Kaliteth Character Creation

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Main: Kaliteth

Legendary heroes?

You guys mentioned wanting to have characters that are already starting at high CP level. Here is what I’m thinking:

  • 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.
  • For now, a max 80 points in disadvantages, excluding those that are racial traits for non-humans. See how this turns out.
  • 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...

TL: 3 - no guns or cannons, very medieval. Only the wealthiest knights likely have steel weapons and armor. City guard, militia, bandits, etc. will often only have iron and leather.

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.

Locals or foreigners?

I’m leaning towards local, but open to either. Having relatives/family in the area would be different. 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

I’m thinking this world is a standard feudal society, with a distinct division between the noble high class, tradesman middle class and peasant low class. I’m fine with you choosing to be from any class, just keep in mind what you choose will have an effect on how people react to you.

Wealth

I’m intent on the level of wealth being 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?

I’ve created racial templates (in another shared document), which I’m open to you choosing if you want something other than human. Any should be ok in this game, though 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. Examples:

  • Ring of Flying, provide Flight advantage
  • Sword of Flames, follow-up burn damage
  • Boots of Swiftness, wearer has Enhanced Movement (ground)

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.

Anything else? Wants / Don’t-Wants?

Riley

  • No PC limb amputations, eye gouges, permanent crippling injuries, etc. At least a semi-easy way to get healed. (Garth) I intend to have many healing options available, including regrowth of lost limbs, and all the way up to resurrection or reincarnation when death occurs.
  • Allies:
    • I like the idea of having less NPCs in the party. Keeps things quick.
    • If we choose the same ally, can we split the CP cost? (Garth) If you both end up taking allies, the allies you would get in your pool would be separate, so you wouldn’t get the same ally.
    • For the allies that we succeed in being available but don’t accompany on the mission, can we say they are doing something else for us that helps us? (Garth) Yes, I’m totally ok with this as an option, such as running side errands.
  • I like the idea of getting magic items into our game.