Group Toolbar Menu

Forums » Combat System » Character Generation

xEn3E3v.png
Introduction
Hi there! I'm Tom(Keiden), Rah of Kasuria, and your guide through the wonderful world of the Kasuria Combat System. Hold onto your hats!
The first step in creating any character in Kasuria is simply to decide what your character is going to be. Will he be a feline? Will she be a wyrmme? Will there be something that makes her a half-elvenfurre? That's all for you to decide! The system is flexible enough to allow for just about anything, and if it doesn't fit your character, ask for it and we'll be glad to help! So what's your first step? Grab a copy of the Character Sheet!
Once you've finished that, we're ready to begin! Please read this whole page! If you don't, then you can really mess up the rest of your sheet.



First Steps
B1jDVyJ.pngNow that you have a character sheet, there's a few easy things you can do right off the bat.
Character Name: This is the name of your Character. Some names are not very appropriate. If your name is blatantly taken from a well known novel or an anime, chances are you're going to have to change it. If your character name has numbers, like GokuPikachu397, then you'll have to get a different avatar.

Character Gender/Race/Base: Gender is either Male or Female. Available races can be found in the Index of Races Choosing your race is very important, as that will help define your characteristics in the continuity! Your Base helps define your intrinsic skills. Does your character have a knack for physical prowess, or for catching onto magical theories?

Initial Rolls: Everyone starts with a certain set amount of experience (XP) and currency in Silver Pieces (SP). Note: The 100 XP does NOT count towards your character's 'Total XP', and any excess disappears once character creation is complete. That is, all new characters start at level 1 with 0 current experience and 0 total experience once character creation is complete while keeping only skills, equipment, and leftover silver from character creation.




Fleshing out your character4VhAE0B.png
First of all, choosing your race is very important. Certain races give bonuses to different Ability Scores while others do not. Another very important part of your character are your Ability Scores, which determine a large portion of what your character is capable of; both physically and mentally. And after all this, you get to choose your Base and Skills, which are essentially the skill-path, or character concept, you want to begin your character with.

Don't worry if it looks like a horrific amount of information. All it takes is time before the whole process is second nature!

Remove this ad

Ability Scores

Though they don't come at the top of the sheet, they are half of the most important quantities in the game!
Every Character has a set of ability scores. These are: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. If you want to know what these terms mean, check the Glossary. Every character starts off with the same basic set of Ability Scores:

SqYaFCE.png

When you choose your race, you get a set of instant changes to your ability scores. For example: a Feline gets +2 Dex and -2 Wis. Adjust your scores according to your race.
Now comes the hard part. You get 15 Ability Points to spend on your character. However, you must spend those points in such a way so that the character you make reflects the freeform character that you play. At first level, you cannot have a single Ability Score above 18. You cannot swap points from one Ability Score to another once you have added your 15 points.


Example
Therin is a Feline who is extremely smart, wise and likable, but not very physical.
On the left is Therin's base scores. Since he wants to be smart, he adds 7 of his 15 points to Intelligence, but he's also wise, so he needs to add a few points to Wisdom, but since his wisdom is very low, he needs to add a few more points to it. He adds 6 points. That leaves 2 point left to add to Charisma.

VqJx8vW.png

These ability scores are what make up the physical and mental capabilities of your character, but what is actually used for most situations is not the base score itself, but the stat modifiers instead. It's the modifiers, not the base scores, that are the bonuses used to determine things like AC, MR, To-hit and Damage and a whole host of other useful things.
When ability scores are particularly important is in the case of curses and poisons. These often drop the base ability score, which in turn lowers the modifier.

To find your stat modifiers, visit the Stat Modifiers page!

Here are some important things to note about having a score of zero, not a mod of +0.
If you are helpless, you have an AC of 5 + <Armor Bonuses>, and an MR of 5 + <Armor Bonuses>, because you can't do anything to defend yourself.
  • A Strength of 0 means that a character is not strong enough to move, and lies helpless on the ground.
  • A Dexterity of 0 means that a character is unable to move due to paralyzation or similar effects, they are helpless.
  • A Constitution of 0 means the character is dead. As your Constitution changes, remember to adjust your HP to the new bonus.
  • An Intelligence of 0 means that the character cannot think, and is in a coma-like stupor, and helpless.
  • A Wisdom of 0 means that the character is comatose, drawn into his/her own mind, in a deep sleep filled with nightmares, and helpless.
  • A Charisma of 0 means that the character is catatonic and helpless.
Modifiers

