Splatter-Elf Week Day 2: Character Creation - How to Make a Badass Dude
Welcome back to Splatter-Elf week on Rule of the Dice! What is "Splatter-Elf," you ask? Well, you can check out yesterday's post or Philip Overby's treatise on the sub-genre of Grimdark, but here's the short version: It's a dark fantasy role-playing game where blood is spilled by the bucketful (technically, at least ten bucketfuls). To survive in a world like this, you're going to need a mean sonaffabitch-type of character, so let's figure out how to make them, shall we?
Official Groteskia World Map by Philip Overby. |
Character Creation
Player characters in Splatter-Elf are created much the same
as most fantasy style RPGs. The big thing to remember is the tone and
personality these characters are meant to portray. Characters in Splatter-Elf
are tough. They chew nails, take names, kick asses and sever heads. Love and
mercy are foreign concepts in Groteskia. Warriors in the land of Grimmer
Grimdark give no quarter and ask for less than an eigth. They expect no peace
or prosperity in their lives – the best they can hope for is to die with their
boots on, a sword in their hand and the enemy’s blood splattered on their face.
Keep all of this in mind when generating your character!
Attributes
Art by UltimaFatalis |
Splatter-Elf uses the same attributes as most fantasy
role-playing games: Strength, Constitution, Dexterity, Intelligence, Wisdom and
Charisma. They represent and measure the same things that you should be
familiar with. The only real difference
is that they are generated by a roll of 2d6, so their range is a little
smaller. To create your character, roll 2d6 for each of the attributes, in order. If you’re a pussy, you may swap one set of
attributes to tweak your stats to something you would find more “appealing.”
Enjoy it now because it’s the last time you’ll find anything appealing in
Groteskia.
Based on your score, you will add modifiers to other stats
and die rolls throughout the game:
Attribute
Score
|
Modifier
|
2
|
-2
|
3-4
|
-1
|
5-9
|
None
|
10-11
|
+1
|
12
|
+2
|
13
|
+3
|
Alignment
Alignment represents a character's moral viewpoint and moral outlook.The world of Splatter-Elf however is not about the battle between
good and evil or law and chaos. It’s a battle about who has the bigger sword
and stabs the other guy faster. Choose an alignment that fits with
the way you think your character will act and behave. It will give you a
guideline to determine how your character reacts when faced with choices and
situations.
Disciplined
The Disciplined character has a personal code of honor (or
at least a code of conduct) that dictates their actions. This does not mean
they are good-spirited or law-abiding in any way – even thieves are honourable
sometimes. It just means they have certain rules to which they hold themselves.
Perhaps you will not kill an unarmed foe (though that doesn’t mean they won’t
attack, beat-up or torture them). Maybe you won’t harm a child (at least not
physically – that doesn’t mean you won’t kidnap or otherwise use them). Maybe you always keep your word… as long as
you think the person you made the promise to is worthy of your respect.
Selfish
A Selfish character’s actions are even more predictable than
a disciplined one. You always do
whatever’s best for one person: yourself. You will keep your word and protect
others as long as it’s in your best interest. If someone or something better
comes along, you will switch allegiances faster than you gut a beggar that
looks at you sideways. You won’t go out of your way to hurt or kill others –
unless there’s something in it for you, or they wronged you in some way.
Reprehensible
A Reprehensible character is erratic, unpredictable and
usually violent. You harm others not because you have to or they deserve it,
but because you enjoy hurting people. You cannot be trusted to keep your word and
will steal, cheat and destroy without a second thought, sometimes for pleasure and
sometimes just because you’re bored. In other worlds you would be the monster
hunted by the heroes. In Groteskia you’re just another dude.
Character Class
Art by Butteredbap |
Choose a character class that looks interesting to you based
on their abilities and your play style. They will be described in further
details through the week, but a short description of each is below.
