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Guidelines

Quick Check List:
Ability Scores
Race
Class
Skill Ranks
Feats
Traits
Drawback
Hit Points
Equipment
Description
Personality
Backstory

Ability Scores | 25 points

We will have an Epic Fantasy type of campaign which are 25 points to spend on your ability scores. Feel free to use this Point Buy Calculator to determine or play around with ability scores before committing on Forge.

Race | 25-30 points

Since I want playable characters to stand out and feel stronger than the average in this world, 25-30 race points is the range to select a race within. Head over to Playable Races to select which race you'd like to play. If your race is under the total amount of points, head to Creating New Races to browse through options you'd like to add to your character. If your character exceeds the range, consider which racial traits you'd remove to lower it down. Additionally, if you cannot find a racial trait that suits your ideas, homebrewing racial traits are up to discussion.

  • For editing traits on Forge, ask GM for help.
  • For flavoring additions or removals of racial traits, perhaps your character could have a mixed heritage, experienced an abnormality in the mines, or have been afflicted by monsters/creatures. While I won't require in-depth explanations as to how your characters have racial abilities not typical of that race, I would like consideration of how your character gained these traits.

Class

Choose a class and don't forget Favored Class. Clear your class choice with the GM.

  • Unchained variants are up to discussion.

Skill Ranks

All characters will gain additional +1 skill ranks for each level up.

  • We will also be playing with Tuning as an additional skill players can invest their ranks into.

Choose Feats, Traits, Draw Back

Determine how many feats your character receives by considering if their race or class, if at all, provides additional feats.

  • All characters begin with 1 feat; this feat is in addition to the one normally obtained at Level 1.
  • All characters start with 3 traits and 1 draw back.

Determine Starting Hit Points

A character starts their first five levels at maximum hit points. Determining hit points at level 6 and further levels will be rolled according to their class hit dice.

Get Equipped

Starting wealth will be determined by class and multiplied by 20 (instead of 10). For example, xd6 x 20. Each character is allowed to pick 1 magic item valued at 2,000 gp granted as a heirloom they may have received through family, found in the mines, or similar reasoning.

  • We will be playing with firearms with the "Emerging Guns" mindset. If you wish to use firearms, please discuss with the GM the origins and consequences of owning such a weapon.

Starting Level, Leveling Up

Characters will be starting at level 3 with quick level progression to level 5 in the beginning arch of the campaign.

  • We will level up normally, using magic items (aka no ABP).
  • XP will be used to progress to further levels (we will use Exact XP and Story Awards).

Description, Personality and Backstory

Description

When describing your character, first start with a name by making it up, choosing it or generating one. Next, determine their age, alignment and physical appearance (such as height, weight, eye/hair color, etc.), and determine which constellation they follow closest.

  • Age: No child characters and preferably no young adults (i.e. 18-20 year old humans).
  • Alignment: Any alignment within reason; regardless of alignment, character is always 'party aligned'.
  • Physical Appearance: Races do not have to be strict to how they typically appear. Flavor/Change within reason.
  • Constellation: These are the worlds 'deities' but are concepts followed religiously rather than personified beings representing concepts/ideals.
Personality

For personality, choose at least 1 from each of the following: Personality, Ideal, Bond and Flaw. When creating these, consider taking inspiration (or stealing) such traits from 5e D&D.

Backstory

For backstory, we will be discussing inner party relationships during Session 0. Expectations of backstory is to know of your party members since you all grew up in the same town. Preferably, they will know each other personally, create ties with each other and have emotional bonds together. There will be a 'time skip' from your characters last seeing each other (before gaining levels) to when they meet again (at Level 3). During this time skip, consider where your character was. Did they stay in the hometown to work? Did they pursue other goals not typical of their hometown expectations? Did they manage to travel and explore; if so, what would cause them to come back?

I require every player to use the Roleplay Sheet document (if you have a google email/account, you are able to create a copy of this to save to your own drive). Considerations and alterations to take into account when filling out this document:

Relationships
  • Please add party members to this section.
  • Create at least 1 NPC the party as a whole is bonded with (negative or positive-- someone for the party to care or hate about together).
  • Create at least 1 NPC your character is bonded to who lives in the hometown (can be family, friend, romantic/platonic partner, etc).
  • When creating additional NPCs (family, partners, enemies, etc.), consider how they can be used narratively in the campaign with the mindset of collaborative storytelling. Will the creation of this NPC give motive for your character to adventure with the party? Will they help your character bond with the party? How does their existence challenge or push your character when they're adventuring? Ultimately, consider if these possible NPCs add or take away from the group's story rather than only your character's personal story.
Backstory
  • Add the question: How did the party meet?
  • Add as an individual question or replace with 6. if they have yet to leave the hometown: What draws your character to protect their hometown?


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