Character Creation
The purpose of roll playing games, is to live someone else's life. The best characters are the ones that reflect a part of your personality. For example take an aspect of your personality, say you are real gentile at times, base your character around this single trait. It will be easier for you to relate to that character and make the decisions that they would make. This section will take you through the step by step process of creating a character.
Attributes are the physical aspects of your character. Here, each aspect is given a number representing how good or bad you character fairs in that aspect. Minimum is 1 while maximum is 13. The average human has a 4-7 in each of these.
| Strength (Str)- This reflects how strong your character is. It also reflects how much damage a weapon does and how fast you can reload a crossbow. |
| Bow Skill (BS)- This reflects how accurate you can shoot a bow or throw a weapon. |
| Weapon Skill (WS)- This reflects how skilled your character is with a hand to hand weapon. |
| Toughness (T)- This reflects how tough your character is; how hard it is to hurt them. It also determines how much punishment they can take, this is called your characters Wounds (W). |
| Dexterity (Dex)- This reflects how nimble your character is. It also reflects how hard it is for an enemy to hit you, this is called your target number. This also reflects how fast one can shoot a bow and reload it. |
| Will Power (WP)- This reflects ones fear and magical resistance. |
| Wisdom (Wis)- This reflects ones magical capabilities, if applicable. It also reflects how well you know your skills. |
| Luck (Lck)- This reflects how lucky you are. |
There are a few dice you will need for the game, the first and most common are the d6. The 6 sided dice that comes with most board games. The next is the d10, a die with 10 sides. These can also be used as percentiles. Roll a d10 for the 10's place, then roll it again for the ones place. (Ex: you roll a 4, then a 6. your score would be 46%)
For now take 2 of the d6's (2d6) roll them and add together, do this for each of the 8 attributes.
| Ex: you roll a 2 and a 5, your score would be 7 for one of your attributes. |
These are your attributes dice pools, how many d6's
you will roll when the game master instructs. The game master will
give you a target number, you will need to roll this or higher on each of
the d6's. This will be explained more in detail in the rules section.
Racial bonuses and penalties
These are the races that inhabit the world of Terrisi...
One of the first races, and most arrogant, are the Dal~Thri. Resembling distant cousins of our own human race, these people are in constant quest for power. They believe that a man's worth is reflected by how many people he rules over. It wasn't always this way, though. They were once a united people under a single rulership, and there are other still, to this day, who wish to see that time come again. But for now, they have to settle with the constant battling of warlords who have assumed kingdoms dotted across the land.
Amongst these other races were the Ratmen of Killiam~Jarra, known amongst themselves as Skilliaks. Their facial features look that similar to a rat, and their small tails and clawed hands and feet gave them the name of ratmen amongst the other races. Once one of the more peaceful of race, they disappeared soon after the catastrophe, not to be heard from for decades. With their underground tunnels reaching the vast majority of the world, no one was safe from their newly trained assassins. At first their attacks were a mystery. Soon, however, their presence was let know as they began to sweep across the land. Their huge army crushing anyone in their path. They were eventually stopped in the Ilverian Wood, a huge forest that stretches nearly the entire known world.
Inside the Wood, the Elashini made their homes. These elegant creatures, tall and thin as well as extremely agile, made peace with the world, understanding the balance needed for nature. When the Ratmen invaded their home, they were outmatched in the dense forest and the unnatural accuracy the Elashini had with a bow. Along with this gift, they have natural instinct for gurrila tactics. Their slightly ponted ears and lack of facial hair is the only thing that sets them apart from the Dal~Thri in looks.
In the Selvorian desert to the far west lives the reptillian
people of Herrinssa, also known as Herrissanis. Slave traders by nature,
these creatures have no fear of the other races inhabbiting the world with
them. They know that not many survive the desert heat to reach there main
civilization. Due to the fact they have kept to themselves and have had little
interaction with the other races, they are still a bit primitive in comparrison
to the other races. This does not mean, however, that they won't know how
to use a crossbow if one is picked up. Tiny scales, barely seen to the naked
eye, covers their body, giving them a metalic sheen to their skin. These
scales give the race a very silky feel to their skin making them very desireable,
not only for pleasure, but also for those wishing to skin them for profit.
