Character Creation and Development

Character Building Basics

  • All kinds of individuals can be found throughout Claritas, so a wide variety of characters are playable. If you have a specific character aesthetic, motivation, or backstory that doesn’t intrinsically align with a classic fantasy/medieval setting (or with one of the playable kin), feel free to reach out to a GM to ask for further ideas and options.
  • Below are guidelines and restrictions for the stats and talents your character can start with. To keep track of everything, print a copy of the Online Character Sheet Template or Download a Word Document version. These sheets have the standard starting HP, XP, and iron filled in already.
  • Complete all the necessary fields and then submit your character sheet to info@ageofclaritas.com. If possible, print a copy to bring with you to the event. Before your first event, a GM or RM will review your character with you. If you come to an event without a character already created, a GM or RM will help you build one.
  • New characters can change any details about their character for their first three events, so feel free to experiment with your class, backstory, and kin.
  • While playing, your character can gain additional XP, talents, iron, and modifiers. These changes will be added to your character sheet during the event. GMs will keep track of your character’s stats between events.
  • If something unspeakable happens and/or you choose to make a new character, your new character will inherit the XP your former character ended with at a rate of 10 XP each event that your new character attends (in addition to whatever XP your new character earns in game).

 

Biographic Details

Names

Most kin have naming conventions, but Adventures tend to break the mold, so feel free to pick a name that you enjoy. For more information on kin naming conventions, contact a GM.

Ages

Many kin age differently than humans do. See the Kin page for more information, or discuss with a GM when you arrive.

Backstory

Creative backstories are encouraged! You can draw inspiration from your kin’s traditions and history, orient your backstory around a specific motive, or choose a simple backstory from which you can organically develop your own story. If you have a specific backstory in mind, a GM will review its plausibility before the event.

 

Backgrounds

Each character starts with two backgrounds of their own choosing. Most backgrounds are either informative or used for role play; they do not have mechanical effects. Backgrounds can be in any subject area, topic, skill, or profession—utilize them to support your character’s backstory or highlight your skills. Backgrounds aren’t associated with a specific class or kin. The more specific a background is, the more detailed the information your character will have access to within it. (e.g. if you choose a generic background like a background in geography, your character will know about general places. If you choose a specific region or city, like "Rex Portum", you'll know about store locations, districts, local politics, etc.). Some examples of backgrounds include Smuggler, Wanderer, Big Game Hunter, ___ Scholar, Sailing, or Botany.

 

 

Health

Base Health

Every player starts with a base health point (HP) pool of 3.

HP earned from XP spent

In addition to Base HP, players passively earn HP as they spend XP on other talents. An additional HP is earned after spending 30, 60, and 100 XP, and every additional 50 XP thereafter. 

HP Purchased with XP

Additional HP can be purchased at a starting cost of 2 XP, which increases by 1 XP for every HP purchased thereafter. For example, a player may purchase an additional HP for 2 XP, and then purchasing a second HP would cost 3 XP, and so on. In most cases, players opt to increase their Durability Points by purchasing armor in game rather than through HP, so it is recommended that new characters start with the standard base 3 HP.

 

Experience Points (XP) and Currency

Base XP

A player starts with 15XP. Their first weapon dexterity is free, and any dexterities after that cost 5XP. See the Class, Skills, and Abilities section below for more guidance on XP and character creation.

In Game XP

Experience points (XP) are most often gained by completing quests, defeating particularly powerful enemies, or experiencing significant moments. Once a quest is finished, XP is distributed evenly among those who completed it.

 

XP cannot be seen by non-adventurers. It cannot be traded among adventurers and is always on the character’s person, appearing and disappearing at will. In-game, XP is absorbed into player characters when they spend it on learning new abilities. Out-of-game, players may exchange the XP they accrue by giving it to a GM, who will update the player’s character sheet with the new talent.

 

Denominations

Shard = 1

Pearl = 5

Chunk = 10

Currency

The base currency in Claritas is Iron. Iron can be obtained by completing quests, selling items and gear, or exploration. Iron can be used to buy a variety of in-game items and services. Players start with 100 Iron and can gain more in game. 

Denominations

Iron coin = 1 Iron

Copper coin = 10 Iron

Silver coin = 25 Iron

Gold coin = 100 Iron

Diamond = 1000 Iron

 

Kin and Kin Attributes

Kin

Kin determine much of how a character looks and behaves. See the Kin page for more details.

 

Kin Attributes

Characters have attributes based on their kin. Each character starts with one attribute and may learn two more while playing. See the Kin page for more.

 

Half-kin

A character can be any reasonable combination of two kin. The character will still start with one attribute that can be from either kin page, but may only learn one more while playing.

Class, Skills, and Abilities

Base Class

Characters have one base class. See more about each class here.

Innate Talent and Starting Loadout

All characters start with one weapon dexterity. See the Weapon Dexterity section for more.

 

All characters start with one pre-determined Innate Talent based on their class. This talent should be added to the character sheet alongside the other Skills and Abilities that are selected.

  • Wizards - Can use tomes and tier 2 spells come back at encounter
  • Rangers - Deal 1 additional damage with ranged weapons. Rangers will also deal an additional damage when they enter the Rangers’ Guild and when they enter a Faction.
  • Warriors - Select a Warrior Title
  • Spellbinders - Begin with 1 Void
  • Rogues - Do 1 extra damage when wearing light armor
  • Clerics - Can restore HP on allies equal to the player's max HP. The player must focus for 5 seconds per HP.
  • Nobles - Begin with Township/Ludus

Skills and Abilities

A character’s class determines which skills and abilities they have access to. Once you’ve determined which talents your character starts with based on the Class Special Starting loadout, you can spend your remaining XP on other Skills and Abilities. Rank I Skills and all abilities cost 5 XP (other than Health and Constitution), so standard new characters typically choose three additional skills or abilities from their base class’s abilities. We recommend that new players start with at least two different talents. See the skills and abilities page here.

 

Modifiers

Modifiers will most often be gained while playing based on character experiences. They do not cost XP and have varied effects. Generally, new characters do not start with modifiers.