PG 0: Character Creation (Read this first)

PG 0: Character Creation (Read this first)

  1. MacConnell
    MacConnell
    THE UNTAMED WILDS
    Players Guide


    A table-top role-playing game.
    by Darrick Sheridan


    copyright: 2013, Zephlaer Enterprises


    This version is provided for the entertainment purposes of those participating in play-by-post online gaming. Aspects of the mechanics as needed by the Game Moderator have been deliberately withheld. This material should not be duplicated or sold. Thank you for respecting the intellectual property of the author.


    For more information, contact me at macconnellsylvester@gmail.com
  2. MacConnell
    MacConnell
    Imagination:
    Ah, but to live in a world with limitless possibility, where excellence reaches potential far beyond that of mundane aspirations. The key element, in The Untamed Wilds gaming system, that separates the player character from the mass of existence is the ability to Manipulate Way (use magic), often called Bending or Weaving. It is the substance of folklore, myth, and legend, but to those who can feel and tug the Way lines, it is an integral part of life.

    Sample Character:

    This record is designed to assist in the structuring and development of other player characters. The data table under the character description contains the numeric value for abilities and skills relative to interaction during play. The game moderator (GM) will assist in determining these values as they are the framework for comparison and development. They will become readily relevant and understandable through game play.

    Attachment 79600
    Shaethon was born in a hilly forested land to a tribe of nomadic hunters. He ran and played as a child, began to hunt and fish with the clan as an adolescent, but he learned from an early age that he could sense things that most others could not. Nothing physically or mentally seemed to separate him from the rest of his tribe, but this sensitivity to fluctuations of life in the world around him piqued his curiosity, for he understood it to be the very essence of superstition and belief. Once he reached a mature enough age, he bid farewell to his clan to begin his own life and make his own way, hoping to find others who might share this gift.

    Shaethon is of average height and lithe, having pale skin, white-blond hair, and piercing green, narrowed eyes.

    Character Descriptive Data
    Gender: Male
    Age: Young Adult
    Height: Average (6'1")
    Build: Lithe
    (Race: Faethrin) added by GM to fit setting vocabulary (in D&D = Elf)
    Skin: Pale
    Hue: Carotenoic (meaning shade of yellow or red instead of brown)
    (Tribe: Spiofthest) added by GM to fit setting vocabulary
    Eyes: Narrowed
    Iris: Piercing Green
    Hair: White-Blond
    Style: Loose, Unkempt
    Birth: Nomadic

    D&D relative stats

    STR: 12
    DEX: 13
    CON: 11
    INT: 13
    WIS: 11
    CHA: 11

    This character is considered 1st level, in terms of D&D.

    GM:
    Data Used by GM During Play

    Core Abilities Developmental Abilities
    Body 10 Health 1 Motility 3 Strength 2
    Mind 10 Knowledge 3 Persona 1 Will 1
    Essence 10 Adhesion 3 Cohesion 1 Confluence 2
    Basic Skills
    Collegiate 2
    Commercial 1
    Combat 3


    Getting Started:

    The initial procedure to developing a character is to first describe his / her appearance rather than generate numeric data to represent abilities and skills. The developmental abilities of characters in The Untamed Wilds system are dependent upon the character's description. A character can be created with specific individual goals using the specific parameters necessary to reflect desired abilities, commonly called min-maxing, or the character can be described as aesthetically desired, then the parameters applied.

    In a play by post (PbP) online setting, this could not be simpler. A player need only post an image to a recruitment thread and the GM will supply all necessary technical information. Feel free to examine previously posted characters to aid in creation.
    The Untamed Wilds: Editable Character Records
    The Untamed Wilds: The Ansylin Campaign Character Records
    OOC: Try to keep images small, less than 300k.

    Comparison:
    D&D uses 6 randomly rolled or bought abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Races then modify these abilities, and classes provide a pre-determined set of skills to be advanced during play.

    The Untamed Wilds (TUW) uses 3 core abilities: Body, Essence, and Mind. These begin at a fixed amount based on the starting age of the character. Each core ability is divided into 3 developmental abilities. The initial rank for each developmental ability is determined by the description of the character. Abilities are developed using a point-buy system, similar to Shadowrun or Bethesda's Elder Scrolls computer games. Tables for pre-developed archetypes are included at the end of the Character Development thread and are suggested as guides, not mandates.

