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======Omphalos Character Creation======

From the player point of view, Omphalos asks that they select a class and race first. They then have a certain number of points free to spend on buying up Attributes, Skills, and starting background Perks. With advanced character creation, they can also voluntarily take on some Disadvantages to gain additional points. These cannot (easily) be removed later on.

From the backend point of view, Omphalos is loosely based on the Savage Worlds rules. Everyone begins with d4 in all Attributes, a selection of common Skills, and 240 Character Points to spend.

**Attributes**

__Base Attributes__

//NOTE: within this section, attributes and skills are referred to by die type as they would be in Savage Worlds. However, when displayed to the player within the VRMMO, the game shows display attributes ranging from 40 to 120, and it is possible to have 'excess' Character Points allocated above and beyond the usual 20 point demarcators.//

Unless otherwise stated, all Attributes begin at d4. It costs 20 points to raise any individual stat by one tier, and they may not exceed d12. No more than 100 character points may be spent here baseline; another 20 character points may be spent to advance one attribute a die type, as an Edge.

Strength - raw physical power and fitness
Agility - nimbleness, quickness, dexterity
Intellect - how well your character knows the world, how quickly she thinks on her feet, general acuity
Will - inner wisdom and willpower
Endurance - endurance, resistance to disease, poison, and toxins

**Skills**

At character creation time, it costs 10 CPs to buy a skill at d4, and 10 CPs to raise it by one tier. It costs 20 CPs to raise a skill over the linked attribute, i.e. if a character has d6 Agility, raising Melee Fighting from d6 to d10 will cost 40 CPs. After character creation time, it costs 10 points to buy the skill at d4-1 (Novice), then another 10 points to raise it to d4.

//NOTE: as with Attributes, Skills are referred to by die type here, but will be displayed ranging from 20 to 60, and fractional expenditures will be possible in-game.//

At character creation time, 120 points should be spent on Skills.

With respect to the various vehicle-handling and riding skills, while anything up to d4 may be sufficient out of combat when one has ample time to correct course, a higher skill may be required when attempting to attack from horseback or on a ship or carriage.

Unless otherwise stated, all characters have d4 Athletics, Notice, Persuasion, and Stealth.

__Strength__
Athletics (Strength) - climbing walls, trees, and cliff-sides, swimming across or under water quickly (combination of Swimming and Climbing)

__Agility__
Boating - allows the character to handle most ships.
Driving - allows the character to drive carts, wagons, carriages, and other vehicles.
Melee Combat - covers most forms of close quarters combat with various weapons, but not unarmed fighting; for that, see Martial Arts (Will).
Riding - ability to ride beasts, though a higher level or a specific Knowledge would be required for unusual creatures.
Ranged Combat - covers most direct ranged weapons, but not throwing items.
Stealth - ability to move without being easily spotted or heard.
Throwing - skill used in throwing all sorts of things, from bombs to spears to shuriken and caltrops.

__Intellect__
Gambling - increases the character’s ability to control the outcome of games of chances and skill, or to detect others doing so.
Healing - non-magical arts of staunching wounds and treating injuries.
Knowledge - specific knowledge in some given field. Some examples of knowledge skills that may prove useful in Omphalos:
Lore - esoteric knowledge of the past of Omphalos and the Cardinal Planes.
Military History - may help when commanding troops, or recognizing how troops might be employed against one.
Machinery - able to understand and operate clockwork, steam-powered, and electrical machinery, which are present to varying degrees throughout Omphalos..
Ritual Magic - able to understand and to some extent, manipulate ritual circles, which are commonly used as wards or part of magical installations.
Crafting - able to forge weapons, armor, jewelry, and various tools
Weaponsmith - acts as a supporting skill to Blacksmithing when forging weapons
Armorsmith - acts as a supporting skill to Blacksmithing when forging armor
Jeweller - acts as a supporting skill to Blacksmithing when making jewelry
Arcane Crafting - able to identify various materials, whether animal, vegetable, or mineral, and know their properties.
Languages - understand, speak, and/or write most languages currently used within Omphalos or the Cardinal Planes. A low skill reflects grasp of only common words.
Ancient Writing - able to understand ancient script which can be found on some of the monuments and artifacts that have survived from the earliest days of Omphalos.
Lockpicking - ability to bypass simple mechanical and magical locks. Complex machinery or arcane locks will require appropriate knowledge skills: Machinery for sophisticated safes and mechanical traps, Ritual Magic for arcane locks.
Notice - ability to find clues in one’s surroundings, whether through an initial examination or carefully scrutinizing specific objects or places, one at a time. Does not include understanding other people’s expressions; that’s the duty of Streetwise. Tracking creatures or persons will rely on Streetwise within urban environments, Survival out in the wilderness.
Repair - ability to fix simple technological or magical apparati. Complex machinery, magic circles, and artifacts will require their respective knowledge skills.
Research - skill in gathering information from books, official records, et cetera.
Spellcasting - ability to actually cast a spell. Requires an appropriate Arcane Background and power points.
Streetwise - ability to get information out of a target, or detect when they’re lying or holding out on your character. Also allows tracking within urban settings.
Survival - ability to find food, water, and shelter in hostile environments. Also allows tracking in the wilderness.
Taunt - ability to insult, mock, or otherwise incite a target, which might either push them into a berserk attack against oneself, or cause them to be Shaken, depending on the circumstances.

