Character Creation Process

Random tables for all elements are available HERE.

1. Attributes

Roll 4d6. Add the 3 highest scores together. Do this 7 (perception is included in this process) times (recording on a piece of scratch paper). These will be your Ability Scores.

Use the Ability Scores charts to record the fine details next to each ability score. You will refer to the Ability Score section periodically as you make the character.

2. Level

Your level will be 1 (unless the DM indicates otherwise).

3. Class Grouping

Determine your Class Grouping (Warriors, Rogues, Priests, Wizards).

3.1 Class

Determine your specific Class (a class is a sub section of your class grouping, above). Assign your Ability Scores according to what is most important for the class. (Alternative method: Roll you Ability Scores and apply them as you roll them. In this case, your ability scores will help decide what you can/cannot be.) Use the character sheet appropriate to your class and determine your special powers and other details.

Using the class webpage, record your Hit Dice and Hit Points (Hit points are 1 Full Hit Die + Constitution Bonus, if any), and THAC0 (To Hit Armor Class 0 - this is recorded on the scale with the number recorded below the 0)

Using the your charactere class page to record your Saving Throws.  

  • your Weapon Proficiencies.
  • your Non-Weapon Proficiencies. Your total number of NWPs are your INTIAL SLOTS (as per chart) + LEVEL + BONUS NPWs (from Intelligence). You spend you slots here: NWPs. Record how many slots you spend on any NWP and the number you need to roll (or less). This is your CHECK.
 
3.2 Kit

Determine your specific Kits. Record pertinent information, like Bonus NWPs.

4. Race

Determine your Race.

5. Psionics

If you are human, you have a 50% chance of being a psionic (Latent Psionic Talent). Please use the link to find out if you are and what, if any powers you may have.

Record you starting PSP. (see Psionics (Chi) and use the table below)

Starting PSPs/Chi
  • Psions: Base Score (chart) + d6 + Ability Modifier (Int.) + Ability Mod. (Con.)
  • Wild Talents: Wisdom + d4 + Ability Modifier (Int.) + Ability Mod. (Con.) + Ability Mod. (Wis.)
  • Normals: Wisdom
PSP Gain per Level
  • Psions: d6/level + Wis. Mod. (up to 9th) then +3/lvl + Wis. Mod.
  • Wild Talents: d4/lvl
  • Normals: None

6. Alignment

Determine your Alignment.

 

7. Sanity

Using your Wisdom, record your Sanity, which equals your Wisdom. Every time you are reduced to zero (or below) hit points this number will be reduced by 1. If it reaches 0, you will make a wisdom check. Failure results in an Insanity.

8. Movement

Movement. Humans, elves and other creatures of their size have a move of 6. Dwarves, gnomes, and others of similar stature have a move of 3. In combat, you can make a half move and still attack (generally). Since three is odd, 2 is considered a half move.

9. Equipment

Using your starting money (If there is a conflict, use the starting money of your Kit), buy gear using the Master Equipment List. Once you have purchased your armor, make sure you record your Armor Class. Here's a brief rundown of Currency values in Alcirya. Additionally, there are some Premade Adventure Packs if you would like a quick and easy setup (not including weapons and armor).

10. Name

A character name is essential. Tables with cultural names are available in the Resources section.

Background information

Your Background is yours to create, however, if you would like some help, there are tables to give you some ideas. You may choose to accept the rolls or not, however, you should not re-roll to avoid penalties or to min./max. your character (min/max = process of using or bending the rules to MAXIMIZE all benefits and MINIMIZE all hindrances).

Character Backgrounds

Consider adding Complications and/or Drawbacks to make your character more interesting.