    Core Body Essence Mind
    Adolescent 8 8 8
    Adult 10 10 10
    GM: Neither Developmental Abilities nor Skills may not be advanced until Core Abilities reach 10. For newer players, it is recommended to start a character at the adult setting. Ability and skill advancement will be explained further under Character Development.

    Developmental Abilities:
    Body Essence Mind
    Health Adhesion Knowledge
    Motility Cohesion Persona
    Strength Confluence Will
    Base Skills:
    Collegiate Commercial Combat

    Descriptive Bonuses:
    Gender Bonuses
    Female Health +1 Cohesion +1 Persona +1
    Male Strength +1 Confluence +1 Will +1

    Height and Build:
    These two attributes are used to determine Character Race. There are three races and two hybrids. The three races are Aedaman, Faethrin and Mhytre. The two hybrids are Dahmre and Bajinin. For the purposes of determining tribe, Dahmre follow the characteristics of Mhytres and Bajinin follow the characteristics of Faethrins.
    Height Bonus Definition
    Short Motility +1 5' +/- 6"
    Average Health +1 6' +/- 6"
    Tall Strength +1 7' +/- 6"
    Build
    Stocky Strength +1
    Average Health +1
    Thin Motility +1
    Tall characters gain a bonus of 1 to the maximum Body score giving the endpoint of 11 instead of 10. Stocky characters also gain a bonus of 1 to the maximum Body score. If a character is tall and stocky, it will have a maximum Body of 12 instead of 10.

    Skin Coloration and Hue:
    These two attributes are used to determine the character's tribe once race has been established.
    Skin Coloration Bonus Definition
    Dark Confluence +1
    Medium Cohesion +1
    Light Adhesion +1
    Skin Hue
    Carotenoic Cohesion +1 means shades of red or yellow
    Chromatic Adhesion +1 means shades of grey
    Melaninic Confluence +1 means shades of brown

    Eye Shape and Eye Color:
    The shape and color of the eyes are not indicative of any particular race or tribe; but rather, specific to the given individual. This is true for hair color as well. No table is included for hair color as it does not pertain to the mechanics of character development. All varieties of coloration are available to all races and tribes.
    Eye Shape Bonus Eye Color Bonus
    Round Persona +1 Dark Persona +1
    Oval Will +1 Medium Will +1
    Narrowed Knowledge +1 Light Knowledge +1

    For definitions and further developmental statistics refer to the Character Development Discussion.
    To play, post character information in The Untamed Wilds: Editable Character Records.
  3. MacConnell
    MacConnell
    The general descriptions previously given not only generate values in Developmental Abilities but also will determine the Race and Tribe of each particular character, which will provide further bonuses.

    Race:
    Race is determined by the height and build of the character. In the beginning, there was only one race of beings, called the Yahdram. The Yahdram established themselves and subdued the land. After a long period of societal development and expansion, the Yahdram decided that there was something more from the gods that they were missing, immortality. In a war with with the gods, the land was broken and remade. The Yahdram was fractured into three differing races each favoring a particular trait rather than possessing favor in all. The three races are Aedaman, Faethrin, and Mhytre. Also, there are two non-viable hybrids, Bajinin and Dahmre. The two hybrids cannot reproduce. Most crossings between races do not produce any offspring. Bajinins sometimes occur when an Aedaman male breeds with a Faethrin female. Dahmres sometimes occur when an Aedaman male breeds with a Mhytre female. The numeric value for height is given in American terms.
    Height Build Race Bonus
    Tall (7' +/- 6") Stocky Dahmre Combat +1
    Medium Aedaman Commercial +1
    Thin Faethrin Commercial +1
    Average (6' +/- 6") Stocky Mhytre Combat +1
    Medium Aedaman Commercial +1
    Thin Faethrin Commercial +1
    Short (5' +/- 6") Stocky Mhytre Combat +1
    Medium Aedaman Commercial +1
    Thin Bajinin Commercial +1

