PLAYER'S GUIDE

In a world of science, sorcery, and savage absurdity, only eight to nine hundred beings, maybe more, have what it takes to rise to power. Even if your character is not one of those beings, you can still choose a race, class, and background from the options below, and get out there in the way of those beings. Adventure awaits! After you read through this!

The Zolkron Valley Mall region of Sajak Prime is where many stories begin. It's the renowned center of retail savings throughout the Nether Regionz. Local tavern and innkeepers encourage small, diverse groups of strangers to gather in small "parties" at their establishments. within earshot of all sorts of conspirators.

CHARACTER CREATION

STEP 1 - RACE

STEP 2 - CLASS
STEP 3 - BACKGROUND
STEP 4 - POWERS
STEP 5 - EQUIPMENT

STEP 1 - RACE

Select your character's race from the following core races, or any of the playable races detailed in Nether Regionz Quarterly:
The description of each race includes traits that are common to members of that race as described in the following categories.

Ability Score Increase 
Every race details adjustments for one or more of a character’s ability scores.

Age
The age entry provides a brief description of each race’s typical lifecycle. You can choose any age within the described range for your character.

Alignment
Many races have tendencies toward certain alignments, described in this entry. These are not binding for players but can help you better define your character.

Size 
Most characters are Medium, roughly 4 to 8 feet tall, while a few races are Small, between 2 and 4 feet tall. Certain rules affect Small creatures differently, such as the limitation on wielding heavy weapons explained in the Weapons & Equipment section. The random measurement tables provided are optional.
 
Speed and Movement
Your speed determines how far you can move when traveling (“Adventuring”) and fighting (“Combat”). Other movement restrictions and advantages may apply. Languages By virtue of your race, your character can speak, read, and write certain languages.


STEP 2 - CLASS

Next, choose your character class from the options here, or from those presented in Nether Regionz Quarterly.

STEP 3 - BACKGROUND

Next, choose a background from those presented on the BACKGROUND page, or from any in the Nether Regionz Quarterly.

HOOLIGAN, JANITOR, KIOSK ATTENDENT, MALL GOTH, MALL LORD background templates presented here or from any of the options in Nether Regionz Quarterly. Personality Traits, Quirks, Goals, Languages.

Next, choose an ALIGNMENT. Save for a few commercially zoned city-states, Sajak Prime is far from a polite society. If someone has bad intentions there's not a lot of social pressure to discourage them from letting you know. It's expected that for every village of squishy peasant farmers minding their own business there is a jagged-toothed sorcerer in the nearby woods waiting for an opportunity to steal their sacred beans and shove an elder. Additionally, the veil between the material world and the multiverse is thin on Sajak Prime. Extra-dimensional forces and beings are constantly exerting themselves on the Nether Regionz. Your race, class, background, and patron demigod if applicable might all influence your selection from the nine distinct alignment combinations:
  • Lawful Good (LG) creatures can be counted on to do the right thing as expected by a righteous society. Planetars, worshipers of Orangulus, and most elderly nerds are lawful good. 
  • Neutral Good (NG) folk do the best they can to help others according to their needs. Many Cloud Giants, and most Gnomes are neutral good. 
  • Chaotic Good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper Dragons, many elves, and unicorns are chaotic good. 
  • Lawful Neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral. 
  • Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Bug people, many Shaman, and humans are neutral. 
  • Chaotic Neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues are chaotic neutral. 
  • Lawful Evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, Blue Dragons, and Hobgoblins are lawful evil. 
  • Neutral Evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some Cloud Giants, and Goblins are neutral evil. 
  • Chaotic Evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, Red Dragons, and orcs are chaotic evil.

POWERS/FEATS/MUTATIONS/CYBERNETICS

Lastly, gear up with WEAPONS and EQUIPMENT



CHARACTER ADVANCEMENT

As your character completes quests and overcomes challenges, they gain experience, represented by Experience Points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level as detailed in the chart below.

When your character gains a level, their class grants additional features as detailed in the class description, including increased Proficiency Bonuses, and Ability Scores (capped at 20).

Your character also gains an additional Hit Die with each level. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level Fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18. thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.

Experience PointsLevelProficiency Bonus
01+2
3002+2
9003+2
2,7004+2
6,5005+3
14,0006+3
23,0007+3
34,0008+3
48,0009+4
64,00010+4
85,00011+4
100,00012+4
120,00013+5


Inspiration
Inspiration is a rule the game Master can use to reward you for playing your character in a way that’s true to his or her Personality Traits, ideal, bond, and flaw. By Using Inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or Inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.


Gaining Inspiration

Your GM can choose to give you Inspiration for a variety of reasons. Typically, GMs award it when you play out your Personality Traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn Inspiration in the game.

You either have Inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.


Using Inspiration

If you have Inspiration, you can expend it when you make an Attack roll, saving throw, or ability check. Spending your Inspiration gives you advantage on that roll.

Additionally, if you have Inspiration, you can reward another player for good Roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your Inspiration to give that character Inspiration.


Open Gaming License

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