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The following guidelines detail the standard
guidelines for how to create a starting
character for my typical High Fantasy Campaign.
This document is relevant to my campaigns;
check with your GM before making a character
for guidance on what is appropriate in their
campaigns.
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STARTING POINTS
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Starting Guidelines
50 Base Points |
75 Points
(Not including Race Package Deal) |
Starting "1st Level"
Characters
have up to 125 total points |
All points over and above 125
Character Points are Experience |
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Check with your GM to determine if the campaign
will start with a higher point total.
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RACE PACKAGE
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Race Packages are covered in more detail
here.
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Select one (and only one) Race Package from
those provided below. Check with your GM
to determine if their campaign has a set
list of available Race Packages.
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Players may not alter their Race Package
Deals without GM permission. However, some
Races have a list of Options provided, and
these are considered to be pre-approved
in my campaigns. A given Option may only
be taken once unless flagged with an asterix
(*).
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PROFESSION PACKAGES
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Profession Packages are covered in more
detail
here.
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A number of Character Templates can be found
here.
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Select one or more Profession Packages from
those provided below or create your character
from scratch using the normal HERO System
Character Creation rules. Check with your
GM to determine if their campaign has a
set list of available Profession Packages.
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MAGIC SYSTEM
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The Magic Systems available will vary from
setting to setting. Confer with your GM
to determine what kind of Magic Systems
your character might choose to start with.
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World of San'Dora
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In
San'Dora campaigns all of the Magic
Systems presented on this site are available,
though all of them are regionally oriented.
Further, some are limited to specific Races
and / or cultures. This will often place
some background assumptions on a Character
practicing that type of Magic.
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EQUIPMENT
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Magic Items are covered in more detail
here.
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Normal, mundane Equipment and Magic Items
on non-Recoverable Charges (called Ephemeral
herein) cost money; consult with your GM
to determine what price list they are using
for their campaign and what items are available
for purchase. Permanent Magic items cost
points if started with and require GM approval.
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NOTE: Any Permanent Magic Item you start
with can potentially be taken away from
you in game, and you lose those points permanently.
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SAMPLE EPHEMERAL MAGIC ITEMS
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Following are a few example Ephemeral Magic
items that would be purchasable with starting
money; xc refers to whatever form of currency
is the "gold standard" used in
a particular setting.
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Potion of Healing: Healing 4d6 to
BODY (40 Active Points); 1 Charge which
Never Recovers (-4), OAF Fragile (Potion
Flask; -1 1/4), Extra Time (Full Phase,
-1/2), Gestures (-1/4), Restrainable (Only
by means other than Grabs and Entangles;
Must be imbibed; -1/4) [1 nr]; Real Cost:
5; Suggested Retail Price: 200 xc
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Potion of Ironhide: Armor (8 PD/8
ED), Hardened (x2; +1/2) (36 Active Points);
OAF Fragile (-1 1/4), 8 Continuing Charges
lasting 1 Hour each which Never Recover
(-1), Extra Time (Full Phase, Only to Activate,
Delayed Phase, Character May Take No Other
Actions, -1/2), Restrainable (Only by means
other than Grabs and Entangles; Must be
imbibed; -1/4), Visible (Metallic Skin;
-1/4) [8 cc]; Real Cost: 8; Suggested Retail
Price: 288 xc
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Elixir of Healing: Healing 4d6 to
BODY (40 Active Points); 16 Charges which
Never Recover (-2), OAF Fragile (Potion
Flask; -1 1/4), Extra Time (Full Phase,
-1/2), Gestures (-1/4), Restrainable (Only
by means other than Grabs and Entangles;
Must be imbibed; -1/4) [16 nr]; Real Cost:
8; Suggested Retail Price: 320 xc
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Perfect Antidote: Dispel Any Poison
Effect One At A Time 50d6 (standard effect:
150 points), any Poison power one at a time
(+1/4) (187 Active Points); 1 Charge which
Never Recovers (-4), OAF Fragile (-1 1/4),
Restrainable (Only by means other than Grabs
and Entangles; Must be imbibed; -1/4) [1
nr]; Real Cost: 29; Suggested Retail Price:
5423 xc
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WEAPONS & ARMOR
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The Armaments rules used in my campaigns
are detailed
here.
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The Weapons List used in my campaigns is
detailed
here.
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Your GM will inform you of what Weapons
& Armor charts they are using for their
campaign.
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NOTE: Deadly Blow and Combat Luck are both
allowed, but have specific limitations upon
how many levels may be taken. This subject
is covered in depth in the Weapons and Armor
document linked to above.
