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Character
Development
This is where
you can find everything else for creating and advancing your character: appearance, experience, motivation, etc. Midian is designed to have starting characters
that have a fighting chance, but have plenty of room to grow. You are not limited in ‘life’ by your choices
(or random rolls) when making your character, nor do you have to play for years
to develop your character to where he or she is finally playable.
When you
increase your character’s level, you may petition the Game Master to increase
any skills or other abilities that you have used or practiced sufficiently. The suggested limit of increase is for
proficiencies that are used frequently to only go up by one level—possibly
two—and for apprentice skills to only increase at every two to four character
levels. Attribute points should not be
increased by petitioning more than one per level. Other gains may also be had: saving throws, hit points, backgrounds,
traits, etc. No part of the character is
immune to change and growth.
You may also
increase your skills, etc. without going up a level. For example, a blacksmith does not gain
experience points from adventuring, but he does get lots of practice with his
job-related skills. For instance, you may
be required to tend the farm back at home for several months while your (less
than lucky) compatriots are healing up from your exploits. While you are working the fields you are
increasing your knowledge of Agriculture, and spending time at night
reading books about war (increasing Military History). The chief difference is that increasing when
you gain a level is from experience using your skills, whereas increasing
mid-level involves setting aside time to study and practice.
Your character
can grow in many ways other than experience, goods, skills, and wealth. Your Game Master may assign Backgrounds
representing your experiences. New
Contacts, Statuses, Traits, Titles, or other goodies may also be
added. The Game Master may assign these
along with experience points at either the beginning or end of a game
session. This variable increase allows a
Game Master to better control his or her game.
One desiring slow growth, focusing on realism and personalities, will
assign fewer experience points, and may only increase a few skills by one point
per level. A Game Master who wishes to
produce a more epic campaign, with rapid development and characters that quickly
grow to the point where they can kick a lot of ass, will issue experience points
on the higher end of the scale, and allow faster skill growth along with issuing
other freebies readily.
Having a well thought out character personality
profile and history helps both you and your Game Master. The Game Master may
even give bonus ranks in skills, traits, backgrounds, even starting experience
for a well thought out character. For example, instead of taking a skill just
because it gives you an advantage, include how you learned the skill. Details
about your teacher or your training may prove useful later in the game, or
simply add dimension to your character.
Choose one from
the following orientations to customize your character to fit your character
concept better. (You could just pick
whichever one will help you min/max the character instead, but that would be
cheating…)
Mental: +2
Knowledge, +1 Wits, +2 Willpower, +1 Awareness, +1 Common
Sense
Physical: +1
Appearance +2 Strength, +1 Agility, +2 Stamina, +1 Speed
Social: +2
Appearance, +2 Personality, +1 Grace, +1 Wits, +1
Awareness
Well-rounded:
+1 to each attribute in two different categories
Other types of
orientation (handedness, sexual orientation) do not affect game statistics. Just choose whatever (or whomever).
Disposition is
simply your character’s overall outlook.
It is how someone who knows you only somewhat will describe your
personality. This is often the first
impression that someone has when meeting your character for the first time. Sample dispositions are:
Bitter
Fiery
temper
Friendly &
polite
Gregarious & joking
Indiscernible—neutral
expression
Jaded—downcasting
Jaded—upbeat
Mean &
cruel
Monotonous
Morbid-depressing
Morbid-odd
humour
Motormouth
Pompous &
overbearing
Sour—frowns a
lot
Sunny—always
smiling
Your moral code
is a guideline to how your character will act in a given situation. They are not strict and there are no true
penalties for violating your personal code (except perhaps guilt). However, if you do act differently than your
stated code; then your friends might think you are possessed by a demon,
replaced by a pod-person, have gone completely out of your mind, or are simply
stoned. Your sense of ethical behaviours
may be quite simple—even anti-ethical—or could be a highly detailed account of
every possible situation that may arise.
The character sheet includes space for a representative sample of your
morals if they are if they are detailed (or you have plenty of space for jokes
about your lack of ethics). You can add
to your personal moral code later if you like.
