Character Creation Thread

Mar 29, 2021 3:22 pm
This is for you all to talk concepts and work through building the character. I have quick character creation "guide" in the Rules and Tips thread as well.

Character creation stuff:

We'll do a standard scratch build character (pg. 70) with:
-Attributes- Physical, Mental, Social
-Skill - See list in thread
-Distinctions - Whatever you want but I'd suggest seeing how a "class", "race", and "skill" would work. But that's kind of boring so do whatever makes sense.
-Powers (if applicable)
-Values - You can write some value statements if you want.

If you have questions, feel free to fire them off and if you want me to take a hands on approach to help you make the character or do it for you, let me know either here or in a PM.


Skill list

SFX List

Powers list
Mar 29, 2021 7:07 pm
Just a quick question about the setting and character limitation that may exist before cooking up random undead ninja rainbow salamander adopted by beavers :)
Mar 29, 2021 11:35 pm
That's a good point. What kind of world do you want us to be in? Or should our characters be aimed at?
Mar 30, 2021 2:24 am
Ive got no idea what to play. What does the party need?
Mar 30, 2021 3:02 am
Yeah. I was thinking classic fantasy stuff... dwarves, rangers, fighter etc... However I don’t see why you couldn’t be a evolved mutant ninja beaver or anything else. I dont have a problem with it. And the system can handle it if you can, lol. But I was thinking the tone would just kind of be straightforward, not campy but not super grim and gritty.

Just to give you an idea this is what I was thinking about for the first post to kind of I’ve you an idea of what’s to come.

Two days ago your party had answered a post on a bulletin board advertising a job to rescue a woman. It turns out that last week, a villain arose from the Tomb of the Forlorn Disciple and made his way to the town to kidnap the mayors daughter and take her back to the tomb. This is the first really bad thing to happen to the town in memory, and as such they are unprepared to deal with it.

The Mayor posted the advertisement offering various things for the heroes that help him.

You all know that the Tomb of the Forlorn Disciple stands just on the other side of the Wandering Forest, a place who's safe path of travel through the woods seems to change every few months and people are known to disappear from.

Time is of the essence heroes, what will you do with your last day in town before hitting the trail ahead?


All of that is to say, what do you guys want to do?
Mar 30, 2021 10:46 am
Aegis says:
what will you do with your last day in town before hitting the trail ahead?[/i]
Kill the mayor like a ninja, blame the villain using my cute mutated beaver eyes and take over the town?

so... let's keep it simple and go with a regular elf monk who has been "kicked out" of the Wandering Forest and ended up in the town. Having nothing he though it would be cool to answer the call for heros. Teaching ancient philology doesn't buy food...
[ +- ] Sheet
Last edited March 30, 2021 10:47 am
Mar 30, 2021 12:09 pm
Murkstav, professional extractor, bodyguard and contract delver; LLC
[ +- ]
Last edited March 30, 2021 1:22 pm
Mar 30, 2021 1:55 pm
I’m open to Sandbox but mayoral-cide may be a bit much for this first time out, lol. So lets go with Lol.

Those look good so far CESN and Valdus. This is good to see, very helpful for me and helping to streamline these rules. So I'll make some clarifying updates to the Character Creation post, nothing substantive, but hopefully helpful.

CESN- You'd assign one each of the additional SFX to a distinction. I'd look at Happy go Lucky - Rerolling. Monk - Doubling.

Valdus - I like this guy. Looks dangerous and entrepreneurial.

Do you guys have the book or access to it? I can load up a couple of examples for what a character sheet may look like or we can go through this step by step together?
[ +- ] General Examples
What would you like?
Mar 30, 2021 5:56 pm
I ordered the book but don't know when it will get here. I also have the pdf of Cortex Plus, the older version. Looking at the sheets here it seems close enough that I can put something together and we can make tweaks.

The concept I'm rolling around in my head is "bumbling apprentice mage" Like Presto from the D&D cartoon. She has an enormous potential but her magic doesn't always do what she wants. I'm remembering a six that allowed an increase to effect die if you put an equal die in the GM pool. I'm on mobile so I can't reference directly. Not sure about race or anything else, but that's the concept I'll start building from. So, I've got the "magic nerd" concept going.
Mar 30, 2021 6:00 pm
So far...

