I really can't believe people are still defending WizBro, with all the usual Bull Shit - any role playing is good role playing is my particular favourite - not only is it puerile populist claptrap, its simply not true!
It reminds me of the segment with the Robotic Food Dispenser in the Stallone Judge Dredd Movie "Eat recycled food. It's good for the environment and okay for you".
You might get an "okay" game out of 4e, but ONLY with a lot of effort - if you played a decent system, its easier, more fun - and a longer lasting experience.
WizBro Role playing, events, merchandising - all it does is benefit WizBro, there are so many smaller companies out there who are doing it for the love of the hobby, and not out of some obscene desire to make it into big business.
You can moan at me, berate me, criticize me, slag me off - but that doesn't change the fact that I am right about this.
And all the sock puppet-like comments in the world cannot change that fact!
That WizBro is being run along the lines of any other Lucas owned company - merchandise the HELL out of a franchise and be damned. Why do you think so many new Star Wars Characters get introduced all the time - BECAUSE IT MAKES THEM MONEY!
With the (not) D&D brand, we will continue to see obscure and unnecessary products released BECAUSE IT MAKES THEM MONEY. Cash flow is what matters to WizBro, NOT the Hobby - the sooner gamers out there realize it the better. Give your hard earned cash to someone else FFS!
4e (not D&D isnt even THAT popular, check out this -
http://blackdiamondgames.blogspot.com/2010/09/our-little-rpg-experiment.html
They are trying to promote gamers getting into systems, and doing trades/buying collections to help people find the system they want - but (and I quote) "We probably lost money on the straight trade of 4E" - because no F***ER WANTS IT THATS WHY!
PLAY ANYTHING else, Earlier editions (4e is so f***ing w**k I have a greater appreciation of 3.5 now), AD&D, Castles & Crusades, Labyrinth Lord - ANYTHING but boycott the tossers at WizBro!
Wednesday, 29 September 2010
Saturday, 18 September 2010
WizBro
HOW T.F. can WizBro have the NERVE to create the Official "Dungeons & Dragons" page on FaceBook, like they are some "Beacon of Light" leading D&D Fans into the Future!
UTTERLY Naff!
One of my FB friends put it as "leading them down a long dark tunnel of despair is more like it" and in my opinion the "dark tunnel of despair" is called "The Money Pit".
Seriously D&D'ers out there, take a F**ing stand - play an earlier edition or use a "Retro-Clone" - the gaming experience is better and you will save a packet!
Sunday, 1 August 2010
Mazes and Monsters, and the Healing Power of RPG's
For my first post in a while, I'm going for something thats close to my heart. The actual benefits of RPG's.
Literacy & Numeracy Skills - no one who plays RPG's regularly (or even sporadically for that matter) ever has problems with reading, writing, or simple (or in the case of some games complex) maths. The educational benefits of playing an RPG are undeniable, yet those who berate RPG's always ignore them. Perhaps they would prefer it to be like the Dark Ages, where the Churchmen are education and the general populace aren't.
Social Aspect - I have made more friends via RPG's than from any other source. My oldest and dearest friend became that way because of regular contact playing AD&D. I have an enourmous amount of respect for him, not just as a Human being - but as a gamer. I've encountered kids who really find it hard to make friends, and because of playing RPG's have bonded with others and made firm friends. Again, the "RPG" haters ignore this - citing the evils of becoming an RPG'er and selling one's soul to the Devil.
Arts and Crafts Skills - though not as popular during play these days. I've seen some really elabourate Dungeon setups. Wonderfully crafted and painted, an old aquantance of mine wouldn't DM a game unless he had everything built in 3D and painted monsters for every encounter! A lot of DM's/DM's (myself included from time to time) make their own props. Treasure Maps, Chests, Magic Items, and Scrolls - all meticulously crafted. I seen some Amazing work over the years.
Health - yes, health reasons. From the kid who suffers with allergies and asthma so badly they can't play sports or even go outdoors that much during the summer months, to the poor sod who suffers with depression.
I've been demoing Castles and Crusades a lot recently, one of my Gamers has been suffering badly with depression - his Mother told me that his roleplaying outlet has helped him medically (his Doctors actually told her this, that his attitude has become more and more positive) and his recovery has been definitely helped by these gaming sessions - helped with perspective, facing up to problems etc.
He's now DM'ing for his own group now, before he had very few friends - and wouldn't have had the confidence to set up his own group and be the main DM!
In my own experience - people who victimize/persecute roleplayers and vilify rpg's generally have problems of their own - and should put their own "houses" in order before causing problems and casting aspertions.
It makes me smile it really does, surely Jesus's message was one of tolerance, generosity, and acceptance - and a lot of "so called" Christians simple don't exhibit those traits at all!
In this day and age, of supposed enlightenment and tolerance (yea right - a local supermarket staff member has recently been "moved" because he's racist - very tolerant, but not very enlightened - the wanker should have been sacked IMHO) why are there still people with such an archaic attitude to RPG's.
It reminds me of the scare over Mazes and Monsters. Though some people think Mazes and Monsters was a "spoof" movie, it really wasn't.
Mazes and Monsters was based upon a novel of the same name by Rona Jaffe. Jaffe had based her 1981 novel upon certain wildly inaccurate newspaper stories about the disappearance of James Dallas Egbert III from Michigan State University in 1979.
The working title for the film was actually Dungeons & Dragons, but CBS dropped it in favour of the orignal novel's title - I would imagine to avoid the inevitable lawsuits over use of the trademarked name.
I had a friend back in those days who's girlfriend was very religious - he ended up letting her minister BURN all his D&D manuals and notes.
On a slightly ironic note - they are now divorced.
I actually love the film Mazes and Monsters, rather than a lesson in the "evils" of D&D (which is how simple minded bigots like to interpret it) its actually a lesson in dependancy and addiction and how too much of a good thing can present really big problems for anyone.
Robbie (Tom Hank's character in the film) had a co-dependant personality (needing the aclaim and affection from his parents that never came - leading to his obsession with his Brother, his girlfriend, and Mazes & Monsters) his problems could quite easily have led him to become a religious fanatic, an alchoholic, or even a drug addict - to whatever solution he felt most comfortable and "in control" of.
When "abandoned" by his Brother, his Girlfriend - he resorted to retreating into his RPG persona; the only thing in his life he felt in control of and supported by. Retreating into his character took all responsibility away from Robbie, he was a different person - it was all Robbies fault, not the "characters".
