Question Whateley Academy TRPG - Character Creation Core Rules (In Progress)
5 years 5 months ago - 5 years 5 months ago #1
by FlynnDanger
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- FlynnDanger
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Hey all,
Here are the bare-bones character creation rules for the Whateley Academy TRPG. This is still very much a work in progress, but I wanted to go ahead and get everyone's opinions on if I'm headed in the right direction. Feedback is always appreciated.
Dice System
Character Ability Scores
Derived Scores
Talents
Powers
Here are the bare-bones character creation rules for the Whateley Academy TRPG. This is still very much a work in progress, but I wanted to go ahead and get everyone's opinions on if I'm headed in the right direction. Feedback is always appreciated.
Dice System
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D20
Rank 1 = 1d4
Rank 2 = 1d6
Rank 3 = 1d8
Rank 4 = 1d10
Rank 5 = 2d6
Rank 6 = 2d8
Rank 1 = 1d4
Rank 2 = 1d6
Rank 3 = 1d8
Rank 4 = 1d10
Rank 5 = 2d6
Rank 6 = 2d8
Character Ability Scores
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All Ability Scores start at Rank 1. Ability scores cannot be purchased by themselves. Only through purchasing Talents and certain Powers can Ability Scores be increased. Some Powers may override an Ability Score, essentially replacing them while they are active.
- Force (Measure of Physical Strength and Vitality)*
Nimbleness (Measure of Coordination and Dexterity)*
Intellect (Measure of Intelligence)
Resolve (Measure of Focus and Willpower)
Presence (Measure of Coolness and Confidence)
Derived Scores
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Defenses
Armor: Power Rank or Equipment Rank
Toughness: (Force + Resolve) / 2
Dodge: (Nimbleness + Intellect) / 2
Will: (Presence + Resolve) / 2
Health: (Force + Resolve) x 2
Speed: (Force + Nimbleness)
Essence: (Intellect + Resolve + Presence)*
*(Only for those with a Wiz-rating or those that take the Ignite the Well Talent)
Attack/Damage
Melee (Punching, Kicking, Kick-Punching, Punch-Kicking): Force or relevant Power score
Equipment (Gun, Laser, Exploding Gerbil Launcher): Equipment’s score
Power (Lightning bolt, Telekinetic Crush, Acid Vision): Power’s score
Armor: Power Rank or Equipment Rank
Toughness: (Force + Resolve) / 2
Dodge: (Nimbleness + Intellect) / 2
Will: (Presence + Resolve) / 2
Health: (Force + Resolve) x 2
Speed: (Force + Nimbleness)
Essence: (Intellect + Resolve + Presence)*
*(Only for those with a Wiz-rating or those that take the Ignite the Well Talent)
Attack/Damage
Melee (Punching, Kicking, Kick-Punching, Punch-Kicking): Force or relevant Power score
Equipment (Gun, Laser, Exploding Gerbil Launcher): Equipment’s score
Power (Lightning bolt, Telekinetic Crush, Acid Vision): Power’s score
Talents
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Talents are mechanical representations of a character's experience, past, etc. They are used not only to increase Ability Scores, but provide a helpful guide of what your character does as a hobby, has been trained to do, etc.
Talents will also give characters a special boost in certain circumstances.
For example, let's say a character has a "Bodybuilder" Talent. This means he would increase his Force by how many Ranks were purchased in this Talent (up to Rank 2 unless otherwise stated) and potentially Presence (still working out if all ranks will give multiple Ability Score boosts or if the player will get a choice among them). Additionally, they would get a get a bonus to deadlifting something that normally would be too heavy for someone with the same Force score.
Talents will also give characters a special boost in certain circumstances.
For example, let's say a character has a "Bodybuilder" Talent. This means he would increase his Force by how many Ranks were purchased in this Talent (up to Rank 2 unless otherwise stated) and potentially Presence (still working out if all ranks will give multiple Ability Score boosts or if the player will get a choice among them). Additionally, they would get a get a bonus to deadlifting something that normally would be too heavy for someone with the same Force score.
Powers
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Powers are...well Powers. When creating a character, a player will purchase Ranks in a Powerset (ESP, Exemplar, Warper, etc) unlocking the base collection of attributes that classification normally has.
For example, if a player purchases Ranks in Psychokinesis (for a PK Superman character), their character will at least have Increased Strength (equal to the PK Rank) and a decent Armor Rank (for soaking up damage).
