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Character Creation (Army of One)

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0% found this document useful (0 votes)
16 views4 pages

Character Creation (Army of One)

Uploaded by

benjamin Younkin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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___________________Name _______Age _________Sex/Gender HP:___/100

BODY
_X_ Might Skill: X NAME (Specialty@3)
_X_ Toughness Skill: X NAME (Specialty@3)
_X_ Nimbleness Skill: X NAME (Specialty@3)
MIND
_X_ Insight Skill: X NAME (Specialty@3)
_X_ Will Skill: X NAME (Specialty@3)
_X_ Wits Skill: X NAME (Specialty@3)
MAGIC
_X_ Instinct Skill: X NAME (Specialty@3)
_X_ Memory Skill: X NAME (Specialty@3)
_X_ Charm Skill: X NAME (Specialty@3)

Abilities-
-Action
-Boost
-Activated State
--Actions Within the State

Magic-
-Presences
--Roots
-Domains
--SubDomains
-Rotes
--Rituals
--Channels
--Spells

---Action(Magic) TierX (XS/TX)


---Action(Non-Magic) (XS/TX)

In creating your character first you assign Stats and then Skills and finally Abilities and Spells.
When assigning your character stats you have 20 total points to work with. You may spend these
points however you want, each point being equal to one point in a stat, but your highest stat
cannot be above a six, your second highest stat cannot be above a four and your third highest stat
cannot be above a three. Lastly you can't have more than one stat which is a zero, and two stats
which are ones. All stats at 5 or higher cost two points to increase.
Now the scale to be kept in mind when purchasing points in stats is the two is the average that a
person has. The average person in the world has mostly twos, maybe two ones and two threes.
Only about 10% of the population has a four in a stat and only about 5% of the population has a
zero in a stat.
A zero is something that you're almost completely unable to do. A good example of this is
someone with a critical case of Alzheimer's most likely having a zero in memory due to the sheer
difficulty of remembering past events.
One represents something that you are not very naturally talented in. For instance if you're
somewhat clumsy you might have a one in nimbleness.
Two, as stated before, is just the stock average. If your character isn't very special or gifted or
otherwise tweaked from what would be consistent with most of the people in the world then most
of his stats should be two.
A three represents someone who does have a genuine natural capacity to fulfill tasks within a
certain domain. Like someone who goes to the gym consistently would have, most likely, a three
in might toughness or nimbleness or perhaps two of those would be threes.
A four represents the bare minimum to be at the top of your field. Someone with a four in
memory could possibly memorize the serial numbers on dollar bills dozens at a time before
repeating them.
A five represents the upper limit of human capacity within what we would call the natural world.
My typical example for what a level 5 stat looks like is that of the world famous strongman and
powerlifter Eddie Hall.
A 6, 7, 8, 9, or 10 represents a natural capacity even exceeding that. These stats tend to stray into
almost comic book proportions, a toughness of six allowing you to be punched into a building
like Superman and survive climbing back almost unimpaired. This further range of numbers is
also special for the fact that it allows you to cast Magic from within said attribute, and is the
principal barrier between the natural and Supernatural within a person.
It is good to keep in mind that there is very little difference between a two and a one compared to
a zero and a one because you don't get the extra die. It is important to remember just how
critically disabled you have to be in order for even the mundane checks at Target 6 to give you a
one in six chance of the most minimum amount of success required if you are proficient in them.
You have 10 points to spend initially in skills one counts per point of a skill.
In terms of skills having a 1 is just a basic proficiency and understanding of how to perform tasks
within that sphere, 2 is comparable to a study to apprentice, 3 is an average journeyman, 4 is a
very deeply experienced journeyman nearly at the top of the trade, and 5 is the absolute highest
degree of proficiency which can be attained.
Once one of these abilities is raised to the third degree you can pick a speciality within that skill
instead of increasing it a level when you would increase it a level. You treat your skill’s rank as
one higher when rolling for a speciality and gain an additional +1 to those rolls.

Athletics - sports, movement, and sustaining hard work


Brawl - unarmed combat and grappling
Drive - operating automobiles under rough conditions
Firearms - identifying, using, and maintaining shooting weapons.
Larceny - picking locks, burglary, bypassing security, sleight of hand, etc
Stealth - moving silently and being unnoticed
Survival - enduring harsh environments, and remembering associated information
Weaponry - identifying, using, and maintaining non-firearm weapons

Academics - knowledge in Arts and Humanities


Computer - computer programs and operating systems
Workshop - constructing, crafting, and repairing physical objects
Investigation - solving riddles and finding evidence
Medicine - physiology, anatomy, and medical treatments
Occult - lore about the supernatural
Politics - political processes and bureaucratic maneuvers
Science - physical and natural sciences

Animal Ken - understanding animal minds and behaviors


Empathy - observing emotions and understanding viewpoints
Expression - art of communication and entertainment
Intimidation - coercion via force and threat
Persuasion - convincing others and inspiring their emotions
Socialize - social interaction in various situations
Streetwise - navigating urban streets and gathering intel there
Subterfuge - deceiving others and noticing it

Abilities are themselves a unique quality as they can be entirely unique to your character. If the
ability affects a stat instead of a skill it's cost is generally double that of a purely skill-based
ability. For each stat that you have you have a number of ability points equal to that stat. Those
stats specific ability points can only be used either on abilities that specifically affect that stat or
they can be converted into general ability points and be spent on abilities that boost skills or
unique abilities. General ability points are also what is spent on magic.
When it comes to spells they are sorted in groups of power from 1 to 10. Many different societies
around the world which use Magic on a daily basis are aware of the nature of these groups and
have their own systems for labeling them. A one power spell is less powerful than a first level
spell in most fantasy role-playing games. Commonly any spell which has a desirable effect at
first level will have a significant drawback. This may include holding a posture or position while
the spell is being cast or while its effect is being rendered.

The equation for calculating the target number when casting a spell is 3+L*T. L being the level
of the spell, and T being based on your training in the spell's field. If the Spells level plus 5 is
greater than the stack you were using to cast it plus the skill you are using if any to cast it then T
is treated as two, otherwise it's treated as one. This means that every guy that you roll that is not
below the number for the equation counts as success, and if it is five above that it counts as
success.
In addition to spells there are also Rituals and Channeling. Both are quite similar to spells
although rituals are far more involved processes and instead of being completed within the span
of 1 to 30 seconds they tend to take between 5 minutes and 20 hours, and although rituals are
more difficult to cast than spells they also lead to far greater effects per spell level. Channeling
on the other hand tends to be far easier to perform than spells although its results if failed tend to
be far more chaotic and disruptive.
Spells, channeling, and rituals are all collectively called rotes, as they are rote and firm in exactly
what they do when you cast them with the exception of failing a channel. There are also
presences, which are minor effects which shroud over you and tend to come naturally at low
costs once a stat reaches six. Additionally there are domains which function almost the same as
spells except that within the domain of an element or function you are able to perform spell
effects far more easily and without having memorized them to turn them into rotes. Although all
of these require formal education in the ways of magic and ranks within a tradition of magic.

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