Character Creation.   Posted by Overseer.Group: public
Overseer
 GM, 1 post
 Shaper of Worlds
 Crafter of Fates
Thu 17 Dec 2015
at 17:33
Character Creation
Maybe your archer makes their own arrows, maybe your fighter likes whittling little figurines to make money on the side or donate to charity, maybe your cleric enjoys making weapons, or you could be that odd bard who still takes up work as a farmhand when free time comes around. As long as it fits a fantasy setting, do what you want. If you decide to be the barbarian who tries bluffing or diplomacy rather than raw intimidation, I'll warn you that you may not do to well at it, but you're free to pursue whatever you want in a character.

For new players who simply want to have a specific type of character or don't want to get into mechanics, just describe your preferred character. Maybe he's an anime character like Ichigo or Guts, maybe you'd prefer a healer or support caster, r perhaps your dream is a tough druid who disdains weapons. Might be a more detailed character, like a half-lizard fighter with psychic powers who prefers a huge bow and the heaviest possible armor. Whatever your wish, I'll do all I can to make it true.
A new player should still read through this section to grasp some basics and perhaps describe their character more accurately. For experienced players, please adhere to the following rules.

The first step in creating your character will be choosing an alignment and your ability scores. First I will explain the alignment system:

Evil is not necessarily out to hurt others, but always seeks motivation inwards. Perhaps to simply be more powerful, rich, or any form of selfish self-gain, such as Cruella wanting to kill the dalmatians to make a beautiful coat. Evil characters generally, but do not always lack compassion. They are rarely motivated by the needs of another being. Crusaders and other religious extremists make a good example: Their causes are considered objectively Good, as the motivation is to further their people and religion, not simply kill for the sake of killing. Neutral characters fall in between in any fashion one can imagine.

Lawful characters aren't always going to be the type to follow every local law. Perhaps they adhere to a strict honor code and nothing more, or maybe they really do try to follow every written and unwritten rule. By the same token, being Chaotic does not mean you'll intentionally break every law and go against every social custom, it just means that your actions are far less predictable under repeated circumstances. Maybe you won't steal that sword because it's not worth the risk of getting caught, or maybe you just don't want it. Even a chaotic character can have a personal code, but it'll be more flexible. Neutrality exists here too, but it's hard not to slide one way or the other over time.

This allows the following 9 options:
Lawful Good      Neutral Good   Chaotic Good
Lawful Neutral   True Neutral   Chaotic Neutral
Lawful Evil      Neutral Evil   Chaotic Evil


New players will be given an example of their chosen alignment. Also, there are better rewards for more extreme alignments (the four corners).

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Next up is the ability scores. The system will be point-buy, meaning you have a pool of points to spend on your stats. In this case, the point-buy is 56 Points. The ability Scores are:


 Strength measures your characterís muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.

You apply your characterís Strength modifier to:
    Melee attack rolls.
    Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the characterís Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
    Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
    Strength checks (for breaking down doors and the like).


 Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but itís also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer.

You apply your characterís Dexterity modifier to:
    Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.
    Armor Class (AC), provided that the character can react to the attack.
    Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
    Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.


 Constitution represents your characterís health and stamina. A Constitution bonus increases a characterís hit points, so the ability is important for all classes.

You apply your characterís Constitution modifier to:
    Each roll of a Hit Die (though a penalty can never drop a result below 1óthat is, a character always gains at least 1 hit point each time he or she advances in level).
    Fortitude saving throws, for resisting poison and similar threats.
    Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability.

If a characterís Constitution score changes enough to alter his or her Constitution modifier, the characterís hit points also increase or decrease accordingly.


 Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. Itís also important for any character who wants to have a wide assortment of skills.

You apply your characterís Intelligence modifier to:
    The number of languages your character knows at the start of the game.
    The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
    Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability.

A wizard (and some other classes) gains bonus spells based on Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spellís level.

An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3.


 Wisdom describes a characterís willpower, common sense, perception, and intuition. While Intelligence represents oneís ability to analyze information, Wisdom represents being in tune with and aware of oneís surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.

