Creating Your Character
Step One: Concept
What kind of character do you want to be? Every character starts here. What is your personality type? Your combat role? What is your character better at than others? Is your character a hero, or an anti-hero? What will make people remember your character? The game is entertainment, and so your character needs to be entertaining. High numbers are nice and all, but characters are remembered for what they do, not how easy it was for them to do it.
Step Two: Race, Role, & Style
Now that you know what you want, we can start to build it.
Your race should be your first decision after getting a concept. Humans, of course are the most versatile, but even they have many subtle variations. But don’t be afraid to try something more exotic!
Your combat class is a combination of your Role and Style, and is the basis of what your character is best at in combat. Your role determines what you do best. Some characters focus on distance attacks, some on survival, some on magic. Your Style determines how you do it. Maybe you have a primal power source like a barbarian, or a military background like a warrior. Your class doesn’t limit your combat options, it only boosts what you want to excel in by giving you special abilities.
Step Three: Skills, Proficiencies & Perks
Each character starts with at least 40 skill points (some races/builds have more to start). Any character can put their skill points anywhere they choose. Skills start at 0 and cannot be raised above 4 at creation, or above 6 until the character has advanced it’s Tier. For most General skills, all characters have the same potential. All skills will eventually max at 10 and most characters will have roughly the same number of skill points.
When it comes to Combat and Magic skills, however, some characters get more benefit from a given skill than others. For example, a Warrior can learn to cast spells, but he learns spells much more slowly than a Wizard, and he takes a number of penalties based on his armor and the fact that he isn’t as well trained. On the other hand, the Wizard can train in martial weapons, but will never be able to make up for the Warrior’s class boosts and will lack the Proficiency options, as well as the Warrior’s higher endurance for melee combat from armor and health boosts.
That said, you can combine as you see fit, and with good perk choices and items, any character class can be made to excel in any role.
Perks can drastically affect your character’s abilities. They can affect skills, stats, or allow the character to do entirely new things. can make otherwise similar characters feel very different.
Step Four: Statistics
Each character has a measure of their innate talents, called Ability Scores. These are used to raise various defenses and between them they can boost nearly everything your character does. Abilities are as follows:
Physical: Strength, Dexterity, Constitution
Mental: Intelligence, Wisdom, Charisma
Complete Breakdown here at link above.
These Ability scores also create your Stats or Health points and Mental points respectively. HP is the amount of physical damage you can take before going unconscious and eventually dying. MP is how much mental fatigue you can endure before succumbing to Mental Exhaustion, a debilitating condition for anyone, but especially devastating for spellcasters, who generally lose their ability to cast.
Finally, all this affects your Saves or your ability to resist certain unconventional attacks like spells, falling focks, poisons, etc.
Step Five: Equipment
Finally, Outfit your character with gear. Some characters need weapons, others need alchemical mixtures. Almost all need a canteen and a bedroll. Don’t forget torches!