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<blockquote data-quote="GMMichael" data-source="post: 6228653" data-attributes="member: 6685730"><p><strong>Chapter 3: Characters</strong></p><p></p><p>Players reach into the world of Modos through their characters, hence the term player-character. Characters in Modos are simpler than in most other RPGs, because they have fewer stats to record, but that simplicity frees up the players' imaginations to make their characters more complex through roleplaying and rules interpretation. This chapter will discuss how to run your character and how to build it.</p><p></p><p><u>Character Creation</u>[sblock]</p><p>Making a Modos character is a fairly simple process. To do so, you'll follow these steps:</p><p>1) Design character concept.</p><p>2) Roll ability scores.</p><p>3) Identify starting level.</p><p>4) Assign skill points (see Skills chapter).</p><p>5) Select perks (see Perks chapter).</p><p>6) Identify character health.</p><p>7) Assign equipment (see Equipment chapter).</p><p>8) Notate hero points.</p><p>9) Roleplay.</p><p>Discussion of these steps and the topics behind these steps follow.[/sblock]</p><p><u>Character Concept[sblock]</u></p><p>The player has met the other players and GM, been fascinated by the campaign theme, added his ideas to what the game should be, and is eager to play. If he doesn't have one already, he'll need a character concept to play Modos.</p><p> The character concept is the constitution, source-code, or the soul of your character. It's a description of what the character is, where he comes from, how he behaves, and what he'll be doing in the future. It includes the character's profession or class. The character concept doesn't need to be long, but it should have enough details to help you roleplay your character.</p><p> When writing up your character concept, keep the campaign theme in mind. Your character is yours to create, but following the campaign theme will help everyone in the game to feel more immersed in the game world.[/sblock]</p><p> </p><p><u>Abilities[sblock]</u></p><p>Ability is the general term for what a character can do. A Modos character measures what he can do in three different ways: physical, mental, and metaphysical.</p><p> Physical (abbreviated P) is a measurement of a character's body. It covers health, strength, stamina, speed, and any other bodily abilities.</p><p> Mental (abbreviated M) is a measurement of a character's mind. This relates to anything like reasoning, sensing, memory, and focus.</p><p> Metaphysical (abbreviated MP) is a measurement of a character's spirit. This covers a character's charisma, soul, aura, supernatural sensitivity, and fate.</p><p> As you can see, the abilities are very broad areas. Sharpening the focus of your character's abilities, as guided by your character concept, will give your character more depth and more opportunities to earn hero points (discussed later).</p><p> So how do you know what your character's ability scores (the actual measurement of an ability) are? To find an ability score, just roll 3d6. Repeat for the remaining two ability scores. If you'd like more flexibility, buy your ability scores from a pool of 32 points, and check with the GM to make sure they aren't too high or low. Don't worry too much about ability scores now, because you can improve them later.</p><p> Now that you have your ability scores, you can start using them. While ability scores can be used to make contests (see Conflict chapter), they have two more common usages: acting as a foundation for skills and representing health.</p><p> Abilities improve skill usage with modifiers. A modifier is a bonus or penalty that applies to a roll, which for abilities is usually a skill contest. To find an ability modifier, take your ability score, subtract 10.5, divide that result by 2, and round the final result. The following table summarizes these results, with the top row representing ability scores, and the bottom row represents corresponding modifiers.</p><table style='width: 100%'><tr><td>5</td><td>6</td><td>7</td><td>8</td><td>9<br /> </td><td>10</td><td>11</td><td>12</td><td>13</td><td>14</td><td>15</td><td>16</td></tr><tr><td>-3</td><td>-2</td><td>-2</td><td>-1</td><td>-1<br /> </td><td>0</td><td>0</td><td>1</td><td>1</td><td>2</td><td>2</td><td>3</td></tr></table><p> Table 3-1: Ability modifiers [/sblock]</p><p><u>Character Levels[sblock]</u></p><p>Overall character improvement is measured in levels. A level is simply a set of features granted to a character (discussed later). Because levels measure improvement, you can refer to specific levels with common terms for power, experience, or achievement:</p><table style='width: 100%'><tr><td>Level</td><td>Title</td></tr><tr><td>1</td><td>Amateur</td></tr><tr><td>2</td><td>Professional</td></tr><tr><td>3</td><td>Expert</td></tr><tr><td>4</td><td>Paragon</td></tr><tr><td>5</td><td>Master</td></tr><tr><td>6-9</td><td>Legend</td></tr><tr><td>10+</td><td>Epic</td></tr></table><p> Table 3-2: Level titles</p><p> Before character creation, the GM will tell you what level your character is. Starting at professional level is recommended because amateur-level adventuring is somewhat risky to character health.