# Character Creation
For more compact rules and a short guide to character creation, check out the [[Quick Start Guide]].
To make your character, you'll need the following:
- HP
- Stats
- A species
- A chroma
- Some skills
- A class.
Feel free to check the [[Character Creation Template]] for some help.
Also check the [[Leveling Up]] sheet and give yourself stamina stats and a Proficiency Die.
## Stats
There are four stats for your character, each tied to a fundamental force of the universe and a color. These stats not only determine your physical abilities but embody a certain approach to solving problems.
| Stat | Color | Universal Force | Physical Aspect | Mental Aspect |
| --------- | ----- | -------------------------------- | -------------------------- | ----------------------------------------------- |
| Vigor | Red | Heat, light<br>The Stars | Movement, burst power | Force of will |
| Endurance | Blue | Solidity, gravity<br>The Planets | Toughness, endurance power | Resilience, endurance |
| Intuition | Green | Life | Dexterity | Instinct, creativity, perception, charisma |
| Wit | Gray | Intelligence | - | Learning, innovation, recall, synthesizing data |
**You will gain stat bonuses when you pick your chroma.**
## Chroma
After you've picked a species, you can then choose a chroma. All species can pick whatever chroma they'd like; what's listed is what's most common. When you get a chroma you get some basic abilities that boost your stats. If you pick a colored chroma you also gain the ability to take adept as a class.
Sometimes you'll have to roll to resist effects; you may only use your proficiency die if you're using your chroma stat! Clear chromas may use their proficiency die on any stat they use to resist an effect.
All your stats start at 0!
Here are the possible chromas:
- Red: burst strength, speed (+2 Vigor)
- Blue: endurance strength and durability (+2 Endurance)
- Gray: mind quickening and memory boosting (+2 Wit)
- Green: ups all senses and higher body awareness (+2 Intuition)
- Clear: 2 stat points you can distribute to two different stats; +2 to your Powerful Item Limit; 2 extra skills; can't become an adept; may use proficiency die to resist an effect using any stat
You may also take a -1 to a stat and give that point to another stat (but only once).
### Having Multiple Chromas
You may also pick up to two chromas total! This is *extremely* rare and is often even harder to deal with than having a single chroma (growing up with a power can be difficult as sometimes it pops up while you're young and cause you to be ostracized or get into trouble).
To pick two chromas you take a +1 in each stat, and you're now able to become a multichroma adept (which is just an adept in two colors)! To do this you have to go through the adept leveling once for each color you're becoming an adept in.
Instead of taking two +1s you may take a +2 in one stat, a +1 in another stat, and a -1 in another stat.
## Species
There are many species of people in the universe, and you have a couple to choose from. Most of the species also tend to be better at a certain stat, though you won't get any specific bonuses for them.
In these details I've laid out general personality characteristics, and remember that these are just generalizations. They hold fairly well, but as with any generalization, there will always be exceptions. Think of these species like elves in high fantasy: most elves are lofty, intelligent, and graceful, but there are some of them that deviate slightly or greatly.
You don't have to give your character the common chroma of their species, it's just commonly what your species has.