Had his friends actually been aware of Robbies problems, rather than caught up in their own - they might have been able to help him via their Games. Turning them into a beneficial "healing" experience, rather than letting Robbie turning them into an addictive and destructive one.
In reality Egbert was a 16 year old child prodigy who was battling intense academic pressure, drug addiction, and personal issues. So he was actually two characters in the film Robbie and JayJay.
He had entered the school's utility tunnels with the intent of committing suicide and went into hiding after that attempt was unsuccessful.
Different from the sensationalist story, no insanity, no retreating into his character. Just pain and embarrasment for the poor kid.
After learning that Egbert had played Dungeons and Dragons - William Dear (a Private Investigator hired to find Egbert), because he was unfamiliar with the game, suggested that Egbert "MIGHT" have entered the tunnels to play a live action version.
This theory was taken as fact by the media (ooh, what a freaking surprise) and caused intense controversy over the psychological effects of role playing games.
After several weeks, Egbert gave himself up to William Dear.
HOWEVER in 1980 (less than a year after the incident) Egbert successfully committed suicide by a self-inflicted gunshot wound. Investigator Dear kept the true circumstances of the disappearance a secret until four years after Egbert's death, due to a promise he made to the boy not to reveal them.
If you want to check out the actual events, in William Dears words - try reading "The Dungeon Master: The Disappearance of James Dallas Egbert III" written by William Dear in 1984 - it gives his explanation of the 1979 "steam tunnel incident" which he feels was misrepresented by the news media.
The book recounts his experience investigating the 1979 disappearance of James Dallas Egbert III, a student at Michigan State University and is well worth the read.
OK rant over, normal Gaming Blogging will be resumed with the next Post :D
There are the obvious ones -
Literacy & Numeracy Skills - no one who plays RPG's regularly (or even sporadically for that matter) ever has problems with reading, writing, or simple (or in the case of some games complex) maths. The educational benefits of playing an RPG are undeniable, yet those who berate RPG's always ignore them. Perhaps they would prefer it to be like the Dark Ages, where the Churchmen are education and the general populace aren't.
Social Aspect - I have made more friends via RPG's than from any other source. My oldest and dearest friend became that way because of regular contact playing AD&D. I have an enourmous amount of respect for him, not just as a Human being - but as a gamer. I've encountered kids who really find it hard to make friends, and because of playing RPG's have bonded with others and made firm friends. Again, the "RPG" haters ignore this - citing the evils of becoming an RPG'er and selling one's soul to the Devil.
Then there are the less obvious ones -
Arts and Crafts Skills - though not as popular during play these days. I've seen some really elabourate Dungeon setups. Wonderfully crafted and painted, an old aquantance of mine wouldn't DM a game unless he had everything built in 3D and painted monsters for every encounter! A lot of DM's/DM's (myself included from time to time) make their own props. Treasure Maps, Chests, Magic Items, and Scrolls - all meticulously crafted. I seen some Amazing work over the years.
Health - yes, health reasons. From the kid who suffers with allergies and asthma so badly they can't play sports or even go outdoors that much during the summer months, to the poor sod who suffers with depression.
I've been demoing Castles and Crusades a lot recently, one of my Gamers has been suffering badly with depression - his Mother told me that his roleplaying outlet has helped him medically (his Doctors actually told her this, that his attitude has become more and more positive) and his recovery has been definitely helped by these gaming sessions - helped with perspective, facing up to problems etc.
He's now DM'ing for his own group now, before he had very few friends - and wouldn't have had the confidence to set up his own group and be the main DM!
In my own experience - people who victimize/persecute roleplayers and vilify rpg's generally have problems of their own - and should put their own "houses" in order before causing problems and casting aspertions.
It makes me smile it really does, surely Jesus's message was one of tolerance, generosity, and acceptance - and a lot of "so called" Christians simple don't exhibit those traits at all!
In this day and age, of supposed enlightenment and tolerance (yea right - a local supermarket staff member has recently been "moved" because he's racist - very tolerant, but not very enlightened - the wanker should have been sacked IMHO) why are there still people with such an archaic attitude to RPG's.
It reminds me of the scare over Mazes and Monsters. Though some people think Mazes and Monsters was a "spoof" movie, it really wasn't.
Mazes and Monsters was based upon a novel of the same name by Rona Jaffe. Jaffe had based her 1981 novel upon certain wildly inaccurate newspaper stories about the disappearance of James Dallas Egbert III from Michigan State University in 1979.
The working title for the film was actually Dungeons & Dragons, but CBS dropped it in favour of the orignal novel's title - I would imagine to avoid the inevitable lawsuits over use of the trademarked name.
I had a friend back in those days who's girlfriend was very religious - he ended up letting her minister BURN all his D&D manuals and notes.
On a slightly ironic note - they are now divorced.
I actually love the film Mazes and Monsters, rather than a lesson in the "evils" of D&D (which is how simple minded bigots like to interpret it) its actually a lesson in dependancy and addiction and how too much of a good thing can present really big problems for anyone.
Robbie (Tom Hank's character in the film) had a co-dependant personality (needing the aclaim and affection from his parents that never came - leading to his obsession with his Brother, his girlfriend, and Mazes & Monsters) his problems could quite easily have led him to become a religious fanatic, an alchoholic, or even a drug addict - to whatever solution he felt most comfortable and "in control" of.
When "abandoned" by his Brother, his Girlfriend - he resorted to retreating into his RPG persona; the only thing in his life he felt in control of and supported by. Retreating into his character took all responsibility away from Robbie, he was a different person - it was all Robbies fault, not the "characters".
Had his friends actually been aware of Robbies problems, rather than caught up in their own - they might have been able to help him via their Games. Turning them into a beneficial "healing" experience, rather than letting Robbie turning them into an addictive and destructive one.
In reality Egbert was a 16 year old child prodigy who was battling intense academic pressure, drug addiction, and personal issues. So he was actually two characters in the film Robbie and JayJay.
He had entered the school's utility tunnels with the intent of committing suicide and went into hiding after that attempt was unsuccessful.
Different from the sensationalist story, no insanity, no retreating into his character. Just pain and embarrasment for the poor kid.
After learning that Egbert had played Dungeons and Dragons - William Dear (a Private Investigator hired to find Egbert), because he was unfamiliar with the game, suggested that Egbert "MIGHT" have entered the tunnels to play a live action version.
This theory was taken as fact by the media (ooh, what a freaking surprise) and caused intense controversy over the psychological effects of role playing games.
After several weeks, Egbert gave himself up to William Dear.
