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23:30, 10th May 2024 (GMT+0)

Character creation.

Posted by AurbisFor group public
Aurbis
GM, 5 posts
Sun 24 Jan 2021
at 07:51
  • msg #1

Character creation

Basics
Starting level 2
Abilities: 4d6, drop the lowest dice, roll 7 times, keep the 6 best results. Please use the in-game dice roller.
You get maximum HP for your class at first level.
You have 200 gp to spend on equipment. You have a Modest lifestyle, already paid for in advance for 1 month. If you want a higher lifestyle, you need to pay for the difference.
You may use Backgrounds for inspiration and hooks, but they don’t grant Proficiencies, gear, or a special feature. However, you get to pick a Birthsign, which will affect your character’s abilities, see below.

Folks and languages
The standard D&D races don’t exist in Tamriel. Instead, you play as one of the ten civilized folks. See the "Common knowledge about the world" thread. The choice of your folk also determines which languages are available to you. You speak your folk’s cultural language, plus one language of your choice from the list available to your folk. If you start the game with INT 15 or more, you speak one additional language of your choice.
You can read and write every language that you speak.

Character classes
Artificers, Druids and Warlocks don’t exist in this universe.
Dragons existed, but disappeared over 5000 years ago. Anything dragon-related (for example, the Sorcerer’s Draconic bloodline) only exists in myths.
Monks do exist, especially among the Khajit, but there is no cultural equivalent to wuxia or feudal Japan in Tamriel. Play accordingly.
Different options for a Ranger’s Favored enemies exist. See the Creature types entry in the House rules.
Bards are usually Breton, Imperial, or Nord. Bards from other cultures are extremely rare.

Beyond first level
I’ll keep track of XP and let you know when you level up. Everybody levels up at the same time.
Hit Points are rolled with advantage, e.g. roll the dice twice and take the best result.
No multiclassing. If you would love an ability that your class doesn’t normally grant, talk to me, we’ll work things out.
This message was last edited by the GM at 06:06, Sat 29 May 2021.
Aurbis
GM, 6 posts
Sun 24 Jan 2021
at 07:52
  • msg #2

Birthsigns

Every character was born under a particular constellation, called a Birthsign. When you pick a Birthsign, you gain Proficiency in one of the three skills linked to this sign. In addition, you can choose (completely optional!) to take the sign’s related power, which grants both advantages and drawbacks. Whatever choices you make are permanent.
The lore associated with each sign depicts common social preconception rather than actual rules. There is a grain of truth to them, though deviations are frequent.

The Ritual:
Month: Morning Star (January)
Lore: Closely associated with Mara, the goddess of family and healing, the Ritual blesses its descendants with patience, humility, and a gentle heart. Natives of the Ritual have a particular gift for soothing.
Skill: Medicine, Persuasion, or Religion
Power: The Ritual pleads for harmony. As long as you act in good faith, you have Advantage on d20 checks made to convince someone to choose the peaceful option in a given situation. Conversely, you must succeed on a CHA save (DC 12 plus half your level, rounded down) in order not to choose the peaceful option.

The Lover:
Month: Sun’s Dawn (February)
Lore: A symbol of romance and lust, the Lover represents sensuality, playfulness, curiosity and hedonism. Its descendants are often viewed as charming, easy-going and somewhat air-headed.
Skill: Acrobatics, Performance, or Sleight of hand
Power: The Lover enraptures other in a dance she masters best. Whenever you cause a negative effect, you can choose to be affected yourself in order to double the duration on all other targets. On the other hand, you can never cause negative effects against whom you are immune.

The Lord:
Month: First Seed (March)
Lore: Flamboyant, charismatic and polarizing, individuals born under the Lord burn particularly bright. They excel at command and leadership, never flee from their responsibility, and embody the ideal of “serve and protect”.
Skill: Animal handling, Athletics, or Persuasion.
Power: The Lord loves fire. You have Advantage on all d20 checks linked to fire (including saving throws), but effects that grant protection, resistance or immunity to fire simply do not work on you.

The Mage:
Month: Rain’s Hand (April)
Lore: Synonym of power and wisdom, the Mage is closely associated with Julianos, god of Logic, and Magnus, god of Magic. Its descendants are thoughtful and clever, but sometimes arrogant and absent-minded, as if unable to focus on the mundane.
Skill: Arcana, Insight, or Intimidation
Power: You can choose to gain Advantage on any Intelligence or Wisdom check (including saves). If you do so, you have Disadvantage on your next saving throw. You must roll a saving throw with Disadvantage before using this power again.

