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 Roleplaying and Character Creation Tips(Start Here if Lost)

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Join date : 2011-03-29

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PostSubject: Roleplaying and Character Creation Tips(Start Here if Lost)   Roleplaying and Character Creation Tips(Start Here if Lost) Icon_minitimeTue Mar 29, 2011 11:40 pm

*** A. Basic Tips ***

This is a short description of this world and its inhabitants, to help you role play. I don't require you read it, but it will help you fit in to this universe more accurately.

This is an alternate universe. Some of their technology is more advanced than ours, and some of it is still archaic. There are no gods on this server, or at least they have no effect on the world. You may RP worshiping a deity if you wish, but expect your character to be laughed at. All "magic" is the result of science, the result of biogenetics, nanotechnology, cyborg implants, psychic powers, racial abilities, etc.

Standard D&D races are to be treated a bit differently. Here is a list of how certain classes translate into this universe:

Human/Elf/Half-Elf: These are considered the "higher races" (at least by themselves).

Dwarf/Half-Orc/Orc: These races are lumped together and called "Grunthians". These races value strength
above intelligence. Half-Orcs on this server are actually the offspring of Orcs and Dwarves. Orcs and
Humans can mate but cannot produce offspring.

Gnome/Halfling: Considered by many to be "lesser races", they generally stick together. Players may also use these models to play human children or really short humans.

Mind Flayers: This is a species of shapeshifters, called "Marae".

Here is a basic list of how classes translate into this universe. However, players are free to come up with their own interpretations, as long as none of them involve actual magic or gods (or at least not in a "proveable" sense), or otherwise conflict with the ground rules set by this server.

Cleric/Sorcerer/Wizard:
"Magic Users" are generally scientists. Since D&D's "magic" is actually science on this server, all magic-using players must come up with their own reasons for studying science and using it in battle. Possibilities include (but are not limited to) biogenetics, nanotechnology, cyborg implants, and psychic powers. Some characters do not neccessarily know where their powers come from, such as with psychic powers or with genetic tampering done by their parents. Such characters are allowed to worship higher powers, as long as the player knows OOC that these gods don't actually exist on the server. You could say a Sorcerer is a Psychic; who uses pure emotion to affect his surroundings. A Wizard would then be a Scientist; who uses his knowledge of physics and technology to do things. Clerics make good medical scientists, or just plain ol' doctors.

Fighter/Rogue:
Being the most versatile/generic classes, not to mention non-magic users, these can be just about anything.

Barbarian:
Basically an uneducated fighter. A fighter who has no formal training, and relies more on strength than finesse.

Ranger/Druid:
Nature lovers who shun science. Many have natural psychic powers, others are unknowingly the result of genetic tampering on the part of their parents. Many Druids believe their abilities come from a higher being.

Paladin:
One idea would be a government-designed supersoldier whose special abilities come from genetic tampering. These soldiers would be made for the eradication of crime and other forms of evil. Paladins could also just be Fighters with psychic powers, who believe their powers come from some non-existent god.

Monk:
Could be worshippers of a non-existent god, or could just be fighters who like to spend their free time in quiet contemplation.

Bard:
Entertainers and actors who dabble a little in other trades.


And the PrC classes are as follows, keep in mind these are just suggestions.

Harper Scout: I picture someone who devotes their lives to helping others, like a doctor maybe.

Assassin/Blackguard/ShadowDancer: Any truly evil and/or unlawful character could qualify for these classes.

Arcane Archer: Someone who dabbles in science and loves archery.

Red Dragon Disciple: One who studies large reptiles, and/or uses genetics to aquire some of their abilities. A RDD can also be a worshipper of Talo-Ka, a dragon-like god worshipped by people from the far-off land of Exotera.

Weapons Master, Dwarven Defender: Already fits in nicely, no special explanation neccessary.

Pale Master: The master of life over death. This could describe a scientist who took his death research too far.

