Blue Mountain
Character Generation
Rule Category:Character Generation
Rule Name:Character Generation
How to create a character
Before creating a character, please look over the profession documents. Each profession document has an "Easy Start" section that has suggestions for creating a character of that profession.

Detailed explanations of the steps follow below.
  1. On the home page, click on the Create New Character link and enter your validation code (which you will need to request from the GM by email). The validation code is only good for creating a single character. If you want to create a test character just to get a feel for the character creation process, enter a validation code of "test" (without the quotes). TEST CHARACTERS CANNOT BE TURNED INTO REAL CHARACTERS AND ARE AUTOMATICALLY DELETED EACH NIGHT.
  2. Press the Roll Characteristics button to roll two complete sets of characteristics.
  3. After rolling your characteristics, you will be asked which of the two sets of characterisitics that you want to keep. If you roll high characteristics, then you will have less starting character points to spend on skills. Press the button for the characteristics that you want to keep. Characteristics range from 5 to 25.
  4. Next you will be asked to choose a character race. See detailed sections below for more information about each race. If you choose a non-human race, your characteristics will be modified as indicated for that race. If you choose human, you will later be given the opportunity to raise a stat by two points. Click the race you want and press Go. The disadvantage of being non-human is that talents are 25% more expensive.
  5. Next you will be asked to choose your Profession. You can choose one or two professions. The disadvantage for being dual-classed is that skills in the General skill list are 25% more expensive and you can only have a single talent. Single-classed characters can have up to three talents. Note that some professions have minimum characteristics listed in order to advance in that profession. The character generation program does not validate that you meet these minimums. If you choose a profession where you do not meet the minimums that GM is going to limit your advancement in that profession until you have increased your characteristics to the necessary minimums.
  6. A human character may add 2 points to one characteristic. If you are playing a human, pick the characteristic that you want to increase and press Go. Max characteristic is 25 (i.e., if you choose a characteristic that is 24, only 1 will be added to it.
  7. Any character has the option of shifting up to 2 points from one characteristic to another. If you want to shift points, select the characteristics that you want to shift from and to, and the number of points you want to shift, and press Go. Otherwise, just press Go. Max characteristic is 25. Note that only the move options listed are allowed. For example, you can't move 2 points from STR to CON since that is not a listed move option.
  8. If you are a mage and/or cleric, you must choose a college of magic and/or religion.
  9. Your final characteristics, race and profession are displayed. Press the Go To Character Sheet button to begin fleshing out your character.
  10. Press the Edit Character button.
  11. Enter a Character Name. Choose an alignment.
  12. If your character is human, choose your native language. It is highly recommended that you start with Putarrhan as that will be the common language of the game. If you don't choose it as your native language, then you should consider buying at least 2 ranks in it. If your character is non-human, then you start with two native languages; your racial language and one additional language (again, Putarrhan is recommended as the additional language).
  13. Starting EXP is displayed to the right. You must spend starting EXP on skills. You cannot use them for characteristics.
  14. To add a skill, choose the skill from one of the drop down skill lists. The cost of a skill increments with each level. Thus, if a skill cost 300 points, that means that it costs 300 points to buy level 1, another 600 points (total of 900) for level 2, another 900 points (total of 1800) for level 3, etc.
  15. To increase a skill beyond level 1, press the plus (+) button next to the skill. If you decide against raising the skill, you can press the minus (-) button to lower the skill or even get rid of it altogether.

Additional information
This is very much a skill-based system. Depending on your character class and race, you will have access to anywhere from 8 to 12 different skill lists. Some skills will appear in multiple lists at different costs. For example, Diving skill appears in the General Skill List with a multiple of 600, and in the Sea Elf Skill List with a multiple of 50. If you are playing a Sea Elf character, then you have access to both lists but will obviously want to buy Diving skill from the Sea Elf Skill List since it is quite a bit cheaper.

Depending on your character class, skills in some lists might be more expensive. For example, if you are playing a Fighter, then skills in the Holy Skill List have a modifiter of x1.5. Thus the costs of all skills in that list are multiplied by 1.5.

