
JonGarrett |
2 people marked this as a favorite. |

For living memory the Valley of Dreams has been the domain of the Fey. That all changed a year to this day, when two children were stolen back from the Fey and they came hunting. The catastrophic conflict between the village of Amburn, the Adventurer's Guild and mercernaries hired by the children's father saw resolution only when the children's father decapitated the Fey army, killing there leaders and there finest knights in a scouring magical blast.
Now the Valley of Dreams is out of anyone's control. The beings within the valley that the Fey kept under there heel have taken there chance to rebel. The Fey fight among themselves for the best fiefdoms, the safest sanctuaries. The more mortal races try to encroach deeper into the Woods, but find them far from undefended even when there Fey masters missing or elsewhere.
At the heart of all this the now town of Amburn sits, being rebuilt, a site for those who wish to explore and exploit the Valley to the north.
On this day, the Prismatic Chapter of the Adventurer's Guild is holding there first event to recruit new members to there shattered ranks. The Test of Chaos is an old tradition, and gaining membership offers a lot.
And who knows? It could be fun.
Hi there folks. I'm Jon. Over the last couple of years I've been writing my own Role Playing system, partially out of the boredom of working nights during the last few years. Now it's ready enough that I'd like to run a couple of test games.
So, here am I, asking you guys to help me out. What I need is for people to simply give things a whirl, make a character, and give me feedback on what needs tweeking, what needs fixing, what needs scrapping and the like. Be honest with me, please. You're not gonna hurt my feelings by telling me you think an idea is half baked, especially if you can give me feedback on how to make it better.
The idea of this system is to allow almost any kind of character to be played, with a relatively balanced level of power for each style. There's also a stronger focus on non-violent conflict resolution, although I must admit it's not as developed as I'd like. So, do you wanna play a Wizard in steam-driven power armour? Sure! Partially Undead Teleporting Knight of Fire? Sure! Furious Battle Cat? Sure!
What's more, if there's a concept that the current rules don't cover, then I'm more than willing to start a typing. I can't promise I'll be able to cover every concept - especially if that concept is Unkillable Winning Engine - but for most other things I think we can work something out.
For this test game we'll be using the standard point buy Character Creation with all races, traits, talents and archetypes available. You can find a character sheet Here to help you fill everything out.
I would like to run more than one game, if at all possible. My current intention is to run one game on Paizo, and another on Discord as a play-by-post. If there is enough interest I'd also like to do some voice chat sessions.
I do not intend for these games to be one offs, but something akin to a Westmarch game where new jobs come up and people can accept them - or not - as they please. I have some story threads in mind, so if you're looking for a longer game then it might happen, with enough interest. If you're only up for a one shot that's fine too.
All the current information is Here but feel free to post questions, requests, suggestions and feedback in the thread or on the Discord linked.
Thank's for giving this a read, and I hope you'll enjoy the game.

JonGarrett |

In short? A character to play would be great, if you're happy to try out a test game or simply to try out the character creation. Suggestions for anything you feel is missing would be awesome too. Anything that you think 'Yeah, I can break that and become as Unto Divinity' would be nice to know as well.
The only feedback I'm not working on especially hard is spelling and grammar issues. Feel free to point them out anyway, especially if they're causing confusion on how something works, but there's gonna be a ton of the damned things, and my intention is to work on them once I don't think I'm gonna have to any large overhauls on stuff.

Zanbabe |

Hmm... the stats seem a little bit like warhammer fantasy.
We'll see if it looks good enough to go further than this, but I'll try the dice rolling option. Love me some random stats:
Weapon Skill: 2d10 + 25 ⇒ (2, 7) + 25 = 34
Ranged Skill: 2d10 + 25 ⇒ (7, 8) + 25 = 40
Physical Prowess: 2d10 + 25 ⇒ (7, 7) + 25 = 39
Agility: 2d10 + 25 ⇒ (2, 2) + 25 = 29
Intelligence: 2d10 + 25 ⇒ (8, 2) + 25 = 35
Willpower: 2d10 + 25 ⇒ (8, 5) + 25 = 38
Fellowship: 2d10 + 25 ⇒ (6, 3) + 25 = 34
Hmmm... interesting, and reading more about it, I am liking the system so far.
So, maybe a Nephilim, drawback Natural Born Liar balanced with Refined. Weakness is lying, but is very good at it perhaps.
will have to read up a little more to take it further. Not sure if I want to be adventurer or Skilled... have to look into how the different options balance out. Interesting so far though. I'm liking it.

