HOW TO BUILD A CHARACTER
Some things to consider:
A large part of roleplay comes from diving into a made up world and crafting characters and experiences to immerse ourselves into this fantasy world. There are a lot of skills in the rulebook and it can be hard to know where to start.
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When you play your first game, you’ll be experiencing, and experimenting with the ruleset to try and discover which play style fits you best - if you don’t like your starting build, you can change anything you wish about your character when you come back again
Race
Human is the easiest race to start with since there are no special costuming or roleplaying requirements. They also start with 50 extra CP to spend on skills, so you get a bit more flexibility with your starting build. If there is a race you’re excited to play right away, then go for it. Otherwise, humans are a good starting point.
Class
Don’t worry about your starting class too much at first, as the unique skills won’t be available to you during your first event. Except for the few class specific skills, any class can purchase any skill. Your character class is an out of game concept that does not define who your character is in game. The most upstanding person could be an assassin, because the class only defines the cost of skills and unique skills they have access to, not who they are or how they are expected to roleplay.
Weapon Skills
An important thing to consider is what you want to do during the game. The experience of a Mage will differ from a frontline fighter and both will differ still from that of a physician. A few skills worth considering are:
Weapon Proficiency: Anyone can use simple weapons (staffs, daggers, clubs) but not everyone can use a sword, a stiletto, or a glaive. If there is a specific weapon you want to use, make sure you include the appropriate weapon proficiency in your starting build!
Dual wielding and Shields: If your image of combat is you holding two weapons or a shield in your offhand: you’ll have to make sure you’ve got the right skills. Shields require the Shield skill, while dual wielding requires Ambidexterity and, depending on the size of your offhand, Florentine.
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Single Use skills or Persistent ones? Some skills have limited uses per day, while others are always active. Consider this factor when choosing skills.
Other Skills
Magic: Magic is a very cool part of the game, but can create limitations on your starting build since you will need to purchase the skills Read & Write, Read Magic, and your first Magic Sphere before you can even start buying your actual spells/
Self Mutilate: Whether or not you purchase this skill will affect how your character reacts to many situations so it is a skill worth reading and considering.
As per the rulebook:
Self-Mutilate This skill represents the character’s ability to overcome the instinct of self-preservation. A character may not willingly accept or cause themselves 1 Body or more worth of damage without this skill, and must actively fight any attempt to harm them, even if it is in their best interest. This skill must also be purchased for a character to actively kill themselves or to consent to their own demise.
In Zenithstrand: we interpret this rule to mean that a character without self mutilate and no armour would hesitate to go into battle, and may be inclined to run away if they became wounded. Additionally, the character without the self mutilate skill would not want to cause themselves any pain either. (They wouldn’t turn down surgery or physical healing, but they should still roleplay their hesitation to submit themselves to any sort of pain.)
Healing: If you want to be a healer, you can do so in two ways, the healing magic route, or the physician route. Both create unique roleplay opportunities. For either route, it is recommended to take The Anatomy skill.
Production: Most of the game’s actual production is created at the beginning of the event, during logistics. The game is spent gathering resources and planning your next batch of production, if you start with production skills, you may not get the full experience of using them during your first event unless you also take an appropriate tradesman skill to provide starting resources for yourself.
SAMPLE STARTING BUILDS
Some example starting characters. For these examples, we’ve included the Human Body Bonus in each of the builds, if you want to try one of these builds with a different race, just subtract 5 body!
Human Mercenary
Body: 11 (6 +5)
Weapon Gr Prof: Simple 0 CP
Weapon Gr Profy: Medium 40 CP
Blacksmith 65 CP
Self Mutilate 15 CP
Human Body Point Bonus 50 CP
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Total spent CP 170
Total unspent CP 30
Human Mage
Body: 8 (3+ 5)
Weapon Gr Prof: Simple 0 CP
Read & Write 40 CP
Read Magic 15 CP
Sphere of Magic: 1st 25 CP
Spell Slot: 1st Circle x3 30 CP
Spell Slot: 2nd Circle x2 20 CP
Spell Slot: 3rd Circle x1 20 CP
Human Body Point Bonus 50 CP
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Total spent CP 200
Total unspent CP 0
Human Assassin
Body: 9 (4+ 5)
Weapon Gr Prof: Simple 0 CP
Weapon Gr Prof: Medium 50 CP
Critical +2: Specific (Sword) 100 CP
Human Body Point Bonus 50 CP
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Total spent CP 200
Total unspent CP 0
Why a Merc?
With this build, you will have a passive skill that you’ll be able to use all weekend - blacksmithing. There will almost always be armour to fix. You won’t be able to produce anything at your first logistics, but that’s alright, you can always collect the RM you’ll need for next time. Just make sure you have a smithing hammer ready as you’ll need it!
Why a Mage?
With this build, you’ll be able to use six spells per day (12 over the weekend) from the base magic sphere of your choice.
As a note: those who choose to cast healing may wish to trade the body bonus for anatomy, and elemental casters will need to buy their first elemental attunement.
Get a staff or a dagger so you can participate in combat even when you run out of spells!
Why an Assassin?
With this build, you’ll have a limited skill use, but you’ll be able to practice being sneaky, causing extra damage when attacking the enemy from behind.Â
Rogue skills are expensive to purchase, but very effective.
Don’t worry too much about your use of skills, you can use your chosen weapon all weekend long, and fill the rest of your time with intriguing roleplay as you get to know your friends - and your enemies!
HOW TO WRITE A BACKSTORY
While you don’t have to decide everything about your character right away, it’s a good idea to make a few decisions about who they are so you at least have a few tools to start roleplaying with.
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Here are a few things you may wish to consider:
Where is your character from? If they’re from the Shadow Isles, we have lots of geographical lore for you to explore. If you’re not sure where you want your character to be from exactly, you can consider their environment instead. Are they from a city, a farm, or the wilderness? Perhaps they were raised on a ship? Wherever you decide, it will help you form who your character is and what sort of experiences they might have had.
How did they learn their skills? Whatever skills you chose, it can be helpful to decide how they learned to do those things. Perhaps your character has a cool story about how their father taught them to use a shield, or how proud their parents were the first time they learned about your character’s natural magical abilities.
Remember that a character is much more than just their skills. Try to pick some quirks, fears, strengths, weaknesses or ideals. Remember that your character isn’t you, so don’t be afraid to include weaknesses and explore them through RP, as these help make your character more unique. Two players can have the exact same build on paper, but it’s going to be the roleplay decisions and little details like this that will differentiate one character from another and drive the story forward.
Don’t stress over making all the decisions right away. Let the world and other players around you help to develop your character over time. It’s ok to make decisions about how your character feels about something by waiting and seeing how you think you might feel about it when it comes up, and it’s possible that other opinions could sway your character’s viewpoint too! Your character can change, grow and develop, so you don’t have to set everything into stone right away!