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Character Creation

 

To begin playing, you'll need a character. Below is a step-by-step guide outlining what needs to be done to create one.

 

  1. Choose a race and class 

  2. Roll your starting stats and assign them.

  3. Applying your Racial Changes

  4. Choosing starting Feats

  5. Get your Starting Skills

  6. Get your Starting Spells

  7. Roll your birth sign

  8. Finally, Choosing your Character's Name

 

Although it may appear overwhelming at first glance, take it step by step, following the listed tasks in order. By doing so, you'll have a fully developed character ready for gameplay. With practice, this process will become quicker and more intuitive. Nowadays, it only takes me about 20 minutes to complete

 

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Step #1: Choose a Race and Class

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Navigate to the 'Races' and 'Classes' tabs on this website to select a race and class that resonate with your character concept or personal preference. Once you've made your choices, you're ready to move on to the next step.

 

 

Step #2: Roll your starting stats and assign them


Grab three six-sided dice (d6s) and ensure your storyteller is present. Roll all three dice together, then add up the numbers to get a total. Write down this number. Repeat this process six more times until you have seven numbers recorded.

Assigning Stats

Since there are seven different stats—Strength, Accuracy, Agility, Toughness, Intelligence, Personality, and Utility—you'll assign each rolled number to one of these stats. The higher the number you roll, the better your character will be in that stat.

Optional: Inverting Numbers

Before assigning the numbers to stats, you have the option to invert them. Inverting your numbers means subtracting each of your seven numbers from 20. This essentially flips the scale. For example, if your original stat was 15, subtracting it from 20 gives you 5, which becomes your new stat. Remember, if you choose to invert, you must invert all seven numbers.

Once you have your numbers, whether inverted or not, you assign them to your stats accordingly.

Optional: Strength and Weakness

After assigning your initial stats, you have the option to redistribute one point from one stat to another. This allows you to personalize your character by emphasizing strengths or mitigating weaknesses. It's a one-time adjustment, and it's entirely optional.

 

The stats are as follows:

 

Strength

This governs your character's physical might, influencing both their raw power and combat prowess. It determines the force behind their attacks, impacting damage output, and also dictates how much weight they can bear without being encumbered.

 

Accuracy

Accuracy measures your character's precision and skill in combat. It determines the likelihood of their attacks and spells finding their mark, ensuring they hit their intended targets effectively.

 

Agility

Agility reflects your character's nimbleness and reflexes, crucial for evading incoming attacks and traps. A higher agility score increases the chances of dodging blows and avoiding hazards.

 

Toughness

Toughness represents your character's durability and resilience in battle. It directly influences their health points (HP), determining how much damage they can withstand before succumbing to defeat.

 

Intelligence

Intelligence governs your character's mental acuity and magical aptitude. It influences their magical power points (MP), dictating how many spells they can cast before depleting their magical reserves.

 

Personality

Personality reflects your character's charm, charisma, and social finesse. It affects their ability to persuade, influence, and interact with others, shaping their relationships and social standing.

 

Utility

Utility measures your character's versatility and adaptability in acquiring new skills and crafts. It determines how quickly they can learn and master various abilities such as athletics, stealth, smithing, healing, investigation, magic sensing, wrestling, and more. Essentially, it governs their aptitude for diverse tasks and endeavors beyond combat.

 

 Remember, not everyone boasts the most impressive stats, and that's perfectly fine. Your journey in Quest isn't solely defined by your numerical prowess; it's about crafting an unforgettable narrative. Whether your stats are lacking or not, the power to shape your story lies squarely with you and your storyteller. So, if luck hasn't favored you in the stat department, don't dwell on it. Embrace the challenges like a seasoned adventurer. In Quest, fairness isn't always guaranteed. The most epic tales don't hinge on sheer strength, speed, or intellect, but on the courage of those who recognize their limitations yet rise to the occasion. They're about heroes who defy the odds and save the day despite their shortcomings. That's the essence of Quest. But enough of the motivational talk; let's dive back into the adventure.



