Dice RPG Blog with Character Builds

How to create a Character in any System

Looking over my history of posts I make and post specific builds for characters.  What I haven’t done is help someone, new or old, really make a character for themselves.  Even for the humor focused games, the player needs to see themselves in the position of their character.  Using the builds here doesn’t help in this aspect as it’s like reading a Resume.  You get the general idea of the person who wrote it but that doesn’t mean you really understand where they come from.  So for my next series of posts I will be going over how to make your own characters in specific systems.  Though to start it off, I wanted to cover a few key points that go across any game you might play.

How serious do you want to be?  The goal of any hobby is Fun and for each person that can be widely different.  Even then, you have to take into consideration your group as a whole as this isn’t a one man party.  Choose your character details so that they will keep you entertained the entire campaign while not annoying your friends (too much).  Just be aware that picking a silly name or background can become stale as it wears thin over a few sessions.  At the same time, it can become a defining factor of your entire personal plot in the game.

Concept is the most important factor to deciding details and backgrounds.  How or when it is decided can happen at any point in the creation process though the earlier the better.  At this point you just want to pick a Theme that can be as short as one word and up to a full sentence.  Even if you have no clue yet on how the mechanics work, all you need to start is a basic idea of the basic World of a system.  Fitting a Cop into a Fantasy game doesn’t really work, though a City Guard would.  Already with just that you likely know you are a fighter type character (knight/fighter/barbarian/etc).  You can expand on that concept with descriptions like “Alcoholic” or “Shady” to expand on what kind of Guard you are.  Taking that up to a full sentence can bring out all the more.  “George was a City Gaurdsman who was kicked out for Shady habits and forced to take up Mercenary work.”  This might lead to a more stealthy combat character, possibly a split Rogue/Fighter, that is working for personal greed or just plain laziness.

The Truths that binds the Lies.  Writing and playing a character takes some imagination to place yourself into that person’s shoes.  The primary factor that can assist or break immersion is your own experience.  Small details brought from your personal background gives life to the characters you play.  It is difficult but not impossible to play a role you have little knowledge about.  Having a young player (pre-driver’s license) choose a Professional Stunt Driver makes for a dissonant game as realism has to be put on hold for any Car Chase that might come up.  This isn’t a perfect example as younger groups would tend to the silly side of things and suspension of realism isn’t a big deal.  But the more you add to a character you can’t see yourself doing, the more difficult it will become to play.

From here it gets down to each game’s mechanics.  “The Devil is in the Details” as they say but hopefully this will get you started.  Sometimes that’s the hardest thing to do.

Server maintenance and Site under construction

Hello all,

Thanks to my friend hosting the site the server had to do a bit of upgrading.  Everything should be back up and in working order now.  I plan on doing some changes to liven up the site (woo CSS) and work toward getting my posts started up again.  Stay Tuned!

-zVulture (aka Steven)

nWoD – Mage the Awakening – The Masks of Arcana

I have been tossing ideas around for a game session, this is one that got tabled for a while but I wanted to share it.  It still needs a little love to get going as I haven’t gotten to writing the story.  Excuse typo’s or other oddities as this is a copy right from my own notes.

Basic idea:  Players choose character sheets face down.  Each sheet is made to have a dedicated Arcana and a special weapon attuned to it.  Each one has a way to be hidden from view but drawing the weapon transfers the properties to a ‘mask’ over the owner’s face.  Those are the basic properties of each, while players might invest in improving them as the game goes on.

Death – Mask of Darkness, Shadow Weapon
Fate – Mask of Misdirection, Opportune Weapon
Forces – Mask of Blur, Cloaked Weapon
Life – Mask of Faces, Mutation Weapon
Matter – Mask of Iron, Quicksilver Weapon
Mind – Mask of Lies, Forgotten Weapon
Prime – Mask of Disbelief, Energy Weapon
Spirit – Mask of Tribes, Fetish Weapon
Space – Mask of Void, Remote Weapon
Time – Mask of Displacement, Phased Weapon

In more detail:

Death: Focusing more on the shadow element, the weapon seems to meld visually in whatever shadows touch it.  Though they have to be provided by clothing or similar.  Once drawn/activated, a mask of darkness covers the user’s face.  It is one way so they can see through it but no one can pierce it from the other side.

Fate: Focusing more on chance, the weapon isn’t actually specified.  This is more of a power activated that somehow there is a weapon nearby that the user can wield.  Though this could be a tire iron as much as a giant sword.  Each situation has it’s own merits.  When ‘activated’ the owner’s face will never be seen clearly.  There is always something blocking the field of vision, a blurred movement or similar that just ‘happens’ to keep from being identified.

Forces: Simply the use of light makes this the more direct use of invisibility.  The weapon has light bent around it so it is almost impossible to see.  When drawn/uncloaked, the owner’s face becomes a blur of muted colors.

