Chapter 2 - Character Creation

Chapter 2.1 – Character points (ChP)

  • All character skills may be chosen freely..
  • Each character skill needs a certain amount of character points (experience points).
  • The amount of character points for each character is the sum of:
    - 15 basic character points
    - 1 character point for every 10 days spent at a con with this character (round up/down mathematically).
    - 1 character point for each Dragonfest spent with this character.
  • Days spent at other cons have to be proven if asked for. So, please remember to bring along your "receipts".
  • The amount of all these character points added up can now be spent individually on character and magic skills and character ranks until no points are left.

Notes:

  • To get access to any magic skills, you need the character skill "Access to magic skills".
  • To get access to any alchemy skills, you need the character skill "Access to alchemy skills".
  • "Resistance to Magic" is a character skill. It is portrayed by the character rank system and "bought" with character points.
  • "Damage Resistance" is a character skill. It is portrayed by the character rank system and "bought" with character points. Damage resistance is also crucial for protection against assassination.
  • "Resistance to Alchemy" is a character skill. It is portrayed by the character rank system and "bought" with character points.
  • Certain character/magic skills can only be learnt with the guilds. They cannot be bought with character points and are not mentioned in the character skills overview.
  • Every normal character and magic skill (except "Additional Resistance to Magic", "Additional Resistance to Alchemy", "Additional Damage Resistance" and "Additional Magic Rank") can and must be bought only once!
  • Some character skills can only be bought in succession to others. Skills which demand other skills as a condition or which are conditions to others are marked with an *aterisk.

Important:

Every character can learn every skill and is not subject to an class or race restrictments. The following list is divided into topics to enhance the overview and to fasten the search time.

Kapitel 2.2 – Character skills - Overview:

 


character skill

Char points
needed

character skill
(CALL)

One Handed Weapons * 1 One Handed Weapons
Two Handed Weapons 2 Two Handed Weapons
Pole Weapons 2 Pole Weapons
Ballistic Weapons 2 Ballistic Weapons
Siege Weapons 3 Siege Weapons
Ambidexterity * 2 Ambidexterity
Brawl, + 1 Rang 1 Brawling, + 1 Rank

Shield Use 3 Shield Use
Light Armour 2 Light Armour
Medium Armour 4 Medium Armour
Heavy Armour 8 Heavy Armour
Body Regeneration 2 Body Body Regeneration
Toughness 2 Toughness

First Aid * 1 First Aid
Healing * 2 Healing
Medicine * 4 Medicine

Make Fire 1 Make Fire
Read / Write 1 Read / Write
Basic Mathematics 1 Basic Mathematics
Herbalism 1 Herbalism

Wood Work / Repair Shield and Defence Constructions 2 Wood Work / Repair Shield and Defence Constructions
Leather Work / Repair Leather Armour 2 Leather Work / Repair Leather Armour
Metal Work / Repair Metal Armour 3 Metal Work / Repair Metal Armour

Pick / Build Locks 2 Pick / Build Locks
Find / Disarm / Build Traps 3 Find / Disarm / Build Traps

Access to Magical Skills * 2 Access to Magical Skills
Access to simple Alchemistic Skills * 1 Access to simple Alchemistic Skills
Access to advanced Alchemistic Skills * 2 Access to advanced Alchemistic Skills

+ 1 Rank Damage Resistance 4 - 5 + 1 Rank Damage Resistance
+ 1 Rank Magicresistance 2 - 3 + 1 Rank Magicresistance
+ 1 Rank Alchemistic Resistance 2

+ 1 Rank Alchemistic Resistance


 

Kapitel 2.3 – Character skills – description:

Here the character skills - which can be bought with character points - are described with information about their effect, conditions and the general acting set-up. The detailed acting is matter of the individual player.

One Handed Weapons
(ChP = 1)
With this skill the character is allowed to use weapons with a maximum length of 115cm. This includes daggers and thrown weapons.
Note: This skill is a condition for „Ambidexterity".
Please mind the security instructions for the use of your weapons.

