library(sfrpg) df_equip <- get_df_equip()
This chapter provides the rules for creating and levelling Player Characters. The overall character creation process is first described, and then each creation and levelling step is discussed in detail: stat generation, Origin and class selection, mundane equipment, feat selection, levelling up, and using magic items.
From the initial character concept to the point where the character sheet is complete, there are several decisions that a player must take in order to create a first level character. In this section, we explain the character creation process as a whole, and a more detailed discussion of each step is provided later on.
The basic steps for creating a character are:
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Once the player has decided on a character class and a class build, the Abilities for the Player Character can be generated. To do this, the player selects a Primary and a Secondary ability, and then assigns scores to each. These choices are usually conditioned, if not fully determined, by the character's class build:
Assign the following scores:
The set of Ability scores described above is known as the Default Ability Array, and should be a good fit for the majority of characters. However, some character builds may have ability requirements that are spread across many abilities, usually due to heavy multiclassing or to being non-conventional designs from early legacy sourcebooks. For those cases, and with approval of the GM, a player may choose instead the Wide Ability Array - choose one Primary Ability and two Secondary Abilities (instead of just one, as usual), and assign the following scores:
As an option, players can choose two Abilities that are not Primary nor Secondary to be their Tertiary and Weak Abilities:
Assign the following scores:
There are 12 Skills in the game that determine how good a character is at different activities. For each skill, the associated Skill Bonus is generated as follows:
Skill Bonus = Ability Skill Bonus + Skill Training Bonus + Armor Penalty + Other Modifiers
Each of these modifiers is explained in a separate section below.
The following table shows all 12 Skills with their corresponding Abilities and a summary of what they are used for. For a detailed description of Skills and how they work, see the [Skills] chapter.
Skill | Ability | Summary -- | -- | --- Athletics | Strength | Sprinting, Climbing, Swimming Authority | Strength | Intimidation, Leadership, Military Concentration | Constitution | Study, Craftsmanship, Art Endurance | Constitution | Resilience, Wakefulness, Survival Finesse | Dexterity | Balance, Tumbling, Lockpicking Stealth | Dexterity | Hiding, Secrets, Ciphers Perception | Wisdom | Observation, Empathy, Memory Nature | Wisdom | Flora, Fauna, Environment, Healing Diplomacy | Charisma | Rethoric, Etiquette, Politics Trickery | Charisma | Lying, Gossip, Forgery Arcana | Intelligence | Magic, Science, Cosmology Lore | Intelligence | History, Geography, Law
Each Skill has an associated Ability, which is used to determine the Skill Bonus. However, rather than directly adding ability scores to the Skill Bonus, we use a related value, called the Ability Skill Bonus. Unlike Ability scores, which remain constant after a character creation, an Ability Skill Bonus can be affected by the character's Origin, and increase as they level up.
For each Ability, the corresponding Ability Skill Bonus is generated as follows:
Ability Skill Bonus = Ability + Origin Ability Modifier + Ability Skill Points + Other Modifiers
An explanation for each : - Ability: Ability Score - Origin Ability Modifier: Modifier to that Ability Skill Bonus from the character's Origin. Typically, Origins add +1 to 2 fixed Ability Skill Bonuses - Ability Skill Points: Players get to assign extra points to add to their Ability Skill Bonus as they level up - see the table below. - Other Modifiers: Characters can gain additional modifiers from Feats or Magic Items, among other sources.
Ability Skill Points are gained at levels 4, 8, 14, 18, 24 and 28. When a PC reaches one of these levels, they choose an Ability and add 1 to the Ability Skill Points assigned to that Ability Skill Bonus, as shown in the table below:
Level | Points gained | Score Limit 4 | +1 | +2 8 | +1 | +3 14 | +1 | +3 18 | +1 | +4 24 | +1 | +4 28 | +1 | +5
Players are restricted in the abilities they can choose to increase their Ability Skill Points: only abilities where the sum of Ability Score and current Ability Skill Points are below a certain value (shown in column Score Limit of the table above) can be chosen this way. Other bonuses, such as the Origin Ability Modifier, are not counted towards the Score Limit.
Depending on their class, Player Characters can choose a number of Skills to become Trained in them. Characters gain a +3 bonus to Skill Checks with Trained Skills, and Skill Checks of Hard Difficulty are only available to characters with training in that Skill.
In order to select a Player Character's Skills, the player should look look at the Class Skill List for the character's class, as well as the Racial Skill List for the character's Origin. Any Skill in either of these lists can be selected as a Trained Skill for the character. The player then looks at the number of Trained Skills allowed by the character's class, and selects that many Trained Skills.
