Kaliteth Character Creation

From xulnwiki
Jump to navigationJump to search

Main: Kaliteth

Veteran Heroes

  • Characters begin as older, highly experience, highly skilled veteran heroes: 300 CP
  • Minimal “bad guy” disadvantages, mental disorders, character flaws... favoring more ethics/morals ones, but doesn’t mean you have to be shiney do-gooders. Maybe for each character flaw, you have a somewhat balancing character strength, for example you might be greedy but also have a soft-heart in regards to the downtrodden, being charitable to the homeless.
  • Max of 80 points in disadvantages, excluding those that are racial traits for non-humans.
  • Individuals as experienced as you will not be young, but doesn’t mean you are old either. Also, you’ve been around a bit, so seems likely you will have made some contacts, have a few allies that you cross paths with from time-to-time, and maybe an enemy or two (individuals more likely than organizations). Lastly, the two of you have likely been adventuring together for many years, maybe not always together, but you would know each other well.
  • Higher starting wealth (see below).
  • Starting out with one or more magical items.

Game world basics...

Technology Level: this game will be TL3 or less; no guns or cannons, very medieval. Steel is practically unheard of, very advanced and very rare.

Legality Class: peasants are forbidden to possess or use weapons, unless serving in the local militia. This does not apply to farm/labor tools, small knives and bow for hunters. Similarly peasant are not permitted to wear metal armor. Few but knights (and dwarves) wear full plate armor.

Literacy: very few people are able to read and write. Only the nobility provide lessons to their children. Apprentices of a mage or acolytes in a church will be taught as well.

Unarmed Combat: advanced forms of unarmed combat (martial arts), skills such as Judo, Karate, Boxing, etc., are not accessible in this world. Brawling and Wrestling are the only unarmed skill available for use.

Locals: your characters will be considered locals, born and/or raised in the area, having relatives/family in the area. One possibility is that as you’ve gained success, fame, power, wealth, etc. you’ve founded a guild or something similar, with a base of operations for the members, perhaps even fortified like a keep.

Social Classes: this world is a standard feudal society, with a distinct division between the noble high-class, tradesman middle-class and peasant low-class. Characters can be from any class, just keep in mind what you choose will have an effect on how people react to you.

Wealth: in this world, the level of wealth will be one level down from what would seem typical based on rank/status. It is a filthy primitive medieval world. A noble lord might have better clothing and eat better food than a peasant, but they still live in a town with muddy streets streaming with sewage, have rat problems in their homes, home decor not decked out in tons of gold and silk. Peasants live in crude home with dirt floors, windows with no glass, thatched roofs the tend to leak when it rains. etc. In most cases, extended families live together in the same home, to share the wealth so to say. Singles not living with family, or in a military barracks, might live in a “hall” with other singles.

  • Starting Wealth: as older, more experienced characters to begin the game with, we'll be using an alternate "starting wealth", based on the level of wealth and status taken. Calculate the net monthly income (earnings - cost of living), divide that by 2, then multiple by 130 (13 months for 10 years). Example: average wealth ($700) and status 0 (-$600) gives $100 x 0.5 x 130 = $6,500... that would be $5,500 more than the standard starting wealth. This represents that your characters have managed to either save some money over the years or invested in items which they still possess.

Non-human Races

Optional racial templates are available if you want something other than human. Note: the half-orc will have serious challenges with social interactions.

Allies & Hirelings

For this game, I’d like to try something a little different with allies and hirelings. I want to keep the active “party” to a total of three characters, one for each of you and an NPC “hot-seat” that pulls from a pool of allies/hirelings. I will create a small group of characters that might be available as allies or hirelings; allies being free and more reliable, hirelings paid per job.

  • No more than one ally each.
  • Ally frequency must be less than “always available”. Allies in the pool might have personal side-quests that take them elsewhere for a time or they may have to spend time working a day-to-day job.
  • With a successful “available this session?” roll:
    • GM will decide which ally is currently available.
    • If both of you roll a success, you get to pick between the two allies, deciding which might be better suited for the current quest.
    • Once the job/quest has started, that ally remains with the party for the duration, unless you want to go “back to town” and see if one of the others might be available now.
  • Hirelings will almost always be available and can cover in the event allies are not available.
  • Hirelings are paid at a “per day” rate, though generally not given until the job has been completed. When a job is expected take several days, they expect an initial payment equivalent to 3 days pay.
  • Any gear, tools, etc. needed for the quest that is not standard for the NPC will need to be acquired by you guys. They take care of their own weapons, ammo, armor, clothing, food, drink and basic travel gear.

Magical items?

Yes, I want to have them in this world, but I intend for them to be rare and valuable items, not available for purchase in a shop, but instead earned as a quest reward or discovered while adventuring. Potions, on the other hand, I think should be relatively easy to craft (if you have the skills) or purchase (if you have the money)... there may be only a few alchemists in the region however, so you would have to stock up when in their area.

Starting Items
Starting characters will have one or more magical items (depending on power) as a bonus to part of their starting equipment. The nature of the magical items is based on spells or magical abilities, imbued in the object. Maximum point value of the items not to exceed 50. All items will have the limitation "Can be lost or stolen" [-10%]; they might have other enhancement or limitations as well. Examples:

  • Ring of Flying: while worn, can be activated to provide Flight advantage. [36 points]
  • Sword of Flames: when activated, the sword becomes enshroud in magical flames which provide 1d burn follow-up damage with each attack. [5 points]
  • Boots of Swiftness: while worn, provides a constant advantage of Enhanced Movement 1 (ground). [18 points]

Note: some items might require a sacrifice of FP to activate/maintain or relics might require the user to adhere to a Pact or Code of Honor, and other items might only work under specific circumstances.