Young_Charles99
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STEP ONE: ABILITY SCORES
A character is comprised of six core abilities that determine the outcome of every action made.
Strength - Raw physical talent.
Dexterity - Swiftness and balance.
Aura - Endurance and stamina.
Intelligence - Understanding and using information.
Wisdom - Survival skills.
Charisma - Social skills.
*Roll a sum of 3d6 to determine your six scores and then distribute them as you'd like. This can be done at the very end if needed in order to better build your character.
*Your Ability Proficiency can be determined by taking the score, subtracting ten, and then dividing that difference in half (rounding down).
STEP TWO: SKILLS
Beyond the core abilities are skills, an assortment of talents that determine the likelihood of success in a specific situation.
Athletics (STR) - Running, jumping, climbing, etc.
Acrobatics (DEX) - Binding, balancing, and tumbling.
Sleight of Hand (DEX) - Unseen gestures.
Stealth (DEX) - Avoiding attention and remaining unnoticed.
Aura (INT) - Knowledge understanding of aura.
Dust (INT) - Knowledge and understanding of dust.
Grimm (INT) - Knowledge and understanding of Grimm.
History (INT) - Knowledge and understanding of historical events.
Medicine (INT) - Knowledge and understanding of medical practices.
Animal Handling (WIS) - Taming and working with animals.
Insight (WIS) - Seeing through deceptive intents.
Nature (WIS) - Natural talent.
Perception (WIS) - Natural awareness.
Deception (CHA) - Telling convincing lies.
Intimidation (CHA) - Manipulation through fear.
Performance (CHA) - Ability to please an audience.
Persuasion (CHA) - Convincing others through speech.
*Skill proficiency scores are determined by adding your Proficiency Bonus to each of the skill's core ability proficiency score necessary.
STEP THREE: KINGDOMS
In the world of Remnant, there are four kingdoms a student can train in, each focusing on a specific set of skills.
Atlas - Proficiency in ATHLETICS and INTIMIDATION.
Haven - Proficiency in SLEIGHT OF HAND and STEALTH.
Vacuo - Proficiency in INSIGHT and PERCEPTION.
Vale - Proficiency in GRIMM and NATURE.
STEP FOUR: RACE
The world is divided in half, separated by nothing more than a person's appearance. There are those that walk the world of Remnant in acceptance, and those that hide in the shadows.
Android
Ability Score Increase (+2 INT | +1 STR)
Hard Skinned (Bludgeoning Immunity | Psychic Immunity 35 ft Movement Speed)
Partial Aura (Aura is depleted by 20% - rounded down)
Robotic Resistances (Cold Resistance | Fire Resistance)
Robotic Weakness (Weakness to Polarity and Technopathic attacks)
Storage Compartment (Weapon is stored within body for easy access and carry. Removal and storing takes one action each.)
Faunus
Ability Score Increase (+1 DEX | +1 STR)
Faunus Instincts (Proficiency in ACROBATICS)
Natural Surroundings (Can interact naturally in areas heavily populated by faunus.)
Subrace (Sub-species of faunus.)
-Avian (Flight of 1/2 Movement Speed)
-Amphibian (Swimming at Full Movement Speed)
-Mammal (35 ft Movement Speed | Cold Resistance)
-Reptilian (35 ft Movement Speed | Heat Resistance)
Human
Ability Score Increase (+1 CHA | +1 INT)
Academy Training (30ft Movement Speed)
Natural Surroundings (Can interact naturally in areas heavily populated by humans.)
STEP FIVE: FIGHTING CLASS
Caster
-Proficiency with Light Weapons.
-Proficient with Aura or Dust.
-Proficiency in Aura and Intelligence checks.
-Dust Expert
(+1d8 Dust Damage at 1st Level, 2d8 at 5th, 3d8 at 9th, 4d8 at 14th, and 5d8 at 17th)
(At 5th Level, each dust round adds an additional round when fired. Another is added at 9th Level and again at 15th.)
(At 3rd Level, you have advantage on all Dust checks.)
Melee
-Proficiency with Medium Weapons.
-Proficient with Athletics or Insight.
-Proficiency in Dexterity and Strength checks
-Multi Attack
(At 1st Level, a bonus attack can be made against the same target.)
(At 3rd Level, you can turn the tables on your enemy and force a target to fail a single saving through per short rest.)
(At 5th Level, you can add a 1d6 to all bonus action melee attacks, increasing to 2d6 at 9th Level, 3d6 at 14th Level.)