</p><p> If your character stays alive long enough to improve himself, he'll level-up. This is the term for gaining a level. The GM decides when your character gains a level, but some example achievements sufficient for gaining a level are:</p><p>- Surviving 15 encounters after which the PCs needed healing.</p><p>- Completing 5 quests.</p><p>- Gaining good (or evil) reputation in 5 settlements.</p><p>- Earning an ability increase, skill increase, and perk. After the third element, the GM can award a hero point to complete the level.</p><p> This last achievement is like building your own level, because it contains each of the awards of a character level. Specifically, these are awarded with each level:</p><p>- Ability point. Increase an ability score by 1.</p><p>- Skill point. Increase a skill by 1. A skill is something your character does really well. Skill progress is measured in points, and discussed in the Skills chapter.</p><p>- Perk. Gain another perk. Perks are significant features that make your character unique. See the Perks chapter.</p><p>- Hero point. Increase hero points by 1. A hero point discussion follows.</p><p>Note that character progress becomes evident as abilities, skills, and perks increase, not levels. Levels are actually a means of counting progress. If the GM rewards progress with ability points, skill points, perks, and hero points (not levels), you can instead determine your effective level by dividing these features into quasi-levels.[/sblock]</p><p><u>Character Health[sblock]</u></p><p>Abilities are also aspects of a character's health. The higher the ability score, the stronger that character is with respect to that ability. Whenever something diminishes the health of the character, it's called taking damage to that ability (see Conflict chapter). The ability score does not decrease, but damage accumulates in a damage pool, and when the damage in the pool equals the ability score, the character has taken max (maximum) damage. Thus, the difference between max damage and damage pool can be called health.</p><p> Max physical damage or having a physical score of 0 (zero) puts a character in a state called mostly dead. Mostly dead characters cannot use their bodies and can perform no physical actions. While mostly dead, the character is helpless, has limited mental and metaphysical ability (rule zero) and often appears dead.</p><p> Max mental damage or having a mental score of 0 (zero) puts a character in a state called unconscious. An unconscious character cannot think, sense, or take any mental actions. While unconscious, a character has limited physical and metaphysical ability (rule zero), and often appears dead.</p><p> Max metaphysical damage or having a metaphysical score of 0 (zero) puts a character in a state called catatonic. A catatonic character has no will or personality and cannot take metaphysical actions. While catatonic, a character usually has limited physical and mental ability (rule zero), and often appears dead.</p><p> Healing damage is covered in the Conflict chapter.[/sblock]</p><p><u>Hero Points[sblock]</u></p><p>A very important, and very ambiguous, part of being a Modos hero is using hero points. Simply put, a hero point is a chance to roll a d6 and add the result to the contest you're about to roll. If you do this wherever or whenever, then hero points can be considered luck, fortune, or fate. But hero points can be so much more than this!</p><p> Hero points are what make characters special. Since a hero point can be added to any contest, you have the power to turn them into almost whatever you want. For example, your character concept says that your character is a dark assassin. You would use your hero points on sneak contests or fight contests whenever you're using your signature stiletto. Or maybe your character is a crusader; he would use his hero points on attacks against infidels or on Cast Spell contests used to heal the faithful.</p><p> Regardless of what superpower you turn your hero points into, your character can only store a certain amount of them. Each day, your character gets one hero point for each level he has. This happens at midnight unless your GM says otherwise. If you have not used all your hero points by the end of the day, you still start the next day off with one per character level.