Champion of Torm: Pretty much the same as Paladin. I would just ask that you tell people you are a champion of a god that is already established in the mod, rather than "Torm". "Champion of Norgalla", for instance. But if you want people to think you're crazy, that's up to you.

Shifter: Marae are automatically shapechangers to some extent, so they're excellent candidates for this class. I strongly urge players of Marae to choose the Shifter PrC.

Multiclassing:
Multiclass to your heart's content; just make sure you have an IC RP reason for doing what you do. For instance, please don't take one level of Shadowdancer just for the HIPS, as you will immediately be labeled a powergamer and watched constantly.

Appearances:
Pick whatever you want for skin/hair color, regardless of race. D&D rules still apply as "normal", however, there are many sci-fi explanations as to why your character might have unusual pigmentation. All-over tatoos, genetic mutation, or exposure to radiation, for instance.

Scrolls/Books/Etc:
If you find any original books in the game, left over from Bioware's treasure tables, treat them as ancient works of fiction. Scrolls are instructions on how to do scientific experiments. Wands are mechanical devices that can perform certain scientific tasks. Most magic items were created by the Marae thousands of years ago, when the ancient Marae were masters of science.

Religion:
Again, there are no actual gods on this server. Refer to the "Religious Groups" section of this document for more information on the religions of this server. These gods will have no actual effect on world events. Your character will never be saved by divine providence, and while the "characters" are free to interpret a strange event as a sign from god, as a player you will know there was a scientific explanation.


*** B. Character Background Tips ***

This mod takes place a few centuries after a major world war. One of the few inhabitable continents not involved in the war was Charta, which is the setting of the mod. Most of the other continents are war-ravaged and no longer civilized.

Most new characters will be immigrants from other continents. If none of the established continents appeal to your character concept, you could always make up a small island somewhere. You are not required to play an immigrant; society has existed on Charta for a few generations now, so you could easily be a local yokel. Players of certain subraces (Marae, Fairy) can't generally be immigrants, as they are only native to the continent of Charta. Specific subraces may have specific rules and histories, so make absolutely sure that if you play as a subrace, you read their section in the "Subrace Rules" section.

Also, when creating your character, remember the mod's theme: there is no "real" magic. Whatever special abilities your character possesses, there must be a scientific explanation for it. However, it is perfectly acceptable for a character to believe his abilities are magical, as long as it's IC, and as long as the player has an OOC non-magical explanation in mind that could eventually be discovered.

For ideas of where these powers come from, read the "RP Tips" section, but here's a quicklist of suggestions: Psychic powers, cybernetics, genetic mutation, radiation, genetic manipulation, alien parentage. If you come up with anything better, let me know.

And also remember that there are no gods, but there are some people who worship higher beings. The most notable gods are Norgalla and Ris Kiree (which are obvious parodies of Jedi and Sith). Also, nature-loving characters often worship a goddess of nature known as "Yniri".


A list of the continents (Read the "Continents" section for greater detail):

1. Charta - This continent on which the mod takes place. Made up of the following cities:
Trasa (hub city, all races welcome)
Alta (rich city, mostly elves/humans)
Grunthar (harsh desert, mostly orcs, some dwarves)
Valos (in frozen wasteland, mostly criminals and beggars)
Kora (nature loving elves/humans)
Mil (gnomes/halflings)
Ynara (militant nature-loving elves)
Caoerovia (marae)
Fertilund (human farmers)

2. Navora - A continent made up mostly of humans, some elves. Countries:
Korrollan (industrial, mostly humans)
Aurenis (rich/traditional, humans/elves)

3. Gorvana - A harsh but civilized desert land. Countries:
Kragunthor (Orcs)
Ruwathuka (Dwarves)

4. Ynillia - Forest covered, populated by elves.

5. Chirminon - Filled with gnomes and halflings.

6. Exotera - Itropa's orient, farthest from Charta, was not involved in war so it is still standing.

7. Vhelra - Frozen wasteland with no civilization.

8. Kalara - Desert/mountain wasteland, also with no civilization.
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