Character Creation: Difference between revisions

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'''Dexterity (DEX):''' Nimbleness, good reflexes, maintaining balance, and motor function under duress. This is the attribute that allows you to be lighter on your feet.
'''Dexterity (DEX):''' Nimbleness, good reflexes, maintaining balance, and motor function under duress. This is the attribute that allows you to be lighter on your feet.


'''Endurance (END)''': Withstanding harsh external conditions and enduring long-term physical strain. This attribute also directly affects how many HP you get (see Hit Points).
'''Endurance (END)''': Withstanding harsh external conditions and enduring long-term physical strain. This attribute also directly affects how many Hit Points (HP) you get.


=== Mental Attributes ===
=== Mental Attributes ===
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=== Metaphysical Attributes ===
=== Metaphysical Attributes ===
'''Luck (LUCK):''' Having things go your way even when they shouldn’t. This attribute sways fate in your favor and grants you a special ability: You may reroll 1d20 that you rolled if you are unsatisfied with the result. You may use this ability once for every 2 points of LUCK that you have, regaining all expended uses upon Taking a Rest. If your LUCK is lower than 0, you can never crit, and you subtract your LUCK from every d20 roll that you make.
'''Luck (LUCK):''' Having things go your way even when they should not. This attribute sways fate in your favor and grants you a special ability, Luck Points.<blockquote>          '''Luck Points.''' You may reroll 1d20 that you rolled if you are unsatisfied with the result. You may use this ability once for every 2 points of LUCK that you have, regaining all expended uses upon Taking a Rest. </blockquote>If your LUCK is lower than 0, you can never Critically Hit (crit), and you subtract your LUCK from every d20 roll that you make.


If you have 1 or more LUCK, your crits become stronger. Add your LUCK score to critical damage that you deal. Furthermore, if you have 6 or more LUCK, your crit range increases by 1 (e.g., from 20 to 19-20), and if you have 12 LUCK, your crit range increases by 1 more. Your crit range can never exceed 16-20.
If you have 1 or more LUCK, your crits become stronger. Add your LUCK score to critical damage that you deal.


'''Coordination (COR):''' Your overall ability, both physically and mentally, to process information and act upon it. This is neither DEX (physical) nor AWR (mental), but a separate mechanism by which the game tracks your capacity to act.
Furthermore, once you have 6 LUCK, your crit range increases by +1 (e.g., from 20 to 19-20, max 16-20), and if you have 12 LUCK, your crit range increases by an additional +1.


For every 2 points of COR that you have, you gain 1 additional AP at the beginning of your turn .If you have -1 or -2 COR, you lose 1 AP at the beginning of your turn. If you have -3 COR, you lose 2 AP at the beginning of your turn.
'''Coordination (COR):''' Your overall ability, both physically and mentally, to process information and act upon it. This is neither DEX (physical) nor AWR (mental), but a separate mechanism by which the game tracks your capacity to act. All characters start with 3 Action Points (AP). For every 2 points of COR that you have, you gain +1 AP at the beginning of your turn. If you have -1 or -2 COR, you lose 1 AP at the beginning of your turn. If you have -3 COR, you lose 2 AP at the beginning of your turn.


== Note Your Stats ==
== Note Your Stats ==
Your DEX, END, AWR, INT, and CHA will affect some of your passive stats, including five of your six defenses and Hit Points (HP). Note these on your character sheet as directed.
Your DEX, END, AWR, INT, and CHA will affect some of your passive stats, including five of your six defenses and HP.


=== Defenses ===
=== Defenses ===
Your character has six defenses that they might use when being attacked. Five of the six defenses are linked to specific attributes, as shown on the table below. You can improve any defense by equipping [[armor]], using a shield, or gaining special talents or other abilities. When attacked, you are hit if the attack roll equals or exceeds your relevant defense.
Your character has six defenses that they might use when being attacked. Five of the six defenses are linked to specific attributes, as shown on the following table. You can improve your defenses by equipping armor, using a shield, or gaining special talents or other abilities. When attacked, you are hit if the attack roll equals or exceeds your relevant defense.
{| class="wikitable"
{| class="wikitable"
!Defense
!Defense
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|Armor Rating  
|Armor Rating  
|(AR) 10
|(AR) 10
|-
!Physical Defenses
!Score
|-
|-
|Reflexes (REF)  
|Reflexes (REF)  
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|Fortitude (FORT)  
|Fortitude (FORT)  
|10+END
|10+END
|-
!Mental Defenses
!Score
|-
|-
|Anticipation (ANT)  
|Anticipation (ANT)  
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|10+CHA
|10+CHA
|}
|}
'''AR''' represents your physical capacity to block or avoid direct hits using armor, mastery over weapon fighting styles, and the like.
'''Armor Rating (AR)''' represents your physical capacity to block or avoid direct hits using armor, mastery over weapon fighting styles, and the like.


