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 Character Creation

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Better Alex



Posts : 90
Join date : 2011-09-30

PostSubject: Character Creation   Sun Jul 02, 2017 12:57 am

The basics of character creation lay within two main factors: who they are, what they do, and how they solve their problems. This is distilled into a three-part step-by-step process in character creation: choosing your character's race, choosing your background, and choosing your class(es).

First, let us look at the foundation of who you are. Your character's race typically refers to your species. The most populous and politically dominant are humans, but other races exist and even thrive in the galaxy, from synthetic persons to various alien species.

Human races:

Human
Sapient apes originating on the plains of Africa some 250,000 years ago, humans are a diverse species that has managed to take the top position in interstellar politics over two millennia of struggle, upheaval, and adaptation. Following their expansion into an interstellar civilization, humanity split into a little over half a dozen major polities, and dozens of smaller states and petty kingdoms flung across the Milky Way. Humans of all kinds are known for their adaptability, intellect, and resourcefulness. However, they are also feared throughout space for their near-barbaric ruthlessness in war, bottomless ambition in peace, and industrial might on all fronts. In recent decades, humanity has banded together to conquer and reorganise the Milky Way under their rule. Humanity is the most numerically, culturally, and politically dominant species in the Galaxy.
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Neanderthal
Human ethnic groups and nationalities fundamentally belong to the same species. They are genetically identifiable as part of Homo sapiens sapiens. However, there is another extant species of human: H. sapiens neanderthalensis. This species went extinct 43,000 years ago, but not before leaving an indelible mark in the human genome. Crossbreeding demonstrably occurred between human migrants in Eurasia as early as 100,000 years ago. Many theories posit reasons for neanderthal extinction, including climate change, competition from humans over resources, and even warfare between neanderthals and humans.

In the 23rd century, cloning efforts and intensive genetic study managed to extract Neanderthal DNA and clone a few specimens. Over the next few centuries, this was refined and produced viable individuals; after sufficient numbers were cloned and modified, Neanderthals were bred and integrated into human society. Almost all Neanderthals descend from a clone population of 5,000 breeding pairs. A great amount of study was done regarding the physiology and instinctual behaviour of Neanderthals, an unprecedented opportunity.
In modern times, Neanderthal humans have become well-integrated into human society, though they remain a small demographic. They primarily have colonised cold and chilly worlds within the band of human habitation, fitting their natural physiological tolerance for cold temperatures. As a consequence of their neurology and diet, hunting has developed into a strong economic and recreational activity among Neanderthal communities.

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Synthetic
Synthetics are constructed persons whose physical platforms house an artificial intelligence. Robots of varying kinds have been constructed for almost two thousand years by various galactic powers, but synthetic persons are something that takes time and effort to deliberately produce and only appeared starting in the 22nd century. Many synthetic persons, and synthetic rights activists, consider terms such as "artificial intelligence" or "robot" to be racist and offensive, the legacy of prejudice organic species have held towards synthetic citizens and the long history of slave labour inherent to constructed persons. Like Androids, Synthetics are made rather than born, and are usually made-to-order by an organisation or an individual. They are educated of their rights as citizens, as established by various legal precedents, court orders, law codes, and civil rights acts over the course of the past thousand years. Unlike Androids, however, only about 3% of Synthetics use mobile platforms to interact with the outside world. Most synthetic citizens exist entirely digitally, with a presence online or in virtual reality simulators, or occasionally presenting themselves through holographic terminals.
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Android
Androids, or Bioreplicants, are synthetic humanoids built from cloned and vat-grown tissue over a synthetic skeleton with an electronically-programmed wetware brain. Technically classed as AI due to being synthetics, in truth they straddle the line between organics and machines. Originating as a way for AI to operate outside of robotic bodies and interact with people in a more comfortable setting, androids became symbolic of the similarities between organic and artificial intelligence.
Their artificial wetware brains are designed to accept memory data from AI systems and use neural-interface hardware to link them to cloned organic systems in the brain and body, perfectly imitating natural human nervous systems and neurological functions. Were it not for their engineered trait of iridescent blue eyes, only special machines could detect the difference between an organic human and an android. However, because of their basis in AI systems and the expanded capabilities of their bodies, their lifespan is drastically shorter than natural humans.
Typically, an android is ordered by an organisation or person under certain specifications, and a laboratory grows the android's body and programs the AI brain over the course of a year. The components are fused together and kept in a growth tank, which is then shipped wholesale to the buyer. The buyer is then to present the android with a certification of citizenship and enumerate to them their rights as human beings. Typically, a buyer has placed the order to fill a job, and will offer that job to the android. The android can, of course, refuse and seek out its own life in the world.
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PostSubject: Re: Character Creation   Sun Jul 02, 2017 1:42 pm

Alien Races (in alphabetical order)

