When I decided to start the solo-play campaign as a way to playtest Fluidity Project, I created a whole series of characters before I settled on one that I though would work best. At first I started by translating a serious of old characters that I’d played before into Fluidity, but I realized that tactical combat with powerful characters, while fun with a group, doesn’t utilize Mythic to its full potential and is less fun when I’m the one rolling all the dice.

Once I realized that. it occurred to me that I was going to have the most fun playing a character-focused game with minimal combat. To meet that goal, I decided to start from scratch with a character intentionally designed to excel in a low-combat, RP-heavy game. This approach as afforded me the opportunity to explore a game setting that I’ve been working on for a while and it’s given me to a great feeling for how well Mythic works.

Here’s a look at the character designs I rejected as well as the two characters who are the focus of the Actual Play campaign:

Krober Troldcythth

Krober was a character that I played briefly in a LARP. He was built to take advantage of some specific quirks in the game system used by that specific LARP, but in essence his character design boils down to a classic tank: melee damage and massive hit points.

In the LARP, Krober was a kind of half-troll, born with his twin brother on the battlefield at the moment his mother was killed. With his brother, he was raised by a camp follower to be gentle souls. But, they couldn’t escape their natural warrior instincts and left home shortly after they were fully grown to seek their fortune in battle.

Trait: Elemental Heritage (Earth) (+1 level green mana, +1 save (fort), -1 CP per HD, +1 hit point per hit die, +2 melee damage

1. +3 HD (6 CP)
2. Base Attack +1 (3 CP)
3. Maces and Clubs Weapon Group (3 CP)

Attributes: Str 18 (+4), Dex 10 (+0), Con 14 (+2), Int 8 (-1), Wis 12 (+1), Cha 10 (+0) [point buy value of 30]

Hit Points (4 HD): 45
Attack: +5, Greatclub 1d10+8
Defense: 10

Saves (1): Fort +5, Ref +0, Will +1

Mana: 4 Green

Skills (4):
Survival (Wis): Mastered [+7]
Swim (Str): Trained [+6]

Draxus of Sielane

Draxus was a 21st level Fighter that I played in an D&D 3.0 epic campaign almost a decade ago. I’ve never played him at anything lower than epic, but since I’ve played him I’ve spent some time thinking about where he came from.

In the campaign, he was The Harbinger, an agent for a Pope-like figure called The Patriarch. He was a greatsword fighter without a lot of unified direction in his design. In designing him for Fluidity, I wanted to stay close to the finished character, but explore that path that brought him into the service of the Patriarch.

Human (no backgrounds)

+1 Base Attack Bonus (3 CP)
Heavy Swords Group (3 CP)
Light Armor Proficiency (3 CP)
Shields Proficiency (3 CP)

Attributes: Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 10 (+0)

Hit Points (1 HD): 10
Attack: +4, Longsword (1d10+3)
Defense: 13 (Dex +1, Large Shield +2)

Saves (1): Fort +3, Ref: +1, Will: +2

Skills (4):
Climb (Str): Trained [+5]
Perception (Wis): Trained [+3]
Ride (Dex): Trained [+3]
Stealth (Dex): Trained [+3]
Survival (Wis): Trained [+3]
Swim (Str): Trained [+5]

Since those two characters weren’t exactly what I was looking for, I set out to make a character that would both test the various subsystems of Fluidity Project, and also provide a deep, low-combat roleplaying experience.

Sen Daernan

Sen Daernan is a 16-year-old orphan, although he had a normal happy childhood until his parents died early into his teen years. He’s been living in an orphanage run by a kindly priest since his parents’ untimely death.

He’s largely unaware of his magical aptitude and has been earning a living as a lookout for a gang of thieves. As he gets older and starts to realize the dark side of a life of crime, he’s started to explore other avenues of employment.

Male Human (made using Pathfinder traits since I didn’t have Iron Heroes handy)

Cantor (+5 to deliver and receive hidden messages)
Ghost Sight (+2 to locate undead)

medium humaniod (human)
Init +0; Senses Listen +6, Spot +6
Lan guages Common

AC 10
hp 10 (1 HD)
Fort +3, Ref +0, Will +4 (+6 in trance)

Speed 30 ft.
Melee dagger -1 melee (1d4-1)
Ranged thrown dagger +0 ranged, 10 ft. (1d4-1)

Abilities Str 8 (-1), Dex 10 (+0), Con 16 (+3), Int 17 (+3), Wis 14 (+2), Cha 10 (+0)

Feats
Arcane Power (3 CP) – +1 Caster Level; Use Concentration skill to trance
Lucid Trance (3 CP) – Take full-round actions in trance
Skill Ranks x2 (6 CP) – +Int Mod skill ranks

Skills (4 Levels; 14 ranks)

Bluff (Cha): Skilled [+4, +9 vs. hidden messages]
Diplomacy (Cha): Trained [+4]
Concentration (Con): Mastered [+9]
Perception (Wis): Skilled [+6, +8 vs. undead, +11 in trance, +13 in trance vs. undead]
Sense Motive (Wis): Trained [+4]
Spellcraft (Int): Skilled [+7]
Stealth (Dex): Skilled [+4]
Survival (Wis): Trained [+4]

I really like Sen and can see a clear character progression as he explores the threshold of adulthood and tries to escape life on the streets. To compliment Sen’s limited effectiveness when things get rough, I thought he needed a ‘partner in crime.’

Aylia Falcroft

Aylia is the younger sister of one of Sen’s fellow thieves. She’s a rough and tumble character that contrasts nicely with Sen. While I’m playing both characters as well as interpreting the Mythic Emulator results, my thoughts were that she not only provided a potential love interest, but also brought interesting plot hooks through her family connections.

Aylia was built using the modified level-based Fluidity Project that I described earlier and Iron Heroes Traits.

Female Human

Class Construction:
Hit Dice: d6
Base Attack Bonus: 3/4
Base Defense Bonus: 3/4
Fortitude Save: Good
Reflex Save: Good
Will Save: Good
Skills: 6+Int

Traits:
City Rat: Bravo (Survival in City +2, +1d6 Sneak Attack)
Nondescript (Stealth+Cha in crowds, can’t use while observed)

medium humaniod (human)
Init +3; Senses +7
Languages Common

AC 13
hp 6 (1 HD)
Fort +2, Ref +5, Will +4

Speed 30 ft.
Melee dagger -1 melee (1d4-1) [+1d6 sneak attack]
Ranged thrown dagger +3 ranged, 10 ft. (1d4-1)

Abilities Str 8 (+0), Dex 16 (+3), Con 10 (+0), Int 16 (+3), Wis 14 (+2), Cha 12 (+1)

Feats
Combat Expertise
Improved Feint

Skills (36):
Acrobatics (4) +6
Appraise (4) +7
Bluff (4) +6
Diplomacy (4) +6
Knowledge (Local) (2) +5
Knowledge (Nobility) (2) +5
Perception (4) +7
Sense Motive (4) +6
Survival (4) +6 (+8 in City)
Stealth (4) +7 (+6 w/ non-descript)

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