</p><p> Bear in mind that whenever roleplaying your character puts you at odds with your character's goals, the GM is allowed to award you a hero point - not to exceed your character level in hero points. So if you've spent the early part of the day being extra-heroic, you can get some heroism back by roleplaying your character extra-well. For example, C4PO (the explosives droid) is a 4th level character. His movements are a bit on the stiff side, even though he has decent robo-strength, and he has used two hero points earlier today on Knowledge-Scholar, to represent his extensive knowledge base on bombs. Now C4PO is carefully wobbling up to the hover-tracks of an imperial shock-tank to place a bomb, when the engine starts and the turret spins, knocking into him. The GM calls for a movement contest to avoid falling and potentially dropping the bomb. C4PO has a decent physical score (13) but his player decides that C4PO falls over anyway, since he's not very agile. The GM awards him a hero point, and C4PO now has three hero points to use before the end of the day.[/sblock]</p><p><u>Roleplaying[sblock]</u></p><p>The short answer is this: roleplaying always comes first. Otherwise you'd be playing a board game. A player should look to his character concept for guidance, and enjoy the game by describing what his character would do. This is easy for performing swirling spear dances or choosing bravery in the face of certain death, but sometimes the character can do some things that the player can't, and this is where rolling dice can enhance roleplaying. This occurs with many social and mental tasks, since players are expected to do their own talking and thinking, but not their own fighting or spellcasting.[/sblock]</p><p><u>Roll Playing[sblock]</u></p><p>When the player wants his character to do something that might not be successful, it's time to roll a contest. Contests are covered in the Conflict chapter, but it's important to know that a character's skills are both what he does best, and what he prefers to do. But sometimes a character's limits exceed the player's limits, so consider the Modos rules on rolls (see the Conflict chapter): if the task is most likely easy for an average person, he'll automatically succeed. If you're not sure, take half, and compare that contest to the difficulty of the task. If the outcome is important and the task is strenuous, roll the contest and see what happens. If the player made a good-faith effort to roleplay through it, the GM should award at least a +2 bonus to the contest.</p><p> For example, a burly orc walks up to a midge sitting on his pipe-smoking rocker. The orc demands a gold piece for the favor of not smashing the midge to bits, and the midge's player has to make a choice - what to do? Well, the character's concept draws a general picture of the character, so that's one place to look. More specific though is his list of skills: the midge has skill points in fight-unarmed, and none in persuade. Odds are, the midge would choose to punch, kick, or bite his way out of the situation, unless fleeing would let him live to smoke another day. [/sblock]</p><p><u>Rule Zero[sblock]</u></p><p>This rule is usually spoken with a bit of snark: the GM is always right. It is, however, important to remember because after a player has roleplayed and roll played, the GM has the final say on what happens. This rule is not intended to make the GM all-powerful; it's intended to keep the game moving so everyone can have fun and not argue about rules. Modos has a lot of gray area, so rule zero can be the only thing standing between a good game and drowsy players.[/sblock]</p><p><u>Roleplaying Rewards[sblock]</u></p><p>Some RPGs are loaded with rewards for characters and killing: experience points, treasure, and loads of gear. Modos has room for those too, but seeks to reward the player for roleplaying as well. Here's a list of Modos rewards and how to earn them:</p><p>Contest bonus: as mentioned earlier, roleplaying a situation well should earn the player a +2 bonus on the related contest.</p><p>Hero points: characters earn a hero point whenever roleplaying that character properly means subverting that character's personal goals.</p><p>Skill points: when a character accomplishes a significant goal or benchmark related to a skill, he might earn another skill point in that skill (not to exceed character level).</p><p>Perks: if a player consistently roleplays a certain feature of his character, or pursuing the character's goals leads that character to improve in a non-skill-related way, the character can earn a perk.