Character
You are a hero, an adventurer, a person of great potential who has been selected by the forces of fate for great and terrible deeds. However your story unfolds, the first thing you as a player must do is create the character you will portray. This is a simple three step process outlined in the tabs below where you'll decide your character's Appearance, Concept, and Build. Though character creation generally happens in this order, there is no prescribed method written in stone; feel free to create your character in any order you choose, tracking back to re-write or looking ahead at new options as you so please.
When considering who your character will be, take into account the needs of the narrative and the dynamic of the group along with any suggestions the GM might have as to how your character could contribute to the larger story. The last thing you want is to be a brooding assassin in a group of happy-go-lucky heroes or a ridiculous joke-character in the midst of serious role-players. Consider not only your own enjoyment, but what your character will bring to the table in terms of both ability and overall tone. The process of character creation need not be one of constant analysis, hemming and hawing over which option will lead to the most powerful character. In fact, it is often more rewarding to play a character who is deeply flawed or has a glaring weakness to overcome. What’s most important is that you, the player, have a vested interest in your character’s well-being and a desire to see them achieve their goals, whatever they may be. |
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APPEARANCE
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CONCEPT
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BUILD
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What do you look like?
dventurers are a unique and disparate group, and one rarely looks like another. One of the first things you should do is decide what your character looks like. What race of people do they come from? What color are their hair and eyes? How old are they? What gender? How heavy, how tall? Any distinguishing features? All of these questions are likely to inform many decisions you make later on, and may likewise be influenced by those same decisions. Feel free to return to this section as your character takes shape, to specifically define exactly what that shape looks like.
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Race
Choose one RACE and one ETHNICITY within that Race.
Gain one Feature and one Proficiency from your Race
Gain +1 to a BASIC stat based on your Ethnicity
Gain one Feature and one Proficiency from your Race
Gain +1 to a BASIC stat based on your Ethnicity
When the Sphere was created, the Mortal soul took shape based on the nature of the various worlds it came to inhabit and became the first of the Mortal races. Since then, many other groups of genetically and culturally distinct peoples have come into being. And though each can call a dedicated corner of the Sphere their own, at least a small population of each race can be found anywhere civilization takes root.
Within each race are several Ethnicities, representing the diversity of this people group. Your Ethnicity provides a +1 bonus to a specific BASIC stat.
For more details on each Race, visit the RACE PAGE.
Within each race are several Ethnicities, representing the diversity of this people group. Your Ethnicity provides a +1 bonus to a specific BASIC stat.
For more details on each Race, visit the RACE PAGE.
A resilient and clever race from the planet Thera, Humans are perhaps the most widely dispersed race on the Sphere, with great populations inhabiting many worlds besides their own. They are adaptable and creative, with a strong sense of adventure that stems from their innate curiosity.
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Heroic Versatility
Gain a Proficiency and a Feature of your choice. |
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ARGYAN
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ATLAN
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KAIZEN
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MISRAHI
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NOTH
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SKILL +1
In the deserts of Ishtar, the Misrahi have built glistening cities, jewels among the sands. Touched by the desert sun, the Misrahi have dark or olive-colored skin and hair in shades of black and brown. They are a resilient, cunning, and industrious people, well-versed in surviving hardship.
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AWARENESS +1
The Nothic people were once widespread across Midgard and Europa, but fell on hard times as plague and civil strife tore their kingdoms asunder. Today, they are but a shadow of their former glory, dwelling in roving camps or hunkering down in the untracked wilderness, far from society's unfriendly eyes.
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When a tree is cut down, when a river is dammed up, when a vast field becomes a city, the petty gods tied to those places either dwindle away to nothing or are trapped on the mortal plane. Such spirits become mortal and are given a cursed name by their kin...Aen Sidhe: The Lost.