 

Step #3:Applying your Racial Changes

 

Your character's race is a permanent choice that defines their species and influences various aspects of their identity. From physical appearance to starting skills, feats, and even stat adjustments, your chosen race plays a pivotal role in shaping your character's unique identity. With 65 diverse races to choose from in the vibrant world of Adeltha, each offering its own distinct traits and abilities, selecting a race is an exciting opportunity to craft a truly unique character.

 

​Applying Stat Changes:

  1. Locate your chosen race in the “Races” tab of this website and refer to the "Stat Changes" section. Apply any adjustments listed in this section to your character's starting stats. This ensures that your character's racial traits are reflected in their overall abilities and attributes.

Recording Feats:

  1. Proceed to the "Feats" section specific to your chosen race. Follow the instructions provided for selecting feats and record them in the designated area of your character sheet. These feats represent unique abilities or talents inherent to your character's racial heritage.

Adjusting Skills:

  1. Examine the "Skill" section corresponding to your race. Apply any modifications listed here to the skill section of your character sheet. These adjustments reflect the natural inclinations, disadvantages and proficiencies associated with your character's racial background.


 

Step #4: Choosing starting Feats

 

Now you get to choose 4 feats that you may choose from the Feat list. To get to the Feat list click the “Feats” tab of this website.

Feats are the essence of your character's uniqueness, encompassing abilities, powers, immunities, and specialized skills that set them apart from others. When selecting feats, it's essential to choose wisely, as they become permanent fixtures, integral to your character's identity. Feats are acquired from your race, birth sign, and through leveling up.

 

Each feat and birth sign comes with a list of markers called Tags, which serve to maintain balance and playability within the game. Adhering to this rule is crucial: you can only have up to three feats with the same Tags on your character sheet. Additionally, there must be at least one level gap between feats with identical Tags. For example, if you choose a feat with the tag (Au2) at level 3, you can't select another feat with the same tag until reaching level 5. Beyond these considerations, good luck exploring and discovering amazing feat combinations!

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Step #5 Get your Starting Skills

 

In the realm of Quest, any action that requires a degree of expertise beyond basic attacks and magic is considered a skill. For example, wrestling is a skill. Each character possesses a numerical value representing their proficiency in various skills. A score of zero indicates no training in that particular skill. Skill values range from 0 to 8, with a few exceptions. (races and classes with negative skill points and feats and abilities that break skill caps)

 

When attempting a skill, such as wrestling, you roll a twenty-sided die (d20) and add your character's skill value to the roll. If the resulting total equals or exceeds the difficulty level of the task, you successfully perform the skill, and the narrative progresses accordingly.

 

Locate your chosen Class in the “Classes” tab of this website. Then click on the image or name of your class. Then look under the “commencement package” section of your chosen class. Apply the skill changes recorded there and then also look under the “level 1” and “level 2” sections of your chosen class and apply the skill changes recorded under each. In addition to these you acquire raw skill points to invest in any skill of your choice each time you level up. The number of skill points you receive is determined by your utility stat. Due to the complexity of the calculations involving utility, refer to the chart below to determine the number of skill points your utility stat will provide.

 

  • A utility stat of 1 or 3 grants 0 skill points upon leveling up. In addition the character gets a -1 to any skills checks they ever attempt.

  • A utility stat of 4 or 5 grants 0 skill points upon leveling up.

  • A utility stat of 6 or 7 grants 1 skill points upon leveling up.

  • A utility stat of 8 or 9 grants 2 skill points upon leveling up.

  • A utility stat of 10 grants 3 skill points upon leveling up.

  • A utility stat of 11 grants 4 skill points.

  • A utility stat of 12 grants 5 skill points.

