Complete Control.pdf

(2642 KB) Pobierz
C
omplete
C
ontrol
C
omplete
C
ontrol
Character Design for the Uninhibited
Author:
John Fraser
Layout:
Jeremy Smith
Additional Layout:
Andreas
Rönnqvist
Interior Illustrations:
Rick Hershey, Shaman’s Stockart, V. Shane
Cover Illustration:
John Milner
This edition of
Complete Control
is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License and the
System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later
versions of the license and document.
Designation of Product Identity:
The following items are hereby designated as Product Identity in accordance with Section 1(e)
of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as
all Dreamscarred Press product and product line names including but not limited to
Complete Control: Character Design for the
Uninhibited, Untapped Classes: Society Mind, Untapped Potential: New Horizons in Psionics;
and all artwork, symbols, designs,
depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already
appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by
virtue of appearing there. The above Product Identity is not Open Game Content.
Open Game Content:
The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open
Game Content.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000,
and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open
Game Content and if so used, should bear the COPYRIGHT NOTICE “Complete
Control”
©2008 Dreamscarred Press This ma-
terial is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized
use of the artwork or non-Open Game Content herein is prohibited without express written permission from this book’s authors,
except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may
print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Adapted from the Buy the Numbers system (see www.stcooleypublishing.com for more information)
Some images contained within copyright V. Shane or Shaman’s Stockart and are used with permission.
ii
Table of Contents
The Basics: Fundamentals for Everyone
Step One: How To Buy A Character’s Initial
Statistics With No Experience
Step Two: The First Purchase - Hit Dice
Step Three: Offense
Step Four: Resistance
Step Five: Selecting Feats
Step Six: Skills
Step Seven: Weapon and Armor Proficiencies
Step Eight: Attribute Increases
Summary of the Basics
Constant Abilities
Variable Abilities
Level-Variable Abilities
Use-Variable Abilities
Progression-Variable Abilities
Summary of Variable Abilities
Powers, Spells, and Incantations
Psionic Progressions
Arcane and Divine Progressions
Channeling Progressions
Psionics, Magic, and Channeling Summary
m
entalis
D
esign
Introduction to Terms and Definitions
What Do You Mean My Character Has No Class?
Corollary One: Character Level
Corollary Two:
Purchasing New Elements of a Character
Symbols Used Throughout This Work
1
1
2
2
3
4
4
5
6
7
8
9
11
12
13
14
17
17
20
22
23
24
25
26
28
29
Play Considerations
Upper Boundaries
Game Breaking Possibilities
Creating Characters Above 1st Level
What To Do With Characters That
Have A Level Adjustment
Designer’s Notes
Hit Dice
Base Attack Bonus
Skills
Feats
Saves
Proficiencies
Ability Score Increases
Class Abilities
Psionics and Magic
Channeling
Conclusion on the Designer’s Notes
List of Class Abilities
Example Builds
Baruk, a Dark Wanderer
Deneva, a Connected Mind
Juran, a Magus
Marcus, a Pugilist
Shanra, a Force of Persona
Sirensia, a Sonic Mind
Tin’tal, a Woodsman
Quick Reference Pages
30
30
31
31
32
33
34
35
35
36
37
39
40
40
41
44
45
46
56
56
60
62
64
67
68
71
74
iii
Introduction to Terms and Definitions
Every character has to have certain statistics
in a role-playing game. Depending on the sys-
tem, the necessary statistics change.
Complete
Control: Character Design for the Uninhibited
is designed for gaming systems that incorpo-
rate known quantities like Hit Dice, Base At-
tack Bonus, six Ability Scores, three Saving
Throw modifiers, Skills, Feats, Magic, and
even Psionics and Channeling.
Of course, these are only a handful of things
that make up a character to be role-played.
Since this product has to begin somewhere, it
might as well begin with the most easily defin-
able quantities. Even still, before we can get
to the basics there are three fundamental mind-
shattering principles that must be accepted. I
suppose – to be honest – it is more like one
principle and two
additional corol-
laries.
m
entalis
D
esign
What Do You Mean My Character Has
No Class?
No, it isn’t quite what you think. A charac-
ter can have as much class or as little class as
desired. Anyone can role-play class into or out
of any character. But the principle that must be
understood is that this system frees characters
from the concept of having a class or a prestige
class. A character can have class, but a charac-
ter no longer has a class.