Acciptrid
Acciptrids are the very first alien race humanity came into contact with, as heads of the sprawling interstellar Halian Empire. The origins of the acciptrid lay in their world's relatively small size and environment. Halia possesses three-fifths standard Earth gravity, leading to the world's life to evolve greater litheness and lighter frames to take advantage of the diminished restrictions on their mobility. The acciptrids evolved from intelligent avian-like creatures that lived in the hot, steamy equatorial jungles. They retain their ancestors' ability to glide from treetop to treetop--later rooftop to rooftop-- as well as their light bones, small frame, and viciousness. They gradually developed technology, farming, industry, and spaceflight. They encountered many alien races nearby, such as the cassiopeians, and engaged in brief conflicts before forming a core part of the galactic diplomatic community. They helped usher in humans to this same community in the 2300's, which came back upon them when tensions led to war and annexation by the Terran Dominion centuries later. They became one of the oldest protectorates of the Terran Empire, a status which has continued under the new Republic.
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Affacta
The affacta are an avian spacefaring race. They are able to move at great speed, evolving from predatory creatures on their homeworld's arid savannah lands. The affacta had long been united under a paternalist global government by the time they formed a large spaceflight empire in the middle of the 26th century, and were discovered by Galactic society in the 2860s. Trade agreements with the shrikes curated their introduction to the Milky Way, and they were aided by a special resource material that acted as a room-temperature superconductor.
Pre-spaceflight, the Affacta Combine had been roughly hewn together from the victorious states of a series of world wars, only the 9th and last of which involved nuclear weapons. They colonised their home star system and spread to nearby ones through massive generation ships over the course of a few centuries. In the 2800's, they came into contact with the United Suns and obtained information that allowed them to expand rapidly and utilise warp technology. After joining the Galactic Community and embedding itself in broader society, they found a niche as trade partners of the United Suns and many other states. The Great War brought them into the conflict on the side of the Suns, and they suffered for it in the postwar settlement. Their colonies were confiscated or destroyed and their homeworld became their sole reservation. However, the humans maintained many affacta establishments and employed them to continue the manufacture and trade of luxury goods.
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Cassiopeian
The cassiopeians are a race of tall, lanky aliens from the region humans associate with the Cassiopeia constellation. They evolved from amphibious fishlike creatures on their low-gravity, oceanic homeworld Cassiopeia Theta, climbing from the seas onto swampy archipelagos around 350 million years ago and evolving throughout extinction events and climate shifts to become the species they are today.
They developed space travel around the time humanity was waging the First World War, using their vast seas to provide propellant and deep-water ore lodes to uncover nuclear fuels. It was only after colonial insurrections in the era of early space development that they turned their technology towards powerful weapons of mass destruction. As time went on, they became one of the leading species in the galactic political scene, assisting in introducing newly discovered species into the galactic community. Wise and diplomatic, they used their wits and genial demeanor to welcome many races, including humanity, into the halls of power, though often for their own purposes. Internally, they are a complex aristocratic society, with clans rather than individuals holding votes, and a central legislature composed of the clan matriarchs. Most clans holding discrete territories throughout the Republic. The Cassiopeian Republic became an Autonomous Alien Protectorate of the CGU, rarely giving much trouble after the conquest.
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Condarian
Condarians hail from a damp, chilly world that was wrapped in a permanently dim, bluish light, with a heavy amount of ammonia in the atmosphere and water table, forcing an early tolerance to the chemical. The condarians evolved hollow, horn-like organs at the tops of their anvil-shaped heads to detect movement in the dense forest to aid their poor eyesight. They were almost hunted to extinction before making primitive weapon technology and turning their predators into hunted game. After developing agriculture, they rapidly moved towards industrialization. This led to an ecological catastrophe, however, as they pumped pollutants into the atmosphere that shifted the cool climate to a relative hothouse. Mass extinctions of crops and game forced space development to escape the decaying condition of their world. They built up a vast archipelago of space colonies in the 2200s and began a program to shift industry from the planet to the barren moons. It took centuries, but it successfully managed to halt their world's devastation on the brink. As they colonized other worlds, they retained this conservationist and collectivist attitude, preferring to build orbital habitats with cold, ammonia-rich air and hydroponic farms, and harvest materials from the moons and planets via robotic, clean mines. By the time the condarians met with other races to form the United Suns, they had honed this cleaner colonial methodology. The condarian republic was conquered in the Great War, and around half of the species were massacred or sent to labor camps. Less than 8 trillion remain, over a third of whom live in a far-flung diaspora.
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Dralasite
Dralasites evolved in watery caves below the surface of their highly volcanic homeworld. They are semi-amorphous, sapient amoebae. Their skin is composed of a stark white, flexible membrane that can tighten to become harder when struck, and loosen to allow movement and to breathe. They crawled out of the waters and onto land, rapidly developing technology and industry. They are omnivorous, with very robust digestive systems that can intake minerals as well as other living things for nutrients.
