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Create a Character Tutorial

Started by furryoldlobster, March 24, 2014, 09:45:10 PM

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furryoldlobster

Welcome to the new and improved Create a Character Tutorial!!!

Lets start with a blank character sheet, although I'd highly recommend you have a tab open on the character sheets page a the same time http://claytonia.net/forums/index.php?board=91.0.


I'm sure this looks incredibly overwhelming.  If you have any questions, concerns, or need any help in any of this, join us in TeamSpeak (voice.claytonia.net).  Ask me, FurryOldLobster, or Toki and we'll guide you through this process (and hopefully make it a little fun too!)



1)  Name: [CHARACTER NAME]     Gender: [CHARACTER GENDER]     Age: [CHARACTER AGE]


2)  Race: [CHARACTER RACE]     Class: [CHARACTER CLASS]     Alignment: [CHARACTER ALIGNMENT]


3)  Level: [CHARACTER LEVEL]   Armour Class: [10] + [DEX MODIFIER] + [SHIELD AND ARMOUR BONUSES] + [SIZE MODIFIER] = [CHARACTER ARMOUR CLASS]   Health Points: [BASE HIT POINTS] + [CON MOD] + [CLASS LEVEL BONUS] = [CHARACTER HEALTH POINTS]   Strain Points: [INT] + [WIS MOD x LEVEL] = [CHARACTER SP]



4)  Stats:     
Strength: STR ATTRIBUTE (MOD)    Constitution: CON ATTRIBUTE (MOD)
Dexterity: DEX ATTRIBUTE (MOD)    Intelligence: INT ATTRIBUTE (MOD)
Wisdom: WIS ATTRIBUTE (MOD)    Charisma: CHA ATTRIBUTE (MOD)
Luck: LUK



I've numbered 4 sections so we can go through this step by step.  You don't need those numbers in your particular sheet.  They're just to help keep this organized.

Section 1: Identity
This part is completely up to you.  Go nuts.

Section 2: Race, Class, and Alignment
This part gets a little more complicated.  We'll begin with race.  Every race has different perks, bonuses, and detriments.  The classic races and classes are listed below:

███ Races ███

Human:

  • Size - medium (no bonus due to size)
  • Ability Adjustment - none
  • Bonus Trait - starts with two unique skills instead of one
  • Auto Language - Common
  • Starting Hit Points: 8


Dwarf:

  • Size - medium
  • Ability Adjustment - Con +2, Cha -2
  • Bonus traits - Dark Vision (can see in the dark up to 60 ft, although vision will be in black and white), stability (dwarves are stable on their feet due to lower centre of gravity)
  • Auto Languages - Common and Dwarven
  • Starting Hit Points: 10


Elf:

  • Size - Medium
  • Ability Adjustment - Dex +2, Con -2
  • Bonus Traits - Low-light vision (Can see twice as far as normal in low lit situations), +2 racial bonus on spot checks and listen checks
  • Auto Languages - Common and Elven
  • Starting Hit Points: 6


Gnome:

  • Size - Small (+1 to AC due to size modifier)
  • Ability Adjustments - Con +2, Str -2
  • Bonus Traits - Low-light Vision (Can see twice as far as normal in low lit situations), +2 racial bonus on listen checks and saves against illusions
  • Auto Languages - Common and Gnome
  • Starting Hit Points: 6


Half-Orc:

  • Size - Medium
  • Ability Adjustments - Str +2, Cha -2
  • Bonus Traits - Orc blood (For all effects related to race, a half-orc is considered an Orc), Dark Vision (can see in the dark up to 60 ft, although vision will be in black and white)
  • Auto Languages - Common and Orc
  • Starting Hit Points: 9


Half-ling:

  • Size - Small (+1 to AC due to size modifier)
  • Ability Adjustments - Dex +2, Str -2
  • Bonus Traits - +2 Racial Bonus on Listen Checks, +2 Racial Bonuses to Climb, Jump, and Move Silently Checks
  • Auto Languages - Common and Halfling
  • Starting Hit Points: 5


Half-elf:

  • Size - Medium
  • Ability Adjustments - None
  • Bonus Traits - Low-Light Vision (Can see twice as far as normal in low light situations), +2 racial bonus on diplomacy and gather information checks
  • Auto Languages - Common and Elven
  • Starting Hit Points: 7

███ Classes ███

All classes have proficiency with simple weapons. All classes are proficient with light armour. Using equipment you are not proficient with will cause penalties to hit rates.  As of this time, dual classing is unavailable.