HOWEVER in 1980 (less than a year after the incident) Egbert successfully committed suicide by a self-inflicted gunshot wound. Investigator Dear kept the true circumstances of the disappearance a secret until four years after Egbert's death, due to a promise he made to the boy not to reveal them.
If you want to check out the actual events, in William Dears words - try reading "The Dungeon Master: The Disappearance of James Dallas Egbert III" written by William Dear in 1984 - it gives his explanation of the 1979 "steam tunnel incident" which he feels was misrepresented by the news media.
The book recounts his experience investigating the 1979 disappearance of James Dallas Egbert III, a student at Michigan State University and is well worth the read.
OK rant over, normal Gaming Blogging will be resumed with the next Post :D
Monday, 12 July 2010
Long Time No Blog
Long Time no Blog . . . .
Things (my other Blogs notwithstanding) got in the way a little, but my Good friend Chris has done some exemplary work on his Campaign and a LOT more work on the Real Elves I was blogging about some time ago.
Getting back to it, I've been reviewing my C&C conversions - and will be returning to the "Booty and the Beasts" C&C project, doing each page in turn (including the index).
Furthermore, as I am now a C&C Harbinger I will hopefully be running some C&C Demo's in my local area soon as well.
LOADS to do (as usual).
Things (my other Blogs notwithstanding) got in the way a little, but my Good friend Chris has done some exemplary work on his Campaign and a LOT more work on the Real Elves I was blogging about some time ago.
Getting back to it, I've been reviewing my C&C conversions - and will be returning to the "Booty and the Beasts" C&C project, doing each page in turn (including the index).
Furthermore, as I am now a C&C Harbinger I will hopefully be running some C&C Demo's in my local area soon as well.
LOADS to do (as usual).
Thursday, 3 June 2010
Federation Races
More Races (and Class options) will be added later (such as Soong Androids), but for now the Notes will Focus on those Races who are most active within the Federation.
Again I make an assumption here, that in reading these notes you are familiar with the Star Trek Universe – so detailed descriptions of these Races aren’t included.
Andorians
Attribute Modifiers
+2 Con, -2 Wis
High Pain Threshold
Andorian Characters add double their Level to their Life Points.
Antennae
Andorian Characters add a +2 Species Bonus to all rolls involving Tasks involving listening, and detecting anomalies (such as hidden passages) within a 3 meter radius.
Andorians who lose an Antennai suffer disorientation and migraines until it grows back (+2 difficulty modifier to all challenges).
Bajorans
Attribute Modifiers
None
The Pagh
Bajorans receive a +2 bonus to all Reflex, Toughness, and Willpower rolls. This is due to their natural determination, tenacity, and a strong belief in the Prophets and their “Pagh”.
Bajoran Culture
Bajorans come from a Culture of Artists and Craftsmen, and so receive a +2 Racial Bonus to all Tasks involving Arts and Crafts.
Betazoids
Attribute Modifiers
+2 Cha
Telepathic
Betazoids are naturally Telepathic, and so may attempt Tasks involving Telepathy and Empathy. These abilities are always considered to be Class Skills, so Betazoids may add double their level as a bonus to any rolls involving such Tasks.
Naturally Peaceful
Betazoids add a +4 Species Bonus to all rolls involving Negotiating and Mediating Tasks.
Bolians
Attribute Modifiers
-2 Str, +2 Dex
Team Player
Bolians receive a +2 Racial Bonus applied to all Tasks when working as part of a Team. This applies to other members of the Team as well, not just Bolians. Providing the Bolian is present, everyone in the Team receives the +2 bonus to all Task rolls.
Humans
Attribute Modifiers
None
Adaptable
Human characters receive a +2 bonus to all Reflex, Toughness, and Willpower rolls. Courage and Luck tend to protect Humans in most situations.
Skilled
Humans tend to excel at things they are passionate about. They receive a + 4 Racial Bonus to a “Field of Expertise” of the Players Choice (noted on the Character Sheet), or +2 Racial Bonus to any two “Specialities” of the Players Choice (noted on the Character Sheet).
Tellarites
Attribute Modifiers
+2 Con, -2 Cha
Exceptional Fortitude
Tellarites are a lot more robust than most Races, and so receive a +2 Racial Bonus to Toughness.
Meticulous
Tellarites tend to be precise and deliberate – giving them a natural “leaning” towards the Engineering Class. They receive a +4 Racial Bonus to all Tasks involving Engineering, Maintenance, and Repair. This also tends to make them impatient with other races, so they receive a +2 to the Challenge Rating of all Task involving Diplomacy and Social Interaction.
Trill (Joined)
Attribute Modifiers
+2 Int, +2 Wis
Skilled
Joined Trill have many lifetimes of Training. They receive a + 4 Racial Bonus to two “Fields of Expertise” of the Players Choice (noted on the Character Sheet), or +2 Racial Bonus to any four “Specialities” of the Players Choice (noted on the Character Sheet), or they may instead take one “Field of Expertise” and any two “Specialities” of the Players Choice (noted on the Character Sheet) instead.
Vulcan
Attribute Modifiers
+2 Int, +4 Str, -6 Cha
Telepathic
Vulcans are naturally Telepathic, and so may attempt Tasks involving Telepathy – however for the purposed of these rules such Tasks are restricted to Mind Melds and the Vulcan Nerve Pinch. Such Tasks are always considered to be Class Skills, so Vulcans may add double their level as a bonus to any rolls involving such Tasks.
Vulcan Nerve Pinch – An application of a Vulcan Neuralpressure Technique, the nerve Pinch requires contact with a nerve cluster between the neck and shoulder of the subject. When using this talent, the character must make an unarmed attack roll – using the standard Attack Rules. Upon a successful hit - if the subject fails a Toughness save with a Challenge modification equal to the value of the attacking Vulcans Wisdom Bonus, the subject is rendered unconscious for 2d6 minutes, or until revived by medical attention.
Vulcan Mind-Meld – Often mistaken as a simple Psychic technique, the Mind-Meld is steeped in Vulcan tradition and mysticism – and wasn’t allowed to be used on non-Vulcans until the 23rd Century. By coming in physical contact with a willing subject, the character is able to merge minds with the subject, essentially creating a single consciousness in two bodies. This allows for deep two-way mental communication. An unwilling Target must make a Willpower Save, with a Modifier equal to the Vulcans Level – if the victim passes the roll the Mind Meld is unsuccessful, and may not be attempted again for 24 hours.
Rapid Healing - Vulcans may, once a day if injured – enter a trance-like state to heal themselves.
