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18:21, 26th April 2024 (GMT+0)

Character Creation.

Posted by NarratorFor group 0
Narrator
GM, 1 post
Weaver of tales
'round the campfire
Mon 26 Jul 2021
at 18:04
  • msg #1

Character Creation

The process for creating an Against the Darkness character is detailed below.  The Core Rulebook is necessary for the details of Kin, Culture, and Vocation.

  1. Generate your Stats
    a. Distribute 50 points between your stats in slots of 5 (minimum 0, maximum 25).
    • Brawn (BRN): Measures a character’s muscular strength and physical power.
    • Swiftness (SWI): Is the measure of a character’s dexterity, speed, coordination, balance and general agility.
    • Fortitude (FOR): Is the measure of a character’s resistance and vigor.
    • Wits (WIT): Measures a character’s reasoning, cleverness, mnemonic ability, and mental agility.
    • Wisdom (WSD): Measures a character’s empathy, intuition, willpower, awareness and attention to detail.
    • Bearing (BEA): Is a measure of a character’s presence, charisma, and social influence.


  2. Choose your Kin
    a. Choose your character’s Kin, modify your Stats accordingly, and take note of your Kin Special Traits.
    • Man: The Mannish race is the most numerous and adaptable of all Kins.
    • High Man: The High Men are the last survivors of a rare and ancient Mannish Kin.
    • Dwarf: Legends say Dwarves were born from stone, sculpted to life from their gods at the beginning of time.
    • Halfling: Halflings are a diminutive people, even smaller than Dwarves.
    • Half Elf: Half Elves are a rare and wonderful combination of the best virtues of the Elven and Mannish Kins.
    • Silver Elf: Silver Elves are fair and proud, wise, and industrious.
    • Dusk Elf: Among the Elven Kins, Dusk Elves are the most closely tied to the mortal world.
    • Star Elf: Star Elves are the more ancient, the proudest and fairest of all the Elven Kins.
    • Wildfolk: The Wildfolk, also called Leshak or Leshy, are a mysterious Kin with close connections to the spirits of Nature.
    • Orc: Orcs are short, hunched humanoids with sharp fangs and red or yellow eyes similar to those of wild cats.
    • Half Orc: Half Orcs, often referred to as Man-Orcs, are a strange and very rare inbreed of Men and Orcs.
    • Stone Troll: Stone Trolls, often referred to simply as Trolls, but also as Tall Wanderers by some, are a wild Kin of huge, feral humanoids.
    • Firbolg: Firbolgs claim to be the descendants of the great Giant Kings who once ruled the entire creation.


  3. Choose your Culture
    a. Choose your character’s Culture, assign your Cultural Skill Ranks, and pick your Outfitting Options.
    • Arctic: The unforgiving wastes of the frozen North are inhabited by people from the Arctic Culture.
    • City: Urban environments, from high-walled, bustling metropolises, to smaller and quieter border towns, are the origin of the City Culture.
    • Deep: Character from the Deep Culture build their homes underground.
    • Desert: The Great Desert is a hard and inhospitable place, yet characters from this Culture have learned not only to survive, but to thrive in this barren land.
    • Fey: Members of the Fey Culture are the descendants of those who used their magical arts to shield their communities from the perils of the mortal world.
    • Hill: Characters from the Hill Culture claim highlands and rugged hilly areas as home.
    • Noble: Noble characters come from a privileged class or caste that elevates them above the common people, at least in terms of influence and power.
    • Pastoral: Characters belonging to the Pastoral Culture come from rural communities, farmsteads or small villages.
    • Plains: People from the Plains are accustomed to open spaces like the vast, wide outlands of the eastern steppes, or grassland prairies.
    • Seafaring: True children of the waves, members of the Seafaring Culture spend most of their lives sailing the seas.
    • Weald: Weald characters are raised to and live a harsh life on the borderlands and into the wilderlands.
    • Woad: Woad characters are often seen as primitive or barbaric by characters coming from other Cultures.


  4. Choose your Vocation
    a. Choose your character’s Vocation and distribute
    your Development Points to buy your Skills.
    • Warrior: Warriors are masters of arms and combat.
    • Rogue: Rogues are adept at disguise, stealth, and subterfuge.
    • Wizard: Wizards are adept at sorcerous skills, always immersed in their studies of dusty tomes and moldy scrolls, seeking enlightenment and trying to uncover the deepest secrets and mysteries of magic.
    • Animist: An Animist is a shaman, a druid, a spirit-monger.
    • Champion: Champions are mystical fighters, trained both in the way of the sword and the magical arts.
    • Dabbler: Of all Vocations, Dabblers are the most versatile and eclectic, merging mundane skills of exploration and stealth with magical arts.
    • Sage: Sages are learned men and women, wise counselors and masters of lore.


  5. Spend your Background Points
    a. Determine your character’s Background Options from the Background Points provided by your Kin.

  6. Record your Equipment
    a. Take note of your character’s starting gear and possessions, provided by your Culture and the Starting Gear list.

  7. Choose your Passions
    a. Choose your character’s Passions.
    • Nature: How a character behaves in most situations, due to their inherent instincts, demeanor, or ethical and philosophical convictions.
    • Allegiance: Who the character is loyal to, loves, or - on the other hand - has sworn to destroy.
    • Motivation: What pushes the character forth: a goal set either in the near future or in the farthest, a personal belief, a strong conviction.

    b. Passions should be a more cooperative effort.  Feel free to work on these around the Campfire.

  8. Calculate Derived Statistics
    a. Move Rate, Defense, Save Roll bonuses, etc.

  9. Name your Character

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