How to Create a Character - Origin, Stats and Talents
First, give your character a place of origin before you step further. Consult The Kingdoms of the Continent tab in lore section and make your choice. Any other places of are not relevant to the sim and shall not be accepted. The lower the number, the better your core social standing around the Valley of Ribbons. The higher the number, the less likely you shall ever achieve an important position among the locals. Only those from the local kingdoms are eligible for housing in one of the settlements. When done, proceed to the technical side of character creation in the next step.
Stats and Talents
You gain 22 stat points at the start, first of, you buy your talents as per your pleasure, none or several, up to you. Then you distribute the remaining points into your stats as you please. The next step, you apply racial bonuses. Simple as it gets. Now you have your bare naked character ready. Proceed into the section "Money in the Witcherverse" and select your starting equipment worth 400 orens top. The adventure can begin.
Step 1: Choose your Talents
|
Step 2: Distribute your Stats |
Step 3: Apply Racial Bonuses |
The Talents:
Aside of stats you can gain talents. Talents are special 'unlocks' of character path, signifying a time you dedicated to something in your life, or simply having inborn predisposition. But nothing comes for free and some of the talents will cost you stat points. Magic Talent Cost: 4 stat points. Effect: Unlocks ability to meddle in magic. This is no real big magic. Mixing potions, minor hexes, minor witchcraft and minor sorcery. Ritualistic use, but do not expect to be tossing fireballs around - this type of magic is very subtle and prone to failure. However, there is one more important aspect to the talent - if taken up for studies by an actual trained and learned sorcerer or sorceress your power can soar high through roleplayed out studies. Very very high. If you are lucky. And willing to sacrifice, that is. Nothing is certain or granted in this world. Oh, you are also infertile. Congratulations. Circus Freak Cost: 1 stat point Effect: Increases the maximum points you can spend on one stat to 8 (superhuman level) instead of 7. This should be somehow reflected on your avatar accordingly where possible. Low Tolerance Cost: 0 stat points Effect: Your body is very weak when it comes to resisting toxins. Alcohols, narcotics, poisons, they all have effect as if your endurance was only half of what you invest in it. If at any point your body gets faced with mutations of the grasses, you can be certain it won't make it and you will die. Well, every cloud has silver lining. You gain 1 bonus stat point to distribute. Famous artist Cost: 2 stat points Effect: You dedicated a great portion of your life to pursuit of some kind of non-combative, non-magical art. Be it songwriting, performing, drawing, writing books or chronicles, advancement of the higher medicine, crafting - the selection is as wide as your fantasy is. Such achievement took a lot of focus and time and effort, studies or any such and that took toll on your physical abilities. However, your name is known in the right circles, or perhaps your craft stunning and likely to fetch better price than that of your competition. Rich Cost: 1 stat point This is not exactly talent but an actual background trait. It basically means your character comes from a rich family, rich enough to afford the best of things. As normal characters start with their equipment at average of up to 400 orens worth, you can start your journey with equipment worth bonus 1200 orens per point spent. On top of that, your name has a good sound in financial circles around the Northern Kingdoms and bankers will be prone to give you higher credits and lower interests as you are considered a safe investment. World of trade, here comes the new hotshot. Snake eater Cost: 1 stat point You were born with natural resistances some can only dream about. You rarely fall ill even when everyone else does, you can down many kegs of beer with getting as much as only a buzz, and your body is good at fighting any poisons it has to contend with and your endurance is doubled for all such cases. At the same time this body tunning can help you a little even in the trial of grasses. It won't necessarily get you through, but your chances of being just lifetime crippled instead of the most painful imaginable death is suddenly better. Rejoice. Veteran warrior Cost: 0 stat points Your life was hard and you are no longer young anymore. You have seen more than you bargained for and survived more than many would think is possible and you carry all this with you as both boon and burden, in one big package. The experience you gained earned you credit when it comes to your fighting abilities, and you can distribute 2 bonus points on character creation. However, the burden of your past makes it hard to sleep at night and keep focused, you can not pick any other talent if you pick this one. Troll blood Cost: 1 stat point For whatever reason your body is good at mitigating damage done to you. It heals fast and well, your broken bones are likely to heal just straight, your scars are almost invisible. You never take too long time to recover from injury, you just get up and pull on. All your natural heal times are halved. Herbalist Cost: 1 stat points You spent part of your life learning about herbs and flowers, insects and all kinds of natural substances and their practical use in daily life. You know where to find your remedies and poisons and with enough time to prepare them you can put them to good use. Every day (and only once a day) you can use a remedy on someone injured, if you do, you reduce the full healing time by a day. If you are a herbalist and also posses the Magic Talent with healing area of knowledge, you reduce by two days. You can also use this knowledge to inflict harm. You can make basic poisons which for every day you spend refining them will lose one of the following traits: scent, taste, color. Also, for every additional day you actively work on the poison, you increase its Poison rating by 1, up to a maximum of 8. (starts naturally at 1, the victim rolls against the