The following character creation process is a step-by-step outline for creating a new level 1 character. This process will guide you along whether you have character in mind, or if you’re starting from scratch.
Before you get started it is recommended that you use a Character Sheet. The Character Sheet is an essential part of the tabletop RPG experience, and is useful for keeping track of the numerous attributes, skills, vitals, descriptions and history of your character. Without it, your character is just really a concept rolling around in your imagination. The character sheet will help bring that character to life.
To get started, print off or photocopy a Blank Character Sheet, or create your own custom character sheet. Whatever works best for you to keep track of your character.
1. Generate Character Stats
Every character is defined by a set of ten Character Stats (plus an eleventh stat for movement). These stats will heavily influence combat and class mechanics through passive modifiers, but will also be used both inside and outside of combat to actively determine whether or not your character can overcome specific challenges. When used in an active manner, these are known as Stat Tests. If facing off against an opponent they become Stat Roll-offs.
Some players will roll up stats first and based on those stats decide what kind of character to make, others will have a character in mind already and hope that they roll stats that work well with that idea. However, there is a certain reward in and of itself to playing a character with stats that don’t quite match their class, i.e. a clumsy thief, or a dim-witted mage.
Regardless, the process for generating Character Stats is as follows:
- Roll 3d6 for each of the ten stats. No roll is required for Movement, as it always starts at a base value of 4. Note: Alternately you can use the RoS Stat Roller.
- Once all stats have been rolled (called a stat line), if you are unsatisfied with the result you may repeat the process (up to a maximum of 10 times per character you wish to create), potentially creating multiple sets of stat-lines
- From these stat lines you can pick the complete stat line (no mixing them together) that you like best and/or that suits the type of character you wish to create. Note: Alternately, if you don’t like any of the stat lines you have rolled you may instead select the default stat line from those listed on your appropriate Class Codex.
2. Choose a Race and Class
Choose a race and class from those on the Class Codex Listing page, then apply all of the following:
- make all necessary adjustments to Character Stats based on your racial modifiers (as found on the Races page)
- record all racial and class Passive Skills on the back page or second page of your character sheet
- select one of the three listed racial secondary skills found on the Races page
- select one of the three class specific secondary skills found on the Classes page (your character will start with 1 point already allocated to these Secondary Skills)
- Select two languages which your character can speak (by default these would be Common and their own Racial language, however this could vary depending on your back story), record them as single line item Under a Passive Skill called “Languages”
- Record your level 0 Max HP, which is equal to your stamina and if applicable roll the appropriate dice for level 0 spirit maximums (does not benefit from Intellect bonuses at level 0, see your Class Codex for details)
3. Calculate Resistances
Calculate and record all six resistances (including the Racial Modifiers found on the Races page):
|Resistance Type||Calculated From|
|Arcane Resistance||Intellect x2 + Racial Modifier|
|Elemental Resistance||Stamina x2 + Racial Modifier|
|Natural Resistance||Stamina + Wisdom + Racial Modifier|
|Holy Resistance||Resolve x2 + Racial Modifier|
|Demonic Resistance||Wisdom + Resolve + Racial Modifier|
|Mental Resistance||Intellect + Wisdom + Racial Modifier|
4. Record Combat Modifiers
Check the Character Stats page to see if any of your stats grant combat modifiers. Modifiers may include, but are not limited to:
- melee hit/dam/crit
- ranged hit/dam/crit
- faith hit/dam/crit/difficulty
- spirit hit/dam/crit
The simplest way to record most bonuses is to use a grid system, similar to that found on the modifiers section of the Blank Character Sheet. Be sure to include all racial modifiers for critical hit chance, listed as racial Affinity on the Races page).
5. Develop Your Character
Determine the physical appearance of your character and develop some form of back story
Based on your back story, set Common Reputation to whatever the GM believes is a reasonable number for your character (by default this is 10, however there may be cause to adjust this up or down depending on your character’s background story or current situation). If there are any other pre-determined Reputations that should be tracked for this character, record them at his time
For any Titles that have little or no requirement you may update your character sheet to reflect your current title and apply any effects (at discretion of GM). This may also be a function of your backstory.
6. Apply Level 1 Values
Up to this point, your character is technically level zero. It’s now time to apply a free “level-up”. Apply all level 1 values found in your Class Codex, which includes:
- additional max HP max, added to your level Zero amount,
- roll for max spirit where applicable, added to your level Zero amount
- vigor/fury maximums where applicable
- choose Primary Skills at level 1 amounts (you do not need to pay for any training at level 1), for some classes this may also include allotments for Level 0 and/or Tier 0 skills/power
- gain 1 Secondary Skill point (free of charge)
7. Choose Equipment
Its now time to equip your character with the weapons, armor and gear that they will need to succeed in their coming adventures.
- Record all natural weapon and armor proficiency for your class. If you wish you can pay up front for training to gain proficiency with additional weapon and armor types. Proficiency is important, as without you will suffer combat penalties.
- Determine your maximum carrying capacity (equal to strength)
- Determine your Initial Gold allotment under normal character creation circumstances (note that GM’s may choose to modify this value based on your back story)
- Buy weapons, armor, gear and other supplies (GMs may choose to restrict or reward you based on your back story)
Beyond Level 1
With every adventure, the steady mixture of daring encounters, tactical battles, challenging puzzles, and unpredictable social interactions will award your new character Experience points (often referred to as EXP or XP). Gain enough XP and you’re character will level up and grow more powerful. This system is meant to naturally progress you through the complexities of Realm of Strife’s limitless character customization. For all of the necessary information for moving beyond level 1, see your Class Codex.
To create a character at levels greater than one see Power Leveling a Character. WARNING! This is not recommended for new or even intermediate players as it can be very daunting to navigate the sudden influx of new skills, titles, passives and synergies that occurs when creating new characters at higher levels. Additionally, the higher threat levels of the creatures you will face can be overwhelming to new players. Proceed with caution.