Also, they have reptillian shaped pupals and their hair resembles that of
a mane, that is if it grew in at all.
Inhabitting the insides of the mountains, the Dalthwin are a proud and honorable race. In fact, probably the most by far. When the cataclysm hit, also known as the "Gods Awakening", the drove deep underground in the mountains. There they encountered the forces of the slowly advancing Ratmen. Unknown to all other races, it was their effort that kept the Ratmen at bay long enough for the Elashini to organize an army. If it hadn't been for the Dalthwin, the Ratmen may have ended up in possession of all the land from the ocean to the desert. Along with their natural fighting skills and sturdiness, these magic resistant people have found their own way of harnessing the power. They are the only race to have knowledge of entraping magic into weapons and other items. Their looks are similar to the Dal~Thri except for the fact they are short and stout and the males tend to have massive beards.
Dal-Thri being the normality, receive no bonuses or penalties.
Skilliaks are very quick and recieve a +1 to their Dex, in compliment to this is their high intelligance and therefore recieve a +1 Wis. To the downside, their clawed hands make it difficult to use projectile weapons and therefore recieve a -1 BS.
Elashini being nimble receive a +1 to their Dex at character creation, also because of their accuracy with a bow receive a +1 to their BS. However, they lack the strength that the other races have and therefore receive a -1 Str.
Herrissanis Are very quick and possess a very strong hide and therefore recieve a +1 Dex, and a +1 T. However, due to their primitiveness, recieve a -1 Wis.
Dalthwin are very tough and sturdy and receive a +1 T. They are also very strong and receive a +1 Str. However there size and build slows them down so they receive a -1 Dex.
Because Dex represents you characters over all speed, it will affect a lot of other things about your character. First being your target number. This is the base score your enemy will need to hit you, however all this will be explained more in detail in the combat section. A high dexterity also allows one to make multiple shots with a bow.
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Strength has it's benefits too. Crossbows take tremendous strength to rapidly reload, therefore the higher your strength, the more shots you will be able to take with a crossbow. Strength also determines how hard you can hit with a weapon, the harder you hit, the more damage the weapon will cause.
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Wisdom, at character creation, will let you know how well your character knows his skills, and how much he knows. This is also a very important stat for any magic users, for it tells how many spells they start with. Character points are used for skills, each 1 character point represents 10% to be split however you like between your starting skills. You get 1 choice of weapon type that your character will know how to use to as to the number listed under Weapon skills. In the skills list, weapon skills are the ones that say "You do not need to put points in this, but it does count as a skill."
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Wounds represent how healthy your character is, the more wounds you have the harder it will be to kill them. Each location of the body has a certain number of wounds, when this reaches 0, that part of the body is no longer functional. If it be the head or chest, well then your character is dead. You can get armor to protect your vital areas, this will make it even harder for your character to die. Wounds are based on how tough your character is... the tougher, the more wounds they will have.
| Toughness | Wounds in head, arms, and legs | Wounds in chest area |
1-3 |
3 |
5 |
4-5 |
4 |
6 |
6-7 |
5 |
7 |
8-9 |
6 |
8 |
10-11 |
7 |
9 |
12-13 |
8 |
10 |
Money, an important thing to anyone, without it you can't buy anything. The world of Terrisi uses, gold crowns, silver crowns, and copper crowns. Think of the gold crown as a dollar, about the size and weight of a quarter, a silver crown would equal about 3 pennies, but still the size and weight of a quarter. A copper crown is worth about, well lets just say about 3 of them make a penny. There is an easy reference chart below.
| 30 Silver = | 1 Gold |
| 10 Copper = | 1 Silver |
| 300 Copper = | 1 Gold |
For your character's starting cash, roll 2d10 and add them together. (not percentiles) This is how many gold crowns your character will start with.
