5e:Phoenix Ash/Character Creation: Difference between revisions

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Every character belongs to a specific broad category of sentient being. This is often referred to as “character type”. These broad categories are:
Use the following steps to create a character for [[Phoenix Ash (5e Campaign Setting)|Phoenix Ash]]
#. [[#Humanoid|Humanoid]]
#. [[#Sentient Animal|Sentient Animal]]
#. [[#Sentient Plant|Sentient Plant]]
#. [[#Sentient Robot|Sentient Robot]]


You will also need to choose a character subtype. The subtypes are:
#. '''[[Phoenix Ash (5e Campaign Setting)/Character Type|Choose a Character Type and Subtype]].''' This replaces the ''Choose a {{SRD5|Race}}'' and ''Choose a {{SRD5|Class}}'' section of the [[SRD5]].
#. [[#Stabilized Species|Stabilized Species]]
#. '''[[Phoenix Ash (5e Campaign Setting)/Size|Determine your character size and hit die type]].'''
#. [[#Mutant|Mutant]]
#. '''[[Phoenix Ash (5e Campaign Setting)/Ability Scores|Determine ability scores]].'''
#. [[#Symbiote|Symbiote]]
#. '''{{phoenixash|Mutation|Choose mutations}} or {{phoenixash|Modification|modifications}}.'''
#. '''[[Phoenix Ash (5e Campaign Setting)/Background|Choose a background]].'''
#. '''[[Phoenix Ash (5e Campaign Setting)/Skills|Choose skills]].'''
#. '''[[Phoenix Ash (5e Campaign Setting)/Motivation|Provide character motivation]].'''
#. '''[[Phoenix Ash (5e Campaign Setting)/Equipment|Choose starting equipment]].'''


===Humanoid===
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Humanoids are creatures that are vaguely human in shape. They have manipulative digits and can speak and understand 3 languages (the trade language, known simply as {{SRD5|Common}} and two others). A humanoid can be a stabilized species or a mutant (see below). Humanoids start with 2 {{phoenixash|Mutation|mutations}}.
|''Building Kalor''<br />
 
At select steps of character creation, we will include an example of those steps, with a player named Sue building her humanoid character, Kalor.  
===Sentient Animal===
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Sentient animals (SA) are creatures that have human-like sentience, but may lack manipulative digits. They have the {{phoenixash|Power of Speech}} mutation. As this option you will work with your {{SRD5|GM}} to choose a base animal stock (see [[SRD5:Beast]]s), and create its description in game mechanics. A SA may be either a stabilized species, mutant, or symbiote. Stabilized species and mutants start with 3 mutations (one of which is usually {{phoenixash|Manipulative Appendage}}).
 
===Sentient Plant===
Sentient plants (SP) are plants that have a human-like sentience. Sentient plants may be a stabilized species, mutant, or symbiote. Stabilized species or mutants starts with Manipulative Appendage, Power of Speech, {{phoenixash|Mobility}} mutations. They also have one other mutation.
 
===Sentient Robot===
Sentient robots, as the name implies, are robots that have somehow obtained human-like sentience. As a rule, this sentience comes at a price, that of being unable to access their original programming and data and may link to computers; the upshot of this is that a SR will not have access to any more of the ancient’s technology than any other character. SRs are considered a stabilized species or symbiotes. Non-symbiote robots start with 2 {{phoenixash|Modification|modification}}s. Sentient robots cannot mutate, but may be modified.
 
===Creature Subtype===
You will also need to choose a creature subtype.
 
====Stabilized Species====
A stabilized species is unlikely to mutate due to environmental effects (radiation, mutagens, etc.). Instead, they will take damage. This means that there are other creatures like you. You are more likely to have a background that includes a village or other social group.
 
====Mutants====
Mutants are more likely to mutate than take damage due to environmental effects (radiation, mutagens, etc.). Being a mutant, you are one of a kind. Often mutants are ostracised and exiled from the societies that gave them birth.


====Symbiote====
==Proficiency Bonus==
Symbiotes (animal, plant or robot) require a host animal to be able to communicate and manipulate objects. A symbiote’s physical attributes (Str, Dex, Con) have a maximum value of 6. The host's mental attributes (Int, Wis, Cha) have a maximum value of 6.
The proficiency bonus is +2 for a 1st level character. It provides a bonus to a number of actions, checks, and situations that your character may find itself in. Such as:
* Attack rolls using a weapon you are proficient with.
* Attack rolls using a mutation.
* Ability checks for a skill that you are proficient with.
* Ability checks using a tool that you are proficient with.
* Saving throws you are proficient with.
* Saving throw {{SRD5|DC}}s for a mutation effect of yours.


