This is a thorough guide to creating a character in Gehenna.
You may also fill out the official Character Sheet provided
Here if wanted.
- Choose a Class
In the Player section on The Hub located Here, are a list of Classes. These define your characters role and abilities.
- Determine your Attributes
These define everything about your character as a person: Physique, Mind, Ego and Id.
A score ranges from 1 to 8. When determining scores, all Attributes will start with 4 points by default. You have an additional 2 points to freely distribute. You can only gain more points by subtracting from other Attributes or choosing a class.
You can learn what each Attribute does what Here. Modifiers are listed as well.
- Allocate Skills
Each Skill coorelates with an Attribute, and a Skill's base score is the Modifier of its related Attribute. Now multiply the Attribute score by 2. That is how many points you may freely distribute to any Skills under that Attribute.
Your Class also has "Class Skills" which are marked for being proficient. For your Class Skills, add an additional +1 to their score.
To see which Skills coorelate with which Attribute, refer to Here.
- Determine your Hit Points
This is your general Health. When this reaches 0, you're at risk of a terrible injury, or death.
Check your Class to see their listed Hit Die. Roll 6 Hit Die. This is your max HP. Then roll as many Hit Die equal to your Health Skillscore, and add the results to your max. If it's negative, roll that many Hit Die, and subtract instead.
- Determine your Mind Points
Not to be confused with your Mind Attribute, MP is the vitality of your sanity in general terms. This is what is used to cast Spells and stay sane. When your MP reaches 0, your Resolve is tested.
Roll 6 Hit Die. This is your max MP. Then roll as many Hit Die equal to your Composure Skillscore, and add the results to your max. If it's negative, roll that many Hit Die, and subtract instead.
- Choose some Foibles
Foibles define your character's eccentricities, offering abilities.
You may choose up to 2 initially, and develop more along your journey.
Here are a full list of Foibles.
- Choose your Class Feats.
At maximum, a player can only have 6 Class Feats at once. Feats with (A) in their name are always in your arsenal, and they do not take up one of your Feat slots.
Some Feats can be accquired multiple times to increase the Feats power. These will detail in their description what happens with every stack. Every stack still takes up a Feat slot.
- Choose some starting Equipment.
If your Character background is:
- Wealthy / Nobility: Begin with 50 + 6D6 Silver
- Average / Worker: Begin with 30 + 4D6 Silver
- Poor / Peasant: Begin with 10 + 2D6 Silver
You can use money to buy your starting Equipment from Here.
- Determine your AC.
Your AC (Armor Class) determines how difficult it is for an opponent to hit you. Your AC is 10 + your Dexterity Skillscore. If you have armor or a shield, add their armor and shield bonuses as well.
Your armor or shield may also have a 'Max Dexterity Bonus'. This maximum caps the Dexterity Skillscore you add to your AC.
- Determine your Speed.
A character's base speed is 30 ft. For each point in Dexterity, add an additional 5 ft. For every negative point, subtract 5ft.
- Determine your Carry Weight.
By default, a character can hold 35 pounds, even if your Strength is lower than 0. If your Strength Skillscore is +1, multiply 35 x2, if it's +2, multiply 35 x3, and so on.
- (OPTIONAL) Choose a Worshipped Deity and starting Spells
A Deity is important for Spellcaster's. Deities offer a line of Magick which determines the Spells you may wield.
To see a list of Deities and their line of Magick, check Here.
You can choose at maximum 3 spells from their 1st level of Affinity, which you can find Here.
- Create a Name, Description, etc.
No advice here besides have fun!