how to make a character:
This article with explain to you how to make a character in sector 0, there will be three steps race, class and magic. all of the necessary information for your choices are in the character creation folder on the home page.
rolling stats:
To make stats better for the player and more balanced, instead of rolling 1d20 role 4d6 and add all of them together and take away the lowest number you rolled. For speed you role 1d20 and add your strength modifier. Once you have rolled all of your stats you can switch them around making your character be better for what you want to do. There are subskills as well that need to be sorted out, they are the same multiplyers as the stat it devives from but if you have any proficencys then you just add the +s together in that substat. You have 9 different stats and there substats they are all used for totally different things here are what they are for and each stats substats:
stats:
strength - strength is how physically strong you are and how hard you can hit.
Athetics, Close combat
.
dexterity - dexterity is how skilled you are and also your ability to dodge attacks.
Acrobatics, Slight of hand, Stealth, ranged combat, Fenness, dodge
.
constitution - constitution is how resistant to damage you are as well as poisons and infections, in my world its also how resistant to corruptions you are too.
Blocking, Toughness, Fortitude
.
intelligence - intelligence is how book smart you are.
Building, Cooking, Crafting, Investigation, Medicine
.
wisdom - wisdom is how street smart you are.
Animal handling, Insight, Nature, Perception, Survival, Repair
.
charisma - charisma is how chatty you are and how well you deal with confrontation and your natural speaking skills, this can also be used for intimidation.
Deception, Intimidation, Persuasion
.
power - power is how much raw magical energy your body can use and how potent it is.
Sense
.
limiter - limiter is how much magical power you can withstand using before your body starts to get injured.
Surpass
.
immunity - immunity is how resistant your body is to magic and its effects, this can also be for any effects with your genetics.
Will, Absorb
.
speed - speed is how far you can go in a turn.
here are all of the substats:
race:
Race is the first choice you need to make when making character, you can pick from any of the races from the race section of the home page. Race will decide what your base appearance will be and also what your main stats will be as well as proficiencies for your character. Your race will also determine what types of groups and organizations will like you and not, this is also something to think about when picking a characters race. Remember you can only pick one race for you character.
class:
Class is very important for character creation, it helps make its own personality and characteristics. Class is split between 3 levels, class level 1s are the lowest and weakest set of classes but allow you to pick two magics or one magic with a higher mastery level. This allows your character to be more magic focus but still retain some help with personality. Class level 2 are a moderately powerful set of classes that let you pick one magic at the lowest mastery level but make up for the lack of magic by adding better bonuses. Finally class level 3 are a set of classes that are very powerful for your character but leave you no options with magic making you use normal methods to make actions during the game. Everything about classes are in the class section on the home page.
magic:
Magic is the last option for your character creation experience, your magic choices are determined by you class choice. If you picked any level 1 class then you can pick 2 magics with level 1 mastery or 1 magic with level 2 mastery, you get to pick what magics multiplier you have if you pick 2 magics. If you picked any level 2 class then you can choose 1 magic with level 1 mastery and if you picked any level 3 class then you cannot pick any magic. Everything about magics are in the magic section of the home page.
How to level up:
When you level up you gain 2 points, with these points you can do 1 of 3 things, add them into your main stats, use 2 points to increese 1 magics mastery by 1 level or use 2 points on increaseing your proficency on a sub skill. When adding your points onto your main stats you add them onto the main number not the multipyer, every hole number on the main stat increases your multipyer by +1. When you are increasing your magic mastery you use 2 points and can increase 1 magic mastry by a single level. When you increase your proficency in a subskill (eg: Athletics , Blocking) you use 2 points to increase that subskills multipyer by an extra +1, proficancy bonuses are caped at a +2 so they can only be upgraded 2 times before becoming max level.
finish:
Now you have finished making the core fundamentals of your character and can now do everything else like adding multipliers from choices made, back story, name and everything else. You can pick any level one weapon for a starter weapon but speak to your DM for any rules or issues they might have with it. If you need any reference for back story then the history of the world can be somewhat used to gain ideas, if you need this information then look on the history tab.
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