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Oct 19th, 2013, 12:16 PM
phinar
pushing poo uphill
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Last Visit: Dec 21st, 2022
RPXP: 20925
Posts: 4,867
Character Building
Character Generation Overview
Step 1.
In your private thread, roll 2d3+18. This is the number of points you have to build your PC. Alternately, you can take 21 points.
Step 2.
Select one campaign trait. Select one other trait. If desired, select a drawback appropriate to your character, and a third trait in compensation.
Step 3.
Start with 1 hero point (you will have 2 at step 6.)
Step 4.
Select one knowledge skill, put a free skill point into it, and make it a class skill.
Step 5.
Take average starting wealth for your class, or roll for wealth in your private thread.
Step 6.
Advance your character to second level. (Fast XP track, 1300 XP.)
Step 7.
Take an additional 1000gp.
Step 8.
Purchase gear and contacts.
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Oct 19th, 2013, 12:17 PM
phinar
pushing poo uphill
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Last Visit: Dec 21st, 2022
RPXP: 20925
Posts: 4,867
Campaign Traits
Company Man:
You have arrived, through one means or another, in the employ of one of the two big agencies, the Opportunists' Society or Scirocco. You get +2 on Knowledge (Local) tests, and that skill is always a class skill. You get a +4 circumstance bonus to Diplomacy or Knowledge (Local) checks related to gathering information, if you can access company resources. In addition, you get a 10% discount when purchasing from company stores. Your immediate superior functions as a contact (but owes you no favors.)
Outlander:
The jewel of the desert has drawn you here, and opportunities to ply your trade have kept you here. +2 Knowledge (Geography) and +2 Survival; select one to be a class skill. Choose a contact in the port authority, in a merchant house, or on a merchant vessel: (s)he owes you a significant favor.
Street Tough:
Fogbottom is a ghetto, stricken by poverty and riddled with crime. Few emerge from its pestilence, but you have. +2 Initiative, +2 Intimidate, and +2 Perception; choose one to be a class skill.
Student of the Arcane:
Where but Nex, a nation named for a wizard-king, is magic so openly embraced? Few places, if any. You study its mysteries at one of the several arcane universities in Quantium. +2 to Knowledge (Arcana) and Knowledge (Planes); one of those may be a class skill. You also have access to your institution's libraries and tutors (though they will likely have a price.)
Genteel Agent:
Your skill with intrigue and subterfuge did not come from the streets, but from the halls of the aristocracy. You learned courtly speech and dissembling; you learned to sense lies as well as dispatch them. +2 Bluff, +2 Diplomacy, +2 Sense Motive. Pick one to be a class skill. In addition, select a low-level magistrate in the employ of one of the Nine; (s)he is friendly and owes you a small favor.
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Oct 19th, 2013, 12:17 PM
phinar
pushing poo uphill
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Last Visit: Dec 21st, 2022
RPXP: 20925
Posts: 4,867
Contacts
Contacts are people who have access or information that you might need. They are your character's point of entry into the underworld. These are the people who give you work; these are the people who get you gear. Contacts have two ratings: value and relationship. Each are rated 1 to 5.
Contact Value
Contact value reflects how well-placed the contact is, as well as the contact's degree of influence.
Level 1:
A pawn in the game.
At this level, the contact has very little influence of their own, and only an indirect access to intelligence. An example might be an acolyte in one of the major churches, an accountant in a merchant house, a patrol watchman, or a street thug.
Level 2:
The agents.
At this level, the contact has either better placement, more influence, or a combination of both. A made-man, assistants to powerful people, a full member of one of the agencies, possibly a merchant of some influence, or a visiting scholar at one of the magical academies.
Level 3:
Experienced schemers.
These people typically run operations and schemes of their own. This might be a spymaster in an embassy, a handler at one of the agencies, a merchant of some influence or his senschal.
Level 4:
Minor aristocracy.
Local government figures. Directors of magical academies. Major merchants. Minor diplomats. Guild heads.
Level 5:
The big players.
The Nine and Three. Major diplomats. Academy headmasters. Elder dragons.
Contact Relationship
A contact is only going to stick her neck out so far -- how far depends on the strength of your relationship.
Level 1:
Acquantances.
The contact knows your name and can vouch for your reputation. Can be incented to help you, might ask you for help.
Level 2:
Associates.
You enjoy a good working relationship with your contact. You interact regularly.
Level 3:
Friends.
Your contact is positively disposed to you. Helps you readily, and expects the same.
Level 4:
Good friends.
Freely uses his influence to help you. Looks out for your interests as well as her own, just like you do for her.
Level 5:
Intimates.
Guards your secrets as you guard his. Would kill or die for you. Best friends or possibly lovers.
Contacts and Character Generation
All players start with one free contact with value 1 and relationship 1. This will be someone from your backstory; we can work out who after acceptance.
Players might choose traits that grant them a contact. These contacts are value 2 and relationship 1.
Players can also buy contacts. When buying a contact, you purchase each rating (value and relationship) separately. The costs are as follows:
Rating 1:
20 gold
Rating 2:
80 gold
Rating 3:
180 gold
For example, if you want to buy a contact with Value 1 and Relationship 2, the cost is 100 gold. If you want to buy a contact with Value 3 and Relationship 1, the cost is 200 gold.
If you like, you can upgrade one of your free contacts, too, by paying the difference in gold.
However, no contact can exceed 4 total rating points before play begins.
Contact ratings may increase as a result of gameplay.
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Jamir
Last edited by phinar; Oct 20th, 2013 at
09:40 AM
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