RP:Hammer Fall/Creation

This page is here to aid you through the process of creating a character and creating a faction.

Character Builder
Characters, while your creation, require a number of attributes to dictate how they can react. Higher attributes, in certain categories, will give your character more options to progress, to evolve and to shape the galaxy in their image. You have 13 points to distribute between the five attributes. Players with officer characters can pick a single retainer, those with under Chieftains can pick 2, while a Clan Chieftain can pick 3.


 * Name:
 * Species:
 * Born:
 * Gender:
 * Faction: The Clan, Mercenary group of otherwise specified faction you belong to.
 * Allies: These are other user characters in the RP you are allied with.
 * Rank: This is your military or civilian ranking. If not applicable, feel free to leave it blank.
 * Unit: Unit is the military unit the character is a part of, such as a specific pack, sangheili lance, mercenary team. For instance, a Brute Captain may have a Pack of warriors (And feel free to elaborate on them if you want to)
 * Retinue: These are very special NPCs for your character, that exist out of the regular structure of the military. They are the Garrus Vakarian to your Commander Shepherd, Tails to your Sonic, Cortana to your Master Chief, so on. An example of retinues is given below (tailored for Jiralhanae characters), but feel free to invent some of your own, with DM feedback. Your retinue affect your stats. Minor to Major ranks may have 1 retainer from the start, captains may have 2, lower ranked Chieftains may have 3, and clan chieftains may have 4.
 * Equipment:Obviously bear in mind how much wealth they or their clan might have. Richer warriors will have better armour, better weapons, but not everyone is going to have a gravity hammer. In fact, Gravity Hammers are specifically for Chieftains alone, and will be gifted to lesser characters for their services. Not every character is a walking arsenal, and a low ranking character won't be carrying all the heavy weapons in the world.
 * Height:
 * Weight:
 * Attributes: Each Attribute has a maximum of 7 and a minimum of 0. 7 represents a master in the field, 4 represents somebody of a high level of skill, 2 is considered an average in every area, and a score of 0 represents no skill in an area, such as a 0 in martial power represents no combat training, at all. Over the course of the RP, you will be given the opportunity to earn more. You're vices, virtues, race selection and retinue will affect your attributes.
 * Loyalty: How Loyal they are to their leaders and comrades. High Loyalty scores make it difficult to betray leaders, but also makes it easier to advance and can increase morale of those around you, showing they can trust you. A low loyalty score means you could easily stab your own kin in the back if it gave you an advantage, but makes others difficult to trust you.
 * Fame/Infamy: Many warriors have steeped their hands in blood, and have done so so often as to earn a dark fame for it, while others have earned statuses as hero of the people. Fame/Infamy dictates how well known the character is for their deeds, and how they can use this to their ends. Those with a high score can simply take what they want or need, and people will be happy enough to help, or too scared to resist. Those wit a low score are relatively unknown, and can rarely get anywhere on their deeds alone. Of course, this can be changed by conducting acts that would garner fame to themselves.
 * Command: Command, while not essential for warriors or slaves, dictates the presence and skill of a leader on the field. Officers and Chieftains highly benefit from this, as Command makes them better generals, with more options available to them. A Chieftain with a high Command score may be able to defeat a larger force through tactics alone, while one with a low command score has little control over his warriors, and cannot enforce discipline. Command links directly into the discipline and moral of soldiers on and off the field.
 * Acumen: Acumen is a rare, but not always shunned, attribute that dictates how skilled the particular character is in acts of trade, diplomacy, construction and delegation. Those with a high Acumen score are boons to their people, ambassadors, traders and such. Those with a low acumen score are not much different from the rank and file warrior. Acumen is rarely considered by Jiralhanae when advancing their subordinates, but is an excellent skill to have when you are promoted. Acumen does not necessarily represent intelligence, more the ability to apply that intelligence.
 * Martial Power: Martial power is probably the most respected attribute, and dictates the strength of a warrior. Those with a high martial power are Rambo incarnate, which mixed with the right gear and followers makes for a unstoppable force on the battlefield. Those with a low score are feeble and weak, and often rarely become warriors without some kind of epic training montage. Cue Mr. Miyagius.
 * Vices and Virtues: Vices and virtues are the characters skills, abilities, and their handicaps. For example, a character could have the virtue of a great duellist, being extremely capable in one on one combat, but he could also be tyrant, ruling his clan with draconian measures and executing anybody that looks at him oddly. While I encourage users to create inventive and relevant vices and virtues, I will be writing a list of examples to use. Depending on your actions, more may be earned, for example, executing your prisoners may give you a vice of no mercy, while sparing them may give you a virtue of merciful, directly affecting your attributes, and the way player and non-player characters see you. However, Vices and virtues might not necessarily reduce/increase your skills. A virtue may handicap you, while a vice may make certain actions easier. You will also receive VnVs based on your race selection.
 * Biography: A short history here
 * Appearance: Short descriptor here
 * Personality:A recap of their persona.

