Revision [136245]

This is an old revision of OmphalosCharacterCreation made by ConradWong on 2020-06-18 01:45:15.

 

OmphalosSetting > OmphalosVRMMO > OmphalosCharacterCreation


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 120 points to spend.

Attributes

Base Attributes

Unless otherwise stated, all Attributes begin at d4. It costs 10 points to raise any individual stat by one tier, and they may not exceed d12.

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

Derived Stats

Pace - base movement speed. This may vary by race. For humans, 6” per combat round, where 1” represents 2 yards.

Health - the character’s Endurance. This may be increased by a class perk, e.g. tank-type classes may receive a 50% bonus. When the character runs out of Health, any further damage are taken as Wounds. Health is restored at the end of combat. However, any Wounds that were taken, remain.

Wounds - severe physical injuries which hinder the character's actions. Each Wound subtracts 1 from all rolls the character makes. At 3 Wounds, the character is knocked out and left for dead, and unless rescued by friendly persons after combat, will actually perish. Wounds can be healed by a caster with Healing only within one hour after the combat; after that, only a Greater Healing, or a full night of rest will cure one Wound.

Parry - 2 + half of the character’s Melee Combat skill, plus bonuses for shields or certain weapons. For stats with modifiers, add half the fixed modifier, rounded down. This is the target number to hit the character in hand-to-hand combat.

Charisma - base 0, modified by Edges or Hindrances.

Toughness - 2 + half of the character’s Endurance. Damage which equals or exceeds this number causes the character to become Shaken and lose one point of Health for every 4 points by which Toughness was exceeded. If they were already Shaken and have no remaining Health, the rest converts to Wounds.

Luck - based on Endurance, restored after a long rest, +1 after a short rest. Used to reroll Trait rolls or soak damage, or remove the Shaken status. If a character is out of Luck, they may take on a level of Fatigue for a single point of Luck.

Fatigue - at level 1 or level 2, the character subtracts that amount from all rolls, as with Wounds. At level 3, the character is exhausted and can take no further actions. Each long rest reduces Fatigue by 1 level.

Skills

At character creation time, it costs 5 points to buy a skill at d4, and 5 points to raise it by one tier. It costs 10 points to raise a skill over the linked attribute, i.e. if a character has d6 Agility, raising Melee Fighting from d6 to d8 will cost 10 points. After character creation time, it costs 5 points to buy the skill at d4-1 (Novice), then another 5 points to raise it to d4.

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.
Arcane Crafting - able to identify various materials, whether animal, vegetable, or mineral, and know their properties.
Blacksmithing - 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
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.
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.
Lockpicking - ability to bypass simple mechanical and magical locks. Complex machinery or arcane locks will require appropriate knowledge skills.
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.
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.
Search - ability to examine one’s surroundings carefully and detect hidden objects, traps, things that seem out of place, reconstruct past events, et cetera. Replaces Tracking; the simple ability to follow tracks has been rolled into Survival for the wilderness, Streetwise for urban settings.
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
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 ½ your Martial Arts die type to their Toughness.
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.

Perks

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.

Arcane Backgrounds

Arcane Background: Ritualist
Starts with 10 power points, 2 powers
Uses Spellcasting (Int) skill to cast spells. A natural 1 on the Spellcasting die causes Backlash: the Mage becomes Shaken.
May attempt to cast powers with which they are unfamiliar, at a base -2 to Spellcasting (Int). If they are doing so in the heat of battle, they take an additional -4.
If they have ample time to research the spell ahead of time and prepare materials, they gain +2 to the Spellcasting (Int) skill roll.
May perform ritual casting. They must describe the spell they are performing at the start. Each round spent performing the ritual deducts one power point from the cost of the spell, e.g. if the caster wishes to turn invisible (cost 5 power points) then they can spend 4 rounds casting the ritual, and actually cast the spell on the 5th round.
The spell can never take less than 1 power point actually spent.
Rapid Recharge increases this to 2 power points per round. Improved Rapid Recharge increases this to 3 power points.
Parry at -2 while performing the ritual.

