Author Topic: GM Resource: The Special Abilities Character Building System
Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
14385_Drizzt<br>by RA Salvatore  (A&A)
Date Posted: 7/9/07 6:09pm Subject: GM Resource: The Special Abilities Character Building System
Introduction
Are you looking for something a little different in creating characters with your players? If so, then this system may be for you.

This is an 'ability buying' system by which characters can give themselves certain exceptional abilities -- in exchange for buying disadvantages which the GM can then use to complicate the player's life. Hopefully this will increase the enjoyment of both players and GMs in the RPG they play! This system is designed to be used by GMs for any Star Wars RPG on the forums.


How it works
The concept is simple. Below you'll see a number of character advantages listed. Each has a point value attached to it. Further below, you'll also see a number of character disadvantages listed, which also have a point value attached to it.

If a player wants to buy an ability -- or a number of abilities -- they may have to pay for them by balancing those abilities with an equal 'point value' of disadvantages. For example, you want to be able to wield two lightsabers at once? It costs 15 points. So to pay for it, you might buy a disadvantage or disadvantages worth 15 points: your character is hunted by the Empire (a government) which is worth 15 points.

A character can have a maximum of 60 points of advantages, and a maximum of 40 points of disadvantages. A player has 20 free points to spend on advantages without having to pay for them with disadvantages. Beyond that, any combination of abilities or disadvantages is welcome (subject to the rules stated below).

Characters will be able to use their abilities in the RPG. The disadvantages are used by the GM in the campaign as story elements to complicate the character's life and make things a bit more personal and interesting to your character.

A GM should approve any proposed character sheet generated using this method, and as always his or her decision is final about whether one can use certain disadvantages or advantages in the campaign.

How to use this system
(1) GMs wanting to use this system should follow this process:
(a) Make your first post creating the game (including the character sheet), and then...
(b) Make a second post straight after that, with the text that's contained at this page. Just copy and paste the text there as your second post. That text contains all the information players need (as set down in the post below). This is so you don't have to worry about doing all the fancy formatting again!

(2) The one rule to remember with applying this system to characters is this: a disadvantage that doesn’t cause the player any hindrance is not worth any points! You’ll see some examples of this below, but as GM it’s up to you to decide whether a particular disadvantage should be allowed or not.

(3) GMs using this system should not be afraid to veto a particular combination that doesn't work for them. For example, a character takes the character advantage of ‘Vaapad mastery’, paid for partially by taking a character disadvantage of going berserk. One GM might legitimately say "Yep, that's fine, with Vaapad the character is exposed to the Dark Side; I'll just have your character go Yoda on other players at some stage," while another GM can just as legitimately say "No, to achieve Vaapad mastery your character would have had to master himself first, and is unlikely to go berserk. I'm not allowing that combination because it's impossible." As a GM you still have the final say as to how this system is implemented. A GM should never be at the mercy of his players simply because they say they've got Vaapad mastery and he thinks they're using it unfairly.

(4) This system is an assist to GMs and players, not a complete character creation guide. It is a way to help powergamers and less-experienced players try and look for some deeper backstory to their characters and enforce the idea that an exceptional ability, as in real life, generally comes at a cost.

(5) GMs can, if they wish, change the number of points that a character can take. Some GMs, wanting a game with very high-powered characters, might want to up the number of points that a character can take to 75 in advantages and 75 in disadvantages, or even have no limit on point totals at all. Warning: after testing the system with the help of the Character Designers’ Guild we found that when one starts to give characters upwards of 75 points in advantages/disadvantages, players are able to take substantial numbers of exceptional skills to the point where they become close to godlike. A 60/40 split of advantages/disadvantages seems to hit the right mix of characters being able to have at least one exceptional ability without overbalancing the game. GMs should bear this in mind when altering point totals. Some sample characters are included at the end of this post to illustrate the different types of characters available by using different point totals.

Some Final Notes
First, a big thanks to the Character Designers' Guild, who helped roadtest this system. If there are kinks in it, blame me, not them.

