User:Zhenra-Khal/Realms Of Beyond/Character Creation
Contents
Character Creation[edit]
When creating a character in the Realms, there are many different steps you can take to get exactly the character you want - Including just taking the simple option as a new player, to make a normal character.
The Run-Down[edit]
Here's the gist of what you'll be choosing for your character - Each individual thing will have its own section later; This is just a summary, and somewhat of an order of operations, to inspire you and tell you what to expect when creating your character.
What You Are[edit]
Everyone is something. The first thing you choose is a Race, one of the many diverse species of the Realms. Each Race has different traits and capabilities, making each one uniquely suited to different lifestyles; And most races have subraces that further customize their traits further.
Once Race and Subrace are chosen, you also choose your Bloodtouch, detailing your heritage beyond your main race - Are you tied to the element of flame, or was your father a faerie creature? Was your mother a celestial being, or was your grandfather a dragon? Each Bloodtouch comes in different levels of strength, allowing you to customize your lineage - Including using the Bloodtouch of your parent race and potentially subrace, to create a pureblooded character.
In a land twisted by magic, characters can also be born with a Mutation - Anything from extra limbs, extra heads, extra minds, all the way to extremes such as identical twins or normalcies such as simply being burly, you can mutate your character as you choose - Including just being normal.
Who You Are[edit]
Likewise, this is a "real" world, and in the real world, people are imperfect. You can give your character Flaws, to help shape their personality and the way you play them, and give them unique talents of their own in return, in the form of additional initial Feat Levels. Likewise, you can choose Traits, which are minor trade-offs that give you further customization.
Another thing you must decide is, who were you, before you took up the sword, wand, bow, or whatever that strange contraption is? Were you raised by your parents, or by members of another race? Were you comissioned into the military at a young age, only to become a mage instead? Were you a street rat, taken in and reformed by the local monastery? Did you grow up in the wilderness, or one of the fortress-kingdoms, each with its own rules and cultural divides? Thus, you choose your Backgrounds - Racial, Cultural, Environmental, and Occupational. These shape things like proficiencies, languages and starting gear, shaping your character's past.
Lastly, you must choose an Alignment, representing the way you look at and interact with the world. Do you prefer to be good at heart and help others, or are you more selfish? Do you follow the rules, traditions and codes of honor set before you, or do you do as you please? These things help set the stage for your character's roleplaying style, being the canvas onto which you paint - Are they selfish because they were abused, or did the tragedy they suffered cause them to help others avoid suffering? Do they follow the rules because they were instilled with conviction as to what is wrong and right, or do they try to skirt and bend the rules, following them only when they're convenient and only because it saves their skin?
What You Do[edit]
Once you've decided on your past, you must decide on your present. Are you a stalwart holy warrior, or a cursed assassin? Do you defend the woodland with your bow, or study the arcane power in your blood? So, you must pick a Class to start out as, for the first 10 levels of your career. Each class has different abilities, and each class bleeds over into other classes to allow for the playstyle you want, and every class has several different Archetype trees for you to learn the Talents within. Once you've chosen your Class, you also have to decide on the tools of your trade:
- What Proficiencies do you have? Can you use a giant shield, or are you better with a dagger?
- What Languages do you know? Do you speak the tongue of a far-off land, or maybe that of another plane?
- What Tools have you been trained to use? Have you dabbled in alchemy, or are you better at blacksmithing?
- What areas of Lore have you been trained in? Do you know more about the mind, or the natural world?
- What topics are you familiar with the History of? Do you know legends of a particular hero, the history of a kingdom's rise and fall, or just the local gossip in your home town?
- What are your Skills? Are you an acrobat, or a cipher? Are you stealthy, or really good with medicine? Are you good with weaponry, or better with magic?
- What special Feats can you perform? Were you trained to fight with two weapons, or were you taught to kick enemies when they're down?
How You Do It[edit]
Now, as counterintuitive as it seems, you move on to the basic bones of your character - Your Ability Scores, and their sub-scores. Are you better at hitting hard, or avoiding a hit? Are you a master of puzzles, or just intuitive? Which is tougher - Your body, or your spirit? These are the things your abilities scores, and their sub-scores, describe; And likewise, everything else in the game typically references one or more of these scores for determining how good you are at what you're attempting to do.
Lastly, you must gather your Equipment so you can start off on your journey. This includes bonus starting equipment from class, race and background, as well as whatever additional equipment you can purchase with the currency you've started the game with. Keep in mind things you'll need - Will an extra dagger kept in your boot save your life hen you get caught in a net? Will a few extra torches help you out when things get dark? Will a roll of twine help you find your way back out of that maze? And will you starve because you forgot to buy food or a drinking container?
