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Draw Steel Character Creation
1. Think
- 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!
2. Ancestry
Devil or Tieflings, are the native ancestry of the Nine Hells. Each devil is born with some hellmark horns, a tail, cloven hooves, a forked tongue, fanged incisors, or even wings.
Dragon Knight or Dragonborn, have a long history of pride and oppression but inherit from their dragon ancestors through their scales and breath, and elders through oath and pride.
Dwarf, born and living under stone, they carve runes onto their hardened skin with magic. They are stoic and stand tough and their strong connection to the earth only enhances it further.
Elf (Wode), children of the forest, their glamor and grace allows them to mask their presence, letting them strike quickly and then meld back into their surrounds.
Elf (High), created from the celestials to tend their libraries, their glamor changes how people see them. Their body and mind, graceful and unbreakable.
Hakaan, are a race of stone giants that traded some of their size and strength to see the future but were tricked and cursed with only being able to see their own momentous death.
Human, goosebumps? hair on your neck and arms standing on end? Humans have a sixth sense, being able to sense the unnatural and resist it. Their endurance and perseverance keeping them running.
Memonek or Warforged, some native denizens of Axiom, the Plane of Uttermost Law, others created in the mortal realm for war. All are highly ordered, their reason is their great pride.
Orc or Half-Orc, should an arrow pierce their heart, each has within them one last act of revenge. Their bloodfire fuels their enduring relentlessness, whether that be destruction or creation.
Polder or Halfling/Gnome, are nearly just as common as humans but half the height. Their stature and ability to shadowmeld make them excellent spies and or thieves.
Revenant, unlike necromantic undead revenant rise from their grave through a combination of an unjust death and burning desire for vengeance. Sustained on pure will they have no need of food, water, or air.
Time Raider, Their name was given to them by people of the mortal realm who, seeing their four arms and the advanced technology they wield, concluded they must be from the future.
3. Culture
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
4. Career
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
5. Class
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.
6. Kit
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
7. Free Strikes
Gain the Melee and Ranged Weapon Free Strike, this is a primarily a reactionary or improvised attack
8. Complication
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.
9. Determine Details
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?
10. Make Connections
Does your character know any of the other player character? If so how?