Chapter 1: Character Creation

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Chapter 1: Character Creation

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[Art source]

The following thread will explain how to make a character and read your { Character Sheet }. It is heavily recommended to read the { Roleplay System } alongside this to better understand your choices. The first thing you need to do is decide what kind of character you want to make. Whether it be a warrior, craftsmen or something in between. Once you have an idea of what you want your character to be, that can aid you in looking to see what you want to be good at. All characters start fresh with little to no training. You gain your first abilities after your character arrives in Sunnydale.


 
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┌─── ∘°❉ A. Attributes & Skills ❉°∘ ───┐


Attribute Scores
The first thing you need to determine on your character sheet is your attributes. As they determine your base ability to perform any task. All attribute scores start at 10. You start 10 attribute increases and one decrease. Attributes increase or decreases change the score of the attribute they are applied to by 2+/-. In character creation a score can not go above an 18. Also you must place your attribute decrease and it must go in a score that has no attribute increases. Your race also gives you a bonus to an attribute, races will be covered later. Your attribute score determines your modifier bonus to rolls using that attribute. Table below.​

Score0-12-34-56-78-910-1112-1314-1516-1718-1920
Modifier-5-4-3-2-10+1+2+3+4+5



Attribute Types
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Strength: Determines your ability to lift, make melee attacks and your general physique.
  • You gain +1 inventory slot for each +1 modifier of strength.
Dexterity: Determines your ability to shoot ranged weapons, Armor class, sneaky things and general flexibility.

Fortitude: Your endurance and health. Increases hit points.

Intelligence: Determines your general knowledge of the things.
  • For +1 in intelligence modifier you have you get an extra language. If you have a +5 in intelligence you get an extra skill proficiency.
World: Your knowledge and ability of various environmental skills.

Magic: Your aptitude for casting magic.

Crafting: Your knowledge and skill to craft items.
  • If you have a +1 modifier in crafting, you gain a free skill proficiency in one crafting skill of your choice.



Skills

After determining your attributes it is time to determine your skill proficiencies. You start with 2 plus given to you by your race. Below is a list of each skill and description with their associated attribute. Being proficient in a skill means you add your proficiency rank to the skill. Allowing you to roll higher on that skill thus be specialized in it. Proficiency rank starts at +1 and increases every 4 levels afterwards.
Strength
  • Athletics: The general ability to perform intense physical maneuvers.
Dexterity
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  • Stealth/Disguise: The ability to go unnoticed both in plain sight and behind the curtain of shadows.
  • Acrobatics: The ability to perform aerial complex physical movements.
  • Sleight of Hand: Ability to perform complex hand maneuvers such as pickpocketing or disarming traps.
Fortitude (Has no skills)

Intelligence
  • Lore: The history of the world and most things in it. Covers all things not covered by other skills on knowledge based things.
  • Nature: Knowledge of nature and how it works.
  • Religion: Knowledge of the gods and their creations.
World
  • Perception: Seeing the world around you and discovering possible motives of others from sight.
  • Medicine: Taking care of others and their wounds. Also used in knowing the effects of various venoms, poisons and ailments.
  • Survival: Your ability to track, hunt and survive in nature.
  • Husbandry: Taking care of animals and raising them.
Magic
  • Arcana: Knowledge on magic and its innerworkings.
  • Enchanting: Turning the mundane world into magical.
Crafting
  • Alchemy: Making potions and anything Alchemical.
  • Textiles: Making clothing and anything to do with textiles.
  • Smithing: Shaping weapons, armors and metals.
  • Carpentry: Working with wood and construction. Bows, Staffs and Wands are made using this.
  • Tinkering: Making gadgets and various complex devices. Crossbows are made using this.
Alignment
At level 1 you must choose your characters alignment on the neutral, good, evil, lawful and chaotic axis. This will effect how the divine and some spells see you and somewhat represent where your characters stands on the side of morality. This can change over time but is set in stone during events.
Lawful Good: You follow a code of morality for the betterment of others.
Neutral Good: You believe in helping others but aren't to tied to law or chaos.
Chaotic Good: You help others when you feel like it in your own way

Lawful Neutral: You follow a code of morality but for purposes other than helping others but not innately maliciously.
True Neutral: You don't sway in any particular way too far in the morality compass.
Chaotic Neutral: You do what you want, whenever but you aren't malicious always about it.
Lawful Evil: You follow a code of morality for selfish and sometimes malicious reasons.
Neutral Evil: You are malicious and selfish.
Chaotic Evil: You enjoy chaos and the destruction of others.