Ranged
-Proficiency with Ammunition/Throwing Weapons.
-Proficient with Acrobatics or Perception.
-Proficiency in Dexterity and Wisdom checks
-Long Distance
(At 1st Level, all ranged attacks between 30 and 60ft have advantage. At 5th Level, the range grows to 80 ft, 100 ft at 9th Level, 120 ft at 14th, and 160 ft at 17th.)
(At 5th Level, your ranged attacks gain an additional 2d4 damage, increasing to 2d8 at 7th Level, and 4d8 at 14th Level.)
(At 3rd Level, you can now use a bonus action to reload your ammunition.)
Support
-Proficiency with Light Weapons.
-Proficient with Medicine or Aura.
-Proficiency in Intelligence and Wisdom checks
-Semblance Expert
(At 1st Level. Semblances reach an additional 15 ft. At 5th Level, it grows to 30 ft, 45 ft at 9th Level, 60 ft at 14th, and 90 ft at 17th.)
(At 5th Level, semblances consume 1d4+1 less aura. This becomes 1d6+2 at 10 Level and 1d12+3 at 15th Level.)
(At 3rd Level, semblance attacks do an additional 2d4 damage, growing to 3d4 at 7th Level, 3d6 at 11th Level, 4d6 at 15th Level, and 5d6 at 18th Level.
Tactical
-Proficiency with Light/Medium Weapons.
-Proficient with Stealth or Sleight of Hand.
-Proficiency in Dexterity and Wisdom checks
-Stealth Expert
(At 1st Level, roll a d20 whenever a stealth attack is made. If the number equals your Class Level, the attack becomes a critical.)
(At 3rd Level, you can add a 1d6 to your stealth rolls per short rest. The die increases to a 2d6 at 9th Level, a 3d6 at 15th Level, and a 4d6 at 18th Level.)
(At 5th Level, your skills progress to give you advantages on Deception and Insight checks.)
Tank
-Proficiency with Heavy Weapons.
-Proficient with Athletics or Aura.
-Proficiency in Aura and Strength checks
-Melee Bonus
(At 1st Level, add your Strength modifier to all melee attacks.
(At 3rd Level, you gain resistance to bludgeoning attacks.)
(At 5th Level, you focus on hardening your aura to add an additional 1d8 to your AP. At 9th Level, it becomes 2d8, 3d8 at 13th Level, and 4d8 at 18th Level. This can only be done once per encounter.)
STEP SIX: WEAPONS
A good Huntsman is only as useful as the weapon he/she carries. A Huntsman crafts this weapon early on in training, being an extension of its wielder. Weapons are tricky, but can be simplified into categories.
1 Form (4 P) | 2 Forms (5P) | 3 Forms (6P)
A: One-Handed (+1 DMG) | Two-Handed (+2 DMG) | Versatile (2)
B: Strength | Dexterity | Finesse (2)
C: Ammunition | Throwing
D: Light (1d4) | Medium (1d6) | Heavy (1d8)
E: Reach (+5 ft Melee) | Special
A weapon can come with up to three different forms (Resting, Melee, and Ranged). The number of forms determine how many aspects can be added to it. The more that's added, the more a character should be proficient in to be able to keep up with them. That being said, weapons can be remade or upgraded in order to better suit a character's needs. However, special services and materials may be required to do so.
*Ammunition is as listed: Revolver (12 Rounds - 1d4; 30-60 ft) | Shotgun (6 Rounds - 1d4+2; 40-60 ft) | Sniper (3 Rounds - 1d4+4; 60-120 ft)
STEP SEVEN: SEMBLANCES
A semblance is the true extension of a Huntsman, mirroring the exact nature and drive one possesses. Due to the vastness of a semblance's capabilities, these will be discussed in private to determine the limitations and advancements a semblance could potentially have. Simply put, a semblance will have three key aspects:
Core - A base of how a semblance acts. (This does not require the use of Aura.)
Evolved - More powerful forms of the core semblance. (Aura consumption increases the stronger it becomes.)
Dust Effects - This will determine how dust reacts when fused into your semblance.
*NOTE: Dust is a pool of energy that acts as a means of protection as well as a means of stamina. Aura is depleted when taking hits and after using intense semblance control.