__Will__
Channeling - ability to summon power from within oneself and focus it to a specific need. Requires an appropriate Arcane Background and power points.
Faith - ability to invoke the power or knowledge of a deity or spirit with which one has a connection. Requires an appropriate Arcane Background and power points.
Intimidation - through force of will, sufficiently convincing-sounding threats, or demonstrating vastly superior strength, dominate another person.
Martial Arts - when fighting unarmed, bare-fisted damage is Str + Martial Arts (Will) die type. With d6 or above Martial Arts, the character may add half their Martial Arts die type to their Toughness and no longer suffers the Unarmed Defender penalty of -2 to Parry when unarmed. Note that Parry still uses Melee Combat; this is a complementary skill.
Persuasion - ability to talk another person, whether through flattery, offers of gifts or exchange of favors, or association with other persons of importance to the target, into a more positive reaction.
Performance - all sorts of musical or artistic expression, except for Oration which is covered under Persuasion.

**Advantages and Disadvantages**

Edges are taken as per the standard Explorer's Edition, but there are too many to easily list here. Only Omphalos-specific Edges will be listed here. Each Edge costs 20 character points.

At character creation time, 20 points remain to be spent, after purchasing Attributes and Skills, on Edges and/or Racial Packages.

Hindrances may also be taken, as per the rulebook. Major Hindrances are worth 20 character points, and minor Hindrances are worth 10.

__Arcane Backgrounds__

Arcane Background: Ritualist - a learned magician who is well educated or has a keen grasp on the fundamentals of power. Uses the Spellcasting (Int) skill to cast spells.
- Starts with 10 power points, 2 powers.
- May use Knowledge: Ritual Magic to attempt to cast spells with which they are unfamiliar. They roll at -2 to try to remember the appropriate magic circle, runes, chant, et cetera. If they are doing so in the heat of battle, they take an additional -4. With amble time, books, and materials, they gain +2. This counts as an action in itself.
- If the Ritualist has successfully recalled the details of the ritual. they may then cast it, at -2 to their Spellcasting (Int) roll. Circumstance penalties such as being in combat (-2), having combat close by (-2), and bonuses such as having a well-prepared lab (+2), do apply.
- May perform ritual casting. The spell they are trying to perform must be stated at the beginning. Each round spent performing the ritual deducts 1 power point from the cost of the spell, but the spell can never be reduced below 1 power point actually spent.
- Rapid Recharge increases this to 2 power points per round of ritual. Improved Rapid Recharge increases this to 3 power points per round.
- While performing the ritual, the Ritualist is at -2 to Parry.

Arcane Background: Acolyte - a devotee to a specific deity, whose aegis should be described in a single word. All the Acolyte's powers should reflect that word in their trappings. Uses Faith (Will) to cast spells.
- Starts with 10 power points, 3 powers.
- While in combat, may meditate to restore 1 power point per round spent. They may move at no more than half pace and can take no other actions while meditating. They will be at -2 to Parry while meditating.
- Rapid Recharge increases this to 2 power points per round. Improved Rapid Recharge increases this to 3 power points per round.
- Once per day, may pray to the deity to ask a favor or a question. Answers are usually cryptic and oracular.
- Actions which go against the will or dominion of the deity, e.g. an acolyte of a god of Peace sabotaging diplomatic talks, will incur the disfavor of the deity, giving them -2 to all Faith (Will) skill rolls until they have successfully atoned for their sins.
- Sacrifices, promises, or taking on quests that serve the deity will usually earn the favor of the deity, granting a temporary bonus to Faith or other blessings as appropriate to the situation. Failing to deliver on a promise or failing a quest may cause disfavor.