Bloodlust Berserker
Barbarian raiders from the North East (The Baronies of Bloodbathy and Centaur Tongue), Bloodlust Berserkers rush into combat fearlessly. The move quickly on the battlefield and strike hard. They become stronger the longer a battle goes on, though once they enter their bloodlust rage they cannot stop fighting until every enemy is dead at their feet. Beserkers will be discussed in full detail later today.Detritus Dwarf
Filthy, ugly and misshapen, the “dump dwarves” live in the refuse piles of Groteskia, building strongholds and temples out of other races' garbage. The can turn trash into useful tools of all kinds, can make weapons out of anything, and their time living in waste has made them tough and highly resilient to poison and disease.Hematic Thaumaturge
Also known as blood mages, thaumaturges fuel their dark magic by drawing the life force from the blood of other intelligent creatures. They are feared and loathed as vile cultists by everyone else in Groteskia, but their magical skills are unparalleled.Nefarious Cutthroat
Thieves kill for money. Assassins kill for the art. Cutthroats kill because they can. The lowest of guttertrash, cutthroats are the dregs of society that even other criminals loath to deal with, but keep around because they need their skills. Cutthroats know how to stab people and really make it hurt, able to inflict crippling wounds that can take an opponent out of battle quickly and painfully.Splatter-Elf
Splatter-elves are the dark fae-like creatures that stalk the woods, killing those who cross them and taking mercenary jobs at their whim. They serve no one but themselves, and through their long lives have mastered many skills, able to act as warriors, thieves and blood mages as the situation calls. Splatter-elves were described in full detail in yesterday's post.Uff
Sort of a cross between hobbits and gnomes, these diminutive, aggressive bastards are complete assholes. They love to drink, fight and swear and will brawl at the drop of a hat. They are quick, dirty scrappers that are highly skilled at fighting foes larger than themselves (which is pretty much everyone) and are masters at low blows (which are actually high blows for them).
Other Bonuses and Statistics
Fill in your character’s other stats as detailed in your
class description for your level.
Hit points is how
much damage you can take before keeling over. Starting at level 2, you may add
your Consititution modifier to your hit points gained each level.
Attack bonus is
your bonus to hit opponents in combat. You add your Strength modifier to
hand-to-hand attacks, and your Dexterity modifier to ranged attacks.
Armor Class (AC)
is your defense used to avoid getting hit by weapon attacks. You add your
Dexterity bonus to your AC.
Fortitude (Fort)
is your defense against physical attacks that can’t be dodged, like poisons,
gases, crushing and infections. You add either your Strength or Constitution
modifier to your Fort defense, whichever is higher.
Reflex (Ref) is
your defense against physical attacks that can be dodged, such as area of
effect attacks, explosions, falling and certain magical rays and beams. You add
either your Dexterity or Intelligence modifier to your Ref defense, whichever
is higher.
Willpower (Will)
is your defense against attacks that target your mind and psyche, such as
enchantments, illusions and charm spells. You add either your Wisdom or
Charisma modifier to your Will defense, whichever is higher.
Blood points is
the amount of magical energy you have to cast sanguine sorcery (not all
characters have this ability). At first level, you gain bonus points equal to
your Wisdom modifier (if you have a negative modifier, you cannot cast blood
magic). You do not gain additional blood points due to high Wisdom as your progress in
level.
Skill points are
assigned as you choose to various talents and abilities of your character (see
below).
Skills
Art by thatDMan |
Each character begins with a set number of skill points and
a list of skills they are allowed to put those points into. It's up to the player
if they want to put all their points in one skill or spread them over several
skills.
The maximum number of points a player can put into any skill
is their current level +3 (so a character starting at level 1 can put no more
than 4 points in any skill).
Skills are used when your character needs to accomplish
something that doesn't involved bashing an opponent on the head. Often, skills
will help you get closer to an opponent so you can bash their head, or help you
come up with new and more efficient ways to bash heads. Sometimes the game
master will tell you to make this roll, other times you may suggest it try it
in order to accomplish something if you think it's approval the to the
situation.
To successfully perform a skill, roll d12. If you roll is
equal to your score in that skill or less, you succeed. If you roll higher than
your score, you fail (you may or may not be able to try again based on the
situation and the game master’s discretion). A roll of 12 always fails.
(You can put more than 11 points in your skill. On rare
occasions you may receive a penalty to your skill, so a having a 13 knocked
down to an 11 is better than having an 11 knocked down to a 9.)
There are 12 base skills in the game. More may be introduced
later, but these twelve cover a wide range of tasks you may wish to attempt.
Each skill has an Attribute associated with it (Strength, Intelligence, etc).
If you have a modifier from your attribute, make sure to add it to your skill
score. Note that this bonus does not affect the number of skill points you add
based on level; the modifier is added (or subtracted) after the skill points
are assigned.
If you have no points assigned to a skill, the game master
is free to not allow you to even attempt an action which would normally require
it.
Acuity (Wis) is
the ability to notice and find things quickly. Listening for sounds, spotting
an ambush, searching for secret doors all fall under the category of tasks that
can be performed using the Acuity skill.
Beast Mastery
(Wis) is the ability to train animals and bend them to your will. Anyone can
ride a horse, but breaking in a wild horse, soothing a wild animal or knowing
the best way to catch a snake requires a Beast Mastery roll.
Bush Whacker
(Wis) is the ability to survive and thrive in the wilderness. Tracking animals
(or people), hunting, skinning hides, setting snares and building fires and
shelter all fall under things you can accomplish with the Bush Whacker skill.
Calisthenics
(Strength) is your ability to do physical activities. If you want to climb a
high wall, swim across a river, jump a chasm, you can make a calisthenics roll
to attempt it.