| Species | Common Chroma | Rarity | Physical Description | General Personality and Extra Notes |
| ----------------------------- | ------------- | ----------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Humans | Any | Common | There are two varieties of humans:<br>- Ydilikian inherit eye color from both of their parents, with the mom's eye color on the inside and dad's eye color on the outside.<br>- Valdan humans can have brightly-colored eyes and hair (like an anime protag). | Generalists, adaptable, can be the best or the worst. |
| Drokk | Blue | Common | Basically just dwarves: short, stocky bodies, often very hairy, strong and tough. | Tough and dependable. |
| Exoziniks ("ex-oh-zee-nicks") | Gray | Common | Grayscale skin, hairless, metal strands for hair and their skin is metal on their hands and feet. Their legs have two joints, they're silicon-based life forms. Irises are any sort of color but shiny and chrome. | They're really into exploration, and they tend to be really curious, both in intellectual fields and in discovering the world. Inventive and resourceful. |
| Kaldi | Green | Common | Kaldi look like humans but with richly colored eyes, hair, and skin (from deep, dark colors to very bright ones, but never human skin-tones). They have long slender tails and pointed ears. | Expressive and emotional, graceful and passionate; they like to have fun and appreciate life. |
| Pbosh ("bosh") | Red | Common | Thick and stocky, hairless, dark blue and brown skin with 6 gold or brown eyes (2 main ones and 4 secondary). Fully-grown they're 6-8 ft tall, and just about as wide. Usually quite chubby. | Very passionate, caring, intense at times. Love deeply and protect fiercely. |
| Rtolka ("ruh-toll-kuh") | Gray | Common | Long thin bodies, four spindly legs that come out in an X from their body. Long arms and deep or bright red skin. Two whiteless eyes that are usually dark blue, black, or white. | They are intelligent, reserved, and need to understand. Dedicated to exactness and the collection and preservation of knowledge. |
| Cyclops | Clear | Less Common | Humanoid, look very similar to humans but with one eye instead of two. Often have gray, red, green, or purple skin, and some races have 4 or 6 fingers on each hand. | Cyclops can be all sorts of things, though a cyclops with a chroma other than clear is very rare. |
| Walua | Green | Less Common | Small fuzzy guys (max 3') with long hair all over their bodies, long round or pointy ears, and wide mouths. | Mischievous and often very whimsical. Like being close to the land and elemental spirits. |
| Osadona | Gray | Less Common | Thin and often tall with paper-white skin and jet-black hair. Often have culture-specific piercings and tattoos. | Often somber and intense. They don't reproduce very quickly so there aren't very many of them around. Their culture is focused on fighting evil throughout the supercluster. |
| Oro | Blue | Less Common | Humanoid body is made of stone and head is a large, perfectly round stone with what looks like liquid and lights swirling softly within it. They have no faces and eat by assimilating stones into their bodies. Heads are often amber or gray-colored gemstone with other colors swirling within. | Very orderly, with quick minds and dry humor. Many oro are skilled architects or engaged with planning or analysis. |
## Proficiency Die
At Level 1 you get a proficiency die of a d4 that you add to your rolls when you're attacking, using your class abilities, or using your chroma stat to resist an effect!
## Starting Stamina
At level 0, start with 1 Stamina per Turn and 2 Stamina Max, or 2 per Turn and 4 Max for Level 1. Check out the [[Core Rules#Stamina|Stamina]] section lower down for more details!
## Classes
Here are the classes you can choose! For adepts you must have the same chroma as the class you pick.
Make sure to check the [[_Adepts]] and [[_Technologists]] sheets for the general rules that apply to each class!
- [[_Adepts]]
- [[Warrior (Red Adept)]] (Vig): warriors are strong, fast, and can do things like create propulsion, lighten themselves, and decrease their friction
- [[Tank (Blue Adept)]] (End): tanks are durable and strong and can do things like dampen intertia, create force fields, and create cold
- [[Druid (Green Adept)]] (Int): druids are dexterous and in touch with their bodies and can do things like sense emotions, heal, and give back stamina
- [[Mentalist (Grey Adept)]] (Wit): mentalists are smart and strategic and can do things like read minds, create sharp xeon, and do xeon tethering
- Mages
- [[Cleric]] (Any): clerics have made a pact with a light entity and are given healing powers, a divine smite, and powers specific to the entity they choose
- [[Warlock]] (Any): warlocks have made a pact with a dark entity and are given powerful damaging abilities, self-healing, and powers specific to the entity they choose
- [[Sorcerer]] (Any): sorcerers have made a pact with a devil and are given tons of dmg, a status effect, and an AOE attack
- [[Demititan]] (Any): demititans have made a pact with a titan and can turn themselves and small portions of their environment into different elements
- Magicians
- [[Physic]] (Wit): physics have mastered the xenic language and can so command the xeon; they're good at lots of things
- [[Possessors]] (Wit or End): possessors are physics that use mortal spirits to supercharge their spells, possess others, and control minions
- [[Bard]] (Int or Vig): bards use music or another artform to show their opponents illusions that transfix and beguile them
- [[_Technologists]]
- [[Gunslinger]] (Wit or Int): gunslingers use all sorts of guns to do all sorts of things, including a dealing a lot of damage as well as things like healing, stamina regen, and hacking
- [[Swordmaster]] (Any): melee techies use tech swords to mostly deal a massive amount of damage
- [[Brawler]] (Vig or End): another brand of melee techies that use a full suit complete with tech gauntlets and boots to do all sorts of things
- [[Emitter Specialist]] (Wit or Int): emitter specialists use emitters to shield, repel, heal, buff, and debuff
- [[Dronemaster]] (Wit or Int): dronemasters utilize drones to harass and fool enemies and heal and protect allies
- [[Explosives Expert]] (Any): explosives experts not only use bombs to destroy and harm but to heal, buff, and debuff
## HP
**Give your character 10 + 1d4 hp for lvl 0.**
For level 1, roll the Health Die of your chosen class, add your Endurance Stat, and add that to your Max HP. If you don't like what you roll you may either reroll your Health Die and take the new roll or add your Health Die divided by two to your Max HP.