JonGarrett |

I'll look over character creation later, and see if anything comes to mind for an actual PC. If so, I'll be down for a game.
Thanks, if there's anything missing we'll see what we can create.
sounds interesting...dot for interest
Cool, I look forward to seeing what you think.
Hmm... the stats seem a little bit like warhammer fantasy.
We'll see if it looks good enough to go further than this, but I'll try the dice rolling option. Love me some random stats:
[dice=Weapon Skill]2d10+25
[dice=Ranged Skill]2d10+25
[dice=Physical Prowess]2d10+25
[dice=Agility]2d10+25
[dice=Intelligence]2d10+25
[dice=Willpower]2d10+25
[dice=Fellowship]2d10+25Hmmm... interesting, and reading more about it, I am liking the system so far.
So, maybe a Nephilim, drawback Natural Born Liar balanced with Refined. Weakness is lying, but is very good at it perhaps.
will have to read up a little more to take it further. Not sure if I want to be adventurer or Skilled... have to look into how the different options balance out. Interesting so far though. I'm liking it.
Glad you're liking it, I look forward to seeing what you think.

Simeon |

Weapon Skill: 2d10 + 25 ⇒ (10, 1) + 25 = 36
Ranged Skill: 2d10 + 25 ⇒ (10, 7) + 25 = 42
Physical Prowess: 2d10 + 25 ⇒ (4, 7) + 25 = 36
Agility: 2d10 + 25 ⇒ (8, 1) + 25 = 34
Intelligence: 2d10 + 25 ⇒ (8, 5) + 25 = 38
Willpower: 2d10 + 25 ⇒ (2, 9) + 25 = 36
Fellowship: 2d10 + 25 ⇒ (3, 8) + 25 = 36
Figure I’ll roll some stats too. Those stats don’t look half bad! I’ll do some thinking on what I’ll make.

Brennus the Raven |

Been tossing around the idea of an Awakened Raven magic user of some sort. Could a bird like a raven feasibly wear a ring? Thinking about what option to take for the Foci talent.
Awakened Raven spellcaster? I might have played one or two of those... :D
I'll have to give this a look, see if I have time to make a character.

GM DarkLightHitomi |
1 person marked this as a favorite. |

Not sure how much time I'll have for play, but I'm always up for looking at systems.
A couple things I note immediately from this page,
https://genericum.weebly.com/character-creation.html
I'll look deeper into other stuff later.
It looks good so far.
Don't worry too much, I'm nitpicky and critical, but it's all about helping you do your thing better, but fair warning, I suck at suger coating things.
===
Choose at least one Advantage and Drawback to represent the background of your character, and may select up to a total of 5 each, one drawback for each advantage.
They way you phrased this suggests a player can select a number of advantages, and if they desire it, add disadvantages as well. Naturally, that'll rarely happen, people will take advantages without disadvantages every time.
Clearly not your intent based on later text, thus, the phrasing here should be altered.
There are two possibilities for what I think you might mean.
A) players can choose up to 5 disadvantages, and optionally include up to an equal number of advantages.
B) players can choose up to 5 advantages and disadvantages each, but must be an equal number.
A difference that will matter most with joke characters and those rare players who readily play overly flawed characters.
In either case, a clarifying rewrite would be good.
===
You have the section detailing your ability scores, but you break right in the middle to discuss the option for rolling instead of point buy (before even getting to point buy), then the point buy section has no header, so the point buy details basically seem tacked on to last ability score description with no distinction.
The layout and presentation is vastly more important than people think and it can have a big effect on people's understanding of the rules. Though ignorable in the early stages, until you are ready to start handing out the rules for others to read.
In fact, this alone is one reason I recommend that once you get rules down and your looking to start sharing, you don't run the game yourself, but rather that you have someone else run it, while you silently observe and take notes, answering questions only when asked but with minimum additional detail. This will give you a feel for how other people will understand your rules, and presentation and writing play a big role at this stage.
===
Unarmed Strike talent. You should never have a universal talent that everyone gets. Because that's just a general rule, not a talent.
The exception here, is if you want your system to use the same mechanics for NPCs as well as PCs, but only want PCs and elite/special NPCs to gain the talent for free, in which case you need to clarify that.
===
The little details section mentions the prowess modifier being added to HP, then it goes right into describing the agility modifier without calling it an agility modifier, and several times in that section makes complicated references that can be greatly simplified and clarified by calling them the modifiers.
Additionally, in this section you mention "bonuses and minuses" which just comes off as awkward and childish as those are not opposites of the same concept. You should either go with "bonuses and penalties" or "positive and negative modifiers."