Life: This is more a set of bracelets as much as weapons, transforming the user’s hands into tools for killing.  Claws, paws and many other weapons of nature are used.  When activated/transformed, the users face never hold the same feature.  Shifting slowly and changing through the day including eye and hair color.  Reverting when de-activated.

Matter:  Quicksilver of legend, a metal that can shift to the owners will making for not only weapons but tools just the same.  The fluid nature doesn’t hold well with mechanized parts though so the simpler the design the better.  When activated/drawn, the owners face bears a Golem like mask that goes around the head.  Changing the material and features each time it is used.

Mind: The power over thought and memory make this weapon as invisible as with Forces.  Instead of bending light, it just bends attention.  People just think the weapon just belongs there, or they don’t even notice it at all.  There are more important things to worry about, like what to get for lunch.  When unmasked, the owner takes on the same properties.  They arn’t memorable and just seem to blend in, moreso if another member is nearby.

Prime: One of the most tricky of all Arcana to hide.  It is also using the most offensive way of hiding by not doing so.  The fundamental disbelief that people get when encountering magic is harnessed.  People just can’t believe that a person would even cary such a weapon with them.  It just seems impossible and impossible things are easier to ignore than confront.  When drawn, the owner gains the same power, people just can’t believe that ‘you’ are doing such a thing.  It has to be someone else.  (Need to do more research on this one)

Spirit: These weapons arn’t really that when encountered.  It might be a tool of sport or just a simple walking stick.  Things mundane and acceptable to the normal world around.  But when activated, it harnesses the powers of spirit as a Fetish would.  While limiting in what weapon could be used, it balances with the flexibility of powers as it’s properties can change once a day.  The owner takes on a tribal mask akin to the spirit power currently being used.

Space:  One of the most difficult to find weapons is one that isn’t actually on you.  Reaching across space to where it’s stored, the owner may retrieve their weapon from afar.  Once brought out, their face becomes a window to the voids of space though not being open like an actual portal.

Time: The weapon is another hard to find as it’s constantly shunted a millisecond into the future.  It exists in times reach of the owner just ‘not quite there yet’ where it doesn’t exist yet in their possession.  Once drawn into the current time, the owners face takes the similar property.  The vision is blurred as it seems as time speeds up around their head.  Making movements blur with the ‘speed’ and hiding what details are underneath.

While these are general descriptions of the powers, they are not all powerful.  They are taken from the owner’s mastery in their Arcana, as such, they are forced to have at least 2 dots in the Arcana.  After that, they are free to spend their other points as wanted.

Level 1 – Item is what it is, no power other than a strange aura.
Level 2 – Basic cloak of identity, can be broken with some work.  Larger/better weapons harder to use with abilities.
Level 3 – Easier to hide a larger weapon, Identity protection expanded to body instead of just face.
Level 4 – Granted a Lower (rank 2/3?) power aligned with the item’s focus.
Level 5 – Granted a Unique power aligned to the item’s focus.

Background -  The Masks of Arcana

A masked group that takes on any job given the right price.  Magical mercenaries though only one of each discipline.  They are wanted by the mage groups for crimes, though they are brushed under the rug as some of the council use them.  If seen, there is a bounty live or dead so it still isn’t much of a protection.  Worse yet is the group works for other supernaturals just the same as mages.  Even a job  here or there comes from humans who don’t know better until it is too late.

Past all the work and bounties, the masks themselves are items of power desired by many.  Their past and creation is a mystery.  While some replica’s have been made throughout history, it had taken too much effort to match the original complexity, or craftsmanship as some say.

Out of Char prep:

There are character sheets printed for each arcana. Each one has have two dots pre-set in that Arcana as well as a 5 dot Merit for the Mask.  While the two Arcana points do go against their starting total, the merit points do not.  For these are balanced a bit more with a ‘Wanted’, ‘Infamy’ and ‘Gaes’ drawbacks.

‘Wanted’ – Dead or Alive for a bounty for the group though a requirement to also turn in the masks is given.  The masks help protect the user’s identity so it is a battle for catching the group in the act.

‘Infamy’ – representing how well they are known for in the mage and supernatural world.  While opposite of ‘Fame’, it has similar balances.  While your group is easy to identify and is rightly feared, that can be used by an able player.

‘Gaes’ – Each of the characters are under a complex Gaes to ‘Never reveal the identities of a Masked One.’

A ST will give their players options on what Arcana to play, just depends on the group.  Though basic examples are letting players pick the Arcana, letting players pick 2-3 sheets blindly to choose between, having them get stuck with the one they blind pick or assigning them a character.  With this style of game, it can be adjusted from 2-5 players (though if you can manage all 9…) and leave backups for flexibility of introducing NPC’s, new players or replacing dead ones.

Characters are part of a secret organization within the secret society of mages (meta, I know).  As such, besides having a true name and a shadow name, they also have a masked name.  More of a nickname to go by in the group so it can also be changed or picked by someone else.

