A character is more than numbers on a page. The purpose of this character creator document is to help create a character who is also dramatically interesting rather than just making a character who is simply mechanically interesting. You should consider where your character comes from, what they want, and why. Create a character who is appropriate for the setting and who compliments the group.
Etiquette: You should be a player who gets along with the rest gaming group. Conflict can occur between player characters and among a party. This kind of conflict can be good when it's dramatic and drives the characters or story. There's also bad conflict. Players, no stealing from or attacking other Player Characters. No casting spells or using speech skills against other PCs. Do not create a character who causes trouble for the party or ruins other players fun. If you have to excuse your characters bad actions by saying "I'm just playing my character," that's a douchebag move. Just don't create that kind of character.
ORIGIN (2d6)
Most people in the middle ages were ordinary and lower
class. Role 2d6 and compare your result to the chart below. You have a 66% chance of having an
unremarkable origin, but don't worry, that's perfectly good! You have a 33% chance of having a more interesting background, but royalty or divinity are not on the table.
If you roll either "orphan" option, options 5 and 9 (11.1% chance each),
you may re-roll on this table (re-rolling 5 and 9 on the second roll) to identify your
character's secret origins which can be revealed by your DM during play. If you don't like your result, you may take result 7.
2. Born into a secret cult (2.8%)
3. Blood member of a crime family (5.5%)
4. Raised by the clergy (8.3%)
5. Orphan, either from the streets or the wilderness (11.1%)
6. Nomadic or Itinerant Folk (13.9%)
7. Peasant or Serf (16.6%)
8. Apprentice to a tradesman or skilled laborer (13.9%)
9. Orphan adopted by commoners (11.1%)
10. Apprentice Fighter or Magic-User (8.3%)
11. Part of a Merchant family (5.5%)
12. Nobility (2.8%)
GOAL (1d12)
Many heroes come from tragedy (i.e. Odysseus, Hamlet, Batman). In the middle ages, life was hard but safe. If adventuring was easy, more people would do it. So, why did your character give up their old life? What specific, personal goal does your character adventure for? What is
their purpose for adventuring? If you don't have a goal, return your
character sheet to your DM now and please leave because your character
is boring. You can roll a d12 or choose one of the options below, then elaborate. Goals like achieving glory, seeking fame and fortune, or curing their amnesia are not dramatic enough and are therefore not acceptable.
1. Escaping Slavery or Indentured Servitude (on the run)
2. Fleeing a loveless or arranged marriage
3. Accused of a crime (guilty or not); fleeing justice or banished
4. Seeking Revenge
5. Deserted the Army or Clergy
6. Rescue or reunite with a long lost loved one
7. Village destroyed by monsters, brigands, plague or drought
8. Swore an Oath / Repaying a Life Debt
9. Owe someone money (2d10 *100 gp (low) or 10d10 (high))
10. Hiding from Disgrace, Guilt or Shame
11. Seeking Redemption
12. Break a family curse or Seeking an answer to a haunting family mystery
GOAL (FLAVOR)
More ideas for your character's goal.
1. Nobility or Royalty in exile trying to reclaim birthright
2. Devout on a holy mission to destroy evil and protect the innocent
3. Pilgrimage or Quest to acquire a boon and save your homeland
4.
FEAR (d20)
A hero cannot be brave without fear. What does your character fear? Role-playing your character's fear can create drama, suspense, tension, or laughter. A hero's fear is best inspired by their tragedy. If you roleplay your fears, you will probably have more opportunities to earn inspiration. Roll a d20 or pick one fear listed below, or pick any other fear of your choosing.
1. Being alone
2. Fire
3. The dark
4. Heights
5. Sight of Blood
6. Disease
7. The water
8. Undead creatures
9. Curses or Magic
10. Pagan superstition
11. Devils and demons
12. Religion or God
13. Storms
14. Dying of Starvation and Thirst
15. Insects
16. Madness and Insanity
17. Being lost or trapped
18. Dragons or another monster race
19. Asphyxiation
20. Humiliation
LOVE
Identify someone or something specific that your character loves that they would sacrifice and die for other than them self. Piccolo died for Gohan. Who or what does your character love and why? If the thing you love is someone the DM can use as an NPC, you will probably have more opportunities to earn inspiration.
1. Family or friend
2. Land, Nation or Lord
3. Religion, Belief or Cause
4. Beloved
HATE
What or who does your character hate? This can provide motivation for the character. People tend to hate things that have wronged them or something they love. Consider Vegeta's hatred for Goku that drives him to self-improvement. Your character may have a tragic backstory influencing what they hate. If your character's background offers the DM a villain they can use, you will probably have more opportunities to earn inspiration.
FLAW
Perfection is boring, but wanting to see a character succeed in spite of their flaws is compelling. Flaws are like weaknesses, like Superman and kryptonite. The presence of a weakness in a situation makes it more dangerous and adds suspense. Will the kryptonite be a problem this time? Flaws are like handicaps and add tension. Think about Goku being too forgiving and allowing Vegeta to leave Earth after killing all their friends. Will this decision complicate Goku's relationship with Krillin?