The last thing to worry about before buying equipment and such, is fate points. Fate points represent your personal balance between good and evil. Everyone, no matter race or class, starts off with 50 fate points. Everytime you character does something cold-hearted, or a wizard learns an evil spell, a fate point is lost. Whenever you lose even just a single fate point you need to make a fate roll. This is done by multiplying how many fate points you have left by 2. Then roll the percentiles, you need to roll under the multiplied score or equal it to resist the temptations of the dark gods.
| Ex: You have 38 fate points left, that would be 76%. You roll your percentiles, you need to roll a 76 or lower to fight off the urge to become a follower of chaos. |
When do you lose fate points?
1. Leaning an evil spell, such as necromantic spells or other forbidden magic- roughly between 1-5 lost depending on the spell
2. Using a cursed item, failing the WP roll required to controll it- usually only 1 is lost each time.
3. Doing an evil deed, such as murder. 1-5 points are usually lost here, depending on the action.
What happens when one becomes evil?
Technically? Nothing much except they would become an evil person, hunted if anyone found out. If at any point your fate points reach 0, Than you become a demon spawn, mindless, out of control. Needless to say, time to retire the character and make up a new one.
But, for games sake, and to keep the players from going "aww screw it, let's just become evil" No experience points may be earned until they can make a successful fate roll.
Regaining fate points
There is a way to escape the clutches of hell's demons, although it is difficult. This will also help keep the points up so they don't turn in the first place. Gaining fate points- for every 10 good deeds, you recieve 1 fate point back, never to go above 50 though.
Example deeds to gain fate points
1. Helping someone in dire need
2. Stopping a crime
3. Helping with no expectation or request of reward, things of these natures.
There is one thing that will automatically get you
1 -5 fate points, that is risking your life to save another.
Classes and Occupations
A character's class is what they are. While occupation is what they do to make money. You must choose a class, whereas an occupation is optional. If you do not choose an occupation, your starting cash is reduced by 5 gold.
*Warlord- The Dal-Thri warlords are a common site, usually rutheless, they fear enimies at every turn. Not all are such as this, however. There are a few who are kind, but powerful rulers. These types give the Dal-Thri peasants hope of a better life under the rule of a good king. Although because of their kindness, it may take a long time, if ever for this to happen. Chances are the peasants will never see this day in their lifetime.
Mage- A few lucky Da-Thri were given the gift to manipulate the gods powers. These select veiw the world in a whole new manner. Able to actually see the fabrics of reality and magics. In order to keep some structure to the Dal-Thri civilization, there was set up 12 guilds of magic, each teaching only select spells. To be accepted into a guild, an extensive interview is set up, there, the guild master looks at the applicants personality, potential, and intentions. This is done to make sure the applicant is entering a guild that will suit their personality and way of life. This also keeps those who hunger for power and destruction from learning, although a few sly individuals do slip through occasionally.
Knight- Bound by codes and honor set up by a now dead way of life, a few still roam the country trying to uphold their beliefs. They hope that someday, their kingdom and way of life might be restored. Some knights, desperate for cash, or perhaps because they saw an opertunity for greatness, have pledged loyalty to warlords. Whatever the reason, they hold only loosely to thier beliefs, using them as more excuses than actual way of life.
Squire- The young are always looking for adventure and wish greatness for themselves. A few have managed to win the favor of a knight, or found some way to persuade one to teach him in hopes of someday becoming legend.
Peseant- All other Dal-Thri live normal lives doing everyday tasks, only dreaming of a better life. Toiling in the fields or other job, usually for the benifits of a warlord, they hope to be released from the shackles the new world has placed around thier ankles.
