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Hell's Invasion [Recruiting]
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<blockquote data-quote="perrinmiller" data-source="post: 6765222" data-attributes="member: 88649"><p>Okay, the next step in character generation will be to copying some things to your character post in your prologue. I did the Traits for all three of you (utilizing the new GM powers EnWorld is providing <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />). I assigned the dice values for those trait when making checks.</p><p></p><p>Next, I provided the template for the skills. Each of you selected 10 skills. Those begin at below average competency (d20) until you select which ones you want to invest in improving. I also added in some special powers based on what each of you told me already (starting at d20 for the moment).</p><p></p><p>You each have 55 points to spend on improving those 11 skills/powers and gaining some more to reflect your starting competency to be equivalent of level 1. (note, we will be adding more later for Chapter 1). </p><p></p><p>Costs to improve/pruchase are as follows:</p><p>Purchase Trained skill initially at d30 = 1 point</p><p>Improve from d30 to d20 = 2 points (also for initial training in Untrained Skills)</p><p>Improve from d20 to d12 = 3 points</p><p>Improve from d12 to d10 = 4 points</p><p>Improve from d10 to d8 = 5 points (only start with 2 skills/powers at d8)</p><p></p><p>If you were looking at some Talents or Feats from the d20 Modern rules that would be appropriate for Levels 1-2, let me know. Some would just be part of skills, but others could translate to Special Powers that are separate.</p><p></p><p>Sez, in looking at Michael closely, you can drop Perform Acting since it would be redundant with Profession Acting in this case. I would take another Perform skill to diversify if you wanted (ie. Singing, comedy, oration, etc…)</p></blockquote><p></p>
[QUOTE="perrinmiller, post: 6765222, member: 88649"] Okay, the next step in character generation will be to copying some things to your character post in your prologue. I did the Traits for all three of you (utilizing the new GM powers EnWorld is providing :p). I assigned the dice values for those trait when making checks. Next, I provided the template for the skills. Each of you selected 10 skills. Those begin at below average competency (d20) until you select which ones you want to invest in improving. I also added in some special powers based on what each of you told me already (starting at d20 for the moment). You each have 55 points to spend on improving those 11 skills/powers and gaining some more to reflect your starting competency to be equivalent of level 1. (note, we will be adding more later for Chapter 1). Costs to improve/pruchase are as follows: Purchase Trained skill initially at d30 = 1 point Improve from d30 to d20 = 2 points (also for initial training in Untrained Skills) Improve from d20 to d12 = 3 points Improve from d12 to d10 = 4 points Improve from d10 to d8 = 5 points (only start with 2 skills/powers at d8) If you were looking at some Talents or Feats from the d20 Modern rules that would be appropriate for Levels 1-2, let me know. Some would just be part of skills, but others could translate to Special Powers that are separate. Sez, in looking at Michael closely, you can drop Perform Acting since it would be redundant with Profession Acting in this case. I would take another Perform skill to diversify if you wanted (ie. Singing, comedy, oration, etc…) [/QUOTE]
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