Character Creation Guidelines
NOTE: Please be aware that while this is written to be adaptable to any TTRPG system, it is written with D&D 5e in mind. I have tried to generalise as much as I can, but any advice on this is gratefully recieved.
Choosing A Species
The first step in the process of creating a character is to choose a species. Below is a list of the different different species, their home planets and home systems, with links to article pages. Further down you will find information about the attributes and special skills for each species, along with details for these special skills.Character Creation - Species Initial Set up
Species | STR | DEX | CON | INT | WIS | CHA | Age | Size | Speed | Language |
---|---|---|---|---|---|---|---|---|---|---|
Pachian - Undefined | 1 | 1 | 1 | 80 | 5ft5 - 6ft5 | 30 | Primian | |||
Pachian - Primian | 1 | 2 | 80 | 5ft5 - 6ft5 | 30 | Primian | ||||
Pachian - Majoran | 2 | 1 | 80 | 5ft5 - 6ft5 | 30 | Majoran | ||||
Pachian - Minoran | 1 | 2 | 80 | 5ft5 - 6ft5 | 30 | Minoran | ||||
Pachian - Macran | 2 | 1 | 80 | 5ft5 - 6ft5 | 30 | Macran | ||||
Clebveth | 2 | -1 | 2 | 90 | 2ft - 4ft | 30 | Cleb | |||
Lcha | 1 | 2 | 350 | 2ft - 4ft | 30 | Lchan | ||||
Suuu | 1 | 2 | 75 | 5ft - 6ft | 30 | Suuun | ||||
Terror | 1 | 2 | 1 | -1 | 70 | 8ft - 10ft | 25 | Terron | ||
Vkan | 2 | 1 | 75 | 3ft - 5ft | 35 | Vkanian | ||||
Character Creation - Species Skills
Species | Special Skill 1 | Special Skill 2 | Special Skill 3 |
---|---|---|---|
Pachian - Undefined | [Any of the skills from other Pachians] | Pachian Privilege - You are welcome in high society and people assume you have the right to be wherever you are. | In-Built Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. |
Pachian - Primian | Trustworthy Faces - Adv. on deception checks when making eye contact with the person | Pachian Privilege - You are welcome in high society and people assume you have the right to be wherever you are. | In-Built Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. |
Pachian - Majoran | Majoran Multitool - Proficient with the Majoran Multitool and start with one | Pachian Privilege - You are welcome in high society and people assume you have the right to be wherever you are. | In-Built Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. |
Pachian - Minoran | Thought Pause - Can take 10mins to meditate on a topic and get Adv. on the INT or WIS rolls for following 10mins | Pachian Privilege - You are welcome in high society and people assume you have the right to be wherever you are. | In-Built Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. |
Pachian - Macran | Natural Stealth - Adv. on stealth checks outside | Pachian Privilege - You are welcome in high society and people assume you have the right to be wherever you are. | In-Built Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. |
Clebveth | Tree Huggers - 35ft climbing speed | Venomous Bite - +2 bite attack with 1d6 poison damage | Anxious Faith - once per long rest they can ask one of their gods for a small / insignificant favour - at GMs discretion as to whether it's granted |
Lcha | People of Holes - Adv. on perception checks in enclosed space | Protect the Queen - Reaction can take 50% damage from someone within 5ft of them | Combat Ready - Bonus Action which gives them (+25% temp HP) |
Suuu | Lone Lizards - Adv. on attacks when more than 10ft away from ally | Mindful Meditation - Can regain up to 50% HP without additional action by meditating uninterrupted for 1hr. | Tongue Flashing - Can use their blue tongue to communicate silently with other Suuu who can see them |
Terror | Claw Attack - +2 claw attack with 1d6 damage | Graceful Glide - Flying speed 50ft when travelling in a downward direction | Deafening Honk - Bonus Action which anyone within 20ft radius makes Mid (12) CON save or be deafened |
Vkan | Big Ears - +2 to perception checks which use ears | Sand Walkers - 30ft horizontal jump with 10ft run up | Strong Arm - can implement arm tech and add +2 to strength check once per day |
Special Skill Details
Below are the various special skill options for each of the species with additional detail to expand upon what is in the table above. This section is mainly for the benefit of the GM, but can be useful to players as well.
