Character Creation and Advancement

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What you need

Great! You made it. Time to take the character from your imagination and put it to paper! A few things you will need first:

  1. Dice! You need to get a d20 Dice set. Here is a URL to help get you started Google Search for "d20 Dice Set"
  2. A Character Sheet. We have one for free here!

A Character Idea

Often over looked, but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or an "ideal" or "ridiculous" version of you.

There is no pressure to flesh out your character all at once. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shins ensued. You can start your character off with as much or as little detail as you like provided the important bits of the Character sheet get filled out.

It's nice to ask a few questions.

  1. What is your Character's alignment? Is he good or evil? More on this on the Alignment page.
  2. What is your Character's dream, big objective, or end game?
  3. What is your Character's name?
  4. What is your Character's sex?
  5. What does your Character wear?

You can go as deeply into these questions as you like.. or provide a simple answer and move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.

Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet to the right of the "Future Path" title is a series of blanks with the titles directly below 
each blank. Fill in the first few blanks now. "Character Name" "Alignment" and "Player Name" (That's your name in case you lose your sheet at a group event or something). There 
are also spaces for you to fill in "Sex", "Weight", and "Height". 

If you feel stuck here that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.

Ability Scores

Table: Ability Score Modifiers
Ability Score Modifier
1 –5
2–3 –4
4–5 –3
6–7 –2
8–9 –1
10–11 0
12–13 1
14–15 2
16–17 3
18–19 4
20–21 5
22–23 6
24–25 7
Table: Ability Score Costs
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17
Table: Ability Score Points
Campaign Type Points
Low Fantasy 10
Standard Fantasy 15
High Fantasy 20
Epic Fantasy 25


The next step is the foundation of your Hero; their ability scores. These scores are explained in more detail here. They sum up a Character's generic abilities ranging from Strength to Charisma. They are also used to decide a wide variety of details and stats used in your character's actions throughout the game.

'''Editing Character Sheet (Ability Scores)''': Read the sections below for different choices, and more details on setting up your ability scores. The Ability Scores section of the 
Character sheet is on the first page near the top just below the "Future Path" title. It is a vertical column starting with STR and ending with CHA. Each Ability has a 
SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. To get your scores, roll 4d6 (four, six sided dice) remove the lowest roll and add the 
other 3. Do this 6 times so that you end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. 

It is ultimately the choice of the GM to decide how Characters choose ability scores. So, the below section is more for the GM to read than a player. If you want to be the GM or just want to roll up some Character sheets for fun, then by all means read ahead. If not, skip to: Choose A Species

The Crit Range of the Weapon

There are two primary ways to decide Ability Scores. Of course, table top games and the d20 system have been around for a while and so naturally over time there have been lot of additional rules added. During gaming the GM may want to create a "High Fantasy" or "Low Fantasy" like setting. "High Fantasy" simply means the stats on average are going to be higher and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a "Low Fantasy" game you may have a less powerful character that is closer to the average Joe. Some people may argue that having a lower fantasy hero overcome greater odds is even more epic, but it all depends on the style the GM and Players want to play.

The two different systems below accommodate for both "Low" and "High" fantasy play styles. Both are sure to be fun!

  1. Dice roll. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.
    1. You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most.
    2. The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high.
    3. The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.
  2. Point Buy. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered "average" or "normal" level for that ability.
    1. The amount of points given to the player to spend can change depending if the GM wants to play in a "Low","Standard","High","Epic" level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.
    2. You can have players start out at 9 or 8 instead of 10. The ability score isn't just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn't that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.

Both "Dice roll" and "Point Buy" have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may "Power Roll" super high scores. But on the other hand this removes a certain amount of individuality by creating a more "cookie cutter" character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing.

In the end its up for the GM to deiced. "Dice Roll" or "Point Buy".

Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by Species you pick. You pick a species in the next section. But don't forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.

Editing Character Sheet (Ability Modifier): Below is a list of what a Ability Score's modifier is. The math for this is also: "(ability/2) -5 [round result down]". Normally we 
wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score.

Choose A Species

At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes.

Choose A Base Class

Base Classes are in the Future Hero Base Class section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is.

The choices in summary are as follows:

Picking a Base path helps define your Character's path and direction. However this isn't a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement.