To submit a character, use this template. Fill it out accordingly as shown in the diagram below.

http://images2.wikia.nocookie.net/sonassandbox/images/thumb/a/a9/Autel_hammerfall.png/1020px-Autel_hammerfall.png

Vices/Virtues
While I encourage you to create inventive new vices and virtues to befall your character, I suggest scanning through this list of pre-made ones, and how they effect your character.

There are also special racial virtues and vices, based on your chosen race, designed to handicap or bolster stronger or weaker races.

Retainers
Like the Virtues, I want to encourage users to make their own retainers. In fact, each Retainer should be their own character. However, here's some premade classes, and how they might affect your character. Only one of each classification of retainer can be picked, with the exception of Slaves, where as many slaves can be used (though they can repeat their sub class). For example, you can take a Blood Brother (a Guardian Class) and a Gladiator (A slave/guardian class), but not another Guardian class, regardless of if they are a slave or not. The current list reflects a Jiralhanae idealised list, please expect feedback from a DM when converting or creating new ones, especially for other factions.

Faction Builder
There are several different factions available for creation.


 * Clan: Clans are the largest and most powerful factions you can make and are akin to small city-states. Usually with a population of around 1,000,000 and a military of 50,000, Clans represent a political, economic and military entity, rolled into one bundle. Clans are extremely malleable, and change their structure, size, focus and home incredibly often, with the whole clan being capable of moving home in days to settle a new world. Individually, a Clan is powerful, but 3 or more clans can form a Tribe, which becomes a powerful new entity. Tribes cannot be formed from the start by players. Clans receive a boost to almost every attribute and resource, but a player can only create a single Clan (Though he may have characters in multiple clans and factions).
 * Master Pack: A Master Pack is akin to a UNSC Company in terms of military strength, and represents a small town. Several Master Packs make up a Clan, and often Master Packs may form together to create an Clan, or join an existing Clan for safety and strength. While Master Packs don't receive a boost anywhere, they can join existing Clans, form their own with other Master Packs or work as Mercenaries for other factions.
 * Kig-Yar Raiders: Kig-Yar Raiders are the largest, most well organized criminal force in the galaxy, and are responsible for the majority of slaving and piracy in known space. Violent, uncompromising and skilled, Kig-Yar Raiders are close to Clans in structure, though not necessarily size. They receive no boosts in any areas, but do receive a boost in slave resources.
 * Kig-Yar Pirate Clan: Several Pirate Clans make up a Raider, and individually they can be bickering, disorganized, petty creatures, unless united by a single powerful individual. Until then, individual pirate clans operate freely, joining and leaving Raiders and working for Clans and Traders. Pirate clans have limited population and military size, but receive a boost to slave resources.
 * Kig-Yar Traders: While Raiders and Pirate clans do the hard work, Traders are the ones that make it work. Trader Clans are often mid sized factions, with their own small military for defending themselves, who buy and sell commodities, mostly slaves for a profit. They usually hire Pirates, Mercs and Master Packs to do their work, but they usually join a Raider group to act as broker. Traders have low military, but have boosts to wealth and slave resources.
 * Criminal Cartel: The DMZ is filled with criminal cartels, mostly Human, with some Sangheili, who trade regularly in illegal goods with pretty much anybody else. Criminal Cartels also represent the interests of corporations, and if they can find a backer, can count on significant support, if they can make their operations run smoothly. While they possess little muscle themselves, and little population, they have significant resources and significant skill. Any faction hoping to expand in the DMZ needs their approval and co-operation, or needs to wipe them off the map, which isn't an easy prospect. Criminal Cartels have small populations and Military, but have high numbers of resources.
 * Mercenary Band: Mercenary bands are your atypical group of marauding soldiers for hire. Mostly made of human or Sangheili groups, with a few mixed groups, Merc bands are usually highly skilled, experienced warriors who do this for the money, thrill or to slake their thirst for blood. Regardless, Mercenaries are some of the most talented groups in the Frontier region, and hiring them can swing a battle. Merc groups have limited military sizes, zero population and limited resources, but enjoy high numbers of attribute points, in comparison to other factions of a similar size.
 * Paramilitary: Paramilitary forces are soldiers without a nation, too proud to work as mercenaries, but rarely with a permanent backer. Usually a skilled military force, they are often renegade forces, and find it difficult to work with others, and often the lure of money may not be enough. Paramilitary forces include Covenant Remnant forces, rogue Sangheili legions or Insurrectionist forces. Larger than a merc warband, they still have a zero population and limited resources.