All people are flawed or have weaknesses to overcome. A minor flaw distinguishes a person; a quirk. A major flaw hinders a character; a weakness. A fatal flaw causes one's own downfall. Below is a list of character flaws to consider for role-play. Players should consider taking one. Role-playing your flaw can earn you inspiration.
1. Audacious, Bold, Over-confident
2. Gambling, Drinking, Bad Habits
3. Angry, Vindictive, Fierce
4. Anxiousness, Nervous, complex, Paranoid
5. Untrusting, Skeptical, or Suspicious
6. Naive, Credulous, Gullible, or Idealist
7. Arrogant and Proud, Self-centered, Vain
8. Greed, Materialistic, Shallow, Vanity, or Spoiled
9. Gossip, Nosy, Big Mouth, Meddlesome
10. Sloth, Aimless, Indifferent, Aloof
11. Cold, Callous, Blunt
12. Pious, Self-righteous
13. Envious, Jealous
14. Immature, Childish, Foolish
15. Petty, Spiteful, Mean-Spirited
16. Delusions of grandeur, Goal-Obsessed, Driven to prove oneself
17. Oblivious, lacking self-awareness, absent minded
18. Selfish, Disloyal, Dishonest
19. Dependent, Indecisive, Dubious, Self-Deprivation
20. Impatient, Reckless, Klutz, Impulsive
21. Rebellious, Erratic, Errant, Eccentric
22. Capricious, Fickle, Temperamental, Over-emotional
23. Mischievous or cruel, Remorseless
24. Fixated, Over-protective, Overly-attached
25. Cowardly, Irresponsible
26. Flirtatious, Lewd, Lustful
27. Fastidious, Finicky, Hoity-toity, Strict
28. Stubborn, Determined, Zealous
29. Soft-hearted, Self-martyr
WHY ARE THE ADVENTURERS TRAVELING TOGETHER!
This is probably the most important thing to figure out. If the PCs don't get along or have good reason for being there, you're going to have a bad time. You all have to answer how did these people meet and why would they risk their lives for each other?
NAME
Names are important in-so-far as you should have a name that's easy to say and easy to remember. If your name is too hard to say or to remember, that's fine only if you have a nick-name that meets the above criteria. If you have a silly name (like Bubbles or Flapjack), a name that is wildly setting-inappropriate (like Goku or Kakashi in a western setting), or a name that is too cringe-y (Names that sound like my little pony characters like Moonbeam or names that could be a metal band like Grymskull) the DM will tell you to pick a new name. Failure to do so results in expulsion from time and space and your character becomes an NPC for the DM to use as a joke character.
RACE
Your four race choices are Human and the following demi-human races: Elf, Dwarf, Halfling. There are no subraces. Players do not have access to half-human or monster-races. Some races have bonuses or special abilities, and restrictions to hit die, class or equipment. The reasoning for this is that not everyone is equal.
CLASS
Your four class choices are Fighter, Cleric,
Magic-User, and Thief. I restrict players to these classes for four reasons. One, I want a
simple, rules-lite game with speedy gameplay where the players have well-defined yet flexible roles. More classes means more rules. More rules complicates the game and slows it down. Two, the four basic classes are also the four basic party roles and I believe more class variety restricts players to a narrow aspect of that role, reducing the ability of a character to serve the party in that role. Three, I want to
discourage players from relying on an optimized character build to solve
problems and encourage players to be creative and resourceful instead. You may flavor your class as you like. For example, you can be a Fighter who only wears leather armor and uses a bow or a Magic-User who plays the lute and sings spell incantations. Four, I don't want the class and lore baggage of other settings or game systems.
You may dual-class (two classes simultaneously), multi-class (change classes) if you meet a high level NPC who is willing to train you, or you may earn a Prestige Class (The full list is as follows *ahem*: Paladin.) from a powerful NPC. You may also discuss with your DM about modifying an existing class (an example Quasi-Class would be calling a cleric a Druid by changing Turn Undead to Tame Animals), or if you have a different character concept you would like to realize.
ABILITY SCORES
Roll 3d6 in order to generate your ability scores (at the gaming table, not away from the table!). There are many, many methods to generate a character. The reasoning for this method is that you are creating an average person who is unique. Standardized ability scores make generic characters which is boring. Players who are able to optimize their characters will make typical characters, which is also boring. I also want players to understand that your character is more than your character's stats.
Your ability scores are fixed and will not improve by ordinary means. Ability bonuses and penalties are lower and thus have less impact: 3 is a -3, 4-5 is a -2, 6-8 is a -1. 9-12 is a 0. 13-15 is a +1, 16-17 is a +2, 18 is a +3. You stand a 10% chance of getting a +/-2 or +/-3, and a 90% chance of getting a +/-1 or 0. Probability says your penalties and bonuses will add up to 0, so a character with net total of -1 in ability modifiers is still perfectly playable.
For information on rolling ability checks, see the next section, "Skills."