'''REF''' represents your nimbleness and ability to dodge out of the way of some attacks, like a stream of acid.
'''Reflexes (REF)''' represents your nimbleness and ability to dodge out of the way of some attacks, like a stream of acid.


'''FORT''' demonstrates how good you are at enduring punishing environments and effects, such as the intense heat of a [[fireball]].
'''Fortitude (FORT)''' demonstrates how good you are at enduring punishing environments and effects, such as the intense heat of a fireball.


'''ANT''' reflects your skill at instinctively intuiting a threat before it hits you. Unlike REF, this defense would be used when you are unaware of an incoming attack, such as being ambushed or triggering a tripwire.
'''Anticipation (ANT)''' reflects your skill at instinctively intuiting a threat before it hits you. Unlike REF, this defense would be used when you are unaware of an incoming attack, such as being ambushed or triggering a tripwire.


'''LOG''' demonstrates your skill at thinking clearly under duress and might be used when a creature attacks you with enchanting magic that might charm or frighten you.
'''Logic (LOG)''' demonstrates your skill at thinking clearly under duress and might be used when a creature attacks you with enchanting magic that might charm or frighten you.


'''WILL''' represents your determination to stay true to yourself. Depending upon the nature of the attack, enchanting magic might target your WILL instead of your LOG.
'''Willpower (WILL)''' represents your determination to stay true to yourself. Depending upon the nature of the attack, enchanting magic might target your WILL instead of your LOG.


== Hit Points ==
== Hit Points ==
No matter what level you are, your HP is always 10+(level) d(X)+(level) where X is a die size determined by your END.
No matter what level you are, your HP is always 10+(level)d(X)+(level) where X is a die size determined by your END.


For example, a level 1 character with 0 to 2 points in END will have 10+1d4+1 HP, and a level 1 character with 3 points in END would have 10+1d6+1 HP. You can always choose to take a set HP amount instead of rolling, as shown on the table below.
For example, a level 3 character with 0 to 2 points in END will have 10+3d4+3 HP, and a level 3 character with 3 points in END would have 10+3d6+3 HP. You can always choose to take a set HP amount instead of rolling, as shown on the following table.
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!
!
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==== Endurance Thresholds ====
==== Endurance Thresholds ====
When you reach an END threshold on the above chart, you are permitted to completely reroll or recalculate your HP using either of the above methods. Your HP should still equal 10+(Level)d(X)+Level.<blockquote>'''Want to double check?'''
When you reach an END threshold on the Threshold chart, you are permitted to completely reroll or recalculate your HP by rolling or taking the flat bonuses. Your HP should still equal 10+(Level)d(X)+Level.<blockquote>'''Want to double check?'''


Use this [https://docs.google.com/spreadsheets/d/1HvOirChwoRIN2Dtd9JTZTMZ6lelT_r7HMhC4-kibICQ/edit?usp=sharing HP Calculator]! Just make a copy and enter your characters information.</blockquote>
Use this [https://docs.google.com/spreadsheets/d/1HvOirChwoRIN2Dtd9JTZTMZ6lelT_r7HMhC4-kibICQ/edit?usp=sharing HP Calculator]! Just make a copy and enter your characters information.</blockquote>


== BOP ==
== BOP ==
BOP stands for the Background, Occupation, and Profession system in MythCraft. [[Background, Occupations, and Professions]] explains all backgrounds and professions in detail. Every background allows you gain a profession, except for the urchin background.
BOP stands for the Background, Occupation, and Profession system in MythCraft. [[Background, Occupations, and Professions]] explains all backgrounds and professions in detail. Every background allows you to gain a profession, except for the urchin background.
 
