Guide/Character Creation

## Step-by-Step Character Creation

This guide will lead you through the creation of a Dreamscape legal D&D character.

### Character Concept (Optional)

We would suggest that your first step be coming up with a basic character concept what kind of character you want to play. Do you want to play the suave troublemaker who can talk their way out of trouble, or do you want to play the hulking brute who solves every problem with the swing of their axe? Once you come up with a character concept, the rest of the aspects of your character (their background, species, class, etc.) become much easier to choose.

If you would rather build your character's stats first and let that guide your concept, feel free. Though we do give suggestions, we want you to tell your stories your way.

### 1. Choose a Species

Every character belongs to a species. Though this does not define all the character is, it is a good place to start.

#### Legal Species

Any species found on this wiki is Dreamscape legal.

### 2. Describe Your Character

Every character is a collection of stories and traits that make them who they are. Though this information has little to no bearing on the rolls of the dice, they are the most important thing. The hard rules make it that you can play your character, but this information is will inform you on how to play them.

#### Personality and Backstory

You are not expected to write a short story and seven generation genealogy for your character (though you can if you would like), but it is good to summarize your character's past. Where they are from, how they grew up, why they left home, how they learned what they know, etc.

#### Characterization Guide (Optional)

This guide is a wonderful tool for filling out the character of the character. Unfortunately I cannot find where this is from, only a picture online with no apparent source.

"Who is your character? Only defining species and powers can leave a hollow impersonal fighting machine. At the same time, an overdeveloped character can leave you without room to explore and grow in the story. These questions provide a baseline of personality to make your character distinct, entertaining, and easily role-playable. I recommend sending your answers to the GM before the first session so they can adapt the story to suit.

1. History
	1. Where did they grow up?
	2. What was their greatest fear child?
	3. What did they aspire to be as a child?
	4. Describe a previous experience which formed, inspired or changed them 5) Describe a previous experience which damaged or hurt them.
2. Relationships 1) Who is their current closest friend/person they know?
	1. What is their relationship with their parents/family?
	2. Do they have any rivalries or enemies? With whom, and why?
	3. Are they seeking any kind of relationship?
3. (Ambition 1) What is a specific, short-term goal they have?
	1. What is a broad, long-term goal they have?
	2. What kind of person do they want to be? What is their ideal lifestyle?
	3. What kind of change do they want to see in the world.
4. Identity
	1. Describe a hobby they have or community of they are a part.
	2. Describe a unique mannerism, body language, expression, or feature of appearance they have.
	3. What is something of which they have an irrational like/dislike?
	4. How do they speak? Do they have an accent, speak fast or slow, properly or with slang?"

#### Renown

Every character has existed in their world for a while, and so are known by some group of note. (Characters are built with renown equal to their level.) a first level character starts with one renown with an organization which they are either a part of or have delt with in the past.

Renown is a numeric measure of a character's fame.

Weather the character has garnered their fame through exploits, relations, or capabilities is up to you. Renown can be spent to pull rank, or sway people to do what you want; however, it only works if the people you are trying to sway are within the same organization as the character. Organizations come in two forms adventuring factions (which sometimes become governments) and settlements (such as planets, space stations, etc.). If your character has renown in a faction, they can use it to influence anyone who is a member of said factions, not necessarily people who are ruled over by or otherwise related to the faction, though they may have heard of your character. If your character has renown in a settlement, they can use it to influence any denizen of said settlement, not necessary the factions that work out of the settle or groups otherwise related to the settlement.

Popular Factions and Settlements Work with your ST to determine what organization your character should have renown in. Some popular examples are below.

* **Curecant** aa
* **Tatooine** aa
* **The Jedi Order** aa
* **The Sith Order** aa
* **The Bounty Hunter's Guild** aa
* **Port Nowhere**: The settlement of Port Nowhere is a hyperspace capable space station popular amongst smugglers that has stayed neutral in the galaxy’s wars for thousands of years, constantly improving itself with the best navigation and hyperspace technology available so it can keep it that way. Though the station is neutral, people of all stripes and alliances are allowed to visit, as long as they do not bring their war with them.
* **The Galactic Republic / Rebel Alliance / Galactic Federation of Free Alliance** aa
* **The Consecration Independent Systems / Rebel Alliance / Galactic Federation of Free Alliance** Aa
* **The Sith Empire / The Galactic Empire / The First Order** aa

### 3. Choose a Class

Their class is where the bulk of a character's stats will come from, as well as where progression when they level up.

For your first character, we suggest using the Jedi, Noble, Scoundrel, Scout, or Soldier class. Legal Classes Any class from a published source book by Dreamscape Storytellers for Star Wars: Saga Edition.

### 4. Determine Ability Scores

A character's abilty scores are the simplest distillation of their capabilities. Almost everything done in game will be influenced by their seven abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Willpower. Each ability has a score on your character sheet ranging from 1 to 20, 10 being the capabilities of an average human. At a glance, these scores will allow you to know where your character struggles and where they excel.

These scores will determine your ability modifiers. Ability modifiers (or Ability Mod.) are the number you will be adding to your rolls. There are two ways to think about how the score determines the modifier.

* 1) When your score is 0, your modifier is -5.
* Every 2 you add to your score adds 1 to your modifier.
* 2) When your score is 10, your modifier is 0. For every 2 points above 10 your score is, your modifier increases by 1. For every 2 below 11, your score decreases by 1.
* If neither of those methods work for you, you can use the Ability Score to Modifier table.

For a more in-depth explanation of abilities, see the Abilities page on this wiki.

**Determining Scores**

There are two methods you can use to determine your character's ability scores, Standard Array and Point Buy.

#### Standard Array

Standard array is the faster and simpler way to determine your character's ability scores. That is not to say it is just for beginners, plenty of veteran player prefer standard array over point by. With standard array you get seven numbers (15, 14, 13, 12, 10, 10, 8) which you can place in any of your ability scores.

#### Point Buy

Point buy is the system that allows for more control over your character's ability scores, but in turn is the more complicated option. With point buy you are given a pool of points (31) that you can spend to increase your ability scores. Each of your scores start at 6. Each time you increase your score by 1 it costs 1 point until your score reaches 13. When you increase your score to 14 or 15, it costs 2 points each time. For easy reference, use the Point Buy table.

In order to roll for your Ability Scores, you must ask the Storyteller of you game if they allow it. If they allow it, you must roll your ability scores in front of them. Rolling your abilities is slightly slower than standard array and add randomness into character creation. To determine your scores, roll 4d6 and remove the lowest adding the heist three together. (For example, if you rolled a 6, 4, 3, and a 1, you would remove the 1 and add 6, 4, 3 together getting a score of 13.) You repeat this seven times.

Once you have all seven numbers, you can assign them to the scores as you see fit.

#### Determining Starting Dark Side Score

If you are starting as a Light Side character, your Dark Side score starts at 1. If you are starting as a Dark Side character, your Dark Side Score starts 1 point higher than your Wisdom Score.

### 5. Choosing Equipment

Almost as important as what a character can do is the equipment that allows them to do it. If you have not already, you can find your characters starting credits in their class description and perches their equipment with that. Remember to buy ammo and a holster if you buy a weapon.