Fighters Get:

       
  • +1 to melee hits every second level starting from level 1 (+10 at level 19)
  • Automatic Proficiency with Martial Melee Weapons
  • Automatic proficiency with Shields
  • Automatic proficiency with Light and Medium Armor
  • Hit Point Increase: 5/Level
Sorcerers Get:

       
  • Access to spells
  • A familiar
  • Ability to use Magic Scrolls
  • Automatic proficiency with Light Armor
  • Hit Point Increase: 2/Level
Rogues Get:

       
  • Bonuses to outside battle checks such as acrobatics, thievery, and bluff checks
  • Automatic proficiency with Light Armor
  • The Sneak Attack skill (When target is caught off guard (No dex mod) or flanked, +1d6 damage)
  • Hit Point Increase: 3/Level
Wizards Get:

       
  • Access to wizard/sorcerer spells
  • Automatic proficiency with Light Armor
  • The ability to create (and use) Magic Scrolls (Uses a spell without cost to strain points, costs twice as many points to make a scroll. Effects can be diminished)
  • Hit Point Increase: 2/Level
Rangers Get:

       
  • +1 to ranged hits every second level starting from level 1 (+10 at level 19)
  • Access to Ranger Spells
  • Automatic Proficiency with Martial Ranged Weapons
  • Automatic proficiency with Light Armor
  • Hit Point Increase: 3/Level
Clerics Get:

       
  • Access to Domains. One point to invest in a domain of choice per level. limited to Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun, Travel, Trickery, War, and Water Domains (1 Point/Level)
  • Automatic Proficiency with Martial Melee Weapons
  • Automatic proficiency with Light Armor
  • Hit Point Increase: 3/Level

Notice the differences in races?  Certain ones have perks, or bonuses to attributes, and even passive skills such as dark-vision, or elven-hearing.  These all make a difference when we play the game.  A half-orc, typically, makes for a better fighter because his natural bonus to strength.  A half-ling has a bonus to dexterity due to their race's nimbleness, and could make for a better thief.  These abilities will be explained further as we go on to actually create your character.

The other important features for race are the starting health points (hp), and size.  Your beginning hp will be your race hp added to your class hp/level (you start at level 1).   

███ Alignment ███

Alignment can be tricky.  Alignment was designed to help with roleplaying. A player character's alignment can be seen as their outlook on life. Players decide how their characters should behave when they assign them an alignment, then play them based on that decision..  There are two parts to this.  Law vs. Order and Good vs. Evil...plus you know...everything that lies in-between.

    Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.  Note that lawfulness doesn't mean you necessarily follow to the laws of the land.  It means you adhere to a very strict set of guidelines, whether the source be good, or evil. 

    Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them. 

    Neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to follow rules nor a compulsion to rebel. They are honest but can be tempted into lying or deceiving others if it suits him/her.


    Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

    Evil implies harming, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient or if it can be set up. Others actively pursue evil, killing for sport or out of duty to some malevolent deity or master.

    Neutral people with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.

Lawful Good

A Lawful Good character typically acts with compassion, and always with honor and a sense of duty. A Lawful Good nation would consist of a well-organized government that works for the benefit of its citizens.

Lawful Good characters may sometimes find themselves faced with the dilemma of whether to obey law or good when the two conflict — for example, upholding a sworn oath when it would lead innocents to come to harm — or conflicts between two orders, such as between their religious law and the law of the local ruler.

Batman, Dick Tracy and Indiana Jones are cited as examples of Lawful Good characters.

Neutral Good

A Neutral Good character is guided by his conscience and typically acts altruistically, without regard for or against Lawful precepts such as rules or tradition. A Neutral Good character has no problems with co-operating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the bending or breaking of rules, they do not suffer the same inner conflict that a Lawful Good character would.

Examples of Neutral Good characters include Zorro and Spider-Man.