Backgrounds also specify that if you pick a profession with a certain occupation tag, then you gain additional Skill Points.<blockquote>'''What’s a Tag?'''


Tags are referenced frequently in spells, lineage abilities, talents, and the like. See the Tags subsection for more information on tags.</blockquote>Each BOP will give you Skill Points. You can read more about how skills work in [[Skills]]. Furthermore, your BOP will give you your [[Backgrounds#Starting Gear|starting equipment]].
Backgrounds also specify that if you pick a profession with a certain occupation tag, then you gain additional Skill Points.<blockquote>'''What’s a Tag?''' Tags are referenced frequently in spells, lineage features, talents, and the like. They help to categorize them for ease of reference. See the Tags subsection for more information on tags.</blockquote>Each BOP will give you Skill Points. You can read more about how skills work in [[Skills]]. Furthermore, your BOP will give you your [[Backgrounds#Starting Gear|starting equipment]].


== Talents ==
== Talents ==
Finally, now that you have picked a lineage, assigned your attributes, and chosen a background (and profession if relevant), it’s time to pick a talent.  
Finally, now that you have picked a lineage, assigned your attributes, and chosen a background (and profession if relevant), it is time to pick a talent.  


Talents are unique abilities that your character gains. Some of them are passive, such as a permanent bonus to a defense; others are active, such as the ability to charm someone once per day by speaking with them.
Talents are unique abilities that your character gains. Some of them are passive, such as a permanent bonus to a defense; others are active, such as the ability to charm someone once per day by speaking with them.


At level 1 you can pick a [[Specialization Talents|Specialization Talent]] or [[Magic Talents|Magic Entry Talent]]. Note that some talents have prerequisites that you must meet before being able to gain that talent. For example, all class talents have the Prerequisite of Character Level 2.<blockquote>'''Example: Hanniah Sharptooth'''
At level 1, you may pick a [[Specialization Talents|Specialization Talent]] or [[Magic Talents|Magic Entry Talent]]. Note that some talents have prerequisites that you must meet before being able to gain that talent. For example, all class talents have the prerequisite of Character Level 2.<blockquote>'''Example: Hanniah Sharptooth'''


Grant and Jake are creating Hanniah Sharptooth, and they give her the “Basic Dual Wield” talent at level 1 so that she can use her handaxes more effectively.</blockquote>
Grant and Jake are creating Hanniah Sharptooth, and they give her the “Basic Dual Wield” talent so that she can use her handaxes more effectively.</blockquote>


== Other Important Info ==
== Other Important Info ==
=== Prerequisites and Incompatibilities ===
'''Prerequisites.''' If a feature or talent has prerequisites, then there will be certain prerequisites that you must meet (such as having another lineage option, or having a certain number in one of your attributes) prior to taking that option.
'''Incompatibilities.''' If a feature or talent has incompatibilities, then you can only take that option if you do not have any of its listed incompatibilities.


=== Tags ===
=== Tags ===
Spells, talents, class features, items, and the like might have one or more specific categorizations, or tags. These can be found in italics under the name of the ability, item, etc. Other abilities might reference these tags. “Repeatable” and “Prerequisites” are some of the most common tags.  
Spells, talents, items, and the like might have one or more specific categorizations, or tags. These can be found in italics under the name of the talent, feature, magical ability, item, etc. Other abilities might reference these tags. “Repeatable,” “Entry,” and “Capstone” are three of the most common tags.  


'''Repeatable.''' If a feature has the Repeatable tag, then that means that you can select the same feature multiple times, gaining its benefit each time.
'''Entry.''' If a talent has an Entry tag, that means you must take that talent before taking any other talent in that stack.  


'''Prerequisites.''' If a feature has the Prerequisites tag, then there will be certain prerequisites that you must meet (such as having another lineage option, or having a certain number in one of your attributes) prior to taking that option.
'''Capstone.''' Classes also have several talents with the capstone tag. Capstone talents are especially powerful ways to define your character’s greatest powers at the height of their adventuring career.  


=== Skills & Conditions ===
'''Repeatable.''' If something has the repeatable tag, then that means that you can select the same feature multiple times, gaining its benefit each time.
 