And second...if you've got some ideas for advantages or disadvantages too good to leave to your own RPG, why not post them in here so we can talk about them?

Good luck, and may the Force be with you. grin
--Saintheart

OPTIONAL CHARACTER CREATION SYSTEM

ATTENTION: You do NOT have to read this post. Just skip it if you want a regular, normal character in the RPG!




CHARACTER ADVANTAGES


Marksmanship: The ability to hit a target with a ranged weapon over and above the average soldier or character.
Best shot on character's homeworld: 10 points
Best in sector: 15 points
Best in galaxy: 25 points


Prodigious Strength: (20 points) Pretty much as it says -- strength at the top of the range for the species concerned, allowing for impressive feats of strength like bending iron bars and so forth.


Agility: The character is very agile physically. Heard of angels dancing on the head of a pin? ... Well, this character leads in the dance.
Juggler: (10 points)
Shadow dancer: (15 points)
Catfoot: (20 points)


Property Ownership: The character owns something reasonably substantial that is permanent within the game universe.
Apartment/House: 15 points
Fighter-class starship: 15 points
Transport-class starship: 20 points
Lordship over settlement: 25 points
Capital ship: 30 points
Fleet of starships (small): 60 points
Fleet of starships (large): 75 points
Rulership over a planet: 100 points


Exceptional slicing: (25 points) Basically the character is really good at hacking into computers -- he potentially can break the Imperial network given a brief period of time.


Exceptional piloting: (25 points) The character is the Red Baron of the Star Wars universe. He can fly an asteroid field successfully without a terrible amount of effort.


Attuned senses: (20 points) The character is not Force-sensitive, but his five physical senses are very developed and he can see, hear, or smell things that other characters might well miss. Essentially the 'Daredevil' option.


Eidetic memory: (10 points) The capacity to remember whole pages of text or whole conversations verbatim.


Specialist Military/Paramilitary Training: (30 points) The character has a great aptitude in the arts of subterfuge, assassination, general covert tactics -- and martial arts. (Think Mistryl training or Noghri capabilities). S/he is very dangerous with hand-to-hand combat and stealthy movement.


Gift of the Gab: (5 points) The character is very good at talking himself out of sticky situations. He is also rather good at securing the best possible deal for himself on mercantile deals. He can't quite sell sand to Jawas, but they would certainly think it over before refusing.


Born diplomat: (10 points) The character is skilled in negotiation with other groups, or facilitating diplomatic solutions to situations. This person could stop a civil war given enough time.


Master of disguise: (10 points) The character is adept in the art of looking like someone else entirely. He can resemble other species and even other genders if given sufficient opportunity.


Ranged Weapon modification: (5 points each) The character's primary weapon (blaster, etc.) is modified in some way.
Additional range: The weapon has an effective range much greater than its stock standard version.
Penetrating power: The weapon's blaster bolt penetrates much deeper than ordinary ammunition.
Overload setting: Given time, the weapon can deliver a bolt of much greater power than usual.


Mastery of Ground Command: (10 points) The character inspires great loyalty from troops or soldiers under his command, to a degree that they are willing to put themselves over and above the ordinary loyalty of troops to their commander.


Mastery of Naval Command: (30 points) The character is a gifted starship tactician, capable of pulling tactical tricks, and at ease even when outnumbered. Note: This feature will necessarily be overridden by the GrandAdmiralJello factor.


Linguist: (10 points) The character has a gift for other languages and is generally able to translate (or at least guess) his way through the tongues of other species.


High Pain Threshold: (20 points) The character has a very strong constitution and is able to fight on through pain that would ordinarily knock another person out. (The high point cost is because this is tantamount to a godmoding feature.)


Light sleeper: (5 points) The character is difficult to take unaware when sleeping; an attempt to move quietly around him while sleeping will frequently not be successful.


