Post by Bluestorm on Jan 14, 2018 14:59:37 GMT
These general rules for character creation should be used for all quests - it helps keep the system consistent.
1. The Template
2. Races
There are five races in Eldyr.
- Elves are tall, proud, and strong. They live in the Pinewoods to the North and the Haran Rainforest to the south.
- Centaurs are half-man, half-horse people, living on the Peragun plains and in the Great Desert.
- Gnomes are a short, but quick and intelligent race, believed to be descended from the ancient Vimeni. They live in the Gnummish Marsh.
- Humans have only recently arrived in Eldyr and are colonising it. They come from across the great sea.
- Tygoshi are raiders that followed the humans to Eldyr. They are a large, hairy people, with renowned strength.
For a more in-depth look at Eldyr's races, check here.
3. Classes
Classes are a general description of a character's vocation. For most adventures, the general classes below should be used:
- Warrior: The strong close combat class.
- Ranger: Rangers are experts with bows and arrows.
- Mage: Mages can specialise in a wide range of spells.
- Rogue: Rogues are thieves and assassins, masters of stealth.
- Beastmaster: Beastmasters control powerful beasts.
- Spellsword: Arcane warriors who call on both blade and the magic arts.
4. Stats
In most adventures, 20 points are given to allocate to your five stats. However, in some cases, the adventure-master may decide to allocate more or fewer stat points, to change the adventure's difficulty. You may not allocate more than 10 points to a single stat.
Stats affect your character in the following ways:
- Strength: Used for close combat and actions requiring strength.
- Dexterity: Used for ranged combat and actions requiring acrobatic moves or speed.
- Wisdom: Used for perception checks and magic, as well as any actions requiring intelligence.
- Charisma: Used for persuasion and similar actions, such as haggling.
- Stealth: Used for avoiding detection, stealing, etc.
Races and classes also affect your stats, as outlined below:
- Elf: +2 dexterity, +1 wisdom, +1 stealth.
- Gnome: +2 dexterity, +2 stealth.
- Centaur: +2 strength, +1 dexterity, + 1 wisdom.
- Human: +1 to all except wisdom.
- Tygoshi: +3 strength, +1 dexterity
- Warrior: +2 strength.
- Ranger: +2 dexterity.
- Mage: +2 wisdom.
- Rogue: +1 dexterity, +1 stealth.
- Beastmaster: +1 charisma, +1 strength.
- Spellsword: +1 strength, +1 wisdom.
HP and MP are also stats, and are determined as follows:
- HP: Every character has 20 HP, plus that character's strength. Specify the character's maximum HP, as well, for tracking purposes (e.g. 25/25).
- MP: Every character has 20 MP, plus that character's wisdom. Specify the character's maximum MP, as well, for tracking purposes (e.g. 25/25).
5. Spell Doctrine
Mages and Spellswords must choose which spell doctrine they follow, which determines what spells they can do. Spell doctrines are as described below:
- Doctrine of Fire: Unpredictable but devastating damage.
- Doctrine of Ice: Relies on freezing enemies and incredible crowd control.
- Doctrine of Earth: Consistent high damage and stuns.
- Doctrine of Air: Movement and crowd control as well as high damage.
- Doctrine of Healing: Healing allies and yourself during battle.
- Doctrine of Necromancy: Healing yourself by dealing damage, and raising corpses to fight for you.
- Doctrine of Enchanting: Subtle, mind-control spells and the ability to enchant weapons and armour.
- Doctrine of Runesmithing: Wild, uncontrollable magic of unmatched power, and the ability to carve runes on weapons and armour.
More on spell doctrines can be found here.
6. Inventory
Every character gains the following items:
- 3 days food and water
- 15 m rope
- Tinderbox
- 10 gold
Each class also gains their respective items, as follows:
-Warrior: Normal iron shortsword
Normal leather shield
Normal iron hunting knife
Normal leather armour
- Ranger: Normal ash longbow
Normal iron long knife
- Mage: Normal magic staff
Normal iron dagger
- Rogue: 10 normal iron throwing knives OR normal ash crossbow
2 normal iron long knives OR normal iron switchblade
- Beastmaster: Normal iron short sword
1 class 1 beast (chosen from the list here)
- Spellsword: Normal iron shortsword
Normal leather armour
Of course, adventure-masters may add or remove items from the above lists. Always read the adventure's rules!
7. Example Character
Name: Bluestorm
Race: Elf
Class: Spellsword
Gender: Male
Age: 16
Background: Bluestorm lives in England, and one day decided to create a role-playing site for all to enjoy.
Strength: 7
Dexterity: 6
Wisdom: 8
Charisma: 1
Stealth: 4
Spell Doctrine: Doctrine of Fire
Level: 1
Experience: 0
HP: 27/27
MP: 28/28
Inventory:
3 days food and water
15 m rope
Tinderbox
Normal iron shortsword
Normal leather armour
8. Character Tracking
Once your character is made, submit it to the sign-up thread of the quest you are planning to join. Then, once you are accepted, make a thread in this forum with your character's information in it, to track their stats.
1. The Template
[b] Name: [/b] Character name here.
[b] Race: [/b] Character race.
[b] Class: [/b] Character class.
[b] Gender: [/b] Your character's gender.
[b] Age: [/b] Your character's age.
[b] Background: [/b] Your character's backstory.
[hr]
[b] Strength: [/b] Your character's strength.
[b] Dexterity: [/b] Your character's dexterity.