Some Origins and Classes provide automatic training with predetermined Skills. In that case, the character first gains training with these skills, and then the player selects Trained Skills as usual.
Some types of armor have an Armor Penalty value (typically -1). This penalty applies to Skill Checks for Athletics, Endurance, Finesse, and Stealth. See [Armor] in the [equipment] section of this chapter for more information.
Characters can gain additional modifiers from Feats or Magic Items, among other sources.
A character's class determines which weapons, implements and armor the character is proficient with. Upon creation, every character starts the game with the following items:
In addition, starting characters get mundane equipment that has no impact on their stats and powers, including clothing, adventuring supplies, food, and money. The specific details should vary based on the character's background and the context of the initial adventure, and be the result of a dialogue between player and Game Master. We suggest, by default, providing characters with food for a week of travel, money to cover living for a month, and a non-exhaustive list of items to carry with them, such as bedrolls, rope, and torches. In addition, whenever a more unusual item of reasonable weight and cost is needed, we recommend the Game Master to assume that a character is carrying it, provided that the player can come up with a convincing explanation.
In the rest of this section, we list the weapons, armor and implement available in the game, along with a description of their rules.
Each weapon in the game is described by the following elements:
A character's class determines which weapons the character is trained to use. A character using a weapon without training does not benefit from any of the weapon's properties, including damage, keywords, and any magic abilities. Instead, the weapon is treated as an Light Improvised Weapon if it requires one hand to wield, or a Heavy Improvised Weapon if it requires two hands. Improvised weapons can be used without training.
The following weapon families are supported in the game:
The following weapon keywords are supported in the game:
The hand requirements to use a weapon are as follows:
One-handed versatility : A character wielding a One-Handed weapon while leaving the other hand free can choose to take a -1 Hit penalty on an attack with that weapon to gain a +1 bonus to the weapon damage (scaling with Weapon Damage Multiplier). When they do, that weapon counts as Two-Handed for the purpose of powers or abilities that care about weapon types.
The tables below provide stats for all weapons in the game, classified by the type of training they require, whether they are melee or ranged weapons, and the number of hands they require.
extract_equip_table(df_equip, 'Weapons', 'Basic') %>% cat()
extract_equip_table(df_equip, 'Weapons', 'Improvised') %>% cat()
extract_equip_table(df_equip, 'Weapons', 'Martial') %>% cat()
extract_equip_table(df_equip, 'Weapons', 'Inner') %>% cat()
Some character classes use unique weapons not available to other classes. In these cases, stats for these weapons should be provided within the class rules.
Each armor in the game is described by the following elements:
Each character can wear one suit of Light Armor or Heavy Armor. In addition, each character can use one Shield. Characters wearing nothing but plainclothes, or wearing no clothes, are considered as wearing Cloth Armor. Using a shield takes up one hand, and characters cannot wield weapons or implements nor carry objects with their shield hand.
Armor Penalty: Some types of armor have an Armor Penalty value (typically -1). This penalty applies to Skill Checks for Athletics, Endurance, Finesse, and Stealth.
Range Penalty: Some types of armor have a Range Penalty value (typically -2). This penalty reduces the range of Ranged and Area powers, and is applied before doubling the range for Long Range attacks.
A character's class determines which armors the character is trained to use. A character using an armor without training does not benefit from any of the armor's properties, including Arm bonus and any magic abilities. However, any Armor Penalty or Movement Penalty imposed by the armor still applies. All characters are considered to be trained in the use of Cloth Armor.
A character using a Shield and wearing Light Armor or Heavy Armor can add the Arm bonuses from shield and armor.
Some character classes gain an additional bonus to Arm while wearing Light Armor. This is called Light Armor Arm Bonus. Some classes also have class features that grant a bonus to Arm, and these can stack with their Light Armor Arm Bonus. A table summarizing Light Armor Arm Bonus and other stats for all classes currently in the game (including classes from legacy rulebooks) is provided in this chapter, in the Origin and Class Selection section.
To summarize, a character's Arm is calculated as follows:
Arm= 10 + Armor bonus + Shield bonus + Class Light Armor bonus
Note that these are the most common types of Arm bonus, but other bonuses granted by specific Class Features, Feats, or Powers can still apply.