Martial artist/Nerve strike: (10 points) The character knows a hand-to-hand martial art. This is not anywhere near the level of paramilitary/specialist training, but the character can certainly handle himself better than usual in a fistfight. For 5 more points, the character knows the vital points on most living creatures, and can deliver crippling physical blows to a creature or person with whom he is engaged in physical combat.


Never Unarmed: (10 points) This character is an expert at utilizing anything in combat. While others flail clumsily with an improvised weapon or scramble for their default weapon, a character with this advantage is laying down a world of hurt with teacups, dinosaur bones, books, rocks, and whatever else the environment offers. Did I meantion they're good at it? Think Jackie Chan.


Artificial limb/hand: (10 points) The character has lost a body part and has had it replaced with a cybernetic, mechanical limb instead. This limb functions similarly to the rest of the character's body other than that it is stronger and functions as a droid part of the character's body.


Lightsaber Duellist: This is an aptitude for lightsaber combat over and above the skill of an ordinary Jedi, in rising levels of aptitude. 'Sword Saint', the highest level, is essentially the finest lightsaber duellist in the last hundred years of the Jedi Order.
Gifted bladesman: (15 points)
Vaapad Mastery: (25 points)
Sword Saint: (40 points)


Exceptional Force Skills: A Force-sensitive character is able to take advantage of certain out-of-the-ordinary Force powers (the point cost applies to each of the following:

Force complete healing: 20 points
Force concealment in shadow: 20 points
Transmutation of substances: 15 points
Accurate future sense: 25 points


Jar'Kai/Niman: (15 points) The Force-sensitive character has trained with, and can effectively wield, two sabers at once as his weapons. This ability allows a character to fully utilize the capabilities of using two sabers at once in fighting single and multiple opponents.


Staff Saber Mastery: (15 points) The Force-sensitive character has trained with, and is an effective wielder of, the double-bladed lightsaber, or staff saber. This ability allows a wielder to utilise the full potential of the staff saber in fighting single opponents and multiple opponents, whereas someone without this ability would be average with such a weapon but not fully confident in its use.


Trispzest: (15 points) The Force-sensitive character has mastered the art of Force-assisted flight in aerial combat and is adept at utilising his lightsaber when airborne, far more than an untutored individual in this esoteric art.


Telekinetic Lightsaber Combat: (10 points) The Force-sensitive character has mastered the art of controlling his lightsaber using telekinetic abilities and does not need to hold such a weapon to engage in combat.


CHARACTER DISADVANTAGES


Hunted: The character is actively hunted by an individual (for example Boba Fett), organisation (the Hutts), or government (the Empire), who wishes the character either no harm, serious harm, or death. The points value of the disadvantage rises with the level of individual and level of harm ... as does the likelihood the hunter will show up at some point/s thoughout the RPG.

Character is hunted ...
By an Individual: 5 points
By an Organisation: 10 points
By a Government: 15 points

Hunter wants to do ...
No harm: +5 points
Serious Harm: +10 points
Death Mark: +15 points

So as an example, Boba Fett wants to kill the character. This brings the character a point value of 20 (5 points because he is hunted by an individual + 15 points because this is a death mark.)


Rival: The character has a rival of some kind, whether professionally, or in ability (competing marksmen, for example). The rival may be of lesser ability, equal ability, greater ability, and can be alone or well-connected. Again the points value rise with the level of the rival, and the harm intended to be done to the character, as does the likelihood of his presence in the RPG.

The Rival is of ...
Lesser ability than the character: 5 points
Equal ability to the character: 10 points
Greater ability than the character: 15 points

The Rival is:
Less advantaged than character: +0 points
Similarly advantaged to character: +5 points
Better advantaged than character: +10 points

The Rival wishes the following result to the character:
Competition: +1 point
Serious harm: +5 points
Death: +10 points


Prejudice: (5 points) Individuals coming into contact with the character have a prejudice against the character because of something about the character. Different types of prejudice are worth different points:

(1) Criminal Status: The character is a well-known criminal. He may not be hunted by the Empire, but people know he is one and are prejudiced against him because of it (+5 points).