1. Come up with a name Murkstav
2. Come up with three very short phrases that are Distinct to your character and select 2 sfx
Contract delver bent on coin

3. Find 2 skills that go with each distinction and assign them die sizes

Hand to Hand Combat: d10
Alchemist in a Pinch: d6
Acrobat: d8
Mar 30, 2021 7:35 pm
Oh! I figured it out. I have the Cortex Prime pdf! So all good here. Just going to do some reading and then I'll start building.
Mar 30, 2021 9:53 pm
Question on Specialties- which version are we using? It seems like the "Skill and Specialty Split" since Know gets a free specialty for each bump.

Then...is there a skill for magic...as in...I've bought a Power (that includes Sorcery and Blast Attack) to represent my mage's casting ability. When I roll do I get to tap a skill or will it just be the power die? I could see it either way. No automatic skill means I'm rolling a similar number of dice to non-magic PCs turn by turn, but maybe a skill will help on specific rolls? like Trick for Illusions or Shoot for Blast Attack?
Last edited March 30, 2021 9:54 pm
Mar 30, 2021 10:28 pm
Also...I would like to introduce a race not among the typical ones we've mentioned.

Runelings: Runelings are a created race. Whoever the mage was that created them, they have long been forgotten. However the Runelings do know their purpose was to aid in magical research. They are small humanoids, little bigger than 3 feet, with feathers for hair. Typically, an individuals hair is uniform in color but some variations exist, and it takes dye as well as any other. Their skin is etched with runes that glow softly and flare with strong emotions. They naturally channel magic and it contributes to their reproductive cycle. When a Runeling gathers enough knowledge and ambient magic power, that magic coalesces into a new Runeling. They appear fully formed and have basic rudimentary knowledge of the world and how to survive. Runelings also possess a unique way to use magic. They are quick and nimble creatures and can use their ambient magic to teleport short distances (teleport -d6) and squeeze into places that look like they shouldn't fit (shrink d6).

This is what I was looking at for my character portrait:
[ +- ] Runeling
Edit: Almost forgot I don't want to make them immortal, but I'm not sure how I want to handle their natural ending. I was thinking wither they create a certain number of other Runelings and then dissipate...or maybe just a certain number of years like 100.
OOC:
And now I'm thinking that I just cribbed Meeseeks from Rick and Morty....
Last edited March 30, 2021 10:35 pm
Mar 31, 2021 8:56 am
Runelings sound something magical my elf is interested in. We can tied them, Lolz being the "big sister" of the two. Her ascetic monkiness research could be related to the mysterious runes.
[ +- ] Sheet
OOC:
Not sure if that is done properly...
Last edited March 31, 2021 8:56 am
Mar 31, 2021 1:39 pm
https://docs.google.com/document/d/14O1EhGa_Cp0uf-NLqdfv4y-i8v7lcAtk_YwHDHKBHBc/edit?usp=sharing

Feel free to copy and use this template if you want.

We can just walk through a bit.

Every trait has a die rating. Distinctions start and stay at d8. Attributes (physical, mental, social) start at d8, an you can step one down to step another up. Skills start at d4. See the skill list in the other thread. (Skills)

Basically, d4 is incompetent, d6 is competent, d8 is trained and good at what you do, d10 is you're kind of famous for it, d12 is godlike/best in the world.

Distinctions are things that set you apart from everyone else in some form or fashion and can be just about anything. They give you a d8 to roll. They also come with one SFX (SFX) that allows you to roll a d4 instead of the d8 to get a Plot Point (PP). This is called Hinder.

Valdus - I like those Distinctions. Per above examples, I think it should read kind of like this:
[ +- ] Valdus Step 2:
[ +- ] Valdus Step 3:
Maskot - I like that concept. Keep going with it. It doesn't actually matter what you're race is unless you want to lean into your elvishness or something.

