Character Creation

S T O N E K E E P

Character Creation | Races | Race Tables | Stats | Alignments | Skills | Feats | Magic

Constructs | Templates | gods

Enchanted Gate Index


Character Creation

Note: Before you begin make sure you change your nick (if necessary) to the nick you want your character to be called in #Lands_End! This is extremely important because all information stored about your character is filed under your nickname.

BOT COMMANDS FOR CREATING CHARCTER

Races

At The Moment: If you can create your character with the bot you don't need to seek permission to create it. If you can't then your character won't be allowed.

The only limits that MUST be enforced are the healing ones. All characters are assumed to be natives of this world. Aliens or those with futuristic fantasy characters and such should look for another channel.

Note: You get the occasional evil mages on this world who doesn't care for life, except to create a lifeform that suits his purposes (whether killing machine or household whore), so there are certain to be odd blends of various creatures (humans mixed with dogs or cats are popular. Humans mixed with snakes and orcs have also been successfully created or modified) as well as completely new life forms, generically called constructs.

Character Feature Restrictions

Notes: These restrictions are in place so that the channels' reality theme remains in tact. Most characters are assumed to be unique in a way, having very light eyes or hair or other odd features so there is *some* flexibility within the following.

Humans and Most Humanoids: This isn't an anime-based channel.

As a general guide, blondes, brunettes, redheads, black hair are pretty normal colourations. If you want pink or purple hair you'll have to use dye, which is possible, but you have to mention that your hair is artificially coloured in your description.

The same goes for eye colourings. Shades of brown, blue and green and mixtures thereof are allowable. We don't have coloured contact lenses in this world.

Most humans don't get much taller than just over 6 feet tall as well, by the way.

Fairies: Fairies are the only race among these realms that have hair and eye colorings that defy nature, further prooving that these little beings are wonders of the natural world. Fairies can pick any color they like for their hair and eyes, but when in humanoid form (human-sized form) their features must become natural shades.

Character Types

Slaves

Slaves will be sold in the market place or in private sales.Sales in the market place will be held at the auction block that is in a prominent location. Slaves held for sale at the auction will be kept in holding pens in stalls. Kingdom owned slaves will be kept in the castle's slave pens. Some Kingdom owned slaves are for sale to others and may be purchased at the castle.

Dominants

These men and women are the ones who put the slaves in their places, train them, capture them, torture them into submission, break their spirits, take responsibility for their care and wellfare.... You get the general idea. Dominants may stay at an inn until they secure a job. Depending on the job they may be afforded housing.

Bad Guys

The Idea: Okay, something that’ll make this channel successful will be bad guys. Every story has to have a bad guy - a nemesis. The classic idea of the recurring villain can add a lot of life to any story line.

  • Organizations, factions, and cults: While they lack the personal touch, they make very credible villains as they have the resources to thwart the players again and again. Using a smaller organization that comes back to bite the characters after they thought they had defeated it.

  • Individual: This has the personal touch and can really drive a story line. Again, your characterr will be matched against the entire channel or a group for a few adventures, and then have the opportunity to defeat him.

Here are some bonuses that "registered bad guys" will get.

Extra money per week/month
Extra experience for evil deeds done
Henchmen characters and plots must be approved by Swannoch and/or Wulf1. Possible estates may be granted to henchmen at their discretion.

The Problems Foreseen: Heroes are just too damned good. Bad guys are encouraged to be bad guys and turning tail to run if they're being ganged up on. Indeed, bad guys should hang out in gangs wherever available!

Another problem is ranged bad guys, meaning, the ones you see in movies sitting in their castles plotting the end of the worlds, or in our case just planning to squish one or two people (having their own estates, rising through ranks quickly). The character may still be logged into the channel and gain experience there, but most of their dealings would likely be with their henchmen (who could be other bad guys of lesser ability, gangs are good).

Be creative!

Mercenary Characters: Soldiers, Guards and Scouts

Soldiers and guards are needed to protect the Queen, her castle, the city of Paranor and the Kingdom itself. Mercenaries may be hired by the Queen. The Queen may offer her guards for use by others in the Kingdom. This could be an interesting role to play, which could offer very good "perks".

These characters are assumed to be mainly fighting characters, either by fist or spell.

Soldiers will have barracks. Mercenaries will have to negotiate their lodgings with the ranking soldier or other official. They are assumed to have their own backpack and bedroll.

The Plain People

Although this is meant to be primarily a D/s channel, we can't demand everything from our slaves, much fun as that might be. Therefor we'll likely have several people who take care of various things within the Kingdom. These fokes could be Dom or sub or neither, or both.

These characters are likely to be the jacks of all trades, having some fighting ability but not as much as Mercenaries. You can pick your profession or craft from the list.

Classpoints

Classpoints are a method for extra points that a character would gain by leveling up in in D&D. You get 1 classpoint per level.

Usually a character gets more spellpower, higher save bonuses, more skillpoints in some cases, and other things like that.

Classpoints are an easy and great way to make your character more powerful without using actual level classes in the system.

Feat: By picking the Feat option with !classpoints, you purchase yourself an extra feat, which you get to spend after you're done with your skillpoints.

Initiative: By increasing your initiative you make yourself more ready to leap into battle before anyone else. Initiative and Dexterity are added to a d20 roll when determining who moves first in combat.

SkillPoints: Picking this option adds extra skillpoints to what you already have to distribute. This option is handy for thiefs and snoops who have lots of skills to spend their points on.

SpellPower: Similar to mental power, this option gives you the ability to cast spells. You get spell points, and bonus spell points if you have a high Intelligence, when you pick spell power. To cast a spell you must have the spell on your character sheet, just as the set up is with mental powers. See any DM about adding spells to your sheet.

WeaponSkill: This option emulates the attack bonus that characters in normal D&D get, except that the bonus you take applies only to one weapon, not all of your attacks. To specify which weapon you wish to gain skill in, add the name of the weapon after WeaponSkill. EG: !classpoints WeaponSkill Longsword. Weaponskill increases your chances to hit, not the damage you do with your weapon. To increase your unarmed attack skill check your weapons list. Most characters will use UnarmedStrikeMedium for their skill (because they're medium-sized characters), but halflings, gender, gnomes, and other small races will use UnarmedStrikeSmall.


RACES

STATS

ALIGNMENTS

FEATS

SKILLS

  GODS

MAGIC

CONSTRUCTS

TEMPLATES

  CLASSPOINTS

Enchanted Gate Index

Top of Page