In relation to this piece (https://www.furaffinity.net/view/36541646/) from a few months ago, here is a One-Page Character Creation sheet I've been putting together alongside the RPG I'm designing.
At the moment, this is in what would be considered the Alpha stage of development. Things will be added or removed as necessary as the game is designed, and this posting will be updated as needed.
Also, below is a detailed step-by-step of how I designed Tory, the central Werewolf character of this RPG.
Step #1 - Rolling Attributes
12, 13, 10, 16, 8, 13, and 10. Thus:
PRE(sense) - 12(4)
REA(ction) - 13(4)
INT(elligence) - 10(3)
MIG(ht) - 16(5)
ATT(unement) - 8(3)
RES(istance) - 13(4)
YES! - 10(3)
Step #2 - Character Age + Related Stats
Tory is 23-years-old, so his base stats break down accordingly:
Base Health = 16
Base Skill Points = 14
Skill Point Cap = 3 of 8
Step #3 - Calculate Bonus Skill Points
Now we take his derived total of Might, Presence, and Intelligence, and note those numbers. These are bonus Skill Points that can be placed into Skills that require related points.
Might = 5
Presence = 4
Intelligence = 3
Step #4 - Start as a Supernatural, or Human?
Tory is a Werewolf, of course, and has lived as one for 26 months.
Step #5 - Determine Maximum Health
Tory's Base Health is 16, his derived total of Resistance is 4, which is multiplied by 3, and the 2D6 roll resulted in a 9.
(16 + 12 + 9 = (37))
He also skips Step #5.5
Step #6 - Choose Traits
Tory has only one: Bruiser.
For those of you who are Fallout fans, you'll probably recognize this one, but within this game, the Trait raises Tory's Might Attribute dice pool by 1 die, as well as his Melee, Intimidation, and Hand to Hand by 1. The trade-off is all other Social rolls cost him one die when checked, and he will sometimes be seen as a more important target when in a combat situation.
Step #7 - Place Skill Points
The 5 bonus points from Might went into Hand to Hand (3) and Firearms (2), the 4 from Presence went into Persuade (3) and Intimidation (1), and the 3 from Intelligence went into Medical (1) and Craftsmanship (2). The rest went into these Skills.
Firearms +1
Stealth +3
Spot Hidden +2
Handle Animal +1
Listen +2
Sense Motive +2
Survival +3
(The original calculation of these points was 1 point higher that the allowed total, so Etiquette was removed to correct this.)
Step #8 - Note Final Stats
Now we put the finishing touches on Tory. (Some of these are new, and have been accounted for.)
Defense = 4
Base Initiative = 13
Speed = 12
Standing Gauge = 65 (1 Negative Event, 2 Positive Events, 3 Neutral Events)
Armor Class = 0
(Werewolf) Bonus Health When Shifted/Health Regained When Shifting = 12
Perks = Weapon Specialization (Shotgun) ((Firearms)) and Home Turf ((Survival))
Unique Skill - Tracking by Scent
Unique Skill - Control Shape
Unique Ability - Faster Healing
Unique Flaw - Hunger for Living Flesh
Standing Gauge - Humanity
And there we have Tory, for now; I have no doubt some changes can be made to his character before the game is finalized.
At the moment, this is in what would be considered the Alpha stage of development. Things will be added or removed as necessary as the game is designed, and this posting will be updated as needed.
Also, below is a detailed step-by-step of how I designed Tory, the central Werewolf character of this RPG.
Step #1 - Rolling Attributes
12, 13, 10, 16, 8, 13, and 10. Thus:
PRE(sense) - 12(4)
REA(ction) - 13(4)
INT(elligence) - 10(3)
MIG(ht) - 16(5)
ATT(unement) - 8(3)
RES(istance) - 13(4)
YES! - 10(3)
Step #2 - Character Age + Related Stats
Tory is 23-years-old, so his base stats break down accordingly:
Base Health = 16
Base Skill Points = 14
Skill Point Cap = 3 of 8
Step #3 - Calculate Bonus Skill Points
Now we take his derived total of Might, Presence, and Intelligence, and note those numbers. These are bonus Skill Points that can be placed into Skills that require related points.
Might = 5
Presence = 4
Intelligence = 3
Step #4 - Start as a Supernatural, or Human?
Tory is a Werewolf, of course, and has lived as one for 26 months.
Step #5 - Determine Maximum Health
Tory's Base Health is 16, his derived total of Resistance is 4, which is multiplied by 3, and the 2D6 roll resulted in a 9.
(16 + 12 + 9 = (37))
He also skips Step #5.5
Step #6 - Choose Traits
Tory has only one: Bruiser.
For those of you who are Fallout fans, you'll probably recognize this one, but within this game, the Trait raises Tory's Might Attribute dice pool by 1 die, as well as his Melee, Intimidation, and Hand to Hand by 1. The trade-off is all other Social rolls cost him one die when checked, and he will sometimes be seen as a more important target when in a combat situation.
Step #7 - Place Skill Points
The 5 bonus points from Might went into Hand to Hand (3) and Firearms (2), the 4 from Presence went into Persuade (3) and Intimidation (1), and the 3 from Intelligence went into Medical (1) and Craftsmanship (2). The rest went into these Skills.
Firearms +1
Stealth +3
Spot Hidden +2
Handle Animal +1
Listen +2
Sense Motive +2
Survival +3
(The original calculation of these points was 1 point higher that the allowed total, so Etiquette was removed to correct this.)
Step #8 - Note Final Stats
Now we put the finishing touches on Tory. (Some of these are new, and have been accounted for.)
Defense = 4
Base Initiative = 13
Speed = 12
Standing Gauge = 65 (1 Negative Event, 2 Positive Events, 3 Neutral Events)
Armor Class = 0
(Werewolf) Bonus Health When Shifted/Health Regained When Shifting = 12
Perks = Weapon Specialization (Shotgun) ((Firearms)) and Home Turf ((Survival))
Unique Skill - Tracking by Scent
Unique Skill - Control Shape
Unique Ability - Faster Healing
Unique Flaw - Hunger for Living Flesh
Standing Gauge - Humanity
And there we have Tory, for now; I have no doubt some changes can be made to his character before the game is finalized.
Category Story / Miscellaneous
Species Unspecified / Any
Size 90 x 120px
File Size 87.8 kB
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