram and so on.

Specialisations
To choose any of these, you must have selected the Handiness class skill.

<Specific craft>
Gives you an extra die when using this craft. Example includes: Carpenter, Fletcher, Smith, Leatherworker, Mason.
Using this template, here's an example of how to create a character:

  1. We are creating Sonja, female, red haired beauty of the north, with eyes like steel and a temper like thunder.
  2. To begin with Sonjas abilities are as follows:
    • Strength D6, Agility D6, Logic D6, Spirit D6 and Personality D6
    • She changes this to: Strength D8, Agility D8, Logic D4, Spirit D4 and Personality D6, lowering Logic and Spirit and raising Strength and Agility.
  3. Sonja is a human.
  4. Sonja is a fighter.
  5. As a fighter she can choose between Melee and Protection at level 1, she chooses Melee.
  6. Sonja chooses Jump, Climb and Track as her general skills.
  7. Apart from her two handed sword, she buys some flint and tinder, a bedroll, a water skin, some torches and other bits.
Based on these choices we can now determine the rest:
  1. She rolls 1D8 for hit points, getting 5.
  2. She rolls 4D6 and gets 12 silver pieces to start with.
In the end her character sheet contains the following information:

Name: Sonja
Race: Human (Skilled in any non combat roll in civilised areas)
Class: Fighter

Strength D8
Agility D8
Logic D4
Spirit D4
Personality D6

Skills: Light armour, Simple weapons, Handiness, Melee, Jump, Climb, Track.

Hit points: 5
Armour: Leather (-1DT)
Weapon: Two handed sword (D8 damage)

Various equipment bits.

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