*Wise one- These highly intelligent people have found themselves in company of a pack. Although they may not lead the pack directly, they do lead them through advice and soothsaying. These individuals can, and often are, very cunning. Some believe that it was these wise ones who instigated the teaching of assassins amongst their ranks. It is also believed that it was them who organized armies through trickery of words and lies.
*Pack master- Although most believe that a packmaster leads a pack of Skilliaks, it is more true that the wise ones do. However, even the Skilliaks themselves believe that the pack master leads them, in essence, giving the packmaster their power.
Spell crafter- The Dal-Thri weren't the only ones to recieve blessings of god power. Unfortunately for the rest of the world, the Skilliaks magic resembles that of plagues and diseases. If not controlled with utmost responsibility, these spells could easily get out of hand and cause untold damage among the other races in the world. Therefore, there is a long and difficult test required to pass before any teachings even begin. This way of initiation plants a subconcious reminder to keep the effects of the spells to a minimum.
Soldier- After the cataclysm and the rising of the Skilliak armies, trained warriors who proved their worth were given the right to not only keep their weapons and armor, but also free food and lodging amongst Skilliak settlements. Each who was recognized for their deads durring the wars were givin a brooch with the Skilliak empire emblem engraved on it. If they are refused either food or a place to rest, they have the right and authority to kill whoever has refused them.
Laborer- Most of the Skilliak population is made up of laborers. These simple folk go about their daily buisness, either having forgotten, or trying to forget, the troubles that dwell above them in the outside world.
*Elashini Prince/Princess- Those of great staure and wealth are considered royalty amongst the Elashini. Although not blood, they hold as much power as royalty with the bloodline. They have the power to write laws. The laws that they write are brought to the attention of the peoplein a town meeting, at wich point the people decide wether or not it should become law. Most often Elashini royalties find an open and sizable plot of land, at wich point they set up a town of thier own.
Elashini Mage- Like all other races, a select few were granted power from the gods. These chosen few are given the responsibility of restoring order to the world. There are not many that are not accepted to learn the gods powers if they have the gift. For the Elashini way of life almost guarentees that no underhanded types live amongst their people.
Companion- Due to their nature of living in balance with nature, the gods have granted a few the unique gift of communicating with animals. These people tend to spend most of their life wandering about the woods in an almost hermatic way of life. The companions of the Elashini have a deaper understanding of the importance of balance with nature and do what they can to preserve wildlife.
Elashini Warrior- Because of the wars raviging the lands, many Elashini have taken to learning how to fight so as to protect their homeland and way of life. Their weapons tend to be ornate and lightweight, rather than plain and heavy like the Dal-Thri weapons. Most Elashini warriors tend to favor the bows rather than swords as they can hide in trees waiting the approach of their enimy, peppering them with arrows before they even know there is anyone around.
Elashini Citizen- The rest of the Elashini population lies in it's citizens, performing their daily tasks at peace with the world, but never forgetting the savageness that lies just outside their wood. Always at the ready to defend their way of life.
*Chief- The Herrissani Chief sits apon his throne, content to allow his peopple to be ignorant of the outside conflicts. They are satisfied with having little or no dealings with the other races, preferably none. The position of chief is won through combat, where the challenger battles the old chief. This is not a "to the death" match, although some stubborn chiefs do allow it to go that far.
Mystic- In the far reaches of the desert, even the reptillian people have aquired gifts from the gods. Performing strange rituals for the gods, these shamanistic people have addapted their spells to suit their harsh surroundings and way of life.
Beastmaster mystic- The beastmasters have gained a unique ability, gifted amongst only their people. This is the power to shapeshift into animals. Yet it is unknown why they were the ones to recieve this gift and not the Elashini. Perhaps it was because of their uninvovlement in the wars, or perhaps the gods just favored them more, know one knows.