[b] Wisdom: [/b] Your character's wisdom.
[b] Charisma: [/b] Your character's charisma.
[b] Stealth: [/b] Your character's stealth.
[b] Spell Doctrine: [/b] The magical doctrine your character uses.
[hr]
[b] Level: [/b] Your character's level. Starts at 1.
[b] Experience: [/b] Your character's experience. Starts at 0.
[b] HP: [/b] Your character's health points.
[b] MP: [/b] Your character's mana points.
[b] Inventory: [/b] The items your character has.
2. Races
There are five races in Eldyr.
- Elves are tall, proud, and strong. They live in the Pinewoods to the North and the Haran Rainforest to the south.
- Centaurs are half-man, half-horse people, living on the Peragun plains and in the Great Desert.
- Gnomes are a short, but quick and intelligent race, believed to be descended from the ancient Vimeni. They live in the Gnummish Marsh.
- Humans have only recently arrived in Eldyr and are colonising it. They come from across the great sea.
- Tygoshi are raiders that followed the humans to Eldyr. They are a large, hairy people, with renowned strength.
For a more in-depth look at Eldyr's races, check here.
3. Classes
Classes are a general description of a character's vocation. For most adventures, the general classes below should be used:
- Warrior: The strong close combat class.
- Ranger: Rangers are experts with bows and arrows.
- Mage: Mages can specialise in a wide range of spells.
- Rogue: Rogues are thieves and assassins, masters of stealth.
- Beastmaster: Beastmasters control powerful beasts.
- Spellsword: Arcane warriors who call on both blade and the magic arts.
4. Stats
In most adventures, 20 points are given to allocate to your five stats. However, in some cases, the adventure-master may decide to allocate more or fewer stat points, to change the adventure's difficulty. You may not allocate more than 10 points to a single stat.
Stats affect your character in the following ways:
- Strength: Used for close combat and actions requiring strength.
- Dexterity: Used for ranged combat and actions requiring acrobatic moves or speed.
- Wisdom: Used for perception checks and magic, as well as any actions requiring intelligence.
- Charisma: Used for persuasion and similar actions, such as haggling.
- Stealth: Used for avoiding detection, stealing, etc.
Races and classes also affect your stats, as outlined below:
- Elf: +2 dexterity, +1 wisdom, +1 stealth.
- Gnome: +2 dexterity, +2 stealth.
- Centaur: +2 strength, +1 dexterity, + 1 wisdom.
- Human: +1 to all except wisdom.
- Tygoshi: +3 strength, +1 dexterity
- Warrior: +2 strength.
- Ranger: +2 dexterity.
- Mage: +2 wisdom.
- Rogue: +1 dexterity, +1 stealth.
- Beastmaster: +1 charisma, +1 strength.
- Spellsword: +1 strength, +1 wisdom.
HP and MP are also stats, and are determined as follows:
- HP: Every character has 20 HP, plus that character's strength. Specify the character's maximum HP, as well, for tracking purposes (e.g. 25/25).
- MP: Every character has 20 MP, plus that character's wisdom. Specify the character's maximum MP, as well, for tracking purposes (e.g. 25/25).
5. Spell Doctrine
Mages and Spellswords must choose which spell doctrine they follow, which determines what spells they can do. Spell doctrines are as described below:
- Doctrine of Fire: Unpredictable but devastating damage.
- Doctrine of Ice: Relies on freezing enemies and incredible crowd control.
- Doctrine of Earth: Consistent high damage and stuns.
- Doctrine of Air: Movement and crowd control as well as high damage.
- Doctrine of Healing: Healing allies and yourself during battle.
- Doctrine of Necromancy: Healing yourself by dealing damage, and raising corpses to fight for you.
- Doctrine of Enchanting: Subtle, mind-control spells and the ability to enchant weapons and armour.
- Doctrine of Runesmithing: Wild, uncontrollable magic of unmatched power, and the ability to carve runes on weapons and armour.
More on spell doctrines can be found here.
6. Inventory
Every character gains the following items:
- 3 days food and water
- 15 m rope
- Tinderbox
- 10 gold
Each class also gains their respective items, as follows:
-Warrior: Normal iron shortsword
Normal leather shield
Normal iron hunting knife
Normal leather armour
- Ranger: Normal ash longbow
Normal iron long knife
- Mage: Normal magic staff
Normal iron dagger
- Rogue: 10 normal iron throwing knives OR normal ash crossbow
2 normal iron long knives OR normal iron switchblade
- Beastmaster: Normal iron short sword
1 class 1 beast (chosen from the list here)
- Spellsword: Normal iron shortsword
Normal leather armour
Of course, adventure-masters may add or remove items from the above lists. Always read the adventure's rules!
7. Example Character
Name: Bluestorm
Race: Elf
Class: Spellsword
Gender: Male
Age: 16
Background: Bluestorm lives in England, and one day decided to create a role-playing site for all to enjoy.
Strength: 7
Dexterity: 6
Wisdom: 8
Charisma: 1
Stealth: 4
Spell Doctrine: Doctrine of Fire
Level: 1
Experience: 0
HP: 27/27
MP: 28/28
Inventory:
3 days food and water
15 m rope
Tinderbox
Normal iron shortsword
Normal leather armour
8. Character Tracking
Once your character is made, submit it to the sign-up thread of the quest you are planning to join. Then, once you are accepted, make a thread in this forum with your character's information in it, to track their stats.