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Origin

From Kronopolis and the Flat Plane
Revision as of 00:59, 27 May 2025 by Wioum (talk | contribs)
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When creating a character, the character's origin is maybe the most pivotal aspect of character creation. It involves crafting a compelling backstory that defines your character's physical characteristics like sex, gender and age, but also your background, with heritage and ancestry, motivations, personality, connections to the game world, and potential for character growth.

Consider family history, motivations, personality traits, relationships, unresolved issues, and moral code while ensuring alignment with the campaign setting. Collaborating with the Dungeon Master and fellow players can lead to a more cohesive party and enrich the storytelling experience at the gaming table, making your character's origin a vital element of the adventure.

Physical Characteristics

Age

Age
Age and time... both decide many things in one's life. History, experiences, family, relationships, ambitions, goals, motivation, energy, recklessness, knowledge, wisdom, interests, health, stamina, skills and much more...

An aging character usually have more experiences, having gathered knowledge throughout their life. This is represented by a character gaining age traits as they go through the different age spans, as well as proficiencies. These features are usually balanced out by the aging characters faltering strength and health.

Younglings, unlike their elders, lack life experiences and knowledge they've gained throughout life. A younger character has fewer age traits, fewer developed proficiencies and is weaker than their adult counterparts, although generally more agile.

Age Traits

When creating a character, you must also decide upon an age. This age falls within an age span from childhood to elderly, granting different effects, both positive and negative. Additionally, a character chooses one Age Trait for each age span they have entered. Age traits are features that exceptional individuals possess, those of the adventurers.

Childhood

Childhood

Childhood is a small but formative period of discovery and intellectual development for humanoids. Children quickly learn to master fine motor skills and learn to move through and manipulate their environments with ease, but the most important aspect is that the mind is flexible and is thirsty for knowledge.

Ability Score Change
Str Dex Con Per Int Wis Cha Des
-3 +1 -3 +1 +0 +0 +2 +2

Childhood Effects

  • First Language: Children gains language proficiency. The first language chosen represents their mother tongue, usually regionally or racially associated.
  • Smaller Size: Children are one size category smaller than that of an adult of its race. This results in a lower hit dice, usually from a d8 to a d6, or a d6 to a d4.
  • Second Chances: Children sometimes unexpectedly succeed and/or survive the most extreme odds. Children has access to the Child Die. The die starts as a d20 and can be added to any ability check or attack roll, as well as reduce an attack roll from an enemy targeting them. After each use, reduce the die size by one in the following succession: d12, d10, d8, d6, d4. After the d4 is rolled, the die is expended. The die is reset after each long rest.

Childhood Traits

Childhood Traits

Roll d20 or choose a trait
d20 Trait
1 Absolutely Ordinary Childhood

Your childhood was ordinary, very ordinary. Aside from some minor unique circumstances, you have been raised following in the footsteps of your family and local society. Raised with those social expectations, you have garnered familiarity with a few skills.

  • Ability Score: You can choose to increase one ability score by 1, up to a maximum of 20.
  • Proficiency: You gain proficiency in one skill, tool, language, vehicle or performance of your choice.
2 Animal Lover

Having grown up closely with animals and/or pets, have made you very familiar and fond of caring for animals; most commonly domesticated animals, such as dogs, cats, cows, horses, and so on.

  • Skill: Gain proficiency in the Animal Handling skill.
  • Feature: You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
  • Feature: You can easily teach common tamed animals basic tricks (e.g., sit, stay, heel). After one minute the animal will probably follow your command (DL 9), while after ten minutes of training it will always follow your command.
3 Blessed by the Gods

Some say it's a miracle, some, a genetic anomaly. Wherever or whatever the source may be, you have since childhood always been able to perform miraculous feats.

  • Language: Gain proficiency thrice (+6) in the Celestial language.
  • Action: As an action, heal a creature for one hit die. On a 4 or multiple thereof, cure one disease or poison. You can use this feature up to your proficiency bonus per long rest. Has no effect on undead or constructs.
4 Bookish

You were an avid reader from a young age, immersing yourself in stories and knowledge. While others played in the sun, you were lost in pages. Tales of heroes, arcane knowledge, and forgotten histories were your playground.

5 Bully

Raised in a harsh environment, you learned early that a show of strength often speaks louder than words.

6 Curious Mind

Your childhood has been spent learning about a wide variety of things, with every mystery seen as a puzzle waiting to be solved.

  • Proficiencies: Gain proficiency in one skill, one tool, one gaming set, one language, and one performance of your choice.
7 Cursed Child

Born cursed, your fate is intertwined with a dark burden.

  • Curse: Work with your DM to define the curse's nature and effects.
  • Boon: Gain a compensating boon (e.g., blind but with heightened hearing).
8 Demonic Bastard

Infernal blood burns in your veins.