In the 27th century, they unified with the freyans to form a binational federation. This, however, degenerated over time into a freyan-dominated authoritarian state that exploited the dralasites as slaves. In the 3100's, the freyans began a campaign of genocide against the dralasites, in which less than a trillion of the amoeba-like creatures survived. A large-scale intervention by the rest of the galactic community shut down the brutality, but caused a great deal of resentment against humans by most species. The dralasites remained one of the few who were friendly towards humanity due to this intervention. Their numbers did expand over the next century back to around 8 trillion, with their own reserved territory carved out of the Freyan Federation. During the war, they saw their chance and rebelled fully against the freyans and the United Suns. They became an independent republic and sided with the Terrans. For their efforts, the dralasites have retained some measure of self-rule under the CGU's system of reservation worlds and Autonomous Alien Protectorates.
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Freyan
Freyans are a stout, rotund species renowned for being traders and merchants, though not without their own dark past. They evolved on a dense, high-gravity world with a high-pressure, insulating atmosphere of chlorine and carbon dioxide, deriving from marsh-dwelling, amphibious cephalopod-like animals. With rubbery skin and tightly-coiled muscles, they evolved from crawling omnivores into a race of chlorine-breathing humanoids. Agriculture in the marshlands was the first big step towards civilization. They reached a point of early industrialization around the 1200's CE, in part due to the high amount of minerals revealed by acidic erosion. With this came nuclear weapons in the 1450's and space technology a few decades later. They built up a powerful space empire in the lower Cygnus Arm, making contact with other spacefaring species. They formed a buffer state between colonial zones, playing off other empires to gain trade opportunities. The freyan government was a cooperative alliance between bureaucracy and business, garnering a reputation as capitalists and slavers. The freyans persisted in aggressive behavior, in part to justify their massive, paranoid military build-up in response to human colonialism. A devastating nuclear war between several interstellar empires at the nadir of a galaxy-wide economic collapse led to freyan annexation of dralasite territory. Though the relationship with the dralasites was mutual at first, the state became a freyan-dominated dictatorship and saw a brutal genocide of the dralasites occur. A human-led interstellar intervention to stop the genocide permanently turned freyan public favor against any human state, and began the anti-human political movement. Their empire became a major member of the Free International Group, and a staunch opponent of both the humans and the Soviets. With the war's end in humanity's favor, the freyans suffered reprisal massacres that annihilated 30% of their population.
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Furnacian
Furnacians are a race of robust diapsids that evolved on a large, arid world with a sprawling savannah-covered central continent, in a binary star system dominated by a red sun in the Scutum Arm. Upon developing industrial technology in the late 16th century, an arms race between power blocs led to repeated wars. The discovery of nuclear weapons and missile technology led to the development of space stations and colonies that dotted their planet's orbit and sprawled upon its many moons by the early 1800s. Catastrophe was averted several times, but could not be completely avoided. A full-scale thermonuclear war in the 1880s left their homeworld an irradiated wasteland. In its wake, the space colonies banded together into a federation, focusing on space development and exploration. This federation colonized among the stars for over three centuries before coming into contact with other spacefaring races in the 2300s. By the end of the 2nd millennium, the furnacian homeworld was finally reaching a state of ecological recovery. The Reclamation War saw the federation re-invading the homeworld to assert control, leading to a protracted guerrilla conflict in the middle 3000s. Even with human military action, the planet remains a warzone.
Many furnacians became expatriates in the aftermath of the war, with millions leaving the colonies to seek lives in other states. To this day, significant furnacian reservations exist in the CGU under the aegis of the Bureau of Alien Affairs. The furnacian united government, the Scutum Union, sided with the FIG during the Great War and sued for peace in early 3275. The union was dissolved and many furnacians were enslaved or resettled to reservations.
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Graal
The graal are hardy, stocky humanoids that originate from the lower Sagittarius Arm of the Milky Way Galaxy. They tend to be densely muscled, with fur covering their bodies. Graal evolved out of dog-like forest scavengers, becoming bipedal as the trees died off during a long, cold winter that blanketed the planet in tundra. Their ancestral races learned to hunt and clothe themselves. Their homeworld warmed after this long glacial period to become swathed in sparse savannahs around 15,000 BCE. Presented with the newly-fertile soil and growing conditions, the graal rapidly turned to agriculture around a thousand years before humanity did. They developed industrialism in the 1400's CE and developed nuclear weapons at the climax of a grueling planetary war in 1810 CE, which proliferated and escalated within twenty years and ended in a catastrophic nuclear war. In the reconstruction and aftermath, they developed advanced spaceflight technology and reconstructed their society around communal society and a centrally-planned global economy.
The graal were one of a number of spacefaring races to band together with human expatriates to form the Soviet Republic in the 25th century. It was in the new Soviet that they found a place in the galaxy and exerted an influence on politics. The Great War spelled the end of graal political independence, as 75% of the species died during the conflict. The remainder were confined to a few reservation worlds or sent to labor camps.
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Iculian
Iculians are a race of very small sapient creatures. They evolved on a pluvial world with high gravity and a thick, insulating atmosphere high in nitrogen, carbon dioxide, and oxygen. Their homeworld, Iculos, generally has a hot, humid climate dominated by shallow seas, interspersed with barren plains and lush jungles of low-growing moss. High gravity stunted the size of most species. For the iculians and their ancestors, these evolutionary pressures forced them to act very meticulously and carefully to avoid death. Any fall could easily crush their bones in the gravity and pressure. Through this meticulous nature and crafty survival sense, they evolved to be highly efficient, nimble predators. Their near ancestors were venomous carnivores, and they retain the venom sacs and capability to paralyze their quarry.