You apply your characterís Wisdom modifier to:
    Will saving throws (for negating the effect of charm person and other spells).
    Heal, Listen, Profession, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom as their key ability.

Various classes get bonus spells/abilities based on their Wisdom score. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spellís level.


 Charisma measures a characterís force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score.

You apply your characterís Charisma modifier to:
    Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks. These are the skills that have Charisma as their key ability.
    Checks that represent attempts to influence others.
    Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.

Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a sorcerer or bard spell is 10 + the spellís level.



All that having been explained, to be offered a caster class, a minimum of 15 in any of the three mental ability scores is required. Ability scores, their modifiers, and point costs are as follows:

Score   Mod   Cost
  6     -2      0 (Minimum)
  7     -2      1
  8     -1      2
  9     -1      3
 10     +0      4
 11     +0      5
 12     +1      6
 13     +1      7
 14     +2      8
 15     +2     10
 16     +3     12
 17     +3     15
 18     +4     18 (Maximum)


Note that enemies and other players can use very low ability scores against you as they will be a major weakness, so it is not wise to spend all of your points on two or three abilities and let the rest suffer. An experienced player may be able to pull it off, but it always leaves an obvious window of punishment from the DM if it is deserved.

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The final step is choosing a home country. The following lands are available:

Rialleium - Much like Rome at the height of the Roman Empire.
Ryugeiria - This land has a strong Asian theme and alignment restrictions.
Ploderen - Consider a normal medieval kingdom, if every town looked like a military base.
Schaiterfeld - The great wild open, much like America before 'civilized' settlers.
Jillibaya Islands - Tribal, relatively high population density and constant war.
Frosthammer - Land of the Dwarves, the only settlement is a massive castle.

The only restricted country is Frosthammer. a 100-sided die will be rolled for any applicants on the dice roller page, a score of 91-100 will allow the application, and only the first three successes will be accepted.

This message was last edited by the GM at 17:25, Mon 18 Jan 2016.

Overseer
 GM, 2 posts
 Shaper of Worlds
 Crafter of Fates
Thu 17 Dec 2015
at 17:45
Character Creation
After you have submitted your ability scores, alignment, and home, you will be given a choice of classes and a brief explanation of what they do. After a class is chosen, races will be offered, with a listing of benefits and detriments.

Once the class and race have been decided, your next step is to write a summarized character biography or background. The background will have the biggest effect on your final character skills, abilities, and unique powers, if any. I've narrowed down what I actually need in a background:
Your role in your tribe/city/platoon
Key moments growing up
Hobbies
Why you were chosen for this honor
Why those who sent you are sending anyone at all.
And a little about the training that brought you here. Could be included in any of the above

Once your character is created you will receive it in a private message with all abilities explained, including spells if you use a magic class. This message will be updated whenever your character achieves a new level to keep you informed of any new or improved capabilities. Your role-play and combat actions will effect the growth and direction of your character: A lazy warrior does not get stronger just as a mage who doesn't practice magic does not increase his or her gifts.

This message was last edited by the GM at 14:13, Mon 18 Jan 2016.

Overseer
 GM, 5 posts
 Shaper of Worlds
 Crafter of Fates
Tue 22 Dec 2015
at 14:50
Character Creation
Alignment benefits are named the following and are already planned and will increase with level:

Lawful Evil:     Diabolical Plans
Lawful Neutral:  Officers Clout
Lawful Good:     Gifts of the Past

Neutral Evil:    Soldiers Stance
True Neutral:    Objective Thinker
Neutral Good:    Soldiers Stance

Chaotic Evil:    Earned Scars
Chaotic Neutral: Lawless Crowd
Chaotic Good:    Heroes Blessing




Continental Traits:
Rialleium -         Pampered/Oppressed
Ryugeiria -         Blessing of our land
Ploderen -          Tough Training / Hide from the Law
Schaiterfeld -     (Based on Alignment)
Jillibaya Islands - Isles of War
Frosthammer -       Not what you'd expect of a Dwarf!



</Mono>

This message was last edited by the GM at 22:41, Mon 01 Feb 2016.