Character Creation 2: Build Points in Mangrea | World Anvil

Character Creation 2: Build Points

A link to a spreadsheet of build points by class level.

  Build Points are a method of expanding classic classes to be better suited to the neon-lit retro-futuristic era the game takes place in. Rather than overhauling every class individually or, even worse, making classes that do one thing like driving or hacking very well and are useless at everything else, Build Points allow you to customize your character in a straightforward, a la carte fashion.

This section is barely even skeletal right now, but should give you an idea of what you can have. Feel free to make requests, or suggest a category you think should be here.
  ===Proficiency Feats===
  Basic Tech Proficiency: You know how to use the basic technological widgets of everyday human life. You can use a device with a phone app to make calls, you can use a device with a camera app to take pictures and share them with friends, and you can use an email app to send and read mail. This is true regardless of whether the device is on a tablet in your hand, in your watch, or implanted in the side of your skull. You can also use microwave ovens, showers, 3Vees and such. To use any of these devices – or others considered part of everyday life, like copy machines at the office you work at - for their basic functions, you do not need to make a roll. Advanced uses of devices are generally not covered by this feat.
  Hacker: People who have approved access to a computer system can use all of its intended functions and access all of its stored information without needing a Computers check. For everyone else, there is this feat. The Hacker feat enables advanced uses of the Computers skills intended for use on systems you are not authorized to use, namely; Hack System, Gain Root Access, Disable or Manipulate Module, Detect Fake Shell, and Destroy System or Module. The Repair System or Module and Create or Detect Forgery uses of the skill do not require this feat to be used, although they do require that you be trained in the Computers skill.

"nifty technomancer tricks"
"good at piloting"
"good at building/fixing things"
"proficient with future stuff"
partial power armor
full encasement power armor
pistols
rifles
heavy weapons
demolitions
exotic devices This is by device, usually, and can range from things like zero-point energy field manipulator units to beamsabers.
Alchemists can take exotic device proficiency in 'my gadgets' to be proficient with any bonkers device they ever decide to make.
  ===Spellcasting Advantages===
Hedge Mage: [4BP] You know how to cast a limited selection of spells. Pick Intelligence or Wisdom as your spellcasting ability; this ability must be equal to or higher than 10 plus the level of Hedge Mage you are purchasing. Your save DC is based on your spellcasting ability, and you get bonus spells per day for a high ability score as normal. Also select whether your casting is arcane or divine; this is independent of your spellcasting ability. You prepare spells like a wizard does, regardless of the type of spell you cast or the ability you cast them with. You must purchase your spells separately, as a wizard does. The first level of Hedge Mage can be taken at character level 1, but each additional level can only be purchased when you reach 4th, 8th, 12th, and 16th level, respectively.
  • Level 1: You can prepare 3 cantrips and 1 1st level spell per day.
  • Level 2: You can prepare 1 2nd level spell per day, as well as one additional 1st level spell.
  • Level 3: You can prepare 1 3rd level spell per day, and one additional 1st and 2nd level spell. Additionally, you can prepare a 4th cantrip.
  • Level 4: You can prepare 1 4th level spell per day, and one additional spell of 1st, 2nd, and 3rd levels.
  • Level 5: You can prepare 1 5th level spell per day, and one additional spell of 1st, 2nd, 3rd and 4th levels. Additionally, you can prepare a 5th cantrip.