Due to the high gravity of their world, their small size, and relatively low-tech cultural development, the iculians were not a spacefaring race at the time of first contact with the shrikes. The Shrikes came to Iculos in 2036 CE seeking potential colonial ventures, given the similar atmospheres. The planet's gravity prevented any colonisation, so they set to exploration instead. After several robotic probes observed the native species, they decided on an uplift policy. The process was slow at first, with abductions and observation, but gradually they presented the iculians with opportunities to find new land on orbital habitats and less gravity-heavy worlds. It is in these environments that the iculians flourished, and became a regular sight on shrike colonies as scouts. In time, they ended their status as a client race and became partners in the formation of the United Suns in the 27th century. However, the iculian delegation switched sides during the Great War and sold valuable intelligence to the Terran Empire. In exchange, the iculians retained many of their worlds and colonies as an Autonomous Alien Protectorate. 

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Inion
The inion are a humanoid, tiger-sized species of felids originating in the Carina Nebula, evolving from a species of plains-dwelling nocturnal hunters. Originally quadrupedal, they evolved a slight bipedalism in the wake of climate changes that left their world drier and cooler. Their homeworld lay on the edge of the habitable zone of their star system, and entered a long series of glacial periods before settling into the present interglacial period, which has lasted for the past twenty two thousand years. Their race, which has some remnant oral mythology of the ice ages, refers to their current age as "the Great Summer".
Though most tribes retained a nomadic lifestyle long into the inion's Early Modern Period, a few in the equatorial belt developed agriculture midway through the Great Summer. They came to dominate the coasts and built magnificent cities. Their feuding empires drove the development of increasingly impressive war technologies and defenses, and in turn spurred the relatively early development of industrialism. After industrialization led to climatic catastrophe and resource wars, they banded together and put their efforts towards unity, social welfare, and space colonisation. The oligarchical means by which this was carried would have consequences, as their space empire developed along feudalistic lines. By the time of contact humanity in 2757 CE, they were in the midst of civil war. Human intervention made the Inion Sociality a vassal of the Orion Empire. with the High Huntress as a direct subordinate to the Emperor of Orion. Presently, they are one of the most politically independent Autonomous Alien Protectorates under the new CGU system. Humans often refer to them as "cat folk," though this is seen as highly offensive in their society.
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Shrike
A primate-like species, shrikes evolved on a hot world with a thick, insulating atmosphere rich in nitrogen and carbon dioxide. The planet itself is very mineral-rich, with a crust largely composed of sodium and alumina. The top soil layers became mostly composed of clays, making flora growth difficult. Mosses and lichens dominated the landscape until about 300 million years ago, when large scrub and tree life exploded into abundance. The shrikes evolved in the planet's northern hemisphere, from a genera of arboreal animals that split from a common ancestor at the end of a thermal maximum some 60 million years ago. The shrikes evolved to their anatomically modern form at the beginning of an epic glacial period, with vast stretches of taiga coming to cover most of the planet. The high-reaching flora would slowly die off except at the the equatorial jungles. Over many thousands of years, they developed a global stone- and obsidian-using culture and eventually adopted agriculture after migration to the equator around 15,000 years ago. Industrialization came in the 1200s CE, and only a couple centuries elapsed from then until the development of nuclear weapons and space technology. Environmental catastrophy and nuclear war were prevented by the discovery of a naturally-occurring low-temperature superconductor material that revolutionized electronics, industry, and reduced dependence on fossil fuels. Shrike colonies formed an integral part of an ever-expanding interstellar federation. By the time of their introduction to the Galactic community in the 27th century, the shrikes had become one of the founding races of the United Suns, a multi-species nation founded on capitalist and federalist principles.
Ostensibly a popular democracy, the shrike Associated World's League was functionally an oligarchy of landowners and slavers. This came crashing down during the turmoil of the Great War. Being the most populous and leading species in the United Suns, they caught the majority of the blame for leading the Suns to war with the Terrans. Several member states of the United Suns broke away, and eventually shrike nationalists staged a coup and declared shrike independence from the federation they helped create. The effort did not go well, and the shrike homeworld was bombed from orbit in the last major battle of the Great War.
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Tauran
Taurans are short, lithe reptilian originating from the Centaurus Arm. They were the leading founders of the Centaurus SFSR and one of the signatory races to the creation of the Union of Soviet Republics. They originated from a world with moderate gravity but highly inclement weather and temperatures much higher than that of Earth. Massive jungles and swamps course across the planet, filled with vicious predators, and steaming-hot rain storms last year-round in some places. They developed civilisation and space travel as a way to escape their homeworld's dangers, and it retains only a small population of political and industrial elites. The most populous worlds were their far-flung industrialised colonies, though many of those are destroyed now and are being resettled by human colonists. The Great War devastated the Tauran race, killing as many as 60% of their population. The remainder live on reservation worlds or work in industrial colonies under human observation.
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Viridian
The viridians are an old race of plant-like sophonts from a cold, ammonia-rich world in the lower Cygnus Arm. They evolved from algae in the frozen seas on their planet; photosynthesis filtered through dense ice was insufficient to feed the algae, so they evolved alternative means of sustenance, including predation. These algae evolved over the course of half a billion years to become vicious marine predators. They climbed onto land during a period of global warming due to increased volcanic activity. The viridians arose from tool-using and pack-hunting ancestors roughly a hundred million years ago. Despite evolving into their anatomically modern form around the same time as Earth's Tertiary period, technological development was slow, as atmospheric conditions made the discovery of fire dangerous until climate changes around 100,000 years ago. After that, change was rapid. They developed space technology by the 1910s and began a crash colonization of nearby star systems. Upon contact with the galactic community, their tech base became an area of great interest and scientific study: the rich deposits of alumina in the planet's icy mountains allowed the use of truly gigantic nuclear rockets. Starships fueled by and armored with ice plied the stars in search of more territory.

