Main Menu

Anwyn

Novus 2nd Edition

Novus 1st Edition

Author Topic: Character Creation Walk Through  (Read 1210 times)

0 Members and 2 Guests are viewing this topic.

Offline whystle

  • Newbie
  • *
  • Posts: 0
  • Karma: +0/-0
    • View Profile
Character Creation Walk Through
« on: May 04, 2012, 11:45:12 PM »
Here's a walk through of creating a first level character. It was easier to attach as a PDF rather than writing it all as a post. Corrections welcomed.

[attachment[/attachment]

imported_Rasyr

  • Guest
Character Creation Walk Through
« Reply #1 on: May 05, 2012, 12:00:35 AM »
Still reading through, but his "character concept" is actually more of a full background, than a concept (the bit before the 10 minutes is actually more in line as to what a concept is or should be...

In other words, the concept should be the starting point (what concept/background sound more like explaining the skills he has AFTER he has already chosen them...

Back to reading...

imported_Rasyr

  • Guest
Character Creation Walk Through
« Reply #2 on: May 05, 2012, 12:29:20 AM »
Page 8 - Fate points -- only 3 to start with, not 5...

Page 10 - Combat Moves -- Combat Training II does not affect the costs of Combat Moves (it used to in an earlier version, but that proved to be a little too much. Now, Combat Moves have their cost determined by whether or not they are in a Combat Style -- the level of Combat Training determines HOW often or how frequently a Combat Move may be purchased....

Page 13 - Figuring Base Damage -- In the PDF you have his AB using one skill's bonus, and his base Damage (for that same AB using the stat from another skill. That is a no-no... Anyways, the stat for both skills is the same.. Other than that, I think it is looking pretty good so far...

Offline whystle

  • Newbie
  • *
  • Posts: 0
  • Karma: +0/-0
    • View Profile
Character Creation Walk Through
« Reply #3 on: May 05, 2012, 12:47:46 AM »

Still reading through, but his "character concept" is actually more of a full background, than a concept (the bit before the 10 minutes is actually more in line as to what a concept is or should be...

In other words, the concept should be the starting point (what concept/background sound more like explaining the skills he has AFTER he has already chosen them...

Back to reading...




I can see the distinction there; the long write up seems more appropriate as a concluding background story after the character has been completed.

imported_Rasyr

  • Guest
Character Creation Walk Through
« Reply #4 on: May 05, 2012, 12:51:57 AM »
Yup, that was what I was trying to get across..

Offline whystle

  • Newbie
  • *
  • Posts: 0
  • Karma: +0/-0
    • View Profile
Character Creation Walk Through
« Reply #5 on: May 05, 2012, 02:14:02 AM »

Page 8 - Fate points -- only 3 to start with, not 5...

Page 10 - Combat Moves -- Combat Training II does not affect the costs of Combat Moves (it used to in an earlier version, but that proved to be a little too much. Now, Combat Moves have their cost determined by whether or not they are in a Combat Style -- the level of Combat Training determines HOW often or how frequently a Combat Move may be purchased....

Page 13 - Figuring Base Damage -- In the PDF you have his AB using one skill's bonus, and his base Damage (for that same AB using the stat from another skill. That is a no-no... Anyways, the stat for both skills is the same..



Thanks for the corrections.

Here's a revised version with corrections and background story moved to end. I also added calculation of weight and encumbrance.  Note to readers, you have to be logged into the forums to download the pdf.





[attachment[/attachment]

Offline samwise7

  • Newbie
  • *
  • Posts: 5
  • Karma: +0/-0
    • View Profile
Character Creation Walk Through
« Reply #6 on: May 05, 2012, 03:24:54 AM »
I'll have to give this a gander.

imported_Rasyr

  • Guest
Character Creation Walk Through
« Reply #7 on: May 05, 2012, 10:26:41 AM »
Page 12 - Armor - when you figure/show the armor section of the character sheet, it is not listing the penalty for wearing reinforced armor. Now, most items Mark's  character is wearing doesn't have a penalty, but his Bracers and Greaves do, and that penalty needs to be applied.

Also, you need to decide what type of Helm he is wearing. Yes, he has a Helm made of reinforced leather, but is it a Skullcap, Pot Helm, or Full Helm. That choice will affect the "Called Shot" AR (what you have listed on the character sheet appears to be a Skullcap, which still means that the Called Shot AR is incorrect). And don't forget that Pot & Full Helms give minuses to Perception and pluses to Saves vs. Stuns


And if I might make a suggestion...