After purchasing Ranks in the classification, the player can then buy additional add-ons to their power set.
Going back to our PK Superman, the player will have a range of add-ons to their power set, some of which include Flight, Energy Redirection, Psychokinetic Blades, Invisibility, Wall-Crawling, etc
This means as characters grow/level up, then don't necessarily get more powerful. They simply unlock new facets of their Powers they've never explored.
For example, if a player purchases Ranks in Psychokinesis (for a PK Superman character), their character will at least have Increased Strength (equal to the PK Rank) and a decent Armor Rank (for soaking up damage).
After purchasing Ranks in the classification, the player can then buy additional add-ons to their power set.
Going back to our PK Superman, the player will have a range of add-ons to their power set, some of which include Flight, Energy Redirection, Psychokinetic Blades, Invisibility, Wall-Crawling, etc
This means as characters grow/level up, then don't necessarily get more powerful. They simply unlock new facets of their Powers they've never explored.
Last Edit: 5 years 5 months ago by FlynnDanger.
5 years 5 months ago #2
by null0trooper
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Forum-posted ideas are freely adoptable.
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It looks like non-mutants are going to be locked out of using magic by being required to pay for an "Ignite The Well" talent that will only be used once and never again pay out any benefits, while still needing to purchase Talents just to read and write. (As written, a preschooler and Stephen Hawking both would have a 1 Intellect ) They'd probably need to purchase double or triple the Talents to counterbalance the boosts from Powers they won't have.
If Equipment is meant to balance against Powers, you'll need to watch out for Powers making the Equipment that much more accessible to the Powered.
tl,dr: The non-mutants need to be able to mount a credible threat to the characters, or at least one comparable to what's in the stories, once things are balanced out.
If Equipment is meant to balance against Powers, you'll need to watch out for Powers making the Equipment that much more accessible to the Powered.
tl,dr: The non-mutants need to be able to mount a credible threat to the characters, or at least one comparable to what's in the stories, once things are balanced out.
Forum-posted ideas are freely adoptable.
WhatIF Stories: Buy the Book
Discussion Thread
5 years 5 months ago #3
by FlynnDanger
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Thanks for the feedback null0trooper.
I can see your point about non-mutants being much weaker mechanically than mutants.
I'll probably need to rethink the "can't purchase ranks in Ability Scores" thing. Maybe shift Talents to being an alternative to Powers instead of a roundabout way of increase your base stats. This way, purchasing a Talent could give you boosts comparable to having a Power.
Hopefully, shifting the Talents to being comparable to Powers will also make Equipment a good boost for a character without making a Gadgeteer or Devisor overpowered.
If I've missed anything or completely misunderstood your comment, please let me know.
I can see your point about non-mutants being much weaker mechanically than mutants.
I'll probably need to rethink the "can't purchase ranks in Ability Scores" thing. Maybe shift Talents to being an alternative to Powers instead of a roundabout way of increase your base stats. This way, purchasing a Talent could give you boosts comparable to having a Power.
Hopefully, shifting the Talents to being comparable to Powers will also make Equipment a good boost for a character without making a Gadgeteer or Devisor overpowered.
If I've missed anything or completely misunderstood your comment, please let me know.
5 years 5 months ago #4
by null0trooper
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3032
Gender:
Male
Birthdate:
19 Oct 1964
You've got the idea. It's all in the early stages, where you've got the best chance of avoiding any problems you know about.
The trouble is that (As I understand it) recursing sorcerors, one-punch nukes, and diplomancers might not be obvious until later stages of building out the rules. [E.g., in Pathfinder it only took one feat to render rogues pointless as a character class.]
Forum-posted ideas are freely adoptable.
WhatIF Stories: Buy the Book
Discussion Thread
- null0trooper
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FlynnDanger wrote: If I've missed anything or completely misunderstood your comment, please let me know.
You've got the idea. It's all in the early stages, where you've got the best chance of avoiding any problems you know about.
The trouble is that (As I understand it) recursing sorcerors, one-punch nukes, and diplomancers might not be obvious until later stages of building out the rules. [E.g., in Pathfinder it only took one feat to render rogues pointless as a character class.]
Forum-posted ideas are freely adoptable.
WhatIF Stories: Buy the Book
Discussion Thread