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Character Creation

So, you reckon you're good enough to join the adventurers of Outpost do you? You reckon you've got what it takes to take on the worst that Nocturne has to offer and come out alive? Well then, you'd best get ready to go. Of course, you'll need to get some training done first. I'd best explain how to do that now...

Step One - Pick a concept.

What's a concept? It's what sums up your character, a word or a phrase which will give someone a vague idea of what your character is about. It might be Pickpocket, Mercenary, Musician or even Archmage (the last of which might be a bit over the top for a starter character, but at least it gives you an idea of what you'd like to be!)

As you go through character creation, you should get a firmer idea of what your character can and can't do, and why. Hopefully, this will help you fill out some details of your character concept into a fully fledged background.

Step Two - Pick a Guild.

This can be easy or it can be tough, depending on your concept. Often, a character will fit neatly into one Guild category - an archmage is clearly a member of the Elementalist's Guild, a religious fanatic is probably going to be a Lorewarden. This isn't always the case, though. For example, which Guild would a travelling bard come from? It is, in essence, up to the player to decide, but you don't have to be a member of any Guild if you don't want to.

The four Adventuring Guilds available are:

If you do join a Guild, your character will start at the second Guild Rank, that of Neophyte. For more information on the Guild Ranking system, see the individual Guild pages.

Step Three - Assign skills.

You've got fifteen experience points to assign to start with. If you've joined a Guild, then ten or fifteen of these will go into your first level or two of Guild training, giving you ten or fifteen training points to spend in your chosen Guild's training list.
If you only want to buy one level of Guild training now, then the other five points can be saved up to go towards more levels of Guild training later, or they can be spent in learning skills through private study and research. If you've chosen not to join a Guild, then all of your points are spent in learning skills through private study and research.

(Note: it may be possible to obtain training at Guild costs from sources other than the Outpost Adventuring Guilds. If you have an alternative idea as to where your character obtained their training, then you should discuss it with the FLRP Organiser.)

For more detailed rules on skills and training, click here.

Step Four - Choose an Alignment.

Members of the Guardian's Guild and the Scout's Guild should skip this Step and the next one, and move on to Step Six. Members of the Elementalist's Guild should skip this Step, and move on to Step Five.

Alignments are only chosen by characters who have a very strong bond to the powers of the spirit, most of whom will be members of the Lorewarden's Guild. Characters who follow a particular religion will almost always have the same Alignment as their deity or principle of worship. Some skills, such as Consecration, Divine Favour and Miracle Learning, can only be learnt by characters with a spiritual Alignment.

The three Alignments available are:

Step Five - Choose an Element.

Members of the Guardian's Guild, the Scout's Guild and the Lorewarden's Guild should skip this Step, and move on to Step Six.

Elements are only chosen by characters who have studied deeply in order to attune themselves to the powers and energies of the Elemental Planes. Anyone who wishes to learn the Spell Casting skill must choose one of the six Elements (Earth, Air, Fire, Water, Light and Shadow) as the one to which they are particularly attuned. The first level of the Spell Casting skill that the character learns must be in the Element that they have chosen for their affinity, and this chosen Element will also affect what form some of their Common spells (such as 'Element Bolt', 'Protection From Element' and 'Summon Elemental') will take.

Elementalists are often referred to by their Element - for example, someone who chooses to have an affinity with the Element of Water and has attained the 5th Rank in the Elementalist's Guild will usually be referred to as a Water Elementalist, a Green Sorceror, or some variation on those titles.

Step Six - Buy equipment.

Going into Nocturne naked? I didn't think so. Perhaps you'd best stop off at the marketplace on the way there. You've got twenty five hexa to spend, so spend them wisely. All characters start with a set of common clothing and one weapon for free. Those who know how to wear it will also receive a free set of armour, and members of the Lorewarden's Guild receive a free holy symbol.

Step Seven - Choose a name.

Often the most difficult part to creating a FLRP character is choosing their name. However, it can be strangely entertaining! Don't be afraid to use the names of fictional characters from books and films for inspiration, or to ask other people for suggestions.

Step Eight - Background.

The most important part of creating your character is probably your background. Hopefully, you will have been thinking about this as you went through character creation, and this next bit will be easy. If you have any weird or cool ideas, feel free to act on them. Just make sure you run them by a GM at some stage.

Step Nine - GM approval

This one's the easy bit. Give your character to a GM and see what they have to say about it. Chances are, they'll say it's brilliant and even give you a few suggestions for improvements to your background and so forth.

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Here's a bit of stuff to help you. There's a character sheet (which opens in a new window so it can be printed) and some sample characters.


If you have any questions, you can contact the FLRP organiser here.


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