10 Minutes = 1D8 Hit Points or 1D4 Life Points
20 Minutes = 2D8 Hit Points or 2D4 Life Points
30 Minutes = 3D8 Hit Points or 3D4 Life Points
40 Minutes = 4D8 Hit Points or 4D4 Life Points
50 Minutes = 5D8 Hit Points or 5D4 Life Points - and so on . . . . . . . . .
Again I make an assumption here, that in reading these notes you are familiar with the Star Trek Universe – so detailed descriptions of these Races aren’t included.
Andorians
Attribute Modifiers
+2 Con, -2 Wis
High Pain Threshold
Andorian Characters add double their Level to their Life Points.
Antennae
Andorian Characters add a +2 Species Bonus to all rolls involving Tasks involving listening, and detecting anomalies (such as hidden passages) within a 3 meter radius.
Andorians who lose an Antennai suffer disorientation and migraines until it grows back (+2 difficulty modifier to all challenges).
Bajorans
Attribute Modifiers
None
The Pagh
Bajorans receive a +2 bonus to all Reflex, Toughness, and Willpower rolls. This is due to their natural determination, tenacity, and a strong belief in the Prophets and their “Pagh”.
Bajoran Culture
Bajorans come from a Culture of Artists and Craftsmen, and so receive a +2 Racial Bonus to all Tasks involving Arts and Crafts.
Betazoids
Attribute Modifiers
+2 Cha
Telepathic
Betazoids are naturally Telepathic, and so may attempt Tasks involving Telepathy and Empathy. These abilities are always considered to be Class Skills, so Betazoids may add double their level as a bonus to any rolls involving such Tasks.
Naturally Peaceful
Betazoids add a +4 Species Bonus to all rolls involving Negotiating and Mediating Tasks.
Bolians
Attribute Modifiers
-2 Str, +2 Dex
Team Player
Bolians receive a +2 Racial Bonus applied to all Tasks when working as part of a Team. This applies to other members of the Team as well, not just Bolians. Providing the Bolian is present, everyone in the Team receives the +2 bonus to all Task rolls.
Humans
Attribute Modifiers
None
Adaptable
Human characters receive a +2 bonus to all Reflex, Toughness, and Willpower rolls. Courage and Luck tend to protect Humans in most situations.
Skilled
Humans tend to excel at things they are passionate about. They receive a + 4 Racial Bonus to a “Field of Expertise” of the Players Choice (noted on the Character Sheet), or +2 Racial Bonus to any two “Specialities” of the Players Choice (noted on the Character Sheet).
Tellarites
Attribute Modifiers
+2 Con, -2 Cha
Exceptional Fortitude
Tellarites are a lot more robust than most Races, and so receive a +2 Racial Bonus to Toughness.
Meticulous
Tellarites tend to be precise and deliberate – giving them a natural “leaning” towards the Engineering Class. They receive a +4 Racial Bonus to all Tasks involving Engineering, Maintenance, and Repair. This also tends to make them impatient with other races, so they receive a +2 to the Challenge Rating of all Task involving Diplomacy and Social Interaction.
Trill (Joined)
Attribute Modifiers
+2 Int, +2 Wis
Skilled
Joined Trill have many lifetimes of Training. They receive a + 4 Racial Bonus to two “Fields of Expertise” of the Players Choice (noted on the Character Sheet), or +2 Racial Bonus to any four “Specialities” of the Players Choice (noted on the Character Sheet), or they may instead take one “Field of Expertise” and any two “Specialities” of the Players Choice (noted on the Character Sheet) instead.
Vulcan
Attribute Modifiers
+2 Int, +4 Str, -6 Cha
Telepathic
Vulcans are naturally Telepathic, and so may attempt Tasks involving Telepathy – however for the purposed of these rules such Tasks are restricted to Mind Melds and the Vulcan Nerve Pinch. Such Tasks are always considered to be Class Skills, so Vulcans may add double their level as a bonus to any rolls involving such Tasks.
Vulcan Nerve Pinch – An application of a Vulcan Neuralpressure Technique, the nerve Pinch requires contact with a nerve cluster between the neck and shoulder of the subject. When using this talent, the character must make an unarmed attack roll – using the standard Attack Rules. Upon a successful hit - if the subject fails a Toughness save with a Challenge modification equal to the value of the attacking Vulcans Wisdom Bonus, the subject is rendered unconscious for 2d6 minutes, or until revived by medical attention.
Vulcan Mind-Meld – Often mistaken as a simple Psychic technique, the Mind-Meld is steeped in Vulcan tradition and mysticism – and wasn’t allowed to be used on non-Vulcans until the 23rd Century. By coming in physical contact with a willing subject, the character is able to merge minds with the subject, essentially creating a single consciousness in two bodies. This allows for deep two-way mental communication. An unwilling Target must make a Willpower Save, with a Modifier equal to the Vulcans Level – if the victim passes the roll the Mind Meld is unsuccessful, and may not be attempted again for 24 hours.
Rapid Healing - Vulcans may, once a day if injured – enter a trance-like state to heal themselves.
10 Minutes = 1D8 Hit Points or 1D4 Life Points
20 Minutes = 2D8 Hit Points or 2D4 Life Points
30 Minutes = 3D8 Hit Points or 3D4 Life Points
40 Minutes = 4D8 Hit Points or 4D4 Life Points
50 Minutes = 5D8 Hit Points or 5D4 Life Points - and so on . . . . . . . . .
Monday, 31 May 2010
Star Fleet Character Classes
Star Fleet Characters receive 10 Hit Points + Con Bonus (if any) at level one, from level two onwards the use their Class Hit Dice.
• Command (d8 Hit Dice, Prime Attribute – Cha)
• Counsellor (d4 Hit Dice, Prime Attribute – Cha)
• Engineering (d8 Hit Dice, Prime Attribute – Con)
• Medical (d6 Hit Dice, Prime Attribute – Wis)
• Operations (d6 Hit Dice, Prime Attribute – Dex)
• Sciences (d6 Hit Dice, Prime Attribute – Int)
• Security (d10 Hit Dice, Prime Attribute – Str)
+ 250,000 XP per level required after 12th Level
*Hit Dice determined by Character Class, this number is the Total Hit Dice at that level.
** Maximum Combat Bonus
Career Placement
The easiest part of Character generation, is deciding what your characters position will be on the Ship. This determines their final level (don’t forget to roll for additional Hit Points).
