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CHARACTER CREATION
Enjoying L3 begins with the creation of a character. Character creation begins with an character idea. Ask your g.o.d. what kind of world your character will be playing in and then design a character you will enjoy playing in that world. Be creative! No one likes a person that makes the same character for every campaign.
After you have a character in mind grab a character sheet. The top section of your character sheet is all up to you (though it has to follow some reason. eg - a dwarf cannot be six and a half feet tall, a thief cannot have an alignment of 42). Talk to your g.o.d. and work with them to get your character trimmed to perfection.
You might recognize the titles on the left as your major stats. A player has 79 points to divide up among that far left column. No score can be under 3 or over 18. The average is 11. Having an 18 in a subject is normally not allowed unless your character has a firm reason in their history (eg - you can't have an 18 strength if your character doesn't actively do something to maintain an 18 strength).
After you have done that then go to the major scores section and fill in the rest of the scores section of your character sheet. After you have done this your g.o.d. will give you an amount of BASIC. An average character (a 'new character) is built with 100 BASIC (what would be considered level 1), an advanced character (one that has already learned skills and thus) may have 150 or 200 (a level 3-5 character).
Advantages
Advantages work hand in hand with Disadvantages to create a character that is more realistic (everyone has their strong points and short comings, these are apparent in the scores, but having advantages and disadvantages is much more fun). A player is given an amount of BASIC to work with. If they would like to choose advantages it requires an amount of BASIC. If they choose to take disadvantages, it yields an amount of BASIC.
Heightened Hearing - Character has better hearing than most. Gets a +6 perception modifier for checks involving hearing (eg - overhearing conversation, recognizing a whisper, etc).
Heightened sight - Character has better sight than most. Gets a +6 perception modifier for checks involving sight (eg - seeing in the dark, looking at something far away, noticing something minute, etc).
Heightened Smell - Character has better sense of smell than most. Gets a +6 perception modifier for checks involving smell (eg - noticing the smell of poison in food, recognizing someone in the dark, etc).
Heightened Taste - Character has better sense of taste than most. Gets a +6 perception modifier for checks involving taste (eg - ...yeah).
Heightened Touch - Character has better sense of touch than most. Gets a +6 perception modifier for checks involving touch (eg - judging weight, texture, quality of craftsmanship, etc).
Immunity - Character has a greater than normal immunity. Player gets +6 to all immunity rolls (eg - 'heavyweight' drinker, wine-taster, etc).
Innate Direction - Character can automatically tell which direction is North, which direction they entered a building from, etc.
Innate Familiarity - Character quickly gains familiarity with things (like walking into a fortress and knowing where the armory is by the layout of the fortress, or jumping into a helicopter and knowing how to start it by the layout of the buttons). Usually is associated with a knowledge base in the given area. Player must state what familiarity their character has.
Innate Mage - Character can learn elemental magic.
Innate Psychi - Character can learn psionic magic.
Iron Will - Character has an unwavering will. Character gets +6 modifier to all willpower rolls.
Luck - Character is extremely lucky. Can autopass 1 roll every day. At level 2 can autopass 1 roll every 3 PoD. At level 3 can autopass 1 roll every other PoD. At level 4 can autopass 1 roll every PoD. At level 5 can autopass 2 rolls every PoD.
Disadvantages
Disadvantages are more fun for the g.o.d. than they are for the player, but they do present themselves as interesting quirks that lead to interesting gameplay. Disadvantages grow worse as a character's mental stability decreases.
Avarice - Character is greedy. They assume what they find is their's. They do not share, and tend to be pack rats.
Berserk Syndrome - When angered the character goes into a blood frenzy that is close to impossible to calm. While in this frenzy a character has no sense of self control or sense for their own safety. They tend to fight without the thought of blocking and are on a total offensive streak.
Bi-Polar - Character suffers from massive mood swings, usually triggered by something minute (eg - someone raising their voice or contradicting them). Bi-polar syndrom is usually accompanied by gluttony.
Envy - Character is constantly wanting what other people have. This disadvantage runs hand in hand with kleptomania and avarice.
Fugue - When presented with a trauma or shock character "blacks-out," not remembering anything until the trauma passes. Character functions somewhat normally while under fugue, but has no memory of events.
Gimp - Player has a limp, missing limb, or other disfigurement. Scores reflect disability. Disadvantage is NOT effected by mental stability (duh).
Gluttony - Character comforts their guilt, depression, or insecurity by consuming things (eg - massive amounts of unnecessary spending, eating, drinking, or drugs).
Kleptomania - Character steals whenever given the chance, no matter what the situation. They sacrifice their wellbeing, security, and success to steal.
Lust - Is an avarice for sex or sexual contact. When presented with a sexual situation character has a -6 willpower modifier. As character's mental stability decreases the modifier grows greater. Eventually leads to fetishes, rape, or worse.
Megalomania - Character views everything as a compitition. They are sure of themselves and their superiority over people, regardless of their skill. Unsuccessful megalomaniacs are viewed as arrogent and egotistical. Successful megalomaniacs are dictators (eg - Napoleon, Hitler). Megalomaniacs with a high mental stability have limits for what they would do for power (eg - Napoleon); those with lower mental stabilities do not have this control (eg - Hitler).
Obsessive-Compulsive - Character softens their insecurities by focusing all of their attention on a signle thing until it is completed. They are a perfectionist, sacrificing themselves for their work (eg - an obsessive-compulsive chef may cut themselves while cooking and finish the meal before tending to their wounds). This can reflect in many things (eg - cleaning, arranging a chess board, art, or even killing).
Paranoia - Character that is paranoid believes that their misfortunes originate from an outside influence. They concoct vast and outlandish conspiricies to try to justify themselves. Paranoids have extremely rough social lives (any charisma check involving conspiracy has -6 modifier), eventually leads to severe mental disorders (eg - schizophrenia, split-personalities), etc).
Phobia - Character has a severe fear of something. When character comes in contact with that they have a willpower modifier of -6.
Pride - Character is overly egotistical and arrogent. Any criticism is viewed as a personal attack.
Schizophrenia - Character has a hard time distinguishing fantasy from reality (hehe). They have hallucinations and normally have troubles controlling their emotions.
Sloth - Character is overly lazy and has no initiative toward any action (eg - sleep until noon, don't get work done, etc. They tend to be pecimistic. Character gets a -6 will modifier for any actions involving effort.
Stubbornness - Character is overly opinionated and does not easily waver from their previous opinion (gets +6 willpower when involving opinions). This leads to disinterest in the opinions of others and dislike by other people (gets -6 charisma modifier).
Split-Personality - Character has two distinctly different personalities, a normal one, and one that surfaces in times of trauma (similar to fugue).
Unluck - Character is overly unlucky. g.o.d. can autofail rolls that they think would be amusing or otherwise frustrating to character. Follows same rules as luck, but with fails instead of passes.
Wrath - Character is violent and vengeful. They are usually agressive and never turn down a fight, especially if it is justified.
Using BASIC
After a player has chosen advantages and disadvantages then they choose the skills they want for their character and divide their BASIC among these skills and any scores that they would like to increase. See Character Development for instructions on how to increase skills and scores.
Starting Equipment
After a player has divided their BASIC then they choose their weapons, items, and equipment. G.o.d.s all do their distribution of items differently. Some will give a player an amount of coin to spend, others talk their players through it. See items for a full list of items, equipment, and weapons available.
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