Final Character Creation

OK. Let's design a character. First of all, select a template. For this example, we will choose a template of an elf. First of all, look at the Attribute Dice section. A typical elf can distribute 18D throughout its attributes. Your attributes are the basic characteristics that make up your character : Perception, Knowledge, Dexterity, Strength, Technical and Magical Aptitude. This elf we want to make a wizard fighter, so we'll give him lots of dice for Dexterity and Magical Aptitude. On the template page there is also a list of the six basic qualities, with numbers through them. For strength on the elven template, there is 2D/3D written. This indicates the maximum and minimum qualities an elf can have. Elves, not being very strong, have at minimum a 2D and at maximuma 3D when they are being created. I created this elven character :

DEXTERITY : 4D
STRENGTH: 2D
PERCEPTION: 2D
TECHNICAL: 2D
KNOWLEDGE: 3D
MAGICAL APTITUDE: 4D

You might notice that I have 1D left over. I don't want to pour it on one quality, but would like to split it amongst my especially low qualities : Strength, Perception and Technical. 1D can be split into three (3) +1 tokens. A single +1 token means that when the specific dice are rolled, a one is added to the total. 2D+1 would mean that when testing that skill, 2D would be rolled, and one would be added to the total. Using this new knowledge I change my character slightly :

DEXTERITY : 4D
STRENGTH : 2D+1
PERCEPTION : 2D+1
TECHNICAL : 2D+1
KNOWLEDGE : 3D
MAGICAL APTITUDE : 4D

If I wanted to be especially good at perception, but also have some talent in knowing things, I could make my perception 2D+2 and my knowledge 2D+1 and leave my Technical at 2D. Don't forget that three +1 tokens equals 1D, so when increasing dice by one it would move like this:

1D,1D+1,1D+2,2D,2D+1.... and so on. Understand?

The final quality on the template besides the Skills is the Move of a character. There is a 10/12 in the Elven template. This means that a character starts out with a move of 10 that can be modified later on to a maximum of 12. During character creation, there is no way to boost your base, start off speed (in this case 10).

So now we have our character; a bold fighting magician. I write out the form with a complex and detailed description of his personality, background and appearance, and then answer those questions before the form about envisioning the character. I send that to the DM, who then evaluates it. He decides that he likes my character and asks me for the statistics and a "necomer definition". That is a definition that will be sent to other Playing characters when they meet you. Make it vague (after all it might be used when sitting in a tavern or fighting evil monsters in water), but also interesting to the Playing characters. I do that quickly, and then concentrate on completing the statistics. I still have to complete my skills. I go back to the web page and look at my Skills Dice. The number beside it is 7D. Looking back at my statistics, I also consult the skills list. This is a vague list of suggestions for things that go in to the makeup of your character. Since in my description, I gave my elf a bastard sword, I should make him good at using it. Since other weapons, like Sword Use and Axe Use are under Dexterity, I should add this skill under it as well. So I write underneath Dexterity "Bastard Sword Use." I also want my character to know the basic type of magic that everyone magical has a familiarity with : the Weave so I write down under Magical Aptitude "The Weave." I write down the other skills I really want and end up with this (as you fiddle around with your skills you may remove and add to it):

Dexterity : 4D
Bastard Sword Use
Bastard Sword Parry
Dodge

Strength : 2D+1
Stamina

Perception : 2D+1
Con
Magic Sense
Alertness
Bargain

Magical Aptitude
The Weave

Knowledge : 2D+1
Geography

Elves have 7D to distribute amongst their skills. It works in the same way as attributes, except for skills, the basic attribute number is added with the increase and written beside the skill. I want to increase my Bastard Sword Use by +1D. I remove 1D from by Skills Dice, and then add my Dexterity (4D) with the amount I want to increase (1D). My basic skill when wielding my trusty blade is 5D! If I wanted to make it 1D+1 I would minus the appropriate amount from my Skills Dice and write down 5D+1 beside my skill. Don't worry if you don't have enough dice to increase everything. Skills you do not increase can still be used, but instead I will use the basic attribute, rather than a specific skill. In a severe situation, if my character were to have to pick up a chicken and wield it, I wouldn't require him to have Chicken Use as a Dexterity Skill; I would simply use 4D to see if he could hit his target, or if he had Club Use, would let him use that skill, with a minor disadvantage. I create the following character:

Dexterity : 4D
Bastard Sword Use : 5D+1
Bastard Sword Parry : 5D+1
Dodge : 5D+1

Strength : 2D+1
Stamina : 4D+1

Perception : 2D
Con
Magic Sense : 2D+1
Alertness : 2D+1
Bargain

Magical Aptitude : 4D
The Weave : 4D+1

Knowledge : 2D+1
Geography

Some of my skills I was unable to increase; I used the basic attribute for those. However, I really want to be able to have a knowledge of geography. Reading up on the skill, I find that it can be SPECIALISED. This means that a character can have a familiarity with a certain area covered by that skill, but when dealing with other areas, he would not have such an edge. Specialization costs less than a full knowledge of the skill, and is usually more specific when dealing with the characters area of interest. Thus, by character (since he lived in the slums of Aquanelle) would be able to have an intimate knowledge of Aquanelle if I took a specialization of Geography in Aquanelle. Specializations are shown in a Statistics sheet by writing the skill underneath the related attribute, as the general skill followed by a colon and the specific area. A knowledge of Aquanelle would be reflected like this :

