Character Creation: Difference between revisions
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Inversely, Advantage is the opposite. If a Talent Point investment or Skill allows your character to have an Advantage on a roll, Advantage requires you to roll 2 Strength Ability Total rolls and whichever is the highest is the roll you must use. | Inversely, Advantage is the opposite. If a Talent Point investment or Skill allows your character to have an Advantage on a roll, Advantage requires you to roll 2 Strength Ability Total rolls and whichever is the highest is the roll you must use. | ||
====Skills==== | ====Skills==== | ||
In some cases, Talent Point Investments may grant your character particular skills. These skills have their own mechanics and cooldowns and may be found on the | In some cases, Talent Point Investments may grant your character particular skills. These skills have their own mechanics and cooldowns and may be found on the [[Skills]] page. | ||
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Revision as of 06:16, 15 April 2024
Character Talent points are an integral part of character design as they dictate the proficiency and overall prowess of any original character. Gears of Galudon requires characters to assign 8 Talent Points across a number of Talent sub-categories and these provide Ability Modifiers that affect your Character’s Overall Ability Totals. The only limitation is that you may only assign 3 points to a single Talent Point subcategory. Abilities are the primary categories: Constitution, Strength, Dexterity, Scrutiny, Mythics and Cursed Path. By placing a talent point into one of their subcategories, you gain an Ability Modifier (These are listed in their own sections as well as beside each Talent Point Investment.) These Ability Modifiers are explained under each of the Ability Categories below, but ultimately impact how high of a dice roll you will need to roll to succeed in any required situation. Some Talents (the subcategories) can also impact Ability Modifiers so it is important to understand and read each one you place one of your Talent Points into.
Point Allocation
Allocation Rules
There are two rules dictate how many points you can spend, and when they max out:
- Every Character regardless of anything has exactly 8 points to spend between the above Talents.
- Every Proficiency can only have up to 3 points invested in any of them. But you can only have one level 3 Talent.
- To learn how to show allocation, Look at the Character Application templates in the discord
Proficiencies
Every Character, no matter their Race, age, or creed, has the same amount of Proficiency Points to spend: 8 Talent Points that they can allocate to any Proficiency Category. At a baseline, every character starts with the following Ability Totals:
- Constitution:- 15
- Strength:- 6
- Dexterity:- 6
- Scrutiny:- 6
- Mystics:- 0
- Cursed:- 0
These Ability Totals increase with every Talent Point invested in a specific Talent Subcategory, so be sure to read the instructions on each of the Ability Sections and Talent Point Investment segments carefully. Each of the Ability Totals listed is capped at a maximum of 20 (Except for Constitution), meaning that even if all 8 Talent Points were invested in, say Strength, for example, the total cannot exceed 20 under the Strength Ability Total. Any Talent Point assignments that would exceed this limit cannot, unless otherwise stated in their Talent Point Modifier description. Mystics and Cursed Path have their own rules. They do not have a default Ability Total as they grant specific spells within each of their Magic Schools/Cursed Race paths. As such, these Categories are placeholders but also increase with a specific amount (As specified in their sections.) These will come into play later on in time but for now, just give DMs a general idea as to a Character’s familiarity with those subjects for dice rolls in Progressions/Newslets.
Proficiencies List
Ability Modifiers and Talent Skills
By default, every Talent Point investment has some sort of Ability Modifier. Ability Modifiers can be additional points to place in your Ability Totals (Constitution, Strength, Dexterity, etc), additional Talent Point investments and in some cases, character skills. Character skills will be explained below with each of the Skills listed, but pertain primarily to combat. You may also be granted access to unique abilities in game, such as gaining a familiar, getting progression/newslet benefits or even unique in-game builds. When you invest Talent Points in a specific Talent Point subcategory, you gain all the benefits listed. If you invest more than one point, you gain all the perks from the previous tiers also, but you do not stack the base Ability Point boons from that Ability Category. For example, for every one point you invest in a specific Talent subcategory under Constitution, you gain +1 overall in your Constitution Ability Total. But if you invest 2 Points in a specific Talent subcategory under Constitution, you gain +3 overall in your Constitution Ability Total. For 2 Points, you only get the +3 overall Constitution Ability Total and not the +1 from the 1 Point investment. They do not stack.