Their political organisation was that of an authoritarian empire, led by two co-rulers in the model of their ancient tribal kingdoms. In the 2300's, they were one of several species that welcomed humanity into that same community. In the 2600's, their state was split in half by a devastating civil war that reduced the viridian population by half. The successor states would rival each other before shoring up with the FIG. They broke apart again as the Terrans advanced, with some turning to support the invaders and collaborate. Currently, they retain a few populated worlds ruled by their archaic tribal model, with Union oversight and the presence of human colonists. Their population has suffered the least out of all alien races that opposed to human conquest, and stands at around 10.6 trillion individuals.
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Xan
A race of human-sized gastropods, the xan are fleshy, shambling creatures whose civilization has been naturally inclined towards neutrality and self-sufficiency. They evolved on Xarantis, a world with high atmospheric pressures and hot, humid conditions; their natural gait is to crawl along the ground, not unlike Earth slugs or snails, and their bodies are boneless and composed of strong musculature. They even evolved a hard shell on their backsides as protection against predators. The highly competitive ecology of Xarantis led the xan to become efficient hunters and tool-users. This eventually led to material culture, agriculture, and civilization. The natural volcanism of their homeworld spurred the development of early industry, harnessing geothermal power for steam engines by the 900s CE. Later archaeological study on the planet led to some peculiar findings, such as that the xan were not the first sapient race to evolve on Xarantis. The older civilization had developed some 5 million years ago, but had wiped themselves out in a nuclear catastrophe that had accelerated the climate change that led to the planet's Hydrovenusian conditions. The xan utilized some lost technology to accelerate their development, and they achieved space travel in the early 1060s. The xan adapted well to the low gravity environment of orbital space. They expanded and ruled a mighty space empire in the far spinward rim of the Galaxy. They were overran, however, in the 2500s by a spacefaring, intelligent insectile race called the vryst, and sought contact with the galactic community for military intervention. The rump Xan Federacy limped on for eight centuries, but the majority of their colonies were destroyed in the Bug War. Their population, reduced to about 4 trillion, never truly recovered and soon the other races in the galaxy outpaced them. They remained neutral in the Great War and became a human-dominated protectorate to avoid annihilation.

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Last edited by Better Alex on Tue Aug 29, 2017 11:44 pm; edited 30 times in total
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Better Alex



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PostSubject: Re: Character Creation   Tue Jul 04, 2017 1:37 am

Backgrounds

Academic
Academics include teachers, librarians, researchers, scholars, and professors. This background represents a life spent involved in education and study, from long-term graduate students, to the educators themselves, to field researchers with a formal education. What ties Academics together is the yearning for knowledge and scholarly pursuits.
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Aristocrat
Coming from a position of affluence, Aristocrats might not be actual nobility, but it is difficult to tell the difference. Children of powerful executives or wealthy families, Aristocrats had every conceivable advantage growing up, benefiting from minor gene tweaks, sterling education, and the ability to pick any course they want for their lives.
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Athlete
Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport. Athletes hone their bodies for performance and endurance in a life of sport and competition.
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Blue Collar
Blue Collar workers make up the bulk of the workforce in any industrial society. As the working class, those of a Blue Collar background often are factory workers, craftspersons, tradesmen, technicians, mechanics, construction workers, and service industry employees. Their work requires varying levels of education and skill, and represents the "grunt work" required to keep society moving.
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Bureaucrat
Bureaucrats are the representatives or agents of one of humanity's numerous government agencies or corporations, serving their interests among the stars. This includes clerks, lawyers, judges, bankers, salespeople, middle-mangers, and brokers. Some bureaucrats are politically-motivated or involved, but ultimately bureaucrats answer to a higher managerial or political authority.
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Celebrity
A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, concert musicians, radio and video personalities, and more fall under this background. Regardless of what a Celebrity does, there are people who recognize them, and they thrive on the attention and adulation.
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Colonist
Mankind has settled worlds for centuries, and Colonists are among the descendants of those bold pioneers. They tend to work in agriculture and rudimentary construction, as part of their background of pushing the frontier and settling new lands. Many Colonists are consummate survivors, and know how to live off the land.
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Creative
The Creative is any kind of artist who fans their creative spark into a career. Illustrators, cartoonists, graphic artists, novelists and writers, lesser-known or character actors, sculptors, digital designers, musicians, screenwriters, and photographers can fall under this background. Creatives are fundamentally artisans and artists who make something for the enjoyment of others.
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Criminal
This illicit background reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, gangsters, street thugs, bank robbers, and other types of career criminals. Criminals of this stripe often are members of a crime organisation or a space pirate guild, and seek opportunities for profit.
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Investigative
There are a number of jobs that fit within this background, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyse clues. The common element for Investigatives is the pursuit of the truth.
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Mariner
A Mariner is someone who spent nearly their whole life at sea or in ports. They face down down mighty storms, creatures of the
deep, and piracy on a daily basis. They ply their trade on merchant ships, fishing vessels, transports, oilers, icebreakers, or else work on the docks as stevedores and longshoremen, loading and unloading ships. Many worlds are pelagic, with vast seas covering over 80% of their surfaces. As such, Mariners are vital folk in keeping human colonies running properly.
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Medical
Surgeons, physicians, pharmacists, veterinarians, country doctors, paramedics, field nurses, or other medical professionals. Healing wounds, treating diseases, and creating medicines for others in need is how Medical personnel spend their days. While illness and injury make many uncomfortable, they are areas in which Medical workers thrives. When others panic, they are working on a cure or stopping the bleeding.
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Mercenary
Mercenaries trade their skills for cash, selling it to the highest bidder rather than putting it to use for an ideology and community. Soldiers of fortune, bounty hunters, sellswords, and guns-for-hire all fit the category of a mercenary, as do some streetfighters and gladiators.
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Merchant
Many Merchants were raised in the markets and bazaars of many stations and worlds, carrying out the vital commerce that fuels humanity’s expansion into the stars. Some are entrepreneurs, starting their own businesses and seeking fortune. Others work for megacorporations, selling and transporting wares.
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Police
Law enforcement and peace officers operate largely as armed and often uniformed civilian officials, charged to enforce the law, investigate crimes, and respond to emergencies. This includes county sheriffs, provincial police, special investigators, central government agents, special response teams, and military police.
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Politics
A background in Politics indicate that one holds or held an elected or appointed office. Politicians have experience dealing with bureaucracy and red tape from the inside, and can navigate the complexities of government institutions. A career in politics often comes with certain perks and benefits, including preferential treatment when in trouble.
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Religious
A priest or cleric, a missionary, or a theology scholar all fit in the Religious background. But so do adherents to a specific philosophy, those who profess a specific way of life and seek to spread that path among the stars. Religious people can be found everywhere, but it takes a special dedication to one's beliefs and practices to commit oneself to the promotion or leadership of it.
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Soldier
A Soldier background indicates service in one of the branches of the Armed Forces or in the Security Forces. Generally, a soldier with this background has served one or more tours of duty in a military unit. This could be of a variety of specialisations in one of several branches with distinct duties, skills, and experiences.
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Spacer
Spacers were born and raised onboard interstellar vessels, travelling between the stars of the fringe, trained from a young age to pitch in aboard a starship. Or they may have lived all their lives on space stations. In any case, Spacers are adapted to the low-gravity environment and the regimented lifestyle of those who dwell in space.
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Urchin
Urchins are the poorest of the urban poor, orphaned and unfortunates who have grown up on the mean streets of industrial society. Despite all the odds being stacked against them, and little in the way of a safety net, Urchins have pulled through due to their cunning, agility, and the close bonds formed among communities of the dispossessed.
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PostSubject: Re: Character Creation   Thu Jul 06, 2017 1:05 am

