World intro: Creating a Character
Below is everything you need to know to become a player in the universe used in the "A Fading Reality" campaign.
GENERAL
This is a fantasy world that has expanded to the point of interstellar travel. There are now many colonized worlds and many more explored ones. A few great travelers in the past century are said to have left the galaxy. Many rumors surround such ventures so that it is impossible to tell what is really there on the outside.
Character creation, magic, and technology
SENTIENT SPECIES
Each species will have a description, and then their skill bonuses/penalties on the core skills below, next to a + or -, where 0 is average. The in game effect is not a simple bonus derived from that, but varies depending on the skill and situation. The numbers are simply to show the variance. Lastly any special abilities are noted.
Human: Humans were, along with the orcs, one of the first races to evolve to sentience millions of years ago. Humans are slightly stronger than average, but are not the strongest by far.
Strength +2
Agility 0
Persuasion 0
Intelligence 0
Magic 0
Athletics +1
Technology +2
Pilot -3
Special: Diplomacy: Though technically not an ability of the character, humans are the most prominent species in the galaxy. Since it is easier to converse with someone of your own kind (even with a universal translater), it is worth noting that humans will be more likely to run into someone that they can relate to.
Orc: The other of the two oldest races, orcs are in general brutal creatures, though in modern times many are moving towards a sophisticated manor. Orcs are the strongest race, but not particularly suited to any form of mechanics.
Strength +15
Agility -1
Persuasion -2
Intelligence 0
Magic 0
Athletics +1
Technology -5
Pilot -1
Special: -NONE-
Intellectual orc: Viewed as a separate race for simplicity, these orcs tend to be geniuses, though they have almost no physical strength,
Strength -5
Agility -1
Persuasion +1
Intelligence +12
Magic 0
Athletics -1
Technology +2
Pilot -5
Special: -None-
Elf: Elves have at least a little skill in almost everything... Except technology, which they just can't seem to figure out.
Strength 0
Agility +1
Persuasion +2
Intelligence +4
Magic +4
Athletics +1
Technology -6
Pilot -4
Special: -NONE-
Dwarf: Dwarves are straight foreword, and too the point, they have a lust for riches unmatched my most other races. They are also suited for fighting in any form.
Strength +5
Agility +4
Persuasion -2
Intelligence 0
Magic -2
Athletics +2
Technology -3
Pilot -2
Special: Weapon adaptation: Half penalty for lack of proficiency.
Halfling: Halflings practically invented thievery. They are a later race, as they evolved from a group of humans who were stranded out on an island far from any easily reachable shore at the time. Halflings also have a small amount of magical skill. Do to their small size, they are weaker than most races.
Strength -7
Agility +5
Persuasion 0
Intelligence 0
Magic +1
Athletics -2
Technology 0
Pilot +1
Special: --NONE-
Krekall: In essence, lizard people. This is the only sentient alien race that has been discovered as of yet. Krekall are spectacular pilots, but are not particularly magically attuned.
Strength 0
Agility 0
Persuasion 0
Intelligence 0
Magic -5
Athletics 0
Technology 0
Pilot +7
Special: -NONE-
Crossbreeds: Species crossbreeding is possible (and common in some cases). Simply notify me if you would like to be a crossbreed and the races you would like to blend and I will work on creating a template. You may be, say, one quarter this, half that, and a quarter something else... But keep in mind that it means it will take me longer to come up with a template and might get rejected if it is just ridiculous.
SKILLS
This is a simple enough concept, as it uses the traditional skill point system. At each level you get 10 skill points + 1d6 + your level. Then you assign the skill points gained to the skills below. If you attempt to use a weapon type that you have no skill points in you get a -6 penalty on accuracy. Again, this is only to show the varience rather than the actual modification to the dice. The possible skills are below.
Pistols
Rifles
Heavy weaponry
Ship weaponry
Thrown weapons
Jump
Climb
Computers
Diplomacy
Speed
Fire magic
Earth Magic
Air Magic
Pilot
Intimidate
Endurance
Strength
Agility
Persuasion
Intelligence
Magic
Athletics
Technology
Pilot
MAGIC
The information here is relatively short, but still needs to be included:
When casting magic you can attempt anything you like, but the more powerful the spell is, the less likely that it will work until you are at a higher magic level. It could even backfire and damage you if you are too careless or cast too many spells in a short period of time. Be warned. Aside from that magic is divided into three groups: fire, earth and air. Below are examples of spells that could be cast within each group:
Air: Air magic is both the obvious (weather, wind, lightning, and such), as well as healing, the second sight, and water based spells.
Fire: Fire can be simple and destructive, or a useful refined tool. It can light the way, or burn it into oblivion. Fire magic can be used to destroy, to cast light, or to strengthen the mind
Earth: Earth can focus on the force of stone and dirt, or even meddle with what is within the soil. Necromancy, for example, is a branch of earth magic.
Combinations: There are certain spells that require knowledge of two, or even all three of the magical skills. I'll leave it up to you to gage what spells need what kind(s) of magic.
GENETIC ENHANCEMENTS
If your character has a military background, you are eligible for these. They make your character much more powerful but, as you will learn later on, they have some unexpected repercussions.
Soldier: The traditional enhancement, improves speed, strength, and endurance.
Speed +2 per LV
Strength +4 per LV
Endurance +4 per LV
Battle mage: Enhanced in connection to the magical world.
Fire magic: +5 per LV
Earth Magic +5 per LV
Medic Mage: These mages focus on healing magic and helpful winds to carry them quickly to those in need.
+8 Air Magic Per LV
+2 Speed Per LV
Scout: Enhanced speed and agility.