  • Proficiencies: Gain proficiency (not language) in Infernal and Abyssal.
  • Proficiencies: Learn Vicious Mockery or Fire Bolt.
  • Proficiencies: Cast Bane once per long rest (Charisma as spellcasting ability unless otherwise noted).
9 Eldritch or Fae Blessed

Touched by strange otherworldly forces, you channel unpredictable power.

  • Language: Gain proficiency (not language) in Sylvan or Deep Speech.
  • Cantrip: Learn the Thaumaturgy cantrip.
  • Cantrip: Use Eldritch Blast (1d4 nonlethal damage) a number of times per day equal to your Charisma modifier.
  • Proficiency: Gain 2 + Int modifier skill points. Spend as if the following were class skills: Bluff, Concentration, Disguise, Intimidate, Jump, Sense Motive.
  • Special: If your first class level is Warlock, this trait is subsumed and you may choose a new feat.
10 Feral Child

Raised by beasts, the wilderness is more your home than any city.

  • Proficiency: Gain proficiency in one from: Acrobatics, Animal Handling, Athletics, Brawn, Nature, Primal, or Stealth.
  • Proficiency: You may trade a language proficiency for another proficiency and increase a tiered proficiency by one step.
  • Beasts understand your speech; you can interpret their vocalizations.
  • Your climbing and swimming speed equals your walking speed.
11 Flower Child

You embody kindness, compassion, and hope, even in dark times.

  • Increase Charisma by 1 (max 20).
  • Gain proficiency in Coercion.
  • Double proficiency when making diplomatic, peacekeeping, or morale-boosting Coercion checks.
12 Golden Child

You’ve been raised — or destined — for greatness.

13 Natural Beauty

Your striking appearance influences those around you.

14 Noble Upbringing

From a young age, you were immersed in noble society and politics.

15 Old Soul
16 Playful

Content TBD. (Possibly tied to: Acrobatics, Athletics, Brawn, Deception, Perception, Performance, Sleight of Hand, Stealth)

17 Sore Loser

You live to win and loathe defeat.

  • When another creature within 10 meters attempts a skill check, and you make the same check before their next turn, gain a +1 bonus.
18 Street Urchin

You know the secrets of city life.

19 Troublemaker

You learned to talk your way out of trouble from a young age.

  • Gain a +1 bonus on Deception checks.
  • Bluff is always a class skill for you.
20 Wild Child

You grew up in the dangers of wilderness where nature is your playground, and you revel in its untamed beauty.

  • As an action, cause a flower to bloom from nearby earth or your hand. This is a harmless, non-magical effect.

Sex & Gender

Sex & Gender
You can play male, female or non-binary characters without gaining any special physical benefits or hindrances. Likewise, your character’s sexual orientation is for you to decide.

However, one should think about how your character does or does not conform to the broader culture’s expectations of sex, gender, and sexual behavior.

You don’t need to be confined to binary notions of sex and gender. The elven gods Daga and Nattr has both transitioned to the other sex, while the god Hagbard is often seen as androgynous and somewhere inbetween.

Height & Weight

Height & Weight

Height

Your character's specie description includes ranges for the average height of members of your specie. Height and stature may be important in some cultures, but mainly being in one or another extreme certainly puts an eye towards you.

Weight

Your character's specie description includes ranges for the average weight of members of your specie. Weight is usually tied to general health and athleticism. Like height, falling into one or the other extreme, usually brings attention in some way or another, and may even if you and the DM decides, put some health risks in your way.

Appearance

Appearance
Your character's appearance is in majority described and creatively thought out by you.......

..Despite this; weight, height, background

Background

Background

When creating a character's background, you're creating not only their lineage, and heritage, but also their upbringing, reputation, social standing, and financial resources. Players can choose freely from different levels of renown, social status, and wealth, but they must create a well-thought-out backstory to justify their choices. Characters can come from many diverse backgrounds, with its own set of advantages and challenges, as well as role-playing opportunities.

Renown

Renown
Renown represents how well-known and respected a character is in the world. It can be gained through various deeds, accomplishments, or connections, and is often linked to a character social status, but not always. Renown is more dynamic and can change as the character's adventures unfold. Characters can gain or lose renown based on their actions and decisions.