For each level after 1 you'll roll the Health Die again and add that + your Endurance Stat to your Max HP.
## Skills
Pick two skills that you're good at! They can be specific as you'd like, but can't be so general that they applies to most things. When you use a skill you can apply a +2 bonus to it in addition to the plus of whatever stat you're using. If the stat is especially specific you can even have a +3 bonus on it!
Here's a list of some example skills: [[Skill List]]
As you adventure you may gain more skills! Check [[Gaining New Skills and Decaying DRs]] for more info.
## Leveling Up
![[Leveling Up]]
---
# Gameplay
You roll all normal rolls with 2d10!
Your stats are your plusses, so if you have 2 vigor then you add a +2 when you do vigor checks. You also have a class proficiency die that you add to any action you do using class abilities (see class and levelling up sheet).
## Adventuring
Feel free to approach a problem in a way that favors your strengths! Some situations require a certain approach, but many don't. These stats are pretty vibey, so feel free to ask the DM if you think you can do something a different way.
Keep in mind that whatever stat you use for any check will change what your character is doing for said check!
ALSO Wint checks are checks where you can either use Wit or Int! Used for most mind checks.
### Load Limit
No hard load limit, but you can only have up to 2 large weapons or implements on your body at one time, and only 5 weapons total. You can store more in a pack or another storage device.
### Fall Dmg
You take a d10 of dmg for each 10 ft of height you fall down.
### Pushing the Roll
If you ever fail a check or attack that you want to try again you can choose to push yourself and reroll the check or attack. If you do this, gain a level of Spirit Decay. The effects of this Spirit Decay come into effect after you finish your roll.
You can only push the roll once per turn!
Check the [[Spirit Decay]] page for info on the effects of Spirit Decay.
## Stamina
Stamina is your energy, your physical strength, your focus. You spend stamina every time you use a class ability! See each class to determine how much stamina each class ability costs, and see the [[Leveling Up]] sheet to see what your stamina stats are each total level.
Make sure to keep track of the total stamina you've spent each day, even out of combat. If you hit your Exhaustion Limit, both your Stamina/Turn and your Stamina Max are halved!
> [!NOTE]
> Remember that stamina given to you by any source cannot be given to any target! This also applies to stamina generated from given stamina.
### Resting
You may take one Shallow Rest per 24 hours which gives you back half of your max HP (rounded down). It must last at least an hour in which you must rest or sleep without doing any strenuous tasks. You may do chill social interactions or really anything within this time, but it can't be strenuous or stressful or else it will interrupt your Shallow Rest.
You may take one Deep Rest per 24 hours which gives you back all your HP, resets your Total Stamina Count, and gives you back all charges of any per-day class abilities. The Deep Rest must last at least 6 hours (and will last 7 or more if your character can spend the time).
> [!NOTE] Resting
> **Shallow Rest:** Can only take one per 24 hours, gives you back half your max HP. Lasts an hour.
> **Deep Rest:** Can only take one per 24 hours, gives back all your HP, resets your Total Stamina Count, and resets any per-day class abilities. Lasts at least 6 hours.
For every 24 hours you go without sleeping you gain a level of wear. Some environmental effects apply wear as well (such as extreme cold or heat).