 

Two Handed Weapons
(ChP = 2)
With this skill the character is allowed to use weapons with a maximum length of 180cm.
Please mind the security instructions for the use of your weapons.

Pole Weapons
(ChP = 2)
With this skill the character is allowed to use pole weapons with a maximum length of 250cm.
Please mind the security instructions for the use of your weapons.

Ballistic Weapons
(ChP = 2)
With this skill the character is allowed to use ballistic weapons (small and regular crossbows, bows or handguns).
Please mind the security instructions for the use of your weapons.

Siege Weapons
(ChP = 3)
With this skill the character is allowed to use huge (like ballistas) and siege weapons (such as catapults).
Please mind the security instructions for the use of your weapons.

Ambidexterity
(ChP = 2)
With this skill the character is allowed to weild two one-hand weapons (up to 115cm) simultaneously
Note: As a condition to take this skill you must have taken „One Handed Weapons".
Please mind the security instructions for the use of your weapons.

Brawl
(ChP = 1)

Who hasn't seen a great acted tavern brawl between two or more sqabblers? Or the fight between scoundrels and the watch when resisting arrest? Or the simulated fistfight in the arena and the dozens of coins bet on its outcome?

Now it has become possible to fairplay these wonderfull scenes which have always before been difficult to decide. It works like this:

The character skill "Brawling". (1 CHP per Rank)

With this skill the character can play-act fair unarmed fights.

Brawl is usually not permitted at the Dragonfest, the usage of this character skill being the only exception.

But please not this: OT security is always more important than the IT game experience!

The usage of this skill always requires the agreement of all players involved, therefore a (short) consultation MUST be held before. Brawling ist acted only. Full contact is not allowed, punches are only simulated, no force must be used when grappling.

This skill must not be used in battle situations. As soon as others intervene with weapons, the brawling scene ends and the normal fight rules are to be used.

This chracter skill can be bought from 1 to 10 ranks when creating the character.
Additionally each of the following skills adds one rank to your brawling skill.
- One Handed Weapons
- Two Handed Weapons
- Pole Weapons
- Zweiwaffenkampf
By these skills the character gets a basic brawl knowledge (up to rank 4 by weapon skills, to a total maximum of rank 10) and has learned about the tricks and ruses with are used. Additional ranks can be bought for 1 ChP per rank to a maximum of 10 ranks.

Before beginning to brawl the opponents tell each other their skill rank. The one with the higher skill will win the fight. With equal ranks the initiator of the fight will win. All players involved may always take to draw is agreed.

If one of the opponents hasn't any brawl skill at all, the one with any skill ranks will win.
Characters without any brawl ranks should act clumsy and quite helpless in a brawl situation. The acting out should be convincing!

If one of the opponents draws a weapon of any kind (be it dagger, dirk, sword, chair...) the brawl situation ends and the standard fight rules take over. (Bad luck for a rank 8 grapple champion to get caught up into a knife fight...)

How to play it:
Usually fights consist of a pattern of attacks and parries. We propose to act out one attack/parry per brawling rank. In this way, the inferior fighter will run out of attacks/parries before the better. He gets beaten up before he sinks to the ground.
After his/her defeat, an unarmed beaten fighter cannot leave his place for a number of minutes equal to the opponent's brawl rank because of being too bruised.

With this skill system the winner will be known before the fight and there will be fair and simulated brawls without the negative (and dangerous) "eagerness and heat" which normally enters such playing. Furthermore, character play and not potential out-time martial arts knowledge is preferred.

It is not our aim that brawl will be acted out as if done by roboters. Make your play come alive that's what it's for.

An example:
John the Bild (Brawling 4) vs. William the angry innkeeper (Brawling 6). John doesn't want to pay his debts and defies William. So, William asks John whether he'd like a brawl. John agrees as he trusts in his brawling abilities. William tells him his rank: „6", John hesitates and states his: „4". William attacks and tries to grab John, but John can turn away and tries (to act) a punch into Williams stomach. But William takes the blow or parries it. This continues until William has attacked or parried four times. John still has two attacks left and can act them out even though he has already won. The beaten John can now only wait for the beadles to pick him up.