Chaotic Good

A Chaotic Good character favors change for a greater good, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well. They always intend to do the right thing, but their methods are generally disorganized and often out of alignment with the rest of society. They may create conflict in a team if they feel they are being pushed around, and often view extensive organization and planning as pointless, preferring to improvise.

Malcolm Reynolds from Firefly, and Robin Hood are examples of Chaotic Good individuals.

Lawful Neutral

A Lawful Neutral character typically believes strongly in Lawful concepts such as honor, order, rules and tradition, and often follows a personal code. A Lawful Neutral society would typically enforce strict laws to maintain social order, and place a high value on traditions and historical precedent. Examples of Lawful Neutral characters might include a soldier who always follows orders, a judge or enforcer that adheres mercilessly to the word of the law, and a disciplined monk.

Characters of this alignment are neutral with regard to good and evil. This does not mean that Lawful Neutral characters are amoral or immoral, or do not have a moral compass, but simply that their moral considerations come a distant second to what their code, tradition, or law dictates. They typically have a strong ethical code, but it is primarily guided by their system of belief, not by a commitment to good or evil.

James Bond, Odysseus, and Sanjuro from Yojimbo are considered Lawful Neutral.

Neutral

A Neutral character represents Neutral on both axes, and tends not to feel strongly towards any alignment. A farmer whose primary overriding concern is to feed his family is of this alignment. Most animals, lacking the capacity for moral judgment, are of this alignment since they are guided by instinct rather than conscious decision. Many roguish characters who play all sides to suit themselves are also of this alignment (such as a weapon merchant with no qualms selling his wares to both sides of a war for a profit).

Some Neutral characters, rather than feeling undecided, are committed to a balance between the alignments. They may see good, evil, law and chaos as simply prejudices and dangerous extremes.

Lara Croft, Lucy Westenra from Dracula and Han Solo (early Star Wars appearance) are neutral.

Chaotic Neutral

A Chaotic Neutral character is an individualist who follows his or her own heart, and generally shirks rules and traditions. Although they promote the ideals of freedom, it is their own freedom that comes first. Good and Evil come second to their need to be free, and the only reliable thing about them is how totally unreliable they are. Chaotic Neutral characters are free-spirited and do not enjoy the unnecessary suffering of others, but if they join a team, it is because that team's goals happen to coincide with their own at the moment. They invariably resent taking orders and can be very selfish in their pursuit of personal goals. A Chaotic Neutral character does not have to be an aimless wanderer; they may have a specific goal in mind, but their methods of achieving that goal are often disorganized, unorthodox, or entirely unpredictable.

Captain Jack Sparrow, Al Swearengen from the TV series Deadwood, and Snake Plissken from Escape from New York are Chaotic Neutral characters.

Lawful Evil

A Lawful Evil character sees a well-ordered system as being easier to exploit, and shows a combination of desirable and undesirable traits; while they usually obey their superiors and keep their word, they care nothing for the rights and freedoms of other individuals and are not averse to twisting the rules to work in their favor. Examples of this alignment include tyrants, devils, undiscriminating mercenary types who have a strict code of conduct, and loyal soldiers who enjoy the act of killing.

Like Lawful Good ones, Lawful Evil characters may sometimes find themselves faced with the dilemma of whether to obey law or evil when the two conflict. However, their issues with Law versus Evil are more concerned with "Will I get caught?" versus "How does this benefit me?"

Boba Fett of Star Wars, and X-Men's Magneto are cited examples of Lawful Evil characters.

Neutral Evil

A Neutral Evil character is typically selfish and has no qualms about turning on their allies-of-the-moment, and usually makes allies primarily to further their own goals. They have no compunctions about harming others to get what they want, but neither will they go out of their way to cause carnage or mayhem when they see no direct benefit to it. They abide by laws for only as long as it is convenient for them. A villain of this alignment can be more dangerous than either Lawful or Chaotic Evil characters, since she or he is neither bound by any sort of honor or tradition nor disorganized and pointlessly violent. Another valid interpretation of Neutral Evil holds up evil as an ideal, doing evil for evil's sake and trying to spread its influence.