Characters with different backgrounds and roles can have varying levels of renown, regardless of their social status or wealth. A humble bard might have high renown due to their songs and stories, while a noble might have low renown if they haven't achieved much. Players can choose their character's level of renown, but must create a backstory that justifies it.

d100 Level of Renown Description Examples Aristocratic Examples Real World Swedish Examples
1-19 Unknown The character is completely unknown, having never done anything remarkable. A farmhand in a remote village. A reclusive hermit in the wilderness. A street urchin in a sprawling city. Serfs, Slaves, Servants Mikael Strömqvist, an unknown teacher's assistant
20-37 Rural The character is known within a small local settlement, or known to many within an obscure community, organization, guild or religion. The local blacksmith in a hamlet. A skilled hunter in a forest settlement. The village healer in a secluded valley. Knights Pundar-Conny, an A-lagare sitting by the local hemköp.
38-53 Local The character is known within a larger local settlement or a few small local settlements, or known to all within an obscure community, organization, guild or religion. The mayor of a small town. A renowned tavern owner in the city's center. A famous minstrel performing in local inns. Low Noble (without titles), Skilled or veteran Knights. Keramik Lena, Pizzabagaren Bosse som ägt den lokala pizzerian i 30 år.
54-65 Regional The character is known within a small region comprised of both small and large settlements, or known to many within a minor community, organization, guild or religion. The captain of the city guard in a region. A successful merchant with trade networks. A celebrated historian with published works. Baron/Baroness Emil "HeatoN" Christensen, Lewi Pethrus
66-75 Notable The character is known within a larger region or regions comprised of many small and large settlements, or known to all within a minor community, organization, guild or religion. A noble knight and winner of a tournament. A skilled wizard in a magical academy. A famous diplomat representing the realm. Count/Countess Hans "Dolph" Lundgren
76-85 Respected The character is known to many throughout many regions or an entire nation, or known to many within a major community, organization, guild or religion. A skilled healer whose knowledge is sought after far and wide. An honorable paladin of a major religion. Marquis/Marquise Leif G.W. Persson
86-93 Renowned The character is known to all throughout the entire nation, or known to all within a major community, organization, guild or religion. A renowned adventurer with epic deeds. A beloved queen known for her rule. A masterful artist with a following. Prince/Princess, Duke/Duchess Kronprinsessan Victoria, Pernilla Wahlgren
94-97 Eminent The character is known to many within several regions and nations, and even entire continents, or known to many within a worldwide community, organization, guild or religion. An archmage who leads a Mage Council. A heroic general who saved the realm. A deity within a major pantheon. King/Queen Carl XVI Gustaf, Sasha Grey,
98 Illustrious The character is known to all within many regions, nations, and continents, or known to all within a worldwide community, organization, guild or religion. The High King who rules over several kingdoms. The ruling celestial deity of a major pantheon. Emperor Vladimir Putin, Napoleon Bonaparte, Jeanne d'Arc.
99 Legendary The character is known to all within almost all regions, nations, and continents. A fabled knight who conquered ancient dragons. An ancient lich that attempted to conquer the whole world. Donald Trump, Adolf Hitler, Arthur Pendragon, Robin Hood
100 Mythical The character is known to almost all within all regions, nations and continents. The ruler of Kronopolis. A creator deity of the world. Jesus of Nazareth. Muhammed.

Heritage

Heritage
Creating a background always requires a connection to the past, a character's ancestry, its heritage.

Social Status Aristocracy Clergy Commoners Intellectual Merchant Military Political
1 Emperor
2 King, Queen Pope, Templar Lord
3 Prince, Duke Archbishop, Templar Exarch - Archmage Field Marshal, Supreme Commander Imperial Chancellor
4 Marquis Bishop, Templar Master Guild Master General, Admiral,
5 Count Priest, Templar Priest Grandmaster Brigadier General
6 Baron Templar Knight Guild Officer Colonel, Major, Captain (naval) Commander
7 Knight Templar Acolyte House Leader Captain (field), Lieutenant (naval)
8 Master Craftsman Men-at-arms, Mercenary
9 Burgher/Farmer Journeyman Foot Soldier / Guard
10 Heretic, Outcast
11 Criminal, Outlaw
12 Slave

Wealth

Wealth

8 Divine ruler 50,000+ No equivalent

7 King, pope: $20,000+ President: $20,000+ 6 Prince, duke, archbishop: $10,000 Governor, senator: $10,000 5 Baron, count, bishop: $5,000 Corporate head: $8,000 4 Landed lord: $2,500 Who’s Who: $6,000 3 Lesser lord: $1,500 Large-city mayor: $4,000 2 Knight, mayor, great merchant: $800 Mayor: $2,400 1 Squire, captain, merchant: $400 Doctor, councilman: $1,200 0 Freeman: $200 Ordinary citizen: $600 -1 Bondsman or servant: $100 Poor: $300 -2 Outsider, underworld: $50 Street beggar -3 Street beggar: $50 No equivalent -4 Serf or slave: $50 No equivalent

Name

Name
Your character’s race description includes sample names for members of that race. Put some thought into your name even if you’re just picking one from a list.