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Ethnicities |
Glamour
You begin each day with 1d6 points of Glamour. You may spend a point of Glamour to cause a mortal to believe the next statement you make to be true, no matter how absurd it sounds. Glamour doesn't work on non-mortals or Aen Sidhe. |
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FIRBOLG
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GARGOYLE
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GNOME
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NAIAD
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PIXIE
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SALAMANDER
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SATYR
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SIDHE
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SYLPH
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TUATHA
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AWARENESS +1
Unlike most Aen Sidhe, gargoyles are not lost spirits made mortal by the steady march of progress, but rather gods of the meandering cobblestones and towering spires that comprise the cities of Man. Gargoyles voluntarily make themselves a part of Man's cities to protect their urban domain.
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BRAWN +1
Salamanders are mighty spirits of fiery passion. They come to the mortal plane when the volcanoes, geysers, and wildfires they preside over turn cold. Most Salamanders fade into nothing as their fires die, but those with exceptionally strong wills pass over to become mortal beings of some permanence.
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SKILL +1
Sylphs are flighty and fickle spirits of the air covered from head to toe in chalk-white fur. They are a carefree lot who like to play pranks on mortals and Aen Sidhe alike. Yet their humor and pranks belie a surprising wisdom and often teach the receiver something about themselves or the world.
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Cyreans are an adventurous and enterprising semi-aquatic people who are as at home above the water as they are beneath the depths. Though adapted to life underwater, Cyreans are mammals, not fish. Their coral cities occupy the reefs, shallows, and beaches, sparkling like jewels among the waves.
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Water Adaptation
Increase your Speed by 2 while submerged in water. You never need to make a Feat to swim and move with complete freedom underwater. |
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ATLANTEAN
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LETHEAN
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MEREAN
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MIDORIAN
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TRITONEAN
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SKILL +1
Atlanteans hail from the deepest, darkest oceans and build their cities within volcanic trenches and cliff sides. They are highly adventurous (often moreso than other Cyreans) and quite proud of their strengths, considering themselves to be the bravest and most advanced of the Cyrean people.
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INTELLECT +1
Of all the elusive Cyreans, Mereans are perhaps the least likely to be seen away from the murky depths where they maintain vast libraries of oyster shell carvings detailing the lost histories and magics of their people. If a Merean is ever seen on the surface, rest assured his mission is dire.
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BRAWN +1
In the deep trenches and dark waters, the Tritoneans make their home. They are a tough and warlike breed of Cyrean, comfortable with the hardships of life on the frontier. Tritoneans show less of the deference their kind is known for, but in their culture it is rude not to punch someone who offends you.
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Dryads are children of the World Trees, souls sown and grown into servants of their parent Trees. All who spawn from the same World Tree are actually one being with a shared mind and spirit. While there may be many Dryads, each is actually just one individual expression of a mere handful of beings.
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Ethnicities |
Vital Roots
Once every Short Rest, you may dig your roots into the earth and commune with the world to recover one Resolve. |
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ALODINE
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CERUS
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ELLERISH
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GNEISE
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KROEN
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QAI
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SHAR
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TYRANS
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WILLOWEN
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XAY
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Ages ago, the Raksha captured clans of primitive mortals. In dark pits, they broke their spirits and warped their bodies into twisted monstrosities. These wretched souls became the Fomorians: a race of destroyers and usurpers created by demonic will. Though free of demonic control, Fomorians are constantly drawn to darkness and deception.
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Ethnicities |
Dark Voice
You have Advantage on any Feat related to manipulation, deception, or seduction. |
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AMNOAN
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BALESSE
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ESKERAN
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GINIAN
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VOLYSK
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Kindre are a species from the world of Tendale who combine the traits of Men and beasts. From tribe to tribe, Kindre vary wildly in appearance, temperament, and social structure. Most Kine have abandoned tribal ways however, moving into cities and living amongst the peoples of other nations and races.