Other Stats
Below is a list of other statistics that are important to you and your character. There is also a brief explanation of them. More details can be found in the { Roleplay System }.
  • Movement speed: This is typically 10 blocks, though it can be modified from sources like races.
  • Hitpoints: You start with 25+(Fort mod*5) hit points. This is the amount of damage you can take before you go unconscious. You get 5+fort mod additional hit points at level 6 and every level afterwards.
  • Attunement slots: The amount of magic items you can use at one time. You have 8 slots.
  • Armor class: This is the value someone must roll to hit you on an attack. It starts at 10+Dex mod unarmored. Armor increases this value.
  • Inventory slots: The number of items you can have in your inventory during an event. This is increased by bags and strength modifier. Most items follow MC inventory restrictions except potions which can be stacked to 3 for one slot.
  • Proficiency Rank: Your bonus to your skills and weapons you are proficient in. This naturally increases at certain levels
  • Age: If your age is below 16 years of age you can not select a progression path or gain XP. Characters can not start out over 100 years of age.
 
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┌─── ∘°❉ B. Races ❉°∘ ───┐

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Choosing a race is very important. As you will gain abilities, a skill proficiency and an attribute boost to a specific score except humans who can choose. Below is a list of each race and their attribute increase. Click on name to see abilities and skill proficiency choices.
  • Humans: Your standard well known versatile humans. Found everywhere.
  • Orcs: Big green humanoids known for their ferocity.
  • Goblins: Small craft green humanoids.
  • Fae: Magical transforming humanoids drawing powers from nature.
  • Cambions: Devilish humanoids that are good with magic.
  • Khaiti: Bestial humanoids who draw from mammals.
  • Skrieh: Bird-like people that can fly.
  • Zyngar: Fish-like people that are very smart.
  • Nullborn: An outer realm elemental race specializing in magic.
  • Dwarf: An industrious race of short bearded businessmen.
  • Halfling: A short joyous race of humanoids.
  • Draconids: A lizard-like humanoid race that comes from dragons.
  • Elves:Tall knife eared long lived humanoids.



Half-Races

You can choose to be a half race of two races. Choose one race to be your primary race and one to be your secondary. You gain the attribute increase and primary ability from your primary race. You gain the secondary abilities and skill from your secondary race. You can choose how each race affects your looks. There are no restrictions on what races you can combine.


Languages

A final thing to determine in character creation is the languages your character knows. Everyone knows common and you can learn the following. You can learn more languages through RP. You can pick one below to know in addition to common.
  • Sign: Using your hands to communicate.
  • Elven: Spoke commonly by Elves.
  • Xaelic: Spoken by people from the country of Xales.
  • Faespeak: Spoken by Fae.
  • Xruul: Spoken by Goblins and Orcs.
  • Primal: Spoken by the Beast races.
  • Outcast: Spoken by Cambions.
  • Dwarven: Spoken by Dwarves
  • Halfspeak: Spoken by Halflings
  • Draconic: Spoken by Draconics
  • Null: Spoken by Nullborns
  • Jekaise: Spoken by Jekai
Languages is to provide a little bit of flavour to character background. Mechanically, it’s intended to be used by noting the language before each line of speech, for example:
<Elven:> “The strait flows with pristine water.”
<Xaelic:> “The studies of Aretus II indicate our limbs possibly evolved from a structure in our ancestors, similar to the gill arches of cartilaginous fish.”
 
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┌─── ∘°❉ C. Levels & More ❉°∘ ───┐


Levels
Your level is how you progress and what all your abilities will be balanced and associated around. Every player starts at level 1 unless grandfathered in. In order to level up you must get 100xp. Xp is given from killing, crafting, completing events and a few other things. Killing and crafting XP values will be given below in tables. As they will remain stable whereas other ones may change depending on circumstance. The most important thing is in order to gain XP you have to be active on the server as there is no way to passively gain XP without RP. XP gain is recorded in your event log on your character sheet with how you gained it. The max a player can level to is 30.