Powers are mostly for narrative positioning. When you roll, if you can call in a skill that makes sense, you can roll it. Just like in your example for Trick-Illusions and Shoot-Blast.

Specialties - Good question. That first paragraph in the Specialties section. Specialties confer a flat d6 die and you can buy the general skill up as far as you want (d12).

I like the Runeling. Very cool.

Just to keep us all together, I'll build a character along side you guys so we have a good example: See the spoiler

Step 1:Jace
[ +- ] Step 2: Come up with three very short phrases that are Distinct to your character and select 2 sfx (pg 62)
[ +- ] Step 3: Find 2 skills that go with each distinction and step up those die sizes (d4 to d6)
[ +- ] Step 4: You have 14 points to assign to your skills, signature assets, specialties, powers, resources
[ +- ] Step 5: Assign your attributes (d8s to all, but you can shift them up or down)
So at the end of all of that, I have Jace. A fast talking human fighter who is quick on his feet and good with fighting with both hands.

I hope this helps some. Feel free to grab the last Spoiler to use as a template
Mar 31, 2021 2:48 pm
I would be up for a 'big sister for my character. That's good.
Mar 31, 2021 3:18 pm
[ +- ] Lol-Z
OOC:
I'm still not sure what a power set is and how that works since it is not on the example :'(
Maskcot says:
I would be up for a 'big sister for my character. That's good.
Great! I have a stick with runes as well, so it could be somehow related
Mar 31, 2021 4:28 pm
Powers list
Powersets are groups of powers and abilities. Unfortunately they don't really have a concise list I can throw in here, but I guess I could copy it over in a few days.

They are connected thematically by a weakness or limit and a special effect. Essentially the way they work is by adding another die to the dice pool you build and give you some narrative positioning. In this system, it can be used to simulate anything from extreme training, species traits/features or actual super powers. Or in our case Magic or Training.

During character creation you can spend one point to gain two powers at their lowest dice type (usually a d6) or one power at a step up (usually d8). Nothing can go to a d12 and you only have 5 points to spend in here. Every additional power, step up of dice, or SFX added after that is 1 point. Weaknesses are something you come up with. By choosing to narratively activate the limit to gain a PP.

The book is actually pretty confusing on it so I hope that makes sense.

Example, you're character wants to punch through a cement wall. Normally, a GM may say no to that or make the difficulty really high, but with the super strength super power, you'd be able to roll for it and see.

Do you know what kind of powers you'd want? What do you see being a monk or elf getting you to help you stand out? Not to put anything on your page but I could see; enhanced senses, super physical stuff (strength, speed, etc...) something with meditation. What were you thinking and I can help you build it? We can rename stuff for flavor.

See the example below for what a power array may look like. By my reckoning, they spent 11 points on this.
[ +- ] Superman's powers
Mar 31, 2021 7:11 pm
This is what I have for my powers:

Arcane Channeling
Mystic Blast -d6 | Sorcery -d8

SFX: Unleashed - Step up or double any Arcane Channeling power for one roll. If the roll fails, you gain a complication equal in size to your power die.
Limit: Gear(wand, freedom to move and speak) - Shut down Arcane Channeling and gain a PP. Test to restore.
Limit: Growing Dread - Both 1 and 2 on your dice count as hitches when using an Aracane Channeling power

Runeling Magic
Teleport -d6 | Shrink -d6
SFX: Area Affect - Teleport multiple people at once. Add d6 and keep an effect die per target.
Limit: Conscious Activation - If taken out, asleep or unconscious, shut down Runeling Magic. Restore Runeling Magic when you awake
Mar 31, 2021 7:32 pm
Those look good to me Maskot. I'm counting 3 points for those.
Mar 31, 2021 7:38 pm
Same. Seems like I got it mostly figured out. Just deciding how to spend the last couple points on skills so my character can do what I want her too and then I will submit her.
Mar 31, 2021 8:04 pm
So here is Prestia the Bumbling Runeling Bookworm Mage.
Mar 31, 2021 8:40 pm
Great! I'll review in detail a little later. Looks like you need to add one more SFX to your distinctions though.
Mar 31, 2021 10:25 pm
Ah! I must not have saved it.
Apr 1, 2021 11:31 am
ok. I think I got something drafted.