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Untamed Agility
Speed +1. Treat Rough Terrain that is natural in origin (loose stone, tree roots, etc.) as normal terrain. |
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DRAKKARI
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FELIS
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GIDA
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NAVI
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ORTESUS
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SIMI
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ULRIC
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VULPEX
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WODO
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YURIBI
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Mechan are a race of people created by the hand of Man during the Golden Age, just as the gods once fashioned Man from the raw stuff of creation. For whatever reason, the Mechan have awoken once more to walk among Men, seeking their purpose and fortune as all living things must
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Functional Immortality
Mechan are unaffected by and immune to the effects of: Poisons & Potions Disease & Medicine Spells or effects that specifically affect living beings Mechan do not need to eat, sleep, drink, or breathe in order to survive (however, they must power cycle for at least 4 hours to gain the benefits of a Full Rest). |
Ethnicities
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AURANOCH
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METRANOCH
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AWARENESS, INTELLECT, OR CHARISMA +1
Though their original purposes are now lost the the mists of time, many believe that Auranochs were created to assist scholars, mages, and heads of state in their affairs. Though frail by no means, those who created the Auranoch obviously did so with an emphasis on the being's mental capabilities rather than their physical prowess.
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AWARNESS, BRAWN, OR SKILL +1
The sturdy build, heavy armor, and great physical strength of the Metranoch seems to indicate that these Mechan were designed for battle, manual labor, and tasks too dangerous and undesirable for a citizen of the Golden Age to deal with. Metranoch are quite intelligent, but more inclined to physical pursuits than mental ones.
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Known to many as Dwarves, the Noldor are famed as skillful craftsman, shrewd merchants, and steadfast warriors. It is not unusual for a Dwarf to leave his mountain home in pursuit of adventure, either to champion the cause of justice, make a name for himself, or to bring honor to his family.
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Stoneborn
The first time you are reduced to 0 HP each day, you may Save to negate the triggering damage and spend any amount of Resolve to recover HP. |
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AMYNDOR
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GOLANDOR
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NIVENDOR
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SHȖLDOR
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THORENDOR
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CHARISMA +1
Living among the rolling green hills, the Leandor are famed merchants and financiers. Gold Dwarves are short and lithe, not stocky like their kin and rarely grow beards or facial hair. While not famed as warriors or wizards, Golandor are well-liked, with allies and social connections everywhere.
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INTELLECT +1
The inquisitive mind knack for all things technological drives the Nivendor to eschew life in the depths of the earth for the world of light and trees above ground. With fair skin, lithe bodies, and hair and eyes in varying wild shades, one could almost mistake the Nivendor for very short Elves.
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Living in great colonies built atop the ruins of ancient cities, Oluxar have a highly structured society centered on a Queen who all within the city serve. Adventuring Oluxar are either exiles or on a mission for their Queen. Outside their hive-cities, they are often feared and treated as monsters.
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Insect Biology
Your chitinous exoskeleton grants +1 Defense. You have an extra pair of arms in which you may wield one extra weapon, equip a shield, or keep open for utility purposes. |
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K'JORA
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K'TIVA
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K'TUI
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K'VARYK
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K'ZHENT
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SKILL +1
Merchants, craftsmen, and artists of strangely beautiful talent, the K'Jora occupy a niche within Oluxari society that drives economic prosperity. While the Oluxar remain largely nomadic scavengers, the K'Jora take what is scavenged from the wastes and make it into tangible goods and unique culture.
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INTELLECT +1
K'Tiva are Oluxar royalty and nobility, the favorite children of the Queen who attend to her directly. As such, they wield absolute power within the Queen's Hive-City, speaking on her behalf and carrying out her wishes. Typically, K'Tiva are the only Oluxar who are literate, educated, and magically trained.
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AWARENESS +1
The Oluxar are primarily scavengers, scraping what they can from the lands in which they dwell, and the K'Varyk are key to this function of the Oluxar. Their role within Oluxari society is that of scout, scavenger, and hunter, roaming the wastes in search of resources the Hive-City needs to survive.
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BRAWN +1
The enemies of the Oluxar are many and the stone walls of the Hive-Cities are only so strong. The City's true strength lies in the courage and ferocity of its guardians, the K'Zhent. Blessed with great physical stature and skill in battle, the K'Zhent protect against threats both inside and outside city walls.
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Orcs are a mighty race of warriors, equally feared and sought out for their prowess in battle. No mere brutes, Orcs marry spirituality and military discipline into a harmonious strength that crashes like a storm when called upon. Their kind values strength and honor, despising wanton violence and pointless bloodshed. Every fight has a purpose, even if that purpose is to prove one’s strength.
