Saturday, September 19, 2015

   Time for character creation! Right now I've only decided on two character archetypes to begin with. The first and most important are going to be the "Tainted Ones", the tentatively named beings who have made a contract with a foci, and have either gained their powers from this source, or had their natural abilities amplified by the aforementioned foci. The second will be "The Skilled". Beings who have naturally acquired supernatural or superhuman abilities (they were born with them, they were trained to acquire them, basically anything but a contract with a foci). It's worth noting that Tainted are explicitly magical in nature, while Skilled are mundane and/or magical in nature (their powers can come from practically any source).

   This is going to be a multi part post. In this first post we'll cover appearances, how your looks affect your skills, sizes of characters, and how certain appearances will interact with the world around you.

Appearance
    When creating your character their appearance is entirely up to you so long as your Tainted is a child not exceeding 15 years of age and not younger than six. Preferably it should be somewhere in the middle and if you play a teenager, said teenager should be noticeably childish. It goes without saying that the opposite is true for the other extreme as well, a six/seven/eight year old should be mature for their age. This is all because a foci can only make a pact with a child, however the child must consent to the pact. That is, they must understand they are making a choice, not just playing a game. A skilled could be any age, however most skilled should be fully grown adults and preferably in their physical prime, so think twenty to thirty years of age. At the moment the only race available is that of human, though that can change very rapidly when a Tainted becomes powerful.

   In addition there are seven levels of physical appearance that can be purchased or acquired with only the middle three available during character creation. However it should be remembered that just because something is beautiful, does not mean it is not terrible.*

They are as follows below:
  1. Horrifying: Truly abominable. Any being with this aesthetic level would not be viewed as anything but a monster. This level should only be held by either a severely mutated creature or something that begins to approach the appearance of an eldritch abomination. Far, far too many limbs, exposed organs, seemingly impossible body shapes and things that should terrify any human being. (Bonus of +10 to intimidate rolls, -10 to all other interaction rolls, most beings will be terrified of you, and NPCs are liable to attack on sight if they aren't stopped or scared enough to not attack you)
  2. Terrible: Repellent, upsetting. Not a monster, but about as ugly as a human can get. Not many people are going to want to look at you and you are most definitely going to have to deal with discrimination because of your appearance. This level is going to include people who have suffered from horrific scarring either from combat or disease. People with noticeable mutations and unattractive body modifications are generally going to fall here. (Bonus of +6 to intimidation rolls, -6 to all other interaction rolls. Your  not just ugly, you're pretty far out there, so people are going to dislike you because they fear you, children will likely run from you, but you shouldn't be attacked on sight. Unless you just happen to be an unlucky sort)
  3. Ugly: You're ugly. Hope you never planned on getting by on your looks, but at least you don't look like a freak. People with noticeable flaws such as scaring or pock marks on their skin and anyone who isn't conventionally beautiful is going to fall in this category. Minor mutations and anything that suggests that a character is inhuman can push them into this area (vertical pupils, exposed metal in the body, minor deformations of the limbs), though unless it is seriously noticeable it won't give away a characters true nature on its own. (+3 to intimidation rolls, -3 to all other interaction rolls. You'll want someone else to do the talking for you, but most folks will treat you well unless they happen to be snobs. Don't expect to be kicked out or anywhere or be attacked for your looks)
  4. Plain: Neither heaven, nor hell. You aren't ugly, but you aren't exactly pleasing to look at either. In short, you seem pretty normal, average almost. Those that occupy this category have no serious issues or flaws in their appearance. Small scars or minuscule mutations such as webbing in the fingers wouldn't be strange to find in this category. However, these characters shouldn't expect people to go out of their way for them unless they have a previous relationship.(You're average so it becomes much easier for people to forget about you and you'll very rarely stand out. Almost everyone will treat you well enough, though they may act noticeably differently based on their first impression of you.)
  5. Attractive: Cute, pleasant. You're conventionally attractive by human standards. You'll find people are a bit more open to you and that you'll find people wish to spend more time with you. People like a villages beauty, a pretty girl, or a handsome man will fall here. Those in this category generally take care of their appearance, though rarely to an obsessive degree. You shouldn't attract undue attention, either positive or negative, but if work at it, you'll find people to be a bit more receptive to you. (-3 to intimidation rolls, +3 to all other interaction rolls. You're cute, not scary, so you'll need to work at it to scare others. The flip side is that most folks will take a bit of a liking to you and will tend to be a bit more willing to assist you if you ask)
  6. Beautiful: Mortal beauty. A truly beautiful human being, male or female. Without a doubt life is easier when you're this attractive. Unfortunately, you're also going to receive quite a bit of negative attention from the more unpleasant aspects of society. Be wary around those with low morals or foolish disposition. However, if you are skilled enough to use your beauty, doors will open for you, both literally and metaphorically. Those in this category are incredibly attractive, think incredibly high class courtesans, a stereotypical princess, and a knight in shining armor. (-6 to intimidation rolls, +6 to all other interaction rolls. You'll find many eager to please, but you must be able to determine whether they mean to please you or themselves)
  7. Overwhelming: Unnaturally alluring. To be blunt you're beauty is super or supranatural. You stand out in a crowd and everyone around you will remember your face. For better or worse. You're going to have to deal with anyone who can't control themselves, whether that's avoiding half truths or lies from sycophants seeking your approval or those of a far darker nature. You're going to possess beauty beyond that of humanity and to anyone who gets close you'll appear...unnerving. (-8 to intimidation rolls, +8 to all other interaction rolls. People who lack a strong will will literally fall over themselves seeking to help you, others will offer you free things, and others will try to do terrible, terrible things to you)