    Tribe:
    Tribe is determined by the shade and hue of the skin after Race has been determined. There are 27 specific tribes of the 3 races of people. Skin shade is categorized in general terms of dark, medium, and light. Skin hue is categorized by a tendency toward a reddish or yellow tint, termed Carotenoic, a brownish tint, termed Melaninic, and a purely fictitious Chromatic, which is represented by a true black, white, or grey. Dahmre hybrids follow the tribe pattern for Aedaman. Bajinin hybrids follow the tribe pattern for Faethrin.
    Race Color Hue Tribe Bonus
    Aedaman Dark Red Carotenoic Evipau Combat +1
    Charcoal Chromatic Nishurin Combat +1
    Coffee Melaninic Ansylin Combat +1
    Reddish Brown Carotenoic Kinamin Collegiate +1
    Grey Chromatic Markidian Combat +1
    Brown Melaninic Hebrian Commercial +1
    Cream Carotenoic Centrin Commercial +1
    White Chromatic Norikadian Commercial +1
    Light Tan Melaninic Katalian Combat +1
    Faethrin Dark Carotenoic Sioliri Combat +1
    Chromatic Kaalatala Combat +1
    Melaninic Da'Roneh Collegiate +1
    Medium Carotenoic Yenisha Combat +1
    Chromatic Amiradtha Combat +1
    Melaninic Rheini Commercial +1
    Light Carotenoic Spiofthest Commercial +1
    Chromatic Shimadow Combat +1
    Melaninic Pelimonra Commercial +1
    Mhytre Dark Carotenoic Ekimmard Commercial +1
    Chromatic Deviard Collegiate +1
    Melaninic Suddanig Commercial +1
    Medium Carotenoic Medderin Combat +1
    Chromatic Graggorid Combat +1
    Melaninic Maldrog Commercial +1
    Light Carotenoic Zveddig Combat +1
    Chromatic Orngaddrin Commercial +1
    Melaninic Kozzog Combat +1
    .
  4. MacConnell
    MacConnell
    Personality Types:
    There are nine different personality types associated with the various peoples of the gaming world.

    Sociopathic Psychotics:
    This particular personality type is counter productive to societal development. It is associated with the most banal and uncivilized nomadic peoples. People with this personality are constantly in conflict. They will assault anyone, anywhere, for anything. They can be caused to run away, but they will never surrender, and no negotiation is possible. The only reason this type of person will not attack is out of fear. It is not possible for a player character to use this personality type, unless playing alone, which would not make for an interesting game.

    Narcissistic Psychotics:
    This particularly malevolent personality type is almost as counter-productive to societal development as the previous one. People within one's own small select clans are tolerated, where as everyone else is considered fodder. These types will not necessarily attack on sight, but they will simply take what they want with no regard for the consequences. This is equivalent to the emotional maturity of a toddler. This type of person can be caused to surrender but will hold a life-long grudge if forced to do so. Having been beaten once they will avoid direct confrontation without superior numbers.

    Malevolent Narcissist:
    This particular personality type is also clannish but generally on a more larger scale. This is the motivation behind separatists and racists. Though not always provoked to violence, negotiations with this type are rare and unfavorable. They prefer to attack from surprise. They can be forced to surrender and will run from a superior force.

    Psychotic:
    Having a particular propensity for violence, this personality type does not promote long life. Without the illogical tendency toward acute violence, this type could be considered whimsical, never satisfied with the way things are. This type of person may be friendly at one venture and violent the next. They will run from a superior force and can be caused to surrender. They can lie in the utmost convincing manner, even seeming to believe their own lies. Their behavior is completely unpredictable.

    Placid:
    The best way to describe this personality type would be, boring. They have little motivation and almost no aspiration. They can kill or spare life in the course of an action without thinking of much difference between the two preferring whichever seems to award the least amount of future effort or confrontation. Most people of this type prefer to be away from society, finding nature to be more suitable. This type will never initiate violence but will defend with avarice.

    Dutiful:
    Rigidly aligned to a particular code, this personality type is unswayable. The matter of benevolence or malevolence never weighs into their thought process. There concern is only to maintaining their code. Clans of this nature are often considered by others to be unfriendly and monastic, though trade and other necessary negotiations always seem to be offered fairly. This type will initiate violence only if deemed unavoidable.