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Brute Force
Once per Full Rest, you can double or half an instance of damage you deal or receive. |
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BOSEK
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GOBLIN
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HURIAN
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TROG
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URAD
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Graceful, mystical, and alluring, elves are the souls of Men which took form to reflect the beauty and mystery of their forested home world, Arcadia. Elves, as they are known far and wide, are an aloof and inscrutable people. Their tendency towards perfectionism has led the Quendi to become some of the greatest artists, warriors, and mages the Sphere has ever known.
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Elven Grace
You have Advantage on Feats you apply a Feature to. |
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DROW
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ELDAR
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FAEN
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SUNDARI
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SYLVE
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AWARENESS +1
The Ekunquendi (dark elves) are thin, wispy, and fierce with eyes that glow slightly in darkness, reflecting hues of red, white, or pale blue. Dark Elves are generally hostile and xenophobic, preferring their own company to that of outsiders. Ritual tattoos and scars denoting great deeds cover their bodies.
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INTELLECT +1
Changed by the rampant magics of their homeland, Mara, which they are sworn to contain, the Ciraquendi (or Eldar as they are also known) live much longer than other Elves and have a natural proclivity for magic. Their bodies are tall, lithe, and frail-looking and they often go bald in their youth.
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SKILL +1
The Miraquendi (or Sundari) are inhabitants of the plains rather than the forests and have long been at war with the woodland elves. They are a fierce and brutal people who value both inner and outer strength while holding to an ancient spirituality that makes them one with the lands they protect.
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Zoa are the offspring of mortals and gods, half-spirits who live somewhere between the tangible and the Unworld. They are a sterile race, considered an abomination and outcaste by both mortal and immortal alike. Like their immortal parents, Zoa are intemperate creatures prone to fits of passion. Yet like Men, they are versatile, curious, and concerned for the material, caught up in the steady flow of time and mortality.
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Spirit Sense
Pick an extra Feature. You always know when a certain type of creature is within 100 meters of you (the type of creature you can sense depends on your Ethnicity). You know if this creature is present and how many there are, though you cannot ascertain their exact location through this sense. |
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ANATHEMA
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DRAGONKIN
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GAUNT
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KITH
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NEPHILIM
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BRAWN +1
Considered an abomination by Dragons and feared by mortals, Dragonkin are the product of a union between a Mortal and a Dragon (in mortal guise). While some go on to serve the agendas of the Dragons who sired them, more wander the lands in a never-ending quest to prove their greatness to all.
You are able to sense Dragons. |
SKILL +1
The hybrid children of Men and Demons are easily recognized by their black eyes and glowing curse mark. Despite their frightening appearance, the Accursed have a penchant for disrupting the plans of Demons, making them stalwart (if accidental) defenders of Mankind and hated enemies Demons.
You are able to sense Infernals. |
Age
Decide how old you are: Child, Youth, Adult, or Elder
Adventurers are a diverse group, differing from one another in many ways, not the least of which is Age. How old your character is has little bearing on their ability to venture through the Sphere and more to do with how they see the world. Children and youths tend to be more optimistic, emotional, and immature while wisdom, rigidity, and more than a little cynicism creeps in as the years creep by.
Age for Player Characters isn't measured in years, but in four stages: Child, Youth, Adult, and Elder. The specific age range for each of these stages appears on each Race's page since different Races age at different rates. Decide which of these stages your character is in.
Age for Player Characters isn't measured in years, but in four stages: Child, Youth, Adult, and Elder. The specific age range for each of these stages appears on each Race's page since different Races age at different rates. Decide which of these stages your character is in.
ChildWhile it is rare for a child to become an adventurer, some truly exceptional individuals with truly tragic lives have walked this path.
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YouthAs they leave childhood behind, a youth gains the vigor and strength of an adult, but still struggles with emotional immaturity.
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AdultNeedless to say, most adventurers are adults, fully developed both physically and mentally, ready to take on the world.
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ElderWhen considering the aged frame of the old hero, one must also consider that only the strongest adventurers live this long.
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Details
Fill in the details
Decide all the finer details about your character's appearance; their hair and eye color, their gender, their height and weight, and any other distinguishing features they may have. Each Race has some suggestions regarding what hair/eye colors, and height to weight ratios are most common amongst its males and females, but as an adventurer living life outside the norm, it's not required for you to color inside these lines.