#### Wear
| Level | Effect |
| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | -1 on all checks and Defense DCs |
| 2 | -2 on all checks and Defense DCs |
| 3 | -3 on all checks and Defense DCs |
| 4 | -4 on all checks and Defense DCs |
| 5 | -5 on all checks and Defense DCs |
| 6 | You go unconscious and are subject to the [[Critical Injuries#Withering\|Withering]] Critical Injury.<br>The only way to cure this injury is to do something to alleviate<br>the wear, such as sleep if you haven't rested or eat and drink if<br>you haven't been. |
### Overcharging
You may Overcharge any ability by spending more stamina on it than it requires in which case it will deal an increased amount of damage and, in some cases, increase the effectiveness of its status effect.
### Supercharging!
When spending stamina you can choose to go past your Stamina Max and, as a result, incur a level of Spirit Decay. You take one level of Spirit Decay per action that spends stamina beyond your Stamina Max and the effects of that Spirit Decay apply after your action is over.
When doing this it's usually smart to spend all of your stamina and do one big action that's up to your Overcharge Limit so that you can get the most of this Supercharged attack or action.
You can only do this once per turn!
Check the [[Spirit Decay]] page for info on the effects of Spirit Decay.
> [!example]
> You have 0 stamina, and your Overcharge Limit is 6. It's down to the wire and you really need to do some extra damage. You decide to push past your limits and do an attack with 6 stamina. You'll get one level of Spirit Decay and roll on a Spirit Decay Table to decide what negative effects you'll get. These negative effects apply after you complete your action.
### Exhaustion
If you hit your [[Leveling Up#Stamina Leveling|Exhaustion Limit]] without resting both your Stamina/Turn and your Stamina Max are halved. If after that you hit half of your Exhaustion Limit on top of your existing Exhaustion Limit then your Stamina/Turn and Stamina Max are halved again. And if you spend a quarter of your Exhaustion Limit again then you fall unconscious and are forced to rest!
Your total stamina spent is completely reset at a Deep Rest.
> [!example]
> At level 9 your Stamina/Turn is 4 and your Stamina Max is 8. If you spend 80 stamina in a day without taking a long rest you hit your Exhaustion Limit! You then only generate 2 stamina each turn and your Stamina Max is 4. If you spend 40 more stamina without taking a long rest your Stamina/Turn is halved again to 1, and your Stamina Max is halved again to 2! If you spend 20 more stamina beyond that you fall unconscious and must rest before generating more stamina.
## Combat
Initiative is decided by a contested, flat d10 roll between each group's leader. Initiative is taken between teams. You can spend your stamina in any order, including weaving your teammate's abilities together.
Rounds take 10 in-game seconds.
### Damage
Each class has dmg per stamina for melee damage, ranged single-target damage, and AOE damage. If one of these categories isn't listed it means that it doesn't have that type of damage.
If you buy an item that has higher damage, you may use that damage instead.
**Each time you do damage you use both your dmg dice and your stat per stamina you use.**
Unarmed strikes do a d6 of dmg plus the applicable stat.
### Combat Stamina
You always have half of your Stamina Max stored up out of combat, and on your first turn you don't gain any more stamina than that.
Every turn (at the end of the turn) you will get a certain amount of stamina that you can use to do class actions (amount of stamina you get per turn is based on your Overall Level). See the [[Leveling Up]] rules sheet for an overview on stamina.
You can use as much stamina as you'd like per turn. Each battle you start with half of your max stamina.
You can use 1 stamina to switch out any number of your weapons or shields.
Everybody starts with 30 ft of movement. Movement doesn't take any stamina!
### Attacking
Combat is an attack roll against a stat DC. Here are your options:
| Stat | Attack | Defend |
| ------------------------- | ---------------------------------------------------------- | ---------------------------------------- |
| Vigor | Quick, bursty<br>Melee attacks<br>Throwing things | Fast dodging, deflecting |
| Endurance | Slow and steady<br>Melee attacks | Tanking, depending on physical toughness |
| Intuition | Dexterous movement<br>Melee attacks<br>Most ranged attacks | Acrobatic dodging |
| Wit (only with Wit class) | Weak point attack<br>Outsmarting opponent | Predicting enemy's movement |
Combat is a creative endeavor! You can might be able to use multiple stat bonuses on attacks if you think on your feet and use your resources. If you come up with something really cool you might even get advantage!