  • A utility stat of 13 grants 6 skill points

  • A utility stat of 14 grants 7 skill points

  • A utility stat of 15 grants 8 skill points

  • A utility stat of 16 grants 9 skill points

  • A utility stat of 17 grants 10 skill points

  • A utility stat of 18 grants 11 skill points

  • A utility stat of 19 grants 12 skill points

  • A utility stat of 20 grants 13 skill points

 

Because you begin at level 2, you have the opportunity to allocate skill points. You can distribute twice your utility modifier's value to any skill of your choosing.

 

Step #6 Get your Starting Spells

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Spells possess distinct characteristics, such as casting time, range, resource cost, and effects. Characters typically acquire spells through their chosen class. Spells typically require magical energy known as MP (mana points) to cast, and when a character depletes their MP, they can no longer cast spells.

 

Spells are categorized into different groups known as towers. The towers include Red, Green, Blue, Yellow, Black, White, Orange, Purple, and Brown. Each Tower has different elements it governs. 

  • Red: 

    • Fire

    • Ice

    • Earth

    • Water

    • Wind

    • Lightning

  • Blue

    • Enchanting

    • Animation

    • Mechanical

  • White

    • Holy

    • Light

    • Protection

    • Alteration

    • Creation

  • Purple

    • Time

    • Space

    • Silence

    • Gravity

  • Black

    • Shadow

    • Necrotic

    • Fear

    • Disease

  • Yellow

    • Illusion

    • Psychic

    • Sonic

    • Fear

  • Orange

    • Summoning

    • Chaos

    • Luck

  • Green

    • Flora

    • Acid

    • Poison

    • Fauna

    • Disease

  • Brown

    • Physical

    • Talent (Skill Empowerment)

    • Ability (Stat empowerment)

 

In combat, spells can be used to heal allies, inflict damage on enemies, manipulate the environment, enhance abilities, summon creatures, and much more. The versatility and power of spells make them a crucial aspect of gameplay, offering endless possibilities for creative problem-solving and strategic decision-making.

 

Locate your chosen Class in the “Classes” tab of this website. Then click on the image or name of your class. Then look under the “Spells'' section of your chosen class. Because of your commencement package and because you start at level 2 you may choose 3 spells from your class's spell list and add them to the designated “spells” section of your character sheet. In addition to these you may take a number of spells from any class spell list equal to your intelligence mod plus 1. 


 

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Step #7: Rolling your Birth Sign

 

Once your character is fully created and ready for adventure, there's one final element to add: the birth sign. Unlike many choices in Quest, your birth sign isn't something you select; rather, it's determined by chance, mirroring the randomness of life itself.

 

Similar to how you don't choose where or when you're born in real life, your birth sign in Adeltha is influenced by the time and season of your character's birth. These celestial alignments grant powerful abilities known as Birth Signs. So, how do you determine your birth sign if you can't choose it yourself? It's simple.

 

Refer to the Birth Signs section in the manual, then roll a six-sided die (d6) to determine which season your character was born in. Next, roll a twenty-sided die (d20) to determine the specific day within that season. Whatever the outcome, whether it aligns with your preferences or not, record it on your character sheet. This process should be witnessed by your Storyteller, ensuring fairness and consistency, much like when determining your starting stats.

 

 

Step #8: Finally, Choosing your Character's Name

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The "Name" section of the character sheet is where you record your character's chosen name, the identifier by which they are known in the game world. This name is not only a label but also a representation of your character's identity and persona. It can reflect their cultural background, personal history, or even their aspirations. Choosing a name is an important step in bringing your character to life and immersing yourself in the role-playing experience. Choosing a character name is an opportunity to create a persona that fits within the world of our game. While it might be tempting to pick a humorous or silly name, such as 'potato salad,' 'poopy butt hole,' or 'bitch beater,' please consider the impact it can have on everyone's experience. Such names can disrupt the immersion and atmosphere of the game, making it difficult for players to stay focused and engaged. Let's aim to select names that contribute positively to the storytelling and enjoyment of all involved.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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