Character Creation
Now that all the players are gathered and your DM has set the stage, it's time for our band of treasure seekers
to
finally form. During this initial phase of the game, each player will create a treasure hunter through which
they'll
engage in the world. They'll each have a backstory, a personality, a class, stats, abilities, and so on, that,
as the game proceeds, will grow in strength, endurance, and power, until, ultimately, they're ready to face
the final opponent and save the world.
We'll begin with breaking down the process into three steps.
-
Biography
-
VSSAs
-
Equipment
-
Starting the Adventure
Biography
Start by thinking of who your treasure hunter is and where they come from.
Are they well-intentioned? Are they on a noble journey to help someone, or are on they looking for personal
gain?
Maybe they're out to save themselves from an impossible debt, or to resurrect someone dear?
Dewprism is a game about going after the ultimate Relic - a magical item so powerful it is
can grant any wish - and so your character's motivations should justify them going after it.
This will all tie into their behavior around others. Do they work well as a team, listening to
their friends and heeding their advice, or are they the type to run head-first into danger with the
only plan being to improvise it all on the fly?
In a way, this all ties into their appearance. It's common sense that most people dress the way
they want others to perceive them, and Dewprism being a JRPG from the late-90's, there's plenty of
room for creativity. Though the description doesn't have to be too verbose, it should fit comfortably
into a single sentence. Ultimately, most people - including your fellow treasure hunters - should be able
to accurately predict what kind of person your treasure hunter is based on their appearance alone.
Once you've figured that all out, go ahead and write down their backstory, behavior, and appearance
in their respective sections under the Biography section at the top of your character sheet.
Class
Your character's class is going to be the core of their strengths and abilities. Over the course of
the game you'll go on to become something completely unique that is set apart from all the others.
But for now, you get to
pick one from the base list.
Whatever class you choose, you'll it list as your Primary Class in the Biography section of your
character sheet, and again on your Classes portion just beneath. With your class you'll write down
what level you are in it - this called your Class Level, and is separate from your Level attribute.
Abilities
Once you take your primary class, you know all of the abilities that belong to it. Write down the abilities,
including the Doctrine Ability, to your character sheet.
In addition, choose one of your non-Doctrine abilities to learn to your sideboard, and another
to take as your Natural ability. Mark each of the abilities in between parentheses.
Level
Your level is the best indicator of how far into their journey your character is. It's a measure of
strength, endurance, and power. The higher their level, the more formidable a force they are.
Most likely your party will all be starting at level 1.
To put things into perspective, you may consider the average townsperson to be level 0 - they
effectively have only 1 point of health, 1 stamina, mana, and focus, 1 power and 1 evasion for
their melee, magic, and skill listings, and have no class (and thus no abilities).
VSSAs
Standing for Vitals, Scores, Stats, and Abilities, your VSSAs (pronounced Vee-suhs or Visas) are the
center of your character's combative abilities. These scores are all initially determined by your
starting class, and are continually influenced by the classes they take as they level-up.
Referring to your class's documentation, you'll start by copying down its base Vitals, Scores, Stats,
and Abilities down from it to your character sheet, ignoring any values marked in between parentheses.
Keep in mind that you'll have a separate sheet for all your abilities, along with another sheet
(or two) for your sideboarded abilities.
Vitals
Your vitals section contains four attributes.
-
Health.
Representing the amount of punishment you can endure before you are finally defeated. Once it
reaches 0, you're Knocked-Out (KO'd), and at negative its max value, you're dead.
This score continually grows over the course of your campaign, and can even reach into the thousands.
-
Stamina.
How many points you have to spend on your Melee abilities (if they require any). Actions
made with stamina are going to be feats of strength, endurance, and power. Once it reaches 0, you
feel exhausted.
-
Mana.
The measure of your mana pool and therefore how many spells you can cast throughout a battle.
Mana is always used for spellcasting, be it raining fire from the score, turning invisible,
or healing somebody from the brink of death. When it reaches 0, you're emotionally exhausted.
-
Focus.
The measure of your logical and sensory acuteness. In battle, your skill-type abilities, be they
secret arts or flick-of-the-wrist actions, will depend upon your Focus. Focus is the power of
knowledge and wisdom, under which you can do incredible things. Once it reaches 0, you feel
mentally exhausted.
All of these vital values can be restored from a quiet night's rest, or through handy potions.
Scores
Your scores are generally static, being determined by your primary class and then staying that way.
They do not grow, though they may be affected by your abilities.
-
Element.
Your base element.
This will determine which attacks you are weak to and which attacks you're strong against.
-
Initiative.
Your base bonus to your initiative roll at the start of combat. 0 is normal.
-
Carry.
How much equipment you can carry on your person at one time. What your outfit
looks like or how big your pockets are has nothing to do with it (thankfully).
The value is measured in Units (u), which is approximate to 10ish pounds.
If you exceed your Carry, your movement and be penalized.
-
Rank.