**Whenever you use your class abilities to attack or do any other action, you add your Proficiency Die!**
**In addition, you always add your stat bonus to both the attack roll and the dmg roll!**
You use stamina when attacking or doing any strong action on your turn.
#### Attack Advantage/Disadvantage
Some situations call for or even force a certain type of attack or defense! And some enemies are weak or strong to certain types of attacks and defenses, so watch and learn. Here's a chart detailing what types of attacks are better for what types of defenses:
| Attacker Stat | Vig. Defend | End. Defend | Int. Defend | Wit Defend |
| ------------- | ----------- | ----------- | ----------- | ----------- |
| Vigor | Attack Dis. | | | Attack Adv. |
| Endurance | | Attack Dis. | Attack Adv. | |
| Intuition | | Attack Adv. | Attack Dis. | |
| Wit | Attack Adv. | | | Attack Dis. |
For example, if I'm rolling a Vigor attack against a Vigor defender then I roll with disadvantage! But if I'm rolling against a Wit defender then I roll with advantage.
#### Grappling
Grapple attacks are the same as normal attacks but they don't do damage and they reduce your enemy's speed to 0. You have advantage to attack your target while they are grappled by you, and they have disadvantage attacking anybody but you.
To get out of a grapple, do a contested physical contest (your Vig, End, or Int vs Vig or End). To maintain a grapple you can only use Vig or End.
### Defending
When defending against an attack you may decide to use any stat to defend and your enemy will roll against your Defense DC to see whether they hit you or not. To calculate your Defense DC use this formula:
> [!Formula]
> 11 + Stat + Armor Defense Bonus = Defense DC
For example, if I'm defending with Wit then I take my Wit stat (let's say 4), add 11, and then add my Defense Bonus (let's say 2). That makes my Stat Defense DC 17, which means that in combat an attacker will have to beat a DC 17 to hit me!
You may decide to use a different stat to defend if you wish! Like maybe you're fighting against a Vigor fighter and you also use Vigor, so if you were to try to attack you'd get disadvantage. You may decide to use Endurance instead to get past that disadvantage.
Remember that **meets beats**: attacker always wins ties.
> [!Warning] Note
> Certain attacks will force you to use the Defense DC of a certain stat!
### Doing Checks During Battle
Smaller checks can be done for one stamina! Bigger, more consequential checks should use stamina equal to your stamina per turn.
### Fighting Elite Enemies and Party Tier
Occasionally you will run into an enemy that is exceptionally strong, so strong that you have very little chance of beating them alone! These are called Elite enemies and are *only* beatable as a group; fighting them on your own will see you at a severe disadvantage, from a -2 to attack and defend to a -12.
When you fight as a group you will be able to overcome these penalties if the elite is of a certain tier. You can only overcome these penalties if you're fighting in a group of three or more, and only if the majority of the members of your party are of the appropriate Character Level to overcome the Elite Penalty.
As the members of your party level up, so does your party as a whole! As your party levels up it becomes more and more able to take on powerful beings; this makes it so that whenever you fight an elite you get to overcome some elite penalties if you work together. **This only counts to overcome existing penalties and never gives you a plus to attack or defend.**
When working together to overcome Elite Penalties try to flavor your attacks as "combo attacks" or otherwise try to work together during battle! This won't give you any bonuses but it'll help give interesting flavor to combat and will bind you together as a party and make your characters rely on one another!
Some beings are much too powerful for your party to completely overcome their Elite Penalties so you'll always be the underdog when fighting them! These are S+ and S++ Elites—exclusively Greater Gods, Middle Gods, and Titans.
| Party Tier | Character Level Spread | Overcome Penalty |
| ---------- | ---------------------- | ----------------------- |
| S | 15-18 | +8 to attack and defend |
| A | 10-14 | +6 to attack and defend |
| B | 5-9 | +4 to attack and defend |
| C | 0-4 | +2 to attack and defend |
| Elite Tier | Penalty | Examples |
| ---------- | ------------------------ | -------------------------------- |
| S++ | -12 to attack and defend | Greater Gods |
| S+ | -10 to attack and defend | Middle Gods, Titans |
| S | -8 to attack and defend | Lesser Gods, Dragons |
| A | -6 to attack and defend | Immortals, Wyverns, Mechs, Ships |
| B | -4 to attack and defend | Very strong enemies |
| C | -2 to attack and defend | Strong enemies and monsters |
> [!example] Example
> You have a group of four party members, three of which are level 16 and one of which is level 9. Because of the majority of your party members are between Character Levels 15 and 18 you have a Party Tier of S!
