Character Creation

This game will be using a Quick D20 system. It is loosely based on Wizard of the Coast's D20 system, but has been reduced to speed up the process and allow for a more fluid, imaginative game play. There are no class structures, and most everything will be made up on the fly, as far as it makes sense to do so.

Abilities
The six abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Human Characters have abilities between 3-18, with 10 being average.

To create a character, roll 4d6, drop the lowest die, and total the remaining 3. Repeat six times, and apply the resulting numbers to the character's Ability scores as you wish.

Bonuses are equal to the (Ability - 10) / 2, rounded down. See below:
Ability of 3 = -4 bonus, 4 & 5 = -3, 6 & 7 = -2, 8 & 9 = -1, 10 & 11 = 0, 12 & 13 = +1, 14 & 15 = +2, 16 & 17 = +3, and 18 = +4.

Every 4 levels, an ability of your choice may be improved by 1.

Skill Points
Every character starts with 5 skill points. Skill points are used to improve character statistics or to add Training and Powers. Adding Flaws to a character will grant more Skill points to use. Skill points may also be saved and used as Karma to adjust D20 rolls.

Every level, a Character gains an additional 5 skill points.

HP: +2 per Skill point
Chi: +1 per Skill point
Saves: +1 per Skill point
Attack: +1 per Skill point
Defense: +1 per Skill point

Initiative: +1 per Skill point
Movement: +1 per Skill point, max 12 for humans.
Training: 1 Training Class + Ability Modifier per Skill point
Powers: 1 new Power or Power Level per Skill point
Flaws: 1 Skill point for minor flaws, 2 for major flaws.
Karma: 1d6 (+ 1d6 every 5 levels) bonus to any D20 roll, or 1 Auto-20 (where applicable) per skill point
Wealth: 1 Skill point can be traded for $1000 starting cash or windfall at level, depending on circumstances and DM discretion.

HP
HP represents the health and vitality of a character, essentially how much stress and damage he or she can withstand. At 0, a character is Disabled (conscious but with limited actions). At -1, a character is Dying (unconscious and losing HP until Stabilized). At -10, a character is Dead. HP naturally regenerates at 1 HP per Level for 8 hours rest, or 2 HP per Level for a full day's rest.

Every level including creation, a human character gains 4 + Con bonus HP (no less than 1). Spending 1 Skill point increases HP by 2. Skill points may only be spent on HP during creation or level-up.

Chi
Chi is the magical energy of a Character that fuels Powers. All living creatures have at least 1 Chi. At 0, a character is Exhausted, much like being Disabled. Chi regenerates naturally at a rate of 1 Chi per hour of meditation, however this can be improved with advanced meditation training. Chi can never fall below 0.

Every level including creation, a human character gains 1 + Wis. Bonus Chi (no less than 1) Spending 1 Skill point will increase Chi by 1. Skill points may only be spent on Chi during creation or level-up.

Saves
The three Saves are Reflex, Fortitude, and Will. These represent the character's ability to dodge, stomach, or have the presence of mind to overcome many challenges. Each are adjusted by ability scores: Dexterity, Constitution, and Wisdom respectively.

Human characters start with Reflex, Fortitude, and Will of 0. Saves only improve when spending Skill points. Spending 1 Skill point improves a selected Save by 1.

Attack
The attack bonus represents the Character's combat abilities. It determines the accuracy and frequency with which a character may strike an opponent. At 6 points, the character gains a second attack represented thus: +6/+1. Every five points after that, he gains another attack. Each attack increases as points are added, thus: +11/+6/+1, +16/+11/+6/+1, etc.

Human characters start with an attack of 0. Spending 1 Skill point improves this by 1.

The Strength bonus is added to attack when in melee combat or throwing. The Dexterity bonus is added to attack when firing ranged weapons. Certain weapons and Training may provide additional bonuses.

Using a weapon untrained incurs a -4 penalty. Untrained dual-wielding penalty is -4/-8. Firing ranged weapons in melee incurs a -4 penalty.

