silk road chargen

Creating a Character

For silk-road-pta game
This'll be a step by step for character creation, specifics, and then details on the roster for the game.
First and foremost, after you have thought of something you'd want to play, run it by me. While I don't expect much that I will turn down, I don't want to have someone roll up a character they love just to have me turn it down.
Characters are not required to be on the wiki, but for ease and also for other players it might be easiest. If you wish to have a part of your character be secret, that's alright, just put it in a private pastebin and send it to me on IRC. Or host it off site and keep it updated.

Character Ideas

These will be required details, not only for fluff, but also as mechanics, as traders will have biases and prejudices against certain races, sexes, ages, and especially religions.

  • Homeland
  • Age
  • Ethnicity
  • Sex
  • Religious views
  • Reason for travel (Not profession yet, simply why you are on the Silk Road)
  • Recent past and upbringing
  • Physical Description (As detailed as you wish, but please don't tell me about their bumps in all the wrong places.)

These will be slightly affected by which point you begin the journey on, but things can be slightly flexed to allow your background to fit. In example, if you are from the east, but the group starts the journey from west to east. You may have taken a sea route to a port near the starting point of the journey, maybe you are returning home, maybe you have traveled the route multiple times.

Mechanical Creation

Characters will be starting at trainer level 3, 4, or 5, depending on several things.

  • Age
  • Quality of training
  • Background
  • Mechanical or fluff requirement (Not likely, and do not ask for starting level five just to get a heads up on others.)

While starting two levels higher than other people is enticing, I will reward those who start at lower level easier. Through character growth, extraordinary achievements, or story progression. This represents the growth that you would have already experienced, if you had started ahead of them.

  • Class

Any allowed class may act as one of the three professions, while some classes are more easily attributed to certain professions, making an interesting character may create some odd choices.

  • Profession

Choose between Caravan Leader, Trader, or Guard. This will affect your character to a great degree, your Pokemon, and your starting possessions.
As a quick outline to the professions.

Caravan Leader

Will act as a party face and interact with both guards and traders on a regular basis. They decide the path for the convoy and caravans, mediate problems, hire on miscellaneous third parties, and act as the guides.
They will begin play with a good deal of personal belongings, but will lose their reputation, goods, and most of their livelihood if the caravan fails, dies, or is lost.
Important- There will be a single caravan leader elected by all of the players to lead the entire expedition. They will decide the route, and take advice from all the players and npcs. The leader of the entire convoy must not be associated with another group, or actively take a large part in trading, as that will undermine their motivations.

Guard

Will act as mercenaries, knights, nomads, ruffians, or duelists. They are hired on as protection, an attack force, or just companionship. They can also just tag along in hopes for adventure and plunder from raiders who fall to their skills.
They start with very little personal belongings and no place to store goods they buy. They will need to rely on Leaders or Traders if they plan on buying large quantities of goods. Alternatively, a group of guards may choose to form a mercenary union, a guild, or just a pact of adventurers, pooling their money to buy supplies and transport before the journey begins. This must be decided prior to the games start.

Trader

Will act as the merchants, scholars, cooks, blacksmiths, or even scavengers. They travel the route to sell their goods and buy other goods that will let them profit, either through exploitation, charity, or good business sense.
They start with the largest pool of personal resources, but have their entire life packed into their transports. Raiders will target them first, thieves will sneak in while they sleep, natural disasters can ruin their goods before even reaching a settlement. The Silk Road is their lifeline.

Starting Possessions

Each character will have a variety of personalized belongings that I must OK in addition to these.


These are the base possessions that each Caravan Leader begins play with.

  • One method of transport, along with one Pokemon able to pull the transport, all cargo, and all passengers.

The transport includes room for 50 units of space inside, 50 units of space outside, and room for 6 passengers (Pokemon or humans). You may upgrade your transport at large cities to hold more goods, allow for another Pokemon to haul it, travel over dangerous land easier, or any other number of upgrades.

  • Twenty days of preserved food for the Leader and all his Pokemon.

This food is assumed to be carried by the trader or transport Pokemon and does not take up space in the transport.