Examples are an assassin who has little regard for formal laws but does not needlessly kill, a henchman who plots behind her or his superior's back, or a mercenary who switches sides if made a better offer. An example of the second type of Neutral Evil would be a masked killer who strikes only for the sake of causing fear and distrust in the community.

X-Men's Mystique, and Sawyer of the early seasons of Lost would be Neutral Evil characters.

Chaotic Evil

A Chaotic Evil character tends to have no respect for rules, other people's lives, or anything but their own desires, which are typically selfish and cruel. They set a high value on personal freedom, but do not have any regard for the lives or freedom of other people. They do not work well in groups, as they resent being given orders, and usually behave themselves only out of fear of punishment.

It is not compulsory for a Chaotic Evil character to be constantly performing sadistic acts just for the sake of being evil, or constantly disobeying orders just for the sake of causing chaos. They do however enjoy the suffering of others, and view honor and self-discipline as weaknesses. Serial killers and monsters of limited intelligence are typically Chaotic Evil.

Carl Denham from King Kong, and Carnage from Spider-Man are Chaotic Evil.




Section 3: Level, AC, SP, and HP
Level: [CHARACTER LEVEL]
This is pretty straightforward.  You start at level 1.  You gain levels at 500, 1000, 2000, 4000, etc. experience points.

Armour Class: [10] + [DEX MODIFIER] + [SHIELD AND ARMOUR BONUSES] + [SIZE MODIFIER] = [CHARACTER ARMOUR CLASS]
This is more interesting.  Armor class is a term for how difficult it would be to land a damaging hit to your character.  A more dextrous character is tougher to hit, as is a more heavily armored player, or smaller one.  This will be explained more in the ability section, but keep in mind, a higher score is a better score here.   

Health Points: [RACE BASED HIT POINTS] + [CON MOD] + [CLASS LEVEL BONUS] = [CHARACTER HEALTH POINTS]
This should also be straightforward.  Your race gives your a certain amount.  Add your constitution modifier (which, again will be explained in the next section) and your class level.  Every time you level.  Add your class level hp bonus. 

Strain Points: [INT] + [WIS MOD x CHARACTER LEVEL] = [CHARACTER STRAIN POINTS (SP)]
Spell casters can only exert so much energy into any casting.  Your intelligence is your starting amount.   If your inteligence is 10, you have 10 SP to start.   Next multiply your wisdom modifier times your character's level.   Add this to your base SP.   This is your total SP.   




Section 4: Abilities & Modifiers
Finally, we've gotten to the heart of your character.  Abilities!  There are a total of seven: strength (STR), dexterity (DEX), constitution (CON), intelligence (INT), wisdom, (WIS), charisma, (CHAR), and luck (LUK). 

Lets go more in depth...

Strength (STR)

Strength measures your character's muscle and physical power. This ability is especially important for fighters, as it aids in hit rate and damage for melee weapons. 

Dexterity (DEX)

Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for anyone who wants to be a ranged fighter as it aids in hit rate of ranged weapons.

Constitution (CON)

Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes.

Intelligence (INT)

Intelligence determines how well your character learns and reasons. Its important for spellcasting because your base strain points are equal to your initial INT score.

Wisdom (WIS)

Wisdom describes a character's willpower, common sense, perception, and intuition. While Intelligence represents one's ability to analyze information, wisdom represents being in tune with and aware of one's surroundings.  It is very useful for magic based characters as your wisdom modifier is also your increase in strain points per level. 

Charisma (CHA)

Charisma measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting.  It comes into play during conversations, diplomatic situations, and lie/bluff attempts. 

Luck (LUK)

Luck isn't nearly as prevalent as the other abilities.  There's no modifier associated with it.  The DM will use it in situations uncontrolled by the player.  An example would be, there's a swarm of bees attack a group.  The DM might roll something called a universal luck roll.  If the player's LUK score is equal to, or below the roll, then the event is within the realm of luck for that player; therefore, he/she will be successful. 

Sustainability comes from small gestures. Don't let your comfort become waste.
~ cinema sign.

furryoldlobster

#1
Next to the ability scores (within the parenthesis) are something called modifiers.  THESE DO NOT MODIFY YOUR ABILITY SCORES.  They are a representation of how high, or low, an individual score would be.  They are called modifiers because they modify (for better or for worse) dice rolls related to the particular ability.  Sounds complicated....