If using the standard matrix, replace 12, 10, & 8 with 5, 4, 4 (these must be applied to the physical attributes). The host also uses the standard matrix, but replaces 12, 10 & 8 with 5, 4, 4 (which must be applied to the mental attributes)
The character type and background determine the weapons, saving throws, skills, and tools that it is proficient with. As it advances levels, the proficiency bonus will increase and will have the opportunity to gain additional proficiencies.


If using the point buy system, you have 27 points to spend. The mental attributes are for the symbiote and the physical attributes are for the host. You then repeat the process with -22 points to spend; the physical attributes applied to the symbiote and the mental attributes applied to the host.
==Level and Experience Points==
Experience points (xp) is an artificial marker of life experience. As a character progresses in its life and adventures, it learns how better to avoid danger and take advantage of its best aspects.  


If you are using the dice rolling method, roll a 2 d6s for each ability and take the higher number for the ability score. These are the symbiote's physical and host's mental abilities. Roll 4 dice for each ability, discarding the lowest and adding the remaining dice to obtain the ability score. These are the symbiote's mental and host's physical abilities.
Similarly, level is is an artificial division or checkpoint on this journey. Often, a character will gain hit points (see below) and proficiency when it gains a level.  


Symbiotes have 2 mental mutations and the host has two physical mutations to start and may be either a mutant or stabilized species. If a stabilized species, the symbiote can only form a symbiosis with one host species. If a mutant, it may form a symbiosis with any species with a MS of 7 or less. Work with your GM to create an acceptable host creature.
Characters usually start at level 1 with 0 xp, and the GM awards xp for good role playing, achievements, and advancing the story.
 
Symbiotes gain a minimum of 1 hp per level. When in combat apply all hit point loss to the host first, then the symbiote.


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|''Building Kalor''<br />
|''Building Kalor''<br />
At select steps of character creation, we will include an example of those steps, with a player named Sue building her humanoid character, Kalor. Kalor is a tall shaggy humanoid called a Quim. She lived in the Green River village with others of her kind (so she is a stable species).
Kalor is starting at 1st level (0 xp), so her proficiency bonus is +2. Sue confers with her GM and they decide that Kalor is medium size, so will start with a d8 for her hit dice and will have 8 hit points (plus any Constitution bonus).
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Revision as of 15:44, 23 July 2020

Rules Dependency
The Phoenix Ash rules are dependant on the Dungeons & Dragons 5th edition System Reference Document (SRD-OGL v5.1), or SRD5. The following rules will parallel these rules and note differences between them.
Rlyehable  +

User Creation
Source: Rlyehable
Date Created: 2017-07-10
Status: In progress


Phoenix Ash
Campaign Setting
5e

Use the following steps to create a character for Phoenix Ash

  1. . Choose a Character Type and Subtype. This replaces the Choose a Race and Choose a Class section of the SRD5.
  2. . Determine your character size and hit die type.
  3. . Determine ability scores.
  4. . Choose mutations or modifications.
  5. . Choose a background.
  6. . Choose skills.
  7. . Provide character motivation.
  8. . Choose starting equipment.
Building Kalor

At select steps of character creation, we will include an example of those steps, with a player named Sue building her humanoid character, Kalor.

Proficiency Bonus

The proficiency bonus is +2 for a 1st level character. It provides a bonus to a number of actions, checks, and situations that your character may find itself in. Such as:

  • Attack rolls using a weapon you are proficient with.
  • Attack rolls using a mutation.
  • Ability checks for a skill that you are proficient with.
  • Ability checks using a tool that you are proficient with.
  • Saving throws you are proficient with.
  • Saving throw DCs for a mutation effect of yours.

The character type and background determine the weapons, saving throws, skills, and tools that it is proficient with. As it advances levels, the proficiency bonus will increase and will have the opportunity to gain additional proficiencies.

Level and Experience Points

Experience points (xp) is an artificial marker of life experience. As a character progresses in its life and adventures, it learns how better to avoid danger and take advantage of its best aspects.

Similarly, level is is an artificial division or checkpoint on this journey. Often, a character will gain hit points (see below) and proficiency when it gains a level.

Characters usually start at level 1 with 0 xp, and the GM awards xp for good role playing, achievements, and advancing the story.

Building Kalor

Kalor is starting at 1st level (0 xp), so her proficiency bonus is +2. Sue confers with her GM and they decide that Kalor is medium size, so will start with a d8 for her hit dice and will have 8 hit points (plus any Constitution bonus).

Sources and Notes


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