Base Classes

Strong Hero
The Strong hero uses her strength to her advantage. This class represents those who solve problems through raw physical power: boxers, bodybuilders, martial artists, athletes, some soldiers, and manual labourers. Strong heroes excel at unarmed and melee combat, but also at moving and lifting objects, breaking things, and physical athleticism.
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Fast Hero
The Fast Hero uses her Dexterity score to the fullest. This class represents a training or knack for hand-eye coordination, agility, and reflexes. Fast heroes include athletes that rely on speed or grace, pilots, drivers, marksmen, soldiers, and sneak-thieves.
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Tough Hero
Tough heroes maximise the use of their Constitution scores. This class represents the ability to shrug off physical pain, to barrel through sickness and poisoning, and to test their fortitude and endurance against the elements. Tough heroes include bodyguards, wrestlers, enforcers, some soldiers, athletes, and survivalists.
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Smart Hero
The Smart hero uses her Intelligence score to her advantage. This class represents a solid education and an aptitude for technical or academic subjects, quick wit, and problem-solving through intellect and planning. Smart heroes include scientists, researchers, academics, tacticians, and most white-collar professionals.
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Dedicated Hero
The Dedicated Hero uses her Wisdom score and willpower to maximum effort. This class represents tenacity, will, common sense, perception, and intuitiveness. Dedicated heroes include clergy, doctors and nurses, investigators, activists, and lawyers.
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Charismatic Hero
The Charismatic Hero makes the most out of their raw Charisma ability. This class represents using an alluring personality to charm or lead others. Charismatic heroes include politicians, leaders, celebrities, negotiators, gamblers, con artists, and entertainers.
Spoiler:
 


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PostSubject: Re: Character Creation   Thu Jul 06, 2017 1:05 am

Advanced Classes (part 1)

Ambassador
Skilled diplomats and dignitaries, Ambassadors are able to deftly mediate disputes among individuals, organisations, nations, or worlds divided by opposing interests or ideals. They tend to be involved in careers in government diplomacy, but some find work as private consultants.

Becoming an Ambassador requires Proficiency with the Law and Persuasion skills.
Spoiler:
 

Assassin
Merciless killers capable of silently and swiftly dispatching their foes, Assassins have abounded across time and space. Whether covert agents, military special forces, mercenaries, or criminals, the ultimate purpose of an Assassin is to kill who they are paid or ordered to kill. Stealth, explosives, disguises, and poison are your truest allies.

Becoming an Assassin requires proficiency with the Stealth skill and with disguise kits.
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Bodyguard
The Bodyguard makes security her specialty. Whether acting as protection for celebrities, criminals, dignitaries, or even groups of people, Bodyguards are ready to provide aid and cover to those in whose service she is employed. Part private detective, part hired muscle, Bodyguards make it their business to know how to best keep someone else safe.

Becoming a Bodyguard requires Proficiency with the Perception skill and with Constitution saving throws.
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Bounty Hunter
Part detective, part predator, the Bounty Hunter is someone who has dedicated her skills to finding people and things. Their abilities are honed to track down fugitives, deadbeats, scofflaws, and the occasional personal foe. As such, they are often trained for endurance, keen senses, and good common sense.

Becoming a Bounty Hunter requires proficiency with the Perception skill and with Constitution saving throws.
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Commando
Trained for equal parts stealth and mobility, Commandos are fast-moving raiders and scouts. The most recognisable Commandos comprise elite special forces units in the military. Still other Commandos might be rebel guerrillas, hitmen, or game hunters. What they have in common is a focus on moving fast and hitting hard while surviving in rough environments for long periods of time.

Becoming a Commando requires proficiency with the Survival and Tactics skills.
Spoiler:
 

Crusader
Crusaders are devoted to an ideal to the point that they frame their entire lives and allegiance around that ideal. They are faithful knights, paladins of truth and virtue, or devotees of law and order, but they are also vicious fanatics, unrestrained maenads, and duplicitous inquisitors. What sets a Crusader aside from knights and other devoted warriors is that their devotion to their ideal, alignment, or belief system sets aside a rigorous code of conduct for an unparalleled sense of righteousness and justice.