Thursday, September 17, 2015

    Hey everyone, the purpose of this blog is concentrate all the efforts to revive the Liberi Gothica homebrew setting. Right now the title is for the sake of acknowledging the previous authors, though the name will be changed as Liberi Gothica is now used and trademarked by a company (and I really don't want to be sued). To keep it simple I'll post information after I've decided what to do with it. For example, what parts of the crunch and fluff I'll use, the classes, their abilities, etc. etc. I really liked what's already been created so I'll be using a big chunk of that. Anyone interested in the system can search 1d4chan for Liberi Gothica or go to http://1d4chan.org/wiki/Liberi_Gothica.

   Right now I like the "TACKS" system, it's simple, it's efficient, but most importantly I can work with it. Now a quick overview of how I'm interpreting the core attributes.

  1. Toughness: This is going to represent both endurance and physical strength. Basically how much punishment you can take and how much force you can put into physical blows as well as how you resist environmental factors and lack of food/water/sleep/oxygen as well as a resistance to poison and disease. However, I am changing it up a bit in that there will be some overlap with Athleticism, but I'll explain that after the general overview.*
  2. Athleticism: This covers any physical abilities that muscle strength and endurance wouldn't cover i.e. hand eye coordination, balance, how skilled you are in minute movements. Fine work done with hands necessitates a high athleticism and a moderate skill in the relevant area or low athleticism and a significantly higher skill in the aforementioned area.
  3. Charm: More than just natural magnetism, this represents an understanding of people and how to make them work for you as well as affecting how easily others perceive the "real" you. This is how well you lie, persuade, wheedle, and yes, charm others. You'll need this attribute to be high if you intend to avoid fights, control others from behind the scenes, convince someone to aid you, or to lead others into battle. To simplify it, this represents natural interpersonal and leadership ability as opposed to purely physical appearance.
  4. Knowledge: Your general intelligence, how well you memorize and remember information, and how quickly you can pick up or improve skills. This will help with magic, though it shouldn't play a direct roll in using the magic in most situations.* You'll find this is one of the more specialized attributes as it will primarily allow you to improve mundane abilities, though it's worth noting that a high knowledge would allow much quicker mastery of magical skills, even if it doesn't allow direct access.
  5. Spirit: Your will power and magical reserves. This is were you'll draw your magical ability from as well as your primary line of defense against non-physical attacks. The best way to think of this ability is that it allows you to acquire, though not master, your magical abilities. A high spirit will also grant resistances to things like mind control or mundane attempts at intimidation attempts. Think of it as representing your willpower and your source of magical potential.
*Toughness and athleticism both play a roll in determining how fast you move and how high you can jump. At the moment, I'm considering the formula of ((T+A)/2)*5 meters for movement speed and ((T+A)/4)*1.25 meters for standing jump height.
*Some magical abilities will allow you to use additional attributes aside from spirit, those abilities will inform what will be applicable and what won't be.

Small update, I've decided to make the system run on d20 to try to keep the number of die down.