XP Cap: After level 5(aka level 6 onward is when this rules kicks in) you can only gain up to a max of 200xp per character per week. You can still participate in events and craft. Only xp gain is halted for that week. Weekly resets happen on Mondays.

Progression Path: A character cannot be leveled up past level 5 without selecting a progression path. Basic information about progression paths can be found below.​


Progression
Below is a list of things you gain as you level up and what levels. Below that is a table to show you a complete level chart of what you gain at each level.​
  • Attribute Increase: Every 5 levels you can add 2 to an attribute score.​
  • Extra Skill Proficiency: Every 10 levels you gain an extra skill proficiency.​
  • Crafting Rarity Unlock: At level 1 everyone can craft common items. At level 1 you can craft uncommon items if you have proficiency in the item types craft skill. At level 7 you can craft rare items if you have proficiency in crafting them, at level 15 epic and legendary at level 20 and mythic at level 30.​
  • Hitpoints: At level 6 and every level after gaining 5+Fort mod hit points.​
  • Proficiency Rank: This starts at a +1 bonus and increases every by +1 every 4 levels afterwards.​
  • Weapon Proficiencies: You gain an extra weapon proficiency at levels 11 and level 22.​
  • Resist Proficiencies: At level 8 you can choose between strength, fortitude, dexterity, world and intelligence you can add your proficiency rank to that resist check. At level 18 choose a different attribute to add your proficiency rank to.​
Levels
Things Gained
Level 1​
Hitpoints (This applies to all levels), Skill proficiencies, Proficiency rank +1. Common and Uncommon items.​
Level 2​
Level 3​
Level 4​
Level 5​
Attribute increase, Proficiency bonus +2​
Level 6​
Level 7​
Rare Items​
Level 8​
Resist Proficiency​
Level 9​
Proficiency bonus +3​
Level 10​
Attribute increase, Extra skill proficiency​
Level 11​
Weapon Proficiency​
Level 12​
Level 13​
Proficiency bonus +4​
Level 14​
Level 15​
Attribute increase, Epic items​
Level 16​
Level 17​
Proficiency bonus +5​
Level 18​
Resist Proficiency​
Level 19​
Level 20​
Attribute increase, Extra skill proficiency, Legendary Items​
Level 21​
Proficiency bonus +6​
Level 22​
Weapon Proficiency​
Level 23​
Level 24​
Level 25​
Attribute increase, Proficiency bonus +7​
Level 26​
Level 27​
Level 28​
Level 29​
Proficiency bonus +8​
Level 30​
Attribute increase, Extra skill proficiency​
Mythic items​

Weapon Proficiencies
Weapons require specialization to truly master them. You start with 2 proficiencies in any of the following weapons groups below with an example of that weapon. All characters are proficient in unarmed attacks and improvised weapons in addition to the two other proficiencies. You add your proficiency rank to attack rolls with these weapons.

Note: You do not need proficiency in a shield to gain its bonuses to your Armor class and other effects. Only to add your proficiency rank to attack rolls made with it.​
  • Small One-Handed Edged (Daggers)
  • One-Handed Edged (Longswords)
  • Two-Handed Edged (Greatswords)
  • One-Handed Blunt (Maces)
  • Two-Handed Blunt (War Hammer)
  • One Handed Piercing​
  • Two Handed Piercing​
  • Shields (Spiked Shields)
  • Shortbows​
  • Longbows​
  • Light crossbows​
  • Heavy crossbows​
 
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┌─── ∘°❉ D. Grandfathering ❉°∘ ───┐

The way grandfathering will be determined is by a member of staff who will assign you a level based on progression. Due to the sheer difference in progression this had to be done as no direct calculation seemed fair. Things that will be taken into account are attribute points, magic tier, and skill tiers. Time is not a factor. The new system is generally more favorable to the player so you should be the same or better.

If you are a player with an existing character, you can apply for Grandfathering { Here }

XP per Level the Creature Slain is higher than the Player:
Levels above the Player
XP Gain
0​
10​
+1​
15​
+2​
20​
+3​
25​
+4​
30​


Crafting XP gain for Rarity of Item Successfully made:
Rarity
XP gain​
Common
10​
Uncommon
15​
Rare
20​
Epic
25
Legendary
50​
Mythic
100​
 
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