For example you are anti-moral but later realize that torturing
animals is where you draw the line (torturing small children however…) then you
can add that to your character sheet in the Morals section. The archetypical ethical codes
include:
Aberrant—usually has a well developed personal code (include
details) but is twisted and warped: can
torture, but not to death; can’t kill kids; never attack from behind; and/or if
you don’t get caught it wasn’t wrong
Amoral—does what feels good
Anarchist—dislikes laws & doesn’t care much for people,
especially those not personally known
Anti-moral—likes to do bad things
Authoritarian—believes that one should obey those of station
within the proper hierarchy; most people are authoritarian to a larger degree
than they would like to believe
Chivalrous—often follows a ‘code of chivalry’ these are often
detailed so to save yourself work you can just write, for example,
“Chivalrous (Knight-Hospitaler)”
Honourable—always keeps his or her word; often has a
well-developed personal code (include details)
Individualistic—does what is right by a person, not society; won’t
necessarily follow unjust laws
Justice—fair play; “an eye for an eye;” may be more
concerned with punishment than prevention but always keeps everything
fair
Legal—also called “Lawful;” believes that
the letter of the law should be upheld
Machiavellian—the ends justify the means
Materialistic—concerned primarily with worldly
gain
Might Makes Right—not necessarily evil, may be more of the
‘big brother’ type
Moral Conformist—goes along with whatever the ‘community
standards’ of right are; mostly doesn’t want to be thought ill
of
No Set Code—usually at least tries to do right even if
there isn’t much of a personal system of ethics (can be detailed later as [or
if] it develops)
Principled—also called “Scrupulous;” this person
truly has character; believes in upholding the law as well as the common good;
upright and honest, but not necessarily nice or kind
Religious (list
church)—follows the
ethical teachings of a certain church (not always a pleasant
thought)
Self-Focused—has a well developed personal code (include details)
& doesn’t care about the moral/ethical beliefs of others; holds only to his
or her own personal code
Sociopathic—quite possibly truly insane & cannot tell
right from wrong
Combinations of
Dispositions and Morals are possible.
I.e. you can be quiet but have a fiery temper when
provoked, or be individualistic but believe strongly in fair play and
justice.
How does your
character look? Is he an athletic &
bronze-skinned; or short, pasty, and dumpy-looking? Your attributes provide a general guide: high Strength could mean that you are tall and
stout, or muscular (or both); low Grace means that you have poor posture and
walk slouched, or that you just have a funny walk; someone with a high Agility
makes steady, sure movements; and of course, Appearance is how good-looking you
are… or not.
Your species
and ethnic group also help determine how you look. Many Bizanites are dark-complexioned, and
Goths are almost universally pale. Elves
are never heavy-set; and where would a Dwarf be without his beard? Eye, skin, and hair colour (and style), all
define your appearance.
Style also
plays a major role in your appearance.
This could be something as simple as always dressing in black or wearing
an enormous scarf or you may have a number of gowns and outfits—with well chosen
accessories—for any occasion. Some
thought does need to go into this. Your
burly warrior cannot wear his armour 24 hours a day, or his companions will not
want to be downwind of you—not to mention the negative attention you bring from
shopkeepers and the local watch. Your
style need not be a 3-page composition that you must bore everyone by reading,
nor need it be as simple as “the black guy with the big axe.” Your style and appearance should be something
that helps you and those you game with visualise your character.
You may be
non-descript (essential for some occupations), or truly unique (particularly
with multiple levels of the Distinctive trait).
