Character Creation

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So you want to make a MythCraft Character, but aren't sure where to begin! Character creation involves both thinking about your backstory and your place in the world, and choosing what mechanical abilities you have. As you pick your character’s abilities, think about how that fits in with their personality and backstory.

Designing your character’s mechanics involves six steps:

Lineage

First, what is your character’s lineage? Pick from well-known fantasy lineages like dwarf or elf, or play a unique lineage like a squirrelly kleppin or a biotechnical raedeen.

This wiki provides an in-depth description of all lineages. Each lineage allows you to make a choice when you first create your character as no lineage is a monolith. You will either pick a sublineage, or you will pick from a list of lineage abilities to make yourself unique. Some lineage options give you Skill Points. You can read more about how skills work in Skills.

At 1st level, you gain your lineage’s base features. You gain one additional lineage feature of your choice at certain character levels: 5, 10, 15, 20, 25, and 29. This is based on your overall character level, not on how many levels you might have in a particular class.

Example: Marcus and Hanniah

Nathan and Andi are creating Marcus, and Grant and Jake are creating Hanniah.

Marcus is a human, so he gains the “Tenacious” feature, which gives him +1 Attribute Point. Nathan and Andi assign it to Charisma (CHA). Humans also get one unique feature from a list of human options, so Nathan and Andi pick the “Fast Friends” feature, granting Marcus Skill Points in Leadership and Persuading.

Hanniah is a kleppin, so she gets the “Scurry” feature, making her more difficult to hit by reactive attacks. Kleppin also get two unique features of their choice from the list of kleppin features, so Grant and Jake choose “Climber” and “Claws,” giving her a climb speed and a special attack.

Assign Attributes

Player Characters (PCs) in MythCraft have eight attributes, which determine how good you are at various activities. There are three physical attributes, three mental, and two metaphysical.

Each attribute has a number ascribed to it, which reflects how good you are at using that attribute. This ranges from a -3 (terrible) to a +12 (legendary). An average untrained human has a 0 in a given attribute.

Assigning Attributes

When creating a character, you have 5 Attribute Points that you can assign to your eight attributes. You may choose to give yourself a -1, -2, or even a -3 in one or more attributes to grant yourself additional Attribute Points (for each -1 penalty you take, you get +1 Attribute Point). However, note that you must still observe the attribute cap..

Attribute Cap

Each time you level up, you can increase one of your attributes by +1. However, your attributes are always limited based on your level: you can never have an attribute that exceeds 1⁄2 your level+1.

This means that at levels 1 and 2, your attributes cannot be higher than a +2. At levels 3 and 4, they cannot exceed a +3, and so on.

Note that there are talents, features, and abilities that allow you to boost your attributes. These must still follow the attribute cap unless otherwise specified.

Optional Rule: Rolling for Stats

Optionally, if you would prefer to roll for your attributes and if your MythCrafter (MC) allows it, roll 2d4 and subtract the second from the first, resulting in a number between -3 and +3. Do this 8 times. You can assign these numbers to any of your eight attributes. Note that even though this can break the attribute cap rule; you must observe the attribute cap rule when leveling up, so you cannot increase a +3 to a +4 until you are at least level 5.

DISCLAIMER: This optional rule will cause imbalance in your character as the abilities, talents, spells, and monsters are designed with standard attributes in mind rather than rolled attributes. MCs that allow rolled attributes might impose additional restrictions, such as only allowing one +3 bonus.

Example: Marcus Luxxor

Nathan and Andi are both creating Marcus Luxxor, a human cleric. Nathan gives Marcus 2 points in Strength (STR), 1 point in Endurance (END), and 2 points in Awareness (AWR). He gives Marcus a -1 penalty to Dexterity (DEX) to give him 1 point in Charisma (CHA).

Andi rolls for her attributes, so she rolls 2d4 and subtracts the second die from the first. She does this 8 times, resulting in 3, 2, 1, 1, 0, 0, 0, and -1. Andi puts 3 points in STR, 2 in AWR, 1 in END, and 1 in CHA. She assigns her -1 to DEX.

The Eight Attributes

Each of the attributes, and what they represent, are explained in this section. Each attribute is referred to with an abbreviation, listed in parentheses after the attribute.

Physical Attributes

Strength (STR): Lifting, pulling, dragging, and undergoing strenuous exertion. This is the attribute that demonstrates your sheer muscle.