Pachian Adjustments
[Any of the skills from other Pachians]
The 'Pachian - Undefined' may choose one of the skills from one of the other Pachian ethnicities.
Anxious Faith
Once per long rest they can ask one of their gods for a small / insignificant favour - at GMs discretion as to whether it's granted
It is up to the GM to decide what a small favour might look like, and whether the player or the GM or neither has to roll to see if it is granted. If you do choose to roll a high Religion check or a high straigh roll would work.
Big Ears
+2 to perception checks which use ears
Due to their oversized ears, they have a better usual ability to hear, which means any listening checks give them a bonus to their roll. The +2 is based on th D&D 5e system, but can be adapted to another system accordingly.
Claw Attack
+2 claw attack with 1d6 damage
They can make an attack with their claws. The attack is a strength check +2 and deals 1d6 damage (based on the D&D 5e rules, but can be adapted to another system).
Combat Ready
Bonus Action which gives them +25% temp HP
They can take this as a bonus action, which allows them to have the equivalent of 25% of their total HP as additional HP. The temp HP last until they are used up or their next long rest.
Deafening Honk
Bonus Action which anyone within 20ft radius makes Mid (12) CON save or be deafened
As a bonus action they release a deafening honk. Everyone within 20ft of them has to make a mid-range (12) Constitution save or be deafened for the next hour.
Graceful Glide
Flying speed 50ft when travelling in a downward direction
Due to the fact they are always eating, and this makes them heavy, they cannot fly upwards, but they are able to glide with some skill, dexterity and speed.
In-Built Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
As they are very protective, and they can step infront of an attack, or push the potential victim out of the way, imposing disadvantage on the attack roll. They can only do this once per round of combat.
Lone Lizards
Adv. on attacks when more than 10ft away from ally
They have advantage on attacks when they are a distance of at least 10ft away from any of their companions or allies.
Majoran Multitool
Proficient with the Majoran Multitool, and start with one
Each Majoran Multitool is different, and is gifted to a child from a young age. They are able to add different functionality to it. They can use it to take things apart, fix things and create new things. The functionality is up to the player, but how affective it is depends on discretion of the GM.
Mindful Meditation
Can regain up to 50% HP without additional action by meditating uninterrupted for 1hr.
If they spend an hour of uninterrupted time meditating, they can regain up to the equivalent of half of their HP. This means if they have lost half of their HP, they can get back up to full health.
Natural Stealth
Adv. on stealth checks outside
As they are extremely comfortable in nature, they are stealthier outside, and have advantage on stealth which takes place outside.
Pachian Privilege
You are welcome in high society, and people assume you have the right to be wherever you are.
Pachians are known throughout the Territories, and are therefore welcome among the elite more so than other species would be. People assume they have a right to be anywhere they choose to be, if they conduct themselves confidently.
People of Holes
Adv. on perception checks in enclosed space
As they are used to living underground, they have advantage on perception in places where they are able to use the awareness of close spaces. Anything the GM considers an enclosed space.
Protect the Queen
Reaction can take 50% damage from someone within 5ft of them
They are programmed to protect those they love. As a reaction they can throw themselves in the way of an attack on an ally within 5ft of them, and take 50% of the damage.
Sand Walkers
30ft horizontal jump with 10ft run up
Due to their abnormally large feet, they are able to jump up to 30ft in a horizontal direction as long as they have at least 10ft movement before.
Strong Arm
Can implement arm tech and add +2 to strength check once per day
Due to their metal arms, they are able to flick on the additional switch and add 2 to a strength check. They can only do this once per day because the strength needs to recharge. How long they are able to use it for is at the GM's discretion.