=== Skills, Conditions, and Attack/Damage Interactions ===


Like tags, many features and abilities will reference skills and conditions.  
Like tags, many features and abilities will reference skills and conditions.  
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'''Skills.''' Many features allow you to gain Skill Points. See [[Skills]] for detailed information on how skills work.
'''Skills.''' Many features allow you to gain Skill Points. See [[Skills]] for detailed information on how skills work.


'''Conditions.''' Several features interact with conditions and with resisting or becoming immune to damage. Information on Resist, Vulnerable, and Immune,  as well as, abbreviations such as DR and DT can be found [[Damage|here]]. Information on TA/TD can be found [[Tactical Advantages|here]]. A full list of conditions and their details can be found [[Conditions|here]].
'''Conditions.''' Many features, talents, and abilities interact with various conditions.. A full list of conditions and their details can be found [[Conditions|here]].
 
'''Attack/Damage Interactions.''' Several features, talents, and abilities interact with resisting damage, becoming more vulnerable to damage, or adjusting your chances to hit. Information on Resist, Vulnerable, and Immune,  as well as, abbreviations such as DR and DT can be found [[Damage|here]]. Information on TA/TD can be found [[Tactical Advantages|here]].


=== Leveling Up ===
=== Leveling Up ===
Each time you level up, you receive three benefits:
Each time you level up, you receive three benefits:


'''1. Attribute Point.''': Increase one attribute of your choice by +1. Each time you level up, you may also reduce one of your attributes by 1 to gain another Attribute Point, potentially allowing you to increase an attribute by +2.
# '''Talent.''' Each time you level up, you gain one new talent of your choice. Note that some talents have prerequisites that you must meet before qualifying for that talent.
# '''Attribute Point.''' Increase one attribute of your choice by +1. Each time you level up, you may also reduce one of your attributes by 1 to gain another Attribute Point, potentially allowing you to increase an attribute by +2. Be sure to observe your level’s Attribute Point cap.
# '''Hit Points.''' Finally, each time you level up, you gain additional Hit Points (HP).
<blockquote>'''Example: Marcus Luxxor'''


Be sure to observe your level’s Attribute Point cap, explained in the Attributes section.
Nathan and Andi are leveling Marcus Luxxor up from level 2 to level 3 and each picking different options for him. Nathan assigns 1 point to Marcus’s CHA. Andi gives Marcus 1 point in STR.


'''2. Hit Points:''' Each time you level up, you gain additional Hit Points (HP). The amount of additional HP you gain is determined by your END attribute, explained in the Hit Points section above.
Marcus has 1 point in END, so Nathan takes the set HP bonus, gaining 3 more HP. Andi rolls, gaining 1d4+1 HP.


'''3. Talent.:''' Finally, each time you level up, you gain one new talent of your choice. Note that some talents have prerequisites that you must meet before qualifying for that talent.<blockquote>'''Example: Marcus Luxxor'''
At level 2, Marcus became a Cleric, so Nathan and Andi have access to Cleric subclass tracks. Nathan chooses for Marcus to learn the “Healing Hands” talent from the Piety track, but Andi chooses for Marcus to learn the “Sense Planar” talent from the Exorcist track.</blockquote>


Nathan and Andi are leveling Marcus Luxxor up from level 2 to level 3 and each picking different options for him. Nathan assigns 1 point to Marcus’s CHA. Andi gives Marcus 1 point in STR.
===== Order of Operations for Leveling =====
When leveling up, use the following order of operations.


Marcus has 1 point in END, so Nathan takes the set HP bonus, gaining 3 more HP. Andi rolls, gaining 1d4+1 HP.
* You level up.
 
* You take a talent. It cannot be its own prerequisite or trigger itself.
At level 2, Marcus became a Cleric, so Nathan and Andi have access to cleric talents. Nathan chooses for Marcus to learn the “Wellspring of Health 1” talent, but Andi chooses for Marcus to learn the “Divine Ward 2” talent.</blockquote>
* You gain the effects of that talent.
* You increase one of your Attributes by +1.
* You may decrease one of your Attributes by 1 to increase another Attribute by +1.
* You gain HP.


=== Lineage & Profession Leveling ===
=== Lineage & Profession Leveling ===
Your lineage and your profession both progress slowly, reflecting your life experience and career outside of adventuring.  
Your lineage and your profession both progress slowly, reflecting your life experience and career outside of adventuring.  