Shield Use
(ChP = 3)
With this skill the character may use a shield.
Please mind the security instructions for the use of your weapons.

s
Light Armour
(ChP = 2)
With this skill the character may use an alternative armour which is not made from standard armour materials (such as leather or metal) and which represents a light armour. Alternative light armour has to cover at least 2 body zones and adds 2 armour points to the character.
Hinweis: The alternative armour has to be represented accordingly (cloth is not sufficient!) and be displayed at the check-in. The check-in people judge the armour and make a binding decision. Light alternative armour gets a yellow check-in card which must be worn in a way other people can see.

Medium Armour
(ChP = 4)
With this skill the character may use an alternative armour which is not made from standard armour materials (such as leather or metal) and which represents a light armour. Alternative light armour has to cover at least 3 body zones and adds 4 armour points to the character.
Hinweis:The alternative armour has to be represented accordingly (cloth is not sufficient!) and be displayed at the check-in. The check-in people judge the armour and make a binding decision. Medium alternative armour gets a blue check-in card which must be worn in a way other people can see.

Heavy Armour
(ChP = 8)
With this skill the character may use an alternative armour which is not made from standard armour materials (such as leather or metal) and which represents a light armour. Alternative light armour has to cover all 5 body zones and adds 8 armour points to the character.
Hinweis: The alternative armour has to be represented accordingly (cloth is not sufficient!) and be displayed at the check-in. The check-in people judge the armour and make a binding decision. Heavy alternative armour gets a red check-in card which must be worn in a way other people can see.

Body Regeneration
(ChP = 2)
With this skill the character can no longer bleed to death. A lost hitpoint heals after 6 hours of sleep. If a character has lost more than one hitpoints and they have been seen to using the „First Aid" skill, then two hitpoints are .
This skill does not prevent the character from falling unconcious at or below 0 hitpoints.

Toughness
(ChP = 2)
With this skill the character does not fall unconcious when at or below 0 hitpoints. He/She still has the possibility to whisper single words. Movement (except weak crawling) is not possible.

First Aid
(ChP = 1)
With this skill and the use of bandages and (inTime AND outTime!) harmless herbs, powders, salves or liquids, a character can stabilize other who are at or below 0 hitpoints. The wounded can no longer bleed to death. This treatment has to take place until 10 minutes after the wound was taken. If this treatment lasts at least 5 minutes it was successful.
Hinweis: This skill may be used without limit and is a pre-condition for taking „Healing" and „Medicine".
This skill does not regenerate hitpoints.
Important: When using herbs, powders, salves or liquids, tell the "wounded" about their ingedients implicitly in case of allergic reactions and aquire his/her approval.

Healing
(ChP = 2)
With this skill and the use of bandages and (inTime AND outTime!) harmless herbs, powders, salves or liquids, a character can treat and cure wounds. This treatment regenerates one hitpoint if it took at least five minutes.
Hinweis: This skill may be used without limit and needs "First Aid" as a condition. It also is a pre-condition for taking „Medicine".
With this skill, no severed limbs may be "put back".
Important: When using herbs, powders, salves or liquids, tell the "wounded" about their ingedients implicitly in case of allergic reactions and aquire his/her approval.

Medicine
(ChP = 4)
With this skill and the use of bandages and (inTime AND outTime!) harmless herbs, powders, salves or liquids, a character can treat wounds professionally. If the treatment has taken at least five minutes it was successfull and regenerates 2 hitpoints. Severed limps can be "sewn back on" with this skill.
Hinweis: This skill may be used without limit and needs "First Aid" and „Healing" as a condition.
Important: When using herbs, powders, salves or liquids, tell the "wounded" about their ingedients implicitly in case of allergic reactions and aquire his/her approval.

