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Chapter 2: Character Creation
Step 12: Finishing Touches
This section presents a series of questions to help you round out your character and make him or her your own. It is not critical to nail down every aspect before beginning to play, however you will definitely need a name - you do not want the GM choosing one for you.
Choose a Name
If you have not come up with a name for your character, now is the time to do so. Names in Spellchrome can be many things. You can have a traditional medieval fantasy name that reflects the heritage of your character and setting. You can go by a street name if your character has a rougher background. Your name can be a call sign, as many citizens serve time in one of the Eldlandrian militaries in the war effort against the Nova Dirge.
Bottom line: Your name can be anything that pleases you, providing it is serious enough to be acceptable by the GM. Once you decide on a name, write it down!
Choose a Gender
Your character may be either Male or Female. Gender biases vary from region to region. There are no statistical differences. Write down your character's gender.
Determine Age
If you need help figuring out your character’s age, roll 1d6 and add 17. Eighteen is considered adult by medieval Eldlandrian standards. Write your character's age down.
Determine Height and Weight
Most human men are around six feet tall. To help determine your character’s height, roll 1d10. A low roll means your character is a bit shorter, a high roll means your character is a bit taller. Women are typically several inches shorter than six feet. Choose a weight that is appropriate for the Player Character. If your character has any, remember to factor in applicable visual traits from step 3. Note down your character's height and weight.
General Impression
What kind of first impression does your character make? What is his or her personality like? What do they like to do for fun? What do they find boring? How would someone else sum up the character? Make a couple of notes about what your character is like. It need not be more than a few words.
General Looks
How does your character keep their hair, short or long? Do they have any tattoos or jewellery? How might you visually describe your character in a few short sentences? What details stick out? Remember to include any visual traits that you rolled. Make a couple of notes about what your character looks like. It need not be more than a few words.
Motivation
Why does your character adventure? What goals does your character have? Do they seek fortune, fame, power or a bit of everything? What causes do they believe in? What other factors are important to them?
Eye Sight Note
Most people have good eyesight, as weak vision is corrected early in life through magical or Allterion means.
Missing Stats
If you happen to be missing any Stats, use the following:
- HP (Hit Points): Determined by Ancient Sign + Social Class Bonus (if any) + Constitution Modifier.
- SP (Skill Points): Determined by Ancient Sign + Social Class Bonus (if any) + Intelligence Modifier.
- MP (Magic Points): Determined by Ancient Sign + Social Class Bonus (if any) + Charisma Modifier.
- EP (Empowerment Points): Starts at a Base of 10 for all character.
Raised gradually over time and with the use of the Increased Empowerment Points Feat. - Initiative Bonus: Is equal to your Dexterity Modifier. Add the modifier to your d20 result when rolling for Initiative.
Transfer notes to a character sheet
Many players like to use scrap-paper to make notes on and figure out their character.
If you have not already, transfer these notes to the standard
Step 13: Play the Game!
Good, you have got a group together, with fellow players and a GM. You might be making a character in a hurry so you can play in "half an hour". While an effort has been made to streamline aspects of character creation, it always takes longer than expected. If everyone else is ready to play, make sure you have the basics covered, and worry about the rest later. Just start playing. You can fill in what you need as you go along.
If you do have the time to finish and check everything over, great - your game session will likely be that much smoother.
If everyone has new characters, you can usually choose to know all, some, or none of your fellow characters beforehand. Regardless, it is the GM’s job to come up with a scenario that will have all of the player characters work together towards a common goal. Hopefully it is a good scenario, but even if it isn’t - best to just go with it. Suspend your sense of disbelief and give the GM an extra break for those early sessions. And always remember you’re all here to have fun. Good adventuring.
When quickly building another character (and you do not need an introduction to everything), you may find the following tables and lists helpful.
Up Next: Sample Characters




