Name:Age:Class:Gender:Length(preferably in meters):Race:(Demon, Undead and such also go here. Most common races: Elves, Dwarves, Halflings, Human, Half-Orc, Half-Elf, Tiefling, Fiend)
Racial benefits:Appearance (descriptive or photo):Stats:STR(Strenght)DEX(Dexterity)CON(Constitution)INT(Intelligence)WIS(Wisdom)CHR(Charisma)Maximum is 18/25, minimum is 3Spells:Skills:(pick 3-10 most noticeable)
Abilities:(max 10, see Abilities)
Armour:Weapons:Items:Gold: (Reference: 10000GP buys you a large mansion. 1 Gold Piece = 100 Silvers = 1000 Coppers)
Biography:Classes
Mage: Magic user, nuff said. Can't cast with armour. Bad at healing.
Cleric: Healer/Buff with some offensive spells. Can cast with armour
Ranger: Woodland fighter, feels best in the nature. Can stealth and befriend animals among others.
Paladin: Holy fighter, dedicated to fight against evil. Some clerical spells.
Thief: A thief.
Sorcerer: Special kind of mage, does not memorise spells but draws from a pool of power.
Fighter: A plain fighter, customisable.
Bard: Jester and song-writer. Experienced traveller. Can cast spells, do some thievin and fight, though is not nearly as good as the dedicated versions. Songs inspire party.
Druid: Woodland Cleric. Can summon animals and control them. Can heal, though less effective as cleric. Spells revolve around nature.
- Combinations of these are of course possible(Max 3). I'll drop the exclusions in favour of gameplay.
Races
Most common races: Elves, Dwarves, Halflings, Human, Half-Orc, Half-Elf, Tiefling, Fiend)
Racial benefits: These are fairly general, but some noticeable things are:
Elves excel at bows and long swords, and generally can hide in woods better. Due to their fragility they are more sensitive to magic and can stand less punishment. Average lenght and slim build.
Dwarves are very resilient and strong, able to resist poison and magic to some degree. Not very charismatic or agile. Usually short and stocky.
Halflings make good thieves because of their size and inherited abilities. Agile and fast. However, being small does have its drawbacks, as fighting is harder. Short and slim.
Humans are average, having no special bonuses or weaknesses
Half Orcs are very strong and usually large, making for good fighters, even if a bit less intelligent and charismatic.
Half-Elves inherit both the human and the elven part of their heritage. A bit more tender than humans they tend to have fewer elf weaknesses and strenghts.
Fiend: Magical or otherwise unusual beings that come from the planes and darker cornes of faerun. Adept at magic and fighting alike, however extremely vulnerable to both.
Tiefling: A mix between fiends and humans, inherit both the weaknesses and strenghts of both races, but to a lesser extent.
Undead: Have resistance to arrows and piercing attacks such as stabbing. Generally unaffected by normal magic. Weaknesses include crushing attacks(hammers, flails, spells that do such) and magic specifically customised for undead.
Demons: Powerful magic users with some combat abilities, but weak against paladins and clerical power. Magic customised for them also hurts them a lot. Minor demons only.
Any custom race is allowed, but be sure to balance it out if you want to have fun and explain a bit where it comes from!
Racial Benefits/Penalties
- E = Elf
- D = Dwarf
- H = Halfling
- U = Undead
- T = Tiefling
- F = Fiend
- DE = Demon
- HO = Half Orc
- HE = Half-Elf
Applied to the max of 18, so a +1 means soft maximum of 19, +2 = 20.
(Most characters start with max 18, 18 is extremely good/25 is godlike. Racial modifiers apply, if you don't know what those are see above list and below definitions. Using them is NOT required)
Racial modifiers:
STR(Strenght) (HO +2, E -1)
DEX(Dexterity) (E +2, HE +1, D -2, H +1, U -1)
CON(Constitution) (D +2, HO +1, E -2, U +2)
INT(Intelligence) (HO -2, F +2, T +1, DE +1,)
WIS(Wisdom) (HO -1, F +1, T -1, DE -1, U -1)
CHR(Charisma) (HO -1, D -2, H +1, U -2, DE +1)
Maximum is 25, minimum is 3.
Skills
Skills(use the 0-100 system. Again, same story as with ability scores, the higher these are, the harder I will make the game for you. Skills may range from stealth to anything that can be expressed this way. This includes languages and basic skills like climbing.)
Skill ranges(using lockpicking for example):
0 = non existant, can't use skill (0% chance)
25 = normal, can use average skill (40% of locks can be opened (example))
50 = Professional (60% of locks can be opened)
75 = Master (70% of locks can be opened)
90 = Magically enhanced Master (90% of locks can be opened)
100 = Impossible for most without epic magic (No lock can withstand)
With climbing this would for example be from unable to climb a fence (0), to being able to fly up a flat glass wall (100)
Language skill determines the proficiency in the language, from clear foreigner (10) to native (100) for example.
If you are an Elf for example, you automatically speak Elvish and thus your Elvish language score is automatically 100 and doesn't need to be mentioned. Same for Humans and Common, etc etc.
Spells
- Spells(for Clerics and Mages, Bards): You can use the FR spells or make up your own, provided they are not overpowered. Be creative! You can either use the dXX system, or the point system.
For the point system:
0 = Spell fails to hurt a fly
10 = Spell will hurt most creatures for a normal amount of damage.
20 = Seriously wounds a bear.
30 = Kills any smaller creature if hit, deals good damage otherwise.
40 = Usually kills humanoids, easily kills commoners and wildlife.
50 = Dangerous to most stronger foes like ogres.
60 = Will kill any normal sized creature and seriously hurt even undead.
70 = Potential to rip a house off the ground.
80-100 = Epic magic, will bring down heaven on earth and destroy cities.
Abilities
Make something up, combine existing or use the standard, up to you. (Short description as to what everything does. Limit of no more than 10 magical/divine, not all usable at the same time. This excludes languages, spells and basic abilities like jumping)
Armour
Armour(For armour you can use the AC system, ranging from 10 to -10, the latter being the best. Give me an impression how strong/good it is. If you can, use the full D&D system and give more detail. Give a little back story if it's a magical or special armor)
Without dex bonus:
AC of 10 is normal clothing, so basically no decent protection.
AC of 8 is a suit of Leather Armour (Hard leather), good for the occasional bite or scratch.
AC of 5 is a suit of Studded Leather(leather with metal studs), giving basic protection against attacks.
AC of 3 is chainmail, good protection vs swords
AC of 2 is Splint Mail, chain mail with some plating.
AC of 0 is Plate Mail, chest piece
AC of -2 is Full Plate Mail, giving excellent protection against missiles and weapons.
The rest down is magical armour of great power, usually also some kind of plate. -5 to -10 is an almost impenetrable armour which belongs in the "epic" category, and thus is limited.
This means that a magical +3 AC Leather Armour would be equal to a normal Studded Leather and so on and so on. For the purpose of gameplay you are not allowed to create magical armour and weapons beyond +5 AC/+5 damage
Weapons
Weapons(D&D system is a dice based, which is quite easy to learn, see below. Use that or the point based system, where damage ranges from 1(daggers) to 12(greatswords) + any number of magical attributes. A little backstory is nice.)
Miscellaneous
Items(Anything important, clothes, furnace, magical box of slippers, anything you think you need. Backstory optional.)
Biography(Self-explanatory. Put some effort in this.)
Anything else of importance....