The Fall of Brekhan
Character Creation Rules
Every new character starts with a number of points equal to 50% of their previous characters total (rounded up), unless they have picked and trained a replacement NPC. If there are no characters left the DM may assign a new point total for everyone.
All characters have a disadvantage limit of -40 points, and may not increase any skill beyond +4. Attributes may only be increased up to 14, except for ST which may be increased to 16. HP and FP may be changed by no more than 30% of it’s base attribute, rounded down. Will and Per may only be changed by 3 from their base. Magery is limited to rank 2 or lower. Basic speed is limited to a change of 2 up or down from the calculated number, basic move is limited to 3 up or down from the calculated number.
Allies are subject to DM approval and generally limited to 100% of your point total. Allies worth up to 150% can be taken as favours instead.
Picking and Training a Replacement
Adventuring is a profession that has traditionally been taught through apprenticeship. Rarely advertised or intended, less experienced individuals with potential and drive will seek out mentors who can show them the basics of the profession. Each player may, if they wish, play a secondary apprentice who has found the group and wishes to learn. The apprentice must pick a tutor, who cannot be their other character. The tutor takes the apprentice on as an ally and will be their primary source of knowledge in the group. If the main character of the apprentice is killed or retires the apprentice they are playing will be elevated to the status of main character.
An apprentice will be introduced with a point value equal to 50% of the main character they will one day replace. The mentor will take the apprentice as an ally with a value between 50% and 100% – this value affects how quickly the apprentice advances but not their starting point value. The mentor may take the apprentice at different frequencies of appearance, which will be checked to determine if the apprentice is available or capable of doing anything useful. On a failed appearance roll the apprentice might bumble around getting in the way, become scared and hide during an ambush, or otherwise stay out of the way to the best of their ability. Treat appearance 15 as always present unless specifically required otherwise.
An apprentice gains experience in two main ways: First, they will receive character points equal to their value as an ally, unrounded (store fractions of character points until they are completed), of their mentor. These character points are of the same type as the main character (combat, character, general) and include points earned for goals. The apprentice may spend these points in the same way as a main character. Second, an apprentice may be taught by their mentor as normal using the teaching skill. While traveling or otherwise busy the apprentice learns as if receiving on the job training for any skill being used by their mentor (riding, observation, hiking, and survival are common). IQ skills may also be learned while traveling, but only at on the job level, accounting for the lack of proper classroom. If the party is not traveling the apprentice may receive training from their mentor in any skill they know at self taught level, or full training if the mentor has Teaching at 12+. The same character may mentor multiple apprentices, if they take them all as allies. The required skill for Teaching goes up by 1 for each extra apprentice.
Adventuring is a dangerous profession, and not all apprentices will end up becoming fully fledged adventurers. When an apprentice becomes a main character their mentor is refunded the full value of the ally advantage as general points. Completing the mentorship of an adventurer is also a common goal. If an apprentice is killed in the course of normal adventuring activities the mentor is refunded half of the value of the ally advantage as general points, rounded up. If the apprentice is killed because of gross negligence on the part of their mentor the mentor receives no points back. If an apprentice’s mentor is killed they will have to find a new mentor within the group; if they cannot their training will stagnate until they do.
When you can Create a New Character
A new character can be created and introduced into the world whenever an old character is killed or properly retired. To properly retire a character, they must not be part of an adventure, have a safe place to retire to, and they must have a replacement waiting. Talk to the DM between sessions, and discuss exactly how the character will leave and how the new one will be introduced.
A retired character can be brought back in the future, gaining extra character points until their total is equal to that of the lowest other member of the party. Skills and advantages gained in this way may only be spent on mundane things the character has access to, no exotic traits that might be gained through adventure. (This is equivalent to step 5 of character creation)
Steps for Creating a New Character
Step 1: Check the rest of the party and determine if there are any play styles missing. Avoid creating a character who specializes in something another character already does. Decide what sort of play style you wish to fill.
Step 2: Decide on a background for your character, working with the DM to establish where they come from. Pick a city or town that already exists, or create one and let the DM know so he can edit it and introduce it into the world. This is the home town for your character.
Step 3: Begin by spending points on basic attributes that suits your characters background. Decide on your physical characteristics and any physical or mental disadvantages you would have since birth. This should account for between %30 and %60 of your points.
Step 4: Spend points on skills and advantages that your character has developed before they became an adventurer. This might include a few points learned from your parents, simple combat skills, advantages you were born with (including magery 0), and anything you would learn as an apprentice. This should account for between %10 and %40 of your points
Step 5: Spend points that make your character a full adventurer. Begin specializing towards your desired play style, purchase a level of wealth that would fit your characters ability to earn a standard (non-adventuring) living. Purchase any advantages that your character developed over time (but nothing exotic that another adventurer might earn from play). This should account for between %20 and %40 of your points
Step 6: Spend your remaining points on useful adventuring skills with punishing defaults, or which would hold the entire group back. This includes skills such as Stealth, Hiking, Climbing, First Aid, Gesture, Observation, and Search. This should use up all of your remaining points.
Step 7: Spend your characters cash on equipment which fit their skills and roles. Remember to purchase the minimum required equipment for skills if they have any (Bandages, Crafting Tools, ect).
Step 8: Present your character sheet to the DM for approval. Almost all characters will have a few minor changes needed to ensure they fit with the group and the world. Go back and change anything needed.