Thought Pause
Can take 10mins to meditate on a topic and get Adv. on the INT or WIS rolls for following 10mins
If they take 10mins uninterrupted to focus or meditate around a specific topic or problem, they get advantage on any rolls which require intelligence or wisdom. This lasts for 10mins.
Tongue Flashing
Can use their blue tongue to communicate silently with other Suuu who can see them
They can communicate with any Suuu who has line of sight on their tongue by opening and closing their mouth, or opening their mouth and moving their tongue around. The level of complexity of what they are able to communicate and the distance from which the tongue can be seen is down to the GM.
Tree Huggers
35ft climbing speed
Due to their grip and dexterity, they are able to easily climb, with a speed of 35ft.
Trustworthy Faces
Adv. on deception checks when making eye contact with the person
As people are used to trusting that they wouldn't lie, when they are making eye contact with someone, they have advantage on deception checks against that person.
Venomous Bite
+2 bite attack with 1d6 poison damage
They have the option of using their venomous bite to attack. When doing so they have a +2 to attack and can deal 1d6 poison damage.
Character Flaws
As well as skills, each species comes with something which could be considered a flaw. But as we all know, one person's flaw is another person's opportunity...
These are optional, and don't serve any kind of mechanical purpose, but are designed to enhance storytelling and roleplaying. These are also only recommendations, and are open to interpretation by both the players and the GM.
Pachian - Undefined
[Any of the flaws from other Pachians, except Primians]
As with the skills, an undefined Pachian can choose any one of the flaws for the other Pachian ethnicities.
Pachian - Primian
Ego - They feel they are superior to other species and ethnicities
Primians are born and raised with the fundemental truth that they are the center of the known universe. Without them, the Alliance wouldn't exist. This gives them an extremely inflated sense of self.
Pachian - Majoran
Planners - They don't like acting without a solid plan
Majorans are the quintessential planners. They like solving problems and are willing to improvise to a point, but they don't believe in acting without a plan. Very much the measure twice, cut once school of thought.
Pachian - Minoran
Distracted - They are easily distracted and can lose themselves in thought
Minorans are a very thoughtful people, in every sense. They think about things, and become easily distracted by their thoughts. This can make it difficult for them to stay on task.
Pachian - Macran
Obstinate - They see themselves as outsiders and are not easy to work with
Macrans are known for their rebellious nature (from over 4 millennia ago), and see themselves as outsiders and rebels. This can make them quite obstinate as they may behave as though they are being overlooked and are less likely to hear other people's ideas.
Clebveth
Panic - In high stress situations, they may panic.
The Clebveth are known to panic and become stressed quickly. They don't deal well with surprises and shocks are likely to cause them to act erratically. This could be anything from screaming, to hiding, to lashing out all the way to collapsing.
Lcha
Sky Sickness - They experience vertigo if they are exposed to the open air for too long
The Lcha have lived underground for millennia, and their senses can be overwhelmed by the great outdoors. If they are confronted with wide open spaces for too long they might become dizzy or nauseous.
Suuu
Loners - They become overwhelmed if they are surrounded by people, especially ones they don't know
Suuu are by their nature solitary people. They can deal with small groups or larger crowds for specific shorter periods of time, but are likely to become either aggressive or shut down if it becomes too much. They may need to take time to themselves to recuperate.
Terror
Smelly - Their diet means they often smell like manure
The Terror spend their whole time digesting their leafy diet, this means the smell of manure follows them wherever they go. Some may not mind this, others definitely do.
Vkan
Malfunction - Their arms are mechanical, and can malfunction
They are all born without arms and get mechanical ones fitted at various stages of their life, but they are not sold the most up to date technology. These arms are good, but will malfunction on occasion.
Next Steps
Now that you have some character information, you can either jump straight into one of the pre-written games, or you can equip your character(s).
Choose Equipment
Start At The Academy
Pachian Adjustments
[Any of the skills from other Pachians]
The 'Pachian - Undefined' may choose one of the skills from one of the other Pachian ethnicities.