</p><p>Levels: the holy grail of rewards,these are awarded on a basis decided by the GM, but their achievement should be tied to roleplaying.[/sblock]</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6228653, member: 6685730"] [b]Chapter 3: Characters[/b] Players reach into the world of Modos through their characters, hence the term player-character. Characters in Modos are simpler than in most other RPGs, because they have fewer stats to record, but that simplicity frees up the players' imaginations to make their characters more complex through roleplaying and rules interpretation. This chapter will discuss how to run your character and how to build it. [U]Character Creation[/U][sblock] Making a Modos character is a fairly simple process. To do so, you'll follow these steps: 1) Design character concept. 2) Roll ability scores. 3) Identify starting level. 4) Assign skill points (see Skills chapter). 5) Select perks (see Perks chapter). 6) Identify character health. 7) Assign equipment (see Equipment chapter). 8) Notate hero points. 9) Roleplay. Discussion of these steps and the topics behind these steps follow.[/sblock] [U]Character Concept[sblock][/U] The player has met the other players and GM, been fascinated by the campaign theme, added his ideas to what the game should be, and is eager to play. If he doesn't have one already, he'll need a character concept to play Modos. The character concept is the constitution, source-code, or the soul of your character. It's a description of what the character is, where he comes from, how he behaves, and what he'll be doing in the future. It includes the character's profession or class. The character concept doesn't need to be long, but it should have enough details to help you roleplay your character. When writing up your character concept, keep the campaign theme in mind. Your character is yours to create, but following the campaign theme will help everyone in the game to feel more immersed in the game world.[/sblock] [U]Abilities[sblock][/U] Ability is the general term for what a character can do. A Modos character measures what he can do in three different ways: physical, mental, and metaphysical. Physical (abbreviated P) is a measurement of a character's body. It covers health, strength, stamina, speed, and any other bodily abilities. Mental (abbreviated M) is a measurement of a character's mind. This relates to anything like reasoning, sensing, memory, and focus. Metaphysical (abbreviated MP) is a measurement of a character's spirit. This covers a character's charisma, soul, aura, supernatural sensitivity, and fate. As you can see, the abilities are very broad areas. Sharpening the focus of your character's abilities, as guided by your character concept, will give your character more depth and more opportunities to earn hero points (discussed later). So how do you know what your character's ability scores (the actual measurement of an ability) are? To find an ability score, just roll 3d6. Repeat for the remaining two ability scores. If you'd like more flexibility, buy your ability scores from a pool of 32 points, and check with the GM to make sure they aren't too high or low. Don't worry too much about ability scores now, because you can improve them later. Now that you have your ability scores, you can start using them. While ability scores can be used to make contests (see Conflict chapter), they have two more common usages: acting as a foundation for skills and representing health. Abilities improve skill usage with modifiers. A modifier is a bonus or penalty that applies to a roll, which for abilities is usually a skill contest. To find an ability modifier, take your ability score, subtract 10.5, divide that result by 2, and round the final result. The following table summarizes these results, with the top row representing ability scores, and the bottom row represents corresponding modifiers. [TABLE] [TR] [TD]5[/TD] [TD]6[/TD] [TD]7[/TD] [TD]8[/TD] [TD]9 [/TD] [TD]10[/TD] [TD]11[/TD] [TD]12[/TD] [TD]13[/TD] [TD]14[/TD] [TD]15[/TD] [TD]16[/TD] [/TR] [TR] [TD]-3[/TD] [TD]-2[/TD] [TD]-2[/TD] [TD]-1[/TD] [TD]-1 [/TD] [TD]0[/TD] [TD]0[/TD] [TD]1[/TD] [TD]1[/TD] [TD]2[/TD] [TD]2[/TD] [TD]3[/TD] [/TR] [/TABLE] Table 3-1: Ability modifiers [/sblock] [U]Character Levels[sblock][/U] Overall character improvement is measured in levels. A level is simply a set of features granted to a character (discussed later). Because levels measure improvement, you can refer to specific levels with common terms for power, experience, or achievement: [TABLE] [TR] [TD]Level[/TD] [TD]Title[/TD] [/TR] [TR] [TD]1[/TD] [TD]Amateur[/TD] [/TR] [TR] [TD]2[/TD] [TD]Professional[/TD] [/TR] [TR] [TD]3[/TD] [TD]Expert[/TD] [/TR] [TR] [TD]4[/TD] [TD]Paragon[/TD] [/TR] [TR] [TD]5[/TD] [TD]Master[/TD] [/TR] [TR] [TD]6-9[/TD] [TD]Legend[/TD] [/TR] [TR] [TD]10+[/TD] [TD]Epic[/TD] [/TR] [/TABLE] Table 3-2: Level titles Before character creation, the GM will tell you what level your character is. Starting at professional level is recommended because amateur-level adventuring is somewhat risky to character health. If your character stays alive long enough to improve himself, he'll level-up. This is the term for gaining a level. The GM decides when your character gains a level, but some example achievements sufficient for gaining a level are: - Surviving 15 encounters after which the PCs needed healing. - Completing 5 quests. - Gaining good (or evil) reputation in 5 settlements. - Earning an ability increase, skill increase, and perk. After the third element, the GM can award a hero point to complete the level. This last achievement is like building your own level, because it contains each of the awards of a character level. Specifically, these are awarded with each level: - Ability point. Increase an ability score by 1. - Skill point. Increase a skill by 1. A skill is something your character does really well. Skill progress is measured in points, and discussed in the Skills chapter. - Perk. Gain another perk. Perks are significant features that make your character unique. See the Perks chapter. - Hero point. Increase hero points by 1. A hero point discussion follows. Note that character progress becomes evident as abilities, skills, and perks increase, not levels. Levels are actually a means of counting progress. If the GM rewards progress with ability points, skill points, perks, and hero points (not levels), you can instead determine your effective level by dividing these features into quasi-levels.[/sblock] [U]Character Health[sblock][/U] Abilities are also aspects of a character's health. The higher the ability score, the stronger that character is with respect to that ability. Whenever something diminishes the health of the character, it's called taking damage to that ability (see Conflict chapter). The ability score does not decrease, but damage accumulates in a damage pool, and when the damage in the pool equals the ability score, the character has taken max (maximum) damage. Thus, the difference between max damage and damage pool can be called health. Max physical damage or having a physical score of 0 (zero) puts a character in a state called mostly dead. Mostly dead characters cannot use their bodies and can perform no physical actions. While mostly dead, the character is helpless, has limited mental and metaphysical ability (rule zero) and often appears dead. Max mental damage or having a mental score of 0 (zero) puts a character in a state called unconscious. An unconscious character cannot think, sense, or take any mental actions. While unconscious, a character has limited physical and metaphysical ability (rule zero), and often appears dead. Max metaphysical damage or having a metaphysical score of 0 (zero) puts a character in a state called catatonic. A catatonic character has no will or personality and cannot take metaphysical actions. While catatonic, a character usually has limited physical and mental ability (rule zero), and often appears dead. Healing damage is covered in the Conflict chapter.[/sblock] [U]Hero Points[sblock][/U] A very important, and very ambiguous, part of being a Modos hero is using hero points. Simply put, a hero point is a chance to roll a d6 and add the result to the contest you're about to roll. If you do this wherever or whenever, then hero points can be considered luck, fortune, or fate. But hero points can be so much more than this! Hero points are what make characters special. Since a hero point can be added to any contest, you have the power to turn them into almost whatever you want. For example, your character concept says that your character is a dark assassin. You would use your hero points on sneak contests or fight contests whenever you're using your signature stiletto. Or maybe your character is a crusader; he would use his hero points on attacks against infidels or on Cast Spell contests used to heal the faithful. Regardless of what superpower you turn your hero points into, your character can only store a certain amount of them. Each day, your character gets one hero point for each level he has. This happens at midnight unless your GM says otherwise. If you have not used all your hero points by the end of the day, you still start the next day off with one per character level. Bear in mind that whenever