Arcane Background: Sorcerer - a spellcaster who draws upon some great inner power, whether monstrous heritage, alliance with powerful beings, or simple strength of will. Uses Channeling (Will) to cast spells.
- Starts with 15 power points, 2 powers. Each Raise on the Channeling (Will) roll reduces the cost of the spell by 1 power point, to a minimum of 1 power point.
- May attempt to summon additional power as per the Soul Drain Edge. Roll Will minus however many power points they are trying to get. Failure means they are Shaken. At 1 or less, they also take damage. If successful, they must use the power points immediately, by casting some spell.

Arcane Background: Ki Warrior - a martial artist or warrior who has learned to manipulate their inner magic, either focusing it through their weapons or unleashing it between blows. They do not need to use a Spellcasting skill; their spells automatically succeed if cast on themselves or a friendly target, and they must roll Melee Combat or Ranged Combat if trying to use them on a target who is resisting.
- Starts with 20 power points, 1 power.
- Ki Warriors can meditate in combat, though this is risky as they will be at -2 to Parry until their next action. They can only move at half pace, and cannot take any other action than meditation. This restores 1 power point per round.
- Rapid Recharge increases this to 2 power points per round of meditation. Improved Rapid Recharge increases this to 3 power points.
- Whenever a Ki Warrior is nearly out of power, they may declare a Limit Break. They are at +2 to all rolls for that round, and immediately gain their Will in power points, but after their round is over, they take 1 level of Fatigue. This is normally a last ditch maneuver.
- If a Ki Warrior needs a Spellcasting roll, e.g. to create an Enchantment or an Artifact, they may simply use their Will.

__Omphalos-Specific Edges__

Enchanter (Edge) - the Enchanter is able to create "held" versions of spells. These must be placed on a specific item, person, or location, and given a trigger, specific circumstances that will cause them to activate. The trigger must be set at creation time.
- Requires d8 Knowledge: Ritual Magic (Int), an Arcane Background..
- Triggers should be fairly concrete, e.g. “when anyone steps on this magic circle” or “if the target attacks me”. Vague circumstances like “if the target does something evil” will give a -2 or more to the Spellcasting skill roll.
- If the Spellcasting roll fails, the Enchantment simply did not work… this time. The power points are not lost.
- Multiple copies of the same spell count as separate Enchantments, but the same item or person may be enchanted multiple
times, just not with the same trigger.
- In other words, you can’t put multiple Bolt spells into a wand and have them all fire at once, you would have to give each Bolt spell a different command word, or fire on the Nth time a word was spoken.
- Triggering an Enchanted item or person is considered an action.
- Power points must be paid at the time the Enchantment is created. The Spellcasting roll must be done at the time it is triggered. If the Spellcasting roll fails, the Enchantment fizzles out. Ritual casting may not be used to reduce this cost.
- The spellcaster does not recover power points that are currently being held in an Enchantment. E.G. if the spellcaster normally
has 10 power points and has put 6 points into a Bolt spell which is being held in a trap, the spellcaster now has 4 power points and cannot recover more through meditation.
- The spellcaster may never have more than their total power points in Enchantments. If they exceed this limit, the GM will select a random Enchantment to be discarded until they are under the limit.
- The Enchanter may release their own enchantments at will.
- Enchantments may be removed by another person casting Dispel. This requires an opposing Spellcasting roll.
- The Enchanter may attempt to disarm another Enchanter’s spell, or an artifact which has been Enchanted. This, again, requires an opposing Spellcasting roll.
- Enchantments must be declared ahead of time and cannot be prepared in combat. It takes 1 minute per power point to imbue an item or person with an enchantment.
- Enchantments are visible to any spellcaster or person sensitive to magic, though it would take Knowledge: Ritual Magic to identify them.

Alchemist (Edge) - the Alchemist is able to create a consumable item which holds an Enchantment, usually a potion to be drunk in the case of self-buffs or heals, or a stone to be thrown at a target for damage-dealing spells. Such an item no longer depends upon the spellcaster and thus no longer counts against their power points.
- Requires d6 Knowledge: Arcane Crafting (Int), Enchanter (Edge)
- The artifact requires materials worth 100 coins times the number of power points the Enchantment holds. The higher the power points required, the more rare and precious the materials will be, meaning they may not be available in lower-class magic shops, and require a quest.
- The Spellcasting roll for the Enchantment must be performed at the time that it is cast upon the item. After that, assuming the roll was successful, using the item does not require a roll for self-buffs or heals, and requires a Throwing roll for items.

