Character Creation: Difference between revisions

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==Ability Scores==
==Ability Scores==
Characters all have Ability Scores, which are a measure of their natural talent and ability to perform different kinds of tasks. Ability Scores are separate from Skills, in that they are meant to represent generalized aptitude which exists aside from training in a specific, single task.
All Ability Scores start at 10, which indicates an average human level of ability. It costs no CP to have an Ability Score start at 10. CP can be spent to raise an Ability Score above 10 depending on its CP value; similarly, an Ability Score can be lowered below 10, indicating a general deficiency. Doing so grants the character more CP according to its CP value.
In a realistic setting where humans as we know them are the norm, most characters will have Ability Scores that range from 8 to 12. A score less than 8 is considered extremely poor, representing a major and usually quite obvious limitation. A score above 12 indicates exceptional talent, with most humans rarely exceeding 14 (with the exception of Might, which scales a bit differently).


===Agility (AGI)===
===Agility (AGI)===
<em>Value: 20 points</em>
Agility is a general measure of a character's reflexes, hand-eye coordination, and balance. It is important for tasks that require fine motor skills or feats of dexterity, such as picking a lock or throwing a ball. AGI also factors into determining a character's Speed (SPD).
AGI is important
====Speed (SPD)====
====Speed (SPD)====
<em>Value: 10 points</em>
Speed is a character's effective ability to move quickly, determined by their reflexes, awareness, fatigue, and how much they are impeded physically by things like how much equipment they are carrying. A character's starting SPD is determined by adding their AGI and Vitality (VIT) and dividing it by 2 (rounding down). It can then be modified by buying points to increase SPD. It is also affected by a character's Encumbrance, lost Body Points (BP), indicating wounds, and lost Endurance Points (EP), indicating fatigue.


===Intellect (INT)===
===Intellect (INT)===

Revision as of 16:24, 25 June 2021

This section outlines the basic process of creating characters in RPGs made using SPURG.

Character Points

Characters made using the SPURG ruleset do not follow any kind of "class" or "level" limitation. Instead, characters are built using Character Points (CP), which are spent on improving Ability Scores and purchasing Skills and Benefits. CP can also be gained by lowering Ability Scores or by applying Drawbacks.

In general, only players need to worry about how much CP their characters start with. It is recommended for GMs creating NPCs that the character be created simply based on what the GM believes the character should have, and then calculate the points afterward, rather than trying to work within a limited number.

While some attempt at balance has been considered when determining the CP value of Ability Scores, Skills, Benefits, and Drawbacks, it should be noted that rarity and the difficulty of acquiring a given advantage are prioritized over any kind of balance in terms of combat effectiveness, for example. This is because the RPG, and the GM running it, will place greatly varying priorities on what is most useful to a given character. For disadvantageous traits, such as reduced Ability Scores or Drawbacks, value is based upon expected detriment to a character's goals.

Starting Character Points

How much CP player characters start with is decided by the GM, assuming any restriction is put in place. A general guideline on general character competency or "power" is as follows, bearing in mind the above comments on balance:

  • "Normal" every-day people one would typically meet in real life generally have up to 50 CP.
  • Particularly competent or noteworthy characters with greater agency, such as the protagonists in a fairly realistic story, might have up to 100 CP.
  • Heroic or villainous (but not impossible) characters in stories of high adventure might have up to 300 CP.
  • Powerful characters of myth and legend, such as superheroes and demigods, may have 500 or more CP.

It is recommended that player characters not have Drawbacks which grant them more than half of their base starting CP — for example, if a character starts with 100 CP, they should not have Drawbacks with a value totaling more than -50 CP.

Character Advancement

There is no one prescribed way to handle character "advancement" or growth, except to note that, different from some videogame or wargame-based RPGs, SPURG lends itself more to RPGs where organic and narrative-driven character development is the norm. In this case, it is possible characters may lose Character Points as the story progresses, or they may gain CP by removing Drawbacks. It is suggested that GMs using SPURG-based RPGs award player characters 1 to 5 CP per several-hour play session, or else determine character growth and advancement situationally, such as by granting the Contact Benefit, or improving a skill which was used to great success during the session.

Ability Scores

Characters all have Ability Scores, which are a measure of their natural talent and ability to perform different kinds of tasks. Ability Scores are separate from Skills, in that they are meant to represent generalized aptitude which exists aside from training in a specific, single task.

All Ability Scores start at 10, which indicates an average human level of ability. It costs no CP to have an Ability Score start at 10. CP can be spent to raise an Ability Score above 10 depending on its CP value; similarly, an Ability Score can be lowered below 10, indicating a general deficiency. Doing so grants the character more CP according to its CP value.

In a realistic setting where humans as we know them are the norm, most characters will have Ability Scores that range from 8 to 12. A score less than 8 is considered extremely poor, representing a major and usually quite obvious limitation. A score above 12 indicates exceptional talent, with most humans rarely exceeding 14 (with the exception of Might, which scales a bit differently).

Agility (AGI)

Value: 20 points Agility is a general measure of a character's reflexes, hand-eye coordination, and balance. It is important for tasks that require fine motor skills or feats of dexterity, such as picking a lock or throwing a ball. AGI also factors into determining a character's Speed (SPD).

AGI is important

Speed (SPD)

Value: 10 points Speed is a character's effective ability to move quickly, determined by their reflexes, awareness, fatigue, and how much they are impeded physically by things like how much equipment they are carrying. A character's starting SPD is determined by adding their AGI and Vitality (VIT) and dividing it by 2 (rounding down). It can then be modified by buying points to increase SPD. It is also affected by a character's Encumbrance, lost Body Points (BP), indicating wounds, and lost Endurance Points (EP), indicating fatigue.

Intellect (INT)

Might (MGT)

Body Points (BP)

Perception (PER)

Vitality (VIT)

Endurance Points (EP)

Willpower (WIL)

Sanity Points (SP)

Character Traits

Species

Appearance

Size

Languages and Cultures

Status, Reputation, and Wealth

Skills

List of Skills

Benefits

List of Benefits

Drawbacks

List of Drawbacks