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== Lineage == | == Lineage == | ||
First, what is your character’s lineage? Pick from well | First, what is your character’s lineage? Pick from well- known fantasy lineages like [[dwarf]] or elf, or play a unique lineage like a squirrelly [[kleppin]] or a biotechnical [[raedeen]]. | ||
This wiki provides an in-depth description of all lineages. Each lineage allows you to make a choice when you first create your character as no lineage is a monolith. You will either pick a sublineage, or you will pick from a list of lineage abilities to make yourself unique. Some lineage options give you Skill Points. You can read more about how skills work in [[Skills]].<blockquote>'''Example: Marcus and Hanniah''' | |||
Nathan and Andi are creating Marcus, and Grant and Jake are creating Hanniah. | |||
Nathan | |||
Marcus is a [[human]], so he gains the | Marcus is a [[human]], so he gains the “Tenacious” ability, which gives him 1 additional Attribute Point. Nathan and Andi assign it to CHA. Humans also get one unique feature from a list of Human options, so Nathan and Andi pick the “Fast Friends” ability, granting Marcus Skill Points Leadership and Persuading. | ||
Hanniah is a | Hanniah is a kleppin, so she gets the “Scurry” ability. Kleppins also get two unique features of their choice from the list of kleppin abilities, so Grant and Jake choose “Climber” and “Claws.”</blockquote> | ||
== Assign Attributes == | == Assign Attributes == | ||
PCs in MythCraft have eight [[attributes]], which determine how good you are at various activities. There are three physical attributes, three mental, and two metaphysical. Each attribute has a number ascribed to it, which reflects how good you are at using that attribute. This ranges from a -3 (terrible) to a +12 (legendary). An average untrained human has a 0 in a given attribute. | PCs in MythCraft have eight [[attributes]], which determine how good you are at various activities. There are three physical attributes, three mental, and two metaphysical. Each attribute has a number ascribed to it, which reflects how good you are at using that attribute. This ranges from a -3 (terrible) to a +12 (legendary). An average untrained human has a 0 in a given attribute. | ||
=== Assigning Attributes === | |||
You have 5 Attribute Points that you can assign to your 8 attributes. You may choose to give yourself a -1, -2, or even a -3 in one or more attributes to grant yourself additional Attribute Points (for each -1 penalty you take, you get 1 extra Attribute Point). However, note that you must still observe the attribute cap. | You have 5 Attribute Points that you can assign to your 8 attributes. You may choose to give yourself a -1, -2, or even a -3 in one or more attributes to grant yourself additional Attribute Points (for each -1 penalty you take, you get 1 extra Attribute Point). However, note that you must still observe the attribute cap. | ||
When you assign Attribute Points, jot them down on both | When you assign Attribute Points, jot them down on both page 1 and page 2 of your character sheet. Note that page 2 displays all 8 attributes, but page 1 does not display Coordination because that attribute is primarily used in [[combat]], and combat is detailed on page 2. | ||
'''Attribute Cap | '''Attribute Cap''' | ||
Each time you level up, you can increase one of your attributes by 1 (see Leveling Up below). However, your attributes are always limited based on your level: you can never have an attribute that exceeds 1⁄2 your level+1. This means that at levels 1 and 2, your attributes cannot be higher than a +2. At levels 3 and 4, they cannot exceed a +3, and so on. | |||
''' | '''Optional Rule: Rolling for Stats''' | ||
Optionally, if you would prefer to roll for your attributes and if your MC allows it, roll 2d4 and subtract the second from the first, resulting in a number between -3 and +3. Do this 8 times. You can assign these numbers to any of your 8 attributes. Note that this can break the attribute cap rule; you must observe the attribute cap rule when leveling up, so you cannot increase a +3 to a +4 until you are at least level 5. | |||
''DISCLAIMER:'' This optional rule will cause imbalance in your character as the abilities, talents, spells, and monsters are designed with standard attributes in mind rather than rolled attributes. MCs that allow rolled attributes might impose additional restrictions, such as only allowing one +3 bonus.<blockquote>'''Example: [[Marcus Luxxor]]''' | |||
Nathan and Andi are both creating Marcus Luxxor, a human [[cleric]]. Nathan gives Marcus 2 points in STR, 1 point in END, and 2 points in AWR. He gives Marcus a -1 penalty to DEX to give him 1 point in CHA. | |||
Andi rolls for her attributes, so she rolls 2d4 and subtracts the second die from the first. She does this 8 times, resulting in 3, 2, 1, 1, 0, 0, 0, and -1. Andi puts 3 points in STR, 2 in AWR, 1 in END, and 1 in CHA. She assigns her -1 to DEX.</blockquote> | |||
== The Eight Attributes == | |||
Each of the attributes, and what they represent, are explained below. Each attribute is referred to with an abbreviation, listed in parentheses after the attribute. | |||
=== Physical Attributes === | |||
'''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. | ||
'''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). | |||
=== 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. | |||
'''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. | ||
=== 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. | |||
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. 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. | ||
'''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. | |||
== Note | == 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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|} | |} | ||
'''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 === | === Hit Points === | ||