End of Days RPG

A Mutant and Mastermind RPG


    Character Creation

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    Character Creation

    Post by Gamemaster on Wed 8 Mar 2017 - 22:47

    Before you get started, consider what sort of hero you want to create. What are the hero’s basic abilities? What are the hero’s powers? What’s the hero’s origin? You can draw inspiration from your favorite characters from comic books, television, or movies. Take a look through the powers (here) and see if they inspire a character idea. You may want to jot down a few notes about the sort of hero you’d prefer to play, which will help guide you through the rest of the character design process. (tweaked from page 23 of the handbook).

    Power Level, Power Points and Ranks
    The game functions differently than DnD in the sense that there is no "level". Instead, you get a number of Power Points (PP) to spend on Ranks for the various things outlined below. PP is determined by the game's Power Level (PL 1 = 15 PP, PL 2 = 30, ect.). This campaign will start at Power Level 8, which means you will have 120 Power Points to spend. Instead of getting experience points, you will get Power Points. Once you have acquired 15 PP, you will have reached Power Level 9. This matters because you are limited to how many ranks in a given area you can have (outlined at the end).

    There are 5 things to spend points on.
    1. Ability (pg. 55)
    Basically attributes like str, dex ect. Click here to learn more about Abilities.
    2. Defense (pg. 58)
    Various forms of "AC". Click here to learn more about Abilities.
    3. Skill (pg. 61)
    Basically the same as in DnD. Click here to learn more about Abilities.
    4. Advantage (pg. 79)
    Basically feats. Click here to learn more about Abilities.
    5. Powers (pg. 91)
    Self explanatory. Click here to learn more about Abilities..

    The starting power level for this campaign is 8, which means you have 120 PP to spend. There are limits based on this as outlined below.

    Skills
    Your hero’s total modifier with any skill (ability rank + skill rank + advantage modifiers) cannot exceed the series power level +10. This includes untrained skill modifiers using only ability rank, and so sets an effective limit on all abilities associated with skills.

    Attacks & Effect
    The total of your hero’s attack bonus and effect rank with that attack cannot exceed twice the series power level. If an effect allows a resistance check, but does not require an attack check, its effect rank cannot exceed the series power level.

    Dodge & Toughness
    The total of your hero’s Dodge and Toughness defenses cannot exceed twice the series power level.

    Parry & Toughness
    The total of your hero’s Parry and Toughness defenses cannot exceed twice the series power level

    Fortitude & Will
    The total of your hero’s Fortitude and Will defenses cannot exceed twice the series power level.


    Last edited by Gamemaster on Thu 9 Mar 2017 - 0:21; edited 3 times in total
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    Abilities

    Post by Gamemaster on Wed 8 Mar 2017 - 23:06

    Ability Ranks
    Each Ability starts out at 0 and can go down to -5 or as high as 20.

    Gain Ranks
    1 Ability Rank = 2 PP.
    To have 5 Ranks in Strength you must spend 10 PP.

    Lose Ranks
    For each point below 0 you reduce an Ability, you gain 2 PP.
    To have -2 Ranks in Strength means you have gained 4 PP.

    There are 8 Abilities
    1. Strength (STR)
    2. Stamina (STA)
    3. Agility (AGL).
    4. Dexterity (DEX)
    5. Fighting (FGT)
    6. Intellect (INT)
    7. Awareness (AWE)
    8. Presence (PRE)


    Click here for more information on Abilities.


    Last edited by Gamemaster on Sat 11 Mar 2017 - 0:58; edited 6 times in total
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    Defenses

    Post by Gamemaster on Wed 8 Mar 2017 - 23:13

    There are 5 Defenses.

    1. Dodge
    2. Fortitude
    3. Parry
    4. Will
    5. Toughness (BASICALLY YOUR HP)

    Defense Rank
    Your base defense ranks are equal to your ranks in their associated abilities. You can increase your defenses above the values granted by your ability ranks by spending power points: 1 power point grants you an additional rank in a defense, up to the limits imposed by power level.*

    The exception is Toughness, which can only be increased above your base Stamina rank using advantages and powers, not by direct spending of power points. This reflects that greater-than-normal Toughness is virtually always some sort of special ability.

    *Dodge and Toughness combined can not exceed twice your power level.
    *Parry and Toughness combined can not exceed twice your power level.
    *Fortitude & Will combined can not exceed twice your power level.

    Click here for more information on Defense.


    Last edited by Gamemaster on Thu 9 Mar 2017 - 0:34; edited 2 times in total
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    Skills

    Post by Gamemaster on Wed 8 Mar 2017 - 23:53

    Skills are basically the same as in DnD. Noting going to go too much into skills (though I will list them all).

    Skill Ranks
    You can buy 2 skill ranks per 1 PP. What that means is for every 1 PP you spend, you can assign 2 skills points among ANY of your skills. So you can spend 1 PP and buy a 1 rank in Acrobatics and Athletics, or 2 ranks in Athletics. Your hero’s total modifier with any skill (ability rank + skill rank + advantage modifiers) cannot exceed the series power level +10. This includes untrained skill modifiers using only ability rank, and so sets an effective limit on all abilities associated with skills.

    List of Skills

    1. Acrobatics
    2. Athletics
    3. Close Combat
    4. Deception
    5. Expertise
    6. Insight
    7. Intimidation
    8. Perception
    9. Persuasion
    10. Ranged Combat
    11. Sleight of Hand
    12. Stealth
    13. Technology
    14. Treatment
    15. Vehicles


    Click here for more information on skills.
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    Advantages

    Post by Gamemaster on Thu 9 Mar 2017 - 11:08

    Advantages are kind of like feats.

    Advantages Ranks
    Advantages are rated in ranks and bought with power points, just like abilities and skills. Advantages cost 1 power point per rank. Some advantages have no ranks and are acquired only once, effectively at rank 1.

    List of Advantages
    1. Accurate Attack
    2. All-out Attack
    3. Chokehold
    4. Close Attack
    5. Defensive Attack
    6. Defensive Roll
    7. Evasion
    8. Fast Grab
    9. Favored Environment
    10. Grabbing Finesse
    11. Improved Aim
    12. Improved Critical
    13. Improved Defense
    14. Improved Disarm
    15. Improved Grab
    16. Improved Hold
    17. Improved Initiative
    18. Improved Smash
    19. Improved Trip
    20. Improvised Weapon
    21. Move-by Action
    22. Power Attack
    23. Precise Attack
    24. Prone Fighting
    25. Quick Draw
    26. Range Attack
    27. Redirect
    28. Set-up
    29. Takedown
    30. Throwing Mastery
    31. Uncanny dodge
    32. Weapon Bind
    33. Weapon Break


    Click here for more info on Advantages.

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