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Creation



This page will help you in character creation. Listed below are everything your character needs.

Classes
These are the classes you can choose from. Classes are very important to the destiny of your character. Of these classes you may choose two. Choose wisely and according to the way you intend on playing your character. These classes will ultimately define the powers you get and how well you can use them.

Artisan - Musicians, Embroiderer
(+1 Perception, +1 Wits)
(2 Bonus for Abilities)
Clergy - Monk, Priest, Bishop, Nun, Student, Mystic
(+1 Charisma)
(3 Bonus for Abilities)
Craftsman - Smith, Tailor/Seamstress, Stonecutter, Armorer
(+1 Wits)
(1 Bonus for Abilities)
Heretic - Pagan, unorthodox Christian, Infernalist, Witch, Occultist, Sorcerer
(+1 Charisma)
(1 Bonus for Abilities)
Knight - Squire, Errant, Courtier, Poor Knight
(+1 Strength, +1 Dexterity, +1 Stamina)
(3 Bonus for Abilities)
Nobility - Baron, Baroness, Royal Heir, Crusader
(+1 Perception, +1 Wits, +1 Manipulation)
(2 Bonus for Abilities)
Peasant - Servant, Farmer, Shepherd, Stablehand
(+1 Stamina)
(3 Bonus for Abilities)
Retainer - Huntsman, Ranger, Sergeant-at-arms, Torturer, Steward
(+1 Strength, +1 Dexterity)
(3 Bonus for Abilities)
Scholar - Student, Scribe, Physician, Sage
(+1 Perception, +1 Intelligence, +1 Wits)
(3 Bonus for Abilities)
Soldier - Man-at-arms, Mercenary, Guard, Assasin
(+1 Strength, +1 Dexterity, +1 Stamina)
(3 Bonus for Abilities)
Tradesman - Bard, Innkeeper, Traveling Trader, Animal Trainer
(+1 Wits, +1 Manipulation)
(2 Bonus for Abilities)
Wanderer - Vagabond, Thief, Bard, Exile
(+1 Dexterity, +2 Manipulation)
(3 Bonus for Abilities)

Age
Your character's age is extremely important. You start out human, so keep it reasonable. If you're too old, if will affect the way you perform in physical activity. Though being old will occasionally get you sympathy from NPC's, which might lead to cheaper prices, free items, more information, or being spared. Being too young will also affect physical performance. You'll have a low limit on strength, so lots of weapons will not be useable by you. Some NPC's will not serve you or take you seriously. But being young does have the advantage of innocence, which will protect you in more ways than you think. A good age is 30, though it really pertains to the character you'd like to play.

Land of Origin
Your homeland if very important. Pride in it will inspire you to battle, give you more of a reason to fight, and sometimes discounts. Certain countries might get you discounts while others might make prices greater. This is the Dark Ages, so I'm picking the countries to choose from for now. Those are:

English
French
Spanish
German
Egyptian
Italian
Scottish

Appearence
Your character's appearence is also very important. If you're beautiful you can get discounts, extra information, etc. If you're ugly, you might not get much of what you want. If you're large and menacing you'll get discounts among other things. Your appearence is related to age. So don't go crazy and say you're a 12 year old that is tall and muscular. This is the middle ages and most common children didn't eat much. Each category affects physical performace of as well. Choose wisely. You can choose 3 of the follow so long as they are not conflicting.

Tall
Medium
Short
Fat
Muscular
Lean
Beautiful
Pleasant
Homely

Demeanor
This is how you treat other people and your general mood. This is important and should also be chosen wisely. You can choose 1 at the most. The one that you choose doesn't mean that it is your permanent attitude. This will be what you normally are. In the heat of battle it may change(depending on what you chose) and your character might behave in a way you wouldn't expect.

Courteous
Pleasant
Suspicious
Loyal
Devout
Bitter
Angry
Fearful
Bold
Penitent

Attributes
Most of these are self explanitory. Your class decides how many points you get in these. Some you won't have any points in at the beginning. The class you choose affects the rate at which you gain more points. Sometimes you will gain points that will go directly into a certain category while most of the time you'll get to choose where you'd like to use them. Each character has all of the following categories. Six points is the most you can have in each categories. Certain races may acquire additons to the maximum of points they can put into one category.

Strength - Strength allows the character to be able to move large objects and also modfies the amount of damage inflicted by melee weapons. Certain items require a certain level of strength.
Dexterity - Dexterity mdifies the base movement and attack speeds for the character and also increases the aiming ability for projectile weapons.
Stamina - Stamina is the character's constitutional abiltiy to soak damage.
Perception - Perception is the ability to observer one's enviroment. Very helpful in combat and on quests.
Intelligence - Intelligence is the character's grasp of facts and knowledge and ability to reason and solve problems.
Wits - Wits is the ability to maintain your cool and think on your feet.
Charisma - Charisma measures your character's force of personality and command.
Manipulation - Manipulation is the ability to lie, connive and convince other of your point of view. It is and insidious attribute that allows you to influence others.

Abilities
Your abilities are very handy. Think hardly and you'll realize the ones that will come in handy the most. You do not start out with points in any of these. You have 4 points that you can use in any of these. The maximum for each category if 6. Some of these are like bonuses to Demeanor and Appearance. Your class decides the amount of bonus points you receive in addition to your starting 4.

Athletics - Physical fittness, how you can perform when the going gets tough.
Dodge - Your ability to avoid an attack.
Leadership - Taking charge when things go wrong or just being able to rally others to your aide.
Archery - How well you can shoot with a bow or crossbow.
Crafts - Being able to make certain things.
Herbalism - Being able to use plants for things such as healing, poinsons, food, etc.
Melee - Combat. With a sword, mace, axe, spear, anything in close quarters.
Ride - How good you can ride a horse.
Stealth - Being able to sneak around in places you shouldn't be.
Survival - When your life is in danger, it's like a bonus to any bonus or ability that will help you.
Larceny - How well you can take the things you want but can't buy or be given.
Spells - How well you can use mystical things.

Virtues
Virutes are the last of your character's "stuff". Unlike the other "stuff", you can lose points in certain virtues. Killing innocent people can sometimes drop one or more of these, while saving someone can bring them up. Each virtue has a maximum of 6 points in each and you start out with 4 that you can put into either or split them up.

Conscience - Keeps you from doing bad things, keeps you on task, etc.
Self-Control - When conscience fails or when the urges are too great, this is the last defense.
Faith - Faith is very important. Not just for powers but for RP'ing aswell. Faith can also keep you from doing bad things.