--- meta: true --- # Characters ## Character Creation - Determine initial attributes - Roll for stats - Point buy - Standard array - Determine skills - Can skills be bought during character creation? - Skills are granted by heritage and background - Skills can be granted with qualities - [[03 Lineage]] - Create lineage for players to choose from - Guidelines exist just need to create examples - Could ask Brian, Daniel, or Derek - [[04 Heritage]] - Create heritage for players to choose from - Guidelines exist just need to create examples - Could ask Brian, Daniel, or Derek - [[05 Background]] - Create backgrounds for players to choose from - Guidelines exist just need to create examples - Could ask Brian, Daniel, or Derek - [[Version 0.5/1 Characters/Qualities/00 Qualities]] - Come up with qualities - Some are positive - Some are neutral - They have positive and bad traits - Some are negative - They allow you to get another quality during character creation - [[08 Features]] - Should characters start with any features? - I don't think so. New characters have qualities which grant some abilities but don't have any actual features yet ## Attributes - [[Resolve]] (Mental) vs [[Composure]] (Spiritual) - What is [[Self]] used for? - In general the groups of attributes have one for health, two for checks, and one for abilities - [[Reaction]] is used in combat - [[Stamina]] is used for extended tasks - [[Self]] should fall in this category - Derived attributes - [[Health]] uses [[Body]] (Physical), [[Resolve]] (Mental), and [[Composure]] (Mental) - Need to figure out equation to use - [[Willpower]] is [[Resolve]] and [[Composure]] - Implies there could be derived stats for: - [[Body]] and [[Resolve]] - [[Body]] and [[Composure]] ## Skills - Need descriptions of skills and examples of when they would be used - Most of them are self explanatory - Could ask Brian, Daniel, or Derek ## Character Progression - When to grant xp? - Characters have goals, when they progress their goal during a session they get xp - Don't want to do xp for killing monsters because that sucks - Killing monsters could be part of a goal though which would grant xp - How much xp to grant? - Depends on costs of upgrades and desired speed of progression - Do some math once features are more ironed out - Features - Need feature trees for different archetypes - Need standalone features like the 5e Feats - Some of these should be repeatable - Need to determine cost of all features - Initial values for [[Version 0.5/1 Characters/Features/Weapon Features/00 Weapon Features]] can be used as an example - Weapon features - How should the [[04 Extended Range]] upgrade work? - Attributes - Determine cost of increasing an attribute - Should depend on level of attribute - Skills - Determine cost of increasing skill - Should depend on level of skill - Determine cost of [[03 Skill Expertise]] - This includes language and knowledge skills - Should progression require time on top of the xp requirement? - Maybe for some of them - Language would take time but maybe the time it took was shown by getting enough xp - Might come down to the GM for specific cases ## Party Progression - Should this be based on base building type stuff or actual abilities that the party can do while together? - What kind of abilities would work for a party instead of an individual? - How do you grant xp to a party? ## Rolling Dice - Simple checks are a roll against a DV - Opposed checks are two characters rolling against each other - Extended checks are checks that require a value larger than can be reached in one roll with the goal of it taking multiple cumulative attempts - How to scale the difficulty of this - Two axis of difficulty - Target value - Limited number of attempts - Need to figure out how each axis affects chance of success - How does teamwork work? - Don't like just giving advantage or a flat bonus - Should scale based on the skill of the people helping - Trying again - There should probably be some clearly defined way for characters to try things again - Physical tasks don't really make sense unless something has changed that changes the DV or modifier of the roll - Social tasks cold be tried multiple times if they try a different tactic ## Wounds - Need to come up with tables of wounds with varying degrees of severity - [[Minor Wounds]] - [[Major Wounds]] - [[Fatal Wounds]] ## Actions - Need to make sure action cost makes sense - Get someone to review them to see if they make sense ## Combat - Format combat rules to be more readable - Get someone to review ## Social - Build system based on beliefs - Take inspiration from Exalted ## Exploration - Define character needs - Food - Water - Sleep - Define travel speed - On foot - Mounted - This should change based on terrain - Maybe have terrain types ## Equipment - Review weapon types - Do the categories make sense for arbitrary time periods - Define equipment other than weapons and armor ## Crafting - Crafting should be based on the following: - Raw materiel - What materials are needed to make the thing - This should be measured by [[Bulk]] instead of money to be system agnostic - Knowledge - Does the character know how the thing they're making works - [[Knowledge Skills]] - Skill - Does the character have the skill to make the thing - [[Version 1/Notes/15 Crafting/Crafting|Crafting]], [[Version 1/Notes/3 Skills/Skills/Engineering]], [[Technology]], [[Version 1/Notes/3 Skills/Skills/Science]] - Once a character has met the requirements it takes an amount of time that should be defined based on some trait of the item - Rarity? - Let the gm decide - Need suggestions ### Alchemy - Similar requirements to crafting - Based on properties of natural elements - Plants and stuff - Could be character wants to create "effect" and gm says how much time they'll need to collect the resources if they have required knowledge and skill - Need to define types of effects - Positive and negative ### Materials - Define how material properties interact with each other - Define how much of a material is needed to benefit from the property - Define what kinds of materials and properties there are ## Statuses, Conditions, Ailments - Statuses have levels of severity - Conditions either exist or don't - You can't have levels of being prone - Ailments aren't used yet - Are there effects that don't fall into statuses or conditions? - Get a full list of statuses - Get a full list of conditions ## Allies and Enemies - Player characters are done this becomes quite a bit easier