Captain
Starts Play at Level Six
First Officer/Rank of Commander
Starts Play at Level Five
Head of Department/Rank of Lieutenant Commander
Starts Play at Level Four
Starfleet Officer/Rank of Lieutenant
Starts Play at Level Three
Next - Federation Races
• Command (d8 Hit Dice, Prime Attribute – Cha)
• Counsellor (d4 Hit Dice, Prime Attribute – Cha)
• Engineering (d8 Hit Dice, Prime Attribute – Con)
• Medical (d6 Hit Dice, Prime Attribute – Wis)
• Operations (d6 Hit Dice, Prime Attribute – Dex)
• Sciences (d6 Hit Dice, Prime Attribute – Int)
• Security (d10 Hit Dice, Prime Attribute – Str)
Star Fleet Personnel Experience Chart (Click to enlarge)
+ 250,000 XP per level required after 12th Level
*Hit Dice determined by Character Class, this number is the Total Hit Dice at that level.
** Maximum Combat Bonus
Career Placement
The easiest part of Character generation, is deciding what your characters position will be on the Ship. This determines their final level (don’t forget to roll for additional Hit Points).
Captain
Starts Play at Level Six
First Officer/Rank of Commander
Starts Play at Level Five
Head of Department/Rank of Lieutenant Commander
Starts Play at Level Four
Starfleet Officer/Rank of Lieutenant
Starts Play at Level Three
Next - Federation Races
Thursday, 27 May 2010
New Blog
I've started a new Blog today, this time to help with my "Superhero Fetish" - its called "Pulp City Planet" inspired by one of the best (if not the best currently available) Skirmish Miniatures games on the market - Pulp City!
You can find it here - PULP CITY PLANET!
You can find it here - PULP CITY PLANET!
Starfleet Training, Skills, & the Seige Engine
If you are reading these notes, I am going to make the assumption that you are familiar with Castles and Crusades and the Siege Engine system.
There are little or no changes to the Siege Engine, and how it works – but there are benefits to being a trained Star Fleet Officer.
One of the main changes to the rules as written (an addition in actuality) is that a natural “20” always succeeds, and a natural “1” always fails.
Utilization of the rules below requires a reasonable amount of Games Mastering skill – do not be too generous with what constitutes a “Class Task”, by the same token do not be to strict over what comes under the heading of “Star Fleet Training”.
When performing a task that counts as a Class Task, twice (2X) the Characters Level is added to the roll.
Example – Captain Kurt is attempting to Negotiate Peace between the Anticans and the Selae – Negotiation counts as a Command Skill so he gets to add +12 (twice his level of 6) to the Roll.
When performing a task that does not count as a Class Task, but comes under Star Fleet training protocols – the Characters Level is added to the roll.
Example – Captain Kurt is attempting repair the Transporter Station, Chief Enginer “Taff” Jones is unconscious and Kurt needs to site to site transport himself onto the Bridge in an attempt stop the Romulan Pirates that have invaded his ship. Kurt is not an Engineer, but all Star Fleet personell have at least some training in this field so he gets to add +6 (his Level) to the Roll.
If the Task comes outside the province of Star Fleet Training altogether – but is still within the realms of possibility that the Character might “know” how to do such a thing, he may still attempt the Task – but with no bonus for his level applied to the roll.
Example – Captain Kurt attempting to beat a Ferengi at Tongo in order to get information out of the Ferengi, he is familiar with the game as he spent time stationed on a Deep Space Station. Tongo is a Charisma Based test the GM reasons, so Kurts base Challenge level is 15 + the Ferengis level of 3. The Ferengi passes his Tongo test, now its over to Kurt - should Captain Kurt roll 18+ he stays in the game for another turn, if the Ferengi had failed his Tongo test - Kurt would have won outright!
Next - Federation Character Classes
There are little or no changes to the Siege Engine, and how it works – but there are benefits to being a trained Star Fleet Officer.
One of the main changes to the rules as written (an addition in actuality) is that a natural “20” always succeeds, and a natural “1” always fails.
Utilization of the rules below requires a reasonable amount of Games Mastering skill – do not be too generous with what constitutes a “Class Task”, by the same token do not be to strict over what comes under the heading of “Star Fleet Training”.
When performing a task that counts as a Class Task, twice (2X) the Characters Level is added to the roll.
Example – Captain Kurt is attempting to Negotiate Peace between the Anticans and the Selae – Negotiation counts as a Command Skill so he gets to add +12 (twice his level of 6) to the Roll.
When performing a task that does not count as a Class Task, but comes under Star Fleet training protocols – the Characters Level is added to the roll.
Example – Captain Kurt is attempting repair the Transporter Station, Chief Enginer “Taff” Jones is unconscious and Kurt needs to site to site transport himself onto the Bridge in an attempt stop the Romulan Pirates that have invaded his ship. Kurt is not an Engineer, but all Star Fleet personell have at least some training in this field so he gets to add +6 (his Level) to the Roll.
If the Task comes outside the province of Star Fleet Training altogether – but is still within the realms of possibility that the Character might “know” how to do such a thing, he may still attempt the Task – but with no bonus for his level applied to the roll.
Example – Captain Kurt attempting to beat a Ferengi at Tongo in order to get information out of the Ferengi, he is familiar with the game as he spent time stationed on a Deep Space Station. Tongo is a Charisma Based test the GM reasons, so Kurts base Challenge level is 15 + the Ferengis level of 3. The Ferengi passes his Tongo test, now its over to Kurt - should Captain Kurt roll 18+ he stays in the game for another turn, if the Ferengi had failed his Tongo test - Kurt would have won outright!
Next - Federation Character Classes
Monday, 24 May 2010
Medical Aid in the 24th Century
There are certain liberties taken with this part of the rules, the simple reason being to keep the game going – if characters end up dead or incapacitated after one fight – where’s the fun in that! So I’ve made healing (and thereby Medi-Kits and Doctors) rather more powerful.
All Healing and Medical Treatment are dependent on the Star Fleet Equipment at hand as well as the Skill of the individual using them. As I mentioned in the “Seige Engine and Star Fleet Training” section, a Doctor gets +2 on the Roll when attempting a Medical Procedure, whilst a Star Fleet Officer would just get +1 per Level – and wouldn’t be able to achieve as much as a Star Fleet Doctor could.
The Challenge Rating is ALWAYS calculated as following –
Hit Points = to the number of Hit Points you want to heal.
Life Points = to 2 x the number of Life Points you want to heal.
Modifiers
No Medi-Kit = +2 to the Challenge Level for Medical Staff, +4 for all other Star Fleet Personel.