Make Fire
(ChP = 1)
With this skill, the character can kindle a fire as long as it is also acted out.
Please heed the fire security rules.

Read / Write
(ChP = 1)
With this skill the character can read and write.

Basic Mathematics
(ChP = 1)
With this skill the character is proficient in basic mathematics and can use these.

Herbalism
(ChP = 1)
With this skill the character can grow in-time herbs (for category I potions). For this he/she needs a self-built herb garden where he/she can plant herbs from the world of dragons. This garden has to be cared for. As the dragon world's herbs are very sensitive and extremly difficult to raise, the garden need the professional and intensive care of a herb specialist. Mit this knowledge, good care and some luck regarding potential thieves, the gardener may spawn new herbs over night.
Note: A herb garden must be announced with the camp SL and it's location must be known. Herb gardens have to be surrounded by rope and/or wood. This skill does not give the character the knowledge how to brew potions or similar. It is a gardener skill. Herbs of the same kind next to one another must be placed apart with a maximum 20 to 30 centimeters if they shall spawn new ones. The chance of spawning increases with the number of herbs originally planted and with good care.
This can be used to learn the guild skill "Master of Herbs" at the alchemists' guild.

Wood Work / Repair Shield and Defence Constructions
(ChP = 2)
With this skill the character can (in-time) repair a broken shield and other work wood (in-time). After 5 minutes of acted repair a shield is considered repaired. This skill also allowes a character to estimate the strength of an opponent's palisade if he can examine it from out and inside.
Hinweis: For the repair of defense constructions and siege weapons please read the "Battles and Sieges" chapter.
This skill is a pre-condition for the guild skill "Master of Palisade Building and Sapper".

Leather Work / Repair Leather Armour
(ChP = 2)
With this skill a character can repair an in-time broken leather armour and do any kind of in-time leather works. Per 5 minutes acted repairing, the leather armour gets back one armour point to the maximum it can have.


Metal works / Repair Metal Armour
(ChP = 3)
With this skill a character can repair an in-time broken metal armour and do any kind of in-time metal works. Per 5 minutes acted repairing, the metal armour gets back one armour point to the maximum it can have.


Pick / Build Locks
(ChP = 2)
With this skill a character can open marked locks and build in-time locks. In-time locks are represented by an envelope marked with the SL stamp and the legend: "Schloss" (German for: lock). Inside the envelope, the rank of the lock can be read. The successful opening of a lock is determined by the comparison of the character's lock picking rank and the lock's rank.

Lock ranks:
The lock rank states how easy or difficult it is to open or build an in-time lock. When building a lock, the character determines which rank the lock has. For every 10 minutes acted building a lock gets one additional rank. Which means that for 20 minutes acted lock building you get a rank 2 lock.
Note: Before building a lock, an SL must be informed. When having finished the lock, an SL will confirm the lock by stamping the envelope. It is not possible to lessen the building time by adding several builders.

The maximum rank of a lock can be 10. (Exception: see guild skill „Master Locksmith".)
Lock picking ranks:
The character tries to open a lock marked as in-time by comparing his lock picking rank and the lock's rank. Per 5 minutes of acted opening the character gets 1 lock picking rank. Which means that for 25 minutes of acted lock picking he/she gets 5 lock picking ranks.
After acting it out, the number of points reached is written upon the envelope. Then the envelope is opened. Is the number of lock picking rank points higher than or equal to the lock's rank it is opened. Else it stays locked.
Note: Opening an in-time door/lock by brute force is not possible at the Dragonfest. It is not possible to lessen the opening time by adding several builders.

The maximum number of opening time points can be 10. (Exception: see guild skill „Master Locksmith".)

Build / Find / Disarm Traps
(ChP = 3)
With this skill, the character can find, build and disarm in-time traps. In-time traps are made of a sealed envelope marked with the SL stamp which bears the word "Falle" (German for trap). Inside the envelope the trap's rank is written down.
Finding an in-time trap can be done by acting the search while having bought this skill. Whether disarming a trap was successful, is determined by comparing the trap's rank and the disarming rank.

