Chargen

this is going over methods and bonuses during character creation for this, starting with...

## **Ability Scores**

This is how to know how good your character is at everything, how strong, how smart, how good of a talker... but... you can't just have it as easy as say what that is

To keep it fair, there are methods to be done that give the basic numbers, the following are a list of any that we use here, as well as bonuses or down sides of doing so

### **Point Buy**

One of the most basic methods, this one, odds are anyone who knows the system will know the method, using 27 points to buy your scores, usually I would just give the numbers and such, but for this to make it easier use a point buy calculator to work out your scores (for those tring to work out mods, just divide the score by two, round down if not a whole number then -5), you will need to show a screenshot with the scores so a GM can confirm them

Usually scores are either locked into a tight area or chaotic depending on what you use, but usually they will still track the extreme numbers if they allow them, here the minimum a score can be is 5 via this method, the Max 18, this is after Racial bonuses, so if you know the bonuses would put it over 18, don't try it, because you WILL be told no

### **Volatile**

This method could easily cause your scores to Tank hard, 3D6... that's it, no safety net like reroll 1s, you do however get to roll two sets, each set being 6 sets of 3d6, you can not swap scores between the sets

Why risk something like this for no apparent reason, well it gets you a free feat at level 1, so there is that

### **Reliable**

With this method, your total can't be below 70 (as in if any sets totals are below 70, reroll that specific set), you roll 4d6 for each score, rerolling 1s then taking the highest three to make the score to be set to a stat (4d6 drop lowest), you roll 2 of these sets however and take the one with the lower total, however you can swap one score between that set and the higher one (possible to swap a 6 into an 18, or an 11 to a 12 for examples)

### **Simple Chaos**

This one is the only one that can get you a 20 before Racial bonuses, 6d20, You do get to roll two sets for this, however if you do you have to trade the lowest score of the other with the highest score from the set you choose, or you can choose to just roll one set, rerolling 1s and 2s

### **Standard Array**

15, 14, 13, 12, 10, and 8, those are your scores if you use this, put em how you wish

With your scores set, Next up

## **Classes**

A Class Determines your set of skills and your possible paths to step into, Some are specialised edits for different game types and extra classes will be added to this list as great feats are met to facilitate the changes, usually by having somebody who holds true to a method of action and use it to do many great things, check your game page for the class list for it or ask the DMs, this list here is specifically for westmarchs

These classes are default sorted from easiest to most complex to play for this set of available mechanics and rules, although it's only really useful if you have never played before

## **Backgrounds and Origins**

Your background matters no matter where you go, be it because it defines your skills or your knowledge, it does matter in some way at all times

This is something every competent person must acknowledge, from a gameplay standpoint this applies to its usual, of the prominences (and background features when applicable, most only work in places you aren't known well enough to have anything beyond neutral standing) but additionally Backgrounds can be learnt via a DC 18+ Performance/Deception VS Insight/History check (basically whatever skills are applicable depending on what it is), and lastly sometimes you can use it as an explanation for bonuses during checks, such as a noble being more persuasive to another noble or an architect having better perception or investigation in ruins

However this is where we have to note the line between a background and an origin, a background was your life before, what you did, who you were, an origin is where you were, your circumstances and who is supporting your adventure to this new place, they usually will apply to world events as to how to be prepared for them, but on very rare occasions they can give you bonuses for checks on things like a historical item from your origin region

### Aerynomus: Foggernought

An unknown threat caused a great mass of fog to cover an entire region, unfortunately your home was on the line where the fog formed, causing you to grow up within it due to the people of your lands being stubborn about leaving over something such as that

* You can be treated as having blind sense for 10ft within fog or other clouds
* Altitude Immunity
* Wind abilities can also be used to control fog and clouds within their range as if they were the air the effect targeted

### Crystalics: Frostwalker

Crystalics having been a source of great wealth for quite some time only came to be so from smart use of their surrounding lands, so much so that even the children are taught what to keep an eye out for and how to overcome their environment.

