Character Creation in Envious | World Anvil
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Character Creation

ATTRIBUTES Characters each have 6 Attributes   Strength, Dexterity, Vitality, Intelligence, Charisma, and Wits.   Each of these Attributes start at 1 and the player has 9 Points to share between them as they see fit. At creation the Maximum an attribute can go up to is 6. Attributes are used in most Performance Checks.
SKILLS Characters each have 18 Skills. These skills are spilt into 3 categories - Physical, Social and Mental   Physical - Athletics, Acrobatics, Brawl, Ride, Stealth, and Survival.   Social - Bluff, Diplomacy, Insight, Intimidate, Performance and Persuasion.   Mental - Investigation, Nature, Religion, Magic, Medicine, and Technology   Skills start at 0 and the Player has 24 Points to share between all of them as they see fit. At creation the Maximum a Skill can go up to is 3. Skills are used in most Performance Checks.
STATUS Statuses are split into different categories.   Elements - Air, Earth, Fire, Water, Acid, Cold, Electric, Poison   Physical - Force, Piercing, Psychic, Slashing   Status - Calm, Frightened, Joy, Persuasion, Sadness, Summon   Statuses start at 0 and the Player has 18 Points to share between all of them as they see fit. At creation the Maximum a Status can go up to is 3. Statuses are used in Magic Casting and Item Modification.
SPECIALTIES Specialties are unique Skills the character has learnt over their life. They are more specific than regular Skills and are often used for 1 or 2 purposes. The player creates 3 of these Skills at creation which all start with 3 points automatically. Specialties are immediately added onto Performance Checks that are relevant to them in addition to the normal roll.   Examples of Specialties - Lockpicking, Flower Arranging, Baking
PERKS Perks are Physical Specialties which can offer major benefits or buffs within Niche circumstances. Perks cannot be upgraded or changed without physically changing your body. Perks are the one way to immediately pass certain Performance Checks from character Creation. Examples are at the Very bottom of this for now
HEALTH A Characters Health is x3 their Vitality score + Dexterity + Strength.
DEFENCE A Characters Defence is dependant on what armour they wear. These different Armour types also effect Movement and Encumbrance. As they are items Armour can be Modified.  
Armour Defence Speed Item Slots
Unarmoured 4 0m 0
Light 5 5m 1
Medium 6 10m 2
Heavy 7 15m 3

MOVEMENT Movement is the Characters (Dexterity score + Acrobatics Skill) x 10m then minus the speed listed on their armour. They can move this speed running in 10 seconds.   Movement is also effected by Over Encumbrance.   Each Character will also have a Swim Speed and a Jump Height. Swim Speed is a Characters Movement speed halved and rounded up. Jump Height is a Characters Dexterity score and requires a 10m run up.
STARTING ITEMS IDK bro
PERK EXAMPLES 3 Hands- In combat you can hit with your Fists (Unarmed) 3 times instead of the Normal 2. You can only do this if you use both actions to Hit.     Metal Skin- Natural heavy armour with only -10m to movement and no penalty to encumbrance.   Fleet-Footed- +10m to Movement.     Play Possum- In Combat, when you are hit you can make a Charisma and Performance check to play dead. -2 to the CV for each time this is attempted per fight.   Dark Vision - You can see in the dark of night. When you're looking for things in darkness add 5 points to the CV.     Calm Mind- You are strong against being Frightened but weak against Calm Type Statuses.   Strong as an Ox- You ignore Stage 1 of Over Encumbrance.   Gills- You automatically succeed on checks against drowning and don't need to hold your breath under water. Your swim speed is your normal Movement speed.   Venom Bite- Your bites are Poison Type - You can get 1 Vial of Venom a day with 1 hour of work.   Wood Frog- You are strong against Cold and weak against Fire. If you are frozen solid, treat it as sleep and will wake up fine 1d6 hours after being thawed out or upon taking Damage.   Croc Jaws - Bites you make give a -2 to Defence and are Piercing Type   Bunny Legs- Your jump height is +10m and you only need a 5m run up.   Wings- You have a Flight speed equal to your Swim speed. Taking off requires a 10m run up.

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