A -1 in intelligence means your character is illiterate. Your character understands an additional language for every +1 in intelligence. Exotic languages are only available for characters who know all of the ordinary languages. A constitution bonus or penalty is applied whenever you roll for hit points.
Ability Scores are not improved when you level up, however, magic treasures earned may offer small permanent improvements or a temporary improvements while using the treasure.
HIT POINTS
Roll your hit die and add your Constitution bonus or penalty to the roll to determine your starting hit points. Always roll for hit points and add your Constitution Bonus or Penalty to the roll when you level up. Re-roll 1's is for babies. No babies allowed. You always gain a minimum of 1 hit point.
SKILLS
All races and classes can search for secret doors and for hidden traps by rolling a 1d6, halflings can hide extraordinarily well with percentile dice (90% outdoors, 70% indoors), but other than that, only Thieves have skills: Pick locks, move silently, hide, remove traps, pick pockets, climb walls, and listen. Thief skills use percentile dice and improve with Thief level. Ability checks are used to resolve everything else not covered by the rules. To succeed on an ability check, roll a d20 and roll low; Roll less than or equal to your ability score. The DM may apply situational bonuses or penalties to your ability roll.
POWERS AND SPECIAL ATTACKS
Clerics can Turn Undead and Thieves can Backstab. Clerics and Magic-Users can cast spells. That's all! If you have any ideas you would like to discuss with your DM, be
prepared to be told either "not in this game," "you can just do that by
doing this," or "that's what spells and magic items or weapons are
for." The GM is interested in hearing about player preferences and will
make efforts to provide what is reasonable.
Clerics can Turn Undead by brandishing their holy symbol and calling on the power of their god. Turn undead can repel or outright destroy undead creatures, and the effects improve with Cleric level. The Cleric Rolls a d20 against a DC determined by the Cleric level and
the monster type. At least 1 creature is always
turned on a successful roll. The number of creatures turned is determined by
rolling 2d6 and comparing the result to the Hit Die of the monsters.
Thieves can perform a Backstab when attacking someone who is unaware of their presence from behind. With Backstab, Thieves get a +4 to their attack roll and they roll double damage die. That's it. Backstab applies to melee weapons only. The +4 Backstab attack bonus does not stack with a flanking bonus. Creatures who are completely helpless such as sleeping creatures may be killed instantly at the discretion of the DM.
ANIMAL COMPANIONS
Animal companions are domestic animals with training (such as blood hounds or carrier pigeons) or familiars with sentience. Characters may issue commands to animal companions which they are trained to carry out, however, characters do not have the ability to train or tame animals. Domestic animals are typically purchased from animal trainers. Familiars are typically conjured (daily by characters who heavily rely on their familiar) by casting a spell. Animal companions count as player followers. With DM approval, a player may begin play with a single animal companion and you must provide backstory for this companion.
Players may control their animal companions like a second PC. The player character must be able to issue a command, or the action must be reasonable for the animal companion based on their instinct or training in a given situation. The animal companion generally acts on the same initiative as the Player Character.
Domestic animals may gain and lose loyalty depending on treatment by the player, such as feeding, grooming, nursing, endangering, or protecting it. The loyalty of familiars may need to be earned or bargained for, sometimes requiring a pact. An animal companion with low loyalty is disobedient. In some situations such as a combat encounter, a DM may make a morale check for animal companions and the animal companion may become disobedient or flee if they fail their morale check.
SESSION ZERO
Not all session zeroes need to be the same or hit all the possible topics. Session zero should be a meet and greet for new people and the group should start a short adventure with pre-generated characters that can last 1-3 sessions. Think of this short adventure as an audition to decide if this is the group for you. If the group works, decide what game to play next. The group should establish group etiquette and expectations, and discuss game interests and preferences.
- Scheduling; When, where, how do we meet? Session length and frequency.
- Tardy, absent, unprepared or distracted players?
- Food, drinks, drugs, phone use.
- Game Tone, Genre, Setting, Themes.
- The DM should pitch some ideas for games they would like to run, then discuss.
- The PCs should pitch characters they would like to play, then discuss.
- Long campaign or short adventures? Published or homebrew? Sandbox or narrative drive.
- Style of Play: Hack and slash, dungeon craw, exploration, puzzle, political intrigue, skill tests, difficulty?
- Maturity of content? Only what you're comfortable discussing with you mom.
- Rules used and rule discussions. Homebrew rules, game customization?
SETTING
The setting will be somewhere
in-between low fantasy and high fantasy and will have some elements of
dark fantasy like a grim fairy tale. It will be a mostly ordinary world
where monsters, magic, and gods are real but rare and mysterious. The
form of government is Feudalism. People are religious and faithful.
Clerics are deeply religious, ordained members of a religion, and are
also rare. Their spells are actually answered prayers. Ghost stories and
fairy tales are usually true, but no one believes them except for
children. People are superstitious and fear Magic-Users as witches as
they should because people who can make fireballs that explodes or cast
curses are dangerous. Magic-Users therefore have anonymity they have to
protect, especially from the church. Magic and cursed items are real and
also dangerous, but also legendary.