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Nikka Suggestions [Exported view]
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2005-11-05 01:12:46
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Ok here is where I will post all the stuff I intend to change
Nikka homepage
My proposed new character sheet......*Dr
um roll*
Name:
Player:
Race:
Profession:
Age:
Concept:
Alignment:
Appearance
Height:
Weight:
Gender:
Eye Colour:
Hair Color:
Skin Color:
Distinct Attributes:
Clothing:
Primary weapons:
Secondary weapons:
PHYSICAL
Strength:
Dexterity:
Stamina:
SOCIAL
Charisma:
Manipulation:
Appearance:
MENTAL
Perception:
Intelligence:
Wits:
TALENTS
Alertness:
Athletics:
Brawl:
Dodge:
Empathy:
Expression:
Intimidation:
Primal-Urge:
Streetwise:
Subterfuge:
SKILLS
Animal Ken:
Archery:
Leadership:
Melee:
Performance:
Riding:
Stealth:
Survival:
KNOWLEDGES
Enigmas:
Investigation:
Law:
Linguistics:
Medicine:
Occult:
Politics:
Rituals:
BACKGROUNDS
Allies
Contacts-
Magical Possession -
Mentor –
Nobility –
Resources –
SPELLS/ABILITIES
----------- HOW TO FILL THIS OUT-----------------------------------
Race - Self Explanatory
Profession - Akin to the characters "class". This is a bit more refined in what it is. A fighter could be a bouncer, a bodyguard, a boxer, any number of things.
Age - ....duh.
Concept - This is somewhat like a character's "Profession" Save that this better defines the manners of the character, and more of their temperment. A character could be a simple waiter, but might also have an ear for gossip and interesting information that passes through a restaurant, so his concept could be an information gatherer.
PHYSICAL - STR, DEX, CON
Strength - Physical capability to carry, lift, or move something.
Dexterity - Ability to move fluidly or gracefully.
Stamina - Ability to either endure activity for long amounts of time, or to take a good deal of punishment
SOCIAL - CHA, WIS
Charisma - How people friendly the person is. This does not denote physical beauty or ugliness, but rather, people skills.
Manipulation - How convincing you can be.
Appearance - How handsome or beautiful a character is physically
MENTAL -INT
Perception - How well your character is at seeing things, not always concrete..
Intelligence - Booksmarts
Wits - How quickly the character can think on their feet, whether in a deadly piuzzle, or a game of riddles with friends
TALENTS - These are generally things that you character in general was born good at. Though that is hardly always the case.
Alertness - How "Aware" your character is to their surroundings.
Athletics - How athletic they are. Generally this is for professional athletes, or characters of professions similar enough to be quick of foot. (Yes, this is for being fast)
Brawl - Punch. Kick. Bite. Higher levels of this are usually reserved for those withmartial arts abilities as opposed to street-fighting.
Dodge - This denotes how good you are at evading things. Ducking under a low treebranch on horseback, a maul from an ogre, or a flying mug in a tavern
Empathy - This is the ability to 'feelthe vibes'from someone. Or at the least tell when someone is having a bad day.
Expression - Not so much interpretive dancing as it is getting your point across without words. Useful for sign language.
Intimidation - Like being a bully?
Primal-Urge - that 'gut feeling' and your instinct.The higher the rating, the stronger, and (usually) more right it tends to be
Streetwise - This is indicative of how adept you are at urban life. You know what to avoid, ho to go to, and who to just stay the hell away from, especially in the underworld.
Subterfuge - Sneaky sneaky thiefy person need apply here.
SKILLS - These are almost always trained and aquired through experience.
Animal Ken - Skill with animals. This is *not* riding, this is the handling of animals and probably the preventing them from mauling you.
Archery - Robin-hood wanna-be? Or can you actually give the legend a run for his money with a bow?
Leadership - Commanding like a great general? Able to lead forth armies at the drop of a gauntlet? Or can you barely lead yourself out of bed in the morning?
Melee - Skill with sword, axe, spear... anything that you hit the other person with. Higher levels generally denote a lifetime of study withone weapon form.
Performance - Singing, dancing, story-telling.
Riding - This is for those who can actually ride a mount.
Stealth - Sneaky sneak. This is the ability for one to remain unnoticed. This factors in both being not seen, and being unheard.
Survival - The opposite to streetwise. This denotes that the character knows which cave it's ok to sleep in, and when not to go cavorting through the poisonous plants.
KNOWLEDGES - Lore. These require study in some form to actually have.
Enigmas - Puzzles, riddles. Anything otherwise confusing to most people.
Investigation - How well can you *gather* information?