(2) Species: The character is a member of a species that attracts universal prejudice against it. (+10 points)

(3) Jedi status: The character is known as a Jedi. This attracts a great deal of prejudice against the Jedi in particular sections of the community (+15 points).

IMPORTANT NOTE: If the character in his ordinary life is concealing the thing that causes prejudice against him, you may not take any additional points for the particular type of prejudice. For example, Obi-Wan Kenobi hides on Tatooine under the false identity of Ben Kenobi. He is able to take 5 points of prejudice disadvantage, but can not take the additional 15 points as it is not common knowledge that he is, in fact, a Jedi. Remember: a disadvantage that isn’t going to hinder the character in some way isn’t really a disadvantage


False identity: (15 points) The character has a hidden identity that he operates from, because his true identity is notable for some reason.


Public identity: (10 points) The character is, in a word, famous. He is recognised across his planet, across the sector, across the galaxy for some reason.


Watched: (10 points) The character is monitored by an individual or organisation. If the character behaves in a particular way inconsistent with the organisation's goals, the organisation may see fit to intervene ... or worse.


Dependent NPC: (20 points) The character has an NPC that the character cares about greatly for some reason (partner, wife, sister, mother, whatever) who is under the GM's control and which the character has an obligation to protect. This is a disadvantage since that NPC is a prime hostage target, or similarly able to make leverage on the PC.


Physical impairment: The character has something physically affecting him. There are particular point values for different disadvantages:

Blindness: 15 points
Deafness: 5 points
Missing a hand without cybernetic replacement: 10 points
Missing an arm without cybernetic replacement: 10 points.
Missing a leg/s. without cybernetic replacement: 10 points each leg.
Debilitating disease: 10 points
Terminal disease: 20 points
Physical disfigurement (burns, natural born ugliness, etc.): 5-15 points at GM's discretion.


Berserk: (15 points) The character has something wrong with his mind and may go psychotic for a period of time at the GM's discretion.


Language Barrier:
(1) Can't Speak Basic: The character understands but cannot speak Galactic Basic, necesitating a translator for him/her to communicate (can be overcome over time with Linguist trait) (10 points)
(2) Can't Understand or Speak Basic: The character is completely ignorant of Galactic Basic. Without a translator, they are incapable of communicating with others who don't speak their language (can be overcome over time with Linguist trait) (20 points)


Psychological Limitations: The character suffers from a type of compulsion on a character's behaviour. The GM may allow particular psychological conditions, or may stick to those below. The point value increases according to how rare the code is, how closely the character adheres to the code, and how restrictive the code is. Some examples include:

(1) Code vs. killing (20 points) -- the character will not kill under any circumstances. A common code in a civilised universe, but one that can present a problem if there's multiple attackers trying to kill you at once.

(2) Phobia (5 points) – the character has an unreasoning fear of something, for example spiders, and will not confront them under any circumstances.

(4) Jedi rigidity (15 points) -- the character believes in the primacy of the Jedi Code above all else, and will not break that Code, even if real justice in the situation would demand otherwise.

IMPORTANT NOTE: A psychological limitiation is not a character trait; it is a compulsion to do, or avoid, some form of behaviour. It is not something the character can overcome by force of will … at least, not unless it is in a truly heroic situation.


Tool of Destiny: (10 points) This character is clumsy and has a predilection for screwing up even the simplest tasks. But, as with Jar-Jar Binks, his klutziness does not just affect himself ... it can affect the whole galaxy. The character failing a particular act has at least three consequences which are unintended, are controlled by the GM, and usually provide complications for the character and whoever he is with. For example, the character drops his blaster in a fight with four stormtroopers in an old refinery complex. The blaster triggers accidentally. The bolt is deflected by the character's Jedi companion. The ricocheting bolt hits an ancient trigger point which sets off the old refinery's antiquated defence system: six destroyer droids. And one of the destroyer droids sends a tightbeam distress signal to a deactivated droid fleet resting half a lightyear from Coruscant...