Andostre |

Awakened animals could also have an Aquatic option, although I recognize how hard that term would have to work to support the wide breadth of awaked undersea creatures with the "humanoid" Animal Form. (Everything from a bipedal shark to a land-roaming octopus to a walking sea cucumber.)
But basically, the ability could offer something like the Lizardfolk's Aquatic ability or the Nokken's Amphibious ability.

JonGarrett |

I may have copy and pasted a lot, yes.
But yeah, aquatic animals makes sense.
Not sure how much time I'll have for play, but I'm always up for looking at systems.
A couple things I note immediately from this page,
https://genericum.weebly.com/character-creation.htmlI'll look deeper into other stuff later.
It looks good so far.
Don't worry too much, I'm nitpicky and critical, but it's all about helping you do your thing better, but fair warning, I suck at suger coating things.
===
Choose at least one Advantage and Drawback to represent the background of your character, and may select up to a total of 5 each, one drawback for each advantage.They way you phrased this suggests a player can select a number of advantages, and if they desire it, add disadvantages as well. Naturally, that'll rarely happen, people will take advantages without disadvantages every time.
Clearly not your intent based on later text, thus, the phrasing here should be altered.
There are two possibilities for what I think you might mean.
A) players can choose up to 5 disadvantages, and optionally include up to an equal number of advantages.
B) players can choose up to 5 advantages and disadvantages each, but must be an equal number.A difference that will matter most with joke characters and those rare players who readily play overly flawed characters.
In either case, a clarifying rewrite would be good.
===
You have the section detailing your ability scores, but you break right in the middle to discuss the option for rolling instead of point buy (before even getting to point buy), then the point buy section has no header, so the point buy details basically seem tacked on to last ability score description with no distinction.The layout and presentation is vastly more important than people think and it can have a big effect on people's understanding of the rules. Though ignorable in the early stages, until you are ready to start handing out the rules for others to read.
In fact, this alone is one reason I recommend that once you get rules down and your...
Thanks for the feedback on advantages and disadvantages, I'll re-word that to make it clearer that you take a drawback for each advantage.
I'm not sure why it's showing the ability scores like that, the 'roll for abilities' one should be in a sidebar.
...actually, no, I've just looked at that page on mobile and see the problem. It's not one I'm 100% sure how to fix, as on browser that section is a different colour and in a sidebar. It looks like the current way it's been set up is not entirely mobile-friendly, which is a hiccup I had frankly not considered. I'll consider changing the layout for a few pages in hindsight of that - looks like sidebars simply won't work on mobile.
And yeah, I'll rejig some of the wording to be modifiers. For some reason when I wrote that section I couldn't remember that word. The later mentions are from me clarifying stuff later, but I haven't gone back and re-written the whole thing yet.
...why did I write stuff when I couldn't remember words? It was 5am and seemed like a great idea at the time.
But please, feel free to not sugar coat my mess-ups. While this is never gonna be professionally written, because I'm not a professional and this is never gonna be making me money, I do wanna make it easy and fun to use, and ease of understanding is vita to that.

JonGarrett |

Okie dokie, Awakened Animals now have an amphibious option, the drawbacks and advantages have been clarified to make it clearer that you must take them 1-1, the Roll for Attributes section has been moved and re-jigged so it should look better on mobile (it does on mine) but other similar sections haven't been altered yet, as I'd like to work on how to edit the mobile version (I was only partially aware that the site had a more mobile-friendly version, so I need to play with that) and modifiers have been included in the character creation rules, but probably need to be added elsewhere - the older talents for example. But most of them are due for me to go through, edit and add additional options.
I've left everyone getting an Unarmed Strike as a base talent for now.