roleplaying your character puts you at odds with your character's goals, the GM is allowed to award you a hero point - not to exceed your character level in hero points. So if you've spent the early part of the day being extra-heroic, you can get some heroism back by roleplaying your character extra-well. For example, C4PO (the explosives droid) is a 4th level character. His movements are a bit on the stiff side, even though he has decent robo-strength, and he has used two hero points earlier today on Knowledge-Scholar, to represent his extensive knowledge base on bombs. Now C4PO is carefully wobbling up to the hover-tracks of an imperial shock-tank to place a bomb, when the engine starts and the turret spins, knocking into him. The GM calls for a movement contest to avoid falling and potentially dropping the bomb. C4PO has a decent physical score (13) but his player decides that C4PO falls over anyway, since he's not very agile. The GM awards him a hero point, and C4PO now has three hero points to use before the end of the day.[/sblock] [U]Roleplaying[sblock][/U] The short answer is this: roleplaying always comes first. Otherwise you'd be playing a board game. A player should look to his character concept for guidance, and enjoy the game by describing what his character would do. This is easy for performing swirling spear dances or choosing bravery in the face of certain death, but sometimes the character can do some things that the player can't, and this is where rolling dice can enhance roleplaying. This occurs with many social and mental tasks, since players are expected to do their own talking and thinking, but not their own fighting or spellcasting.[/sblock] [U]Roll Playing[sblock][/U] When the player wants his character to do something that might not be successful, it's time to roll a contest. Contests are covered in the Conflict chapter, but it's important to know that a character's skills are both what he does best, and what he prefers to do. But sometimes a character's limits exceed the player's limits, so consider the Modos rules on rolls (see the Conflict chapter): if the task is most likely easy for an average person, he'll automatically succeed. If you're not sure, take half, and compare that contest to the difficulty of the task. If the outcome is important and the task is strenuous, roll the contest and see what happens. If the player made a good-faith effort to roleplay through it, the GM should award at least a +2 bonus to the contest. For example, a burly orc walks up to a midge sitting on his pipe-smoking rocker. The orc demands a gold piece for the favor of not smashing the midge to bits, and the midge's player has to make a choice - what to do? Well, the character's concept draws a general picture of the character, so that's one place to look. More specific though is his list of skills: the midge has skill points in fight-unarmed, and none in persuade. Odds are, the midge would choose to punch, kick, or bite his way out of the situation, unless fleeing would let him live to smoke another day. [/sblock] [U]Rule Zero[sblock][/U] This rule is usually spoken with a bit of snark: the GM is always right. It is, however, important to remember because after a player has roleplayed and roll played, the GM has the final say on what happens. This rule is not intended to make the GM all-powerful; it's intended to keep the game moving so everyone can have fun and not argue about rules. Modos has a lot of gray area, so rule zero can be the only thing standing between a good game and drowsy players.[/sblock] [U]Roleplaying Rewards[sblock][/U] Some RPGs are loaded with rewards for characters and killing: experience points, treasure, and loads of gear. Modos has room for those too, but seeks to reward the player for roleplaying as well. Here's a list of Modos rewards and how to earn them: Contest bonus: as mentioned earlier, roleplaying a situation well should earn the player a +2 bonus on the related contest. Hero points: characters earn a hero point whenever roleplaying that character properly means subverting that character's personal goals. Skill points: when a character accomplishes a significant goal or benchmark related to a skill, he might earn another skill point in that skill (not to exceed character level). Perks: if a player consistently roleplays a certain feature of his character, or pursuing the character's goals leads that character to improve in a non-skill-related way, the character can earn a perk. Levels: the holy grail of rewards,these are awarded on a basis decided by the GM, but their achievement should be tied to roleplaying.[/sblock] [/QUOTE]
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