A score attached to every weapon and just about every ability. It is a score
held between parenthesis used to multiply an adjacent power score. Your
Melee, Magic, and Skill Damage tables are determined by their own respective
Ranks. Using an attack that has elemental advantage, or rolling a natural 20
for an accuracy check, increases the rank of that attack.
-
Melee Damage.
A brief reference of potential damages based on your base melee power multiplied by different ranks.
When using a Melee-type weapon, you'll determine its damage based on the matching
rank found on this table. Likewise, abilities that use Melee Power
determine their damage from here.
-
Magic Damage.
A brief reference of potential damages based on your base magic power multiplied by different ranks.
When using a Magic-type weapon, you'll determine its damage based on the matching
rank found on this table. Likewise, abilities that use Magic Power
determine their damage from here.
-
Skill Damage.
A brief reference of potential damages based on your base magic power multiplied by different ranks.
When using a magic-type weapon, you'll determine its damage based on the matching
rank found on this table. Likewise, abilities that use Magic Power
determine their damage from here.
-
Critical Damage.
Beside each damage score is a score called Crit, which stands for Critical Damage.
Crit is equal the attack's Rank+1. It is possible to increase an attack's
Rank multiple times in a single action.
Stats
Your three primary attack-type scores are listed here.
-
Melee - Represents your melee ability.
-
Magic - Represents your magical ability.
-
Skill - Represents your skillful ability.
Each attack-type is split into three columns: Power, Evasion, and Accuracy.
-
Power.
Measured as the general effectiveness of your ability.
Many abilities use it for damage.
-
Evasion.
How often you're able to dodge an attack of a certain type.
The higher the score, the harder it is to hit you.
-
Accuracy.
How good your aim with a certain attack-type.
The higher it, the more often your attack hit.
Abilities
Your Abilities list is used to record all your actively used abilities, of which there are 10:
your Natural ability, your Doctrine ability, and your regular abilities.
Though very few abilities look completely similar, they do share a set of some common attributes that
indicate how they're to be used and how they behave in combat.
-
Type, Method, and Application.
These attributes are bundled together at the front of your ability. Type indicates
how your character uses the ability; method describes the intention
the ability; and application describes the terms you use it
under.
-
Use.
The general cost and conditions under which an ability is used. Most abilities require
an amount of AP, and others yet will demand an amount of either, Stamina, Focus, or Mana
(or all three). Some abilities are limited to an amount of uses per round or battle.
Abilities are treated similarly to computer programs; you start from the
top and work your way down, following the instructions to the best
of your understanding. Abilities are also quite specific at times,
and mean exactly what they say.
This means that some abilities that don't list a Use cost are free to use,
such as passive abilities. Some abilities don't list an Evade or Accuracy check,
so they always hit their mark. And some abilities don't list range,
so they can presumably reach anywhere in the battlefield.
Ultimately, abilities depend on the instructions within their Effect,
OnHit, or OnPass statements. They get the final say.
Since abilities are so data-dense, you can optionally list the bare-bones of the ability
and reference its full details from the class documentation.
Natural Ability
First chosen when you create your character, this ability is tied to your physiology, and is often reflected
in your appearance (at your discretion).
This ability will always be featured in your skills list, and cannot be un-learned or replaced. When you take
a new class, you must replace one of the class's non-Doctrine abilities with your Natural ability.
When you've taken a Natural ability, simply mark it apart from the others, so you don't forget it.
Doctrine Abilities
The first item listed in your Abilities list is your class's Doctrine Ability. This ability is unique
to your class and will go on to define your character on the battlefield. Unlike regular abilities,
you cannot learn this one.
The Doctrine ability is always listed at the top of the list and is indexed with a 0.
Regular Abilities
Regular abilities make up the bulk of your abilities list. From the start, your abilities will be
comprised of your primary class's abilities. However, as you continue to advance through the
levels, you'll be able to mix-and-match your learned abilities from other classes.
At level 1, as you're recording your abilities for the first time, you may pick an ability to
learn for future use with other classes. Write this ability down on your sideboard sheet.
You may mix-and-match as many Regular abilities as you like, with the exception of
your Doctrine and Natural abilities.
Talents
More than just a treasure hunter, your character possesses a set of non-combat talents that
allow them to be proficient during peace-time. These talents can be used for a variety of tasks,
even
during combat.
There are six general talents that you have to work with.
-
Craft. Used for the manufacturing of items from resources.
-
Harvest. Used for collecting vegetation and meat from carcasses as resources.
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Scholar. Used for studying and learning new information from books, tablets, and other objects.
-
Navigate. Used for traveling over long distances, especially when no clear path is visible,
such sailing, exploring caves, or the forest.
-
Acrobatic. Used for navigating around physical obstacles, such as pits, walls, or swinging from
vine to vine.
-
Arts. Used for the creation of art through dancing, painting, literature, and so on.
As a starting adventurer, you don't have much in the way of talents. However,
everybody has things they're good at and things they aren't.