* Gain a set of warm clothes and Cold Weather Knowledge
* You can choose at the start of your turn if ice physics will apply to you until your next turn in situations that offer ice physics
* Cold Environment Resistance

### Fungalin: Sporeborn

Time with the mushrooms makes you begin to show a symbiotic relationship, you carry their young and can care for them while they provide you protection and power, now these are some truly magic mushrooms you are friends with aren't they

* Gain Pollen Allergy Buff for the entire season, even if they don't have the allergy
* Gain Fungal Knowledge as well as particle mist resistance, immunity if negative from fungal sources
* Random chance that once per long rest being hit with a physical attack can cause a roll on the spore table

### Cloudbreak: Cutting Edge

Having been in the world capital of inexplicable progress its easy to pick up skills and even easier to understand them, unlike most places that send people out for new land or capital, most sent from here officially are here to find new tech and even materials and legends, aiming to make something new

* Gain one tool proficiency of your choice
* Mechanical knowledge allowing for your profiency bonus being added to checks to disarm traps and make Type A Constructs (ontop of any other from other sources)
* Gain +5 to checks to identify and decern functions of Type B and C Constructs

### Lenos: Harbourous

A city that boarders the ocean and takes full advantage of that, being one of the two great passages of the Xisis regieon it was common for traders to be coming to and from this city aiming to sell their wears to those wanting aiming to profit overseas, most residents of the town are traders, sailors or librarians, as many a tale is told here and thus they keep libraries for all the knowledge that accumulates here

* Gain proficiency with Water Vehicles
* Ocean Knowledge as well as passive motion immunity as a reaction (Eg being able to ignore sliding down a slope or on a rocking boat)
* you can subtract your proficiency bonus from the weekly requirements for study items (Proficiency books, Blueprints, ect) to a max of -4 per week

### Sprigus: Home Grown

Masters of growing crops, the people of this place took their craft to the next level, focusing on alchemical produce, allowing them to make medicinal products on the excess, and even having grown accustom to their own products to avoid... adverse... side effects

* Resistant to negative effects of Alchemical items you have made or grown
* Postive effects of Alchemical items you have made or grown always are considered rolling max for you, others gaining the average if their roll is below
* Gain an extra dice when growing Alchemical crops for determining yield

### Lumia: Pack Member

In a city where the loss of the life means the loss of two, the value of the life feels greater then ever before, so they try their best to save every life that they can

* When an Ally is downed you can use your reaction to move your full speed to reach them, giving them advantage on all death saves while beside them, if you reach them
* +5 to Insight rolls to determine relations between people
* Proficiency in Medicine or Herbalist Kits

### Deadwater: Guiltless

When the law system means having guilt is death, it is no better then a terminal illness, thus you better toughen the fuck up prissy, how else did you get here

* Sanity saves are not required when allies die, unless you wish to take them
* Checks to oppose your intimidation have disadvantage
* Gain proficiency with Water Vehicles

### Duanes: Dunecreeper

The sand is a fickle foe, taking life as it pleases in a storm, lying to you when your at your weakest and yet it will give you solace in its caring clutches when it so chooses

* Gain a set of Cool clothes and Hot Weather Knowledge
* Gain particle mist resistance, immunity if negative from sand, Stone or Crystal based Mists
* Hot Environment Resistance

### Fengwild: Lawless Domain

Fey magic, is a fickle thing, twisting its rules and bending the laws of the worlds around it, you are well accustomed to this, it may have been your home, your study, who knows... but what matters is, it was your environment for so long, you have mastered it, or has it mastered you, in either case

* You know your way around the Fengwild, its twists bends and cycles, so should you ever be caught in it, you have advantage on survival checks to track your location and find your way
* Once per long rest while you are out of sight, you are able to cast Vortex Warp on yourself to another point that remains out of sight, if you would be seen in doing so, you take d12s worth of damage equal to your level or the total CR of those who see you, whichever is lower
* You don't have to make sanity saves when lost in continuum unless you wish to, and can give others on advantage twice per instance

## Gear

It would seem what you wield carries great weight, both figuratively and literally, being what people see you as, how your able to act and just what controls your range of ability, so what did you really come with

Whatever class gear you had, all of it Steel standard grade, unless obviously something else, such as a quarterstaff or bows being Wooden standard grade, a little trinket of your world gone by, 2 weeks of food (14 rations) and a room key

## **Race**

Bet you thought i forgot this one huh, well nope... its more just there isnt much to say here, any officially released race, Custom Lineage requires DM approval, so wont be available on day one, but an announcement will be once its an option, among other races being announced

## Further Notes

How to set up Roll20 Sheets, how to set up and use Tupper box, how to use Avrae and many more things will be shown on another page, and a video of how to go from creation to play will be made at a later date, for now ask others for help on how to do these things, often somebody will know and be able to help

Additionally, Races, Classes, Subclasses, Origins and Equipment will all have things slowly added to them, Subclasses and Origins often requiring Special objectives or missions to unlock and use, the person who first obtains them having a small bonus given to them as well should they use it

## NPC

If your being an NPC, ill have to write more here later, but for now, you start at level 5 and use this to roll stats

!rr 2 7d20rr1rr2rr3rr20kh6

Meaning you roll two sets of 7d20s rerolling 1s, 2s, 3s and 20s. then drop the lowest