Character Creation

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Character Sheet

The most recent versions of the Tesseris Character Sheet is available at the following location:

https://drive.google.com/drive/folders/0B8n5Z0KQatwlSEdlQlBBdnNWbjA?usp=sharing

A character sheet for Roll20 is currently in development.

Step One - Concept

The first step to building a character in any system is deciding on your character concept. You may already know that you want to play Tesseris, but who do you want to play as? Who, if you lived in this setting, do you want to be? There are many approaches to finding one’s concept, but if you need a little help then this section is here for you. Coming up with a character concept is an enjoyable process, but it may be a bit daunting for anyone that has little to no background in fantasy or role playing games. The biggest problem is generally where to start, so let’s start at the beginning.

Birth: Where was your character born and into what social class? Was your character born a peasant? Are they the son of a noble, merchant, or soldier? A person’s worldview and personality are shaped from birth, so where they were born and their status in life typically play an important part in building the concept.

Upbringing: How did your character grow up? Was he forced to live on the streets, stealing food just to survive? Has he lived a pampered life with little real world experience? Has he lived his life with his nose stuck in a book? A character’s upbringing will have a large impact on their skills later in life, as well as how he reacts to things like insults and failure.

Motivation: Why is your character turning to a life of adventure? Has he gotten tired of a life barely scraping by? Is he looking for work as a mercenary? Your character’s motivation is the reason that he is in this adventure as well as why he chooses to continue.

Passion: What your character loves and hates are very likely related to their skills. Their passions also influence how they see others. Do they have a passion for all things Arcane? Does he think the most interesting thing in the world is the inner workings of a pocket watch? Is he afraid of the progress of the New Races? A character’s motivation and passions will give a character the extra depth needed to keep them interesting and fun to play.

Dreams: What is it that your character wants? What is their endgame? This can be material like wealth, or abstract like power, love, or a family. A character’s dreams will keep their motivation up and give them direction.

Appearance: What does your character look like? Is he ruggedly handsome? Does she have different colored eyes? Is their appearance one that would frighten children? Do they constantly smell of gunpowder? A character’s appearance determines how others react to them on first impressions, including both NPCs and other party members. Appearance is also a way to further expand upon a character’s personality as how they choose to appear to the world often reflects their own outlook.

Quirks: Does your character stutter when he’s nervous? Are they tongue tied when talking to the opposite sex? Quirks are small imperfections that make a character more realistic and interesting. Most characters have at least one or two quirks, though it’s completely possible for a character to not have any major quirks worth mentioning.

What makes you special: Player Characters in Tesseris are a cut above the rest humanity; what makes yours so? Were they blessed by the gods, touched by magic, or just more determined to succeed than their peers? Whatever it is, it has brought your character to where they are now and will no doubt carry them forward to greater heights.

Another question that you may wish to ask is what your character’s focus is. Are they intending to be an expert hand to hand fighter, or an accomplished diplomat? Do they wish to discover ancient arcane secrets, or develop new inventions? These things will help to guide your selection of the various options in the following sections and help to determine a clearer understanding of how you’d like your character to advance throughout the game.

Step Two - Choose Your Race

Based on your background and character concept, choose a race from those available here: Races

A character's race determines their starting stamina, abilities, and may grant other bonuses or penalties.

Step Three - Purchase Characteristics and Skills

All characteristics start at 1, then adjusted based on the character's race. From there, Experience Points must be spent to increase their Characteristics and Skills from there. You may not increase any one characteristic or skill beyond 4 at character creation (including racial adjustments). All characters begin play with 175 XP to spend on Characteristics and Skills. Each character must spend at least 50 XP in Characteristics and 50 XP on Skills.

=== Advancement Chart ===
Rank Cost
Rank Skills Characteristics
1 3 -
2 4 8
3 8 12
4 10 15
5 15 25
6 25 40
7 35 55
8 50 75
9 80 120
10 120 180

Characteristics

There are six primary characteristics in the Adaptable Dice system. They are: Strength, Agility, Perception, Intelligence, Willpower, and Charisma. Each characteristic governs certain skills and will greatly affect how well you character is able to perform tasks which make use of those skills. Additionally, many skills also have additional uses. See below for a brief summary of each characteristics used in ADS.

All characteristics start at Rank 1 and are then adjusted as denoted under your selected race. The “Rank Cost” for the listed rank is the cost you pay to increase from the previous rank. The “Total Cost” is the total cost that would be paid to increase a characteristic to that rank, assuming that that characteristic started at rank 1. You may only ever increase a character's Rank in a characteristic after having paid the costs to raise it to the rank prior.

The “Rank Cost” listed for Rank 0 and Rank 1 is only for instances where a characteristic would start at less than Rank 0 or Rank 1 respectively. Therefore if a characteristic were to start at Rank -1 for some reason, to increase it to Rank 1, you would need to pay the cost for Rank 0 (5xp) as well as the cost for Rank 1 (5xp) for a total of 10xp spent. You could then further increase the characteristic to Rank 2 by spending the “Rank Cost” for Rank 2 (10xp).