The Shadow:
Month: Second Seed (May)
Lore: Discreet, gloomy and highly loyal, individuals born under the Shadow enjoy efficiency, orderliness, good manners and the satisfaction of a job well done. They are often perceived as honorable and reliable, yet somewhat rigid.
Skill: Investigation, Stealth, or Survival
Power: You know the Invisibility spell and can cast it once per day without expending a spell slot. You have Advantage on all d20 checks while invisible. When invisible, you cannot attack or cast harmful spells.

The Steed:
Month: Midyear (June)
Lore: A symbol of endurance and wanderlust, the Steed imparts its natives with a longing for new ideas, distant horizons, and progress. Natives of the Steed come across as wise and inspiring, but relentless and emotionally distant.
Skill: Athletics, Nature, or Perception.
Power: Your base land speed increases by 10’. For each day beyond the third spent in the same town or comparable location, you have a cumulative -1 penalty on all d20 checks until you spend at least a full day away from that place.

The Apprentice:
Month: Sun’s Height (July)
Lore: The Apprentice embodies organized chaos and youthful energy, and values experience over caution. Its descendants will often choose what is good over what is right, and view setbacks as valuable lessons.
Skill: Acrobatics, Gambling, or Science
Power: You can choose to gain Advantage on any d20 roll. If you do so, you automatically fail your next saving throw. You must fail a saving throw before using this power again.

The Warrior:
Month: Last Seed (August)
Lore: Strongly associated with Akatosh, the God of Time, the Warrior represents courage, determination and faith. Its natives are fearless and honorable, and usually harbor very conservative worldviews. They are prone to powerful emotions and rapid mood swings.
Skill: Athletics, Intimidation, or History.
Power: Your STR and DEX increase by 1, as do their maximum. You have very little patience and must succeed on a WIS save (DC 12 plus half your level, rounded down) to choose a diplomatic or indirect approach to an issue that could be solved in a more physical way.

The Lady:
Month: Hearthfire (September)
Lore: Noble, regal and steadfast, the Lady is the embodiment of diplomacy and reason. Natives of the Lady impress with their class, wit and humor, but often feel lonely or blue for unexplainable reasons.
Skill: Deception, History, or Persuasion
Power: Your END and CHA increase by 1, as do their maximum. You despise violence and can never gain Advantage on attack rolls.

The Tower:
Month: Frostfall (October)
Lore: Associated with mysticism and the structure of the universe, the Tower favors contemplation, riddles and aphorisms. Its natives have an extremely complex and intuitive view of the world, but sometimes experience difficulties putting their ideas into words.
Skill: Arcana, Insight, or Perception.
Power: You have Advantage on all d20 checks made to uncover secrets, decipher codes and riddles, or open locks. On the other hand, you are committed to the truth and have Disadvantage on Deception checks. Should you lie, remorse and guilt distract you, lowering your AC by 2 for the next hour.

The Atronach:
Month: Sun’s Dusk (November)
Lore: The Atronach embodies the cycle of the elements. Sturdy, slow to anger and generally friendly, natives of the Atronach instinctively feel that they know their place in the world, and as such display low anxiety. They have a strong sense of community and dislike being alone.
Skill: Animal handling, Nature, or Survival.
Power: Whenever a spell cast by someone else affects you, you heal 2 HP per level of the spell. However, your over-reliance on others afflicts you with Disadvantage on Regeneration rolls.

The Thief:
Month: Evening Star (December)
Lore: A symbol of luck and mischief, the Thief is associated with individuality, independence and egoism. Its natives value freedom and happiness, and try to enjoy life to the fullest, sometimes at the detriment of more noble purposes.
Skill: Gambling, Sleight of hand, or Stealth
Power: You are reluctant to share your blessings with others. You regain a spent Luck point at each sunrise, but can’t use the Help action nor gain any benefit from it.

The Serpent:
Month: none; the Serpent constellation appears randomly in the sky.
Lore: The rarest and most mysterious of all Signs, the Serpent is a symbol of otherworldly chaos, hidden truths, and unpredictable change. Its natives are secretive individuals who always seem to know more than they tell, valuing knowledge and favors more than material wealth, and often bordering on misanthropy.
Skill: Deception, Insight, or Religion
Power: You have Advantage on all WIS checks and WIS saves, but you have Disadvantage on CHA checks and CHA saves.
This message was last edited by the GM at 03:49, Fri 07 May 2021.
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