At levels 5, 10, 15, 20, 25, and 29, you gain one additional lineage feature.  
At levels 5, 10, 15, 20, 25, and 29, you gain one additional lineage feature.


Your profession ranks up slowly and does not do so at a set rate. Your MC will award you additional levels in your profession when they feel that it is appropriate for the story, often as a notable quest reward. On average, you can expect to gain an additional profession rank once every six Character Levels.
Your profession ranks up slowly and does not do so at a set rate. Your MC will award you additional levels in your profession when they feel that it is appropriate for the story, often as a notable quest reward. On average, you can expect to gain an additional profession rank once every six character levels.


== Tips for Character Creation ==
== Tips for Character Creation ==
'''<big><u>Flesh out your Personality</u></big>'''
'''<big><u>Flesh out your Personality</u></big>'''


After you've picked your lineage, as you consider your BOP (Background, Occupation, and Profession), it is a good idea to think about your character’s personality as well. Here are a few optional tools that you can use if you need some guidance brainstorming your character’s personality traits.
Now that you have picked your lineage, as you consider your BOP (Background, Occupation, and Profession), it is a good idea to think about your character’s personality as well. Here are a few optional tools that you can use if you need some guidance brainstorming your character’s personality traits.


'''<big>Values</big>'''
'''<big>Values</big>'''
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People have nuanced and complex beliefs, and at times have beliefs that are at odds with one another. To represent this in your character, you can choose between two and six values that your character believes in or wrestles with.
People have nuanced and complex beliefs, and at times have beliefs that are at odds with one another. To represent this in your character, you can choose between two and six values that your character believes in or wrestles with.


Many TTRPGs have made use of the law/chaos and good/evil values systems, allowing characters to range from lawful good to chaotic evil. You might find it helpful to think of your values in the same way, but remember that your character’s values might change over time, especially when multiple values conflict.
Many TTRPGs have made use of the law/chaos and good/ evil values systems, allowing characters to range from lawful good to chaotic evil. You might find it helpful to think of your values in the same way, but remember that your character’s values might change over time, especially when multiple values conflict.


If you are Logical and Traditional, but are presented with an evidence-based logical argument about why a traditional practice may need to be amended, you will have to decide which value holds greater import in your character’s eyes.
If you are Logical and Traditional, but are presented with an evidence-based logical argument about why a traditional practice may need to be amended, you will have to decide which value holds greater import in your character’s eyes.
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'''Value Systems'''
'''Value Systems'''


* '''Cautious/Risky'''. Do you like to play it safe, or are you more prone to risk-taking? Why do you approach life in this way?
* '''Cautious/Risky'''. Do you like to play it safe, or are you more prone to risk-taking? Why do you approach life in this way?  
 
*'''Greater Good/Personal Gain'''. Are you primarily motivated to go on adventures knowing that it will help others, or knowing that it comes with great reward for yourself?
* '''Greater Good/Personal Gain'''. Are you primarily motivated to go on adventures knowing that it will help others, or knowing that it comes with great reward for yourself?


* '''Honor/Pragmatism.''' When making important decisions, do you pursue the most optimized solution, or the solution that treats other concerned individuals with the greatest respect? Do you strictly adhere to a personal code, or are your morals fungible based on what the situation calls for?
* '''Honor/Pragmatism.''' When making important decisions, do you pursue the most optimized solution, or the solution that treats other concerned individuals with the greatest respect? Do you strictly adhere to a personal code, or are your morals fungible based on what the situation calls for?
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'''<big>Drives</big>'''
'''<big>Drives</big>'''


Virtually every hero has some kind of goal. This drive will inform how you behave in various situations and might nudge you to prioritize certain values over others when some of your values align more closely with your drive. You can roll 1d20 or choose from the table below if you want help brainstorming your drive, although of course you can come up with your own drives too.  
Virtually every hero has some kind of goal. This drive will inform how you behave in various situations and might nudge you to prioritize certain values over others when some of your values align more closely with your drive. You can roll 1d20 or choose from the following table if you want help brainstorming your drive, although of course you can come up with your own drives too.  
{| class="wikitable"
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|+
|+
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|-
|-
|13
|13
|Can’t turn left.
|Cannot turn left.
|-
|-
|14
|14