• Do you fight with weapons, magic, psionics, or some combination of these abilities?
  • Outside of combat, what do you want your hero to do well?
  • What did you do before becoming a hero?
  • Why did you choose to become a hero?
  • What is your personality like?
  • What people, places, and objects are important to you?
  • How will your hero complement the strengths and weaknesses of the other heroes?

Ambition is good! Heroes are not just along for the ride in the Director's story. They're active participants, who make decisions that change their communities and eventually worlds or even the entirety of the timespace!It is good for your hero to have desires, to want to found an organisation, seek justice for someone who was wronged, or want to craft a magic sword that will help you defeat your foes!

Devil (Tiefling), are silver tongued who bare features from a barbed tail to hellsight
Dragon Knight (Dragonborn), are tough beings with a long and proud history
Dwarf, are grounded and hearty able to carve magic runes into their stone skin
Elf (Wode), are swift and graceful, being able to blend into their surroundings
Elf (High), are glamorous and graceful, able to talk themselves into or out of situations
Hakaan, are tall and made of stone who know when and how they will die
Human, are naturally in-tune with the supernatural and can resit it easier
Memonek, are keepers of order, these lightweight machines can gently bend reality to their benefit
Orc, are fuelled by bloodfire they are fast and relentless in combat
Polder (Halfling/Gnome), are short beings able to easily hide in shadow
Revenant, are dead their unlife sustained by pure will, they can mark targets for their vengeance
Time Raider, are four armed, foresighted, and psionically gifted

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

Language, pick a language in addition to the common toungue
Environment is where you and your people spent most of their time. Pick from Nomadic, Rural, Secluded, Urban, or Wilderness
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

What did you do before becoming a hero? Why did you become a hero?
Pick one from, Agent, Aristocrat, Artisan, Beggar, Criminal, Disciple, Explorer, Farmer, Gladiator, Labourer, Mage's Apprentice, Performer, Politician, Sage, Sailor, Soldier, Warden, or Watch Officer

Censor, Warrior devoted to a saint or god, you hunt down forces of evil with might and magic using the divine to lock down and track the wicked.
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.
Null, Disciplined and calm, you create an aura that quells the supernatural and use psionics to make yourself stronger than steel and faster than any steed.
Shadow, Subtelty 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.
Talent, You are a master of psionics, manifesting power to manipulate objects, minds, and time. Able to push yourself beyond your limits - if you're willing pay the price.
Troubadour, Inspiring allies with stories and swordplay is much of an art as the act of war. Quips, songs, poems, epic tales produce magic that harms foes and bolsters allies.

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

Martial Kits: Arcane Archer, Battlemind, Cloak and Dagger, Dual Wielder, Guisarmier, Martial Artist, Mountain, Panther, Pugilist, Raider, Ranger, Rapid-Fire, Retiarius, Shining Armour, Sniper, Spellsword, Stick and Robe, Swashbuckler, Sword and Board, Warrior Priest, or Whirlwind

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

Complications are an optional feature that grants a benefit and drawback, there are 100 preset complications but these can be customised or created from the ground up, example complications include: Betrothed, Cult Victim, Elemental Inside, Infernal Contract, Infernal Contract (…But, Like, Bad.), Lucky, Promising Apprentice, Secret Twin, Strange Inheritance, War of Assassins.

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?

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

  • mcdm/character_creation.txt
  • Last modified: 3 weeks ago
  • by Kyle