 * Attributes: Each attribute goes to 7
 * Population: Population discerns you're economic power. Your population is your civilian work force, who build and work in your factories, operate the docks that repair your ships, work in the fields and on the trading ships. They earn you resources and money. However, population is also susceptible to drastic change if you don't protect them properly, as slavers or outright massacres can reduce their numbers.
 * Military numbers: Military Numbers dictates the size of the armed forces, including army, navy and air force. The military size dictates how much offensive power you can muster, and how well you can defend against attacks. A score of 1 gives you a company sized force. A score of 2 gives you a legion. A score of 3 gives you three legions, 4 gives you five legions, five gives you seven legions, 6 gives you nine legions, and 7 gives you thirteen legions.
 * Training: Training dictates how well prepared your military is. A score of 1 is simple conscripted infantry, who have a gun thrown in their hands and sent onto the field. Effective in the right circumstances, but totally ineffectual against a similar sized force of better trained soldiers.
 * Technology: Technology dictates how advanced your faction is. By trading with other groups, corporations, the Remnant and governments, they can gain access to more advanced weapons, more powerful warships and pointier blades. A low technology score shows your force to be backward, while a high one gives them dazzling weapons of mass destruction.
 * Fame/Infamy: Fame/Infamy dictates how well known your faction is. A well known faction may find allies and work more easily, or find their enemies turning to diplomacy, surrender or retreat. It also dictates how much of a threat you appear to be to larger factions.
 * Integrity: Integrity is the representative of how trusted your faction is. A low integrity means you aren't well trusted, but can break allegiances more easily, but a high integrity makes you a valuable ally, but makes it difficult for you to betray your allies.


 * Resources: Resources are the life blood of your faction. They are used to purchase new technology, replenish numbers, hire mercenaries and can be invested in new items.
 * Wealth: Wealth is basic currency and goods. Traded and bartered every day, most factions accept this as payment, and it can be used to purchase territory and allies.
 * Raw Materials: While money will buy you that shiny new shipyard, those ships don't just magic into existence. If you want to expand your military, raw materials are necessary. Raw materials can be made or purchased.
 * Food: An army marches on its stomach, as they say making food essential. It keeps your population working and your soldiers fighting.
 * Slaves: You know things have gone bad for you when you are now considered cattle. Slaves are unfortunate individuals who are now clapped in irons and working without a wage, under the threat of a lashing. Slaves bolster your economy and military, and can be purchased. Certain factions also trade in them, making them a valuable commodity.