GM PaleDim |

For the wizard character I'm working on.
Attribute: 2d10 + 25 ⇒ (3, 7) + 25 = 35
Attribute: 2d10 + 25 ⇒ (10, 1) + 25 = 36
Attribute: 2d10 + 25 ⇒ (7, 6) + 25 = 38
Attribute: 2d10 + 25 ⇒ (2, 8) + 25 = 35
Attribute: 2d10 + 25 ⇒ (3, 1) + 25 = 29
Attribute: 2d10 + 25 ⇒ (8, 9) + 25 = 42
Attribute: 2d10 + 25 ⇒ (1, 1) + 25 = 27

GM PaleDim |

For the psion/psychic character I'm working on:
Attribute: 2d10 + 25 ⇒ (8, 1) + 25 = 34
Attribute: 2d10 + 25 ⇒ (8, 4) + 25 = 37
Attribute: 2d10 + 25 ⇒ (3, 4) + 25 = 32
Attribute: 2d10 + 25 ⇒ (10, 1) + 25 = 36
Attribute: 2d10 + 25 ⇒ (4, 8) + 25 = 37
Attribute: 2d10 + 25 ⇒ (7, 7) + 25 = 39
Attribute: 2d10 + 25 ⇒ (2, 6) + 25 = 33

Andostre |

On the character creation page, under Modifier, the final sentence reads:
If you ever invest enough to increase your Physical Prowess that it was raised to 50 or higher it would then become +5 HP per level.
So, is that extra HP per level retroactive like it is in Pathfinder? For example, if my Physical Prowess is 49 for the first three levels, and then 50 at level 4, would I get the +4 at 2nd level up, +4 at 3rd level up, and then +5 at 4th level up?
Or would it "retroactively" updated so that I calculate +5 for each level up? If it's this latter, you could consider clarifying in the sentence I quoted above to read "...it would then become +5 HP per total level."
*********
On the Leveling Up page, the three-column table only shows up as one column on the two mobile devices that I've looked at. FYI. The second column appears under the first, and third column appears below that. On my laptop (Chrome browser), it's fine.

Andostre |

Sorry if this is buried in a part of the rules that I haven't yet read, but what is the "Healing" box on the character sheets for? Is it supposed to be for current HP, or is it a stat all on its own?
Also, on the Google Doc, at least, does it make sense for the Weapons to have a spot to record their AP?

Andostre |

Multiple Attacks - Especially as you gain levels and gain additional AP you'll find it quite likely that you'll want to make an attack more than once a round. This is perfectly acceptable, and some weapons tend to have low AP costs to allow that, and low damage to go with it. It should be noted that, for each attack from the same weapon, there is a cumulative -10% chance to hit - the first attack will have no penalty, the second will be at -10, the third at -20, etc.
So, if I'm using more than one weapon (e.g., two daggers or one dagger and a natural attack), I can attack with one weapon, and then so long as a second attack in the same round comes from a different weapon, there's no penalty?

Zanbabe |

Question... On the luxomancy halo talent, it looks like rank 4 is either wrong, or I am not understanding it. At rank 1 you get +5% to hit, but at rank 5 it says to increase the bonus to 5% (which is where it already is). Does it maybe mean to increase it by 5% (to 10%)?
___
On the gate talent I think you mean "living matter" rather than just matter in the rank 1 description, because water *is* matter (solids, liquids, gasses are all states of matter). Living matter is problematic too, but you could clarify that clothing and things that are being held come with... and you might want to modify that even further... does intention make a difference, for instance, or if you opened a gate in the ocean would fish just spill out into wherever the other side is from, if a school of them happened to be swimming that way, or would they have to *want* to use the gate? How that works is going to greatly impact gameplay, so it is probably important to get that wording right.
Also, not sure I understand how the initial starting talents work:
This page tells me that I get any 2 combat talents:
https://genericum.weebly.com/character-creation.html
I follow the link to here:
https://genericum.weebly.com/combat-talents.html
and I see magic talents. Mmm. Want me some magic, so I follow THAT link to here:
https://genericum.weebly.com/magic-talents.html
And I see teleportation talents, which looks useful, so I go here:
https://genericum.weebly.com/magic-talents.html#teleportation
and then here:
https://genericum.weebly.com/teleportation.html
... but honestly not sure if I can have these as a starting combat power or not. The links seem to point here, so it *seems* okay from the path I followed, but my mind is going... uh, is this okay for a starting character?