-
Pick one talent to get +2.
-
Pick one talent to get +1.
-
Pick one talent to get -1.
-
Pick one talent to get -2.
However, if you're starting out at a higher level, you gain additional
points to increase your talents by.
Gain +1/point per level to increase your Talents by.
No Talent can go beyond 10.
Equipment
While out adventuring, it's always good to come equipped. You'll need food, medicine, tools,
and, most of all, weapons. Beware finding yourself under-equipped while out in the great unknown
- as it could be days before you can make the trip back to town.
However, there's a limit to the amount of weight you can carry on your person at once,
which is dictated to by your class's Carry score. Carrying anything beyond your Carry score
poses penalties to your Movement scores, which may eventually result in your
complete immobilization.
Your equipment section is split into five areas for you to list your stuff in.
-
Primary Weapon
The weapon in your dominant hand. Attributes listed, aside from its name, are Type, Rank, Use, and Weight.
-
Secondary Weapon
The weapon in your non-dominant hand. Attributes listed, aside from its name, are Type, Rank, Use, and Weight.
-
Tools
Your list of tools. Among the variables are listed Weight and effects.
-
Consumables
Generally anything you can eat or drink, this ranges from sandwiches to magic potions.
The items are listed as a free-form list, indicating the amount of matching items,
their names, and effects.
-
Materials
Collected either from foraging or from looting monsters after a battle,
materials are primarily used for crafting consumables, weapon mods,
and new tools. However, they can also be consumed once for a lesser
effect.
If one wishes, they can also sell the materials at the local
store for some spare change.
Your Starting Equipment
Each treasure hunter comes into the story with naught but the clothes on their backs, their trusty weapon, and
anything granted from their background kit.
Background Kit
When starting a campaign, you don't always have to start in the same destitute condition. Instead,
as the DM wills it, each player can start out with a kit of support items and some money to help
get them started.
Ideally, the DM should pick the same starting kit for each member to start with, according
to how difficult the campaign will be when starting out. The harder the difficulty, the
fewer resources they have to start out with.
Difficulty |
Kit |
Easy
|
5x Level 1 Health Potion
750 Gil
|
Medium
|
3x Level 1 Health Potion
400 Gil
|
Hard
|
1x Level 1 Health Potion
100 Gil
|
Brutal
|
Nothing, lol.
|
Weapon
What your weapon looks like is up to you - but keep in mind that there will be no other weapon quite like it in
the land.
There may be weapons of a similar or same type, but yours is unique! It has you written all over it, and
has even developed some unique qualities.
In this regard, start by building your weapon. Below is a list of attributes that you select one of each
from.
-
Type.
-
Melee.
The weapon is used in melee. Most often a kind of sword, an axe, or a mace.
-
Magic.
The weapon is used in spells. Most often a kind of staff, wand, or magical item.
-
Skill.
The weapon is used in skills. Most often a ranged weapon like a whip, throwing star,
or a bow.
-
Weight Class
WC
|
Use
|
Rank
|
Weight
|
Attributes
|
VL
|
2/turn
|
1
|
0.2u
|
L
|
5AP+(2/turn)
|
2
|
0.5u
|
M
|
10AP
|
3
|
1u
|
H
|
10AP + 3sta
|
4
|
2u
|
VH
|
10AP + 5Sta
|
5
|
4u
|
Huge
|
Attribute
Pick one attribute from the
attributes section to apply to your weapon.
Whatever attribute you chose, its X variable is equal to 1.
Level Adjustments
Finally,
if the party is starting out as higher-level adventurers, the quality and quantity of their
starting kits can also be adjusted. This means, granting them better equipment to simulate previous
adventures.
Your Damage Scores
You have three kinds of damage scores: Melee, Magic, and Skill.
Your melee damage is equal to your Melee Power times your melee weapon's rank. If no melee-type weapon is equipped, your Melee Damage is rank 1.
Your magic damage is equal to your Magic Power times your magic weapon's rank. If no magic-type weapon is equipped, your Magic Power is rank 1.
Your skill damage is equal to your Skill Power times your skill weapon's rank. If no skill-type weapon is equipped, your Skill Power is rank 1.
Next Steps
Now that your character is finished, you're ready to move onto the next steps.
First, look into
Combat, so that you'll know how to engage in combat and
do your best.
After that, you can look into Character Progression
and Adventuring. Once comfortable, you
can familiarize yourself with the world's Lore.
Starting the Adventure
Now that you know who your character is, where they've come from, and why they're on this quest,
you should work together with the other players - including the DM - on how all of your character come
together for the campaign.
Typically, it begins with sail boat coming in from along the coast. Each of the characters are
at the end of a two-year long journey, in which the little town they're venturing to is their last
chance. During that time on the boat, they might have had some chances to get exchange glances
do greetings.
How it all happens is up to the players. Once the boat lands in port, the game begins for real.
Happy adventuring!