Dexterity (DEX): Nimbleness, good reflexes, maintaining balance, and motor function under duress. This is the attribute that allows you to be lighter on your feet.

Endurance (END): Withstanding harsh external conditions and enduring long-term physical strain. This attribute also directly affects how many Hit Points (HP) you get.

Mental Attributes

Awareness (AWR): Picking up on sensory details that warn of danger, deceit, and the like. This is the attribute that measures your skill at observing and interpreting the world around you.

Intellect (INT): Wealth of knowledge; your capacity to quickly consume and accurately retain information. This attribute determines how good you are at processing information and recalling it accurately when needed.

Charisma (CHA): Projecting your desires, your confidence, and your force of will to your advantage. This attribute reflects your personal magnetism and your ability to sway people to your views.

Metaphysical Attributes

Luck (LUCK): Having things go your way even when they should not. This attribute sways fate in your favor and grants you a special ability, Luck Points.

Luck Points. You may reroll 1d20 that you rolled if you are unsatisfied with the result. You may use this ability once for every 2 points of LUCK that you have, regaining all expended uses upon Taking a Rest.

If your LUCK is lower than 0, you can never Critically Hit (crit), and you subtract your LUCK from every d20 roll that you make.

If you have 1 or more LUCK, your crits become stronger. Add your LUCK score to critical damage that you deal.

Furthermore, once you have 6 LUCK, your crit range increases by +1 (e.g., from 20 to 19-20, max 16-20), and if you have 12 LUCK, your crit range increases by an additional +1.

Coordination (COR): Your overall ability, both physically and mentally, to process information and act upon it. This is neither DEX (physical) nor AWR (mental), but a separate mechanism by which the game tracks your capacity to act. All characters start with 3 Action Points (AP). For every 2 points of COR that you have, you gain +1 AP at the beginning of your turn. If you have -1 or -2 COR, you lose 1 AP at the beginning of your turn. If you have -3 COR, you lose 2 AP at the beginning of your turn.

Note Your Stats

Your DEX, END, AWR, INT, and CHA will affect some of your passive stats, including five of your six defenses and HP.

Defenses

Your character has six defenses that they might use when being attacked. Five of the six defenses are linked to specific attributes, as shown on the following table. You can improve your defenses by equipping armor, using a shield, or gaining special talents or other abilities. When attacked, you are hit if the attack roll equals or exceeds your relevant defense.

Defense Score
Armor Rating (AR) 10
Physical Defenses Score
Reflexes (REF) 10+DEX
Fortitude (FORT) 10+END
Mental Defenses Score
Anticipation (ANT) 10+AWR
Logic (LOG) 10+INT
Willpower (WILL) 10+CHA

Armor Rating (AR) represents your physical capacity to block or avoid direct hits using armor, mastery over weapon fighting styles, and the like.

Reflexes (REF) represents your nimbleness and ability to dodge out of the way of some attacks, like a stream of acid.

Fortitude (FORT) demonstrates how good you are at enduring punishing environments and effects, such as the intense heat of a fireball.

Anticipation (ANT) reflects your skill at instinctively intuiting a threat before it hits you. Unlike REF, this defense would be used when you are unaware of an incoming attack, such as being ambushed or triggering a tripwire.

Logic (LOG) demonstrates your skill at thinking clearly under duress and might be used when a creature attacks you with enchanting magic that might charm or frighten you.

Willpower (WILL) represents your determination to stay true to yourself. Depending upon the nature of the attack, enchanting magic might target your WILL instead of your LOG.

Hit Points

No matter what level you are, your HP is always 10+(level)d(X)+(level) where X is a die size determined by your END.

For example, a level 3 character with 0 to 2 points in END will have 10+3d4+3 HP, and a level 3 character with 3 points in END would have 10+3d6+3 HP. You can always choose to take a set HP amount instead of rolling, as shown on the following table.

END Set HP HP Die
Threshold 1 -3 0 -
Threshold 2 -2 to -1 1 1d2
Threshold 3 0-2 2 1d4
Threshold 4 3-5 3 1d6
Threshold 5 6-8 4 1d8
Threshold 6 9-11 5 1d10
Threshold 7 12 6 1d12

HP Increases

When you level up, you will add 1 HP for your new level, and roll one HP dice (or take the flat bonus) to add to your HP. Remember that your HP is always 10+(Level) d(X)+(Level).

