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The Unseen Servant forums • Character Creation: Rules and Discussion [OBSOLETE]
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Character Creation: Rules and Discussion [OBSOLETE]

Posted: Thu Dec 25, 2014 4:41 am
by Norjax
Mutant Future rules, free download

New Characters:

You will begin at first level. Find/create a picture of you character. Mutant animals, Mutant plants, Mutant humans and Pure humans allow for almost any combination of characters. Mutant humans who look like Pure humans, but have "super hero" type powers, are known as Near humans in the Wretched Regions. If you chose to play a mutant, I will select appropriate mutations based on the character’s picture. I'm open to almost anything, but androids will not be available as characters.

I’ll use the current Guardians of the Galaxy movie as character-type examples:

Peter = Pure Human
Gamora = Mutant Human
Drax = Mutant Human
Groot = Mutant Plant
Rocket = Mutant Animal

A Near Human mutant example would be Magneto from the X-men.

Roll 4d6 (drop the lowest die) six times. Arrange in any order.

Roll starting gold per the Mutant Future rules (p10) and equip you character. You do not need to buy clothes, including gloves and footwear.

I will award additional items based on character background.

Post your character using the format example under “Characters”.

PM me with any additional questions.

Pure Humans:

+3 to any three ability scores, not just CHA, INT & CON. The maximum CON of 18 still applies.

Special Ability: +2 bonus to hit with a class of melee or ranged weapon selected at character creation (a firearm would be considered a type of crossbow for the purpose of this ability).

Returning Characters:

Characters from the first MF adventure are now at 2nd level with 3001 XP along with miscellaneous coin and gem worth 50gp (the individual break-down is up to the player).

EDIT: If you were given armor or weapons in Caston, they allowed you to keep them.

All returning characters must roll d100 and d6 for level advancement.

There is also a misc. "treasure" list that will have to be divided among the group:

[*] Powder and bullets for black powder rifle (8 shots, 5% failure)[/strike] to Blixx
[*] 2 Irritant Gas grenades (15% failure) (1) to Oor-zak
[*] 1 Fragmentation grenade (10% failure)[/strike] to Oor-zak
[*] 7 revolver bullets (5% failure)[/strike] to Luke
[*] 10 "Razor Head" arrows (1d8+1 dmg.)[/strike] to Frank

Wretched Regions Skills

During Inferno’s character creation, I decided to add player skills into the game.

For our Wretched Regions setting, skill proficiency adds to the ability roll check increasing the chance of success.

Characters will start with 4 skills having a 1st order proficiency. This will add +2 to an ability roll check involving the proficient skill.

EXCEPTION: Pure Humans may choose 6 skills with a 1st order proficiency or 2 skills with a 1st order and 2 skills with a 2nd order proficiency (4 skills total). A Second order proficiency adds +3 to the ability roll check.

Here is a list of skills culled from various AD&D sources. If you have already selected your skills, you may change any skill that you have not used during the course of play. This is not a comprehensive list; we will add as needed.

Post any questions or discussion of the skills.
MUTANT FUTURE SKILLS LIST

First Order Proficiency = +2 Modifier
Second Order Proficiency = +3 Modifier
Third Order Proficiency = +4 Modifier
Fourth Order Proficiency = +5 Modifier
Fifth Order Proficiency = +6 Modifier

Skill Name: Associated Attribute

Acting: CHA
Administration: INT
Alchemy: INT
Alertness: WIL
Anatomy: INT
Arcanology: INT
Agriculture: INT
Ancient Geography: INT
Ancient History: INT
Animal Handling: WIL
Animal Lore: INT
Animal Noise: WIL
Animal Rending: DEX
Animal Training: WIL
Appraising: INT
Armourer: INT
Artistic Ability: WIL
Assimilation: INT
Astrology: INT
Athletics: DEX
Awareness: WIL


Bartering: INT
Begging: CHA
Blacksmithing: STR
Blind-Fighting: DEX
Boating: WIL
Bookbinding: INT
Bowyer/Fletcher: DEX
Bureaucracy: INT
Brewing: INT


Camouflage: WIL
Carpentry: STR
Cartography: INT
Caving: WIL
Ceremony: WIL
Chanting: CHA
Cheesemaking: INT
City Familiarity: INT
Clockwork Creation: DEX
Close-quarters Fighting:DEX
Clothesmaking: INT
Concocting: INT
Cooking: INT
Craft Instrument: DEX
Crowd Working: CHA


Dancing: DEX
Danger Sense: WIL
Debate: INT
Detect Signing: INT
Diagnostics: WIL
Diplomacy: CHA
Direction Sense: WIL
Distance Sense: WIL
Dowsing: WIL
Dream Interpretation: WIL
Drinking: CON