Low Force endurance: (15 points) A disadvantage for Force-sensitives. The character can use the Force, but his draw on it is very limited and he cannot engage in protracted use of the Force or make successive uses of it without becoming physically exhausted (e.g. lengthy lightsaber battles, holding things up with telekinesis for long).


Easily tempted to the Dark Side: (15 points) Again, for Force-sensitives. The character is very prone to the lure of the Dark Side, and there is every chance he will listen to the Dark Side's call in a given situation (as in the GM providing a 'whispering inner voice' that encourages him to kill unarmed prisoners or what have you).


Fallen to the Dark Side: (30 points) A MAJOR disadvantage for Force-sensitives. It results in automatically being hunted by Jedi, having a very negative public identity (both without the corresponding disadvantage bonuses since the character chooses evil) and basically lining himself up for a destiny covered in darkness, if not early death. It also includes the GM's capacity (as the Voice of the Dark Side) to compel a character's actions at a given point as well. In other words -- the Dark Side takes more than it gives.


Halcyon/Horn Syndrome: (10 points) The Force-sensitive character has virtually no telekinesis ability and will most likely never be able to overcome this deficiency.


Weak Danger Sense: (10 points) The character cannot see the future as easily as other Force-sensitive players. NOTE: This may be taken with the advantage 'accurate future sense' if the character is able to concentrate for substantial periods of time.)


Untrained with the Force: (15 points) The character has no training, and thus they cannot control their abilities (largely GM-controlled Force usage)


Candle of the Light Side: (5 points) This is a disadvantage which can only be taken by Sith or Dark Jedi. The character is the subject of occasional acts of mercy due to their character still having a flicker of good within them. The Light Side of the Force will on rare occasions speak to the player and allow the darkness to roll back for a brief moment or two -- but with the drawback that the player's Dark Side powers will be impeded for a period after that. A character with this disadvantage does have the capacity to return from the darkness, but it will always be at great cost (if not at the cost of the character's life).


SAMPLE CHARACTERS

SAMPLE CHARACTER #1: (Courtesy of Zedd-Vega)

This character was generated using 20 points for disadvantages, 20 points for advantages, and 40 free points for advantages.

Name: Neral'Thurg
Race: Kian'thar
Gender: Female
Age: 43

Advantages:
Attuned Senses (20)
Eidetic Memory (10)
Born Diplomat (10)
Linguist (10)
Marksmanship (Best shot on Shaum Hii) (10)

Disadvantages:
Public Identity (10)
Psychological Factors (Love) (5)
Physical Impairment (Deafness) (5)

Bio: Neral'Thurg, or Senator Neral to those on Shaum Hii, is a vision of beauty among her people. While she had grown up with a metaphorical cortosis spoon in her mouth, Neral had been taught that the best way to defend oneself was with a sidearm, to which she spent most of her childhood under the tutelage of her uncle, a member of Shaum Hii's standing military forces. Her skills surpassed many men in the military, but she could not serve because of her status within her family.

Delegating ran her life for as long as she could remember, when not sneaking off to show the men in swamp camo how to fire a blaster. Neral traveled much of the galaxy with her family, and when she came of age, was forcibly placed in the elections for Senatorial office. Her stance among military men as a skilled marksman/beauty gained their votes, the same way her standing within a rich family gained Neral the votes of the upper-class. Her life at a Senator would take a turn for the worse several years later.

A Kian'thar's natural ability to sense emotions came into play greatly as a senator, fielding debatable topics by walking on kinrath eggshells regarding stickier topics. As such, she was sent to delegate on Coruscant regarding new trade routes that were prone to high pirate activity. Neral's stance was against the formation of the routes, and upon catching wind of such information, a small group of pirates and smugglers staged an attack on her apartment. The end result from the attack was complete deafness due to a massive sonic detonator. However, it did not impede her ability to delegate among other species, learning to read lips in many different tongues as well as simple gestures exchanged among species. In doing so, her closest aide and bodyguard, Mal'Rosa, soon became smitten with her, and she with him. They are currently engaged and a wedding date is to be set sometime in the coming months.