JonGarrett |
2 people marked this as a favorite. |

Adostre - Yup, like in Pathfinder, you'll recalculate your total HP based on your new modifier, and retroactively apply that to your HP. Of course, the downside also applies.
Healing is mentioned...somewhere that escapes me at 6.30 in the morning, other than the Healing talent itself, but obviously needs to be less buried. Because there's no real limit on stuff like casting spells per day I instead limited how often you can be healed - you can be healed the same number as your Physical Prowess modifier, by the way.
Yeah, there should be a slot to list AP on the character sheets for weapons. I'll try and edit it later.
Yes, you can attack with one weapon for 4AP, and then another for 2AP. The only penalty you'll get is the one for making multiple attacks.
Zanbabe
Yeah, it should be adding up to 10 in total. I'll go re-word it in a moment since it's a quick fix.
And yes, you can absolutely take some Teleport talents. It should be noted that only levels 1-3 are available at level 1, with 4th being allowed at level 5, 5th being available at level 10, and 6th being available at level 15.
Is this balanced? I think so? But that's why this is a test game. If we find something is broken or broken at level one, then we'll fix it. I am under no illusion that everything here is gonna work. For low-level teleportation talents, the main issue is the AP cost means you aren't gonna be doing something else and the short distance.
Although if you guys do see anything totally broken, please do tell me. I will swing by Teleportation to double-check it in a bit, but there's only so much theory-crafting I can do.

Zanbabe |

Is it starting talents + race talents + archetype talents, or do some of those overlap in the descriptions?
This is what I have so far, but not sure if I read it wrong.
Starting Talents:
2 Combat (Warrior-Ranged Weapon-Bows, Magic-teleportation-Gate)
2 Social (Utility Magic-Imbue magic / Adventuring-Knowledge magic)
Unarmed Strike
Race (Nephilim):
Angelic Heritage (+10 Willpower, Healing talent chosen (Revive))
--Chastity (+10% Willpower)
--Gluttony (Craft Food)
Archetype (Adventurer):
2 Combat (teleport / teleporting assault)
1 Social (Long Range Teleport)
1 Armor (light)
1 Weapon (blunt)
Need to finish up details, add equipment, read it over again, but I think those are the main character choices... am I doing it right?

JonGarrett |
1 person marked this as a favorite. |

You are, in fact, doing it right. I wanted people to be able to pull off a concept they have from level one, if possible, so there's a bit of wiggle room in the number of talents you get. Since you can only grab ranks 1-3 at the start, and grabbing three ranks in one talent will gobble up a lot of those starting abilities, I figured it should work.

Andostre |

Yes, you can attack with one weapon for 4AP, and then another for 2AP. The only penalty you'll get is the one for making multiple attacks.
Thanks, but it looks like I wasn't clear about the specific question I was asking. Is the multiple attacks penalty the same whether I'm attacking twice in one round with one weapon vs. attacking with two different weapons in the same round? Because the part I quoted above, implies that there's no multiple attack penalty if I attack with two different weapons, but there is if both attacks are "from the same weapon."

Andostre |

It should be noted that only levels 1-3 are available at level 1, with 4th being allowed at level 5, 5th being available at level 10, and 6th being available at level 15.
Can someone link to me where this is spelled out in the rules? I feel like there's a whole section I've missed.
Also, the intro paragraph for General Combat talents needs some work. I'm not sure of everything it's trying to say.
General Talents are one off talents that don't fit under the normal Talent System, which improve with additional investment, but single use abilities which may add a unique ability, bolster a Attribute or other unusual abilities that don't warrant a full Talent tree but would still be rather useful to have,

Andostre |

I'm not sure why it's showing the ability scores like that, the 'roll for abilities' one should be in a sidebar.
...actually, no, I've just looked at that page on mobile and see the problem. It's not one I'm 100% sure how to fix, as on browser that section is a different colour and in a sidebar. It looks like the current way it's been set up is not entirely mobile-friendly, which is a hiccup I had frankly not considered. I'll consider changing the layout for a few pages in hindsight of that - looks like sidebars simply won't work on mobile.
For what it's worth, the Sidebars on the Playing the Game page show up for me, but the sidebar in the Attributes section never did, even before you made the edit to move the Random bit to the bottom of the section.