Becoming a Crusader requires proficiency with the Tactics skill and with Charisma saving throws.
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Daredevil
A Daredevil is an adrenaline junkie who puts her whole physicality into roaring action. They tend to be participants in extreme sports, combat sports, or vehicle racing, but can be other sorts such as urban vigilantes or traceurs. What binds all Daredevils together is a focus on athleticism and endurance.

Becoming a Daredevil requires proficiency with the Athletics skill and with Constitution saving throws.
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Engineer
Vital members of industrial society, Engineers design, build, and maintain vast varieties of machinery and technology. Although many Engineers confine themselves to workshops, garages, or shipyards, many set out to see the galaxy in search for adventure. Like Field Scientists, they like to get their hands dirty, only focusing on technology rather than scientific theories.

Becoming an Engineer requires proficiency with the Technology skill and with one tool kit of your choice.
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Field Medic
Field Medics bring medical care to the patient, wherever the patient happens to be. On the field of battle, at a disaster area, or in the wilderness far from the nearest hospital, the Field Medic treats injuries and diseases, tends wounds, and even performs complicated surgery to save lives and ease suffering.

Becoming a Field Medic requires proficiency in the Medicine and Science skills.

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Field Officer
A leader with the heart of a warrior, Field Officers know how to lead by example. While her tactical knowledge gives her team an edge in combat, she's not afraid to get her hands dirty. Whether the leader of an elite counter-terrorist squad, a military unit, a band of mercenaries, or criminal hit squads, a Field Officer is equally capable of holding her own against an enemy force as she is in inspiring loyal allies to fight for her.

Becoming a Field Officer requires proficiency with the Persuasion and Tactics skills.
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Field Scientist
A field scientist spends much of their time away from a laboratory. They operate in field work, doing hands-on research. These include adventurous archaeologists, oceanographers, storm-chasers, astronautical explorers, and some military personnel with a focus on scientific research.

Becoming a Field Scientist requires proficiency with the Academia and Science skills.
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Gunslinger
A Gunslinger is an expert with firearms of all types. Her body is trained to work in unison with her guns, which become like an extension of herself. The Gunslinger is to firearms what a Martial Artist is with their hands and feet. Gunslingers can range from military sharpshooters to gun-toting gangsters, to knights who dispense justice from the barrel of a six-gun.

Becoming a Gunslinger requires proficiency with the Perception skill and with Dexterity saving throws.
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PostSubject: Re: Character Creation   Tue Jul 18, 2017 12:12 am

Advanced Classes (part 2)

Infiltrator
An infiltrator is an expert saboteur and burglar, capable of sneaking into denied, hostile, or secure locations and pinpointing a target for reconnaissance or elimination. They excel at deep-cover reconnaissance, intrusion, and intelligence-gathering. They are resourceful and careful invaders, whether they are spies, black ops soldiers, or cat burglars.

Becoming an Infiltrator requires proficiency with the Stealth skill and with Dexterity saving throws.
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Investigator
An Investigator might be a reporter, a photojournalist, a private investigator, or a police detective. Regardless of her occupation, she uses wisdom and deductive skills, combined with a little hard work, to find the solution to mysterious problems. Some might lean on muscle to get the job done, and some work entirely off brainpower, while yet others might focus on their force of personality.

Becoming an Investigator requires proficiency with the Insight and Investigate skills.
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Knight
The noble knight, a symbol of gallantry and honour on the field of battle, is sometimes seen as an anachronism. But this is not so. A knight exists wherever there is a cop who keeps the peace through virtuous example rather than brute force; wherever an honourable warrior leads mercs into a fight; wherever a general grants mercy to a defeated army. Knights are typically trained in all manner of martial combat, able to use archaic weapons just as well as modern ones.

Becoming a Knight requires proficiency in the Tactics skill and with Strength saving throws.
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Martial Artist
Martial Artists are students of one or more schools of close combat, training their bodies and minds for the possibility of melee or hand-to-hand fighting. Most train for a sense of discipline and as a precaution, but martial arts are an integral part of many combat training programs for military and law enforcement. Martial Artists hone their bodies to be in harmony with the techniques they have learned.

Becoming a Martial Artist requires Proficiency in the Athletics skill and with Wisdom saving throws.
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Mastermind
Always two steps ahead of their opponents, a mastermind is an expert planner and arranger. Like politicians, they are leaders and schemers, but they accomplish this through intellect moreso than raw charisma. Like field officers, they cultivate followers willing to fight and do other things for them, but the mastermind operates behind the scenes rather than in the thick of a fight.

Becoming a Mastermind requires proficiency with the Deception skill and the Investigate skill.
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Negotiator
The Negotiator finds a way to mediate the most violent disputes, haggle the best deals, and reach compromises with dangerous persons. When a hostage situation arises, a Negotiator is there to offer calm guidance. When a big contract needs closing, the Negotiator is called in to seal the deal. When the talking ends and the situation becomes volatile, the Negotiator knows how to end hostilities: in whatever manner is necessary.

Becoming a Negotiator requires proficiency with the Deception and Insight skills.
Spoiler:
 

Personality
Personalities are always in the public eye, varying from actors, artists, musicians, famous writers, or motivational speakers. Fundamentally, a Personality is a person of recognition and fame, reputable and adept in the use of social skills and force of personality to attain their goals.

