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Update #7

Character Creation

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Tonight's update will be a very long one. We will be talking about Character Creation.  As an RPG, your characters are the center of this dynamic world where your actions can change everything.

CHARACTER OVERVIEW

You are required to create your avatar character in the game. He or she will be the leader of the group and Is the person most interaction is directed to. Your avatar is the only character you can create from scratch. You can customize his appearance, gender, race, attributes, path, skills and abilities.   

Characters you recruit will have a starting template which you cannot modify. His gender, race, starting appearance, attributes, path, skills and abilities are all set when you recruit him. Of course, as he levels up, you can choose how he will progress beyond his starting template. You will be able to customize his attributes, skills and abilities.

CHARACTER CREATION  

Gender 

When you start creation, your first choice is to determine your gender. The choices are of course Male or Female.  

Race 

After choosing your gender, your next choice to make is your Race. Now this is very important as your race determines a lot of in-game advantages and disadvantages that are long-term.

Below is a short description of the races available at creation. They will be discussed more in detail though in a later update:

  • Human: these are of course the dominant race on Purgatory.
  • Dhampir: they are the half-vampire half-human hybrids. 
  • Nephilim: they are the half-angel half-human hybrids. 
  • Cambion: they are the half-demon or half-devil mixed with humans. The half-demons are normally the more common variants as Devils seem to be less prone to this by choice. 
  • Wolfkin: they can be either half-human half-werewolf or half-wolf half werewolves. The half-human variants are more common however. 
  • Hunterborne (Stretch Goal): they are natures defense mechanism against the supernatural. They look human but are all supernaturally perfect physical specimens who are perfect hunters. 
  • Faechilde (Stretch Goal): they are the hybrid children of the Fae Folk. They are normally magically gifted. 
Based on the race you choose, you will acquire a starting template package that will provide the following:
  • Racial Attributes: each race will have a bonus or penalty to its attributes. Humans in general will not have a bonus or penalty to its attribute.
  • Racial Paths: Your race choice can also affect how effective your character is within a certain “Path”. No matter what you race is though, all paths are available to you but of course some Races are simply better (or weaker) at some Paths than others.
  • Racial Skills: Each Race will have bonuses to certain skills as well as have some skills as part of their primary skill set even if it is not in their Path choice. Humans will have a bonus to skills which they can choose.
  • Racial Abilities: Each race starts with some bonus abilities unique. For example, all dhampirs will have the Blood Strength ability, allowing them to get stronger for a short amount of time if they ingest blood.
  • Racial Weaknesses: Except for Humans, all races have specific weaknesses , most of which are derived from their supernatural ancestry. For example is a Werewolves vulnerability against silver or a Cambion’s weakness against cold iron.
PATH  
The next thing you have to choose is Path, or better known as your character class. In the game, Paths guide your character with regards to his optimal role in a group, but does not totally limit nor define your character. Even if you choose a certain path, all skills and abilities are theoretically within your grasp. Of course, learning these skills and abilities outside of your Path may be more costly and difficult than learning one that is within your Path.

For example, your Path is an Arcanist. Naturally most of your skills and abilities are towards those that will improve your spell-casting abilities. However, let’s say you have a penchant for explosions so as a backup, you spend points trying to learn how to fire a rocket launcher, for those days when you run out of magical energy or magic isn’t as effective. Learning “Fireball” will cost you its normal cost but learning “Rocket Launcher” will probably cost triple its normal cost because of how far it is outside your chosen path. This then becomes a question of specialization, versatility and style...and you get to choose.  

Paths will be discussed in detail in another update but I will list below each Path and its general description.
  • Arcanist: They are the spellcasters of arcane magic and manipulators of reality. They are also the scholars of magic.
  • Adventurer: They are the thrill seekers, daredevils and all around experts when it comes to action and adventuring.
  • Agent: They are experts in investigation, stealth, clandestine operations, infiltration, and others.
  • Diviner: They are those who’s faith and spiritual connections provide them with mystical power. Their ability does not come from within them but instead draws it from a divine source.
  • Armsman: They are the weapon masters and melee combat experts. They have honed their expertise to new heights.
  • Martialist: These are the hand-to-hand and martial arts experts. With the abundance of chi energy, they can hone their skills to mystical levels.
  • Soldier: This path is for the modern day soldiers who are experts in firearms and heavy weapons.
  • Scout: They are the experts in tracking, wilderness survival, herbalism and other nature related abilities 
  • Tech: They are the experts of all things technological in nature. This can be in the areas of electronics, engineering, manufacturing, research, computers and others.
  • Survivor: They are the lucky ones who simply survive and refuse to die no matter what comes their way. In some way like the adventurer though their primary skills are in the areas non-combat in nature.
  • Slayer (Stretch Goal): these are people trained to combat the supernatural more than anything else. Their skills and abilities are focused in this area
  • Psion (Stretch Goal): these are people gifted with great psionic ability. Similar in some way to the Arcanist but their abilities are mental in nature such as telekinesis, telepathy, pyrokinetics, clairvoyance, precognition and others.
Once you have chosen a path, you will be given a set of starting skills, bonuses and abilities that is part of your path.

ATTRIBUTES
After you have chosen your Path, you will now be presented with your Attributes. The system for this will come from the Wyldekarde RPG Game system. All attributes are normally a factor in using specific skills or abilities and are added to the “roll”. If you do not have a specific skill, most of the time you may default to the specific attribute the skill or ability is linked to.
There are 2 kinds of attributes, your Primary Attributes and your Derived Attributes. Primary attributes are your core attributes which define your character and your derived attributes are normally based from a combination of your attributes.

