Character Creation and RTJ.   Posted by The Reaper.Group: 0
The Reaper
 GM, 2 posts
 Inevitable and
 All-Consuming
Tue 17 Jan 2017
at 20:35
Character Creation and RTJ
If you played in the god game that created this setting, you're pretty much automatically in. We're using the excellent Scarlet Heroes from Sine Nomine Publishing for the rules. I definitely recommend it if you can afford it, but if you can't, there are also free Quickstart rules available on DriveThruRPG.com.

Please note that if there are any rules discrepancies between the quickstart rules and the full rules (I believe there are a few), we're going with the full rules.

Please note that we're rolling for stats and generally taking a very swingy and old-school sandbox approach to this game. If your character dies, that just means you get to make another! Follow the rules for character creation exactly by the book, with the exception of races. See the post below for information on the 4 available races.

The full rules for Scarlet Heroes rather amusingly has charts for randomly generating a hero entirely from scratch. I've created my own charts for this purpose. Anyone brave enough to 100% randomly generate their character (including traits) will start play with one random magic item, just for kicks.

This message was last edited by the GM at 21:13, Tue 17 Jan 2017.

The Reaper
 GM, 3 posts
 Inevitable and
 All-Consuming
Tue 17 Jan 2017
at 21:52
Character Creation and RTJ
Humans
As per Scarlet Heroes rules, Humans get 2 free points to apply to any trait they choose. If randomly generating your character, you can add these 2 free trait points to the traits you rolled, or roll again in the innate qualities or relationships column to generate new traits for your character in addition to your starting 3.

Akaname
Player characters are assumed to be shinryaku or 'fresh-water' akaname. Though soulless and amoral, akaname hold certain conceptions of glory, familial duty and tradition sacred, and can make valiant defenders of Sia against the horde of Dark Empire in their own right. All akaname have the 'soulless 1' trait. They are naturally immune to spells or effects that target the soul, and can generally add 1 to saving throws versus spells or effects that compel them to action or befuddle their minds, due to their strangely magic-resistant metaphysiology. All akaname also have the 'amphibious 1' trait. They are naturally able to hold their breath for up to 6 hours, and can swim in even very strong currents. Even if swimming in extreme conditions or salt water that might necessitate checks, akaname generally add 1 to checks involving swimming, navigating waterways, or resisting great pressures.

Due to their soulless nature and their inbred abhorrence of the domains of Light and Life, akaname are generally not clerics.

Aui
The oldest sapient race in existence were wiped out on Sia's surface long ago. With the increasing presence of the Dark Empire in the Void, however, many of Sia's first children are at long last coming home, either to flee the frontlines or perhaps make a last stand themselves. All aui possess the 'lustrous shaping 1' trait, due to their pliable and malleable bodies of pure Lustrium light-energy. Aui can fit through any opening that a droplet of water might also fit through, and they can also form portions of their bodies into makeshift weapons: players may treat their aui's unarmed attacks as attacks of any weapon type they choose (please note that class restrictions to damage die still apply), though these makeshift weapons cannot be thrown or fired. The lustrous shaping trait also applies as a saving throw bonus to resist effects that grapple or bind, even magical ones. Additionally, all aui enjoy the 'voidfaring 1' trait. While absent powerful magic aui cannot travel the Void themselves (they do not have an innate flying ability), they can withstand total vacuum indefinitely, and generally do not need to eat or sleep unless they wish to. This also functions as a saving throw bonus to magic or sorcery dealing with extreme cold or sleep effects.

Duerga
Initially slaves to the dread Reaper, a few duerga ancestors managed to escape their cursed servitude through the study of magic. The ancient rites of the stonesingers awakened the duerga soul to the possibilities of arcane magic, and gave them an alternative to place their faith in. All duerga gain the 'duerga senses 1' trait, earning them a bonus to checks to detect faulty stonework, predict cave-ins, or evaluate the craftsmanship of a statue or structure built from stone. This also grants them perfect dark vision, and duerga will generally never take penalties for insufficient light. All PC duerga are either Free or Wild duerga. Wild duerga gain the 'wild duerga 1' trait, which is a bonus to foraging for food, dealing with harsh terrain or weather, or dealing socially with the Wild Tribes. Free duerga gain the 'Aboyan scholar 1' trait, giving them a +1 bonus to saving throws versus effects that seek to enslave their body, soul or mind. This trait also generally serves as a bonus to studying the artifacts or effects of magic or any other esoteric areas of study likely taught in Aboya.

Since stonesinging is so central to the culture of both wild and free duerga, duerga PCs tend to be of the Magic-User class, though some only learn enough stonesinging to unshackle their soul before moving on to study more martial matters. Duerga fighters and thieves therefore exist, but are relatively uncommon among PCs. Duerga consider it unwise to openly worship the gods, and even the most open-minded and inclusive scholars of Aboya struggle with algorithms of Light and Life, much preferring the Dark, Earth and Air domains their race seems to possess a natural aptitude for. Much of the parts of the mind and soul dedicated to religious thought are occupied by the Reaper, and the duerga fear awakening old urges they've since tamped down with stonesinging rites. Due to this, PC duerga are almost never clerics. NPC duerga clerics exclusively serve the Reaper.

Sarkans
The Sarkans are powerfully built draconic humanoids who serve Ymara, the goddess of fire. Like the humans from which they are descended, they are adaptable to many situations, and PC sarkans can comfortably be any class. Sarkan PCs enjoy the 'Fırigala 1' trait. Due to the unique oral traditions and magical connection to the Dreamscape the Sarkans possess, sarkans are completely immune to magically induced sleep (though, unlike the aui, they still need to sleep naturally in order to be fully rested). The Fırigala trait also acts as a bonus to dealing with entities from the Dreamscape, knowing facts and lore about the Dreamscape, and even as a bonus to saving throws to resist soporific drugs or poisons. Sarkans also have the 'Draconic lineage 1' trait, used to express their unique resilience and imposing reptilian physique. This trait renders them immune to all mundane forms of fire, even molten lava, and also acts a saving throw bonus to resist magical heat and flames. It also acts as a bonus to great feats of strength or endurance, and is a reason many sarkans are prized as mercenaries outside their fiery home beyond the Bloodpeaks.

This message was last edited by the GM at 22:08, Thu 19 Jan 2017.

The Reaper
 GM, 4 posts
 Inevitable and
 All-Consuming
Wed 18 Jan 2017
at 23:29
Character Creation and RTJ
Race and Class
Roll a d20 to determine race and a d8 to determine class.


Traits
Roll a d100 3 times to determine traits, one for an appropriate background for your class, one for an innate quality, and one for a defining relationship.



This message was last edited by the GM at 00:45, Tue 24 Jan 2017.