Andostre |

Okay, I tried creating a full-fledged character. I used the BB Code template on the Resources page (which needs a heading to separate it from the Discord template, by the way), and any comments or questions I have are in OOC text next to the relevant stat.
Jon, overall, I'm impressed! I can tell you put a lot of work into this, and the result is a good balance of simplicity and complex relationships between all the different statistics. On a player's side, there's definitely room to grow as understanding of the system grows.
Character Basics
===============
Name - Lizardfolk Outcast
Age - Young enough to think he knows everything
Race - Lizardfolk
Racial Abilities - Claw and Fang, Scaled Hide, Aquatic, Strongjawed Lizardfolk
Action Points - 6
Hit Points - 15
Initiative - 4 <-- I addedd this line because I didn't see anywhere else to track it. I wouldn't have bothered, except that you specifically call it out under Derived Statistics.
Luck - 10
Healing - 5/5
Armour - 11 (4 racial + 2 armour + 5 physical prowess)
Movement - 4 <-- Movement calculation is found under Character Creation, but the three movement types based on Movement school are found on the Playing the Game page. It would be good to have them in the same place.
Quick Step - 4
Dash - 12
Run - 20
Parry - 50% (45 attribute + 5 shield)
Dodge - 40%
===============
Attributes
===============
Weapon Skill - 45
Ranged Weapon Skill - 30
Agility - 40
Physical Prowess - 50
Intelligence - 19 (= 20 - 5%) <-- -5% is from a Drawback. Should this be a penalty to each roll instead of a -1 to the attribute? Is there a difference mathematically?)
Willpower - 30
Fellowship - 30 (-10 penalty to positively influence people)
Archetype - The Skilled
1st Level Ability - Gain two Skill talents, two Social talents, one Warrior talent with a weapon focus and one armour talent.
4th Level Ability -
8th Level Ability -
12th Level Ability -
16th Level Ability -
20th Level Ability -
Advantages
Advantage 1 - Sharp Senses (smell)
Advantage 2 - Hard to Kill
Advantage 3 -
Advantage 4 -
Advantage 5 -
Disadvantage <-- Every other place on the site that I've seen, this has been called "Drawback"
Disadvantage 1 - Crude
Disadvantage 2 - Curse of the Mind (intelligence) <-- Rank 2 is unlikely to affect me as a Drawback
Disadvantage 3 -
Disadvantage 4 -
Disadvantage 5 -
===============
Combat Talents
===============
Combat Talent- Polearm Talents/Spears
1st Rank - Spears - Grants proficiency with the use of Spear weapons.
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
Combat Talent- (Skill) Herblore/Detoxifying Draft <-- Should "Draft" actually be "Draught?"
1st Rank - The effect lasts for 1d10 plus the characters intelligence modifier. Every 4 rounds make a new Physical Prowess test to remove one rank of a minor condition.
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
Combat Talent- (Skill) Alchemy/Poisons
1st Rank - Poisons - Apply a self-made toxin to one melee weapon or 5 pieces of ammunition. Any target that take damage during the duration from this weapon or ammunition suffers 3 poison damage in addition to the weapon's normal damage. At the start of each of there turns they must make a Easy Physical Prowess test to end this effect or take another 3.
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
Combat Talent- Armour/Unarmoured Defence
1st Rank - Unarmed Armour - Add +2 on top of your Physical Prowess modifier when wearing no armour. <-- I'm assuming that this stacks with the +4 from the Scaled Hide racial ability.
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
Combat Talent- Unarmed Strikes <-- I had to add this Combat Tatlent section (and all below) because of all of the other Combat talents I already head. Is there a limit that I've broken?
1st Rank - Unarmed Strike - Allows an attacker to strike with Unarmed Attacks to inflict 1d5 damage plus Physical Prowess bonus. These attacks cost 4 AP.
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
Combat Talent- Natural Attacks
1st Rank - Natural Attacks - Grants proficiency with the use of natural attacks, inflicting the stated amount of damage for 4AP.
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
Combat Talent- Grapple
1st Rank - Grapple - The attacker makes a Weapon Skill check taking 4AP opposed by the target making an agility or Physical Prowess check. If the defender wins then nothing happens. If the attacker wins the target is Grappled, doubling the AP cost of any action they wish to take and they are unable to Dodge or Parry. If the Grappled person wishes to break free they must again make the same opposed test, this time costing the character wishing to break free 4AP.
The Grappler must spend 2 AP to maintain the grapple, and can use any attacks that only require one hand on either the grappled target or someone else in range. Neither can move willingly, but if one is forced to move the other moves as well.
The Grappler can break the hold for free on there turn.
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
Combat Talent- Attribute Increase (Physical Prowess)
1st Rank - Add +5 to the chosen attribute.
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
===============
Social Talents
===============
Social Talent- Knowledge (Natural World)
1st Rank - Knowledge - Natural World - Make Intelligence check without penalty in regards to the natural world.
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
Social Talent- Adventuring/Survival
1st Rank - Survival - Use Intelligence to find paths, hunt, track and the like without penalty.
You can also find food and water for the day. Each degree of success will add an additional day's worth of one or the other. <-- I'm curious how successful my 19 Intelligence dude would be at finding food and water.
2nd Rank - Track - Gain a 10% bonus on tests to track targets.
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
Social Talent- Adventuring/Perception
1st Rank - Perception - Make perception checks without penalty.
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
Social Talent-
1st Rank -
2nd Rank -
3rd Rank -
4th Rank -
5th Rank -
6th Rank -
===============
Equipment
===============
Item Slots- 20/22 <-- Added this line myself since I didn't see a place to track it anywhere else.
Combat Equipment
Equipped Weapon - Shortspear: +4 (1d10+3), 3 AP, 3 slots <-- I assume that my To Hit is my Weapon Skill mod? I thought that I read that, but I couldn't find it when I went looking for it. A similar story for any bonus damage based on attributes.
Equipped Weapon - Bite: +4 (1d10+1), 4 AP
Equipped Weapon - 2 x Javelin: +3 ranged (1d10+6), 4 AP, 3 slots
Equipped Armour - n/a
Equipped Shield - Light shield: +1 AC, +5% to Parry, 2 slots
Other Equipment - Hempen rope (4), Bedroll (1), 3 x torch (1), 5 x Rations (*)
Magic Equipment
Head -
Neck -
Torso -
Legs -
Feet -
Hands -
Arms -
Coin
Gold -
Silver - 39
Copper -
===============
Reputation
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Pesonal Reputation
Positive Reputation -
Negative Reputation -
Reputation Total -
Person
Member of -
Positive Reputation -
Negative Reputation -
Reputation Total -
Person
Member of -
Positive Reputation -
Negative Reputation -
Reputation Total -
Organization
Positive Reputation -
Negative Reputation -
Reputation Total -
Organization
Positive Reputation -
Negative Reputation -
Reputation Total -

