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Question Whateley Academy TRPG - Character Creation Core Rules (In Progress)

4 years 6 months ago - 4 years 6 months ago #1 by 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
    Warning: Spoiler! [ Click to expand ]


    Character Ability Scores
    Warning: Spoiler! [ Click to expand ]


    Derived Scores
    Warning: Spoiler! [ Click to expand ]


    Talents
    Warning: Spoiler! [ Click to expand ]


    Powers
    Warning: Spoiler! [ Click to expand ]
    Last Edit: 4 years 6 months ago by FlynnDanger.
    4 years 6 months ago #2 by null0trooper
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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.

    Forum-posted ideas are freely adoptable.

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    4 years 6 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.
    4 years 6 months ago #4 by 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

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