Leadership of the Masked Ones will change depending on which masks are left.  There isn’t a ‘master mask’, at least not that anyone knows of.  What is suggested is that the one giving missions have more than one mask.  Though it would be better if they have to be complimentary or opposing elements (Death/Life, Matter/Prime).

D&D Pathfinder – Social Rogue: The Backstabber

System: D&D Pathfinder
Class: Rogue – Knife Master Archetype
Level of Build:  5
Books Required: Players Guide, Ultimate Combat, Advanced Races Guide
Build Requirement:  Alter Self ability + Knife Master Archetype
Example Character Sheet: Zais the Backstabber

This char started back in an old 3.5 evil campaign using an Eberon Changeling.  The interactions of taking on others appearances and doing evil deeds in their guise makes things so much fun.  Recently a new campaign has sprung up for an Evil campaign in Pathfinder while at the same time the new Advanced Races Guide was released.  I decided to utilize the new book and try to re-invent my old character.

The best thing about the Advanced Races Guide isn’t the multitude of new races and expansions of old ones.  It was the section on Creating a Race.  It starts with a simple point allocation where a Normal race is about 10 points, Advanced race is about 20 (think races with level adjustments), and Monstrous at 30+ points (for NPC’s or monsters hopefully).  Using this I ended up converting the Changeling race to 13 points.  Just a little above the ‘Normal’ but it was OK’d by the DM.  If you do not have this option, the Kitsune (with a feat) can do the same thing.  Otherwise you will have to fork out the 1,800 gold for a Hat of Disguise.

Changeling [13 Total Points] – Humanoid (Shapechanger) [0 points]
Size: Medium [0 points] – Move Speed: 30 [0 points]
+2 to Dexterity, +2 to Charisma, and -2 to Constitution [0 points]
+2 to resist Enchantment Spells and Poison [2 point]
+2 to Bluff and Sense Motive checks [4 points]
Skill Training: Linguistics [1 point]
Greater Shape Change [6 points] (Alter Self but without stat adjustment)

With the Race details ironed out, I was able to concentrate on the character.  In Ultimate Combat, there were three defining abilities that steered my choices.  The first is the Knife Master Archetype which primarily changes your Sneak Attack dice to d8s for Daggers but only d4s for all other weapons.  On it’s own, it makes any Rogue more powerful but only when Sneak Attacking but holds a weakness of having to use Daggers (1d4).  This isn’t a bad thing though for a Social Rogue, you have to pick your hits anyway to avoid getting hurt badly in combat.  The next step though was the combination of the Feat: Betrayer and the Skill Trick: Underhanded (both in Ultimate Combat).  The first allowing you to get in a free Sneak Attack (they are flat-footed) when you use Diplomacy to make them friendlier.  It also gives them a -2 to Initiative rolls for the combat as well.  The second lets you use Max Damage for Sneak Attack, though only for a Surprise Round attack and when they are unaware of the weapon your armed with.  To put it all together, using Alter Self to take on appearance of an Enemy’s friend or a stranger.  Befriend said Enemy.  When the time is right, backstab said enemy for max Sneak Attack damage (in this char’s case of 3d8, 24 damage + weapon).

To fill out the characters out of combat abilities, wands and minor magic items become a tool-chest of fun.  The Wand of Corpse Sculpting makes it easy to switch out appearances with an enemy after killing them.  The Wand of Honeyed Tongue just gives you that edge in social rolls.  The Hand of the Mage allows for some ranged tricks when something might just be out of reach or your being watched.  While the Glamored armor makes it easy to take on disguises on the fly without looking prepared for a fight.

Backstory:
Zais actually started out on the side of Peace as both a Negotiator and Arbitrator for diplomatic meetings.  Helping countries get past each others differences while being able to handle the darker side of politics to keep the proceedings safe.  His own safety was in the ability to take on a new appearance each time.  Making out to be different people working for an organization instead of being a single person.  There were a few who handled his accounts and communications though that figured it out.  Those weak links were what lead to the demise of his reputation and his current situation.  One such negatiation, his payment came in the form of a headband made of gold and some jewels.  Upon trying it out, he soon found it to be a cursed item.  The Headband of Opposite Alignment had changed his outlook and plans for that night.  Those who had slipped him the gift never knew how much it would change him.  Which played into his new plan as he acted normal and helpful.  But behind the scenes he started letting those underhanded plots go through, even helping a few succeed.  Soon the place was in an uproar as fingers were pointed and swords were drawn.  He could only plead for them to stop while inwardly grinning as the two lords began to incite a new war with just his little bit of nudging.  Sure his reputation for keeping the peace was soon trashed, but he knew that whoever left him that crown would have a good chance of being a victim in the fighting that day.  Now free of his petty morals and the limits of serving the leaders of the world, he would make sure to enjoy his new sandbox.  Where next to plant the seeds of war?

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I am working to restore the Blog as the server was down for a while. Please excuse the dust while everything is restored.

Thanks,
Steven