    Prankish:
    Good natured but overly rough sometimes to the point of injury, these personality types are always looking for a good time. They tend to drink too much, party too much, and fight too much, but they never seek to do any real harm. They are often forgetful and never hold grudges. While being rather unreliable in regard to prolonged tasks, they are often fun to be around, and their behavior can be infectious.

    Benevolent:
    This personality type is the closest thing to altruistic that can be found in people. They will give of themselves and do without, if aware of another's need. They will risk their own life in defense of another's. If a threat to their own life is imminent, they will defend themselves if all attempts at diplomacy have failed. While this type of person can kill in the advent of defense or out of necessity, it can never interrogate. This type is also very tolerant of all other personality types except for the three psychotics, since those have no viability to a future.

    Stoic:
    Often called stuffy by other people, this personality type is still benevolent, but the offer of charity must fit within a certain code of ethics. They believe that people who cause their own plight deserve no assistance unless the loss of life is imminent. This type still tends to have little regard for their own life and will endanger themselves to help others. This is the most reliable personality type with regard to future tasks. For once their word is given, they neither break it nor forget.

    Most player characters fluctuate between Placid to Stoic depending on a given situation with a tendency toward a single preferred type. Player characters are much more mutable than non-player characters. As long as there is no extreme fluctuation, this shifting is considered normal and acceptable.
  5. MacConnell
    MacConnell
    Equipping the Character:
    Players may begin with their characters from a nomadic tribe, agrarian village or hamlet, or an urban setting. As the technological age for the gaming system is set during the iron age, nomadic tribes will still be sparsely clothed in rudimentary garments of various skins and carry very simple weapons made of wood, bone, and stone. Characters from agrarian settings will likely have clothing of cotton or wool but may also wear skins, while weapons will be slightly better in composition and may even contain Ocrin, which is an alloy of tin and zinc. Characters from an urban setting will also begin with clothing of cotton or wool and may also wear skins, while weapons may be manufactured of Ularin, which is from aluminum, or Harnin, which is from iron. For beginning characters a single upper body item, a single lower body item and a single weapon are considered a given. Variations of this may be adapted by the Game Moderator depending on the setting for the game scenario.

    Basic Clothing Upper Body:
    Item ​Coverage
    Tunic 50%
    Shirt 40%
    Vest 30%
    Mantle 20%
    Bracers / Gauntlets 20%
    Cap / Hood 10%

    Basic Clothing Lower Body:
    Item Coverage
    Long Skirt / Shendyt 50%
    Kilt / Culottes / Skirt / Pantaloons 30%
    Boots / Shin Guards 20%
    Belt 10%
    Articles of clothing and armor will overlap which can give a coverage mechanic of greater than 100%. This means that wear the items overlap, both will apply to the protection of that area.

    Basic Materials:
    Material Cost Hinder Deflect Soak
    Cotton / Hemp 10 / 10% cover 1 / 10% 2 0
    Wool / Sisal 10 / 10% 1 / 10% 2 0
    Pigskin 10 / 10% 2 / 10% 4 2

    Basic Weaponry:
    General Type Cost Hinder Damage
    Club (arm length) n/a 50 5
    Edge (hand length in total) 20 50 5
    Spike (hand length in total) 20 50 5
    Spike (arm length / arrows only at start) 2 n/a 10
    Blunt (1/2 arm length) 20 50 5
    Wedge (hand length in total) 50 50 10

    Basic Materials:
    Material of Striking Part Cost Hinder Damage
    Bone n/a x .7 1/2
    Stone n/a x 1 x .7
    Ocrin x 1/5 x 1 x .8
    Ularin x 2/5 x .7 x .9
    Harnin x 1 x 1 x 1

    Basic Clothing:

    Belt: This garment is not only used to bind other garments at the waist but also to protect the gut, extending around the waist from just below the rib cage to just above the groin.
    Boots / Shin Guards: These garments provide the same protection for the lower leg and top of the foot, but each is attached differently. There is no difference in game mechanics, only aesthetics.
    Bracers / Gauntlets: These garments provide the same protection for the forearm and back of the hand, but each is attached differently. There is no difference in game mechanics, only aesthetics.
    Cap / Hood: These garments provide the same protection for the head as far as game mechanics is concerned, even though there is some functional difference between the two. For the player character it will simply be a matter of preference.
    Culottes / Pantaloons: A more modern design than kilts or skirts, this is a divided garment for the lower body. Each covers from the waist to just below the knee. Culottes are bellowed and open at the knee and tend to be worn by women; whereas, pantaloons are tied at the knee and tend to be worn by men. These garments are favored by the poorest of civilized peoples.
    Kilt / Skirt: These two garments are mechanically the same but functionally a bit different, as a Kilt is an anciently designed garment for men, whereas the skirt is for women. Each covers from just above the waist to just above the knee. These garments are favored by most of the civilized peoples.
    Long Skirt / Shendyt: These two garments are mechanically the same but functionally a bit different, as a Shendyt is an anciently designed garment for men, whereas the skirt is for women. Each covers from just above the waist to lower calf. These garments are favored by the wealthiest of civilized peoples.
    Mantle: This garment covers the upper half of the torso and extends to the mid upper arm. It is usually donned by slipping it over one's head and is usually unsecured, having no buttons or laces.
    Shirt: This garment covers the torso and extends to the mid upper arm and just below the waist. It is usually donned by slipping it over one's head and securing it about the waist with a belt, having no buttons or laces.
    Tunic: This garment covers the torso and extends to the elbow of the arms and mid-thigh of the legs. It is usually donned by slipping it over one's head and securing it about the waist with a belt, having no buttons or laces. It is split at the hips to allow more freedom of movement while walking.
    Vest: This garment covers only the torso. It is usually donned by slipping it over one's head and securing it by tightening laces stitched into each side under the arm holes.


    Basic Materials for Clothing:

    Cotton: This fabric is manufactured from the seed spindles of the plant of the same name. It is prevalent in the southern and drier parts of the land.
    Hemp: This fabric is made from fibers from various grasses. It is prevalent among less civilized peoples in the coastal and wetter parts of the land.
    Sheepskin: Like its name, this thin leather is made from the skin of various sheep. It is prevalent in the central and northern parts of the land.
    Sisal: This fabric, like hemp, is made from the fibers of various plants, usually cacti, but it is stronger and more durable than hemp. It is uncommon but can be found among less civilized peoples in the southern part of the land.
    Wool: This fabric is made from the long fur of various sheep and some goats. It is prevalent in the central and northern parts of the land.


    Basic Weaponry:

    Blunt: This is the basic term for a glorified club. The stick has been topped or reinforced with material other than wood, like maces and hammers. A thigh bone would also be considered a blunt weapon rather than a club.
    Club: This rudimentary weapon is simply a stick.
    Edge: This is the basic term for a fairly thin sharp weapon designed more for slashing than stabbing, like a knife or a sword.
    Spike: This is the basic term for a sharp pointed weapon designed specifically for stabbing, like picks, stilettos, and katars . Arrows and bolts also fall into this category of weapon.
    Wedge: This is the basic term for a thick, heavy, sharp weapon, like axes.

    Basic Materials for Weapons:

    Bone: This is just what the name implies. As many of the indigenous peoples of the land are still nomadic and have developed little to no technology, natural bone weaponry is still very common.
    Harnin: This is the name for an alloy of iron and zinc. It is newly developed with the rise of the Iron Age and is now sought as the primary material for weaponry, increasing the need for mining iron.
    Ocrin: This is the name for an alloy made from tin and zinc. It is the common alloy used in the major cities of the land, as the use of iron and its alloys is currently being developed. This alloy represents the technology of the previous age.
    Stone: This material is the next technological advancement from bone where the functional part of the weapon is made from stone, usually flint or slate as both readily form sharp edges.
    Ularin: This is the named for an alloy of aluminum and zinc. It is more rare than Ocrin but is often desired for arrowheads and light weapons.
  6. MacConnell
    MacConnell
    Proceed to Basic Tasks.
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