sMTeFMc.png

Strength

A strength of 0 means that a character is not strong enough to move, and lies helpless on the ground.
A strength of 1-3 means the character is very weak and has difficulty moving. An example of such would be a crawling infant.
A strength of 4-6 means the character is weak, but not unable to walk or move. An example would be a toddler or a young child.
A strength of 7-9 means the character has below average strength. This could mean a child or an adult that isn’t in very good shape.
A strength of 10 is simply average.
A strength of 11-13 means the character is stronger than most furres. Most adults have strength in this area.
A strength of 14-16 means the character is quite strong and is generally in good shape. Mostly adults have this much strength.
A strength of 17-19 means the character is in exceptional shape and is most likely a fighter or does a lot of physical work.
A strength of 20 means the character is in extremely good shape, possibly due to magical aid.
A strength of 21+ is generally only achieved through the use of magical items or highly strict training.



Dexterity

A Dexterity of 0 means that a character is unable to move due to paralysis or similar effects, they are helpless.
A dexterity of 1-3 means that the character is still working to fine tune their motor skills much like a baby learning to crawl and walk.
A dexterity of 4-6 means the character's developing their motor skills, like a toddler works on picking up tiny things between their fingers.
A dexterity of 7-9 means the character isn’t very skilled with their hands/paws and may have difficulty writing.
A dexterity of 10 is simply average.
A dexterity of 11-13 means the character has above average coordination and may have nice handwriting.
A dexterity of 14-16 means the character is highly dexterous and can probably craft items skillfully. Also, their bodies are often more flexible than the average furre.
A dexterity of 17-19 means the character is extremely dexterous and could be compared to a modern day gymnast.
A dexterity of 20 means the character has exceptional flexibility and can often dodge most attacks geared toward them. Only a few furres are naturally this flexible and coordinated.
A dexterity of 21+ is generally only achieved through the use of magical items or highly strict training.



Constitution

A Constitution of 0 means the character is dead. As con changes, remember to readjust hp to the new bonus.
A constitution of 1-3 means the character’s body is highly unstable, but capable of supporting itself.
A constitution of 4-6 means the character’s body is extremely frail or delicate, much like an infant.
A constitution of 7-9 means that character is somewhat frail, but not to the point of being in much danger.
A constitution of 10 is simply average.
A constitution of 11-13 means the character is of an above average build, often described as sturdy.
A constitution of 14-16 means the character has a very strong build and could take a lot more abuse than an average furre could.
A constitution of 17-19 means the character is of an extremely strong build and may not feel as much pain as an average furre would.
A constitution of 20 means the furre is much like a modern day pro football player. They are usually very strong and can withstand a lot of abuse.
A constitution of 21+ is generally only achieved through the use of magical items or highly strict training.



Intelligence

An intelligence of 0 means that the character cannot think, and is in a coma-like stupor, and helpless.
An intelligence of 1-3 generally means the character is in early stages of brain development. Ferals usually intelligence scores in this range.
An intelligence of 4-6 means the character is siginificantly mentally impaired due to retardation or mental illness.
An intelligence of 7-9 means the character may be a slower learner than most furres and/or has been uneducated.
An intelligence of 10 is simply average.
An intelligence of 11-13 means the character is a faster learner than most furres and is usually educated to a certain extent.
An intelligence of 14-16 means the character is a very fast learner and has most likely had a very good education and/or is studying magic.
An intelligence of 17-19 means the character is an extremely fast learner and is more than capable of learning many languages fluently.
An intelligence of 20 means the character is an extraordinarily fast learner and is most likely a magic user. Only a few furres are this intelligent.
An intelligence of 21+ is generally only achieved with extreme mental prowess.



Wisdom

A Wisdom of 0 means that the character is comatose, drawn into his/her own mind, in a deep sleep filled with nightmares, and helpless.
A wisdom of 1-3 means the character is generally “in their own little world” and doesn’t regard their surroundings.
A wisdom of 4-6 means the character has a difficult time paying attention and may be mildly insane.
A wisdom of 7-9 means the character doesn’t always pay attention to everything and may have a slightly unstable mind.
A wisdom of 10 is simply average.
A wisdom of 11-13 means the character is a bit more observant than more average furres.
A wisdom of 14-16 means the character is a lot more observant than most furres and has a very stable mind.
A wisdom of 17-19 means the character is extremely observant and can sometimes sense things a few moments before they happen.
A wisdom of 20 means the character often sees small details that others don’t. Also, they can sometimes foresee certain things a few moments before they happen.
A wisdom of 21+ can generally only be achieved with the aid of magical items.