Law - The inticacies of laws can take a good long time to learn, let alone understand.
Linguistics - Hello. Guten Tag. Bonjour. (extra languages for dots: 1,2,4,8,16)
Medicine - Herbal, magical, or practical first aid.
Occult - Strange, bizarre, otherworldly. This is generally spiritual matters, though they can also be arcane from time to time.
Politics - Even worse than the law is the law-makers.
Rituals - Religious, Arcane, spiritual, take yer pick
BACKGROUNDS
Allies - NPC allies. Good friends, family, anyone you know who'd want to help you if you needed it. This can also be people from the past you can call in a favor from. You have more 'allies" per dot, but you also have one that is in higher power the farther up you go.
Contacts- NPCs who you can generally trust to get information from, or in some cases, certain goods.
Magical Possession - Weapons or items of arcane or spiritual power that are in your possession.The more ranks, the more powerful or numerous they are.
Mentor - A teacher that you have had for one skill or another. Number of dots indicates how strong mentor is.
Nobility - Any bloodties to nobls or royalty. The more dots, the farther back youcan trace your lineage.
Resources - Ability to lay hands on cash as needed
Attributes: Physical, Social, Mental
The character starts off with one dot in each attribute from the get-go. Next, you need to pick the main category for your character, then secondary, tertiary. Based on these, you get a number of "dots" to put in and increase the attributes. (7 for Primary. 5 for Secondary. 3 for Tertiary). You can not have more than 5 dots in one particular area, and 5 dots represents the pinnacle of that particular field. Herculean strength, almost unnaturalbeauty, sight better than that of birds of prey, the ability to convince a drunk and raging ogre that he likes fluffy bunnies and rainbows.
Abilities - Talents, Skills, Knowledges
Same thing as Attributes. Designate Primary, Secondary, and Tertiary areas (15 dots primary. 12 dots secondary. 9 dots tertiary). Unlike attributes, these donot need to have a dot in them at all (hough they still cannot exceed 5 in number). A character should still not have more than one ability at 5 dots, as much due to lackng any flexibility as it is that a character will be at the absolute pinnacle of two things (Especially in the same area).
Backgrounds
5 Dots to distribute as is fit. Magical item is 2 dots per, instead of one.
Spells
Spells as is fit for character profession and mage type.
Freebie Points 15
Costs for Freebie points:
Attributes - 5 per dot
Abilities - 2 per dot
Backgrounds - 1 per dot
Spells - based on spell
The only background that cannot be bought with freebie points is Magical item.
1) Fill out the first section with your character's name, your username, etc. You may add additional info if you like, such as appearance, weapon, allignment, etc. However, only what you are given is required.
2) You must decide what attributes your character is best at and put them in order; 'Physical', 'Social', and 'Mental'. Each thing in these sections must have at least one dot. You may not have zero dots on anything in these sections. You may not exceed 5 dots on any one thing.
a)Your number one choice is your Primary. You have 7 additional dots that you may place in this section.
b)Your number two choice is your Secondary. You have 5 additional dots that you may place in this section.
c)Your number three choice is your Tertiary. You have 3 additional dots that you may place in this section.
3) Next is your characters abilties. You must again decide the order between 'Talents', 'Skills', and 'Knowledge'. You may have zero dots on any one thing, but you may not exceed 5.
a)Your number one choice is primary. You have 15 dots to place as you see fit in this section.
b)Your number two choice is Secondary. You have 12 dots to place as you see fit in this section.
c)Your number three choice is Tertiary. You have 9 dots to place as you see fit in this section.
4) Next is the background. You have a total of 5 dots to place as you see fit.
5) Freebie points. For each month your character has been at DH, they get two freebie points. Then they get an automatic 15 freebie points. New characters start with only 15.
6) You may use your freebie points to buy spells. One level for one spell costs 2 freebies points. You may have as many or few spells as you like, at as many or few levels as you like. Just remember that they cost two freebie point for each level of each spell. Level 0 spells, also known as cantrips, are free.
7) Abilties are what you character can do naturally, so they cost nothing. List them and their levels next.
8) With your remaining freebie points, you may buy extra stat points.
a)For each extra dot in 'Physical', 'Social', or 'Mental', you must pay 5 of your freebie points.
b)For each extra dot in 'Talents', 'Skills', or 'Knowledge', you must pay 2 of your freebie points.
c)For each extra dot in 'Background', you must pay one dot.
d)'Magic Possession' costs 2 freebie points per extra dot, unlike the rest of 'Background'.
e) 'Background's extra dots may only be bought at the very creation of the characters. You may not add more later on.
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