Anxious Faith
Once per long rest they can ask one of their gods for a small / insignificant favour - at GMs discretion as to whether it's granted
It is up to the GM to decide what a small favour might look like, and whether the player or the GM or neither has to roll to see if it is granted. If you do choose to roll a high Religion check or a high straigh roll would work.
Big Ears
+2 to perception checks which use ears
Due to their oversized ears, they have a better usual ability to hear, which means any listening checks give them a bonus to their roll. The +2 is based on th D&D 5e system, but can be adapted to another system accordingly.
Claw Attack
+2 claw attack with 1d6 damage
They can make an attack with their claws. The attack is a strength check +2 and deals 1d6 damage (based on the D&D 5e rules, but can be adapted to another system).
Combat Ready
Bonus Action which gives them +25% temp HP
They can take this as a bonus action, which allows them to have the equivalent of 25% of their total HP as additional HP. The temp HP last until they are used up or their next long rest.
Deafening Honk
Bonus Action which anyone within 20ft radius makes Mid (12) CON save or be deafened
As a bonus action they release a deafening honk. Everyone within 20ft of them has to make a mid-range (12) Constitution save or be deafened for the next hour.
Graceful Glide
Flying speed 50ft when travelling in a downward direction
Due to the fact they are always eating, and this makes them heavy, they cannot fly upwards, but they are able to glide with some skill, dexterity and speed.
In-Built Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
As they are very protective, and they can step infront of an attack, or push the potential victim out of the way, imposing disadvantage on the attack roll. They can only do this once per round of combat.
Lone Lizards
Adv. on attacks when more than 10ft away from ally
They have advantage on attacks when they are a distance of at least 10ft away from any of their companions or allies.
Majoran Multitool
Proficient with the Majoran Multitool, and start with one
Each Majoran Multitool is different, and is gifted to a child from a young age. They are able to add different functionality to it. They can use it to take things apart, fix things and create new things. The functionality is up to the player, but how affective it is depends on discretion of the GM.
Mindful Meditation
Can regain up to 50% HP without additional action by meditating uninterrupted for 1hr.
If they spend an hour of uninterrupted time meditating, they can regain up to the equivalent of half of their HP. This means if they have lost half of their HP, they can get back up to full health.
Natural Stealth
Adv. on stealth checks outside
As they are extremely comfortable in nature, they are stealthier outside, and have advantage on stealth which takes place outside.
Pachian Privilege
You are welcome in high society, and people assume you have the right to be wherever you are.
Pachians are known throughout the Territories, and are therefore welcome among the elite more so than other species would be. People assume they have a right to be anywhere they choose to be, if they conduct themselves confidently.
People of Holes
Adv. on perception checks in enclosed space
As they are used to living underground, they have advantage on perception in places where they are able to use the awareness of close spaces. Anything the GM considers an enclosed space.
Protect the Queen
Reaction can take 50% damage from someone within 5ft of them
They are programmed to protect those they love. As a reaction they can throw themselves in the way of an attack on an ally within 5ft of them, and take 50% of the damage.
Sand Walkers
30ft horizontal jump with 10ft run up
Due to their abnormally large feet, they are able to jump up to 30ft in a horizontal direction as long as they have at least 10ft movement before.
Strong Arm
Can implement arm tech and add +2 to strength check once per day
Due to their metal arms, they are able to flick on the additional switch and add 2 to a strength check. They can only do this once per day because the strength needs to recharge. How long they are able to use it for is at the GM's discretion.
Thought Pause
Can take 10mins to meditate on a topic and get Adv. on the INT or WIS rolls for following 10mins
If they take 10mins uninterrupted to focus or meditate around a specific topic or problem, they get advantage on any rolls which require intelligence or wisdom. This lasts for 10mins.