Endurance: CON
Engineering: INT
Escape: DEX
Etiquette: CHA


Falconry: WIL
Fast-Talking: CHA
Feign/Detect Sleep: INT
Fire-Building: WIL
First-Aid: WIL
Foraging: INT
Forgery: DEX
Fortune Telling: CHA
Fungi Recognition: INT


Geography: INT
Glassblowing: DEX
Grappling: DEX
Grooming: DEX


Haggling: WIL
Harness Subconscious: WIL
Herbalism: INT
Hunting: WIL
Hypnosis: CHA


Information Gathering: INT
Intimidation: CHA


Juggling: DEX
Jumping: STR


Languages, Ancient: INT
Languages, Modern: INT
Law: INT
Light Sleeping: CON
Local History: CHA
Locksmithing: DEX
Looting: DEX


Meditative Focus: WIL
Military Science: INT
Mining: WIL
Mountaineering: WIL
Musical Instrument: DEX
Mutant Knowledge: WIL
Mutant Lore: INT


Navigation: INT
Necrology: WIL
Night Vision: WIL
Numerology: INT


Observation: INT
Omen Interpretation: INT
Omen Reading: WIL
Oratory: CHA


Painting: DEX
Papermaking: INT
Persuasion: CHA
Pest Control: WIL
Philosophy: WIL
Planar Direction Sense: WIL
Planar Sense: WIL
Poetry: INT
Politics: CHA
Pottery: DEX
Prophecy: WIL


Reading Lips: INT
Reading/Writing: INT
Religion: WIL
Research: INT
Rhetoric: CHA
Riding, Airborne: WIL
Riding, Sea-based: DEX
Rope Use: DEX
Rowing: STR
Running: CON


Scribe: DEX
Sculpting: DEX
Seamanship: DEX
Seamstress/Tailor: DEX
Set Snares: DEX
Shamanistic Ritual: WIL
Sign Language: INT
Signalling: INT
Silk Making: DEX
Singing: CHA
Smelting: INT
Soothsaying: INT
Sound Analysis: WIL
Stonemasonry: STR
Storytelling: CHA
Survival: INT
Swimming: STR


Tactics: INT
Tattooing: DEX
Tightrope Walking: DEX
Tinkering: WIL
Time Sense: WIL
Toxicology: INT
Tracking: WIL
Trail Marking: WIL
Trail Signs: INT


Venom Handling: WIL
Ventriloquism: INT
Vetinary Healing: WIL
Voice Mimicry: CHA


Water Walking: DEX
Weapon Improvisation: WIL
Weaponsmithing, Tech.: INT
Weaponsmithing, Crude: WIL
Weather Sense: WIL
Weaving: INT
Whistling/Humming: DEX
Wild Fighting: CON
Winemaking: INT

Re: Character Creation Rules and Discussion

Posted: Sun Dec 28, 2014 9:12 pm
by Mimdalf
Blixx - Mutant Human

Blixx will snag the powder and shot from the party treasure, if that's OK and on the d100 he received a 44 and the d6 he received a 4 He spent his 50gp on a pair of old sunglasses, wired together with love and hope.

Re: Character Creation Rules and Discussion

Posted: Sun Dec 28, 2014 10:54 pm
by Norjax
Mimdalf wrote:Blixx - Mutant Human

...on the d100 he received a 44 and the d6 he received a 4
Add 1 to your INT. :)

Re: Character Creation Rules and Discussion

Posted: Mon Dec 29, 2014 3:50 pm
by Mister-Kent
Finally got my picture finished, ready to be empowered ~ (I have no preferences when it comes to mutations!) :D

Image

Re: Character Creation Rules and Discussion

Posted: Mon Dec 29, 2014 7:07 pm
by Grognardsw
Norjax wrote:
Grognardsw wrote: Here are the rolls...
Level gain rolls [1d100] = 100, [1d6] = 2
You have gained +1 to your DEX. :)
On the treasure, I'll pick the revolver bullets given Cthul Hand Luke has a gun.

Thanks.

Re: Character Creation Rules and Discussion

Posted: Mon Dec 29, 2014 10:29 pm
by Norjax
Mister-Kent wrote:Finally got my picture finished, ready to be empowered ~ (I have no preferences when it comes to mutations!) :D
Nice! 8-) Go ahead and roll your ability scores. I'll send you the character mutations.

Re: Character Creation Rules and Discussion

Posted: Sun Jan 04, 2015 2:42 pm
by Dogma
Nor-Jax rolls:

d100 = [1d100] = 42

[url=http://unseenservant.com/default.asp?do ... 11&macid=0]d6 = [1d6] = 2[/url

If no one minds I'll grab an irritant grenade and the frag grenade from the list.