The different types of armor available in the game are described as follows:
Light Armor
Heavy Armor
Shield
The table below provides stats for all types of armor in the game:
extract_equip_table(df_equip, 'Armor') %>% cat
Shields have the following rules:
Each implement in the game is described by the following elements:
Note that, unlike weapons, implements do not have an associated damage die. Damage in implement attacks is not affected by the choice of implement. The only mechanical differences between implements are their hand requirements, the bonuses provided by their associated Implement Focus Feats, and the range for Implement Ranged Basic Attacks (but not for other ranged attacks). The rules for Implement Ranged Basic Attacks are in the Stat Generation section of this chapter.
A character's class determines which implements the character is trained to use. A character wielding no implement, or wielding an implement without training uses the "No Implement" stats, which include a -2 penalty to hit due to the Very Unwieldy property. A character using an implement without training does not benefit from any of the implement's properties, including damage, keywords, and any magic abilities.
The following implement types are supported in the game:
The following implement keywords are supported in the game:
The hand requirements to use a weapon are as follows:
The table below provide stats for all implements in the game:
extract_equip_table(df_equip, 'Implements') %>% cat
<!-- definition of feat
feat elements category keywords unlimited repeatable level requirements effect
picking a feat requirements see retraining, on levelling -->
A Feat is a character customization option that lets player specialize their characters beyond their Origin, Class, and Power selection.
There are two main categories of feats:
Player Characters start the game with one Combat Feat and no Adventure Feats, and acquire more as they level up, up to a maximum of nine of each at level 30. Bonus feats can also be gained from other sources, such as a character's Origin or Class.
Each Feat is composed of the following elements:
Feats can have the following special properties:
The following table summarizes the acquisition of feat slots per character level:
Level | Slots aquired | Total Combat Feats | Total Adv. Feats | Combat Feat levels | Adv. Feat levels - | ------ |--|-- |---- |---- 1| Gain a Level 1 Combat Feat | 1 | 0 | 1 | 2| Gain a Level 2 Adventure Feat | 1 | 1| 1 | 2 4| Gain a Level 4 Combat Feat | 2 | 1| 1,4 | 2 6| Gain a Level 6 Adventure Feat | 2 | 2| 1,4 | 2,6 8| Gain a Level 8 Combat Feat | 3 | 2| 1,4,8 | 2,6 10| Gain a Level 10 Adventure Feat | 3 | 3| 1,4,8 | 2,6,10 11| Gain a Level 11 Combat Feat | 4 | 3|1,4,8,11 | 2,6,10 12| Gain a Level 12 Adventure Feat | 4 | 4| 1,4,8,11 | 2,6,10,12 14| Gain a Level 14 Combat Feat | 5 | 4| 1,4,8,11,14 | 2,6,10,12 16| Gain a Level 16 Adventure Feat | 5 | 5| 1,4,8,11,14 | 2,6,10,12,16 18| Gain a Level 18 Combat Feat | 6 | 5| 1,4,8,11,14, 18 | 2,6,10,12,16 20| Gain a Level 20 Adventure Feat | 6 | 6| 1,4,8,11,14, 18 | 2,6,10,12,16, 20 21| Gain a Level 21 Combat Feat | 7 | 6| 1,4,8,11,14, 18,21 | 2,6,10,12,16, 20 22| Gain a Level 22 Adventure Feat | 7 | 7| 1,4,8,11,14, 18,21 | 2,6,10,12,16, 20,22 24| Gain a Level 24 Combat Feat | 8 | 7| 1,4,8,11,14, 18,21,24 | 2,6,10,12,16, 20,22 26| Gain a Level 26 Adventure Feat | 8 | 8| 1,4,8,11,14, 18,21,24 | 2,6,10,12,16, 20,22,26 28| Gain a Level 28 Combat Feat | 9 | 8| 1,4,8,11,14, 18,21,24,28 | 2,6,10,12,16, 20,22,26 30| Gain a Level 30 Adventure Feat | 9 | 9| 1,4,8,11,14, 18,21,24,28 | 2,6,10,12,16, 20,22,26,30
Each Combat Feat slot can be used to gain a Feat with a level equal or lower to that of the Feat Slot. Likewise, each Adventure Feat slot can be used to gain an Adventure Feat with a level equal or lower to that of the Adventure Feat Slot. Note that Combat Feats and Adventure Feats are not interchangeable: a Combat Feat Slot cannot be used to gain Adventure Feats, nor can an Adventure Feat slot be used to gain Combat Feats.
The following table summarizes the acquisition of power slots per character level, for classes with standard levelling progression. Note that there are classes with non-standard progressions - the powers gained per level for these classes are listed as part of the class description.
library(sfrpg) df_power_progression <- read_my_csv('progression_powers') df_power_progression %>% build_table_apply() %>% cat()
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