The following
is a list of visual characteristics that you may choose:
Bad teeth; Balding; Beer gut; Big but; Birthmark;
Completely bald; Different colours in your hair; Distinctive walk; Eye patch;
Eyes that are unusual colours (i.e. a black girl with green eyes); Long hair;
Nervous habit (i.e. chews nails, or taps on things constantly); Nice hands; Odd
patterned skin—leathery; Perfect teeth; Scars—acne or other diseases, battle
wounds, burn-marks; Scars—inconveniencing or disfiguring; Stripes or unusual
patterns of your iris (one or both eyes); Tattoos; Tic (facial or otherwise);
Two-toned skin (such as a “farmers’ tan”); Unkempt hair; Unkempt-looking hair
(takes forever to get right); Unusual pallor to your skin (very dark or very
pale); Very hairy; Well endowed or poorly endowed (use your sick & twisted
imagination); White streak in your hair;
Here are some
more unusual traits. Note that some of
these may indicate mutation or mixed ancestry:
Albinism; Bizarre skin tone (i.e. pale with blue
tint, greenish tan); Body piercing; Eyes that are different colours; Feral
appearance; Horns (one or more, small); Mohawk or other uncommon hair style; Odd
patterned skin—baby-butt smooth; Odd patterned skin—rough, scaly; Patterned skin
(stripes, patches, leopard-like spots); Red eyes; Severe scarring (i.e. ears and
nose cut off); Silly walk; Strange birthmarks (blue vines that wind up your
arm); Vestigial horns; Yellow eyes;
You need not
wait until you have gained a new level to learn a skill. While you may gain free skills from advancing
in a class, you can learn something new at any point that you have a teacher and
the time to learn. In order to teach, one
must have the skill at journeyman level or proficiency level V. Possessing the teaching skill allows you to
add the result over 15 of the proficiency check to your Common Sense—one-fifth
of your Common Sense is then added to your student’s Knowledge & Common
Sense checks when they try to learn. You
can teach yourself, but the time required is automatically doubled, if it is
possible for you to learn that skill at all.
The Game Master must determine whether you can be self-taught. For example, you can teach yourself how to
fire an arrow correctly with enough practice, but you will probably never be
able to learn how to speak a dead language that you have never heard
before.
The
Hours listed in the skill description is the base time that it takes to
learn a skill. This is total learning
time. For example, if you only practice a
skill for 2 hours a week, you will be in training for months before you are any
good. A guideline for these skills is
that 200 hours is about the same amount of time that one course in college
requires. You may reduce this base time
with successful Common Sense checks (this represents how well you digest
information). When you start learning a
new skill, you make a Common Sense check—and if successful, you divide the hours
listed in half. You continue to make
these checks until you fail a roll. This
becomes the new base time to learn. If
the first check failed, the time to learn doubles. Continue to roll until you finally
succeed. This multiply-doubled time is
your new base time to learn.
Once you know
how long each block of instruction will require (whether doubled or cut in half
times) you must be taught (and practice, practice, practice) for however long
the new base time is. After this time
learning & practicing, you roll your percentage Chance to Learn based
on your Knowledge score (this represents how well you retain information). If this roll fails, you must again practice
and be taught for the (reduced or increased) time to learn. You may then check your Chance to Learn
again. If it succeeds, wonderful, you
have finally learned the skill sufficiently.
If you still fail, you need to practice some more. It is possible for someone who picks up things
easily but doesn’t remember well to have a small base time to learn, but a
longer overall time practicing (i.e. high Common Sense but low Knowledge). It is just as possible for someone to have to
be taught slowly and patiently, but remembers everything that she is taught (low
Common Sense & high Knowledge). There
are all kinds of learning styles.
If a skill says
“Double learning difficulty,” then your Chance to Learn is reduced by
half. Doubly hard means half the
chance.
An example of
learning a skill: Amber is attempting to
learn a new alchemical formula that requires 60 hours to learn. She does not have a teacher, but does have a
copy of the formula. The Game Master
allows her to teach herself from her recipe, but this doubles the base time
automatically to 120 hours. Amber then
makes a Common Sense check to see how well she understands the text. She succeeds 4 times before finally failing a
roll—reducing the base time down to only 15 hours (half of 120 is 60, half of 60
is 30, half of that is 15—divide by two for each time she succeeded on the
Common Sense check). Amber now rolls for
her Chance to Learn. She studies
for 15 hours, reading the recipe and experimenting in the lab. The first roll fails (by a large margin) and
she must now study for another 15 hours.
When she succeeds in the roll, she then knows the skill. Failed rolls require yet another 15 hours of
study.
Another
example, with more numbers this time: Pat
is learning Run Through from the Impaler (100 hours to learn). The Impaler makes a skill check with her
Teaching skill and adds the result (19, which is 4 over the required 15)
to her Common Sense of 12. She may then
add in 1/5th of the total to Pat’s effective Common Sense and
Knowledge checks that he makes to learn the skill (1/5 of 16 is 3.2 or +3 for
Pat). Pat fails the first Common Sense
check even with the bonus—the time to learn is now 200 hours. He fails the second check—400 hours. He succeeds in the 3rd check—the
new base time is 400 hours & Pat may now attempt to learn how to shove big
pointy things into someone.