Bear in mind that none of the choices you make here have any (numerical) effect on gameplay, but may affect how other characters in the story react to you. |
Distinguishing FeaturesIf you'd like to give your character a distinguishing feature, but aren't sure what to give them (or just want some inspiration), you can roll 1d20 and consult the table below or just pick the one you like best.
1: A prominent scar cuts its way across your face 2: A severe burn mars your features 3: Your eyes are a bright and unusual color 4: Your hair is a bright, absurd color 5: An elaborate tattoo covers your face 6: You have an extra finger on one hand 7: You have vitiligo; dark skin with light patches 8: You have an abundance of freckles all over 9: Your breasts/genitals are uncomfortably large 10: You have a long, large, prominent nose 11: Your eyes are two completely different colors 12: You are exceptionally tall for your race & gender 13: You are exceptionally short for your race & gender 14: You have an odd birthmark in a visible place 15: You have a large, prominent mole on your face 16: Your nose is crooked, having been once broken 17: Your hair is unnaturally gray for your age 18: You've gone bald prematurely 19: You always wear a distinguishing piece of clothing 20: You speak with a stutter, lisp, or thick accent |
What's your story?
ompelling characters not only have physical traits that set them apart, but emotional depth, interesting motives and a story that draws you into their past, present, and future. At this point in the creative process, your character is probably just starting to take shape. This section will help solidify some of the decisions you've made so far (or maybe even inspire you in an entirely new direction) as you consider your character's Background, Personality/Morality, and their Key, the motives that move them forward.
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Background
Choose a Background
Gain one Feature and one Proficiency from your Background
Use the money provided by your Background to purchase starting equipment before the game starts
You can choose more than one Background for flavor, but only receive the benefits of one
Gain one Feature and one Proficiency from your Background
Use the money provided by your Background to purchase starting equipment before the game starts
You can choose more than one Background for flavor, but only receive the benefits of one
Every adventurer had a life before they set out on their journey. Perhaps it was this path that set them on the road to adventure in the first place. Or perhaps they choose this life in spite of everything else. Whatever their story, Background summarizes major parts of a character's past and how they play into the present. Every character comes from somewhere and Backgrounds help to inform both player and GM where the character has been and where they are likely headed.
Backgrounds offer money for purchasing starting equipment and give characters two Features and two Proficiencies from a list of choices. Each also offers a number of Challenges for the hero to overcome which GMs can use to pull a character into the story. |
Key
Choose one Key.
Whenever you finish a Full Rest, ask yourself each of this Key's questions. For every "yes" answer, gain 1 EXP.
Whenever you finish a Full Rest, ask yourself each of this Key's questions. For every "yes" answer, gain 1 EXP.
Keys describe in broad strokes, the various motives, goals, flaws, and desires that inform every decision. As a character ventures through The Sphere, they will have opportunities to fulfill the tenants of their Keys, gaining ExP in order to grow as a character, both personally and in terms of strength.
Each Key has three questions associated with it. When a character takes a Full Rest, they will ask themselves each of these questions. For every question answered "yes", the character gains 1 ExP. Characters can only gain 1 ExP per question (for example, if the question asked if you saved anyone's life and you saved four lives, the answer would still just be a single "yes", thus yielding 1 ExP.) It can be helpful to tick the boxes next to each question as you go, that way you don't forget to gain ExP when taking a Full Rest.
Each Key has three questions associated with it. When a character takes a Full Rest, they will ask themselves each of these questions. For every question answered "yes", the character gains 1 ExP. Characters can only gain 1 ExP per question (for example, if the question asked if you saved anyone's life and you saved four lives, the answer would still just be a single "yes", thus yielding 1 ExP.) It can be helpful to tick the boxes next to each question as you go, that way you don't forget to gain ExP when taking a Full Rest.
KEYS
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As characters grow, their Keys may change. Players may discard old Keys and select new ones when both the player and the GM agree such a change is appropriate based on the character's actions, personal growth, and the advancement of the story.