  • Three sets of traveling clothes.
  • One traveling pack to bring belongings while away from your Caravan.
  • A set of simple maps that outline the entire Silk Road
  • 600 monetary units.

These are the base possessions that each Guard begins play with.

  • Twenty days of preserved food for the Guard and his Pokemon.
  • Two sets of traveling clothes.
  • One set of personalized medium quality armor.
  • Two personalized low quality weapons, or one personalized high quality weapon.
  • One pack that holds all your belongings, armor, and weapons.
  • 400 monetary units.

These are the base possessions that each trader begins play with, not including what they may trade for before setting out on the Road.

  • One method of transport, along with one Pokemon able to pull the transport, all of their shares of goods, and two passengers (Pokemon or humans). These may be personalized after discussion with me.

The transport will include room for 100 units of space inside, protected from the weather, and an additional 50 units of space along the outside. You may upgrade your transport at large cities to hold more goods, allow for another Pokemon to haul it, travel over dangerous land easier, or any other number of upgrades.

  • Twenty days of preserved food for the trader, his starter, and transport Pokemon.

This food is assumed to be carried by the trader or transport Pokemon and does not take up space in the transport.

  • Two sets of traveling clothes and two sets of fine wear.
  • Several traveling packs for hauling possessions while away from the transport.
  • 1000 monetary units, able to be used in almost all cities, ports, and settlements. Depending on which way the party travels along the road, this will change. This may be spent on as much of your specialized commodity before you set off.
Pokemon

Players may decide gender, age, nature, and egg or tutor move of their starter Pokemon, these must be ok'd by me. A general guideline is that it must not be a legendary or pseudolegendary pokemon. Most outside of that are alright.

  • Caravan Leader will have one starter Pokemon at level 15 with one tutor/egg move. Or they can choose to take two different Pokemon, both at level ten, with one egg or tutor move on one of the Pokemon.

Leaders have a single Pokemon that will pull their transport, this Pokemon may not take part in combat, and will not gain experience. It will flee after being brought under 20 HP, but is immune to weather effects, and ignores most status effects. This Pokemon has 70 HP and will die at -70 HP. It has no stats You may replace it with a battle trained Pokemon as you travel, that Pokemon would gain the immunity to weather, but stay the same otherwise.

  • Guards will have two starter Pokemon at level 20 and 15 with up to a total of three egg or tutor moves between them.
  • Traders will have one starter Pokemon at level 10 with up to two egg or tutor moves.

Traders also have a single Pokemon that will pull their transport, this Pokemon may not take part in combat, and will not gain experience. It will flee from any damage, but is immune to weather effects. This Pokemon has 50 HP, and will die at -50 HP. It has no stats. You may replace it with a battle trained Pokemon as you travel, that Pokemon would gain the immunity to weather, but stay the same otherwise.

Mechanical changes

Weapons and Armor

Using a modified Asteri weapons system, thanks Dox.

Movelist

I will also be nabbing a modified version of the Intelligence Movelist changee.
A Pokemon may know up to its Intelligence capability +5 moves. This includes level up moves, egg moves, tutor moves, and TM moves.
Certain legal and illegal drugs may increase a Pokemon's intelligence capability temporarily or permanently. You will have a set of moves, every time you gain intelligence, you remember a move you already knew and had forgotten, but cannot change which move this is. This applies to multiple instances of intelligence gain, such as coach or mystic.

Capturing

Pokemon will be captured entirely without the use of pokeballs. This may entail dueling an honorable and smart Pokemon to earn its trust, using a mirror or circle of salt on a ghost, simply knocking out a Pokemon and attempting to befriend it or force its cooperation after it regains consciousness, or catching it in a net. The methods will vary with each society, but there will be uncommon items that equate to each pokeball. Pokeball designers and apricorn smiths will be changed to accommodate the character background to fit fluff.

Character Bonds and Interactions

I hope, and encourage, for players to seek out other players before the game begins to start forming groups, friendships, rivalries, partnerships, or even blood feuds. The interactions of the different caravans and the characters will push the game along, I hope that the game will be as much about social interaction as it will be about trade or fighting. This in mind, please remember that making a character that is intentionally detestable to others will be detrimental, not only to you, but to everyone's experience.

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