+5 Speed
+5 Agility
EQUIPMENT/CURRENCY
The current currency of the united galaxies are simple round coins constructed only using a specific super hard metal found only on three planets. All planets containing the metal are under governmental control. All coins are exactly the same size. Below is a list in ascending order of the value of the markings on the coin.
1 hashmark-Name:Ort-smallest-You'd be hard pressed to find something you can buy with this.
2 hashmarks-Name:double Ort-Ortx2-You could get a very small snack with this.
3 hashmarks-Name:triple Ort-Ortx3-Still wouldn't get you much
X covering one side-Name:Slich-Ortx10-Meager meal (most common currency)
X covering both sides-Name:Khel-Slichx3-Decent meal, cab fee, small bribe.
Crown on one side-Name:Crown-Slichx5-Cheap weapon
Concentric circles on both sides-Name:Ghan-Crownx10-Expensive weapon, inter planetary cab fee.
Face of any planetary leader-Name:Lord-Gahnx100-spaceship, house, land.
You begin the game with 3d6 Gahn. Below are weapons and equipment, supplied with explanations.
Misc Equipment:
Universal translator: 1 Crown, 1 Slich. There being six different races, and even more dialects, this is almost a necessity.
Backpack: 2 triple Ort. You need some way of carrying your stuff.
Medic's kit: 1 Khel. All the basics for keeping someone alive or treating a wound.
Computer slab:1 Gahn. A small slab of electronics that is basically a personal computer
Computer Program: 1 Crown. Anything from image editing, to scanning, to hacking devices. Prices and availability may vary depending on what you want, however.
Sight: 1 Khel 1double Ort. A simple magnification system of sight for a rifle or heavy weapon.
Laser Sight: 2 crowns. Perfectly aligned, gives a huge accuracy bonus.
Cable dispenser: 1 Slich. 10 Yards of strong cable, plus a small suction cup that can be attached to the end.
Strength tape: 2 double Orts. A roll of very strong tape.
Basic tools: 1 Khel. Can be anything from engineering, to climbing, to programming. Prices may vary depending.
Other: above are the basic things with set prices, clothing and everything else varies/is too time consuming and trivial to write here. If you want it, ask, I will tell you whether it is available, and the price. Then I will add it on here. In this way the things you can buy will always be expanding. The same goes for all other sections (such as weaponry), but odds are some massive custom super gun will be more than you could afford without having just earned something massive.
Weapons:
Basic pistol: 1 Crown-Pistol- A simple pistol, with a decent rate of fire. Loads all basic ammunition.
High powered pistol: 1 Crown 1 triple Ort-Pistol- Works the same as the basic pistol, but bullets deal more damage. Loads all basic ammunition.
Laser pistol: 1 Crown 1 Slitch-Pistol- As basic pistol, but less damage. You never need to buy ammo though it refracts light from the surroundings. Useless in a dark room.
Rifle: 2 Crowns-Rifle- Similar to basic pistol, but more damage, accuracy, and higher rate of fire. Loads all Basic ammunition.
Laser rifle: 2 Crowns 2 Slich-Rifle- Same improvements to laser pistol as rifle is to basic pistol.
Sniper rifle: 1 Gahn-rifle- Gets a penalty to accuracy unless you take time to aim. If you do aim you gain a very large bonus to accuracy, and a large chance of critical hits. Loads all basic ammunition.
Laser sniper rifle: 1 Gahn, 2 Crowns-rifle- As Sniper rifle, but with the same bonuses and penalties applied to all laser weapons.
Shotgun: 2 Crowns 1 triple Ort-rifle- Very powerful, especially at close range. Loads shotgun ammunition.
Semi-automatic rifle: 2 Ghan-rifle- Rapid fire, decent power. Loads all basic ammunition.
Semi-automatic laser rifle: 2 Gahn, 2 Crowns-rifle- As semi automatic rifle, but laser/light powered.
Portable rocket launcher: 1 Gahn-heavy weapon- Fires rockets.
Laser cannon: 3 Ghan-heavy weapon- As laser weapons, but fires a thick, strong, beam.
Ammunition/Grenades:
Simple clip (12): 1 triple Ort-Basic ammo- Nothing special.
Shattering bullets (12): 1 triple Ort 1 double Ort-Basic ammo- Shards of lead flake off into the body as the bullet enters.
Exploding bullets (12) 1 Crown-Basic ammo- Explode upon contact with liquid (namely blood).
Larger clip: every type of basic ammo can be bought with a double sized clip for twice the price.
Buckshot(4): 2 triple ort-shotgun ammo- Slow to load, but the only ammo that works with a shotgun.
Basic Rocket(1): 1 Slich-Rocket- Kaboom, what more can I say?
Heat seeking rocket(1): 2 Crowns-Rocket- Highly effective against vehicles.
Grenades(3): 1 Crown-Thrown- Basic thrown explosive.
Frag Grenades(3) 1 crown 2 slith-Thrown- As grenades, but throws out shards of shrapnel.
Armor:
Basic protection: 3 Crowns- A light vest that could protect from most weak attacks, as well as similar protections for upper arms and legs.
Simple armor: 1 Gahn- Same as basic protection, but with helmet, boots, and full leg/arm protection.
Basic heavy armor: 3 Gahn- Same as simple armor, but has a chance of blocking even the strongest attacks (though no guarantee). There is the tradeoff of being extremely heavy, however.
There are many other types of armor, but these are usually only accessible through joining militant organizations that have these specially made.
FINAL FEATURES
Lastly, just describe gender, manner, looks, and any other basic information that comes across without talking to him/her.
When you have completed all of this send it to me (morcachomrin@gmail.com) and I will check up on things and send you information on the planet your character will start on and we can work on a backstory together.
Thanks for playing-Morcac
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