Endurance Thresholds

When you reach an END threshold on the Threshold chart, you are permitted to completely reroll or recalculate your HP by rolling or taking the flat bonuses. Your HP should still equal 10+(Level)d(X)+Level.

Want to double check? Use this HP Calculator! Just make a copy and enter your characters information.

BOP

BOP stands for the Background, Occupation, and Profession system in MythCraft. Background, Occupations, and Professions explains all backgrounds and professions in detail. Every background allows you to gain a profession, except for the urchin background.

Backgrounds also specify that if you pick a profession with a certain occupation tag, then you gain additional Skill Points.

What’s a Tag? Tags are referenced frequently in spells, lineage features, talents, and the like. They help to categorize them for ease of reference. See the Tags subsection for more information on tags.

Each BOP will give you Skill Points. You can read more about how skills work in Skills. Furthermore, your BOP will give you your starting equipment.

Talents

Finally, now that you have picked a lineage, assigned your attributes, and chosen a background (and profession if relevant), it is time to pick a talent.

Talents are unique abilities that your character gains. Some of them are passive, such as a permanent bonus to a defense; others are active, such as the ability to charm someone once per day by speaking with them.

At level 1, you may pick a Specialization Talent or Magic Entry Talent. Note that some talents have prerequisites that you must meet before being able to gain that talent. For example, all class talents have the prerequisite of Character Level 2.

Example: Hanniah Sharptooth Grant and Jake are creating Hanniah Sharptooth, and they give her the “Basic Dual Wield” talent so that she can use her handaxes more effectively.

Other Important Info

Prerequisites and Incompatibilities

Prerequisites. If a feature or talent has prerequisites, then there will be certain prerequisites that you must meet (such as having another lineage option, or having a certain number in one of your attributes) prior to taking that option.

Incompatibilities. If a feature or talent has incompatibilities, then you can only take that option if you do not have any of its listed incompatibilities.

Tags

Spells, talents, items, and the like might have one or more specific categorizations, or tags. These can be found in italics under the name of the talent, feature, magical ability, item, etc. Other abilities might reference these tags. “Repeatable,” “Entry,” and “Capstone” are three of the most common tags.

Entry. If a talent has an Entry tag, that means you must take that talent before taking any other talent in that stack.

Capstone. Classes also have several talents with the capstone tag. Capstone talents are especially powerful ways to define your character’s greatest powers at the height of their adventuring career.

Repeatable. If something has the repeatable tag, then that means that you can select the same feature multiple times, gaining its benefit each time.

Skills, Conditions, and Attack/Damage Interactions

Like tags, many features and abilities will reference skills and conditions.

Skills. Many features allow you to gain Skill Points. See Skills for detailed information on how skills work.

Conditions. Many features, talents, and abilities interact with various conditions.. A full list of conditions and their details can be found here.

Attack/Damage Interactions. Several features, talents, and abilities interact with resisting damage, becoming more vulnerable to damage, or adjusting your chances to hit. Information on Resist, Vulnerable, and Immune, as well as, abbreviations such as DR and DT can be found here. Information on TA/TD can be found here.

Leveling Up

Each time you level up, you receive three benefits:

  1. Talent. Each time you level up, you gain one new talent of your choice. Note that some talents have prerequisites that you must meet before qualifying for that talent.
  2. Attribute Point. Increase one attribute of your choice by +1. Each time you level up, you may also reduce one of your attributes by 1 to gain another Attribute Point, potentially allowing you to increase an attribute by +2. Be sure to observe your level’s Attribute Point cap.
  3. Hit Points. Finally, each time you level up, you gain additional Hit Points (HP).

Example: Marcus Luxxor

Nathan and Andi are leveling Marcus Luxxor up from level 2 to level 3 and each picking different options for him. Nathan assigns 1 point to Marcus’s CHA. Andi gives Marcus 1 point in STR.

Marcus has 1 point in END, so Nathan takes the set HP bonus, gaining 3 more HP. Andi rolls, gaining 1d4+1 HP.

At level 2, Marcus became a Cleric, so Nathan and Andi have access to Cleric subclass tracks. Nathan chooses for Marcus to learn the “Healing Hands” talent from the Piety track, but Andi chooses for Marcus to learn the “Sense Planar” talent from the Exorcist track.

Order of Operations for Leveling

When leveling up, use the following order of operations.

  • You level up.
  • You take a talent. It cannot be its own prerequisite or trigger itself.
  • You gain the effects of that talent.
  • You increase one of your Attributes by +1.
  • You may decrease one of your Attributes by 1 to increase another Attribute by +1.
  • You gain HP.

