Character Creation: Difference between revisions
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Roll 2d10 for their starting wealth, and multiply the result by 10. | Roll 2d10 for their starting wealth, and multiply the result by 10. | ||
==Class== | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
!NAME !! STR !! SPD !! INT !! CBT !! SAN !! FEAR !! BODY !! WOUNDS !! OTHER | !NAME !! STR !! SPD !! INT !! CBT !! SAN !! FEAR !! BODY !! WOUNDS !! OTHER | ||
| Line 45: | Line 45: | ||
| Vitravn || +10 || - || - || - || - || +10 || +20 || - || Min 5 Stress | | Vitravn || +10 || - || - || - || - || +10 || +20 || - || Min 5 Stress | ||
|} | |} | ||
===Panic=== | |||
Each class has a unique effect when they panic. | |||
*Knight. Whenever you panic, every close friendly player must make a fear save. | |||
*Scholar. Whenever you fail a sanity save, all close friendly players gain 1 stress. | |||
*Freeman. Once per scene, you may take advantage on a panic check. | |||
*Artificer. Fear saves made by close friendly players are at disadvantage. | |||
*Vitravn. You must succeed on a Sanity save or immediately attack the closest threat. | |||
===Skills=== | |||
Different classes have different starting skills. To take a more advanced skill, the character needs at least one of its requisite skills. | |||
-Knights have Military Training, Athletics, and either an additional 1 Expert skill or 2 Trained skills. | |||
-Scholars have 1 Master skill as well as one requisite Expert and Trained skill. All Scholars have Literacy. | |||
-Freemen have 4 made up of any valid combination of Expert and Trained skills. | |||
-Artificers have Military Training, Etiquette, and Low Wisdom. They either have 1 additional Expert skill or 2 Trained skills. | |||
-Vitravn have Husbandry and Labor. They can either have one Trained and Expert skill, or one Master skill that they meet the prerequisites for. | |||
==Abilities== | |||
An ability is either a unique thing the character can do, or a unique thing about the character. They come in a few forms. Characters can start with one ability. If it is an already existing ability, they do not need any kind of approval for it. If it is a novel ability, it must be approved first. | |||
'''Skill Abilities'''. These are abilities tied to a character’s skills. They modify how the skill is used in some way, giving extra mechanics to what would otherwise be a flat skill check. | |||
'''Lineage'''. Abilities that are tied to a character’s lineage take many forms, and inform the ancestry of the character. They might be distantly related to a Valleyman and start exhibiting the traits of that lineage, for example. | |||
'''Becoming the Monster'''. These particular abilities have a lot of impact on the setting’s narrative. A character can only have two abilities in this milieu, and these abilities have the tradeoff of losing some amount of creative freedom over the character to reinforce the setting’s canon and themes. | |||
'''Spells'''. Individual spells count as abilities, too. | |||
===Soulless=== | |||
Not every living person on Ayaria is born with a soul. A soul is necessary to cast most [[magic]]. More pressingly, a soulless character will not go to the Halls of the Dead should they die. If a soulless character dies, they're dead forever. However, lacking a soul, a soulless character has no true name and is immune to some of the most powerful magics and curses to be found on Ayaria. | |||
If you choose to have your character be soulless, add this ability to their profile. | |||
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 curses that target the soul. They cannot cast spells except by external means. They have no true name. When they invoke another character's true name. Their blood cannot be used to empower magic. | |||
Revision as of 07:57, 13 August 2025
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.
- Sanity
- Fear
- Body
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.
Class
| NAME | STR | SPD | INT | CBT | SAN | FEAR | BODY | WOUNDS | OTHER |
|---|---|---|---|---|---|---|---|---|---|
| Knight | - | - | - | +10 | - | +20 | +10 | +1 | - |
| Scholar | - | - | +10 | - | +30 | - | - | - | +5 to 1 Attribute |
| Freeman | +5 | +5 | +5 | +5 | +10 | +10 | +10 | - | - |
| Artificer | - | - | +20 | - | - | +60 | - | +1 | -10 to 1 Attribute |
| Vitravn | +10 | - | - | - | - | +10 | +20 | - | Min 5 Stress |
Panic
Each class has a unique effect when they panic.
- Knight. Whenever you panic, every close friendly player must make a fear save.
- Scholar. Whenever you fail a sanity save, all close friendly players gain 1 stress.
- Freeman. Once per scene, you may take advantage on a panic check.
- Artificer. Fear saves made by close friendly players are at disadvantage.
- Vitravn. You must succeed on a Sanity save or immediately attack the closest threat.
Skills
Different classes have different starting skills. To take a more advanced skill, the character needs at least one of its requisite skills. -Knights have Military Training, Athletics, and either an additional 1 Expert skill or 2 Trained skills. -Scholars have 1 Master skill as well as one requisite Expert and Trained skill. All Scholars have Literacy. -Freemen have 4 made up of any valid combination of Expert and Trained skills. -Artificers have Military Training, Etiquette, and Low Wisdom. They either have 1 additional Expert skill or 2 Trained skills. -Vitravn have Husbandry and Labor. They can either have one Trained and Expert skill, or one Master skill that they meet the prerequisites for.
Abilities
An ability is either a unique thing the character can do, or a unique thing about the character. They come in a few forms. Characters can start with one ability. If it is an already existing ability, they do not need any kind of approval for it. If it is a novel ability, it must be approved first.
Skill Abilities. These are abilities tied to a character’s skills. They modify how the skill is used in some way, giving extra mechanics to what would otherwise be a flat skill check.
Lineage. Abilities that are tied to a character’s lineage take many forms, and inform the ancestry of the character. They might be distantly related to a Valleyman and start exhibiting the traits of that lineage, for example.
Becoming the Monster. These particular abilities have a lot of impact on the setting’s narrative. A character can only have two abilities in this milieu, and these abilities have the tradeoff of losing some amount of creative freedom over the character to reinforce the setting’s canon and themes.
Spells. Individual spells count as abilities, too.
Soulless
Not every living person on Ayaria is born with a soul. A soul is necessary to cast most magic. More pressingly, a soulless character will not go to the Halls of the Dead should they die. If a soulless character dies, they're dead forever. However, lacking a soul, a soulless character has no true name and is immune to some of the most powerful magics and curses to be found on Ayaria.
If you choose to have your character be soulless, add this ability to their profile.
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 curses that target the soul. They cannot cast spells except by external means. They have no true name. When they invoke another character's true name. Their blood cannot be used to empower magic.