Alright! Let's get started! First, let's just work through a bit of basic framework.
First Step: Racist!
Races are a fickle matter. Races can (and probably will) change and grow throughout a campaign (for the better or the worse), but trying to fluidly glide into transitions is always recommended.
If you want to know more of the specifics on races, click here!
Each race has bonuses to certain attributes, described below.
Strength (STR): One's physical measure. It determines how hard they hit, how much they can carry/push, etc.
Constitution (CON): How brawny someone is. The higher this stat, the more punishment they can take, the more resistant the are to diseases, etc.
Dexterity (DEX): How nimble someone is. It determines accuracy at long range, chance to dodge certain attacks, etc.
Intelligence (INT): Someone's outright intelligence. Increases to this skill increase accuracy with studied spells, knowledge that can be called about, and more.
Wisdom (WIS): Someone's common sense and base memory. Some casters, like druids, rely on this stat for accurate spells, and everyone else uses it to observe the world around them. This stat also represents an individual's willpower to potent magical effects.
Charisma (CHA): The quality that gives a person power over groups of people, whether it be good or bad. It affects diplomacy as well as intimidation, and everything in between.
+'s are good
++'s are great
+++'s are amazing
-'s are bad
--'s are terrible
Common Races
Uncommon Races (See adjoining lists for Sub-Races)
After choosing a race, you gain an additional 7 +'s that you may distribute as you please. However, no one stat can exceed five +'s, and one + cancels out one -.
If you're feeling especially number crunchy, you may also take up to 3 -'s to stats, to gain an addition + per - taken.
If you want to know more of the specifics on races, click here!
Each race has bonuses to certain attributes, described below.
Strength (STR): One's physical measure. It determines how hard they hit, how much they can carry/push, etc.
Constitution (CON): How brawny someone is. The higher this stat, the more punishment they can take, the more resistant the are to diseases, etc.
Dexterity (DEX): How nimble someone is. It determines accuracy at long range, chance to dodge certain attacks, etc.
Intelligence (INT): Someone's outright intelligence. Increases to this skill increase accuracy with studied spells, knowledge that can be called about, and more.
Wisdom (WIS): Someone's common sense and base memory. Some casters, like druids, rely on this stat for accurate spells, and everyone else uses it to observe the world around them. This stat also represents an individual's willpower to potent magical effects.
Charisma (CHA): The quality that gives a person power over groups of people, whether it be good or bad. It affects diplomacy as well as intimidation, and everything in between.
+'s are good
++'s are great
+++'s are amazing
-'s are bad
--'s are terrible
Common Races
- Humans: No bonuses or debuffs
- Dwarves: ++CON, +STR, --DEX, -CHA
- Elves: ++DEX, +CHA, -STR, -CON
- Half-Orc: +++STR, +DEX, --INT, Intimidation bonuses
Uncommon Races (See adjoining lists for Sub-Races)
- Crystarians: +++STR ++CON, --DEX, --CHA
- Dragonborn: Powerful abilities at later levels, Extra stats depending on Sub-Race
- Frost Queens: +++CHA, +INT, --STR, --CON, Resistance to cold, Weak vs. fire and heat
- Ignians: +STR, +CHA, -WIS, Strong vs. fire and heat, Weak vs. water, ice, and seduction
- Lavoln: +DEX, -CHA, Extra stats depending on Sub-Race
- Plant Maiden/Baron: ++DEX, ++CHA, Resistant to poison, -INT, --CON, Weak vs. fire, Extra stats depending on Sub-Race
- Thunder-Weavers: ++INT, +DEX, Resistant to electricity, -STR, --CHA
After choosing a race, you gain an additional 7 +'s that you may distribute as you please. However, no one stat can exceed five +'s, and one + cancels out one -.
If you're feeling especially number crunchy, you may also take up to 3 -'s to stats, to gain an addition + per - taken.
Dragonborn Sub-Races
|
Lavoln Sub-Races
|
Plant Maiden Sub-Races
Bark Nymph: ++CON, +STR, -DEX Floral Liege: ++CHA, -STR Herb Damsel: +WIS, +INT, --STR Ivy Queen: +DEX, +STR, --CHA Predatory Perennial: ++STR, +DEX, --INT |
Step Two: Classy
We're now going to get into what your character does, how they fight, and what kind of adventurer they'll likely become. Classes aren't 100% rock solid (like in other games and some role plays), but they adapt at level three, then again at level seven, once more at level 12, and a final time at level 18. So, if you pick a class because you want to use magic, don't think you'll always be stuck as the mage that MUST stay in the back row, or as the warrior that has to tank all the damage, or other such situations.
Druid - They are the warriors and healers of nature, shifting into vicious forms at will to maul an enemy, or casting powerful, nature-based spells to both replenish and destroy. They generally wear leather armors as well as cloth, and usually don't carry many weapons around.
Hunter - They walk the woods, deserts, and jungle; taming, hunting, and helping animals as they go. They are mostly proficient with the bow and arrow, and are best in leather armor. They also get a bonus by starting off their adventures with an animal companion, the pet being chosen by you from a list the GM provides.
Mage - They tread through the arcane like weathered veterans through a war zone. They stick to light armor at most, since heavier armors may inhibit their spell casting, and they use their magic as a weapon. Their magic can range from destructive, to protective, to practical.
Monk - They are versatile warriors of the divine, with the abilities to take, deal, and even reverse damage. They almost exclusively use their fists, feet, and other body parts and some use a small variety of foreign weapons, rarely straying to the more common groups asides from staves and throwing daggers, and never wear armor to keep their punches coming.
