PLAYERS' GUIDE

In a savage world of science and sorcery, 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 species, class, and alignment from the options below, and get out there in the way of those beings. Adventure awaits! After you read through this!

Many stories begin in local tavern across Netheros Prime as 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 - 
ALIGNMENT Are you here to start some mess or stop it?
STEP 2 - SPECIES How hairy and angular are your various parts?
STEP 3 - CLASS What do you want to be when you grow up?
STEP 4 - ABILITY SCORES How bright are your bulbs?
STEP 5 - POWERS Do you have any upgrades?

 STEP 1 - ALIGNMENT 

Next, choose whether your character will be a hero, a villain, or an impartial observer. Save for a few commercially zoned city-states, Netheros Prime is far from a polite society. 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 bean and bonk an elder on the head with his staff. Your background is determined according to your alignment. Selection from the list below or let a d6 (divide by 2 and round up) decide:

d6ALIGNMENT
1-3HEROYou can be counted on to do the right thing by the good people of Netheros Prime.
4NEUTRALYou don’t take moralistic sides between in matters of Netheros Prime, adhering instead to a higher order.
5-6VILLAINYou are only out for yourself, spurred by greed and contempt for the good people of Netheros Prime.

 STEP 2 - SPECIES 

Select your character's species from these various inhabitants of Netheros Prime, or if you dare, first, roll a d8 on the REGION chart:
    d8REGION
    1ANILORAC THRONAcid splashed peninsula between the deserts and the jungles.
    2BROKEN NORTHHarsh northern wastes of Netheros Prime.
    3GNARNWOODAncient, mysterious forests of the north.
    4IRON GASHUnforgiving mountainous spine of Netheros Prime
    5THE LOWLANDSSteaming equatorial jungles and ancient ruin strewn mountains.
    6SUBPRIMENetheros Prime's sprawling subteranean kingdom.
    7UT'ER WASTENetheros Prime's arid wasteland.
    8ZOLKRONThe royal seat of Netheros Prime.

    Next, select your character's species from these various inhabitants of Netheros Prime, or if you dare, roll a d12 on the region-specific SPECIES chart:

    d12ANILORAC THRONd12BROKEN NORTHd12GNARNWOODd12IRON GASH
    1BEASTPERSON1BERGAZI1ANDROID1BEASTPERSON
    2CLAYGOR2DRAGGER2DENDRON2DRAGGER
    3CYCLOPS3DWARF3DRAGGER3DWARF
    4DRAGGER4HUMAN4ELF4GOBLIN
    5FIREBELLY5GRACK5GNOME5GRACK
    6FUNGALOID6ORC6GRACK6HALF-ORC
    7HARPY7JAGULAR7HUMAN7HUMAN
    8HUMAN8SELKIE8KYTINOID8IMP
    9KRODD9SPECTROID9ORC9MAGNAR
    10ORC10TITANOQUAR10PIXIE10MONGER
    11SLIMELORD11WOOF11VEGETAREON11ORC
    12VEGETAREON12YETTIN12WOOF12WOOF
    d12THE LOWLANDSd12SUBPRIMEd12UT'ER WASTEd12ZOLKRON
    1DENDRON1ADDERAK1ANDROID1ANDROID
    2DRAHAKA2BEASTPERSON2DRAHAKA2ELF
    3FIREBELLY3CHOPTERA3GLYCONIAN3FISH PERSON
    4GLYCONIAN4DWARF4HULTRAG4FRUMBLE
    5JAGULAR5FUNGALOID5HUMAN5GNOME
    6KYTINOID6GOBLIN6KRODD6GRACK
    7LOWLANDER7GROID7KYTINOID7HUMAN
    8MOONWORT8OOLITAR8ORC8MOUNDLING
    9PTEROID9RACKNOID9SPECTROID9SKURJ
    10SEA ELF10SCHMALF10THRAXID10SYMBIOD
    11THRAXID11THRIN11WASTOID11URZON
    12VEGETAREON12ZOAN12WOOF12WASTOID

    The description of each species includes traits that are common to members of that species as described in the following categories.

    Ability Score Increase. Every species details adjustments for one or more of a character’s ability scores.
    Age. The age entry provides a brief description of each species' typical lifecycle. You can choose any age within the described range for your character.
    Alignment. Many species 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 species 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 as described in the Adventuring rules, and Combat. Other movement restrictions and advantages may apply.
    Languages. By virtue of your species, your character can speak, read, and write certain languages.
      
     STEP 3 - CLASS 

    Next, choose your character class from the options here or roll a d8 if you dare:

    d8CLASS   DESCRIPTIONDEC
    1BARBARIANThe thickest skulls in the valley.
    2BARDKeytar wielding showpersons.
    3ENFORCERCosmically attuned guardians.
    4MARTIAL ARTISTHighly trained hand-to-hand combat practitioners.
    5ROGUERhyming and stealing.
    6SHAMANNature freaks.
    7SORCERERWield the dark, sticky, nasty, unknown.
    8WARRIORThe folks that do all the warring.

    Each class grants you access to various abilities.
     STEP 4 - ABILITY SCORES 

    Is a character muscle-bound but not that bright? Charming, yet dense? Nimble but a little dopey? The six ability scores provide a quick description of your character’s physical and mental qualities. Roll 4d6 six times, keeping the 3 highest dice, and assign the results to the following abilities as you see fit, then apply your racial bonuses:
    • Strength, measuring physical power
    • Dexterity, measuring agility
    • Constitution, measuring endurance
    • Intelligence, measuring reasoning and memory
    • Wisdom, measuring Perception and Insight
    • Charisma, measuring force of personality
    See the Ability Scores page for complete rules on applying these scores.  
      
     STEP 5 - POWERS 

    If you're eligible, next choose your power(s) from those presented on the POWERS page, or from any in the Nether Regionz Quarterly.
    • CYBERNETICS
    • FEATS
    • MUTATIONS
    • MINOR CYBERNETICS
    • MINOR MUTATIONS
     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.

    XPLVLPROFICIENCY BONUSFEATURES
    01+2
    Species Features and Starting Powers
    3002+2Class Feature
    9003+2Species Feature
    2,7004+2Ability Score Improvement or Power
    6,5005+3Class Feature
    14,0006+3Species Feature
    23,0007+3Ability Score Improvement or Power
    34,0008+3Class Feature
    48,0009+4Class Feature
    64,00010+4Ability Score Improvement or Power
    85,00011+4Class Feature
    100,00012+4Class Feature