>
> You're itching for a hard battle and your party leader gets a bit too big for their britches: you decide to find and battle **Qzoth, God of War**. After a long, arduous journey you find him surrounded by the corpses of the army he just slaughtered.
>
> He's an S+ Elite, so if one of you were fighting him alone you'd incur a -10 to attack and defend, but since you're an S Tier Party you have a +8 to that disadvantage. You begin the fight! Every attack roll and defense DC you have has a -2.
>
> You lose, and he hangs your corpses high on a mountain to signal what happens to adventurers who get too big for their britches.
### Damage Types
There are several damage types! Some armors give you bonuses against specific types of damage.
- Physical: includes onyx, obsidian, and any other physical damage source, including elemental damage
- Xenic: ruby and sapphire beams, swords, etc.
- Psychic: from mentalists, bards, and other mind damage sources, bypasses physical and xenic armor but *not* basic, non-specific armor
### States
You can put others into certain states! This is done with an attack roll vs a certain Stat's Defense DC either defined by the ability you're using or whatever makes sense in the moment (e.g. the person being grappled will use their Vigor or Endurance Defense DC to resist). Sometimes you'll be able to choose what Defense DC you want to use!
- Grappled: your movement becomes 0 and you get a -2 to your Defense DC when your grappler tries to move you! To grapple simply do an attack against an opponent, if you succeed you make them grappled instead of doing damage!
- Stunned: attacks against you gain advantage this turn.
- Frozen: the next attack against you does an extra die of damage per stamina spent
- Drained: you get a -2 to physical defense this turn, can stack up to -6, from obsidian weapons
- Blind: you have disadvantage to attack
### Critical Injuries and Dying
Usually when you go unconscious there's no threat of death.
Here are the conditions in which there *is* a threat of death:
- If an attack check beats your Defense DC by 15 or more
- If you take over 20 dmg in one attack
If you go down with a Critical Injury then there's a chance you can die!
Some Critical Injuries:
- Bleeding Out: dnd death saves but with a d10, three failures (1-4 rolls) you die, three successes (6-10 rolls) you live
- Head Trauma: dnd death saves but you roll 3d6 every turn and only count 1s and 6s as failures and successes, three failures you die, three successes you live
- See [[Critical Injuries]] for more ways to die
Do critical injury checks at the top of your turn! When you come back after going down you retain half of your stamina from before.
It takes a 11+ Wint (Wit/Int) check to stabilize somebody who's down. They come back unconscious and with 1 HP.
> [!NOTE] Making the Game More Lethal
> If you'd like to make your game of XRRPG more lethal feel free to apply a Critical Injury any time you take damage! You could even have most attacks apply a more severe Critical Injury such as [[Critical Injuries#Bleeding Out FAST|Bleeding Out FAST]]!
# Optional Rule Modules
Following are some rule modules that you can use if you wish!
- [[Mech Rules]]: Pilot mechs! (also check out [[Kollopsis Mech Parts]] for a list of mech parts you can build a mech from)
- [[Spaceship Rules]]: Get a big ship to pilot around!
- [[Vehicle Rules]]: Mad Max!
- [[Drug Rules]]: Give your characters temporary buffs and possibly get them addicted to drugs
- [[The Stress Meter]]: Put your characters in an extremely stressful situation and watch them struggle! *Perfect* for horror and thriller RPGs
- [[Webrunning]]: Hook your characters up to the web and run around on it!
- [[Duel Rules]]: Intense, sudden-death mechanic for if you want to DUEL, cowboy-style!
- [[Reputation and Relationship Rules]]: Rules for tracking reputation and relationships with people, organizations, and societies.