Priest - They linger behind the mightiest knights, respected mages, and most stealthy. As opposed to weapons, priests must have some item that relates them to their god or goddess, and they typically wear cloth armors, but a few have been known to try and protect themselves and switch over to leather and sometimes even heavy armors instead.
Psychic - With wits to match a mage, these casters stand in the front to mid lines of a battlefield. They manipulate the space around them to create barriers, as well as the space around others to launch attacks. Even though frail in body, they protect their allies with literal walls of thought. They must avoid conflict and stress when possible, their abilities relying heavily upon their own personal control.
Rogue - Naturally lurking in the shadows, they use light weapons such as daggers, and are known to be tricky and sly. They tend to wear leathers and lighter armors. They are a sort of "Jack-of-all-trades" when it comes to skills ranging from simple (like climbing or appraising items), to the complex, like picking locks and determining the effects of magical items.
Warrior - They tend to lean either towards defense, or more towards offense, with a flexible yet stern approach to battle. They commonly wear medium to heavy armors, depending on how they want to move around the battlefield, and they can use essentially whatever they want as a weapon.
Witch - By making pacts and contracts with demons and other creatures, witches manifest their power in incantations as well as hexes and spells. Like mages, witches almost exclusively wear light armor such as cloth, and use their magic as a volatile weapon. To begin as a witch, one gets a magical familiar from a list provided by the GM. Also, witches are heavily scrutinized by the public and must be careful with their magical heritage.
Druid - They are the warriors and healers of nature, shifting into vicious forms at will to maul an enemy, or casting powerful, nature-based spells to both replenish and destroy. They generally wear leather armors as well as cloth, and usually don't carry many weapons around.
Hunter - They walk the woods, deserts, and jungle; taming, hunting, and helping animals as they go. They are mostly proficient with the bow and arrow, and are best in leather armor. They also get a bonus by starting off their adventures with an animal companion, the pet being chosen by you from a list the GM provides.
Mage - They tread through the arcane like weathered veterans through a war zone. They stick to light armor at most, since heavier armors may inhibit their spell casting, and they use their magic as a weapon. Their magic can range from destructive, to protective, to practical.
Monk - They are versatile warriors of the divine, with the abilities to take, deal, and even reverse damage. They almost exclusively use their fists, feet, and other body parts and some use a small variety of foreign weapons, rarely straying to the more common groups asides from staves and throwing daggers, and never wear armor to keep their punches coming.
Priest - They linger behind the mightiest knights, respected mages, and most stealthy. As opposed to weapons, priests must have some item that relates them to their god or goddess, and they typically wear cloth armors, but a few have been known to try and protect themselves and switch over to leather and sometimes even heavy armors instead.
Psychic - With wits to match a mage, these casters stand in the front to mid lines of a battlefield. They manipulate the space around them to create barriers, as well as the space around others to launch attacks. Even though frail in body, they protect their allies with literal walls of thought. They must avoid conflict and stress when possible, their abilities relying heavily upon their own personal control.
Rogue - Naturally lurking in the shadows, they use light weapons such as daggers, and are known to be tricky and sly. They tend to wear leathers and lighter armors. They are a sort of "Jack-of-all-trades" when it comes to skills ranging from simple (like climbing or appraising items), to the complex, like picking locks and determining the effects of magical items.
Warrior - They tend to lean either towards defense, or more towards offense, with a flexible yet stern approach to battle. They commonly wear medium to heavy armors, depending on how they want to move around the battlefield, and they can use essentially whatever they want as a weapon.
Witch - By making pacts and contracts with demons and other creatures, witches manifest their power in incantations as well as hexes and spells. Like mages, witches almost exclusively wear light armor such as cloth, and use their magic as a volatile weapon. To begin as a witch, one gets a magical familiar from a list provided by the GM. Also, witches are heavily scrutinized by the public and must be careful with their magical heritage.
Step three: Let's make history!
You now need to come up with a brief (or long) history of your character, it doesn't have to be elaborate, but it certainly can be if you want. We don't need the heavy, like that you were raped at a young age or the mundane, such as you like apples, typically only things that would affect your equipment and stats, such as: Was your mother an armor smith, or your father a soldier in the royal army? Did your grandfather teach you swordplay at a young age? Are you a lost heir of the royal line? Or are you simply a peasant raised on hard work and elbow grease?
An easy way to pull out a quick history is through a few easy questions (You can develop more on this later if you want):
What social class does your character hail from?
What did their parents do? (If you had them)
Was your character taught anything important from any family members?
Did any of your character's family have any special equipment to pass down?
Does your character have any notable traits? I.E. Good with kids, green-thumb, etc.
Now remember, most of the time choosing something for your history will result in something negative to offset it. For example, if you were a peasant who worked the fields, you've obviously been conditioned to be stronger, but you were probably too poor to afford a proper education. Or, if you were a noble raised on wealth, you probably haven't had to lift a finger your entire life, so you wouldn't be as skilled in combat, but you would have more starting wealth. It's a trade-off, and can lead to interesting encounters as well as characters later on.
An easy way to pull out a quick history is through a few easy questions (You can develop more on this later if you want):
What social class does your character hail from?
What did their parents do? (If you had them)
Was your character taught anything important from any family members?
Did any of your character's family have any special equipment to pass down?
Does your character have any notable traits? I.E. Good with kids, green-thumb, etc.
Now remember, most of the time choosing something for your history will result in something negative to offset it. For example, if you were a peasant who worked the fields, you've obviously been conditioned to be stronger, but you were probably too poor to afford a proper education. Or, if you were a noble raised on wealth, you probably haven't had to lift a finger your entire life, so you wouldn't be as skilled in combat, but you would have more starting wealth. It's a trade-off, and can lead to interesting encounters as well as characters later on.
And now that we're done here, let's move on to a very important section.