Example – Captain Kurt wants to heal 7 Life Points to the Ferengi Spy to bring him around. There is no Medi-Kit. The GM rules its an Int based Task for Kurt. Luckily Kurts Int is Primary, so the Challenge Base is 12. +4 for No Medi-Kit, and +14 for the Life Points Kurt needs to heal. This gives a final Challenge Rating of 30! Fortunatley in these rules a 20 always succeeds (and a 1 always fails) so Kurt needs to roll a Natural 20 to revive the Ferengi! But if he rolls a natural ‘1’ the Ferengi could be in a lot of trouble . . . .
Medi-Kit = +2 to all Medical Rolls
Runabout or Long Range Shuttle Medi-Bay = +4 to all Medical Rolls
Starship/Starbase Sick=Bay = + 8 to all Medical Rolls.
All Healing and Medical Treatment are dependent on the Star Fleet Equipment at hand as well as the Skill of the individual using them. As I mentioned in the “Seige Engine and Star Fleet Training” section, a Doctor gets +2 on the Roll when attempting a Medical Procedure, whilst a Star Fleet Officer would just get +1 per Level – and wouldn’t be able to achieve as much as a Star Fleet Doctor could.
The Challenge Rating is ALWAYS calculated as following –
Hit Points = to the number of Hit Points you want to heal.
Life Points = to 2 x the number of Life Points you want to heal.
Modifiers
No Medi-Kit = +2 to the Challenge Level for Medical Staff, +4 for all other Star Fleet Personel.
Example – Captain Kurt wants to heal 7 Life Points to the Ferengi Spy to bring him around. There is no Medi-Kit. The GM rules its an Int based Task for Kurt. Luckily Kurts Int is Primary, so the Challenge Base is 12. +4 for No Medi-Kit, and +14 for the Life Points Kurt needs to heal. This gives a final Challenge Rating of 30! Fortunatley in these rules a 20 always succeeds (and a 1 always fails) so Kurt needs to roll a Natural 20 to revive the Ferengi! But if he rolls a natural ‘1’ the Ferengi could be in a lot of trouble . . . .
Medi-Kit = +2 to all Medical Rolls
Runabout or Long Range Shuttle Medi-Bay = +4 to all Medical Rolls
Starship/Starbase Sick=Bay = + 8 to all Medical Rolls.
Sunday, 23 May 2010
Happy Birthday to Me!
Its my Birthday today, so the chances of me posting anything more than an apology for not posting anything (like this LoL) is slim at best!
I hope everyone has a great Weekend!
Drew
I hope everyone has a great Weekend!
Drew
Thursday, 20 May 2010
Hit Points, Life Points, Combat, & Death
We all know about Hit Points in RPG’s, and in Star Trek there is little difference – they represent the characters durability and resiliance.
Reduction to your hit points can take many forms - Fatigue, Malnutrition, Grazing hits in Combat, or even some gribbly Alien Disease (Andorian Shingles for example).
In this set of rules we also have "Life Points" - they are important in this Star Trek RPG as they help draw the line between "Grazes" and "Hits".
Life Points are exactly that, the “Life” of the Character. Your Life Points are equal to your Characters Str+Con+Dex divided by three – plus your Level.
Example – Captain Kurt is 6th Level, and has 52 Hit Points. His Str is 14, his Con is 16, and his Dex is 18. 14+16+18 = 48, 48/3 = 16. 16+6 (for Kurts Level) = 22. Captain Kurt has 22 Life Points. When he advances to Level 7 he will have 23 Life Points.
Combat & Damage
Both Close Combat and Ranged Combat are worked out slightly differently in these Star Trek Roleplaying Notes, mainly because of the lethality of 24th Century Weapons – but partly due the the lack of Armour and therefore an Armour Class.
If the intended Target of the attack is aware that the attack is coming, you roll to hit as usual (applying all the usual modifiers for range, level, skill etc – you roll to hit, and the intended victim then rolls a standard Combat Based Reflex Test (Reflexes Score + 1D20).
If the Attacker rolls a “1” to hit, the Attack automatically misses.
If the Target rolls equal to the Attackers roll, they take a “graze” and the Attacker rolls the Damage rating of the Weapon – the Victim of the attack takes that many Hit Points of Damage to their Hit Points.
If the Target rolls higher than the Attackers roll, they successfully avoid the attack – and take no Damage.
If they fail the Roll, they take “Hit” Damage and the Attacker rolls the Damage rating of the Weapon and the Damage is applied directly to your Characters Life Points (see -10 HP and Death).
If a natural “20” is rolled, not only does the Victim take Life Point Damage – but he is also “stunned” for a number of Rounds equal to half the Damage taken. Medical Aid can reduce this.
If the intended Target is unaware of the Attack, the Attacker instead rolls against the targets Reflexes.
If the Attacker rolls a “1” to hit, the Shot automatically misses.
If the Attacker rolls equal or lower than the Targets reflexes score - the victim of the Attack takes a “graze” and the Attacker rolls the Damage rating of the Weapon and the Victim takes that many Hit Points of Damage to his Hit Points.
If you roll more than the Targets Reflexes, the Victim takes “Hit” Damage - the Attacker rolls the Damage rating of the Weapon and the Damage is applied directly to the Characters Life Points (see -10 HP and Death).
If a natural “20” is rolled, not only does the Victim take Life Point Damage – but he is also “stunned” for a number of Rounds equal to half the Damage taken. Medical Aid can reduce this.
The above rules also apply to attacks/effects that target an Individuals Toughness (in the case of Radiation, Explosions, and Diseases) and Willpower (in the case of Psychic, Illusionary, and Fear based attacks) as well.
Stun Attacks
Weapons which stun ALWAYS affect the targets Life Points, this is only temporary damage and should be noted on the sheet as such. Stun Damage is recovered at a rate equal to the characters Con Bonus +1 each round (with a minimum of 1 point recovered each round), when this temporary damage is reduced to Zero the character recovers conciousness. Medical Aid can speed this recovery.
If the intended Target of the attack is aware that the attack is coming, you roll to hit as usual (applying all the usual modifiers for range, level, skill etc – you roll to hit, and the intended victim then rolls a standard Combat Based Reflex Test (your Reflexes Score + 1D20).
If you roll a “1” to hit, the Attack automatically misses.