In any event, the multiple for a given skill in a given skill list is shown, AND INCLUDES ALL MODIFIERS AND MULTIPLIERS. For example, if you are looking at Diving skill and see that it has a multiple of 600 and is under General skills but, on your character sheet, is listed with a multiple of 750 in the General Skill List, then it means that you have a x1.25 modifier for General skills, probably because you are dual-classed.



Explanation of the above steps

Step 1 - Rolling Characteristics

Characteristics range from 5 to 25 (4d6+1). The actual die roll for each characteristic is 5d6 taking the best four dice, and then adding one. The die rolls are all made by the computer.

An average characteristic is 15.

STR - Strength
DEX - Dexterity
CON - Constitution
INT - Intelligence
KNOW - Knowledge
WP - Willpower
MA - Magical Aptitude
LUCK - Luck
CHA - Charisma
PER - Perception

You will roll two complete sets of stats and take the one that you want.



Step 2 - Determine Character Race

Character race choices are Centaur, Dwarf, Gnome, Halfling, High Elf, Human, Lizardman, Sea Elf and Wood Elf. Each has their advantages and disadvantages as outlined below. You should also peruse the racial skill lists to see what skills you will have access to for each given race. NON-HUMANS HAVE A 1.25 MULTIPLE FOR TALENTS.

Centaur
Centaurs are half human, half horse. They are very good runners and can carry a lot. To determine how much a Centaur can carry without being encumbered, add 5 to their STR.

Most Centaurs are also very good bowmen.

Stat Mods:
+3 STR
-2 DEX
+1 CON
-2 MA
+4 TMR

Dwarf
Dwarves are good miners. They also have 60 foot infravision. Dwarven Earth Mages gain a +6 to cast chances for Earth Mage spells.

Stat Mods:
+1 STR
-1 DEX
+1 CON
-1 MA
-2 TMR

Gnome
Gnomes are somewhat similar to dwarves in that they live underground and have 60 foot infravision. Gnome Illusionists gain a +6 to cast chances for Illusionist spells.

Stat Mods:
+1 INT
-1 WP
-2 TMR

Halfling
Halflings are small humanoids who are not generally as stocky as dwarves or gnomes.

Stat Mods:
-1 STR
+1 DEX
-2 TMR

Half Elf
Half elves have 60 foot infravision.

Stat Mods:
None

High Elf
High elves have 60 foot infravision. High elves gain a +3 to all cast chances if they are a mage.

Stat Mods:
-1 STR
+1 DEX
-1 CON
+1 MA

Human
A typical human.

Stat Mods:
+2 to any one characteristic.

Lizardman
Lizardmen usually live in swamps. They have 60 foot ultravision.

Stat Mods:
+2 STR
-1 INT
-1 WP
-1 TMR

Sea Elf
Sea elves can breath underwater. They also have 60 foot infravision. They must spend starting points to buy at least 3 ranks of Diving skill. Sea Elf Water Mages gain a +6 to cast chances for Water Mage spells.

Stat Mods:
+1 DEX
-1 MA
-1 TMR

Wood Elf
Wood elves have 60 foot infravision. Wood Elf Green Mages gain a +6 to cast chances for Green Mage spells.

Stat Mods:
+1 DEX
-1 CON



Step 3 - Determine Character Class

Available character classes are listed. You can choose one or two professions. THE DISADVANTAGE OF CHOOSING TWO CLASSES IS THAT ALL SKILLS IN THE GENERAL SKILL LIST WILL BE 25% MORE EXPENSIVE AND YOU CAN ONLY HAVE ONE TALENT. Being dual-classed gives you access to more skills and abilities, including some that you many not otherwise have access to. Give careful consideration as to what classes you want to be. Look through the skill lists for each class to see what you will be able to do.

All characters have access to the following six skill lists (also called the Common Skill Lists):

General Skills
Holy Skills
Warrior Skills
Sorcery Skills
Rogue Skills
Talents

The standard multiple for General Skills is 1.0 for single-classed characters, and 1.25 for dual-classed characters. Multiples for the other common skill lists are dependent on profession.

Your profession will give you access to the skills for that profession as well. It will also determine your multiple for the common skill lists. If you are non-human, you will also have a racial skill list and, if you are a mage, you will have two spell lists. Multiples for class, race and spell lists (collectively called the Upper Skill Lists) are always 1.0. Refer to the profession documents for skill multiples for the other lists.
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