KNOWLEDGE : 2D+2
Geography : Aquanelle :

The second colon is for the die value. The special thing about specializations is that for one +1 token, you can increase the value by 1D. This can only be used for the first time; all other additions are normal, but this cheap +1D benefit is worth it! Taking a +1 counter from my Magic Sense (and thus making it not a skill anymore, since that was all I gave it) I invest that token in my specialized skill and thus add +1D to the Geography : Aquanelle skill. Specialized skills have no limit; if I wished I could also take another specialized geographical area or Magic Sense : The Weave as a Perception Specialization. or both! I then erase all the excess skills, leaving only those that were updated by my skill dice. I then recount and make sure I have not used to many dice for the attributes and skills. My final character sheet looks like this :

Dexterity : 4D
Bastard Sword Use : 5D+1
Bastard Sword Parry : 5D+1
Dodge : 5D+1

Strength : 2D+1
Stamina : 4D+1

Perception : 2D
Alertness : 2D+1

Magical Aptitude : 4D
The Weave : 4D+1

Knowledge : 2D+1
Geography : Aquanelle : 3D+1

MOVE : 10

Now I read the special abilities of my template. If the character is of the High Clan, then he may receive a +1D in Magical Aptitude, though he will receive a -1D in Magical Resistance. Well, I didn't advance my Magical Aptitude as much as I would like, and because I want both balanced, I'll take the danger of being weaker to magic. So I increase my Magical Aptitude by +1D (which pushes it above the normal max for an elf), all my skills and minus 1D from my skill of magical resistance (a Skill under Magical Aptitude. So my character sheet's magical section will look like this :

MAGICAL APTITUDE : 4D (+1D)
The Weave : 4D+1 (+1D)
Magical Resistance : 4D (-1D)

NOTE : It should be written in this way in order to make it clear where the bonus and penalties come from! Were you to lose your special advantages, it would make it much easier for me to adjust your character sheet.

FINALLY! We're finished and my character is ready for Aria. All that is left is to put everything together. I've already submitted by detailed description/background and the character development questions, and so on the next email (after receiving DM acceptance) I send him my stats, my newcomers description, and a detailed list of equipment (with description). This would include rations, as well as money.

Now the DM will tinker. If he sees your equipment and doesn't agree, he'll tamper; or worse, but a disadvantage onto your equipment (the Dagger of Piercing only works in areas of extreme darkness!). If he sees your background and can't fit it into his story, he'll adjust it. That sort of stuff. Eventually, he'll email you back and tell you what he's changed, whether you are ready to participate, or whatever. If you request it, he'll send you back whatever information you sent him (from statistics, to description). Note that you will never have to need the statistics, as the DM will make all dice rolls and will use the rules. After that, you'll receive the first post. The DM will introduce you out of the game to the rest of your group, give you the newcomers descriptions of the other players, and perhaps let you engage in dialogue. All decisions and movements should be sent to the DM, and also to everyone else (so they can respond). The "turn" is variable up until the final turn is put up (in a week usually). Before this final turn, preview turns will be revealed with what has been performed so far showing up. It'll make life easier for you, should you have missed some of the emails, not been able to follow what's going on, or simply not had the time to respond up until now. Dialogue in public should be posted in the same manner. Private actions and dialogue should follow this manner: the player expresses hiw wish to do something secret. He will send it only to the DM, and the DM will reply as to whether he suceeds or not. If he is noticed by the rest of the party, it will be placed in the final post and preview posts; if not (whether he suceeds or fails) it will not be included. If the player is attempting a private dialogue with someone, what your character says should be sent to each person involved, as well as the DM. You may want to place "<RESPONSE>" in areas where you think the other character should respond. The second character will then send back what he says; he/she can interrupt you (delete part of your sentences and stuff), answer you, ignore you, whatever. If other people hear, it will be posted; if not, nothing will be revealed.

Should the player be attempting to use one of his powers by himself, such as using one's knowledge or attempting to track someone, you express your intentions to everyone (Drake tries to remember whether the town of Sakra lives near here). The DM will then respond. Alternatively, sometimes the DM will send you information without your request (Ie: you are talking to a tavern keeper who mentions the Darenguard War. Your knowledge of History has kept you informed and you are aware of what he speaks about; a war between......blah, blah). This will be sent to you privately, and it is your decision whether or not to inform everyone else. If the action you are making or that the GM automatically makes for you is obvious (dodging an attack, shooting an arrow), then it will be revealed on the post. Understand?

If you have any questions, email Stuart at [email protected]. I hope this character creation guideline helped!

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