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- Jump to: Step 4: Traits
Chapter 2: Character Creation
Step 3: Social Class
Determine whether your character was raised in the Worker, Merchant or Nobility Social Class. While not as dominant a factor as your character’s Ancient Sign, Social Class in the Spellchrome world does affect your character by adding a small bonus to Hit Points, Skill Points or Magical Magic Points. When choosing, ask yourself if you want to balance your character and shore up a weakness or increase an already potent area of power.
While the Social Classes do have some meaning in a cultural roleplaying sense, they are in no way suggestive of what a character can or cannot do. The three Social Classes are each explained below.
Worker
Traditionally, those of the Worker Social Class have been required to train as soldiers or work the land. Guards, Men at arms, and Wardens are considered part of the Worker Social Class.
- The Worker Social Class adds 3 Hit Points per level and 1 starting combat feat choice.
Merchant
Traditionally, the Merchant Social Class has been made up of tradesmen and expert craftsmen. Actors and Circus performers are also considered part of the Merchant Social Class.
- The Merchant Social Class adds 3 Skill Points and 1 Skill category choice.
Nobility
Traditionally, those in the Nobility Social Class have been landowners, leaders, and expert magic users. Certified Magi, Councillors and Auditors are part of the Nobility Social Class.
- The Nobility Social Class adds 3 Magic Points and 1 spell category choice.
Recap: Social Classes at a Glance
| Social Class | Hit Points | Skill Points | Magic Points |
|---|---|---|---|
| Worker | +3 | +0 | +0 |
| Merchant | +0 | +3 | +0 |
| Nobility | +0 | +0 | +3 |
| » | |||
| Social Class | Combat Feat | Skill Category | Spell Category |
| Worker | +1 | +0 | +0 |
| Merchant | +0 | +1 | +0 |
| Nobility | +0 | +0 | +1 |
Step 4: Magical Pollution and Traits
Magic has been used (and some say abused) for centuries, and has over time caused side effects among the people of Eldlandria. These side effects, also known as traits, can affect a person’s appearance in their size, height and weight.
Game rules:
Players can choose zero to three random traits for their character. For each trait, the player rolls three times: once for the type of visual trait (such as "height" or "ears"), once for a detailed description of that trait (such as "ears point noticeably up and outwards") and then again for the trait bonus (such as +1 to their dexterity attribute).
Visual trait types are determined by rolling 1d6 (a single six sided dice) for each trait. A character may not have more than one instance of a single visual trait, so a Player must roll until each trait is different. Do this for all the visual traits. Each visual trait then corresponds to an additional die roll that further determines the specific look of that visual trait. For example, if "5" is rolled, which corresponds with the visual trait of height, an additional roll must be made to determine if it that trait will make a character taller or shorter than normal.
After the visual traits have been determined, roll 1d8 for one to determine the trait bonus.
After the visual traits have been determined, roll 1d8 for each visual trait to determine the trait bonus or bonuses. Trait bonuses may be applied more than once, so it is fine if you get multiples of the same bonus.
Try to make these rolls when the GM has a moment to watch. When they get to see your awesome rolls, everyone ends up happier.
Visual Traits: Roll 1d6
- Ears
- Tusks
- Horns
- Skin
- Height
- Weight
Visual Trait Specifics
Ears: Roll 1d4
- Ears come to a subtle upwards point, adding less than an inch to the height of the ear.
- Ears point up significantly, adding over an inch and a half to the height of the ear.
- Ears point noticeable up and outwards.
- Ears point noticeable up and backwards.
Tusks: Roll 1d4
- A single small tusk protruding from the lower row of teeth on the left.
- A single small tusk protruding from the lower row of teeth on the right.
- Two small tusks protruding from the lower row of teeth.
- Two large tusks protruding from the lower row of teeth.
Horns: Roll 1d8
- Small twin horns point up and out from the temples.
- Twin ram horns grow from the temples.
- Twin bull horns grow from the temples.
- Small twin horns grow from the forehead.
- A ridge of small horns grow over the head like a fin.
- A small mane of horns covers the head; sometimes mistaken for hair.
- Player decides, keeping with above theme. (GM must approve.)
- Roll twice more on this table.
Skin: Roll 1d10
- Light blue skin
- Dark blue skin
- Light green skin
- Dark green skin
- Metallic silver skin
- Metallic silver eyes
- Dark blue hair
- Dark green hair
- Metallic silver hair
- Roll twice more on this table.
Height: Roll 1d4
- Two heads shorter than the average person.
- One head shorter than the average person.
- One head taller than the average person.
- Two heads taller than the average person.
Weight: Roll 1d4
- Thin and lean - Significantly lighter than the average person.
Hair tends to be finer. - Thin and lean - Noticeably lighter than the average person.
Hair tends to be finer. - Stocky and burly build - Noticeably heavier than the average person.
Hair tends to be thicker. - Stocky and burly build - Significantly heavier than the average person.
Hair tends to be thicker.
Trait Bonuses: Roll 1d8
- Toughness Feat
- +1 bonus to Strength
- +1 bonus to Dexterity
- +1 bonus to Constitution
- +1 bonus to Intelligence
- +1 bonus to Wisdom
- +1 bonus to Charisma
- Bonus feat
Example: John is making a character and decides he wants as many bonuses as he can get and does not care how strange his character will look, so he opts to give his character the maximum three traits. First he rolls 3d6, (three dice, all six-sided) and comes up with 2, 5 and 5. He re-rolls one of the 5’s and gets a 3. For each visual trait, in his case tusks, horns and height, he rolls and additional die to figure out exactly what the visual traits will look like.
Next John needs to determine trait bonuses. To do this, he rolls 3d8 since he has 3 visual traits. He rolls 1, 6 and 6. He adds the toughness feat (a one-time bonus of +3 Hit Points) and +2 to his character’s Wisdom score. Finally, John is left to wonder how horns or tusks add to his character’s wisdom score. (Note that this is an intentional design choice - sometimes the visual traits and trait bonuses will match nicely, and sometimes they will not make much sense. That’s okay, it’s just a game.)
Additional Background:
- Not everyone is affected by Magical Pollution, and some people have no traits and look completely human.
- Children often inherit traits from their parents.
- Even a person with multiple traits is still considered human - although depending on their appearance, may be called different (often derogatory) names.
Up Next: Step 5: Attributes




