Character Creation

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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. Learn about the Combat System for a guide to the Galudon Combat Roleplay system

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