Post by feldrik on Jan 27, 2013 9:48:05 GMT -5
I have been looking at a lot of steampunk type things and hit on this idea for using types to build characters with the flavor of the era (probably not original considering all the gaming stuff I own and read but here it is).
This modification is based on T&T5e. It attempts to give characters the sort of feel they would have in the stories of Verne, Burroughs and Doyle. (edit: Challenger was a character from Doyle's fiction)
First, it’s a Man’s world…i.e. no non-humans. This being fantasy we can dispense with the biases of the age, be egalitarian and include woman adventurers as well.
Stats are assumed to be rolled on 3d6 and recorded in the order rolled. Stat bonuses are determined by character type.
Character types are a one word title for an archetypical person of the era (we will be using stereotypes for the most part). These ‘types’ are large categories that the player will need to be more specific on when they have their character concept in mind. This will give them an idea of what skills they have that give them a level bonus to their SR. The player should list the 1st 5 skills that come to mind for each category as a jog to their imagination. When skills or weapons are used based on a type the player gets the character’s level number as a bonus (or more dice?) to the SR or attack roll.
Each player chooses 2 of the below for their character. If the player’s initial rolls for all stats were 12 or more they may choose an additional type for their character.
RUSTIC: CON+2. This is a person of the countryside and out doors. They may be a farmer, huntsman, carpenter or even a slave. They know how to work with their hands and prefer plain talk and simple solutions. Survival on the land through hunting and trapping are common for them. Weapons intended for hunting such as the bow or light long guns are the type of arms they are experienced with.
VETERAN: STR+2. Service as a soldier, sailor or even a mercenary gives this person discipline and courage. They are skilled with the weaponry and equipment common to the service they were in. Usually bayonets, black powder and common vehicles but skill with the short sword and bare hands is expected. As skilled fighters a military man can reduce the damage they take in a fight by 1 per level, even if not in armor.
SCHOLAR: IQ+2. Whether they are a professor, priest or eccentric intellectual this person has a wide range of knowledge and knows how to access research materials. They are not skilled in combat (but they may know all the technical jargon) and are sure to understand some interesting aspects of chemistry and other sciences. Usually scholars are opposed to doing injury to someone, especially if they are doctors or clergy.
NOBLE: CHA+2. They may be born to a family with a long and proud lineage or be from a family of ‘New Money’, regardless, they know who is who, how to talk to them and how to use their station when dealing with those above or below themselves. As gentlemen they will be skilled in the epee, foil, rapier and all other types of town swords. Proficiency on horse back is common, including combat, or at least sport, from a mount.
RECLUSE: LUCK+2. These sorts either lack the wit or will to be part of society or have such an abundance of both that they prefer not to ‘play the dull game’ that civilization has laid before them. They are not skilled in weapons but they prefer to complete their tasks with a minimum of force and are more inclined to take someone by surprise than attack openly, remaining unobserved is always preferable.
EXPLORER: DEX+2. When not trekking through the unexplored reaches of the world they are looking for an expedition that is about to head out and needs a trailblazer. They have encountered savage and primitive people and are familiar with the customs of these folk. They have learned the art of survival in harsh climates and wild places. They can use exotic weapons as well as firearms and fisticuffs effectively.
If you want your world to include an overt magical element you can add…
CHANNLER: +2 to the stat used to power spells. In addition the character can use spells as a Rogue, detailed in T&T 5e rules. To gain the benefits of being a full Wizard the character must be a Scholar as well. In a milieu of 1800s to early 1900s there will be no ‘wiz-bang’ type of spells but those of the mind and soul will be the sorts encountered. If you include magic you will be entering the realms of Lovecraft’s Chuthulu Mythos and Howard’s Solomon Kane stories.
The headings for Rouge and Wizard should be thought of as game mechanics rather than classes or types when using this method of character building. Those types will be developed by combining the available types presented.
This modification is based on T&T5e. It attempts to give characters the sort of feel they would have in the stories of Verne, Burroughs and Doyle. (edit: Challenger was a character from Doyle's fiction)
First, it’s a Man’s world…i.e. no non-humans. This being fantasy we can dispense with the biases of the age, be egalitarian and include woman adventurers as well.
Stats are assumed to be rolled on 3d6 and recorded in the order rolled. Stat bonuses are determined by character type.
Character types are a one word title for an archetypical person of the era (we will be using stereotypes for the most part). These ‘types’ are large categories that the player will need to be more specific on when they have their character concept in mind. This will give them an idea of what skills they have that give them a level bonus to their SR. The player should list the 1st 5 skills that come to mind for each category as a jog to their imagination. When skills or weapons are used based on a type the player gets the character’s level number as a bonus (or more dice?) to the SR or attack roll.
Each player chooses 2 of the below for their character. If the player’s initial rolls for all stats were 12 or more they may choose an additional type for their character.
RUSTIC: CON+2. This is a person of the countryside and out doors. They may be a farmer, huntsman, carpenter or even a slave. They know how to work with their hands and prefer plain talk and simple solutions. Survival on the land through hunting and trapping are common for them. Weapons intended for hunting such as the bow or light long guns are the type of arms they are experienced with.
VETERAN: STR+2. Service as a soldier, sailor or even a mercenary gives this person discipline and courage. They are skilled with the weaponry and equipment common to the service they were in. Usually bayonets, black powder and common vehicles but skill with the short sword and bare hands is expected. As skilled fighters a military man can reduce the damage they take in a fight by 1 per level, even if not in armor.
SCHOLAR: IQ+2. Whether they are a professor, priest or eccentric intellectual this person has a wide range of knowledge and knows how to access research materials. They are not skilled in combat (but they may know all the technical jargon) and are sure to understand some interesting aspects of chemistry and other sciences. Usually scholars are opposed to doing injury to someone, especially if they are doctors or clergy.
NOBLE: CHA+2. They may be born to a family with a long and proud lineage or be from a family of ‘New Money’, regardless, they know who is who, how to talk to them and how to use their station when dealing with those above or below themselves. As gentlemen they will be skilled in the epee, foil, rapier and all other types of town swords. Proficiency on horse back is common, including combat, or at least sport, from a mount.
RECLUSE: LUCK+2. These sorts either lack the wit or will to be part of society or have such an abundance of both that they prefer not to ‘play the dull game’ that civilization has laid before them. They are not skilled in weapons but they prefer to complete their tasks with a minimum of force and are more inclined to take someone by surprise than attack openly, remaining unobserved is always preferable.
EXPLORER: DEX+2. When not trekking through the unexplored reaches of the world they are looking for an expedition that is about to head out and needs a trailblazer. They have encountered savage and primitive people and are familiar with the customs of these folk. They have learned the art of survival in harsh climates and wild places. They can use exotic weapons as well as firearms and fisticuffs effectively.
If you want your world to include an overt magical element you can add…
CHANNLER: +2 to the stat used to power spells. In addition the character can use spells as a Rogue, detailed in T&T 5e rules. To gain the benefits of being a full Wizard the character must be a Scholar as well. In a milieu of 1800s to early 1900s there will be no ‘wiz-bang’ type of spells but those of the mind and soul will be the sorts encountered. If you include magic you will be entering the realms of Lovecraft’s Chuthulu Mythos and Howard’s Solomon Kane stories.
The headings for Rouge and Wizard should be thought of as game mechanics rather than classes or types when using this method of character building. Those types will be developed by combining the available types presented.