Arcane Background: Acolyte
Starts with 10 power points, 3 powers.
Choose a deity whose aegis can be described in a single word. All powers must tie into that word in some way.
The Acolyte must abide by a code of standard appropriate to the deity. Violation of the deity’s code may result in the displeasure of the deity, incurring -2 to all Faith (Will) skill rolls from that moment on. The Acolyte must perform a quest of atonement to regain the favor of the deity.
Uses Faith (Will) skill to cast spells. A natural 1 on the Spellcasting die causes Backlash: the divine caster becomes Shaken.
Meditation restores 1 power point per round spent. The acolyte may only move at half pace and may take no other action while meditating. Parry at -2 while meditating.
Rapid Recharge increases this to 2 power points. Improved Rapid Recharge increases this to 3 power points.
Once per day, may pray to the deity to ask a question. Roll Faith versus a GM-specified target number.
Questions will typically be answered in a cryptic and oracular fashion.
Successive prayers are considered ‘god-bothering’ and receive a cumulative -2 apiece.
May offer up a sacrifice or promise of future achievement, e.g. dedicating success in a battle to the deity. Roll Faith (Will) to gain the notice of the deity.
A great sacrifice or promise may grant bonuses to the roll. Persuasion may be used as a supporting skill.
On success, gain the blessing of the deity, conferring +2 on a chosen die roll, or other favor as chosen by the GM.
A failure is simply ignored. A natural 1 on the Faith (Will) die indicates the deity is not pleased with the request and the Acolyte becomes Shaken.
If the sacrifice is not delivered or the promise is not fulfilled, the deity may become displeased, incurring -2 to all Faith (Will) rolls from that moment on for the Acolyte. The Acolyte must perform a quest of atonement to regain the favor of their deity.
Feel like we need a more finely grained representation of faith. Instead of buying faith with skill points, have it go up and down?

Arcane Background: Sorcerer
Starts with 15 power points, 2 powers.
Choose a single word. This defines the essence of your innate power.
Uses Channeling (Will) power to cast spells. A natural 1 on the Spellcasting die causes Backlash: the Sorcerer becomes Shaken.
However, each Raise on the Spellcasting skill roll will reduce the cost of the spell by 1 power point, as per the Wizard Edge.
The Sorcerer may attempt to drain their own soul for 1-4 power points immediately before casting a spell, as per the Soul Drain Edge. They must roll their Will Trait, minus however many power points they are trying to drain. If they fail, they become Shaken. If they roll 1 or less, they are both Shaken and suffer an immediate Wound. If they succeed, they must cast the spell immediately.

Arcane Background: Spellblade
Starts with 20 power points, 1 power.
Does not need to use a Spellcasting skill; instead, whether they hit or miss depends on their Fighting or Shooting skill, depending on the spell in question. If the spell does not target an enemy, it is considered automatically successful.
May rest in combat in order to regain 1 power point per round. Can only move at half pace and may take no other actions while resting. Parry at -2 while resting.
Rapid Recharge increases this to 2 power points. Improved Rapid Recharge increases this to 3 power points.

Omphalos-Specific Edges

Enchanter (Edge)
Requires d8 Knowledge: Ritual Magic (Int), an Arcane Background
Enchantments are “held spells”-- they must be set on a specific item and person, and given a particular circumstance which will make them go off. The trigger must be set by the caster at creation time.
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.
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)
Requires d6 Knowledge: Arcane Crafting (Int), Enchanter (Edge)
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.
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)
Requires d6 Repairs (Int), d8 Knowledge: Blacksmithing (Int)
Knowledge: Blacksmithing suffices for most weapons, armor, jewelry, and tools.
If the artificer also has Knowledge: Weaponsmith, for creating a weapon, then a success on the Weaponsmith skill adds +2 to the Blacksmithing roll, as a supporting skill. Each Raise adds another +2.
Roll Knowledge: Blacksmithing, assuming adequate access to facilities, materials, and time. If there is a lack of any of these, circumstance penalty of -2. This is a non-combat activity and takes hours.
Using exceptional materials or facilities grants +2 to the roll at the GM’s discretion.
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)
Item costs are half the normal version of the base item.

Artificer (Edge)
Requires d6 Repairs (Int), d8 Knowledge: Arcane Crafting (Int), Crafting (Edge), Enchanter (Edge)
Able to create an artifact designed to hold one enchantment and renew it, so that it can be used repeatedly. Such an enchantment no longer depends upon the spellcaster.
As with Crafting, the item requires half the cost of the normal version of the item.
In addition, it needs materials worth 1000 coins times the number of power points the Enchantment holds.
If the crafter does not have the power in question, if they are a Ritualist, they suffer a -2 penalty to the Spellcasting roll to create the item. Otherwise, they must work with another spellcaster who does have it, at a -4 penalty, but with the other caster rolling a supporting Spellcasting skill roll.
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.
If the crafter does not have the Edge in question, they incur a -2 penalty to the Spellcasting roll to create the item.
The higher the power points required, the more rare and precious the materials will be, meaning that they may not be purchasable, and require a quest.
Functional items like weapons and armor must be created with the Crafting Edge.
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.

"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 1 Health point.
For 2 power points, restores 1 Health point every round, starting immediately and lasting 3 rounds. (the HoT option)
For 3 power points, restores 2 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 1 Health point to everyone within a medium burst template centered on the caster.

Greater Healing
For 3 power points, restores 2 Health points every round, starting immediately and lasting 2 rounds. (the greater HoT option)
For 8 power points, restores 2 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.
Valid XHTML :: Valid CSS: :: Powered by WikkaWiki