Bare Bones[edit]
Now that the steps have been laid out in front of you, it's time to follow them. the other steps have their own pages elsewhere, linked above; Here's the other information you'll need to finish out your character.
Experience and Levels[edit]
In Realms Of Beyond, as you fight, learn and explore, you gain Experience, or XP, counting towards your advancement in power. The milestones in this advancement are Levels, and Ranks.
Each Level requires you gain, on top of the XP total required to reach your current level, an amount of XP equal to your current level, multiplied by 2,000 - Thus at first level, you have 0 XP and must gain 2,000 more to reach level 2, and then you must gain 4,000 beyond that - For a total of 6,000 - To reach level 3, and so forth.
Each Level is divided into 5 Ranks, which are smaller milestones you reach upon gaining 1/5th of the XP needed to reach your next level - Thus, to reach Rank 1, you need 400 XP, and to reach Rank 2, you need 800 XP total, Rank 3 at 1,200 XP, and so forth. At each Rank, you gain a Talent Point, which may be spent on your Talents, be they General talents, Racial Talents, or Talents specific to your class Role, class Category or even a specific class ability or racial ability. Talents come in four variations - Common, Uncommon, Rare and Legendary - Each with its own number of Tiers, level requirements, and so forth.
At each new Rank, you gain a Talent from among the ones you can choose - General Talents, racial Talents, - Or you upgrade a Talent you already possess, increasing its benefit. You can choose to "level up" a Talent up to 9 times, thus having a Tier 10 Talent after the 9th upgrade; Some Talents, however, will have a lower number of times they can be upgraded. As a general rule, most Talents will have either 10, 5, 3 or 1 tiers.
Below is a table showing the experience required to reach each rank and level, including total XP, and remaining XP needed to reach the next milestone.
Character | Remaining XP | — | Character | Remaining XP | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Level | Rank | Total XP | To Next Level | To Next Rank | — | Level | Rank | Total XP | To Next Level | To Next Rank |
1st | 1 | 0 | 2,000 | 400 | — | 2nd | 6 | 2,000 | 4,000 | 800 |
1st | 2 | 400 | 1,600 | 400 | — | 2nd | 7 | 2,800 | 3,200 | 800 |
1st | 3 | 800 | 1,200 | 400 | — | 2nd | 8 | 3,600 | 2,400 | 800 |
1st | 4 | 1,200 | 800 | 400 | — | 2nd | 9 | 4,400 | 1,600 | 800 |
1st | 5 | 1,600 | 400 | 400 | — | 2nd | 10 | 5,200 | 800 | 800 |
Character | Remaining XP | — | Character | Remaining XP | ||||||
Level | Rank | Total XP | To Next Level | To Next Rank | — | Level | Rank | Total XP | To Next Level | To Next Rank |
3rd | 11 | 6,000 | 6,000 | 1,200 | — | 4th | 16 | 12,000 | 8,000 | 1,600 |
3rd | 12 | 7,200 | 4,800 | 1,200 | — | 4th | 17 | 12,000 | 6,400 | 1,600 |
3rd | 13 | 8,400 | 3,600 | 1,200 | — | 4th | 18 | 12,000 | 4,800 | 1,600 |
3rd | 14 | 9,600 | 2,400 | 1,200 | — | 4th | 19 | 12,000 | 3,200 | 1,600 |
3rd | 15 | 10,800 | 1,200 | 1,200 | — | 4th | 20 | 12,000 | 1,600 | 1,600 |
Character | Remaining XP | — | Character | Remaining XP | ||||||
Level | Rank | Total XP | To Next Level | To Next Rank | — | Level | Rank | Total XP | To Next Level | To Next Rank |
5th | 21 | 20,000 | 10,000 | 2,000 | — | 6th | 26 | 30,000 | 12,000 | 2,400 |
5th | 22 | 22,000 | 8,000 | 2,000 | — | 6th | 27 | 32,400 | 9,600 | 2,400 |
5th | 23 | 24,000 | 6,000 | 2,000 | — | 6th | 28 | 34,800 | 7,200 | 2,400 |
5th | 24 | 26,000 | 4,000 | 2,000 | — | 6th | 29 | 37,200 | 4,800 | 2,400 |
5th | 25 | 28,000 | 2,000 | 2,000 | — | 6th | 30 | 39,600 | 2,400 | 2,400 |
Character | Remaining XP | — | Character | Remaining XP | ||||||
Level | Rank | Total XP | To Next Level | To Next Rank | — | Level | Rank | Total XP | To Next Level | To Next Rank |