Crafting (Edge) - the Crafter is able to create basic weapons, armor, jewelry, and tools. These may serve as a basis for further enchantment into Artifacts.
- Requires d6 Repairs (Int), d8 Knowledge: Crafting (Int)
- Knowledge: Crafting (Int) suffices for most weapons, armor, jewelry, and tools. If the Crafter has a more specific Knowledge skill, they may roll it in order to add +2 on a success to their Knowledge: Crafting (Int) roll.
- This assumes the Crafter has adequate access to facilities, materials, and ample time to craft an item. This is normally a non-combat activity, and takes hours.
- Exceptional materials and facilities may grant +2 to the roll, at the GM's discretion, and may imbue the item with additional properties.
- On a Raise, the item is in some way exceptional, gaining the crafter’s choice from the list below. Multiple raises grant multiple bonuses.
- +1 to hit (weapons)
- +1 to damage (weapons) or +2 to damage versus specific creature type
- +1 Armor (armor)
- +2 to Spellcasting rolls to enchant and/or recharge the item (jewelry, relics)
- Base cost of materials for making an item is half the list cost of the normal item.

Artificer (Edge) - the Artificer is able to imbue a crafted item with an enchantment. On success, the enchantment no longer depends on the spellcaster. The resulting item can be used to cast the spell repeatedly, though it recovers power points slowly.
- Requires d6 Repairs (Int), d8 Knowledge: Arcane Crafting (Int), Crafting (Edge), Enchanter (Edge)
- The item must first be created before it can be enchanted. Enchanting it requires a successful Spellcasting check, as per the Artificer's Arcane Background.
- This requires 1000 coins times the number of power points the Enchantment will hold.
- The Artificer must be able to cast the spell in question, or a Ritualist, taking the appropriate penalties. Otherwise, they must work with another spellcaster who does have it, at a -4 penalty. The other spellcaster rolls their own Spellcasting skill, as a support.
- Optionally, the artifact may be imbued with an Edge appropriate to the base item, such as a bow conferring Marksman. This requires materials worth 3000 coins, 8000 coins for a Improved version of an Edge. This may be instead of or in addition to an enchantment.
- If the crafter does not have the Edge in question, they incur a -2 penalty to the Spellcasting roll to create the item. This may necessitate very specific materials with the required properties.
- The Spellcasting roll for the Enchantment must be performed at the time that it is laid upon the artifact. After that, assuming the roll was successful, using the item simply requires a Fighting or Shooting roll, as appropriate.
- The artifact recharges relatively slowly: 1 power point per 10 minutes (100 rounds).
- For 3x the price, this can be increased to 1 power point per round.
- Anyone with power points can channel them into the artifact, recharging it more quickly, but must roll their appropriate spellcasting roll, at -1 per every 2 power points, rounding down, e.g. if they wish to channel 7 power points, they would roll at -3.
- If they fail, the artifact malfunctions and must be repaired, out of combat.
- Artifacts *may* be lost, stolen, deliberately broken, or otherwise rendered nonfunctional. There are no refunds in these circumstances

__Omphalos-specific Powers__

Many powers receive party versions for free, usually at double the cost of the base spell. Such spells affect everyone within 2” of the caster, i.e. a medium burst template always centered on the caster. Note that this includes hostiles, so careful positioning is required lest a healer accidentally help their enemies.

"Fishing for raises": instead of renewing the spell, recasting it. Extend only with raise.

//Armor//
Party version: 4 power points creates an Armor effect (+2 on success, +4 on raise) centered on the caster, extending to all friendly units within 2” (Medium burst template). The effect moves with the caster.
Maintenance cost is 2 power points per round.

//Deflection//
Party version: 4 points creates a Deflection effect (-2 to enemy Fighting, Shooting, and Throwing rolls) centered on the caster, extending to all friendly units within 2” (Medium burst template). The effect moves with the caster.
Maintenance cost is 2 power points per round.

//Environmental Protection//
Party version: 4 points creates an Environmental Protection effect centered on the caster, extending to all friendly units within 2” (Medium burst template). The effect moves with the caster.
Maintenance cost is 2 power points per round.
For double the cost, the caster may double the fly rate to twice their Pace.

//Fly//
Party version: 6 points creates a Fly effect for all friendly units within 2” of the caster (Medium burst template). The friendly units are moved whenever the caster moves, but may reposition themselves as if they were walking, on their own actions.
Maintenance cost is 2 power points per round.