Example Time:
Elle, my half-ling, has a strength score of 7, which is lower than average.  Any actions she attempts related to strength (melee attacking, strength checks like breaking down a door, swim, climb, and jump checks) should reflect this weakness.  Her modifier for having 7 strength is -1.  Any strength actions she attempts will result if a -1 score of her die roll. 

These are the modifiers based on your ability level
lvl 1-2, -3 modifier
Lvl 3-5, -2 modifier
Lvl 6-8, -1 modifier
Lvl 9-11, no modifier
lvl 12-14, +1 modifier
Lvl 15-17, +2 modifier
Lvl 18-20, +3 modifier

These apply to every ability except luck. 




You should now have a basic understanding of all these terms on the sheet, so let's build a character!

Firstly, I advise you to copy the code for the character sheet template from here:
http://claytonia.net/forums/index.php?topic=2492.0

Paste it in a new post in the character sheet section
http://claytonia.net/forums/index.php?board=91.0

It looks complicated but its simply an expanded version of the sheet we just went over to include inventory and backstory.

I'd advise you to post/save now.  That way it is saved.  Now go ahead and open it back up, along with an addition link set up to save your ability score rolls:
http://claytonia.net/forums/index.php?topic=2421.0

Yep, now we learn how to use the imbedded dice roller using fancy BB code.  Its simple.  The command is [.roll] #d# [./roll] (without the dots, of course), where the first # is the number of dice, and the second being the number of sides for the dice.  Most of the time you will be roll a 1d20.  The ability scores require 4 six sided dice, or 4d6. 

Your post will look something like the following (again minus the dots)

[.roll]4d6[./roll]
[.roll]4d6[./roll]
[.roll]4d6[./roll]
[.roll]4d6[./roll]
[.roll]4d6[./roll]
[.roll]4d6[./roll]
[.roll]1d20[./roll]

resulting in something like this
Rolled 4d6 : 2, 1, 2, 1, total 6

Rolled 4d6 : 5, 3, 6, 3, total 17

Rolled 4d6 : 5, 5, 1, 3, total 14

Rolled 4d6 : 2, 3, 6, 4, total 15

Rolled 4d6 : 3, 5, 3, 3, total 14

Rolled 4d6 : 6, 1, 4, 1, total 12

Rolled 1d20 : 13, total 13

For each set of six sided dice, take away one score (probably the lowest, but arguments can be made for the contrary).  If I follow these rules, I end up with the scores 5, 14, 13, 13, 11, and 11.  Apply these to your abilities as you see fit. 
Str 5
Dex 14
Con 13
Int 13
Wis 11
Cha 11
Luk 13

Now apply your race ability bonus/detriment (if applicable).  I'll using Half-ling as an example.  They have a +2 to dex, and -2 str

Str 3
Dex 16
Con 13
Int 13
Wis 11
Cha 11
Luk 13

Finally list the modifier associated with each ability using the above list.

Str 3 (-2)
Dex 16 (+2)
Con 13 (+1)
Int 13 (+1)
Wis 11 ( - )
Cha 11 ( - )
Luk 13

Note that luck doesn't get a modifier.  That's all it takes to score your abilities and their modifiers, which should be everything needed simply to just complete your sheet.  Use your modifiers where necessary (Armor class, hp).  Choosing your unique skills/schools of magic will be covered in these boards http://claytonia.net/forums/index.php?topic=2299.0 and http://claytonia.net/forums/index.php?topic=2319.0
Sustainability comes from small gestures. Don't let your comfort become waste.
~ cinema sign.

Tslat

#2
Attempting to make a char based on this
Looks like you missed out explaining how shield/armour bonuses are calculated/given
Also unclear what 'strain' is

Is equipment provided? Do you always start a new character with no equipment?

Will delete this and any subsequent posts made about this once everything is cleared up
Like what you see here?



We can't keep doing it without you!

furryoldlobster

Thanks, T.   I'll work on all of this tonight. 
Sustainability comes from small gestures. Don't let your comfort become waste.
~ cinema sign.