Point Buy
- 25 point buy
Destiny Points
- Use these whenever you need to succeed...period. You will auto-confirm critical threats, max damage rolls, succeed skill checks and saving throws, break down a wall or door, jump a pit, pull down a star destroyer...you get the idea.
- You get one per level.
- Keep in mind these are less effective on lieutenants and bosses. I will adjudicate all uses.
Hero Points
- As per Pathfinder rules. You will each start with 1. Each level you will gain 1d6+ your level. You can also gain them for story elements (assigned by me), or for every 5 natural 20's you roll. I will attempt to keep track, but if every time you roll a Natural 20, you mark it on your page, that would help tremendously. You may have a maximum number of Hero Points = Level+5.
- For every 5 Natural 1's you guys roll, I add up Hero Points for me to use. Mwahaha.
Defense and DR
- I use Active Defense and Armor as DR rules.
- A Helpless Defender does not benefit from Armor DR, and a prone defender is reduced to 1/2 their normal values for Armor DR.
- Active Defense means you don't calculate your AC as 10+bonuses, you roll a d20 and add the bonuses.
Hit points and Wound points
- HP are calculated at 1st level as 10 + Max 1st Class Level HP’s + Constitution score.
- Vitality is equal to HP. After you take damage, your HP slowly fill up, at the rate of 1 per minute, as your Vitality slowly diminishes by the same amount. This allows you to “catch your breath”, and go again. Your battle longevity doesn’t change, but your days does.
- Wound points are equal to your starting HP - 10. Each level you gain WP equal to your ConMod + 1 for d6 HD, +2 for d8 HD, +3 for d10 HD and +4 for d12 HD. Wound points determine the amount you bless in to the negative, and the % you need to stabilize. They also determine the amount of Clobbered (1/2 WP) and Massive damage you can take in one hit.
Saving throws
- As per 4th Edition, take the greater for your ability scores between Strength and Constitution, Dexterity and Intelligence, and Wisdom and Charisma.
Feats, Flaws, Traits and Drawbacks
- You may take up to two Flaws from Pathfinder or D&D, gaining up to two bonus feats. If you link your page for me, you gain a bonus feat.
- You may take up to two Drawbacks, gaining up to two bonus Traits. If you format your page for me, and put spoilers for description and such, you gain a bonus Trait.
- Power attack is a combat option, available to everyone.
- Weapon Finesse is a style of weapons, anything usable with Dexterity bonuses (rapier, etc.).
- Teamwork feats will be given for free. I'll let you know when.
- Fighters gain Feat boosts as per the Collected Book of Experimental Might.
NPC's
- ChaMod+1 (min 1) & 1 replacement PC
1. Did you make me smile?
I love a truly visceral response. I wanted to see if reading your description made me respond.
2. Did you compel me?
At the end of the description, did I immediately want to know more?
3. Was I reading about Rey or was I reading about Luke Skywalker, Jedi Master in hiding?
Was I reading about someone who was a hero already, or a person ready to have their life interrupted, and caught up in extraordinary circumstances?
I want the characters in this story to feel like Peter Parker before the spider, like Frodo before Bilbo's birthday, like Tony Stark before captivity. They are high school students, and hobbits, and yes billionaires...but not heroes. Vulnerable. But once destiny grabs them by the scruffs of their necks and shakes them like a chew toy, they become something more.
4. The quality of the writing.
I want someone who can use their words in a compelling fashion, who knows how to use a comma, and is not afraid of doing it. Someone who can craft a beautiful description, but can also allow brevity to carry a moment.
5. Did you give me a monster to slay?
This will take a little explaining. I was looking for stories that were compelling, but that also gave me...hints. Moments that I could play with, tug, and scratch at. Something that I could draw a vivid, colorful tattoo on their lives, and have it fit both their character concept, and my story. Something I could use to push their character into places they fear, or scenarios they might be uncomfortable confronting. Driving emotions of guilt, greed, desire, anger. Secrets, misunderstandings and prejudices. I want the greatest monster that you fight in the game to be yourself, and your past.
6. Was your character breathing?
Did the character feel alive? Real. Vulnerable? Could I sense memories hanging un-typed from your character, ready to fill out the corners of their life? This is a hard one to explain, but if you've ever read a story with a lead character you just can't identify with, who is forgettable, it's likely because they weren't breathing, living. They were archetypes, with names and looks and explosions...but not great characters.
7. Did I feel you would work well, and fight well, with others?
I looked at many combinations of characters (and can't tell you how many campaigns I want to run with just two of you, just to have your characters Foil each other, lol). I needed to see where they would work together with common goals, but different motivations, and see where they would conflict, but still cooperate.