Rules & Informations

CHARACTER CREATION PROCEDURE

You can randomise your character creation by rolling a dice « 1dX » for each choice (X = total of option you can choose from).
Tool to roll « 1dX » dice: https://rolladie.net/.
Step 1 - Select your Class
Your Class determines the focus of your core abilities (e.g. magic, combat, stealth, etc) and therefore what in-game strategies will work best for you.
  Your Class is what you were born to do: a combination of your training and instinct. Were you destined to be a disciple of the sword or a master of magic?   Your Class determines your...
  • Aptitudes :
    Scores that describe your physical, mental and social capabilities.
  • Combat values :
    Information that describes how well you can fight.
  • Class abilities :
    Skills or powers unique to your specific Class.
  • Character advancement :
    The way your Aptitudes and Combat Values develop as you rise in Lvl.
  • Combat gear allowance (?) :
    The weapons and armor you can use without penalty.

Class list

  1. Alchemist
  2. Bard
  3. Cleric
  4. Druid
  5. Fighter
  6. Magitech
  7. Monk
  8. Occultist
  9. Paladin
  10. Ranger
  11. Rogue
  12. Sorcerer
  13. Wizard
  You want to make a new unlisted Class or Subclass? Ask the GM about integrating it.

 
Step 2 - Select your Species
Your Species determines your physical appearance (e.g. size, shape, coloration) but also grants you extra biological or psychological abilities.
  Each species has different biological or psychological qualities. It's what determines your general appearance and size.   Your Species determines your...
  • Species size (?) :
    Size can modify your base Aptitudes and Defense Rating.
    Size also affects your Combat Gear Allowance and how many Inventory Slots you get (this determines the amount of gear you can carry).
  • Species abilities :
    Skills or powers unique to your specific Species.
    You start with Innate Abilities and can, later in the game as you Lvl-up, develop Maturative Abilities.
 
Half-breed
You can mix 2 Species like half-human/orc, in that case some restriction may apply and some mix could be impossible, you should ask the GM about it.
  • You must choose 1 Innate abilitie from each.
  • You will not be able to obtain any Maturative abilitie.
  • You can choose a Size available from any of the 2 Species, unless a only Small Specie has been breed with an only Large Specie, in that case the Size will be Medium.

Species list

  1. Angel
  2. Demon
  3. Demonborn
  4. Dwarf
  5. Elf
  6. Elf {Dark}
  7. Elf {Sea}
  8. Fey
  9. Floran
  10. Gnome
  11. Gnome {Deep}
  12. Goblin
  13. Hobgoblin
  14. Kenku
  15. Kitsune
  16. Kobold
  17. Human
  18. Leshy
  19. Lycanthrope
  20. Mechanoid
  21. Minotaur
  22. Myconid
  23. Orc
  24. Ratfolk
  25. Thri-kreen
  26. Thri-kreen {Cold}
  27. Tortle
  28. Triton
  29. Undead
  You want to make a new unlisted Specie? Ask the GM about integrating it.

 
Step 3 - Select your Homeland & History
The life you had before becoming an adventurer provides you with specialist knowledge and a few useful starting items.
  Your Homeland is the place where you grew up, and your History is the life you led prior to becoming an adventurer.   Your Homeland determines your...
  • Bonus language (?) :
    A form of regional communication you are fluent in.
  • History :
    Describes what you did before your adventures and determines :
    • Purviews (?) :
      Useful areas of knowledge earned from past experience (Minor Bonus (+2) to your roll).
    • Starting gears (?) :
      Belongings you’ve decided to take on your travels.

Homelands list

  1. Todo name

    Bonus language (Pick 1)
    1. Commun
    2. Todo...
    Histories available (Pick 1)
    1. History: TEMPLATE
    2. Todo...
  2. Kingdom of Asperia

    Bonus language (Pick 1)
    1. Todo...
    2. Todo...
    Histories available (Pick 1)
    1. Todo...
    2. Todo...

 
Step 4 - Select your Quirk
Your Quirk is what makes you different from characters of a similar Class and Species.
It is an eccentricity that grants you a small advantage, often accompanied by a minor catch.
  Your Quirk is a unique or peculiar aspect of your character. Will you have a robotic arm, be unusually resilient to magic, or have great fashion sense?   Your Quirk is a unique mental or physical feature that alters your character in some way, usually providing you with a distinct set of Positive and Negative effect.    
It's better not to have the same quirk as another player, if that happen, the DM might let you know if you're sure about having multiple player with a same quirk.
 

Quirks list


Spirit Quirks :
  1. Todo...
Physiology Quirks :
(Unavailable for Specie: Mechanoid)
  1. Todo...
Fate Quirks :
(Unavailable for Specie: Mechanoid)
  1. Todo...
Curse Quirks :
(Unavailable for Specie: Mechanoid)
  1. Todo...
Mechanoid Quirks :
(Specie: Mechanoid Only)
  1. Todo...

 
Step 5 - Select your Traits
Traits enable you to personalize your character’s natural Aptitudes, making them more or less strong, agile, resilient or perceptive.
  Your Traits describe your mental and physical strengths and weaknesses. Are you strong but clumsy, or puny but perceptive?
It modify your base Aptitudes as set by your Class. Your Traits make you more or less capable than other players of the same Class and Lvl.   There are two types of Trait...
  • Positive Traits : These boost your Aptitudes above your Class's base level.
  • Negative Traits : These reduce your Aptitudes below your Class’s base level.

Selection of the Traits


  1. Choose twice an Aptitude to increase by 1.
  2. Choose once an Aptitude to reduce by 1.
Positive & Negative Traits will cancel each other out, and 2 Positive traits will stack to provide a +2 Aptitude bonus. As you rise in Lvl the Aptitudes adjusted by your Traits will now track permanently above, or below, the value stated for your Class.

 
Step 6 - Describe your character & Choose rumors for your character
It's recomended to use your character backstory when defining the rumors.
Before the first game, each player will know one rumor (randomly choosen) about all the others player's character, this will help form early bonds/interactions between characters.
 
  • Give your character a name and details about their backstory and personality.
  • Choose 5 rumors about your character. 2 true good rumors, 2 true bad rumors and 1 false rumor. This information must be given to the DM only.

 
Step 7 - Go shopping
The shop is available from the character sheet inventory, so you will first need to have it made by the DM before shopping.
  Each character, as a supplement to their starting gear, also start with 10 golds and a Standard Weapon.
   
You can spend your golds on equipment and supplies to supplement your starting gear. You can also sell any of your starting gears for the usual selling value (50% of its value).

 
     
 
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