SAMPLE CHARACTER #2: (Courtesy of SephyCloneNo15:)

This character was generated using 40 points for disadvantages, 40 points for advantages, and 10 free points for advantages.

Name: 2-1L (Wonelle)
Race: 2-1B Medical Droid
Gender: Female Programming
Age: 6

Advantages:
- Best Shot in Sector (15)
- Exceptional Slicing (25)
- Eidetic Memory (10)

Disadvantages:
- Code vs. Killing (20)
- Watched (10)
- Overconfident (10)

Bio: 2-1L started her career in a Coruscanti hospital that was extremely progressive with their medical droids, treating them with almost the same respect and freedom as an organic doctor or surgeon. Despite the delightful conditions, Wonelle constantly found herself treating victims of organized crime violence. Something about repetitively treating the same kids for blaster and thermal detonator wounds alerted Wonelle that there was something wrong in the Galaxy.
Using her liberty at the hospital Wonelle was able to upgrade her programming to the specs of an above-average Assassin Droid, with an impeccable shot and impressive slicing skills.
Wonelle became, like so many other vigilantes before her, an overzealous defender of peace and justice. Her sense of just ice compells her to take bounties only on those who fit her definition of evil, but her Hippocratic Programming prevents her from lethally damaging her quarries. Like every Bounty Hunter without the gift of anonymity, Wonelle is on the sensors of the New Republic, the Bounty Hunters Guild, several powerful Hutts, and the Imperial Remnant.

SAMPLE CHARACTER #3: (courtesy of Burning_Hatred):

This character was generated by simply having 75 points of advantages paid for by 75 points of disadvantages.

Name: Darth Artem
Race: Twi'lek
Gender: Male
Age: 27

Advantages:
- Vaapad Mastery: (25 points)
- Shadow dancer: (15 points)
- Artificial limb/hand: (10 points)
- Light sleeper: (5 points)
- High Pain Threshold: (20 points)

Disadvantages:
- Fallen to the Dark Side: (30 points)
- Rival (20)
--- Equal ability to the character: 10 points
--- Similarly advantaged to character: +5 points
--- Serious harm: +5 points
- Love (5 points)
- Candle of the Light Side: (5 points)
- False identity: (15 points)

Bio: Darth Artem was born on the Hutt world of Sleheyron. At the age of 7, his father, a particularly abusive and drug-addicted Twi'lek, sold him into slavery because he didn't want to take care of him anymore. He was sold to a cruel Hutt named Korcha, a somewhat-important Hutt lord who had a large hand in the spice-smuggling business. Over they years Artem fell in love with another Twi'lek slave, and when she found out that she had the same feelings for him, they began secretly seeing each other. When Artem was 19, and she a year younger, she found out she was pregnant. Trying to keep their child a secret, Artem helped her escape from Korcha's estate and onto a ship heading off-world, but he was caught as he was trying to board a passenger freighter the next day. Enraged that his favorite slave dancer was now gone, Korcha had Artem tortured for 2 weeks. For helping his favorite dancer "run", Korcha saw that it was a fitting punishment to cut off Artem's legs. The torturer was found out to be none other than Artem's father, who had joined Korcha's gang after he had sold Artem into slavery there. Korcha had always kept Artem in either the male slave quarters or the lounge room, so he had never known his father was working for Korcha. It was Artem's father himself who cut off Artem's legs, and Artem almost died from not getting his wounds treated correctly.

The pain and suffering he went through during those 2 weeks was so great that it sent an echo through the Force, and a Sith Lord hiding on the planet tracked him down. Sensing that Artem was Force-sensitive, and filled to the brim with anger and hate, he broke him out of Korcha's torture chamber while his father was away, making him his apprentice, giving him a pair of prosthetic legs and the name Darth Artem. Although Artem now had a new pair of legs, the replacement was quite painful and would never fully heal, causing him great pain. For the next 5 years, the Sith Lord trained Artem in the ways of the dark side, and found that he was a gifted lightsaber duelist. When Artem was 26, he and his master were attacked by another Sith Lord who wanted an ancient Sith holocron that Artem's master had. Although they managed to defeat the Sith Lord, Artem's master was killed during the fight, and Artem took possession of the Sith holocron, which was revealed to be Darth Sion's. Darth Sion revealed to Artem how to channel his pain and suffering through the dark side, making him stronger.