Skills

Skills are broken up into two categories: Combat Skills and Non-Combat Skills.

Combat Skills

All Combat Skills start at 0. To gain rank in a new Combat Skill or increase in Rank in a skill you already have, you must spend the listed amount of XP listed under Rank Cost for the Rank you’d like to increase to. You may not purchase a later Rank without having first purchased all the prior Ranks leading up to it.

The available Combat skills in Tesseris are listed below. Please see the Skills section for additional information regarding a particular skill.

  • Melee (Ag): Governs the use of hand to hand weapons and unarmed combat
  • Archery (Per): Governs the use of crossbows, long and short bows, and other simple ranged weapons
  • Gunnery (Per): Governs the use of most guns
  • Heavy Gunnery (Per): Governs the use of heavy guns, such as mounted weapons
  • Duck (Ag & Per): Governs avoiding attacks of all kinds. Special skill - see description
  • Arcana (Int or WP): Governs the power and casting of Arkane spells
  • Divinity (Cha): Governs the usage of Faith abilities
  • Psy (WP): Governs the usage of Psychic powers and abilities
  • Resolve (WP): Governs mental and social defense of all kinds

Non-Combat Skills

All Non-Combat Skills start at 0 and are then bought up from there. To gain a rank or increase in Rank you must spend the listed amount of XP listed under Rank Cost for that Rank. You may not purchase a later Rank without having first purchased all the prior Ranks leading up to it. The available Non-Combat Skills in Tesseris are listed below. Please see the Skills section for additional information regarding a particular skill.

  • Acrobatics (Ag): Governs jumping, tumbling, rolling or other feats of acrobatic skill
  • Athletics (S): Governs climbing, swimming, and other feats of athletic skill or strength
  • Awareness (Per): Governs the ability to spot or hear something
  • Contacts (Cha):
  • Craft (Int) [Group]: Group of skills governing the creation of items
  • Intimidate (WP): Governs the intimidation or extracting of information from an unwilling individual
  • Leadership (WP): Governs the ability of a character to lead others under their command
  • Lore (Int): Governs knowledge and understanding of history
  • Medicine (Int): Governs the use of first aid, drug administration, and medical care
  • Mechanics (Int): Governs the use of use, repair, and construction of Mekanikal items
  • Operate (Ag) [Group]: Group of skills governing the ability to control advanced vehicles or equipment
  • Perform (Cha): Governs the ability to give any kind of performance
  • Presence (Cha): Governs social interactions such as charming, seducing, lying, and bartering
  • Ride (Ag): Governs one’s ability to ride an animal while performing complicated actions
  • Scrutiny (Per): Governs one’s ability to determine fact from fiction, investigate, and find evidence
  • Sleight of Hand (Ag): Governs picking locks or pockets and other feats of manual dexterity
  • Stealth (Ag): Governs one’s ability to hide, remain unheard, and disguise oneself
  • Survival (WP): Governs one’s ability navigate and to survive outside of normal civilizations
  • Tinker (Int): Governs cob-jobbing things together, battlefield repairs, and jury-rigging mechanical items

Step Four - Choose Powers, Feats, and Talents

All character starting at level one begin play with two Powers, three Feats, and five Talents. A character may choose any Powers, Feats or Talents for which they meet the requirements and it’s generally advised that you pick your talents first, then your feats. Details on specific talents can be found under the Talents Section.

Powers - Powers are core abilities that grant access to whole classes of options for a character, or the most powerful of individual abilities.

Feats - Feats are major abilities that grant a character new or expanded abilities. Some Feats build upon Powers while others grant major abilities directly. In other systems these might be powerful feats or class features.

Talents - Talents are minor abilities and are less powerful than Feats. Many Talents build upon Feats or Powers by either expanding their abilities or further specializing them. Some feats are also minor abilities unto themselves. In other systems they are comparable to feats or minor class abilities.

Step Five - Purchase Starting Equipment

Starting characters begin play with 300 Banknotes, “notes” (n) for short, that they may spend at character creation on any items or equipment listed in the Weapons, Armor, and Equipment section.

Step Six - Ego

  • (Int + Wp + Cha)/2 + Bonuses

All characters have a number of Ego points equal to the sum of their Intelligence, Willpower, and Charisma characteristics, divided by two (2), plus any bonuses they might have, most commonly from Feats or Talents [(Int + Wp + Cha)/2 + Bonuses]. See the Social Combat section for more information regarding Ego points and their use in Social Combat.

Advancing a Character

Characters advance by spending experience points (XP) to increase the Characteristics and Skills. Once a character has spent enough XP, they advance in level. As characters advance in level, they gain access to additional Powers, Feats, and Talents according to the XP and Leveling Chart, here.