Trap ranks
The trap rank states how easy or difficult it is to disarm a found trap or build a new in-time trap. When building a trap, the character determines which rank the trap has. For every 10 minutes acted trap building gets one additional rank. Which means that for 40 minutes acted trap building you get a rank 4 trap.
Note: Before building a trap, an SL must be informed. When having finished the trap, an SL will confirm the trap by stamping the envelope. The effect of the trap must be agreed with the SL on a logical basis. It is not possible to lessen the building time by adding several builders.
The maximum trap rank can be 10. (Exception: see guild skill „Master Trapper".)
Disarming ranks
The character tries to disarm a trap marked as in-time by comparing his disarming rank and the trap's rank. Per 5 minutes of acted disarming the character gets 1 disarming rank. Which means that for 15 minutes of acted disarming he/she gets a disarming rank of 3.
After acting it out, the disarming rank reached is written upon the envelope. Then the envelope is opened. If the disarming rank is higher than or equal to the traps rank it is disarmed. Else it's effect triggers. The effect of a trap is to be acted out honestly.
Hinweis: Eine Minderung der Zeit bei Beteiligung von mehreren Spielern gibt es nicht.
Eine als In-Time gekennzeichnete Falle kann nur mit der Fertigkeit „Fallen finden/entschärfen/bauen" gefunden, entschärft oder gebaut werden. Wird eine groß angelegte Falle gebaut, welche Baumassnahmen aus Holz oder Metall erfordert, sind die Fertigkeiten „Holzarbeiten" bzw. „Metallarbeiten" zusätzliche Voraussetzung. Als Fallenbauer kann man natürlich auch Charaktere, welche diese Fähigkeiten besitzen, zum Bauen der Falle hinzuziehen.
Der maximale Entschärfungsfaktor beträgt Stufe 10. (Ausnahme: siehe Gildenfertigkeit „Meisterfallenbauer".)

Access to Magic Skills*
(ChP = 2)
With this skill the character is allowed to "buy" magic skills and use them with rank 1.The skills bought are of unlimited usage, only the exhaustion caused by the used rank (see the "Magic skills/Magic rank" chapter).
Note: This skill is a pre-condition for ALL magic skills.

Access to Simple Alchemy Skills*
(ChP = 1)
With this skill the character is allowed to "buy" category I alchemy skills.
Note: This skill is a pre-condition for „Access to Advanced Alchemy Skills".

Access to Advanced Alchemy Skills*
(ChP = 2)
With this skill, the character is allowed to "buy" advenaced alchemy skills for the preparation of alchemical potions, etc. of the categories II and III.
Note: The skill "Access to Simple Alchemy Skills" is a pre-condition for this skill.
The creation of alchemical potions, etc. of the categories II and III is only possible in the Alchemists' Guild laboraty!

Additional Rank Damage Resistance
(ChP = 4 - 5)
This skill adds 1 to the character's hitpoints. It also determines a character's protection against assassination. This skill can be bought several times but the character's total resistances must not add up to more than 10 ranks.
For general rules see the "Character rank system - Damage resistance" chapter.
Characters with the "Access to Magical Skills" skill pay 5 ChP per rank, those without the skill pay 4 ChP per rank.

Additional Rank Magic Resistance
(ChP = 2 - 3)
This skill adds 1 to the character's magic resistance. It can be bought several times but the character's total resistances must not add up to more than 10 ranks.
For general rules see the "Character rank system - Magic resistance" chapter.
Characters with the "Access to Magical Skills" skill pay 2 ChP per rank, those without the skill pay 3 ChP per rank.

Additional Rank Alchemistic Resistance
(ChP = 2)
This skill adds 1 to the character's alchemistic resistance. It can be bought several times but the character's total resistances must not add up to more than 10 ranks.
For general rules see the "Character rank system - Alchemistic resistance" chapter.