Warrior- Trained warriors, these people have learned out of necessity, for the creatures in the desert are extremely dangerous. Being as how these creatures provide the Herrissani with food, to hunt them is a perilous task. Only the bravest of Herrissanis attempt to learn due to the rather short lifespan of the warriors. The cause of this usually being hunting accidents.
Commoner- The Herrissani commoner are simple folk. much like the peasants of the Dal-Thri or the citizens of the Elashini. They keep the civilization of the Herrissani thriving, performing the tasks that the rest of their people require to survive.
Slave- Because of their acceptance of slavery, it is not uncommon for much of the population to reside as slaves. Although treated fare for the most part, they still lack the freedom that the others of their kind have. It is also not uncommon to see other races that have been captured and sold as slaves.
*Lord- The Dalthwin empire is ruled by many kings, each with their own city deep inside the mountains. Their city stretch many miles. Despite the fact of no one ruler, there are very few conflicts amongst others of their kind. Their power not measured in how big the cities are, but rather in how honorable they have been in their lives, how many great deeds they have accomplished.
Rune Crafter- Athough the Dalthwin have been overlooked in the casting of spells, the gods have not forgotten them. They bestowed apon them the knowledge of trapping the magics of the world in weapons, armor, and other items. Thus providing the world with all manners of magic items.
Warrior- Being a proud race, the Dalthwin must be on their guard to, at any moment, defend their honor. If it hadn't been for the Dalthwin warriors, than the Ratmen may have swarmed every city and town from ocean to desert. These hardy fighters are most formidable in battle and are extemely compitent with a weapon. Most anyone will advise to not get into a fight with one.
Dweller- The common Dalthwin is known as a dweller. This comes about from the first contact the Dal-Thri had with the Dalthwin. When the first found the entrances to their mountain cities, they encountered what appeared to be wandering midgets. Due to natural cave systems in the mountain, often times the Dalthwin commoner will wander about and explore them, searching for expansions for their great cities and new ores to exploit. Hense the name Dweller.
| * These classes are only playable by descision of the game master. If one of these classes are played, than they recieve an additional 50 gold to start due to the required wealth involved. |
| Occupation | Bonus gold | Prerequisite | Race allowd |
| Advisor | 40 Gold |
Etiquette 55%, Military tactics 30%, Polotics 25% | Any |
| Assassin | 15 Gold |
Move Silently 35% | Any |
| Bard | 20 Gold |
Artistic ability 40%, Spell craft | Any |
| Engineer | 25 Gold |
Engineering 25% | Dalthwin |
| Thief | 10 Gold |
Pick pockets 25% | Any |
| Priest | 20 Gold |
Healing 30%, Spell craft | Any |
| Pit fighter | 10 Gold |
none | Any |
| Witch hunter | 15 Gold |
Tracking 40% | Any |
| Farmer | 5 Gold |
Agriculture 25% | Any |
| Smithy | 10 Gold |
Smithing 30% | Any |
| Weapon smith | 15 Gold |
Smithing 45% | Any |
| Armor smith | 15 Gold |
Smithing 45% | Any |
| Cook | 5 Gold |
Cook 30% | Any |
| Tailor | 5 Gold |
Sewing 25% | Any |
| Potter | 5 Gold |
Sculpting 25% | Any |
| Animal trainer | 20 Gold |
Animal training 45% | Any |
| Brewer | 15 Gold |
Herbalism 30% | Any |
| Candle maker | 5 Gold |
Wax working 30% | Any |
| Hunter | 15 Gold |
Hunting 40% | Any |
| Jeweler | 20 Gold |
Appraising 45% | Any |
| Carpenter | 10 Gold |
Wood working 25% | Any |
| Miner | 10 Gold |
Mining 45% | Any |
| Sailor | 10 Gold |
Seamanship 30% | Any |
| Waiter | 5 Gold |
Etiquette 45% | Any |
| Slave trader | 20 Gold |
Haggling 40% | Herrissani |
| Merchant | 8 Gold |
Haggling 30% | Any |