GAMEcharactercreation

# Character Creation

### Character Concept:

There are several factors to consider when creating a character here in InterCity:

* Do you want to be a hero? A villain? Do you just want to become powerful and get all the loot or do you want to contribute to the story of the game?
* When on Quests are you just trying to survive? Or do you want the whole party to succeed? Or do you just want your gang/guild to make it and aim to make your enemies fail?
* Consider those things when choosing a race, class, job and eventually a gang or guild you want to join.

### Choosing a Race:

There are several options of races to choose from. From Humans to Orcs. From Goblins to Centaurs. And there are even options to create your own custom race.

* Head on over to The Race Page and find out what you may be interested in playing.
* Also may be smart to read all of them just so you know what kind of game this is and what your enemies are capable of doing.
* Mystical Creatures are for either unique races that aren't listed. Or perhaps you like the idea of the Orc, but not our version, speak with a GM to come up with your own Mystical Creature.
	+ From distant lands or alternate dimensions, the world of InterCity allows to near limitless possibilities for fantasy character creation.
* Mutant or Evolved are the options of alternate versions of races that are more based on science rather than fantasy.
	+ Want to play a vampire-esque character but want it to have more of a genetic origin rather than dark horror fantasy version of InterCity's vampires? This is the option for you.
		- From lab experiments or evolution gone awry, let your freak flag fly.
* Keep in mind. There are rules and limitations as things have to exist within the realm and rules of what we are trying to create storyline wise.

#### **Race Specific Stats:**

To begin with.

* All Races begin with a predetermined HP and MP. It will Total 200 when combined but will it be 150 HP and 50 MP or 125 HP and 75 MP. or 200 HP and 0 MP. It is based what you choose.
	+ Mystical Creatures and Mutants/Evolved get to create their own HP/MP Starting Points - within reason.

* Some races will have Attribute Restrictions.
	+ Such as Humans, who can't have over 51 in Power or Arcane without magical or technological enhancement.

* Some races may have small bonuses that will enhance their character or gameplay.
	+ Such as Elves, who have enhanced senses that give +1 to observation rolls.
	+ Elves are also immune to temperature defects, such as no aversion to it being very cold or very hot. Within reason though.
	+ However, normal Elves aren't accustom to technology. They cannot be Cyberpunk Class. They cannot have more than 2 Tech Implants, hold more than 3 Tech Gear Pieces..

#### **Race Specific Traits:**

Each Race gets Race Specific Skills or 'Traits':

* All Races start with one at Level 1 and receive others at Level 4, Level 8 and Level 10.
	+ The Level 1 Trait is normally a defensive skill or a skill meant to help keep the character alive.
	+ The Level 4 Trait is also a defensive skill and is the same as other Races, all of them help the character avoid danger or damage, but each does it in a unique way.
		- Elves become elusive and dance around the danger, Humans react on instinct.. While other Races can literally step into shadows or summon energy shields to protect themselves.
	+ The Level 8 Trait is unique to each Race and offers a skill that will separate you from the others.
		- Humans for example, have three options.
			* Option 1, **Encoded**: The ability to retain and recall information beyond what is normally acceptable by human intelligence.
				+ +5 extra Knowhow Points.
				+ A chance to re-roll any failed attempt, once per quest.
			* Option 2, **Homo-Arcaneilous:** At a certain point, humans don't have to ability to cast specific spells or retain more than 500 MP. No more.
				+ No Spell Restrictions based on Race.
				+ No Limit to MP or Spell Slots.
				+ No Limit on Arcane Attribute.
				+ Ability to Combine Arcane and Technology into Unique Spells. Which only Techno Elves or City Elves can do.
			* Option 3, **Evolved:** Humans previous were attribute locked at 51 Points for Power, Control, Athletics and Willpower. no mas.
				+ +2 Power, +2 Control, +2 Athletics, +2 Willpower and +2 to any of these you want after that We'll discuss Level 10 Traits when someone gets there.

### Choosing a Class:

There is a Class for every play style. From all out warriors, to glass cannon spell casters, to defenders of the weak and those looking to screw over other players for a lol. And everything in between.

* We suggest you just go over to The Class Section and read up on the ones you may be interested.

* May also be wise to read them all just so you're aware of what your friends or enemies can do.

#### **Class Specific Stats:**

When you create a character..

* You get points to add between your Attributes: Power, Control, Arcane, Athletics, Knowhow, Willpower, Fate. However, two must be 20 points based on the class you choose.
	+ For example, Magical Focused Classes will have to at least have 20 Points in Arcane and then 20 Points in another stat.
	+ And a pure fighting class may have to place 20 Points in Power and 20 in Control.

* Classes will then have bonuses and penalties as well.
	+ A Gunslinger, for example, will have +1 to Rolls attacking with a Revolver, but a -1 when attacking with a melee weapon.
	+ A Hunter will have a +1 to Rolls when attacking with Bow, Crossbows or Bolt Action Rifles, but a -1 when attacking with automatic weapons.
	+ A Mage may have +1 to Elemental Arcane Rolls, but a -1 when using melee or ranged weapons.
	+ A class may also receive a bonus specific to them.
		- Such as a Road Warrior may receive a +1 Knowhow rolls involving driving a Car.

#### **Class Specific Skills:**

Each Class will have a set of skills that make them unique in battle or roleplay scenarios. They receive these skills at Level 1, Level 3, Level 6, Level 9 and Level 12.

* At Level 1, each class gets an offensive skill and a defensive skill.
	+ The Offensive Skill could be, A Gunslinger will always win rolling initiative unless at GM discretion. Gunslinger vs. Gunslingers just roll against eachother though.
	+ The Defensive Skill could be, A Road Warrior can protect one person each quest and receive half damage for attacks aimed against them. Increased odds of getting attacked, but overall, less dmg dealt.

* At Level 3, classes get a unique skill that offers an advantage and a reason to have one of them in your party.
	+ For example, Runners have a skill called 'inside information', where they get intel on the Quest ahead from GM, that they can choose to share or not.
	+ Could be something small like. 'You're going to the desert.. bring extra water.' or something big like.. 'The Dark Lord was last seen in your area.. bring anti magic Gear.

* At Level 6, 9 and 12, they acquire unique skills that help them stand out more amongst the other classes.

#### **Class Specific Gear:**

Gear, it is broken down into 4 different fields. Weapons, Armor, Spells and Items. Pretty self explanatory.

* However, within each of those 4 fields. There are limits to what some classes/races can use or should use.
* That gear is also separated into different rankings based on its power and rarity.
* More info on The Gear System can be found here. The Gear Guide.

However, one of the Ranks is more specific to character creation. And that is heirloom.