Tongue Flashing
Can use their blue tongue to communicate silently with other Suuu who can see them
They can communicate with any Suuu who has line of sight on their tongue by opening and closing their mouth, or opening their mouth and moving their tongue around. The level of complexity of what they are able to communicate and the distance from which the tongue can be seen is down to the GM.
Tree Huggers
35ft climbing speed
Due to their grip and dexterity, they are able to easily climb, with a speed of 35ft.
Trustworthy Faces
Adv. on deception checks when making eye contact with the person
As people are used to trusting that they wouldn't lie, when they are making eye contact with someone, they have advantage on deception checks against that person.
Venomous Bite
+2 bite attack with 1d6 poison damage
They have the option of using their venomous bite to attack. When doing so they have a +2 to attack and can deal 1d6 poison damage.
Pachian - Undefined
[Any of the flaws from other Pachians, except Primians]
As with the skills, an undefined Pachian can choose any one of the flaws for the other Pachian ethnicities.
Pachian - Primian
Ego - They feel they are superior to other species and ethnicities
Primians are born and raised with the fundemental truth that they are the center of the known universe. Without them, the Alliance wouldn't exist. This gives them an extremely inflated sense of self.
Pachian - Majoran
Planners - They don't like acting without a solid plan
Majorans are the quintessential planners. They like solving problems and are willing to improvise to a point, but they don't believe in acting without a plan. Very much the measure twice, cut once school of thought.
Pachian - Minoran
Distracted - They are easily distracted and can lose themselves in thought
Minorans are a very thoughtful people, in every sense. They think about things, and become easily distracted by their thoughts. This can make it difficult for them to stay on task.
Pachian - Macran
Obstinate - They see themselves as outsiders and are not easy to work with
Macrans are known for their rebellious nature (from over 4 millennia ago), and see themselves as outsiders and rebels. This can make them quite obstinate as they may behave as though they are being overlooked and are less likely to hear other people's ideas.
Clebveth
Panic - In high stress situations, they may panic.
The Clebveth are known to panic and become stressed quickly. They don't deal well with surprises and shocks are likely to cause them to act erratically. This could be anything from screaming, to hiding, to lashing out all the way to collapsing.
Lcha
Sky Sickness - They experience vertigo if they are exposed to the open air for too long
The Lcha have lived underground for millennia, and their senses can be overwhelmed by the great outdoors. If they are confronted with wide open spaces for too long they might become dizzy or nauseous.
Suuu
Loners - They become overwhelmed if they are surrounded by people, especially ones they don't know
Suuu are by their nature solitary people. They can deal with small groups or larger crowds for specific shorter periods of time, but are likely to become either aggressive or shut down if it becomes too much. They may need to take time to themselves to recuperate.
Terror
Smelly - Their diet means they often smell like manure
The Terror spend their whole time digesting their leafy diet, this means the smell of manure follows them wherever they go. Some may not mind this, others definitely do.
Vkan
Malfunction - Their arms are mechanical, and can malfunction
They are all born without arms and get mechanical ones fitted at various stages of their life, but they are not sold the most up to date technology. These arms are good, but will malfunction on occasion.
Choose Equipment
Start At The Academy
Sections
Choosing A Species
Special Skill Details
- Pachian Adjustments
- Anxious Faith
- Big Ears
- Claw Attack
- Combat Ready
- Deafening Honk
- Graceful Glide
- In-Built Protection
- Lone Lizards
- Majoran Multitool
- Mindful Meditation
- Natural Stealth
- Pachian Privilege
- People of Holes
- Protect the Queen
- Sand Walkers
- Strong Arm
- Thought Pause
- Tongue Flashing
- Tree Hugging
- Trustworthy Faces
- Venomous Bite
Character Flaws
- Pachian - Undefined: Any
- Pachian - Primian: Ego
- Pachian - Majoran: Planners
- Pachian - Minoran: Distracted
- Pachian - Macran: Obstinate
- Clebveth: Panic
- Lcha: Sky Sickness
- Suuu: Loners
- Terror: Smelly
- Vkan: Malfunction
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