Becoming a Personality requires proficiency with the Culture and Performance skills.
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Politician
Politicians are leaders and guides of public opinion, with persuasive skills to convince others and compromise. However, they also tend to have a reputation for deception, and for compromising themselves to get things done. Unlike field officers who lead through personal magnetism, politicians take the lead through the power of persuasion.

Becoming a Politician requires proficiency with the Deception and Persuasion skills.
Spoiler:
 

Scoundrel
Whether street-walking con artists, high-stakes gamblers, charlatans, the Scoundrel comes from her walk of life with the goal of using their understanding of luck and charisma to fleece people, manipulate others, or take advantage of their weaknesses in a fight. Not all Scoundrels are criminals; some are highly adept spies, or prize fighters who use witty banter to bamboozle their opponents.

Becoming a Scoundrel requires proficiency with the Deception and Sleight of Hand skills.
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Soldier
Soldiers are consummate professionals, fighters who train themselves for war and treat combat as a science. A Soldier utilises her cunning knowledge of battle tactics just as much as her raw physical prowess. It is this intelligent and informed approach to war that separates soldiers from simple warriors. They combine physical excellence with skill with a variety of weapons and tactics.

Becoming a Soldier requires Proficiency with the Tactics skill and with Dexterity saving throws.
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Swashbuckler
Whereas soldiers brave battle encased in armor and wielding large and powerful weapons, and enforcers rush in filled with rage, swashbucklers rely on speed, agility, and confidence. Swashbucklers dart in and out of the fray, wearing down opponents with lunges and feints, all while dodging counter-attacks. As close-quarters fighting fills the mean streets of humanity's urban sprawl, those able to make a quick strike are finding great success.

Becoming a Swashbucklerrequires proficiency in the Acrobatics skill and with Dexterity saving throws.
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Thrasher
A Thrasher is a street brawler, an urban tough whose life is all about fighting for the sheer adrenaline of it. Thrashers might include the criminal element, such as biker gangs, hired thugs, but might also include more legitimate lines of work such as mercenaries or nightclub bouncers. What binds Thrashers together is that they fling themselves fully into a fight, engaging in battle with an animalistic ferocity.

Becoming a Thrasher requires proficiency with Strength saving throws and Constitution saving throws.
Spoiler:
 


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PostSubject: Re: Character Creation   Tue Jul 18, 2017 1:03 am

Feats
A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain points in your progression, you gain Ability Score Increases; you may, at your choice, forgo this increase and instead take a feat of your choice. You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Academician
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Acrobat
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Actor
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Advanced Firearm Training
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Alert
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Animal Handler
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Artisan
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Athlete
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Blade Mastery
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Bomber
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Brawny
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Burglar
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Charger
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Chemist
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Covering Fire
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Crossbow Expert
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Dagger Expert
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Defensive Duellist
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Determination
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Determinator
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Diplomat
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Dual Wielder
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Durable
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Empathetic
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Expert
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Fell Handed
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Flail Mastery
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Grappler
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Grudge
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Gourmand
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Great Weapon Master
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Gunman
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Healer
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Heavily Armored
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Heavy Armor Master
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Heavy Firearms Training
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Heroic Heart
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Inspiring Leader
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Intelligent Fighter
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Investigator
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Keen Mind
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Linguist
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Lucky
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Martial Adept
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Martial Arts Training
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Master of Disguise
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Medic
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Medium Armor Master
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Menacing
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Mobile
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Moderately Armored
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Monkey Grip
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Mounted Combat
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Observant
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Perceptive
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Performer
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Polearm Master
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Powerful Build
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Prodigy
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Quick-Fingered
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Resilient
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Savage Attacker
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Scientist
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Sentinel
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Sharpshooter
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Shield Master
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Silver-Tongued
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Skilled
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Skulker
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Sniper
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Spear Mastery
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Stealthy
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Survivalist
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Sycophant
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Tavern Brawler
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Teamwork
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Theologian
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Tough
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Vehicular Combatant
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Villainous Vitriol
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Wealth of Experience
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Wealthy Family
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Weapon Master
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PostSubject: Re: Character Creation   Sun Aug 20, 2017 4:07 pm

Multiclassing
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the basic classes and an advanced class. You have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, you might have four levels in Fast Hero, and two in Tough Hero, making you a 6th-level character. In doing so, you sacrifice focus in exchange for versatility.
You gain the hit points from your new class as described in the class entry. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. If your classes give you Hit Dice of different types, keep track of them separately.
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1 of the D&D 5th Edition Player's Handbook.
Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table.
If you gain Unarmored Defense from one class (including Banter, Tough Defense, or Smart Defense), you may not gain it again from another class.

Prerequisites
To qualify for a new class, you must meet certain prerequisites in both your current class and in the desired new one. Without the full experience and training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.
ClassAbility Score Minimum
Strong HeroStrength 13
Fast HeroDexterity 13
Tough HeroConstitution 13
Smart HeroIntelligence 13
Dedicated HeroWisdom 13
Charismatic HeroCharisma 13
Proficiencies
When you gain a level in a new class, you gain only some of that class’s starting proficiencies.
ClassProficiencies Gained
Strong HeroMedium armor, one skill from the class’s skill list.
Fast HeroDexterity saving throws, one skill from the class’s skill list.
Tough HeroMedium armor, one skill from the class’s skill list.
Smart HeroTwo skills from the class’s skill list.
Dedicated HeroOne skill from the class’s skill list.
Charismatic HeroOne skill from the class’s skill list.
Templates
Templates are sub-races that can be applied to any organic/living species.

Aquan
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Cyborg
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Paragon
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Psionic (Restricted)
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Spaceborn
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