Defense
A character's defense represents the challenge an attacker must overcome to hurt a character. This can be by armor, dodging, or parrying.

Human characters have a natural defense of 10. Spending 1 Skill point improves this by 1. Armor also improves this.

The Dexterity bonus can be used if the character is not prone, flat-footed, or surprised. Heavy armors can restrict this Dodge bonus if used untrained.

Cover can increase Defense by 1 for every 10% of cover. At 100%, meaning there is a solid wall between attacker and defender, an attack is not possible.

Initiative
This represents a character's decision and reaction time in combat situations, and also leadership ability. At the start of each round of combat, initiative is rolled by party to decide who goes first.

Human characters start with 0 initiative. Spending 1 skill point improves this by 1.

Depending on the situation, either the Dexterity or Charisma bonus may be used as well. The party member with the highest initiative score in the given situation rolls for his or her team.

Movement
This number represents how far a character can move in one action, given generally in 5' increments. This is considered a jogging pace. A character can run twice this rate, and can make two move actions in one round. At a movement score of 12, a character can run 240' per round (about 6 seconds), or appx. 80 meters, making 800 meters per minute (48 kph - the fastest human footspeed on record).

Human characters have a base movement of 5 (25' per action). Spending 1 skill point improves this by 1, to a maximum of 12.

Training
Training improves a character's chances of succeeding in specific challenges. There are two basic types of training classes: combat and non-combat.

Non-combat classes are related to certain abilities, and their ranks stack as you add more classes. Sub-classes of non-combat classes fall into hierarchical categories: General, Specialized, Very Specialized, and Highly Specialized. Each category applies to a more and more specific situation, but grants more of a bonus per rank.
General classes apply to broad categories of classes, and grant +1 bonus per rank.
Specialized classes apply to specific subsets of those general classes and grant +2 per rank.
Very Specialized classes apply to a more limited subset, but grant +3 per rank.
Highly Specialized classes apply to unique objects, devices, or situations and grant a +4 per rank.

Combat classes are hierarchical, their effects cannot be stacked. There is no specific ability associated with a combat class. Combat classes can be weapon proficiencies or special maneuvers.

Characters are assumed (perhaps wrongly) to be functional adults with jobs, a career, or some set of survival skills. A character can start with 5 Training classes related to that chosen profession. Characters can purchase training at a rate of 1 class per Skill Point for any class or subclass, although he or she must have ranks in a super-class before gaining ranks in a subclass.

Training can also be researched, studied, or purchased. A fair price for purchasing training is $1000 per rank and takes a week of practice with a master per rank. Studying a training class from a book or other media takes two weeks per rank and has a challenge rating appropriate to the material, while researching new classes on your own takes a month per rank and also has a challenge rating appropriate to the subject.

Powers
Chi Powers allow a Character to spend Chi points to improve their situation or degrade his or her enemies'. Some powers are stronger than others and cost more Chi, some require a chain of powers to be in effect, such as Out of Body projection in order to Possess another character. Some powers can be improved by adding levels.

Powers may be purchased at a rate of 1 new Power or Power Level per Skill point. They may also be researched, studied or purchased. A fair price for purchasing powers is $1000 per power level and takes a week of training with a master
per power level. Studying a book or other media for new powers takes two weeks per power level, and researching new powers on your own takes a month per power level. Again, studying and researching have a challenge rating appropriate to the power being learned.


Flaws
Let's face it, characters are more fun to play if they've got issues. In order to promote this, the QuickD20 system grants extra Skill points to characters with problems. The DM has final say, but generally a character receives 1 extra Skill point for minor flaws and 2 for major flaws. Flaws can have a direct effect on a character's stats, like HP or Saves in the case of handicaps or diseases, or can be more related to the character's decision making process, like a phobia or addiction.

Equipment
Characters can generally start out with basic equipment, anything they're trained to use. It is assumed that he or she would have any tools of his or her chosen profession and monetary resources appropriate to that trade. If the DM allows it and it makes sense for the character, you may spend a skill point to gain an extra $1000 in cash or equipment.

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