The first thing the new Sith Lord did was to return to Korcha's estate and murder the Hutt, taking the Hutt's head off with his lightsaber. He then murdered all of the guards and freed the deceased Hutt's slaves, many of whom remembered Artem. Before he killed one of the guards, he interrogated him, asking if his father was still the head of Korcha's torture chamber. The guard said that he was, and after killing the guard, Artem made his way down to the bowels of Korcha's estate, where the torture chamber lay. When Artem's father saw him, he tried to plead for his life, and Artem almost believed him, until he pulled a blaster on Artem and tried to kill him. Artem easily deflected the blaster bolt with his lightsaber, and then cut off his father's hand. He then flung his father across the room with the Force, slamming him against the same torture rack that he had been tied to those long years ago. He used the Force to fasten the restrains around his father's hand and feet, and then subjected him to the same torture he had gone through, cutting off his father's legs, and then driving his lightsaber through the man's chest. The deed done, Artem burned the estate to the ground, and left Sleheyron to search for his lost love, and their child.

 

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Michelle: my Italian queen, my angel, my reason, my wife.
Jessica: my little princess, my daughter, born 10 August 2007
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Jango10 
Registered: Sep '02
46109_Indiana Jones
Date Posted: 7/9/07 6:54pm Subject: RE: GM Resource: The Special Abilities Character Building System - Date Edited: 7/9/07 6:55pm (1 edits total) Edited By: Jango10
This will change RPing forever. Very good stuff.

So the players pick the advantages and the disadvantages? Or does the player pick the advantages and the GM pick the disadvantages?

 

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"I love the smell of Napalm in the morning."
McCain/Palin '08
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Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
14385_Drizzt<br>by RA Salvatore  (A&A)
Date Posted: 7/9/07 7:07pm Subject: RE: GM Resource: The Special Abilities Character Building System
Nope; the player picks their advantages and disadvantages. The GM just has the freedom to do nasty things to a player who picks certain disadvantages. devil

 

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Michelle: my Italian queen, my angel, my reason, my wife.
Jessica: my little princess, my daughter, born 10 August 2007
Director -- Star Wars: Knighthood
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NaboosPrincess 
Title: Manager Emeritus
Registered: May '01
6907_Anakin and Padme
Date Posted: 7/9/07 7:19pm Subject: RE: GM Resource: The Special Abilities Character Building System
Very interesting system, nice work!

 

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Shark movies bring out a rough crowd.
love Imperial_Hammer
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blubeast1237 
Registered: Apr '07
8116_Luke Skywalker
Date Posted: 7/9/07 7:37pm Subject: RE: GM Resource: The Special Abilities Character Building System
I look upon this and smile.

Nice work.


Beast peace

 

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"Conquest is made of the ashes of one's enemies."
The 1237 Holler
Jabb-Awoc-Deez-Nuts
Jedi Knight of the New Jedi Trials
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Mitth_Fisto 
Registered: Sep '05
22365_Chewbacca
Date Posted: 7/10/07 3:59pm Subject: RE: GM Resource: The Special Abilities Character Building System
I must say reading this brings warm feelings to my heart.

I just worked up one of the characters I use through this system and he comes out at 70/66, and in reality only his military training and property ownership of things as of yet unused or even likely to be mentioned. But his disadvandages in this light actually outway his advantages if I don't count the property.