JonGarrett |
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I'm not sure where the level 1-3, etc, gets mentioned. Maybe I forgot? I'll go and add it to everywhere relevant when I can, because if it is mentioned it's buried deep enough that I can't find it off the top of my head. Level up, character creation and the top of the talent sections themselves seem good.
I'll re-word that later. I know what I meant. Probably.
Fixed the titles for Unusual Weapons and the BB Code.
And thank you! It's good to hear that this thing is doing what I intended it to do.
I'll swing through your character sheet in a bit, once I drink an unreasonable amount of caffeine.

JonGarrett |
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OK, finally woke up enough to read through stuff after two cans of caffiene and marathoning Sanctuary. Let's see.
Initaitve should be on the sheet, I'll add that to the updates.
I'll put the Movement info everywhere relevant, yeah. Good idea.
Those kinda drawbacks go on the Attribute proper, although I can't think of a mechanical difference to simply appling it to all rolls right now.
Yeah, it should be Drawbacks. Sometimes I forget words. And names. I blame the probably brain damage! Or maybe it's just me.
Yeah, it should be Draught. Editing in progress!
Yes, those abilities stack.
Nah, no limit, I just figured people could 'copy and paste' more room for Talents as they needed and there's no way to predict that one dude who does nothing but take the 1st rank of every talent for 20 levels.
I'd say you have a 19% chance of finding food and water, myself.
Item Slots is a good idea. And yes, to hit is basically your Weapon Skill, plus any talents you have that modify it.
All told, your character looks good! Got a name for this fine young Lizardfolk?