Will need to review a little later :D
Apr 1, 2021 2:15 pm
I’ll check both of those out. Probably today.

Thanks.
Apr 5, 2021 3:39 pm
So far, so barely anything...

Murkstav

Contract delver bent on coin

Hand to Hand Combat: d10
Alchemist in a Pinch: d6
Acrobat: d8

Next, either player or gm help welcome.
Apr 5, 2021 6:39 pm
CESN and Maskcot. I’ll check your sheets today.

Valdus, let’s do it!

So you’re saying you want your distinctions to be: Hand to Hand Combatant, Alchemist in a Pinch, Acrobat? All of those are solid distinctions. Each would allow a d8 dice roll whenever they may be relevant. They each also come with 2 points in relevant skills (Highlighted Skills-HS). To me your distinctions may look like this, and if you agree we can keep moving. If not, we'll tweak.

SFX: All three distinctions get the Hinder SFX, then you get two points additional ones to add to the Distinctions (for 5 total). You can check the link above to take you to the SFX list to build your own, but I'd suggest we just skip this part for right now so we can get playing and take the SFX stuff offline. How about that?

Distinctions:
Hand to Hand Combatant: d8
Highlighted skills (Fight, Move)
SFX: Hinder

Alchemist in a Pinch:8
HS: Know - Chemistry, Craft
SFX: Hinder

Acrobat:d8
HS: Move, Perform
SFX: Hinder

How does this look to you so far? This is essentially steps 1,2,3.
Apr 6, 2021 2:09 pm
Looks great, im good. Start off with the basics and improve as i go.
Apr 6, 2021 3:37 pm
Great. So next is skills and special equipment. You basically have 14 points to spend between the below skills and a specialty piece of equipment (something that would provide a bonus to roll). You can only put a maximum of 3 points in any skill, however you can add a specialty for a point. For example, you could take fight to 3 points, then add a specialty for dual wield. That would allow you to roll a d10 +d6 where appropriate.

If I were you, I think I’d spend 2 points on a alchemist tool kit. One point for the kit to add a bonus d6 to any roll it may help with. And one to buy an sfx for an explosion big enough to take out a wall or hurt a group of enemies. If you like that idea, I can help you type it up with a bit more nuance. Or if you want to add more to it let me know. That first point for the tool kit would allow you to narratively blend some acids or make some explosions or have what you need to make measurements. It’s mostly for narrative positioning and a bonus for rolling.

I’d then spend the other 12 points on some skills below. I’ve already added your highlight skills.

1 • Craft: Crafting things, includes building, assembling, or creating stuff.
• Drive: Land and surface vehicles, including cars, boats, and trucks.
1 • Fight: All kinds of close combat, including weapons or fists.
• Fix: Repairing things.
• Fly: Piloting air vehicles or spacecraft.
• Focus: Concentrating on something, to study or steel your will or whatever.
• Influence: Making others do, think, act, or feel the way you want them to.
1• Know: General knowledge and recall. Use specialties to cover specific areas: Business, Navigation, Religion, Animals, Fine Arts, etc.
• Labor: Carrying out tasks of manual labor, lifting, pushing, digging, pulling, hauling.
2 • Move: Running, jumping, climbing trees.
• Notice: Spotting, sensing, or hearing things.
• Operate: Using things like computers, gadgets, and devices.
1 • Perform: Acting, putting on a show.
• Shoot: Guns, big rocket launchers, things that you point and shoot.
• Sneak: Sneaking around. Sneakily.
• Survive: Surviving in the outdoors or wherever.
• Throw: Throwing things.
• Treat: Taking care of people. Heal, treatment of injury, but also counseling.
• Trick: Deceiving or conning somebody, sleight of hand, using spin.
Apr 8, 2021 9:03 pm
By my reckoning, Presteria and Lolz are ready.

I’ll drop the first adventure post in the next day or so to kick it off.

Thanks for your patience

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