Character Creation

## Step 0: RP stuff

Name, Gender, Personality, and stuff like that that are mainly there for RP are done here. These can be done at any point in the process, arguably any step can.

## Step 1: Race

The two options are Human or Demi-Human. You could pick yourself or flip a coin, Heads being Human, Tails being Demi-Human. These define what your powers are and how others treat you.

### Human

A human has ability called mana. You may select a type yourself or use this dice roll to decide.

#### Dice to decide Mana.

First roll a 1d100, If you get 1-99 you have 1 Mana type. If you get a 100, you have 2 Mana types. Then use this chart to figure out your mana type(s) or pick your mana type(s) yourself.

Roll a 1d100,

* 1: performance
* 2-15: Air
* 16-25: Lighting/electrically, then flip a coin,
	+ Heads: Lighting
	+ Tails: Electrically

* 26-40: Fire
* 41-50: Earth
* 51-60: Water

* 61-75: Darkness
* 76-85: Life Force, then, flip a coin
	+ Heads: Life
	+ Tails: Death

* 86-96: Sage-Metal

* 97-99: Light
* 100: Roll a 1d6,
	+ 1: Teleportation
	+ 2: Gold
	+ 3: Copy
	+ 4: Emotions
	+ 5: Blood, Roll a 1d100,
		- 1-99: (red) Blood
		- 100: Purple Blood
	+ 6: Time

Now you may go to that section and read up on it.

### Decide what level of Mana

People in this world have different levels of mana. This determines their base line strength of their mana. Again, you may pick it yourself or use this chart to determine it.

Roll a 1d100,

* 1-99: Normal Mana
* 100: Extreme Mana

### Demi Human

A Demi-Human looks like a human but with animal charactisics. Due to their mixed blood they cannot use mana.

Flip a coin, Heads: Dog, Tails: Snake

## Step 2: Class

Select a class. Currently there are only 5. You may pick it yourself or roll a 1d12,

* 1: Rouge
* 2-4: Mage
* 5-7: Fighter
* 8-11: Brawler
* 12: Ranger

## Step 3: Stats

You have a base of 17 Stat Points that can be used on any stat. This number may be different for you if something else said so (like your mana level). And a 10 in each stat. You still distribute these to the 7 stats, Strength, Dexterity, Constitution, Itelligence, Wisdom, and Spirt. Starting at 14 it takes 2 stat points to increase the stat by 1. Then you apply the gained specific stats from elsewhere (like classes, to be more specific Fighter).

Modifiers: 1: -5, 2-3: -4, 4-5: -3, 6-7: -2, 8-9: -1, 10-11: 0, 12-13: +1, 14-15: +2, 16-17: +3, 18-19: +4, 20

### Skills

Currently there are 3 skills, Stealth (Dex), Mana(Spr), and Perception (Wis). You calculate them by having the modifier it is based off and whatever other bonuses there are.

### HP

#### How to determine HP

##### Rolled HP

Every Level, roll your hit die for the class you're taking the level in, then add your Con Mod. Add that to your HP.

##### Fixed HP

At level 1 increase your HP by your Max Hit Die for the class you're taking your class in, Then every level after gain half your hit dice for the class you're taking.

## Step 4: Feats

A feat is a special thing that does something or a boast that increases their stats. You start with 2 feat points that you can spend on any category that is applicable to your character. If you have Mana, you also gain a Mana Feat that is worth at most 5 feat points that can be used [character level] per long rest. You may also instead gain 2 Feat Points. Some Feats may increase your stats or skills so make sure to update those.

The categories are Class, Mana, Animal, General. Class Feats are feats from your class which are listed under the classes session. While Mana feats are feats related to mana and each type of mana has different feats. Animal Feats are feats for Demi-Human, as they become more animal. General feats are feats that don’t fall into the other categories that anyone of any race or class can get.

## Level ups

Every Level:

+1 Feat Point

Every 3rd Level:

+1 Feat Point

Every 4th Level:

+2 Stat Points