If you roll equal or lower than the intended victims roll, the Stun "grazes" the target and the Attacker rolls the Damage rating of the Weapon – the victim makes a Toughness Save with a Challenge Modifier equal to the amount of Stun Damage Rolled. If passed the target is not stunned and takes no effect from the shot, if failed the victim takes that many Points of temporary Stun Damage to his Life Points.
If the intended Target rolls higher than the Attackers roll, they have successfully avoid the attack – and take no effect from the Shot.
If the Victim fails the Roll, they take Stun Damage with no way of avoiding it - and the Attacker rolls the Damage rating of the Weapon and the temporary Damage is applied directly to the Characters Life Points.
If a natural “20” is rolled, the Stun Damage is doubled.
If the intended Target is unaware of the Attack, the Attacker instead rolls against the targets Reflexes.
If you roll a “1” to hit, the Attack automatically misses.
If the Attacker rolls equal or lower than the Targets reflexes score, the Stun "grazes" the target and the Attacker rolls the Damage rating of the Weapon – the victim makes a Toughness Save with a Challenge Modifier equal to the amount of Stun Damage Rolled. If passed the target is not stunned and takes no effect from the shot, if failed the victim takes that many Points of temporary Stun Damage to his Life Points.
If attacker rolls more than the Targets Reflexes Score, the Victim take Stun Damage with no way of avoiding it - and the Attacker rolls the Damage rating of the Weapon and the temporary Damage is applied directly to the Characters Life Points.
If a natural “20” is rolled,
If attacker rolls more than the Targets Reflexes Score, the Victim take Stun Damage with no way of avoiding it - and the Attacker rolls the Damage rating of the Weapon and the temporary Damage is applied directly to the Characters Life Points - and the Stun Damage is doubled.
-10 HP & Death
In a lot of D20 based RPG’s, normally when a Character reaches -10 Hit points he dies almost immediately. In these Star Trek notes its somewhat different . . . .
When a Character reaches Zero HP he is battered and exhausted, after that point – all Damage is applied directly to the characters Life Points rather than applying “graze” Damage to his Hit Points.
Losing Life Points
When a character takes Damage to his Life Points there are consequences, these are listed below.
If a Character is reduced to half his Life Points (or less) he must IMMEDIATELY make a Constitution Saving Throw – the difficulty is ALWAYS 18 regardless whether the Characters Constitution Score is Primary or Secondary. If it is failed, the Character passes out. If it is passed, the Character stays Conscious – and must continue making Constitution Saves every Round until his Life Points are healed and passes the Consciousness barrier (more on healing later).
If the Character continues taking Damage, and reaches Zero Life Points he must make another immediate Constitution Save (again Difficulty 18 regardless) and if failed the Character expires and must be resuscitated within minutes or the Character Dies permanently. If passed he must continue making Con Saves each round. However, the difficulty of the Save increases by 2 each time he passes (the poor fellow is dying after all) until the he receives medical aid or finally expires.
Death Saves Table
Initial Save vs. Death – 18+
After1 additional Round – 20+
After 2 additional Rounds – 22+
After 3 additional Rounds – 24+
After 4 additional Rounds – 26+, and so on . . . . .
Next - Medical Aid in the 24th Century
Reduction to your hit points can take many forms - Fatigue, Malnutrition, Grazing hits in Combat, or even some gribbly Alien Disease (Andorian Shingles for example).
In this set of rules we also have "Life Points" - they are important in this Star Trek RPG as they help draw the line between "Grazes" and "Hits".
Life Points are exactly that, the “Life” of the Character. Your Life Points are equal to your Characters Str+Con+Dex divided by three – plus your Level.
Example – Captain Kurt is 6th Level, and has 52 Hit Points. His Str is 14, his Con is 16, and his Dex is 18. 14+16+18 = 48, 48/3 = 16. 16+6 (for Kurts Level) = 22. Captain Kurt has 22 Life Points. When he advances to Level 7 he will have 23 Life Points.
Combat & Damage
Both Close Combat and Ranged Combat are worked out slightly differently in these Star Trek Roleplaying Notes, mainly because of the lethality of 24th Century Weapons – but partly due the the lack of Armour and therefore an Armour Class.
If the intended Target of the attack is aware that the attack is coming, you roll to hit as usual (applying all the usual modifiers for range, level, skill etc – you roll to hit, and the intended victim then rolls a standard Combat Based Reflex Test (Reflexes Score + 1D20).
If the Attacker rolls a “1” to hit, the Attack automatically misses.
If the Target rolls equal to the Attackers roll, they take a “graze” and the Attacker rolls the Damage rating of the Weapon – the Victim of the attack takes that many Hit Points of Damage to their Hit Points.
If the Target rolls higher than the Attackers roll, they successfully avoid the attack – and take no Damage.
If they fail the Roll, they take “Hit” Damage and the Attacker rolls the Damage rating of the Weapon and the Damage is applied directly to your Characters Life Points (see -10 HP and Death).
If a natural “20” is rolled, not only does the Victim take Life Point Damage – but he is also “stunned” for a number of Rounds equal to half the Damage taken. Medical Aid can reduce this.
If the intended Target is unaware of the Attack, the Attacker instead rolls against the targets Reflexes.
If the Attacker rolls a “1” to hit, the Shot automatically misses.
If the Attacker rolls equal or lower than the Targets reflexes score - the victim of the Attack takes a “graze” and the Attacker rolls the Damage rating of the Weapon and the Victim takes that many Hit Points of Damage to his Hit Points.
If you roll more than the Targets Reflexes, the Victim takes “Hit” Damage - the Attacker rolls the Damage rating of the Weapon and the Damage is applied directly to the Characters Life Points (see -10 HP and Death).
If a natural “20” is rolled, not only does the Victim take Life Point Damage – but he is also “stunned” for a number of Rounds equal to half the Damage taken. Medical Aid can reduce this.
The above rules also apply to attacks/effects that target an Individuals Toughness (in the case of Radiation, Explosions, and Diseases) and Willpower (in the case of Psychic, Illusionary, and Fear based attacks) as well.
Stun Attacks
Weapons which stun ALWAYS affect the targets Life Points, this is only temporary damage and should be noted on the sheet as such. Stun Damage is recovered at a rate equal to the characters Con Bonus +1 each round (with a minimum of 1 point recovered each round), when this temporary damage is reduced to Zero the character recovers conciousness. Medical Aid can speed this recovery.
If the intended Target of the attack is aware that the attack is coming, you roll to hit as usual (applying all the usual modifiers for range, level, skill etc – you roll to hit, and the intended victim then rolls a standard Combat Based Reflex Test (your Reflexes Score + 1D20).