Let that thought sink into the mind for a little
bit. How much of current role-playing is cen-
tered on this concept of class? Many abilities
that a character can attain are dependent on their
class. The amount of damage a character can
endure is based on class. The skills a character
can have are based on class. The psionic pow-
ers, magic spells and incantations, or divine
abilities are based on class. But what if this no
longer had to be true? What if – like in some
top grade spoof that combined
The Matrix
with
role-playing – Morpheus was sitting before
you holding out two pills? One of them
was red and the other was blue. And you are
told, “Take the one pill, and life goes back the
way it was. You go back to gaming, close
this document, and make characters based
on class like you’re familiar with doing.
But, if you take the other pill, your eyes
will be opened and your mind will be
freed. Character design will know
only the boundaries of your Game
Master and your imagination. The
choice is yours.”
Think about it. What would it be
like to play a wizard who actually
can have d10’s as their Hit Dice if
they are willing to sacrifice some-
Now, the sky is the limit for your concepts. So shoot for
thing in return? What would it be
like to play a functional melee bard
what you want, and don’t be limited by classes.
1
C
omplete
C
ontrol
that gets Base Attack Bonus and Hit Dice like
a fighter by selectively choosing to give up a
few of the typical bard abilities that don’t re-
ally fit the player’s concept of their character
anyway? What would it be like to play a fight-
er who gets to keep their Hit Dice but gives up
a few fighter feats in exchange for a few levels
of psionic power progression and some actu-
ally functional skills – maybe even a few sneak
attack dice?
The mind-shattering fundamental principle
that absolutely cannot be overlooked is that
role-playing done through spending earned ex-
perience is most free when it is classless. Yes,
that’s right – without class altogether. In this
system there are no such things as class skills
or cross-class skills. There are no such things
as class abilities. There are no such things as
feats that you have to take because they are
built into the class. There is no such thing as
a predetermined save progression, Hit Dice
progression, or even Base Attack Bonus pro-
gression. None of these things are predeter-
mined by a choice of class! Not only does the
concept of “dead levels” go away completely,
but all of a sudden an increase to Base Attack
Bonus, Saves, or spell casting mean something
significant again. All of a sudden experience
is collected, hoarded, and spent as it’s earned
instead of all at once in the form of a new pre-
determined class level.
That is the fundamental difference between
playing in a standard role-playing game and
playing in a game where class is eliminated
from the system. Not that there is anything
wrong with playing in either system. To be
honest, a classed system is far easier for the
Game Master to manage. But in a classless
system, every part of a character is the way that
the player wants it to be. It is as close to ulti-
mate freedom in gaming as we can get without
holographic technology!
Corollary One: Character Level
There are certain inherent problems that
creep into game play when a system that was
originally designed to have class as a part of it
suddenly has class yanked out of it. For exam-
ple, what if a player is trying to decide whether
the effect of a spell can affect their character
based on the number of Hit Dice they have?
Since Hit Dice in this system will be bought
as desired instead of gained every level (see
Hit Dice section below), Hit Dice no longer
becomes a legitimate means for determining
the ability of a power or spell to effect a char-
acter. In this case, and cases like it, in place of
determining a character’s Hit Dice it is easiest
to find their effective character level based on
the amount of total experience that they have
earned. Then, treat that result as the number
of Hit Dice that a character would have when
considering the effect of spells and power ef-
fects. In cases where total Hit Dice is the de-
termining factor, this system will always use
total character level instead.
Additionally, certain class abilities talk about
class level and character level. Later on, this
document will get into more detail this subject;
but for right now understand that these distinc-
tions will be handled. Character level remains
the same in all cases. Simply compare the ex-
perience earned with an experience table and
you have the character level. However, class
level is not so easy to overcome because class
is no longer a word that has any meaning in
this kind of game. For now, know that all abil-
ities that are class level dependent will have
individual ability levels. As will be discussed
later, that too is an incredibly freeing proposi-
tion once the mind is allowed to absorb it.
Corollary Two: Purchasing New Ele-
ments of a Character
From a player’s perspective, this is almost
always the first question that is asked once the
new system is absorbed. When can experience
be spent? How much can be spent at one time?
2
Zgłoś jeśli naruszono regulamin