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  • 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 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.

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

A Censor is a trained warrior devoted to a saint or god. They hunt down the forces of evil using melee weapons and magic granted to them by their divine patron, specializing in confronting the wicked and locking down single enemies during combat.

A Conduit is the devoted priest of a saint or god. They wield divine magic that smites enemies with holy energy and supports their allies, and are renowned for their healing abilities.

An Elementalist studies the elemental forces of the timescape and controls earth, fire, the void, and more with magic. Many of their abilities cover wide areas of the battlefield, and they have a versatile array of tricks that allow them to both control combat and manipulate the environment around them when the fight is done.

Coursing with the rage of the Primordial Chaos in their veins, a Fury is a mobile warrior who gets up close and personal with enemies to dish out lots of damage. Leaping around the battlefield felling foes and breaking down walls is where the fury lives.

Disciplined and calm, the Null is an unarmed warrior who manifests an aura that quells the supernatural and hinders the offensive prowess of their enemies. They use psionics to make their body stronger than any steel and faster than any steed.

Stalking from the darkness, the Shadow is an expert assassin and thief who fights equally well in melee and at range as they get the drop on their foes. They utilize magic to help them stay mobile on the battlefield and sneak up on their prey.

A brilliant strategist and weapons master, the Tactician excels at granting allies more movement and actions on the battlefield. They also support allies outside of combat, always inspiring their friends to greatness.

A Talent is the master of psionics, manifesting powers that manipulate objects, minds, and time. These heroes can reach far into themselves to use abilities even when they don’t have their Heroic Resource to spare — if they’re willing to face the cost.

A Troubadour inspires their allies with storytelling and swordplay that is as much an art as it is an act of war. Their quips, songs, poems, and epic tales produce actual magic that harms foes and bolsters allies. They can even use their magic to tweak the campaign’s story in real time to better suit their needs.

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.1749173670.txt.gz
  • Last modified: 6 months ago
  • by Kyle