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| To see how the choices that influence your character will be used in the course of play, consult this page: [[Systems]]. | | To see how the choices that influence your character will be used in the course of play, consult this page: [[Systems]]. |
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| ===1. Choose their lineage.=== | | ===Lineage=== |
| You can find a list of lineages here: [[Lineages]]. | | The default is human. You can also play an Artificer or Vitravn, which are listed below as a class. You can play an elf, but elves have some baggage attached to them. All you need to do is let a DM know that you intend to play one, and they may be played as a Knight, Scholar, or Freeman. |
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| Note the default traits for each lineage. Those will be your character's traits, if you choose that lineage.
| | ===Attributes=== |
| | Roll 2d10 four times, and add 25 to the result of each roll. After rolling, distribute the results as you like across the four attributes. |
| | *Strength |
| | *Speed |
| | *Intellect |
| | *Combat |
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| Each lineage will also give you at least one option for an additional trait. You can either choose one or stick with the baseline.
| | ===Saves=== |
| | Roll 2d10 three times, and add 10 to the result of each roll. After rolling, distribute the results as you like across the three saves. |
| | *Sanity |
| | *Fear |
| | *Body |
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| ===2. Choose their homeland.=== | | ===Health & Stress=== |
| You can find a list of all nations on Ayaria here: [[Nations]].
| | Roll 1d10 to determine their health, and add 10 to the result. |
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| Your character's homeland affects what languages they know. Every character starts knowing the common language of the world, Nostrum, and their homeland's own language.
| | All characters start with 2 maximum Wounds. |
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| Each homeland also has a selection of traits to choose from, to reflect the character's upbringing. Choose one.
| | All characters start with a minimum of 2 Stress. |
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| ===3. Choose their attributes.=== | | ===Starting Wealth=== |
| Your character has three attributes. Prowess, Erudition, and Cleverness. Your character has five points to distribute across the three attributes as you wish. You can have an attribute be at zero, and this doesn't mean it will be impossible to perform actions related to that attribute. They'll just be incredibly bad at those actions.
| | Roll 2d10 for their starting wealth, and multiply the result by 10. |
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| ===4. Choose their traits.===
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| Every character can have up to twelve traits. If in the future they are ever in a position to gain a thirteenth trait, they must give up a trait they already have.
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| This is a list of basic traits. You can choose to start with up to two from this list, or ignore them.
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| {|class="wikitable sortable" | | {|class="wikitable sortable" |
| !Name !! Description | | !Name !! Description |
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| | Strong || This character is stronger than most. Their effective Prowess increases by half again for all strength-related matters. | | | NAME || STR || SPD || INT || CBT || SAN || FEAR || BODY || WOUNDS || OTHER |
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| | Perceptive || This character is very perceptive. Their effective Cleverness increases by half again for the purposes of noticing something in the environment. | |
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| | Parkour! || This character can scale two meter barriers without taking an action, and can pull themselves up three meter barriers if they use their action to do so. | |
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| | Polyglot: X¹ || This character was not raised with the X language, but has learned to understand it through study. | |
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| | Trade: X² || This character is proficient with the techniques and tools necessary to be a passable X. When this experience is relevent, their effective Cleverness is increased by half again. This cannot be used in combat or for attacks. | |
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| | Bushcraft || The character is adept with general survival skills and will know how to survive and navigate the wilds.
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| | Soulless || This character has no soul. When they die, they do not pass onto the Halls of the Dead or any other afterlife. They are immune to most curses. They cannot learn rituals. They cannot have their soul consumed, or consume other souls. They cannot have their true name³ invoked. When they invoke another character's true name, their effective Erudition is always higher than the target's. Their blood cannot be used to empower magic. | | | Knight || - || - || - || +10 || - || +20 || +10 || +1 || - |
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| | Staggering || This character is far taller than the norm for their lineage. They cannot wear armor unless it is fitted for them. | | | |
| |} | | |} |
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| ¹Replace the 'X' in this trait's entry with any of the languages listed for nations other than what this character is native to, i.e. Cthonian, Westfalian, so on.
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| ²Replace the 'X' in this trait's entry with any profession such as bowyery, blacksmithing, cooking, so on.
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| ³[[True Names]]
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| ===5. That's it. You're done.===
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| Choose a name, make a backstory, and get playing.
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| Your character will start with 120 pence. If you want to start with more equipment than just a single Nostrum Pound, then consider looking at [[Markets]] to find equipment to purchase. Just make sure to track your purchases in the markets section in the discord.
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Character creation has changed a lot over the years. If you see references to stats or rules or the like on pages that don't seem to line up with the character creation process outlined here, assume the version of character creation on this page is the most up to date.
This is a step by step guide on how to create a character in Medaevum.
To see how the choices that influence your character will be used in the course of play, consult this page: Systems.
Lineage
The default is human. You can also play an Artificer or Vitravn, which are listed below as a class. You can play an elf, but elves have some baggage attached to them. All you need to do is let a DM know that you intend to play one, and they may be played as a Knight, Scholar, or Freeman.
Attributes
Roll 2d10 four times, and add 25 to the result of each roll. After rolling, distribute the results as you like across the four attributes.
- Strength
- Speed
- Intellect
- Combat
Saves
Roll 2d10 three times, and add 10 to the result of each roll. After rolling, distribute the results as you like across the three saves.
Health & Stress
Roll 1d10 to determine their health, and add 10 to the result.
All characters start with 2 maximum Wounds.
All characters start with a minimum of 2 Stress.
Starting Wealth
Roll 2d10 for their starting wealth, and multiply the result by 10.
| Name |
Description
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| NAME |
STR |
SPD |
INT |
CBT |
SAN |
FEAR |
BODY |
WOUNDS |
OTHER
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| Knight |
- |
- |
- |
+10 |
- |
+20 |
+10 |
+1 |
-
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