Lineage & Profession Leveling

Your lineage and your profession both progress slowly, reflecting your life experience and career outside of adventuring.

At levels 5, 10, 15, 20, 25, and 29, you gain one additional lineage feature.

Your profession ranks up slowly and does not do so at a set rate. Your MC will award you additional levels in your profession when they feel that it is appropriate for the story, often as a notable quest reward. On average, you can expect to gain an additional profession rank once every six character levels.

Tips for Character Creation

Flesh out your Personality

Now that you have picked your lineage, as you consider your BOP (Background, Occupation, and Profession), it is a good idea to think about your character’s personality as well. Here are a few optional tools that you can use if you need some guidance brainstorming your character’s personality traits.

Values

People have nuanced and complex beliefs, and at times have beliefs that are at odds with one another. To represent this in your character, you can choose between two and six values that your character believes in or wrestles with.

Many TTRPGs have made use of the law/chaos and good/ evil values systems, allowing characters to range from lawful good to chaotic evil. You might find it helpful to think of your values in the same way, but remember that your character’s values might change over time, especially when multiple values conflict.

If you are Logical and Traditional, but are presented with an evidence-based logical argument about why a traditional practice may need to be amended, you will have to decide which value holds greater import in your character’s eyes.

Value Systems

  • Cautious/Risky. Do you like to play it safe, or are you more prone to risk-taking? Why do you approach life in this way?
  • Greater Good/Personal Gain. Are you primarily motivated to go on adventures knowing that it will help others, or knowing that it comes with great reward for yourself?
  • Honor/Pragmatism. When making important decisions, do you pursue the most optimized solution, or the solution that treats other concerned individuals with the greatest respect? Do you strictly adhere to a personal code, or are your morals fungible based on what the situation calls for?
  • Logical/Emotional. While you might be capable of calculated decisions and empathetic ones, which approach tends to win out when you make the most important decisions in your life?
  • Loyal/Disloyal. Do you place value in standing beside your close associates and family, even when they behave in ways that you disagree with?
  • Tradition/Change. Are you more interested in preserving the core ideas of generations before you, or creating new systems of your own?

Drives

Virtually every hero has some kind of goal. This drive will inform how you behave in various situations and might nudge you to prioritize certain values over others when some of your values align more closely with your drive. You can roll 1d20 or choose from the following table if you want help brainstorming your drive, although of course you can come up with your own drives too.

1d20 Drive
1 Ambition
2 Survival
3 Knowledge
4 Escape
5 Love
6 Conservation
7 Power
8 Revenge
9 Independence
10 Validation
11 Recognition
12 Conquest
13 Legacy
14 Exploration
15 Duty
16 Justice
17 Security
18 Prestige
19 Creativity
20 Protection

Having selected one or more drives, consider how intense those drives are for you. Do you care about this drive, but not to the extent that you will go out of your way for it? Or conversely, will you betray both your own values and your allies if it means fulfilling this drive? Most heroes will fall somewhere between these two extremes.

Quirks

While quirks are usually the least complex part of your character, they can make your character deeply memorable. You might have a funny voice or a huge love of potatoes, for example. The only limit on quirks is your imagination, but a short list of example quirks is provided below.

1d20 Drive
1 Insists on being paid in small or valueless objects, such as acorns or pocket lint.
2 Always wears a fake mustache, even over a real one.
3 Constantly seems impatient and pulling out an hourglass during meetings
4 Looking for their pet rock.
5 Claims they are from the future...or the past.
6 Obsessively rearranges items on a table or furniture in a room.
7 Makes dramatic exits...then returns because they forgot something.
8 Believes the moon is haunted.
9 Often loudly talking to themselves, at times with their own reflection.
10 Brings their own cup and utensils with them everywhere. Will not eat or drink food anyone else has handled. Will not shake hands or touch people.
11 Swears they once dated a ghost.
12 Consults a rubber duck for advice.
13 Cannot turn left.
14 Extremely superstitious, knocking on wood, throwing salt over their shoulder, and some wildly outlandish practices.
15 Refuses to sit on anything other than the ground.
16 Always refers to themself in the third person.
17 Has an explosively negative reaction to a particular food group.
18 Physically incapable of making eye contact, instead looking slightly past someone.
19 Always eager to share their latest grand theory of the universe.
20 Believes themself to be a great inventor, but has never made a useful invention