MPNP Character Creation

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Revision as of 04:45, 28 February 2016 by CourseDirector (talk | contribs) (Skills)
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Notes: Race is being dropped and we are doing away with favored stats and proficiencies. Instead we will pass out a few more stat/proficiency points to distribute.

You will begin by choosing your class, followed by your race.

Character creation in Mage Wars RPG will be somewhat simpler than the Mage Wars PnP version. Race only impacts stats and skills, and you do not get to choose your grandparents.

Character Creation Steps

Obviously, a lot needs to be filled in here.

Step 1: Class

You cannot carry out any proficiency swaps just yet, so choose your base class from the list:

Not that each class has a main and secondary stat and 2 favored proficiencies. Some classes give you a small range of proficiencies to choose as favored(Warrior gets to choose one of any weapon proficiency, Endo-Mage gets to choose any 1 magic, etc). Others, like the Exo-Mage take a hit to half their proficiencies but get a blanket +3 to all magic proficiencies. Be sure to check the class description for information.

Step 2: Race

Each race has a collection of passive bonuses and penalties associated with it. These can be applied to stats, skills, or proficiencies. Some races get bonuses that apply by rank, others are applied only at character creation.

Races:

  • Generic
  • Drack
  • Druid
  • Tainted
  • Strawman

The race system is currently undergoing revisions, so feel free to ignore it for now.

Step 3: Stats, Skills, Proficiencies, Pillars

Now, you calculate all of your numbers.

Stats

Characters begin with 3 points in each stat, plus and racial bonuses. Players then have 14 points to spend on increasing stats.

Stats are:

  • Strength
  • Speed
  • Intelligence
  • Stamina
  • Dexterity

Proficiencies

Each proficiency begins at 0. Characters get 40 points to distribute as they see fit. Proficiencies cannot be raised above 10.

See Core Proficiencies List for proficiencies by class.

Skills

You have 8 points to distribute between your skills as you see fit.

Skills:

  • Charisma
  • Medicine
  • Tinkering
  • Comprehension
  • Perception
  • Deception

Please note that having 0 Comprehension Skill as well as 0 Lore Proficiency means your character is unable to read or write, and cannot perform these functions in an RP-setting. Players may chose to use either in a Comprehension Check, but having both 0 means no reading or writing.

Similarly: a 0 to Charisma will make your character wholly unlikable, and NPCs will seldom listen to you and will never follow your directions.

(MRPG Note: in the videogame version, you will instead start with 1 point in every skill and get 3 points to distribute)

Pillars

You only get 1 point for pillars at Character creation, use it well.

Step 4: Hit Points

Each character begins with a base 100HP reguardless of race or class. You then get 10x STA on top of that. Be sure to calculate your final base HP whenever your STA score changes. See MRPG Hit Points for more information.

Step 5: Facets

The player gets to take 8 facets at character creation.

Step 6: Harmonies

At this stage you choose your harmony, or your personal theme-music.

Character Sheet

Fill out your character sheets. Now that all of your numbers are calculated, you can work out buffed and unbuffed stats, the modifiers can be written down but they should be easy to calculate. You will also need to calculate your HP.

Starting Equipment

This one is going to take some doing.

Backstory

A character's backstory is an important part of who the character is, what they do, and what motivates them. This is heavily tied in to The Pact. Players are encouraged to write down a backstory. This does not have to be an elaborate narrative, nor does it need to contain place names or dates.

For players who are less inventive when it comes to writing, the WorldShaper is encouraged to sit down with them and just ask them to describe their character's life up to this point. What was their childhood like, were they rich, poor? Things like that. Take notes.

Backgrounds can be applied based on what's in the backstory.

The Pact

All characters should have a back story, and that back story includes the Pact. This is what binds the party together, a shared experience that leaves the characters indebted to each other. This could be childhood friendships, the mutual saving of a life, or decades spent together in prison. The list goes on. The point is, an indelible bond between the party members is part of character creation.

The pact is a vital element of the story we will weave. It's not enough for three adventurers to merely meet in a tavern and agree to begin an epic quest together. Compare to Frodo and Samwise in The Lord of the Rings; would Samwise have carried Frodo to his last ounce of strength, if Frodo were simply "some guy" he'd met while drinking?

The Pact refers to the part of your different character's backstories that bind them together. This is tied to your Intent. Note that playing evil characters is neither discouraged nor impossible.

The Pact allows characters with opposing intents to party together as allies. Each individual must remain true to his or her own intent, but whatever binds them to the other characters will keep them together. Just remember that they must fulfill the pact in accordance with their own intent.

For a ruthless evil character partied with a lawful good character, this may mean constantly trying to save their friend by turning him to evil. A Lawful Good character might be forced to recognize the past transgressions of an evil party member, while forcing them to atone for their misdeeds.

See Also