Expanded Spell List: [2BP] If you are a spontaneous spellcaster, you may pick a single spell known of each level you can cast, including cantrips. These spells become Modular Spells. By meditating for one hour in whatever method behooves your spellcasting style, you can prepare another spell the list of spells you can learn in place of this spell. The prepared spell takes the place of the modular spell until the next time you get a full night's rest and regain expended spells.
  Acolyte: [3BP] If you are an arcane spellcaster, this Advantage lets you pick a number of spells from the Cleric list to add to the list of spells you can learn or prepare. The number of spells you gain in this fashion are equal to your Wisdom score minus 10, minimum 1; if your Wisdom score gains a permanent increase from any source, the number of spells gained from this Advantage increases to match. This Advantage can be taken up to three times.
  Mystic: [3BP] If you are a divine spellcaster, this Advantage lets you pick a number of spells from the Wizard list to add to the list of spells you can learn or prepare. The number of spells you gain in this fashion are equal to your Intelligence score minus 10, minimum 1; if your Intelligence score gains a permanent increase from any source, the number of spells gained from this Advantage increases to match. This Advantage can be taken up to three times.
  Technomancer: [3BP] This Advantage lets you pick a number of spells from the list of Technomantic spells to add to the list of spells you can learn or prepare. The number of spells you gain in this fashion are equal to your Intelligence score minus 10, minimum 1; if your Intelligence score gains a permanent increase from any source, the number of spells gained from this Advantage increases to match. This Advantage can be taken up to three times.
  Woodsman: [3BP] This Advantage lets you pick a number of spells from the Ranger list to add to the list of spells you can learn or prepare. The number of spells you gain in this fashion are equal to your Wisdom score minus 10, minimum 1; if your Wisdom score gains a permanent increase from any source, the number of spells gained from this Advantage increases to match. This Advantage can be taken up to three times.
  Spell Depth: [2BP] This Advantage gets you one additional spell per day of one level of spells you can cast, for one class. Each time you gain a new level of spells that you can cast, you can retool one instance of this Advantage to apply to a different level of spell than when initially purchased. This Advantage can be purchased at half cost for Magician and Hedge Mage spellcasting.
  ===Enhanced Training===
This is a category of benefits your character can gain through careful study and physical conditioning.
  Stat buy-ups: [Special] Somewhat self-explanatory; you increase one of your ability scores. These are more expensive and time-consuming than getting biomods or cyberware, but it's all natural and can't be turned off. Not by anything that doesn't also turn the rest of you off, anyway.
The bonus offered by these are referred to as a Training Bonus, and stacks with all other bonus sources.
Physical stats are 4BP to get the first +2 to a stat, 8BP for the second +2 (+4 total), and 12BP for the final +2 (+6 total). Physical enhancement of this sort only works for characters who are mostly biological in nature; cybernetics do not get stronger from repeated use.
Mental stats cost the same, but max out at +4.
  Attack Training: [Special] On any level where your base attack bonus does not increase, you can opt to purchase this Advantage, which increases your base attack bonus by 1. The first time you purchase this Advantage, it costs 2BP. Every subsequent purchase increases the cost by 2, first to 4BP, then to 6, then to 8, and so on. Aside from the cost growing prohibitive very quickly, there is no limit on how often you can buy this Advantage.
  Durability Training: [2BP] Each taking of this Advantage costs 2 BP and gets you DR 2/-, which protects against all physical damage types. This will protect against punches and slug-throwers and automobile crashes, but not against laser pistols or blaster guns.
  Endurance Training: [1BP] 1 BP gets you 2 HP, no limit. No scaling cost, either. If your last hitdie roll was hot garbage then the GM may assign you levels of this Advantage for no cost.
  Skill Training: [1BP] 1BP gets you 1 skill point, no limit. You still can't have more ranks in a skill than your level.
  Advanced training: [Special] Buy a feat. Most feats will cost you 2BP. Most feats that get you a class feature, like Amateur Investigator or the like, will instead cost 4BP. Other feats may run more or less, depending on whether they're exceptionally good or bad. Feats from any Pathfinder, Starfinder, d20 Modern/Future, D&D 3.X, or other d20 product is potentially viable for a selection, but if it's not from core Pathfinder, ask the GM. Feats from weird sources or with screwball balance may need to be rewritten; feel free to bring me a feat that you like the flavor of but that obviously needs retooling.
  PARKOUR: [2BP] You do not need to shout this Advantage's name while using it. Every instance of Parkour costs 2 BP, and increases your base movement by 5 feet and gives you a +1 bonus on all acrobatics and athletics checks involving movement.
  Advanced PARKOUR: [2BP] This Advantage gives you a climb speed equal to your movement speed. This only works on surfaces with an adequate amount of handholds or texture, which applies to all buildings constructed by Maintenance, as well as most trees in the wild. For surfaces like sheer glass walls, you will likely need specialized climbing equipment, but such things are easily purchased at sporting goods stores or improvised with an appropriate Craft check. This Advantage can only be taken if you've taken at least one level of Parkour Advantage.
  ===Biomodified===
Your meaty bits are different than normal. This may be because you were born a mutant due to your parents living on a station with poor radiation shielding, or it could be because you underwent biological enhancement to get rid of your pollen allergies and wound up with laser vision as a side benefit. Or maybe you went in with the explicit purpose of becoming some sort of superhuman. This does happen, especially among martial arts enthusiasts; the more esoteric forms of martial arts do not respond well to cybernetics.
Mechanically, this is a point exploder, and is purchasable only at chargen. Each point BP of Biomodified gets you 2 points of bioware. It can represent pre-birth genetic engineering, post-birth enhancement via grafting, or environmental mutation. Bioware gained after chargen is purchased with money and downtime, not with build points. While mutation can happen after chargen, it is pretty much up to the DM (and maybe the dice) whether falling in that vat of caustic purple goo turns you into a corpse or a mutant.
  Eventually, this section will have a list of biological tweaks that can be picked from, as well as prices for them. Many of these will be identical to the less mystical racial traits like Powerful Build, Low-Light vision or Acute Senses, and in theory biological modification can provide any trait present in a corporeal organism. If this list isn't finished by the time you're making your characters, feel fee to just ask for things and I'll let you know if they're unreasonable or not, and slap a cost on the good ones.
  ===Cyborg===
You have metal bits, possibly exclusively. Usually means you're a cyborg, obviously, but it sometimes means you're a robot. If this is the case you have the Actually A Robot trait and should really talk to the DM about it.
As with the 'Biomodified' category, this is a point exploder, purchasable only at chargen. Each BP in this gets you 3000 cbux worth of cybernetics. Cybernetics after chargen are purchased with money and downtime, not with build points.

MBI: [No BP or CBux cost.] A Machine-Brain Interface (branded as 'Embie') is, essentially, a smartphone that occupies a portion of your skull, usually near the back or behind one of the temples, depending on the exact make and model. It supports a wide variety of apps, has excellent wireless data transfer speed, and also usually sports a data port that lets you physically plug into systems when needed. Subsidized by M4Gov, your free Embie lets you send and receive e-mail, watch cat videos on the internet, play games and install spyware, all from the comfort of your own brain! What's not to love?
Aside from that one, this list will eventually be home to every cybernetic ability that I can think of (and that isn't too game-breaking). If you've got something you want but the list isn't done, let me know and I'll figure out how to make it work, if it's at all possible.
===Magical Enhancement===
magic dependent but non-spell stuff like "can see spirits" and other additional senses, spell-like abilities etc.

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