Character Creation: Difference between revisions

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(Created page with "T his chapter details the exact steps by which you create a Player Character (PC) for your MythCraft game. Character creation involves both thinking about your backstory and your place in the world, and choosing what mechanical abilities you have. As you pick your character’s abilities, think about how that fits in with their personality and backstory. Designing your character’s mechanics involves five steps: 1. Choose a lineage 2. Assign Attribute Points 3. Note...")
 
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T his chapter details the exact steps by which you create a Player Character (PC) for your MythCraft game. Character creation involves both thinking about your backstory and your place in the world, and choosing what mechanical abilities you have. As you pick your character’s abilities, think about how that fits in with their personality and backstory. Designing your character’s mechanics involves five steps:
This chapter details the exact steps by which you create a Player Character (PC) for your MythCraft game. Character creation involves both thinking about your backstory and your place in the world, and choosing what mechanical abilities you have. As you pick your character’s abilities, think about how that fits in with their personality and backstory. Designing your character’s mechanics involves five steps:


1. Choose a lineage
1. Choose a lineage
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==== PHYSICAL ATTRIBUTES ====
==== PHYSICAL ATTRIBUTES ====
Strength (STR): Lifting, pulling, dragging, and undergoing strenuous exertion. This is the attribute that demonstrates your sheer muscle.
'''Strength''' (STR): Lifting, pulling, dragging, and undergoing strenuous exertion. This is the attribute that demonstrates your sheer muscle.


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 below).
'''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 below).


==== MENTAL ATTRIBUTES ====
==== MENTAL ATTRIBUTES ====
Awareness (AWR): Picking up on sensory details that warn of danger, deceit, and the like. This is the attribute that measures your skill at observing and interpreting the world around you.
'''Awareness''' (AWR): Picking up on sensory details that warn of danger, deceit, and the like. This is the attribute that measures your skill at observing and interpreting the world around you.


Intellect (INT): Wealth of knowledge; your capacity to quickly consume and accurately retain information. This attribute determines how good you are at processing information and recalling it accurately when needed.
'''Intellect''' (INT): Wealth of knowledge; your capacity to quickly consume and accurately retain information. This attribute determines how good you are at processing information and recalling it accurately when needed.


Charisma (CHA): Projecting your desires, your confidence, and your force of will to your advantage. This attribute reflects your personal magnetism and your ability to sway people to your views.
'''Charisma''' (CHA): Projecting your desires, your confidence, and your force of will to your advantage. This attribute reflects your personal magnetism and your ability to sway people to your views.


==== 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 (see p. 332). 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 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 (see p. 332). If your LUCK is lower than 0, you can never 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
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
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can never exceed 16-20.
can never exceed 16-20.


==== Coordination (COR): ====
'''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. 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.
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. For every 2 points of COR that you have, you gain 1 additional AP at the beginning of your turn (see p. 327). 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.


=== NOT E 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 Hit Points (HP). Note these on your character sheet as directed.


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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.
'''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.
'''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.
'''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 ===
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.
{| class="wikitable"
|+
!
!END
!Set HP
!HP Die
|-
|Threshold
|1
| -3
|0
| -
|-
|Threshold
|2
| -2 to -1
|1
|1d2
|-
|Threshold
|3
|0-2
|2
|1d4
|-
|Threshold
|4
|3-5
|3
|1d6
|-
|Threshold
|5
|6-8
|4
|1d8
|-
|Threshold
|6
|9-11
|5
|1d10
|-
|Threshold
|7
|12
|6
|1d12
|}
==== HP INCREASES ====
When you level up, you will add 1 HP for your new level, and roll one HP dice (or take the flat bonus) to add to your HP. Remember that your HP is always 10+(Level) d(X)+(Level).
==== 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.
=== BOP ===
BOP stands for the Background, Occupation, and Profession system in MythCraft. Chapter 2 (see p. 53) 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.
What’s a Tag?
Tags are referenced frequently in spells, lineage abilities, talents, and the like. See the Tags subsection (p. 10) for more information on tags. Each BOP will give you Skill Points. You can read more about how skills work in [[Skills]]. Furthermore, your BOP will give you your starting equipment.
=== TALENT ===
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. All talents available in this document are in [[[[Specialization Talents]] [[Magic Talants]]. 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. 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.
'''Example: Hanniah Sharptooth'''
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.
=== 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 “prerequisite” are some 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.
'''Prerequisites'''. If a feature has the prerequisite 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.
=== S K I L L S & CONDITIONS ===
Like tags, many features and abilities will reference skills and conditions. 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, or abbreviations such as DT, TA, and the like can be found and explained  in [[Conditions]]
=== LEVELING UP ===
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. Be sure to observe your level’s Attribute Point cap, explained in the Attributes section.
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.
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.
=== L I N E AG E & INE AG E & ===
PROFESSION
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. 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.
'''EXAMPLE: MARCUS LUXXOR'''
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 instead. Marcus has 1 point in END, so Nathan takes the set HP bonus, gaining 3 more HP. Andi rolls, gaining 1d4+1 HP. 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 choosesfor Marcus to learn the “Divine Ward 2” talent.
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