Sunday, October 26, 2014

Generica Character Creation

Art from Dragon's Crown.
*NOTE: This page is always under revision, with new links and pages being added as they're made. 

Character generation for any of my Generica games, online or otherwise.

1. Roll 4d6, pick the 3 highest and assign to the 6 stats. 

2. Here are all the currently accepted races and classes in Generica. All of their bonuses are listed below. You can see this as a hi-res PDF HERE.

  • You can also play a Catperson. Catpeople are statistically identical to Elves, and have two subraces: Furry and Nekomimi. Furry catpeople look like the Khajit from Elder Scrolls and get a +1 to Dex. Nekomimi Catpeople look like anime catgirls and get a +1 to Cha. Both subraces have prehensile tails.
  • You can also play a Golem. Golems are a simplified version of Warforged from Eberron, and have two subraces: Small Golems (halfling sized) and Tall Golems (human sized). The only difference is their height, size, and speeds. Until an official version of the Warforged is released, Golems statistically work like this. 
  • If you're dead set on playing something different, be sure to ask about it ahead of time. Chances are I'll be cool with it. 
3. Classes, backgrounds, skills, equipment, and starting gold are in the image above. Other class alternatives are below:
4. No feats. Unless you're coming from a game that allows them, they don't get used in Generica.

5. Racial Considerations: Generica, like a lot of Flailsnails settings, mixes things up when it comes to fantasy species tropes. The setting differences (so far) are as follows.
  • High elves are almost all evil decadent magical slavers (Think Dark Sun). You can play one, but locals will hate you. 
  • Halflings were once slaves to humans, working the fields of Remlia. Even now they're often relegated to agrarian lifestyles. Some still harbour deep resentment to humans.
  • Dragonborn are foreign and are still at war with the people of Remlia. They are seldom trusted.
6. Clerics and Paladins: Any deity you make up can feasibly fit in Generica as a setting. However clerics are often treated as outsiders, and few standardized temples/churches exist anymore. Some unique gods include Lord of Light: Baroque Catholic-like god of light, fire, and order, few clerics but many paladins, Yondahla: Goddess of the wilderness and forests, looks like the Forest Spirit from Princess Mononoke, Crom & Agro: Riddle of Steel god and his giant horse, worshipped by dwarves, very heavy metal, Syrinx: ascended lord of high elves, endorses slavery, god of magic, has 13 holy temples in Figaro, Lolth: Spider goddess of trickery, decadence, and fertility. Worshipped by monsters, witches, drow.

7. Wizards: Instead of using the standard Daily Spell Slot system, you can opt to use Spell Dice. This mechanic ensures that, so long as you keep rolling well, you almost never run out of spells. Click here to see how Spell Dice work.

8. Flailsnails PC’s in Generica:

Generica is a system designed for fifth edition D&D characters, who come loaded to bear with all kinds of features and options and cantrips and junk. That said, Flailsnails PC’s are a devious and cunning lot who’ve passed through the crucible of some of the most strange, bizarre, and unforgiving campaign settings ever made (Vornheim, Wessex, Wampus Country, Nightwick Abbey, Ithar, Hill Cantons, Barovania, Akenia, etc). So here’s the rules regarding their passage into Generica:

  • Firearms and magic items are permitted. All work as their original system describes. However, it’s your responsibility as a player to have those rules available and ready to share with the GM if asked. Otherwise, their effects, random quirks, and rates of failure or mishap are up to the GM.
  • Spells native to your setting work, but have a chance of going wrong or weird in the world of Generica. Any time you use a spell not native to fifth edition you must roll on a random spell effect table (Table chosen by the GM, to be made public soon). The only exception is spells from Dungeon Crawl Classics; those are already weird and misfire-y.
  • All other conventions fall in line with the Flailsnails Convention articles passed down from Jeff Reints, Zak S, Calithena, and others. Articles available HERE. This includes leveling up/experience points and high-level PC handicapping.
Stat Adjustments for Flailsnails PC’s:

These adjustments are designed for ease of use for the Game Master above all else. It can be hard enough running an adventure or session without having to juggle several game systems’ mechanics at once. Adhering to these adjustments is GREATLY APPRECIATED, and may be met with Inspiration as the game progresses.

  • Your character has Hit Dice. This is a mid-game healing mechanic from fifth edition. Every class has a number of hit dice equal to their level (A 3rd level fighter has 3d10 hit dice). They can be spent during a short rest (1 hour) to bump your hit points back up. 
    • Barbarians, Dwarves = d12
    • Fighters, Paladins, Rangers = d10
    • Wizards, Sorcerers, Halflings, Alices = d6
    • All others = d8
  • Ascending armour class. Generica uses ascending rolls for everything, but ‘to hit’ rolls are most important. If your character has descending armour class, you can convert it pretty quickly by subtracting your AC value from 20. So a descending AC of 4 is an ascending AC of 16. 
  • Non-unique items. Some games handle things like shields, plate mail, crossbow reloading, and polearms differently. All these items and their bonuses/drawbacks conform to fifth edition rules in Generica, unless otherwise stated by the GM.
Here's a handy rules reference to use during play:
How long does oil burn? Can I hit someone with a torch? How do I sneak?

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