7th | 31 | 42,000 | 14,000 | 2,800 | — | 8th | 36 | 56,000 | 16,000 | 3,200 |
7th | 32 | 44,800 | 11,200 | 2,800 | — | 8th | 37 | 59,200 | 12,800 | 3,200 |
7th | 33 | 47,600 | 8,400 | 2,800 | — | 8th | 38 | 62,400 | 9,600 | 3,200 |
7th | 34 | 50,400 | 5,600 | 2,800 | — | 8th | 39 | 65,600 | 6,400 | 3,200 |
7th | 35 | 53,200 | 2,800 | 2,800 | — | 8th | 40 | 68,800 | 3,200 | 3,200 |
Character | Remaining XP | — | Character | Remaining XP | ||||||
Level | Rank | Total XP | To Next Level | To Next Rank | — | Level | Rank | Total XP | To Next Level | To Next Rank |
9th | 41 | 72,000 | 18,000 | 3,600 | — | 10th | 46 | 90,000 | 20,000 | 4,000 |
9th | 42 | 75,600 | 14,400 | 3,600 | — | 10th | 47 | 94,000 | 16,000 | 4,000 |
9th | 43 | 79,200 | 10,800 | 3,600 | — | 10th | 48 | 98,000 | 12,000 | 4,000 |
9th | 44 | 82,800 | 7,200 | 3,600 | — | 10th | 49 | 102,000 | 8,000 | 4,000 |
9th | 45 | 86,400 | 3,600 | 3,600 | — | 10th | 50 | 106,000 | 4,000 | 4,000 |
Character | Remaining XP | — | Character | Remaining XP | ||||||
Level | Rank | Total XP | To Next Level | To Next Rank | — | Level | Rank | Total XP | To Next Level | To Next Rank |
11th | 51 | 110,000 | 22,000 | 4,400 | — | 12th | 56 | 132,000 | 24,000 | 4,800 |
11th | 52 | 114,400 | 17,600 | 4,400 | — | 12th | 57 | 136,800 | 19,200 | 4,800 |
11th | 53 | 118,800 | 13,200 | 4,400 | — | 12th | 58 | 141,600 | 14,400 | 4,800 |
11th | 54 | 123,200 | 8,800 | 4,400 | — | 12th | 59 | 146,400 | 9,600 | 4,800 |
11th | 55 | 127,600 | 4,400 | 4,400 | — | 12th | 60 | 151,200 | 4,800 | 4,800 |
Character | Remaining XP | — | Character | Remaining XP | ||||||
Level | Rank | Total XP | To Next Level | To Next Rank | — | Level | Rank | Total XP | To Next Level | To Next Rank |
13th | 61 | 156,000 | 26,000 | 5,200 | — | 14th | 66 | 182,000 | 28,000 | 5,600 |
13th | 62 | 161,200 | 20,800 | 5,200 | — | 14th | 67 | 187,600 | 22,400 | 5,600 |
13th | 63 | 166,400 | 15,600 | 5,200 | — | 14th | 68 | 193,200 | 16,800 | 5,600 |
13th | 64 | 171,600 | 10,400 | 5,200 | — | 14th | 69 | 198,800 | 11,200 | 5,600 |
13th | 65 | 176,800 | 5,200 | 5,200 | — | 14th | 70 | 204,400 | 5,600 | 5,600 |
Character | Remaining XP | — | Character | Remaining XP | ||||||
Level | Rank | Total XP | To Next Level | To Next Rank | — | Level | Rank | Total XP | To Next Level | To Next Rank |
15th | 71 | 210,000 | 30,000 | 6,000 | — | 16th | 76 | 240,000 | 32,000 | 6,400 |
15th | 72 | 216,000 | 24,000 | 6,000 | — | 16th | 77 | 246,400 | 25,600 | 6,400 |
15th | 73 | 222,000 | 18,000 | 6,000 | — | 16th | 78 | 252,800 | 19,200 | 6,400 |
15th | 74 | 228,000 | 12,000 | 6,000 | — | 16th | 79 | 259,200 | 12,800 | 6,400 |
15th | 75 | 234,000 | 6,000 | 6,000 | — | 16th | 80 | 265,600 | 6,400 | 6,400 |
Character | Remaining XP | — | Character | Remaining XP | ||||||
Level | Rank | Total XP | To Next Level | To Next Rank | — | Level | Rank | Total XP | To Next Level | To Next Rank |
17th | 81 | 272,000 | 34,000 | 6,800 | — | 18th | 86 | 306,000 | 36,000 | 7,200 |
17th | 82 | 278,800 | 27,200 | 6,800 | — | 18th | 87 | 313,200 | 28,800 | 7,200 |
17th | 83 | 285,600 | 20,400 | 6,800 | — | 18th | 88 | 320,400 | 21,600 | 7,200 |
17th | 84 | 292,400 | 13,600 | 6,800 | — | 18th | 89 | 327,600 | 14,400 | 7,200 |
17th | 85 | 299,200 | 6,800 | 6,800 | — | 18th | 90 | 334,800 | 7,200 | 7,200 |
Character | Remaining XP | — | Character | Remaining XP | ||||||
Level | Rank | Total XP | To Next Level | To Next Rank | — | Level | Rank | Total XP | To Next Level | To Next Rank |
19th | 91 | 342,000 | 38,000 | 7,600 | — | 20th | 96 | 380,000 | 40,000 | 8,000 |
19th | 92 | 349,600 | 30,400 | 7,600 | — | 20th | 97 | 388,000 | 32,000 | 8,000 |
19th | 93 | 357,200 | 22,800 | 7,600 | — | 20th | 98 | 396,000 | 24,000 | 8,000 |
19th | 94 | 364,800 | 15,200 | 7,600 | — | 20th | 99 | 404,000 | 16,000 | 8,000 |