If you roll a “1” to hit, the Attack automatically misses.
If you roll equal or lower than the intended victims roll, the Stun "grazes" the target and the Attacker rolls the Damage rating of the Weapon – the victim makes a Toughness Save with a Challenge Modifier equal to the amount of Stun Damage Rolled. If passed the target is not stunned and takes no effect from the shot, if failed the victim takes that many Points of temporary Stun Damage to his Life Points.
If the intended Target rolls higher than the Attackers roll, they have successfully avoid the attack – and take no effect from the Shot.
If the Victim fails the Roll, they take Stun Damage with no way of avoiding it - and the Attacker rolls the Damage rating of the Weapon and the temporary Damage is applied directly to the Characters Life Points.
If a natural “20” is rolled, the Stun Damage is doubled.
If the intended Target is unaware of the Attack, the Attacker instead rolls against the targets Reflexes.
If you roll a “1” to hit, the Attack automatically misses.
If the Attacker rolls equal or lower than the Targets reflexes score, the Stun "grazes" the target and the Attacker rolls the Damage rating of the Weapon – the victim makes a Toughness Save with a Challenge Modifier equal to the amount of Stun Damage Rolled. If passed the target is not stunned and takes no effect from the shot, if failed the victim takes that many Points of temporary Stun Damage to his Life Points.
If attacker rolls more than the Targets Reflexes Score, the Victim take Stun Damage with no way of avoiding it - and the Attacker rolls the Damage rating of the Weapon and the temporary Damage is applied directly to the Characters Life Points.
If a natural “20” is rolled,
If attacker rolls more than the Targets Reflexes Score, the Victim take Stun Damage with no way of avoiding it - and the Attacker rolls the Damage rating of the Weapon and the temporary Damage is applied directly to the Characters Life Points - and the Stun Damage is doubled.
-10 HP & Death
In a lot of D20 based RPG’s, normally when a Character reaches -10 Hit points he dies almost immediately. In these Star Trek notes its somewhat different . . . .
When a Character reaches Zero HP he is battered and exhausted, after that point – all Damage is applied directly to the characters Life Points rather than applying “graze” Damage to his Hit Points.
Losing Life Points
When a character takes Damage to his Life Points there are consequences, these are listed below.
If a Character is reduced to half his Life Points (or less) he must IMMEDIATELY make a Constitution Saving Throw – the difficulty is ALWAYS 18 regardless whether the Characters Constitution Score is Primary or Secondary. If it is failed, the Character passes out. If it is passed, the Character stays Conscious – and must continue making Constitution Saves every Round until his Life Points are healed and passes the Consciousness barrier (more on healing later).
If the Character continues taking Damage, and reaches Zero Life Points he must make another immediate Constitution Save (again Difficulty 18 regardless) and if failed the Character expires and must be resuscitated within minutes or the Character Dies permanently. If passed he must continue making Con Saves each round. However, the difficulty of the Save increases by 2 each time he passes (the poor fellow is dying after all) until the he receives medical aid or finally expires.
Death Saves Table
Initial Save vs. Death – 18+
After1 additional Round – 20+
After 2 additional Rounds – 22+
After 3 additional Rounds – 24+
After 4 additional Rounds – 26+, and so on . . . . .
Next - Medical Aid in the 24th Century
Wednesday, 19 May 2010
Star Trek RPG Notes Part Two - Armour Classes & Saving Throws
Armour Classes are gone (especially as most weapons in Star Trek could vaporise almost any Armour), and is replaced with a characters “Reflexes” Score.
Note - As a “rule of thumb” Federation Training NEVER leaves a Cadet with a Dex Attribute ranked at less than Secondary.
Standard “Fantasy” RPG saves are Illogical in the Star Trek Setting – so more applicable saves are required - The "model" is take from 3.5 D&D.
Reflexes
Reflexes is calculated as following -
“Base” + your character level + Dex ‘Base’ + Racial Bonus (if any)
Choosing Dex as a Primary Attribute yields a base Reflexes of 12, whereas choosing Dex as a Secondary Attribute yields a base Reflexes of 10, and choosing Dex as a Tertiary Attribute yields a base Reflexes of 8.
Toughness
Toughness is calculated as following -
“Base” + your character level + Con ‘Base’ + Racial Bonus (if any)
Choosing Con as a Primary Attribute yields a base Toughness of 12, whereas choosing Con as a Secondary Attribute yields a base Toughness of 10, and choosing Con as a Tertiary Attribute yields a base Toughness of 8.
Willpower
Willpower is calculated as following -
“Base” + your character level + Wis ‘Base’ + Racial Bonus (if any)
Choosing Wis as a Primary Attribute yields a base Willpower of 12, whereas choosing Wis as a Secondary Attribute yields a base Willpower of 10, and choosing Wis as a Tertiary Attribute yields a base Willpower of 8.
As per the standard C&C Rules all saves can (and generally are) modified by Challenge Ratings, opponents level, and encountered creatures hit dice.
Next - Hit Points, Life Points, Combat, & Death
Note - As a “rule of thumb” Federation Training NEVER leaves a Cadet with a Dex Attribute ranked at less than Secondary.
Standard “Fantasy” RPG saves are Illogical in the Star Trek Setting – so more applicable saves are required - The "model" is take from 3.5 D&D.
Reflexes
Reflexes is calculated as following -
“Base” + your character level + Dex ‘Base’ + Racial Bonus (if any)
Choosing Dex as a Primary Attribute yields a base Reflexes of 12, whereas choosing Dex as a Secondary Attribute yields a base Reflexes of 10, and choosing Dex as a Tertiary Attribute yields a base Reflexes of 8.
Toughness
Toughness is calculated as following -
“Base” + your character level + Con ‘Base’ + Racial Bonus (if any)
Choosing Con as a Primary Attribute yields a base Toughness of 12, whereas choosing Con as a Secondary Attribute yields a base Toughness of 10, and choosing Con as a Tertiary Attribute yields a base Toughness of 8.
Willpower
Willpower is calculated as following -
“Base” + your character level + Wis ‘Base’ + Racial Bonus (if any)
Choosing Wis as a Primary Attribute yields a base Willpower of 12, whereas choosing Wis as a Secondary Attribute yields a base Willpower of 10, and choosing Wis as a Tertiary Attribute yields a base Willpower of 8.
As per the standard C&C Rules all saves can (and generally are) modified by Challenge Ratings, opponents level, and encountered creatures hit dice.
Next - Hit Points, Life Points, Combat, & Death
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