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Character Creation and Examples.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 2 posts
Thu 27 Dec 2018
at 02:01
  • msg #1

Character Creation and Examples

In-depth guidelines for character creation can be found here: http://www.dungeonworldsrd.com/character-creation/

There is no sense restating everything listed there, so I will only list the exceptions to those guidelines on this page, along with some helpful reminders.  Then, in the following post, I will give an example of creating a character for this game.

1. Choose a Class
After deciding as a group what everyone wants to be, choose Arcane Duelist, Barbarian, Bard, Cleric, Druid, Fighter, Immolator, Paladin, Ranger, Thief, or Wizard.


2. Choose a Race
Choose a race listed for your class.  If you would like to play a race not listed, we may be able to work something out, but no promises. Human, Dwarf, Elf, or Halfling are pretty safe choices though.


3. Choose a Name
If no listed names suit you, feel free to make one up.


4. Choose Look
The listed looks are just guidelines for us.  Feel free to make up your own look.


5. Choose Stats
Assign these scores to your stats: 16, 15, 13, 12, 9, 8.


6. Figure Out Modifiers
Score Modifier
1–3    -3
4–5    -2
6–8    -1
9–12    0
13–15  +1
16–17  +2
18     +3


7. Set Maximum HP
Note that you add your entire Constitution score to your class modifier, and not just your Con bonus.  Many people also find it useful to list your current HP total underneath your avatar, along with your current armor.


8. Choose Starting Moves
Let me know if you have any questions regarding your starting moves.


9. Choose Alignment
Choose an alignment available to your class.  Evil is allowed, but make sure you can still play nice with your allies.  If you would like an alignment not listed for your class, we can discuss options.


10. Choose Gear
Make sure you don't pick more than you can carry.


11. Introduce Your Character
We will do this in the OOC thread as we go.  We may also start off our adventure with official character introductions as well.  We'll see if it feels necessary at that time.


12. Choose Bonds
Use the listed bonds as inspiration.  You can make up your own as well.


13. Get Ready to Play
Once everyone is ready, we will jump right into the action!
Dungeon Master
GM, 3 posts
Thu 27 Dec 2018
at 02:02
  • msg #2

Character Creation and Examples

1. Choose a Class
I want to play a follower of an old and nearly forgotten god, so Cleric would be a good place to start.

2. Choose a Race
The race choices for clerics are Dwarf and Human.  Dwarves usually have a lot of ancient history and traditions.  That seems to meld well with the idea of a worshiper of an old god, so I'll go with dwarf.  Being a dwarf cleric also gives him the ability to cast a spell that lets him gain information from stone.

3. Choose a Name
Names given for dwarves are Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, Siggrun, and Freya.  I like the sound of Siggrun, but it needs a bit more.  How about Siggrun of the Sunken Stone.

4. Choose Look
I don't really care for the looks given as examples, so I will make up my own using the examples as a starting point.  Siggrun of the Sunken Stone has knowing eyes and long tangled hair.  He has worn out robes covering a broad and sturdy body.

5. Choose Stats
6. Figure Out Modifiers
Clerics need Wisdom to cast spells, so I will make that his highest stat.  I also want him to be a good negotiator and able to defend his allies, so I will prioritize Charisma and Constitution as well.  He is not very quick on his feet though, so Dexterity will be the lowest.  Which leaves Strength and Intelligence in the middle.

Wis  16 = +2
Con  15 = +1
Cha  13 = +1
Str  12 = +0
Int   9 = +0
Dex   8 = -1


7. Set Maximum HP
Clerics have 8 HP + Constitution.  Siggrun's Constitution is 15, giving him a total of 23 HP.

8. Choose Starting Moves
As a cleric, he will have the starting moves Deity, Divine Guidance, Turn Undead, Commune, and Cast a Spell.  Of these moves, Diety has further choices to make.  I need to choose Siggrun's deity's Domain and a related Precept.  I will also need to choose his starting spells.

I wand Siggrun's god to be a god of the deep sea, with most knowledge of him lost to the depths.  "What Lies Beneath" seems to be an appropriate Domain.  I kind of like the idea that to petition his deity, Siggrun needs to provide a drowned offering.  That means "Petition: Offering" would be a good choice for his petition.

For spells, Siggrun automatically has the three basic rotes prepared, Light, Sanctify, and Guidance.  As a Dwarf, he also has prepared Words of the Unspeaking: Stone.  As a first level cleric, he can also prepare two first level spells from the cleric spell list.  We'll give him Magic Weapon and Speak With Dead.

9. Choose Alignment
The available alignments for clerics are Good, Lawful, or Evil.  Making drowned sacrifices to a forgotten god doesn't sound particularly good or lawful in this scenario, so I think I will make Siggrun Evil.  That means if he "Harms another to prove the superiority of his church or god," Siggrun will gain an extra XP at end of session.

10. Choose Gear
For gear, clerics automatically get dungeon rations and a holy symbol.  I think his holy symbol will be a net full of rocks.  He also gets to decide if he wants scale mail or a shield.  He'll pick the shield.  Armor isn't so great if he ever has to enter water.  Likewise, he will choose the lightest weapon available, a staff, that also has the benefit of including some bandages.  For flavor I will have his staff be a piece of barnacle-covered driftwood.  Lastly, I need to choose whether he gets a pack of adventuring gear and more rations, or a single healing potion.  I will choose adventuring gear and more rations.  It is always fun to have a bundle of random items with you.

11. Introduce Your Character
So now we have a pretty solid grasp of who this character is.  Let's write a little blurb about him.
quote:
Siggrun of the Sunken Stone is a dwarven cleric in self-imposed exile from dwarven society.  He has knowing eyes and long tangled hair.  He has worn out robes covering a broad and sturdy body.  He carries a barnacle-covered piece of driftwood as a staff, and a net full of stones for his holy symbol.  He prefers to drown his enemies, and anyone who has witnessed this can see he gets a bit too much satisfaction from doing so.


Then this is where I would ask a few questions about Your character.
quote:
Why is Siggrun in self-imposed exile?

Does he have any family or fellow clergy that he relies on?

Betty the paladin, what do you think about Siggrun's habit of drowning enemies?


12. Choose Bonds
Next we use bonds to form connections with other player characters.  We can fill in the bonds suggested, or make up our own.  Note that you can have more than one bond with the same person.
quote:
Betty the paladin has insulted my deity; I do not trust them.

____ is a good and faithful person; I trust them implicitly.

Reggie the thief is in constant danger, I will keep them safe.

I am working on converting Reggie the thief to my faith.

Original: Clyde the Barbarian is reckless.  I will steer his destruction in a useful direction.


13. Get Ready to Play
Here we go!
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