Unfortunately, he doesn’t survive the first lesson as the Impaler lives
up to her name. Good thing to because she
has better things to do with her time than spend four hours a day, every single
day, for over 3 months to teach someone when she can be out practicing for
herself.
The typical costs for training, from anyone who is willing to teach, is one guilder per hour of training. This does not represent a very qualified teacher, however. This is finding someone (such as a contact) who happens to have some measure of a skill, and is willing to teach you.
A more qualified teacher (5 or more ranks in the skill & the Teaching skill) will charge 2-3 guilder per hour of training. Specialists, highly-qualified or renowned teachers, or those possessing rare skills, may charge up to 10 guilders per training hour or more.
The cost of learning a skill may be reduced or eliminated by apprenticing yourself to the teacher. Whether you have reduced or free training--or even receive some small wage--will depend on the work that you do. A beginning apprentice will not be able to produce quality goods until she gets more training & practice. One who is further along will be able to actually help out the master with the goods &/or services provided.
A professional instructor will have more time available to devote to training your character--figure 8 hours per day. Those that have other duties--such as the blacksmith that you are apprenticing yourself to--may have substantially less time for instruction. This is why an apprenticeship may take years when the skills themselves may be learned within a few weeks.
Here is an example. Anna is learning the Armorer skill from the local smith. She is already an accomplished journeyman blacksmith (a prerequisite skill), and so can be useful around the forge. Knowing how to produce & repair armour is a useful (and lucrative) talent, and the smith is quite skilled in this area, so the cost would normally be 3+ per training hour, but Anna's usefulnes as an assistant alleviates that somewhat. The smith will charge her half the normal cost. The base training time for the Armorer skill is 800 hours, but Anna is a good student and is able to test that time down to only 200 hours. Between actual instruction, and practical hands-on experience, she effectively gets about 4 hours per day of training. This works out to 50 days, or about a month-and-a-half. The 200 hours worth of training will cost her 300 guilder. Since this is all of the money that she had saved, she had better hope that she makes her first Chance-to-learn check...
This is a role-playing technique in which you log your characters actions, particularly out of combat and away from the other players. This allows for character development and solo activity such as learning new skills, maintaining your personal affairs, or running your empire. Things that can simply be written down (either on paper, or on-line such as at pitas.com or diaryland.com), can be run in the 'background' rather than during the main game session. These are things that can be discussed with the Game Master between game sessions, or read at her leisure, so as to not interfere with the other players game time.
One good use for blue-books is when your character is helping to build the world in-game. These are things such as constructing a stronghold, founding an organization, or improving an area. Your Game Master may reward you for this, especially as it makes her life easier. For example, a simple entry such as, "I have my trusted aide supervise repairing the roadways in my barony," could be rewarded with improved travel-time during your next adventure. Even when outside of your own lands, to continue the example, you may move faster and easier due to your neighbors trying to keep up with you--the quality of your roads makes theirs look bad by comparison.
This technique is especially useful for social interactions. Teachers, family, patrons, employees, minions, neighbors, Contacts, all may be dealt with in this manner. Many of these encounters would be fun to role-play with the Game Master, but others can be noted in your blue-book. Simple actions, such as instructions or just, "I spend some time with my kids." More complex conversations, that is, anything that involves multiple responses, should be role-played.
Experience is
an excellent method to chart character growth.
It essentially measures the amount of cool things you have done. You may increase your skills and abilities
through hard work and practice, or you can develop yourself through the
practical exercise known as living. While
it is possible to spend 20 years honing your sword-fighting prowess so that you
may avenge your father’s death, it isn’t much fun. The faster and easier method is to gain
experience points. The Game Master
assigns experience points usually at either the beginning or end of a game
session, but may assign points during play.
The advantage of assigning experience at the end is that the events are
fresh in your mind, and you are winding down from the game anyway. The advantage of assigning them at the
beginning of the next session is that events that the players cannot recall must
not have been a growth experience for their characters. Another advantage to the
give-out-at-the-beginning method is that it gets the players focused on the
game. Regardless of which method the Game
Master uses, be sure to remind him or her because they have a bad habit of
‘forgetting.’