//Speed//
For 2 power points, Speed affects all friendly units within 2” of the caster, doubling everyone’s pace for 3 rounds. Lasts 3 rounds, after which the caster must pay 1 power point per round.

The following spells are new or modified for Omphalos.

//Healing//
For 1 power point, restores 3 Health points.
For 2 power points, restores 2 Health point every round, starting immediately and lasting 3 rounds. (the HoT option)
For 3 power points, restores 6 Health points and, if the target has suffered a Wound within the Golden Hour, removes one Wound.
Seasoned characters only: for 5 power points, heals 3 Health point to everyone within a medium burst template centered on the caster.

//Greater Healing//
For 3 power points, restores 6 Health points every round, starting immediately and lasting 2 rounds. (the greater HoT option)
For 8 power points, restores 6 Health points to everyone within a large burst template centered on the caster.
For 10 power points, restores the target to full health and cures one Wound, whether or not it was taken during the Golden Hour.
For 20 power points, restores the target to full health and removes one permanent crippling injury, on a successful cast. Non-combat only, requires one hour.

//Illusion//
For 1 power point, creates a small 1-cubic-foot maximum illusion that can at best serve as a distraction. It can only act on one sense, i.e. sight, hearing, or touch.
For 2 power points, creates a larger person-sized illusion, but as above, it only acts on one sense, i.e. sight, hearing, or touch.
At Seasoned, for 3 power points, acts as Invisibility, allowing the caster to disguise themselves or even camouflage themselves.

//Greater Illusion// (requires //Illusion//)
For 2 power points, acts as Fear, as the caster attempts to show their enemies their worst nightmares. Target a Large Burst Template within 2” times the die type of Intelligence.
For 5 power points, acts as Obscure, allowing the caster to disguise or camouflage everyone within 3” of the caster (Large burst template).
At Veteran, for 3 power points, acts as Puppet, allowing the caster to try to deceive a single target into acting a certain way. Range is 1” times the die type of Intelligence. On a success, the illusion fools every sense.
For 6 power points, allows the caster to try to deceive multiple persons within the defined area of the illusion, which may occupy at most a Large Burst Template.

//Decay//
For 2 power points, does 2d6 damage. Range is 12/24/48. The initial damage is affected by Toughness and Armor.
As long as the spell hits, it also leaves a 1d6 Decay effect, which lasts 3 rounds. This stacks each time the Decay spell is cast, to a maximum of 3 stacks, and the duration also resets to 3 rounds.
The Decay is affected by Toughness, but not Armor.
The Decay ticks at the end of each combat round.
The Decay may be cancelled at will by the caster, or Dispelled by another caster with an opposing Spellcasting roll.
If multiple casters apply Decay to a single target, there is only one Decay effect, each cast increases the stack count.

//Greater Decay//
Requires Veteran.
For 4 power points, does 3d6 damage. Range is 12/24/48. The initial damage is affected by Toughness and Armor.
As long as the spell hits, it also leaves behind a 2d6 Greater Decay which lasts 3 rounds. This stacks each time the Greater Decay spell is cast, to a maximum of 3 stacks, and the duration also resets to 3 rounds.
The Greater Decay is affected by Toughness, but not Armor.
The Greater Decay ticks at the end of each combat round.
The Greater Decay may be cancelled at will by the caster, or Dispelled by another caster with an opposing Spellcasting roll, at -2 to their roll.
If multiple casters apply Greater Decay to a single target, there is only one Greater Decay effect, each cast increases the stack count.
Decay and Greater Decay may co-exist on the same target. Each must be Dispelled separately.

//Summon Familiar//
The caster must choose the familiar at the time of taking the power.
A short list of familiars will be provided. If the caster wishes to design a familiar, the base cost of summoning is 3 + the number of points that the familiar’s racial package costs. Or for basic creatures, see the Shapechange power cost.
The familiar is summoned close by, usually within melee range.
The familiar will persist for 10 minutes. To keep it for longer, the caster must pay the power points cost again.
Normally the familiar rolls as an Extra.
The caster may, at will, see through the eyes of the familiar and control its actions remotely. While this is in effect, the familiar acts and rolls as a Wild Card.
The caster incurs a multi-action penalty to both their actions and their familiar’s if they attempt to control their own body at the same time.
If the familiar dies, the caster may resummon it immediately, assuming they have the power points needed to do so.
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