Using the base playtest build i am just tinkering around with the content to see what it would look like in practice.

I have decided to start off with Iblee as a base, She was made in D&D 5E but her lore has her tumbling through the multiverse beyond her control so its feasible she could end up in Vasilona

They have Time Radiers a species of Spacey 4 armed creatures with some futuristic vibes and cool eyes , aside from thier colour i think Iblee could be one of these easily.

  • Do you fight with weapons, magic, psionics, or some combination of these abilities?
    • Iblee fights with alot of gunplay and a bit of Psionics, Im not sure how futuristic Vasilona is but with the few content thats been revealied so far it seems fire arms would be avalible, if not then Iblee can work aomething else out
  • Outside of combat, what do you want your hero to do well?
    • Tinkering, being good with arcane machines, mechanics and similar. Also a bit charismatic, allowing words and actions to sort out problems occasionally.
  • What did you do before becoming a hero?
    • Iblee was a Humble Courier/ Delivery and part time bounty hunter. Depending on the setting perhaps she had a bit of a Social following or a name for herself as a small time performer.
  • Why did you choose to become a hero?
    • Iblee’s morivation would be materialistic . So possibly money or cool items, or perhaps the possibility of fame drew her to he a Hero, that or something forced her, perhaps an old dept or a friend in trouble. Or the fact she is in a strange land she isn’t completly native too.
  • What is your personality like?
    • Iblee is bubbly, independent, horney and gluttonous. She has a thing for cool guns and cars/ships, enjoys the hands on work of mechanics, but bellow all that she is very lonely and gets down in her head from time to time, being alone is her number one fear and always has some sort of voice or noise to break up quiet.
  • What people, places, and objects are important to you?
    • Friends, Her lover Riza, Her children, Home, Cools guns and cool ships
  • How will your hero complement the strengths and weaknesses of the other heroes?
    • Hopefully she can provide range support in combat as well as allow her pcsionics to solve tricky situations. hopefully her mechanical knowhow can come in hand for the party and her personality can hopefully keep the team in loose high spirits, and break those tight loner types with some flirting.

Time Raider
are four armed, foresighted, and psionically gifted

The original servitor species of the synliiroi—evil psions with near god-like power—the kuran’zoi liberated themselves during the First Psychic War. In the centuries since, they built their own culture and civilization as nomads of the timescape. The exonym “time raiders” was given to them by denizens of the lower worlds who, seeing the advanced technology they wield, concluded they must be from the future.

Extraordinarily rare in Orden, the time raiders thrive on the Sea of Stars, the Sea Between Worlds, where the winds of limbo roar.

In place of eyes, kuran'zoi possess crystalline ocular sensors that grant them high-spectral vision hardened against the extreme radiations encountered in the Sea of Stars, permitting them to operate freely outside their vessels with only their portable rebreathers. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself.

Your culture is created from your language, environment, organisation, and upbringing.

Language
pick a language in addition to the common tongue

  • I am not sure if the languages are the same, If so Primordial.

Environment
is where you and your people spent most of their time.

  • Nomadic
    • So readying the blurb of Time Raider lore it says they are a nomadic people so this is how Ilee would have been raised. But once on her own she would want to stay in the one place, having home static.

Organisation
is how your community is structured. Pick from Anarchic, Bureaucratic, or Communal

Upbringing
is how you specifically were raised. Pick from Academic, Creative, Illegal, Labour, Martial, or Noble

  • This one is a bit difficult, may need to discuss

\\What did you do before becoming a hero? Why did you become a hero?

  • Performer
    • I wish I could pick two but I don't think the system allows for that, Went with performer as although labourer earns the money, Performer is the dream.

Pick a class! (Note: Censor, Null, Talent, and Troubadour are on their way but not in current playtest)

I will leave this for the moment as none of the current play test classes mesh well. Something along the lines of Artificer form D&D would be best. but if not i would like to see the details of each class before making a decision.

Conduit, The power of gods flows through you! Keeping your allies in the fight and calling the divine down on your foes.

Elementalist, Air, Earth, Fire, Water, Nature, Rot, and Void. Your study has given you mastery of the elements to destroy, create, and warp.

Fury, You do not temper the heat of battle within you, you unleash it! Like a beast you channel anger into martial prowess

Shadow, Subtlety is your art, the tip of a blade your brush. You specialise in alchemy, illusion or shadow-magics. Your insight people and places reveal their weakness

Tactician, Strategist, Defender, Leader. With sword in hand you lead allies into battle inspiring them to move faster and strike more

Equip a kit, these are customisable and changeable sets of equipment that provide you with armour, weapons, and a signature ability.

Martial Kits:

  • Cloak and Dagger, Guisarmier, Martial Artist, Mountain, Panther, Pugilist, Raider, Ranger, Rapid-Fire, Retiarius, Shinging Armour, Sniper, Stick and Robe, Swashbuckler, or Whirlwind
    • Just at name alone Sniper would be the go to followed by Rapid-Fire

Caster Kits:

  • Bloodpact, Dancer, Frigid, Meditator, Missile, Nature Calling, Rook, Spellslinger, or Ward Weaver

Gain the Melee and Ranged Weapon Free Strike, this is a primarily a reactionary or improvised attack

  • For FReeeeeee?!

Complications are an optional feature that grants a benefit and drawback, these can be customised or created from the ground up, example complications include: Cult Victim, Devil Deal, Elemental Absorption, Fire and Chaos, Primordial Sickness, Punishment Curse, Shipwrecked, Vivid Dreams, Ward, War of the Guilds

  • These sound awesome! I feel like the DM should have sway over this, Like after learning everything what would the DM put in to be a blessing and a curse? I dunno what any of these do so can't make a proper decision, But at face value that's my thoughts.

By now you should have the major points, time to fill in the gaps, determine details of your backstory, appearance, and personality. How does your culture, career, inciting incident, and class tie together?

What is your name? What do you look like? Do they have any cool scars? Dope tattoos? Still sleep with your teddy bear?

  • without knowing much about the world the gaps are hard to fill in, will come back to this

Does your character know any of the other player character? If so how?

  • This would require other players for obvious reasons. but a really cool way to create party relations, its very rare to have party members in D&D related in anyway aside forma group of adventures, it would be cool to create some bons before hand tat can be strengthened or broken during the adventure.
  • mcdm/character/iblee.txt
  • Last modified: 4 months ago
  • by Cinder