19th | 95 | 372,400 | 7,600 | 7,600 | — | 20th | 100 | 412,000 | 8,000 | 8,000 |
Ability Scores[edit]
In the Realms of Beyond, there are seven ability scores that define your character's ability to do things, such as defining how strong they are physically or how good their memory is. The first 6 scores - Strength, Dexterity, Constitution, Intelligence, Awareness and Charisma - Each have two Sub-Scores, each representing a different aspect of that ability score - Typically an active, powerful aspect, and a passive, subtle aspect. The last ability score, Luck, stands alone and represents a different
At character creation, you can choose for the Sub-Ability scores to have no variance (Meaning you just use your normal ability score for that function, like in a normal D&D game) OR the two numbers can vary by up to 4. Raising one number by 1 point lowers the other number by one point, so one sub-score can be higher than the corresponding ability score by 1 or 2 points, but doing so lowers the other sub-ability score by the same amount; Thus, if you rolled a 16 for your Strength, you could choose to increase your Might to 18, but doing so would reduce your Stamina to 14.
Likewise, some races have bonus to certain sub-ability scores instead of, or sometimes in addition to, ability scores. Racial adjustments can affect the normal range of sub-ability scores beyond the "within 4" rule; So if your Dexterity score was 16, your Accuracy was 14, and your Agility was 18, a racial bonus that grants +2 Agility would raise your Agility to 20, without lowering or otherwise affecting your Dexterity or Accuracy scores.
However, any increase to a base ability score affects the corresponding sub-ability scores in the same fashion. If your Strength is 15, your Might is 17 and your Stamina is 13, if your Strength increased (By level-based adjustments, perhaps) to 16, then your Might would increase to 18 and your Stamina would increase to 14. Likewise, damage to your ability score affects both sub-ability scores in the same manner. However, when a sub-ability score drops to 0 due to damage or drain, you don't fall unconscious or die - Any further damage is instead subtracted from the corresponding ability score. For this reason, effects that damage sub-ability scores - And those that improve sub-ability scores - Are generally twice as powerful as things that damage or improve normal ability scores.
Originally, sub-ability scores were found in Player's Option: Skills & Powers, an AD&D (2e) splatbook. I've tweaked and updated them for my own use here.
Strength[edit]
Strength (Str) is a measure of one's physical power, used to jump, climb, swim, carry heavy objects and throw a good punch. Strength is divided into two Sub-Ability Scores - Might, and Stamina.
Might[edit]
Might (Mit) represents your character's ability to perform a sudden, explosive action of great strength, such as springing over a gap, pushing over an enemy, or landing a solid blow.
Stamina[edit]
Stamina (Sta) represents your character's ability to produce sustained physical force, such as lifting heavy objects (Such as their own body weight, in actions such as climbing), or performing strenuous activity for a long period of time.
Dexterity[edit]
Dexterity (Dex) is a measure of your reflexes, hand-eye coordination, and flexibility. Dexterity is divided into two Sub-Ability Scores - Agility and Accuracy.
Agility[edit]
Agility (Agl) represents your character's ability to react quickly, getting out of the way of attacks, spell effects and the like. Like Might, it is a manner of locating sudden use of Dexterity rather than sustained use of Dexterity.
Accuracy[edit]
Accuracy (Acc) represents your character's hand-eye coordination, motor control and ability to perform a precise task, such as threading a needle, opening a lock, or lining up a shot with a ranged weapon.
