Character Creation

Creating a new character is a fairly simple process of identifying the character and allocation Attributes, Skills and Class Levels to them.

Basic Information
Some basic information about your character is often necessary in determining how that character interacts with other characters. This type of information is typically inclusive of things which could be gathered from a short conversation with the character or by simply looking at them.

Here is some example information that will likely be helpful in possibly fleshing out a character further:
 * Name
 * Age
 * Height/Weight
 * Physical Description

While none of this information is particularly necessary, it can help bring a character to life in a role-playing setting.

Race
The species of humanoid of which a particular character is born. A character's race can impact many traits about them, including attributes, skills and even racial abilities. This also determines how your character appears to others and can have social implications depending on what kind of game your GM decides to run.

A comprehensive list of races can be found on the Character Races page.

Class
A character's class is their area of expertise. Unlike in other games where a character's class prodives a block of abilities and enhancements on their own, classes in Asternova do not. Class Levels are simply designed to be prerequisites for skills and abilities that otherwise any character can take. Characters who choose a class to begin with are not locked into that class and, in many cases, the particular archetype chosen for a character requires multiple classes to get the proper skills. More details on this topic are covered in Classes, Character Advancement and Class Archetypes

Attributes
Once a class archetype has been decided for a character, the next step is to allocate attributes in a way to compliment the skill set and abilities they'll be using. This is not strictly necessary, it's perfectly acceptable to build a character any way you please, but for players wanting to make the most out of their characters, complimenting a character's strong points is key. Keep in mind any attribute changes made by the character's race, if any, while allocating attributes.

The main attributes used by characters to modify Skill Rolls are as follows:


 * Strength - A character's physical ability and muscle. Used for melee damage and brute force.
 * Dexterity - A character's coordination and speed. Used for hitting with attacks and fine precision actions.
 * Intelligence - A character's ability to reason and recall information. Used for many technical skills.
 * Perception - A character's attention to detail and ability to effectively communicate with others. Used for diplomacy and observation.

Allocating Attribute Points
In a typical campaign, characters are allowed to allocate 22 points between attributes, however they please. Attributes have a minimum score of 0 and a maximum score of 10. This number can be modified for the type of campaign being run. 20 points can be used in a low-powered campaign that relies on characters being average, 25 points can be used for slightly stronger campaigns and 28 points is recommended for high-powered campaigns.

The default attribute point spread allows players to evenly distribute points into attributes with scores of two 6's and two 5's.

Optional Character Generation Methods
There are optional rules that the GM can allow players to use for generating characters instead of a flat base score method.
 * Variable Point Pool: Players roll 6d6 to generate the number of points that can be allocated.
 * Score List: Players roll 3d10 taking the average score of all three die, rounding down. Players do this 5 times, dropping the lowest score to get a list of scores the player can allocate to their attributes. They cannot reallocate individual points.
 * Ordered List: Similar to the Score List method, instead of allocating scores, the player rolls 3d10, taking the average rounded down and applies that to each attribute in order of Strength, Dexterity, Intelligence and Perception. The player is allowed one reroll, but must take the second score, even if it's lower. This is a method of character generation suitable for low-powered campaigns only.

Calculating Attribute Modifiers
Skills using certain attributes gain a modifier based on the score of the attribute itself. The default attribute score is 5 that grants no modifiers. For every point above 5 the attribute is, the character gains a +1 modifier when using skills that involve that attribute. For every point below 5 the attribute is, the character gains a -2 modifier when using skills that involve that attribute.

For example, a Soldier with an 8 Strength has a +3 with all Strength-based skills, while his inferior Intelligence of 3 gives him a -4 modifier to all skills in that category.

This design is intended to prevent power gaming where possible by making large negative modifiers less worth taking for getting relatively small positive modifiers in exchange.

Skills
Characters start with a number of skill points to be allocated. Skill points don't have to be used solely on Skills, however. They can be used to purchase Advanced Skills and Abilities which will be useful for them throughout their adventures.

The number of skill points that can be allocated depends on the attributes of the character. Skill points of a certain attribute can only be used to fund Skills of that attribute or Advanced Skills and Abilities where Skills of that attribute are a prerequisite or have no skill prerequisites whatsoever.

The number of skill points per category of skills to allocate at first level is equal to 3 times the attribute score. Characters gain skill points equal to their attribute scores at each subsequent level. See Character Advancement for more information.