Editing Character Sheet (Path): Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: "Character Classes and Levels". Here you will put what Path you take and your level in it. For example: "Path of Strength - Lvl1"

Editing Character Sheet (HP): The Base class informs the character a lot about how a Character is to advance including there "Hit Die". This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP. You can now take your Base Classes Hit Die's maximum and add the CON modifier to get the your Character's total HP at level one and then record that to the right of the black "HP" square where it says "Total".

Advance Classes

Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.

You can read up more on choosing an Advance Class below in the Character Advancement section.

Allocate Skill Ranks

Skill rules can be exampled in the Skills Basics page and the skill list can be found on the Skills page.

On the Future Hero Base Class page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change.

The amount of starting skill points your character gets is based on what your Base class is. There is a section labeled: 'Skill Points at Each Additional Level' that will tell you the number of skill points you get. If you are a level one Strong Hero (Path of Strength) then its '3 + Int modifier'. If you are starting out as a level 10 hero then you add up the skill points for all 10 levels.

Note: If you choose to Multi-Class your base class (more on that here) You get the number of skill points allowed by what Base class you deiced to take a level in.

Editing Character Sheet (Class Skills Box): Too the right of the first page of the Character Sheet there is the Skills list. Notably the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills.

Once you have identified what your Class Skills are you can spend your skill points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to "unlock" it which requires spending 1 additional point. Class skills are already unlocked. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill.

Note: The +3 bonus gained by having at least one rank in a Class skill (see more about skill rules here is considered to be categorized under 'misc' and does not count as an actual rank but just a bonus on a skill check roll.

Editing Character Sheet (Skill Ranks): Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simply add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the Skills Basics page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill bonus is in the "Misc" column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.

Editing Character Sheet (Skill totals): You may notice that there 4 bank columns for skills. In order they are: 'Total Bonus', 'Ability Mod.', 'Ranks', 'Misc Mod.'. Once you are doing spending your skill points its a good time to fill in the blanks where they apply. If its a class skill and you have placed a rank in it you can go ahead and add the +3 to the 'Misc Mod' as well as your character's ability modifier under the 'Ability Mod.' column. Then you can add up the total. That total is the number you will add to a skill check roll. However if ask how many ranks you have in a particular skill that is only the number under the 'Ranks' column.

Choose Feats and Talents

Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man's Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the Feats page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in "trees". Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree. Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick.

Talents

Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table.

Editing Character Sheet (Talents): Located on the second page of the Character Sheet underneath the panel for "AC Items" and slightly to the right is the "Feats and Talents" section. Here you can record both Talents and Feats that your character gains overtime.

Feats

Determine how many feats your character receives, based on his class and level, and select them from those presented in Feats.

Editing Character Sheet (Feats): Located on the second page of the Character Sheet underneath the panel for "AC Items" and slightly to the right is the "Feats and Talents" section. Here you can record both Talents and Feats that your character gains overtime.

Determining Wealth and Getting Equipment

Determining Wealth

In order to determine starting wealth you first should pick a Profession linked here. You do not need to pick a Profession to have a starting wealth if you do not want too. You can start with $3,000 with wealth to spend. Or you can start with 0 but have roughly $3,000 worth of equipment. Or you can roll for starting well.

1d20 + Profession Skill + Wisdom.

Starting Wealth: Total * 250

Note
If you do not pick a Profession you will not have a credit score. Which means that your character will have to live off whatever possible Wealth may come through the adventures had in the game. This may play well into some character types but not all. The Profession and Credit system as setup so that players could roll-play there characters that have jobs/occupations and be able to acquire expensive items such as space ships or other vehicles/really big expensive things without completely relying on Wealth through adventuring.

You can also negotiate with the GM on this. Perhaps you want a character that has had to take a lot of loans out in order to get a ship. So you want to start out with a character already owning an expensive piece of equipment put little spare cash. The important part is to make sure the Player communicates his/her items/Bonus Wealth/Credit score to the GM and not own things well beyond there Credit score would allow for there level. At least not with GM consent and likely a good story to explain why.

More about using and spending wealth on the Wealth page.