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MONEY
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If using the Price Chart from Fantasy HERO
then Characters start with the equivalent
of 5d6 x 3 gold coins. If using an xD&D
price chart then Characters start with the
equivalent of 3d6 x10 gold coins.
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WEALTH PERK
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If a character has the Wealth Perk, multiply
the randomly determined starting gold by
double the rank of the Wealth Perk to arrive
at a final total starting gold amount. GM
permission is required to take more than
5 points of the Wealth Perk during character
creation, and to be taken at all in any
increment after character creation.
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EXAMPLE: In a campaign using the
FH Price chart, Bullarx the Dwarven Warrior
rolls 22 on 5d6 and multiplies this by 3
for a total of 66 starting gold.
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However Bullarx comes from a wealthy Dwarven
family and benefits from a stipend; thus
he has taken 3 points of the Wealth Perk.
To calculate his total starting gold the
rank of the Wealth Perk (3) is doubled to
6 and then multiplied by the randomly determined
66 starting gold, yielding 396 total gold.
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DISADVANTAGES
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Starting Characters may take up to 75 points
in Disadvantages, and no more than 50 points
worth of Disadvantages may come from any
one category. Disadvantages in Race Packages
do not count against this 75 point limit,
but all other Disadvantages from other Package
Deals do.
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MAGIC USERS
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Magic Users must take a Distinctive Feature
in my Campaigns indicating their status
as Magic Users, which is detectible by appropriate
Detects. Only Magic Users that actually
cast "Spells" or have actual activateable
at will Magical Abilities must do this;
Characters that only make and/or use Magic
Items do not qualify for this Disadvantage.
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The Disadvantage can be worth more points
for some types of Magic Users. A type of
Magic that were persecuted or a type of
Magic User who might be forced into altercations
due to the type of Magic they practice could
take the "Extreme Reaction" option
for example. Similarly if a particular style
of Magic were detectible by more normal
means for some reason, the "Only By
Unusual Senses" reducer could be eliminated.
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Distinctive Magic User: DF: [Magic
User Type] (Not Concealable; Always Noticed
and Causes Major Reaction; Detectable Only
By Unusual Senses; Not Distinctive In Some
Cultures); Disadvantage Total: 5 Points
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ALIGNMENT
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For players more comfortable with the "Alignment"
concept of xD&D and some other similar
game systems, all of the typical "Alignment"
tropes can be handled as Disadvantages.
This is covered in more depth in the
Alignment Considerations document.
It can be ignored in it's entirety by those
uninterested in Alignment.
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World of San'Dora
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In
San'Dora campaigns there are a few
Disadvantages that should be specifically
noted.
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Primal Attunement
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It is allowable, but not common, to take
a Distinctive Feature indicating a connection
with one of four Primal forces (Static,
Entropic, Positive, Negative).
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It is also typical for Characters that have
such a Primal Connection to also take a
Susceptibility to the opposing Primal Node
(Static vs. Entropic, Positive vs. Negative).
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Primal Connection: DF: [Static,
Entropic, Positive, Negative] (Concealable
with Magic, Detectable Only By Unusual Senses,
Extreme Reaction, Not Distinctive in Some
Cultures); Disadvantage Total: 5 Points
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Primal Susceptibility: Susceptibility:
[Static, Entropic, Positive, Negative] Energy,
1d6 damage Instant (Uncommon); Disadvantage
Total: 5 Points
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Elemental Attunement
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Along the same lines, a Character might
want to take similar sorts of Disadvantages,
but based upon the four classic Elements
(Air, Earth, Water, Fire). However, in San'Dora
the four Elements map directly to the four
Primal Nodes. Fire = Negative, Water = Positive,
Air = Entropic, and Earth = Static. Thus,
a player wanting to do this should use the
above "Primal Attunement" based
options instead.
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GROUP RIVALRIES
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Characters can take a Rivalry and associate
it with an entire Group instead of a single
individual. Thus a Character could take
a Rivalry with All Swordsmen, or a Rivalry
with All Archers, or a Magic User might
belong to an order of some sort that has
a long standing rivalry with a competing
group of other Magic Users, etc.
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Such a Group Rivalry almost always qualifies
for the "More Powerful" adder,
and also take a +5 adder on the Disadvantage
called "Group Rivalry". However,
usually such a Rivalry will also need to
take "Rival is unaware of Rivalry"
reducer as well.
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Group Rivalry: Rivalry: Professional
([Group]; Rival is More Powerful; Seek to
Outdo; Rival Unaware of Rivalry); Disadvantage
Total: 5 Points
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