poison by chance dice + their Endurance and has to score higher than the rating). If you have a Magic Talent with potion and remedy creation area of knowledge, you can continue in refining up to Poison rating 11. If a Dryad takes up this skill and has access to Brokilon's natural resources, they can proceed as if they had the Magic Talent trait by paying 1 additional stat point. Escapologist Cost: 1 stat point You just know how the ropes work, and it is hard to keep you down. Alas, not impossible. You can try at least and that is more than most can. If you find yourself bound down by ropes or chains, you are just the one who knows where to dislocate joint, where to pull on the rope, how to grease your wrists and how to relax your muscle at the right moment to make your escape. Be mindful, you have one shot at this, and it is game of wits. To know if you can escape, roll a chance dice and add your precision. The number you need to beat is your captor's precision with added chance roll. Oh, one exception. If another Escapologist bound you? Tough luck, you are not going anywhere. Clockwork fingers Cost: 1 stat point Your fingers are quite precise and nimble and your brain has the right wiring for understanding mechanics. You are good at tinkering and repairing mechanic items, but it does not end there, you are also good at deconstruction, including mechanic obstacles in your way. Yes, that does include locks. Be mindful, you have one shot at this, and if you fail you are likely to leave a mark. Against normal doors you need to score above target number of 10, using the chance roll and your precision. For any safe doors, security doors, prison doors, city hall doors or bank doors, you need to beat the number 14. If you also have the Famous Artist talent and it concerns a trade close to mechanics, such as locksmith, machinist, inventor, or clockmaker, your target number is reduced by 2. This action is only silent if you beat the target score by 4, otherwise, you make noise. The unlocking attempt always takes at least two posts for normal doors, and three for secured. A system note: You -have to- contact player of whoever's property you are going to rob and you have to talk with each other OOC about lock difficulty, possible pickings and loot, about difficulties and traps of the house/chest, otherwise it did not happen. Pain Resistance Cost: 1 stat point You are a damn tough guy or gal. Or a bit of a freak of nature. Pain does not stop you, ever. Be it torture or combat, you feel very little pain, you can be sure you won't slow down because of a shock or spill the beans on torture, hell, you can probably just keep silent entirely, no tears drop. Be mindful though this can easily lead to your untimely end or severe complications. You are only immune to pain, not death. And you might have just kept your secret, but all those broken fingers are not going to do you much good anymore, will they? |
The Four Stats
There are four general stats to be filled. You might notice the lack of intelligence and charisma stat: That is because that those are up to you as a player. If other perceive you as pretty, you are pretty, if you have a gift of speech, you are charismatic, and if you are intelligent, you are intelligent. On how this all reflects on your character is your and your choice only. 1. Strength Strength is the general measure of the raw power of your body, the output, the ability to lift heavy things, carry loads, ram doors, win arm wrestlings and in combat the crushing force of your blows, or decides how strong a bow you can pull. 2. Agility Agility measures of how well you can bend your body, the acrobatic skill, the sneaking skill, the quickness of reflexes, and in combat the ability to dodge and react to incoming blows via parry and ripostes. 3. Precision Precision measures the ability of hand eye coordination and general ability to put your learned skills into practical use. Out of combat it is what decides if you are able to open complicated locks without proper keys, or even paint well or decorate your products. In combat it decides how well are you able to hit openings in the armor, or how well can you aim your bow at distance. It is as well extremely important for any magic practitioners because it measures how well are you able to put your magic formulas to use, reducing chances of misfire and increasing the spell power. 4. Endurance Endurance measures the ability of the body to soak damage and stand fatigue, but also resistance to poisons and alcoholics. Between two equally skilled warriors, the combat is often times decided on exhaustion of one or the other opponent and this is the stat that decides exactly that. It also measures ability of running long distances and more importantly in the case of magic users, it measures the ability to draw spellcasting power from the body without collapsing or inflicting damage on oneself. Stat points explained Stats generally measure the physical ability of your character and are ranged from 0 to 10. An average is set at 5, that means a common man or woman would be stats of 5-5-5-5. So what other numbers mean? Let's explain: 0 - This stands for complete inability, a real life threatening obstacle. As in example, if your character has no legs, they probably have agility of 0. 1-2 - This range signifies some inability, a visible, obstructing and limiting one. Heavy limp, brittle bones, muscle atrophy. 3-7 - This is a normal healthy human range without any obstructive effects or anything freaky. 8 - This is a superhuman range. It is still achievable for a human being, but would put you into a slot of a circus freak so to say. In example: this is not even really well trained body builder, it is simply a mistake of nature the trained and fit warriors talk about as a legend. 9-10 - This is a range away from human reach, it belongs to monsters, mutants and freaks of nature. |
Humans: +1 stat point
Halflings: +1 Precision, low social stigma Dwarves: +2 Endurance, -1 Agility, low social stigma Elves: +1 Precision, +1 Agility, -1 Endurance, medium social stigma Dryads: +1 Agility, +2 Precision, -2 Endurance, high social stigma, double armor penalties. Half-Elves: Choose either the Human or Elven racial bonus. |