Constitution[edit]
Constitution (Con) is a measure of your physical wellbeing, endurance against hardships like disease, poison and fatigue, and overall health. Constitution is divided into two Sub-Ability Scores - Vitality and Endurance.
Vitality[edit]
Vitality (Vit) represents your character's state of health, how well you are able to stand up to immediate harm, such as being able to shrug off a blow.
Endurance[edit]
Endurance (End) represents your resilience against prolonged hardships, like disease, poison, or chronic physical exertion.
Intelligence[edit]
Intelligence (Int) is a measure of your mental keenness, ability to learn, process information and solve problems. Intelligence is is divided into two Sub-Ability Scores - Logic and Memory.
Logic[edit]
Logic (Log) represents your ability to rapidly take in and process new information, solve puzzles and form strategies, as a measure of your reasoning and deductive skills.
Memory[edit]
Memory (Mem) represents your ability to absorb and retain knowledge, such as methods of making things, and recalling information you read from a book a decade ago.
Awareness[edit]
Awareness (Awr) is a measure of your perception of the world and the physical mind. Awareness is divided into two Sub-Ability Scores - Intuition and Cognizance.
Intuition[edit]
Intuition (Itu) represents your passive awareness and subconscious, instinctual mind, such judging a person's intention based on body language, or a gut feeling that something is wrong.
Cognizance[edit]
Cognizance (Cog) represents your active awareness and conscious, curious mind, such as searching a room for something, or spotting .
Charisma[edit]
Charisma (Cha) is a measure of your emotional power; The strength of your personality and the driving force within you. It also represents your talent at interacting with others. Charisma divided into two Sub-Ability Scores - Command and Guile.
Command[edit]
Command (Com) represents your force of personality, conviction and willpower, such as your ability to dominate another, or unleash a spell or ability with ferocity.
Guile[edit]
Guile (Gil) represents how charming you are, and your ability to smoothly influence and convince others.
Luck[edit]
Luck (Luk) represents your character's standing with fate, whether good or bad, and how their luck shapes their person. Luck can never benefit from any ability score adjustments, unless otherwise specified, and it cannot be used as a valid ability score when making a check, unless the check specifically state that it is a Luck-based check. Your Luck score changes based on your actions, rather than training or experience, and thus is more divorced from the typical ability score mechanics than the other ability scores.
Luck is utilized in Realms of Beyond with an ordinary deck of playing cards. At the start of the campaign, the deck is shuffled and each player is dealt a number of cards equal to their Luck modifier, whether negative or positive - Thus if your Luck score is 5, you're dealt 3 cards, for your -3 modifier; Yet if your score was 16, you would also be dealt 3 cards for your +3 modifier. Needless to say, a Luck score of 10 results in having no cards at all.
At any time, cards may be played to influence a dice roll of any sort - The difference between the cards granted by a negative Luck modifier, and the cards granted by a positive Luck modifier, is who chooses when to use the cards, and how the cards affect the roll:
- If you have a positive Luck modifier, you are known to have Good Luck, and you, as the player, may choose to spend one of the cards from your hand on any roll your character makes. When this occurs, the card's associated numeric value is added as a bonus to the roll.
- If you have a negative Luck modifier, you are known to have Bad Luck, and the DM may, upon your character making any dice roll, that bad luck strikes, forcing you to spend a card of your choice from your hand on that roll. When this occurs, the card's associated numeric value is subtracted from the roll.
Most cards have a number on them, ranging from 2 to 10. Jesters, Queens and Kings use the values 11, 12 and 13, respectively, while Joker cards instead are valued at 0, making them a safe option to play in any case. Ace cards have the special effect of possessing a numeric value equal to the maximum value of the roll - Thus on a d20 roll, an Ace is worth a +20 bonus or a -20 penalty.
When a card is spent, it's placed face-up into that character's personal Discard pile. At the end of a long rest, all players' hands and Discard piles are shuffled back into the deck, and each character is dealt a new hand to play from until the next long rest.
Changes to Luck are applied at the DM's discretion, based on roleplaying choices and the outcomes of a roll - If a player solves a problem in a clever way that plays to their characters' personality and abilities, or makes a detrimental choice for the sake of roleplaying their character properly, their Luck should be increased by +2 - However, if a player uses their character in bad taste, such as operating an a hamfisted hack-and-slash manner, or choosing the most beneficial outcome without any thought to roleplay, then their Luck should be decreased by -2. Likewise, Luck could temporarily be boosted by +2 after a natural 20 is rolled, or temporarily lowered by -2 after a natural 1.