Suggested
experience point awards:
Playing in
character: 100-1000
points
Clever use of
skills or abilities (per usage): 20-100
points
Gamesmanship
(limiting table talk, helping newer players):
100-500 points
Organization in
game (interacts with the game world well):
100-300 points
Organization
out of game (character sheet together & legible, shows up on time,
remembered dice bag): 50-200
points
Heroic action
(per instance): 100-1000
points
Clever or quick
thinking plan: 100-500
points
Clever insight,
reasoning, or judgement: 50-200
points
Defeating a
minor enemy, obstacle, trap, or problem (threat relative to the players): 10-50 points
Defeating a
moderate enemy, obstacle, trap, or problem (threat relative to the
players): 50-200
points
Defeating a
major enemy, obstacle, trap, or problem (threat relative to the players): 200-500 points
Defeating an
epic-level enemy, obstacle, trap, or problem (threat relative to the
players): 500-10,000
points
Miscellaneous
cool actions (swinging from a chandelier, using a ladder as a weapon, jumping up
on a table in a fight): 10-250
points
Remembering
something when prompted (plot hooks): 250
points
Remembering
something that the Game Master forgot (names of people & places): 200 points
Remembering
something that the Game Master was trying to forget: 0 points
Being a Lost
Souls Pack member (per game session): 250
points
Participating
in Pack events that evening: 50-300
points
Just being in a
game run by a Game Master in the Lost Souls:
50 points
Bribing the Game Master (4 basic food groups—nicotine, caffeine, alcohol, cholesterol): 10 per cigarette (50 for a clove), 2000 or more for quality liquor
Bribing the Game Master (cash or undisclosed “favours”): negotiable
Contributing to the delinquency of a minor (in game or out): 5-25 points
Showing
cleavage or other interesting skin:
50-1000 points
Bringing
someone to game that shows cleavage or other interesting skin: half of ‘cleavage points’
awarded
Knowing the
proper name of the loop-strap on the bottom of Thor’s hammer: 10,000 points
This measures
how far along your character’s experience growth is. The chart is for total character level
rather than just class level. For
example, you could be a 2nd level apprentice wizard / 4th
level rogue, but your total character level might be 6th. When you gain a new level, you must choose one
of your classes to advance. Continuing
the above example, when the character had a total of 18,000 points she would
choose to increase either her wizard level to 3rd, or her rogue level
to 5th. When you gain a level,
your hit points go up by two. Every
even-numbered level you gain a +1 to any one type of saving throw, and every
third level you automatically gain an attribute point of your choosing. Remember to petition the Game Master to
increase your skills each time that you gain a level, and also remember that you
do not have to advance a level to gain new skills—or improve old ones.
|
1st |
1000 |
|
14th |
81,000 |
|
27th |
328,000 |
|
40th |
744,000 |
|
2nd |
2000 |
|
15th |
94,000 |
|
28th |
354,000 |
|
41st |
783,000 |
|
3rd |
4000 |
|
16th |
108,000 |
|
29th |
381,000 |
|
42nd |
824,000 |
|
4th |
6000 |
|
17th |
123,000 |
|
30th |
409,000 |
|
43rd |
865,000 |
|
5th |
9,000 |
|
18th |
139,000 |
|
31st |
438,000 |
|
44th |
907,000 |
|
6th |
13,000 |
|
19th |
156,000 |
|
32nd |
468,000 |
|
45th |
950,000 |
|
7th |
18,000 |
|
20th |
174,000 |
|
33rd |
499,000 |
|
46th |
994,000 |
|
8th |
24,000 |
|
21st |
193,000 |
|
34th |
531,000 |
|
47th |
1,039,000 |
|
9th |
31,000 |
|
22nd |
213,000 |
|
35th |
564,000 |
|
48th |
1,085,000 |
|
10th |
39,000 |
|
23rd |
234,000 |
|
36th |
598,000 |
|
49th |
1,132,000 |
|
11th |
48,000 |
|
24th |
256,000 |
|
37th |
633,000 |
|
50th |
1,180,000 |
|
12th |
58,000 |
|
25th |
279,000 |
|
38th |
669,000 |
|
51st |
1,229,000 |
|
13th |
69,000 |
|
26th |
303,000 |
|
39th |
706,000 |
|
52nd |
1,279,000 |
Points are
cumulative; add 50,000 points for each additional Experience level beyond
52nd.