Editing Character Sheet (Wealth): On the second page at the bottom left hand corner is the "Wealth" panel. In this box is "CREDIT SCORE" and "BONUS INCOME".

Getting Equipment

I have not yet finished finalizing items especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the "Wealth and Equipment" category to the left of the Future Path Wiki.

Determining, Initiative, Attack Values, Defense Values

Initiative

Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a luck with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the Combat page.

Editing Character Sheet (Initiative): Your Initiative is located below the "HP", "Wounds/Current HP", "Non-lethal Damage" sections. Your Initiative is normally your Dexterity and Wisdom Modifier.

Attack Values

There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the Combat page.

Ranged Attack

Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex.

Editing Character Sheet (Ranged Attack): You record what your Ranged Attack bonus currently under "Base Attack Bonux" However this will change as the character sheet is under going changes.

Melee Attack

Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.

Editing Character Sheet (Melee Attack): You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack).

Defense Values

There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the Defense and Combat pages.

Ranged Defense

Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers.

There are also states that you can be in that change your Defense. There is your "TOUCH" defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also "Flat-Footed" representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)

Editing Character Sheet (Range Defense): Currently you can edit the "Ranged Defense" in the "AC" Section of the Character sheet and below that is the "TOUCH" and "Flat-Footed".

Melee Defense

Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up).

Editing Character Sheet (Melee Defense): Currently you can edit the "Melee Defense" in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.

Finial Description and Personalities

One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn't very "noob" friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together.

Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end.

So why bother writing this down on a character sheet? There are no rules for this right? Well there are Traits and Difficulties. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.

Editing Character Sheet (Description/Personalities): On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.


Advancement

Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These represent the speed at which the GM wants the Player Characters to progress.

Table: Character Advancement
Character Level Experience Point Total Feats
Talents*
Ability Score
Slow Medium Fast
1st Talent
2nd 3,000 2,000 1,300
3rd 7,500 5,000 3,300 Feat
4th 14,000 9,000 6,000 1st
5th 23,000 15,000 10,000 Talent
6th 35,000 23,000 15,000
7th 53,000 35,000 23,000 Feat
8th 77,000 51,000 34,000 2nd
9th 115,000 75,000 50,000 Talent
10th 160,000 105,000 71,000
11th 235,000 155,000 105,000 Feat
12th 330,000 220,000 145,000 3rd
13th 475,000 315,000 210,000 Talent
14th 665,000 445,000 295,000
15th 955,000 635,000 425,000 Feat
16th 1,350,000 890,000 600,000 4th
17th 1,900,000 1,300,000 850,000 Talent
18th 2,700,000 1,800,000 1,200,000
19th 3,850,000 2,550,000 1,700,000 Feat
20th 5,350,000 3,600,000 2,400,000 5th
*The Talents and Feats are for Base Classes Only and do not show other Talents/Feats gained by other means


Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.

Your Base Class lets you know how many skill points you get at each level. This should be the same number of skill points that you got to spend at level 1.

Your Base Class also lets you know how much HP you get. There are multi ways to add HP and your GM usually will state which type which will probably be inspired by either its a Low,Regular,High Fantasy setting.

  1. Low: You roll for your HP at each level. Using the "Hit Die" and then you add your CON modifier for the total amount you get to add to your HP.
  2. Regular: You automatically take 1/2 of your maximum roll using the "Hit Die". For example if you hit die is a d8 then you automatically take a 4 and then add your CON modifier for the total amount you add to your HP.
  3. High: You automatically take your maximum roll using the "Hit Die". Just like regular except you now you do not have to divide by two. For example if your hit die is d6 you get 6 + CON Modifier for the total amount you add to your HP.

If you get a Talent you have to select a talent associated with your Base Class.

If you get a Feat you must select from the Feats page and follow all the prerequisites.

If you get a specially ability usually it is just automatically added.

Editing Character Sheet (Advancement): All the above things have there place on the character sheet. As they where described in the sections above regarding Character Creation. Make sure to add all this too your Character sheet. A common moto among GM's is: "If it isn't on your sheet... it isn't on your Character".

Remember that you can also choose Advance Classes when they become available. There are 4 different types of Class Types. Base Class, Advance Class, Prestige Class, ArchType. More of this in the Advance Classes