 

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Pride before the fall Humility before honor
Friendship is unnecessary like philosophy like art It has ho survival value; rather it's one of those things that gives value to survival
http://boards.theforce.net/fan_art/b10020/25366431/p1/?79
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SephyCloneNo15 
Registered: Apr '05
8068_R5-D4
Date Posted: 7/11/07 12:48am Subject: RE: GM Resource: The Special Abilities Character Building System
*waits to see the system in action*

 

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Jango10 
Registered: Sep '02
46109_Indiana Jones
Date Posted: 7/11/07 8:38am Subject: RE: GM Resource: The Special Abilities Character Building System
When can we expect to see this implemented in an RP?

 

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Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
14385_Drizzt<br>by RA Salvatore  (A&A)
Date Posted: 7/11/07 5:14pm Subject: RE: GM Resource: The Special Abilities Character Building System
I suppose when a new GM comes in and sees this and thinks "Gosh, I'll give this a try in my own RPG." It's 'open-source', so anybody can pick it up and use it! grin

 

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darth_nemisis 
Title: Host:
Acolytes of Darkness

Registered: May '04
23731_Palpatine
Date Posted: 7/11/07 10:18pm Subject: RE: GM Resource: The Special Abilities Character Building System
Wow...this is really nice! Good work!

 

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Jango10 
Registered: Sep '02
46109_Indiana Jones
Date Posted: 7/12/07 6:30am Subject: RE: GM Resource: The Special Abilities Character Building System
I could definitely see this in an RPG like DarkSithDrew's "The Star Wars". Where it is entirely open ended and the story is made by the players themselves.

 

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Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
14385_Drizzt<br>by RA Salvatore  (A&A)
Date Posted: 7/12/07 6:55pm Subject: RE: GM Resource: The Special Abilities Character Building System
That sort of RPG would work, since it's designed to fit *any* character. happy

 

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Jessica: my little princess, my daughter, born 10 August 2007
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darth_nemisis 
Title: Host:
Acolytes of Darkness

Registered: May '04
23731_Palpatine
Date Posted: 7/12/07 10:00pm Subject: RE: GM Resource: The Special Abilities Character Building System
I'm interested to see what RPG will be the first to use this...I would definitely be interested in joining.

 

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SephyCloneNo15 
Registered: Apr '05
8068_R5-D4
Date Posted: 7/15/07 10:46pm Subject: RE: GM Resource: The Special Abilities Character Building System - Date Edited: 7/15/07 11:27pm (1 edits total) Edited By: SephyCloneNo15
You know what would be a fun Disadvantage (and I wish I'd thought of this while we were discussing in the CDG so it'd make the final cut)?

Addiction: The character is dependant upon a substance, and without it, they will begin suffering from Withdrawal and be all-around less useful.
  • Alcoholism: The character cannot function without alcohol. Because it's relatively easily come by (what's Star Wars without a Cantina Scene?) it recieves a lower point value. (5 points)

  • Death Stick Addiction: Although potentially more destructive, Death Sticks are still probably easier and cheaper to come by than Spice, meaning they will be less likely to succumb to Death Stick Withdrawal. (10 points)

  • Spice Addict: Spice is an illegal substance on most worlds outside of Hutt Space, and thus must be smuggled in. You usually need contacts to get ahold of Spice. If you can get your hands on that Glitterstim fix, though, it'll give you a brief opportunity to read minds. Still, is that worth the high risk of not getting that fix? (15 points)
  •  

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    "Samuel L. Jackson isn't only a fine actor, but a gamer. He's one of us." ~ Kotaku
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    Saintheart 
    Title: Manager and Wandering Swordsman of the RPF
    Registered: Dec '00
    14385_Drizzt<br>by RA Salvatore  (A&A)
    Date Posted: 7/15/07 10:49pm Subject: RE: GM Resource: The Special Abilities Character Building System
    Interesting. And it still can make the final cut. I'll just adjust the GoogleGroups document to take account of it. happy

     

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    SephyCloneNo15 
    Registered: Apr '05
    8068_R5-D4
    Date Posted: 7/15/07 11:27pm Subject: RE: GM Resource: The Special Abilities Character Building System
    I suppose the GoogleGroups thing is permanently editable, then?

     

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