Primary Attributes:
  • Strength: A measure of physical strength. It affects close combat damage, carrying capacity, recoil compensation and others
  • Agility: Your overall nimbleness and dexterity. It is a strong factor in your speed, initiative, accuracy and defensive ability
  • Body: It is a measure of your resilience, toughness and endurance. Affects your hit points and physical energy points. Also affects the various physical resistances.
  • Intellect: it determines your reasoning, IQ and learning ability. These affects most technical skills as well as provides bonus skill points.
  • Awareness: Measure of environmental awareness and perception of surroundings.
  • Willpower: Determines your mental strength, mental endurance and mental toughness. Also affects the various mental resistances
  • Presence: It is your charisma, strength of character and ability to influence others. This can affect your ability to affect factions, improve bartering and other social skills and abilities
Derived Attributes  
  • Life Points: this is the characters health and current life. When you hit 0 life, you will start dying and will permanently die when you hit the negative value of your Body attribute Rating.  
  • Close Attack Bonus (CAB): this is the base bonus for the characters close attacks  
  • Ranged Attack Bonus (RAB): this is the base bonus for the characters ranged attacks  
  • Close Defense Bonus (CDB): this is the characters base defense rating versus close combat attacks  
  • Ranged Defense Bonus (RDB): this is the characters base defense rating versus ranged attacks  
  • Physical Energy (PE): it is your physical energy point pool. For the game, it is the amount of points available to use your active physical abilities  
  • Mental Energy (ME): it is your mental energy point pool. For the game, it is the amount of points available to use your active mental abilities such as spell-casting and other related abilities.  
  • Physical Recovery (PR): this number is the amount of physical energy you gain after a certain amount of time  
  • Mental Recovery (MR): this number is the amount of mental energy you gain after a certain amount of time  
  • Speed: this adjusts the distance you can move/walk in a round using your action points  
  • Run: this is the distance you can move/run in a round using your action points  
  • Initiative: this is the base initiative of the character. This is added to a random roll that determines when you act in the combat round.
At the moment, we have intentionally not revealed the formulas for determining these stats though backers of appropriate tiers will see it during the development phase and those who will get to try the Graywalkers Table-Top RPG which uses the Wyldekarde RPG system.

All your stats will have a base starting number and then you will be given bonus attribute points to distribute among them. Your bonus points can be used on your Primary Attribute or your Derived Attribute. Take note that some attributes will cost more than others. There will be a cap however on how high you can make certain stats based on your level.


SKILLS  
The next to be determined are your starting skills. You will begin with several Path Skills for free. These are at rating 1 normally. You will then get a starting pool of bonus skill points to purchase other skills. There are 3 types of skills in relevance to your character: Your Path Skills, Your Primary Skills and Your Background Skills.

Your Path Skills are those that are part and parcel of your path. You don’t begin with all skills under your path, only the most important ones. Acquiring path skills are the easiest to acquire at their base cost. Primary Skills are those that are easy to learn but not really part of your Path skills. These normally cost double your primary skills. You Background Skills are all the other skills not part of your Path and Primary skill list. They normally cost triple the base cost.

We won’t be revealing yet the list of skills but we will reveal the categories of the skills available in the game:
  • Combat Skills
  • Technical Skills
  • Athletic Skills
  • Build Skills
  • Outdoor Skills
  • Social Skills
  • Mental Skills
ABILITIES 
The most important choice you make are your abilities. These are what makes you better than the average person. This is where spells, combat maneuvers, special attacks, talents and other special abilities are part of. 

By this point, you already have your Racial Abilities and your Path Abilities. You will be then given an ability point pool to purchase additional ranks in abilities. You may improve your existing path or racial abilities or get new ones. Most abilities are open to you as long as you meet the needed requirements for your choice. 

EDGES & FLAWS (Optional) 

Edges are like Abilities in that they provide a special bonus or advantage to the player. The only difference is that you can only acquire these edges by getting an equivalent value in flaws. Flaws are abilities that make you weaker in some area instead. So if you wanted a 2 point edge, then it requires that you purchase a 2 point flaw at the very least. There will be a cap to how many edges and flaws you may take however.  

APPEARANCE

After creating the stats for your character, you will then choose how your character looks like. You will be able to customize it to a certain degree. We will talk about this more in detail in another update. 

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And there you have it, our character creation update. I hope this doesn't overwhelm you with too much info. Of course like all things here, it isn't final because you, the community will have a say in what gets into the final game. 

One final announcement request: To all those who have backed Kickstarters in the past that are RPGs or PC games in general, can you share our game to that community via forums or comments. I've seen it done in others so I'm sure we can do it too just as long as we don't spam anyone. This is our fastest way to reach the right audience. Hope you guys can do this. Thank you very much! 

Jared Ulinski, Maxim Bardin, and 4 more people like this update.

Comments

    1. Avatar2.small

      Creator Entropy - Graywalkers supernatural RPG on November 3

      Great update. Love the customization and choice of races especially! The more races, the better! Not many games allow this these days (sadly)...

    2. Paladin_and_lady_of_the_manor_by_azazel1944.small

      Creator Storm Blade on November 3

      Really well thought system. That gives a lot of customisation, and that's what is the most important to the player. Keep it up good folks.

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