Proficiencies
Proficiencies are useful for direct comparisons when Characters compete, and general skill checks, like Constitution to maintain a jog or Strength to hold a door closed. There are six proficiencies:
- Strength dictates your character’s total Strength. Generally speaking, the Strength Ability total will primarily derive from your character’s martial combat prowess.
- Constitution dictates your Hit Point total. Maintaining a healthy mindset and lifestyle (by placing Talent Points into Constitution Talent Categories) increases your overall Hit Point score
- Dexterity dictates how limber your character’s body has become through practice, tutelage, and plenty of repetition.
- Scrutiny dictates how experienced your character is in perceiving the world around them and represents perceptiveness and intuition.
- Mystics the magical capabilities of characters. There are no Talents to invest in here, as they follow specific magic schools with their own tiers of spells.
- Cursed dictates all Cursed Races
| Talent Category | Talent Subcategory(Each of these Talents has a 3 point investment limit) |
|---|---|
| Constitution | Gardening, Sports, Animal Husbandry, Wayfarer, Smithing, The Arts, Cooking |
| Strength | Finesse Melee-Combat, Martial Melee-Combat, Heavy Melee-Combat, Brawn (Unarmed), Traditional Ranged Combat, Firearms |
| Dexterity | Sleight of Hand, Stealth, Gymnastics, Engineering, Mining, Shielding |
| Scrutiny | Perception, Academics, Medicine/Alchemy, Navigation, Warfare, Black Market Knowledge, |
| Mystic | Spellbinder, Galecasters, Chaos Weavers, Technomancy |
| Cursed | Gorgons, Harpies, Vampires, Werewolves |
Combat System
How does Combat work?
Combat centers around reducing your opponents Hit Points (Your overall Constitution Ability Total Number) to 0 (However you do not have to reduce an opponent's character to 0 Hit Points. Characters can disengage from combat whenever they wish, provided both characters cease attacking and yield.) Combat is simple. When making an attack, you roll your total Strength Ability Total and your opponent rolls their Dexterity Ability Total. If your Strength roll is higher than their Dexterity roll, your character successfully strikes them, at which point you roll a damage roll for that attack. Damage rolls are dictated under each of the Strength Combat skills. YOU MAY ROLL LOWER THAN YOUR TOTAL STRENGTH ABILITY TOTAL IF YOU WISH TO DO LESS DAMAGE BUT MAY NOT ROLL ABOVE. If their Dexterity roll is higher than your Strength roll, the attack misses and your opponent may then make their next turn. Combat turns begin with the first person to make an attack and then circle back and forth until either one person is reduced to 0 Hit Points or yields.
If a character is reduced to 0 Hit Points, they are then considered incapacitated and a killing blow may be made if your character wishes, though this is not necessary. If a character is left at 0 Hit Points at the end of a combat scenario, they regain 1 Hit Point. If your character dies, do not fret! Your character can revive using these mechanics if they do die. Moreover, your character can crawl to safety and, after the combat scenario ends, regain 1 Hit Point until seen to by a Medical Professional (Another character with at least 1 Talent Point in Medicine) or 3 IRL days pass (At which point they regain all their Hit Points but may still roleplay out being injured. This is preferred.)
Advantage vs Disadvantage
The combat system also uses the concept of Advantage and Disadvantage. In some cases, a Talent Point investment may grant a user an Advantage or Disadvantage on an attack.
By default, using any weapon that isn’t one of your character’s two chosen weapons (as required on the Character Sheet Template), they must roll Disadvantage on their attacks. Disadvantage requires you to make 2 Strength Ability Total rolls and whichever is the lowest of the 2 is the roll you must use.
Inversely, Advantage is the opposite. If a Talent Point investment or Skill allows your character to have an Advantage on a roll, Advantage requires you to roll 2 Strength Ability Total rolls and whichever is the highest is the roll you must use.
Skills
In some cases, Talent Point Investments may grant your character particular skills. These skills have their own mechanics and cooldowns and may be found on the Skills page.