I would drop one or two ranks from Axes & Hammers and put them in his other Favored Skills, such as Riding and/or Survival. It is obvious that the Warhammer is his best weapon, so play up on that.

Thus, he has Warhammer using Clubs skill, his Hand Axes using the Axes & Hammer skill (and not quit as good with it), and his thrown as they currently are. In fact, if you only drop 1 ranks from Axes & Hammers (putting it in Riding), then his AB for Hand Axe will be the same for both melee and thrown... But, overall, it is looking pretty good!!

Offline whystle

  • Newbie
  • *
  • Posts: 0
  • Karma: +0/-0
    • View Profile
Character Creation Walk Through
« Reply #8 on: May 06, 2012, 04:36:31 AM »
Another version with suggested changes and reformatted.



[attachment[/attachment]

imported_Rasyr

  • Guest
Character Creation Walk Through
« Reply #9 on: May 06, 2012, 12:16:34 PM »
Everything is looking good!!

Page 6 - Agile Defense -- Actually, the character does not meet the requirements for gaining a bonus from Agile Defense....

  • Armor -- cannot wear heavier than Soft Leather -- He is wearing Reinforced Leather, this disqualifies him for the bonus
  • Bracers -- His good here as he can wear any type of bracer
  • Helm -- only allowed to wear a skullcap, but it can be of any type (so it could be reinforced leather).
  • Greaves -- not allowed to be worn if he is going to get this bonus, and he is wearing reinforced leather greaves

Don't forget that he can always drop or reduce his starting equipment to meet those guidelines (but he would not get the difference in prices), or he can upgrade by paying the price difference between what he starts with and what he wants...

My apologies for not catching this earlier, but I was focused on the more obvious things to be corrected....

Also, there are 2 skills on the character sheet that use Speed as their stat (Acrobatics & Stealth), the penalty from Armor should be listed on the skill sheet for those skills to show that it is already figured in...

page 7 - Weapon Stats -- you could easily change it from "8+3" to "8+3=11", or just putting the sum  of the two numbers in. You don't have to do it in the same way I did it for the pre-gens I made. I showed the math for the pre-gens to show that I had added the stat bonus in, a player only needs to simply write the sum down.

Also, the Damage Rating is "8", not "8+3" or "8+2", the sum of those two numbers would be the Base Damage.

For example, we can take this paragraph:
The damage rating for the Warhammer is going to be its base damage of 8 + the stat bonus of the skill. We are using your Clubs skill. The stat for this skill is STR, so that bonus is he value we need, which is +3. So your total is 8+3.


And rewrite it as such:

The Base Damage for the Warhammer is going to be the sum of its Damage Rating (

Offline whystle

  • Newbie
  • *
  • Posts: 0
  • Karma: +0/-0
    • View Profile
Character Creation Walk Through
« Reply #10 on: May 07, 2012, 01:57:31 AM »
Thanks for taking the time to review this, FHG_TIM. As I'm still learning the game this exercise and your comments are very instructive.

Here's a revised version with incorporating all comments thus far.

[attachment[/attachment]

imported_Rasyr

  • Guest
Character Creation Walk Through
« Reply #11 on: May 07, 2012, 11:08:43 AM »
For the Reinforced Leather Skullcap (which you could easily list as "Skullcap (RL)" on the character sheet), the Called Shot AR should be 2, not 1.

Other than that, I think that it is looking very good.


Offline whystle

  • Newbie
  • *
  • Posts: 0
  • Karma: +0/-0
    • View Profile
Character Creation Walk Through
« Reply #12 on: May 08, 2012, 01:32:46 AM »

For the Reinforced Leather Skullcap (which you could easily list as "Skullcap (RL)" on the character sheet), the Called Shot AR should be 2, not 1.

Other than that, I think that it is looking very good.






Updated to correct called shot AR for the Skullcap (RL) and added weapons stats for a dagger.

[attachment[/attachment]

Offline samwise7

  • Newbie
  • *
  • Posts: 5
  • Karma: +0/-0
    • View Profile
Character Creation Walk Through
« Reply #13 on: May 09, 2012, 01:36:01 AM »
It is neat that you are making up something like this.  I've made a few player's handbooks for various systems when I have the motivation and time to do so. 

imported_Rasyr

  • Guest
Character Creation Walk Through
« Reply #14 on: May 09, 2012, 03:10:34 AM »
Yes, in case I have not said it yet -- most definitely Thank You!!