Re: Character Creation Rules and Discussion

Posted: Sun Jan 04, 2015 4:12 pm
by GreyWolfVT
you know the image above looks like Kif from Futurama. :lol: Image

Re: Character Creation Rules and Discussion

Posted: Sun Jan 04, 2015 5:19 pm
by Mister-Kent
I bet they're cousins :D

Re: Character Creation Rules and Discussion

Posted: Mon Jan 05, 2015 3:34 pm
by max_vale
Well, as Frank is an archer; does anyone mind if I snag the Razor-head arrows?

Re: Character Creation Rules and Discussion

Posted: Mon Jan 05, 2015 3:57 pm
by Mister-Kent
That makes sense :) I'm fine with that!

Re: Character Creation Rules and Discussion

Posted: Wed Jun 10, 2015 12:55 pm
by Broggrim
Wretched Regions Skills

During Inferno’s character creation, I decided to add player skills into the game.

For our Wretched Regions setting, skill proficiency adds to the ability roll check increasing the chance of success.

Characters will start with 4 skills having a 1st order proficiency. This will add +2 to an ability roll check involving the proficient skill.

EXCEPTION: Pure Humans may choose 6 skills with a 1st order proficiency or 2 skills with a 1st order and 2 skills with a 2nd order proficiency (4 skills total). A Second order proficiency adds +3 to the ability roll check.

Currently there is no defined “skills list”. You may reference other RPG systems for inspiration, or ask your friendly Mutant Lord for direction and I will help set you up.
Hear is what I was thinking for Bart

Skills
1)Use rope
2)Escape-artist
3)Craft: woodworking/lumberjack
4)Perform: whistling/storytelling

Anyone else pick anything yet?

Re: Character Creation Rules and Discussion

Posted: Thu Jun 11, 2015 3:23 am
by Norjax
Broggrim wrote:Wretched Regions Skills

Hear is what I was thinking for Bart

Skills
1)Use rope
2)Escape-artist
3)Craft: woodworking/lumberjack
4)Perform: whistling/storytelling
Those look good. Go ahead and add them to your character sheet.

Re: Character Creation Rules and Discussion

Posted: Fri Jun 12, 2015 2:23 pm
by Broggrim
Changing #2 to Medic/first-aid.

Skills
1)Use rope
2)Medic/first-aid
3)Craft: woodworking/lumberjack
4)Perform: whistling/storytelling

Re: Character Creation Rules and Discussion

Posted: Fri Jun 12, 2015 6:06 pm
by max_vale
For Frank I think I'll go with the 2 skills 1st order proficiency and 2 skill with 2nd order proficiency;

Let's try:

1st Order:

-Fishing
-Bowyer/Fletcher

2nd Order:

-Survival
-Hunting

Re: Character Creation Rules and Discussion

Posted: Fri Jun 12, 2015 11:00 pm
by GreyWolfVT
Does not appear I have put any on Jack but for now I'd say survival, tracking and not sure on the rest of my skills for him since he was a lawman before maybe someone has some sort of suggestions.



1.survival
2.tracking
3 ?
4 ?

Re: Character Creation Rules and Discussion

Posted: Sat Jun 13, 2015 12:56 am
by Norjax
GreyWolfVT wrote:Does not appear I have put any on Jack but for now I'd say survival, tracking and not sure on the rest of my skills for him since he was a lawman before maybe someone has some sort of suggestions.
You could keep slots in "reserve".

I'm allowing the unrealistic option of selecting the skills during the adventure when you think your character would need them. Initial skills only. All future, earned skill slots would have to be selected in advance and learned from a paid trainer of sorts.

Re: Character Creation Rules and Discussion

Posted: Sat Jun 13, 2015 1:01 am
by GreyWolfVT
alright so for now i can take those two but is there one for lawkeepers? or something? :D

Re: Character Creation Rules and Discussion

Posted: Sat Jun 13, 2015 3:14 pm
by Norjax
GreyWolfVT wrote:...but is there one for lawkeepers? or something? :D
These skills are a W.I.P., so come up with something logical.

Re: Character Creation Rules and Discussion

Posted: Sat Jun 13, 2015 3:20 pm
by Mimdalf
Blixx


Skills No Way!

How about

Skills:
Ancient English (He can read but there will be words where he has no point of reference, i.e. what does "nuclear" mean?)
Flying (Ability does not mean you have the skill, best to have both)
Cooking (Have you tried my Honey roasted spidergoat?)
Tinkering (Blixx was raised in a tinkering community, re-purposing all manner of gear)