Charisma

A Charisma of 0 means that the character is catatonic and helpless.
A charisma of 1-3 means the character relies entirely on others. Also, they don’t know anything about how to behave around others. An example would be an infant.
A charisma of 4-6 means the character relies mostly on others and can sometimes be thought of as rude around others. An example would be a toddler.
A charisma of 7-9 means the character doesn’t always fit in with everyone else. This is generally because they don’t know how to behave socially.
A charisma of 10 is simply average.
A charisma of 11-13 means the character handles himself/herself well around others and generally has above average manners.
A charisma of 14-16 means the character tends to act like a leader and can handle himself/herself quite well around others.
A charisma of 17-19 means the character has the qualities of a leader, are very good public speakers and have a lot of confidence in himself/herself.
A charisma of 20 means the character would make a great leader. He/she is most likely experienced with dealing with many people and has great confidence. Also, they are great public speakers.
A charisma of 21+ can generally only be achieved with the aid of magical items.
Choosing a Base

After you finish determining your Ability Scores, the next thing that you have to determine is your character's Base. The Base determines what Skills you have initially, but also places limits on what skills may be purchased down the line. If a skill is listed as being Exclusive to one Base, and you have a different base, you may never purchase that skill. Once you choose your Base, you are stuck with that decision, so take care, and choose wisely.



Overview


Fighter Base
The Fighter Base is designed for melee combatants, front line or just behind it with polearms. Able to take hefty amounts of damage, they are skilled in dealing it as well, a straight-forward and well-rounded Base.

Initial skills:
HP Bonus 4
ThD++ 2
AC++ 1
MR++ 1

Exclusive skills:
Jump Attack
Armor Break
Momentum
Keepaway
All skills requiring Weapon Master
All skills requiring Martial Lore



Rogue Base
The Rogue Base excels at dealing damage through surprise and taking advantage of vulnerabilities. Not intended for the front line, hit and run tactics with Backstab are the Rogue's forte.

Initial skills:
HP Bonus 1
ThD++ 2
Sneak 3

Exclusive skills:
All skills requiring Backstab



Mage Base
The Mage Base is the quintessential caster, from damaging Evocation to subduing Enchantment to supporting Alteration. A skilled mage can become a jack of all trades through the many magical schools, or focus on one or two to master the art--but in either case, the mage cannot sustain much abuse, and should be well protected at all times.

Initial skills:
CR++ 2
MR++ 1
Arcane and Magic Tradition or Wild Emotion (Assuming Charisma prerequisite is met!)
2x Arcane School (Any) or 2x Wilder School (Any)
Arcane Prep 1 or Wilder Prep 1

Exclusive skills:
Arcane Damage above level 10
Speed Spell
Reflexive Shield, Enchantment, Evocation
All skills requiring <Arcane School> Plus
All skills requiring <Wilder School> Plus



Healer Base
The Healer Base is the ultimate in support. While poor at taking damage and poor at dealing it (except perhaps against undead and Evil foes), the healer keeps her companions in the fight and keeps Death at bay should they fall.

Initial skills:
HP Bonus 1
CR++ 1
First Aid 1
(Celestial or Infernal) and Divine Priesthood or Elder Druidic and Nature Rites
Divine Prep 1 or Nature Prep 1
2x Divine School (Any) or 2x Nature School (Any)

Exclusive skills:
Holy/Unholy Damage above level 10
Heal Power/Heal Power (Vile) above level 10
Turn Power/Bolster Power
Mass Heal/Mass Heal (Vile)
Aura of Light/Darkness
Blade of the Righteous/Slaughter
Mass Regeneration/Degeneration
All skills requiring <Divine School> Plus
All skills requiring <Nature School> Plus



Rune Acolyte Starting Package

Additionally, after choosing a base, and only during character creation, the following Rune Skills be purchased at a cost of all 100 starting XP:

Rune Lore
Runes
Rune Prep 1
Use Rune (name)
Rune Power (name) 1
The next and final step is your entrance into the wide, wild world of skills!
After completing your skills selection, and submission of your sheet, you're ready to jump in!
At this time you can request a Story Tellerto help you to get your feet wet with your first adventure!

Moderators: Saliah (played anonymously) Finelas (played by JayTee) Rika Swayde (played by SylvyrDii)