Carnality (Charisma)
is the Art of Seduction. You can make a Carnality roll to convince someone to
go to bed with you, and you make another roll to see how well you perform once
you get there.
Guile (Charisma)
is the ability to get other people to do what you want, usually by trickery.
This includes conning, bluffing, fast-talking, disguise, oration and
intimidation.
History
(Intelligence) is the ability to know about lost civilizations, old wars,
famous scholars and kings and so on. This does not mean you can simply remember
random facts, but you can use the history skill to study old texts,
architecture and so onto recognize their meaning, and if you have access to a
library you can attempt to look up particular bits of information.
Mettle (Constitution)
is the ability to fight through pain and fatigue. To survive extreme weather or
temperature, keep concentration when struck during spell casting, or to make a
final desperate attack when struck with a mortal blow takes Mettle.
Occult
(Intelligence) is the ability to recognize and learn things which Man Is Not Meant
To Know. Learning new spells, recognizing arcane runes and figuring out how
magical devices work require an Occult roll.
Sawbones (Int) is
the ability to fix wounds and cure some diseases and poisons. Using the skill does
not simply or immediately restore lost hit points – it can be used to stop
major bleeding, to set broken bones, and to treat poisons and diseases. A
successful Sawbones roll in conjunction with rest will heal a character faster
than simply rest alone.
Skullduggery
(Dexterity) is the ability to perform the basic tricks of thievery. If you want
to hide in the shadows, sneak up on someone from behind, pick a pocket or tail
someone without being seen, make a Skullduggery rolls. Note this does not include using or bypassing
mechanical devices like locks or traps – that falls under Tinker.
Tinker
(Dexterity) is the ability to build, repair or modify mechanical devices. To
set or disarm a track, pick a log, fix or repair a firearm or build a catapult
requires a Tinker roll. The amount of time required to perform these roles
varies tremendously and will be adjudicated by the game master. Certain
complicated devices – such as a siege engine – may take multiple Tinker rolls
to complete.
Character Class: Bloodlust Berserker
Art by Butteredbap |
From the far northern wastelands come a tribe of brutish, uncivilized
barbarians who are rumoured to drink the blood of their foes and mate with
woolly mammoths. Their greatest warriors, their champions, are trained their
entire lives for war and raised on strange potions and drugs to unlock untold abilities
that normal mortals are not meant to possess.
Bloodlust berserkers enter battle with unparalleled,
unstoppable rage, turning themselves into killing machines of flesh and blood.
Once they fully commit themselves to the blinding hatred and blood fury of the
battlefield, they cannot stop fighting until either they or all of their foes
have been defeated.
Attribute Modifiers:
Strength +1
Movement Rate: 35’
(7 squares)
Weapons Allowed:
Any, but they prefer melee weapons as they cannot use ranged weapons with their
raging bloodlust ability.
Armor Allowed: None, but they may use shields.
Skills Allowed at
First Level: Calisthenics (STR),
Mettle (CON), Bushwhacker (WIS), Beast Mastery (WIS)
Raging Bloodlust: When
berserkers enter battle, they begin to feel overwhelmed with feelings of
unbridled rage. This rage grows stronger every round, as does their combat
abilities.
In game terms, beginning with the first round in which the
berserker enters melee combat with a foe, he gains a +1 bonus to attack rolls
as well as a +1 bonus to damage. Each round after that, the bonuses increase by
+1, until maxing out at the berserker’s level (thus a 6th level berserker
will max out at +6 to attack and damage). A first level character obviously
then maxes out on the first round.
Once the berserker has reached maximum rage, however, he cannot stop fighting until all enemies
are destroyed, or until he dies or is knocked unconscious. He cannot be
calmed or soothed by any normal means.
Slaughtering Charge:
A berserker can make a special charge attack. If he uses two move actions
(which normally pre-empts an attack action), as long as he moves more than his
base movement rate but less than double his base (so usually between 7 and 14
squares) in the direction of an enemy, he may then make an attack as normal and
immediately enters maximum rage, with
full combat bonuses and all the drawbacks associated with it.
Regeneration:
Starting at 3rd level, when a berserker reaches maximum rage, his metabolism
is working at such supernatural levels that he actually begins healing wounds
at an unnatural rate. He regains 1 hit point every round, which increases by 1
every 3 levels.
Tomorrow: Combat Rules and the Nefarious Cutthroat!
Cool, very cool! I'm thinking about doing some splatter-elf stories, but they'll just be whatever I come up with. Meaning they may not take place in Groteskia, but maybe somewhere else. Splatter-elf has no boundaries! :)
ReplyDeleteNo limits, no rules! Well, except for the rules I'm sharing all week, that I hope y'all will at least attempt to follow...
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