STEP EIGHT: BACKGROUNDS
In such a large world, there are many different diversities among the masses that no one person is alike. However, we are all more connected than we realize. While some can find similarities in their differences, others can relish in the fact that someone else has an idea of what they're going through. Backgrounds are a way of sticking to your roots and bringing out the best of your characters.
Abandon - You grew up alone with no one to call family.
*You know you work best alone. Teamwork is hard for you to comprehend.
*Lone wolves are harder to catch. Advantage on Stealth checks.
Adventure - The road is all you've ever needed, meeting new faces from all over.
*If there's a call for excitement, you can't help but to answer.
*People tend to be very charismatic and welcoming towards you everywhere you go.
Crime - The world is a dark place; this is something you've learned firsthand.
*Taking advantage of others is what you do best. It's all you know.
*Your face is hard to recognize. People don't question your presence in sketchy areas.
Family - You grew up in a loving home with support and encouragement.
*Family always comes first. You can't help but feel the need to protect those close to you no matter what.
*Your heart is your greatest weapon. Advantage on Persuasion checks.
Poverty - Life has been hard, but you've made it this far with nothing but the clothes on your back.
*Money has always been an issue for you. If there's a price to be paid, you'll do just about anything.
*You know what you have to do to survive. Advantage on Performance checks.
Wealth - You've grown up with everything you've ever needed and wanted your whole life.
*You can be very materialistic and stubborn from getting everything you want.
*As a member of a wealthy family, you're used to hearing lies. Advantage on Insight checks.
OTHER: DUST
Dust is a crystal that has been dug from caves and mountains, containing elemental powers that can be both useful and devastating. It can be found in three different forms: Crystalized, Powdered, and Ammunition. Raw dust (crystalized and powdered) does a natural 3d10 damage when activated of whatever elemental damage it's composed of.
Red Dust - Fire Damage
White Dust - Force (Hard Light) Damage
Black Dust - Bludgeoning (Gravity) Damage
Cyan Dust - Cold (Ice) Damage
Yellow Dust - Lightning (Electric) Damage
Green Dust - Bludgeoning (Rock) Damage
*Dust can be very expensive depending on the location you are in. A team is given a supply of dust before every mission, divided up among the entire team.
OTHER: DETERMINING AURA
Aura is a force field that acts as protection to keep a Huntsman from death. It is also what is used to power a semblance. In any scenario, a Huntsman should always keep an eye on how much aura is available. While it can be recharged, you won't always have the luxury of time. Aura can be determined as such:
AP (Aura Points) = 1d4 multiplied by your Aura Ability Score.
HP (Health Points) = 10
*When aura is completely depleted, HP is then used. When HP reaches 0, you begin making Death saving throws.
Aura is depleted after withstanding damage. For example, if I were to roll a 2 on a 1d4, and my Aura was a 15, that would give me a total of 30 AP. This means that I have 30 points to work with in a battle. Since this has to be shared between damage and semblance, your health should come first. Dividing it up, 10 points should be set aside for semblance while 20 is set aside for taking damage. You could be a risk taker or perhaps the situation requires all of your AP to be spent on semblance, the choice is ultimately up to you.
[More information to come at a later date. This will be the main information necessary to build a character. If you have any questions, please let me know and I will work through them with you.]
A character is comprised of six core abilities that determine the outcome of every action made.
Strength - Raw physical talent.
Dexterity - Swiftness and balance.
Aura - Endurance and stamina.
Intelligence - Understanding and using information.
Wisdom - Survival skills.
Charisma - Social skills.
*Roll a sum of 3d6 to determine your six scores and then distribute them as you'd like. This can be done at the very end if needed in order to better build your character.
*Your Ability Proficiency can be determined by taking the score, subtracting ten, and then dividing that difference in half (rounding down).
STEP TWO: SKILLS
Beyond the core abilities are skills, an assortment of talents that determine the likelihood of success in a specific situation.
Athletics (STR) - Running, jumping, climbing, etc.
Acrobatics (DEX) - Binding, balancing, and tumbling.
Sleight of Hand (DEX) - Unseen gestures.
Stealth (DEX) - Avoiding attention and remaining unnoticed.
Aura (INT) - Knowledge understanding of aura.
Dust (INT) - Knowledge and understanding of dust.
Grimm (INT) - Knowledge and understanding of Grimm.
History (INT) - Knowledge and understanding of historical events.
Medicine (INT) - Knowledge and understanding of medical practices.
Animal Handling (WIS) - Taming and working with animals.
Insight (WIS) - Seeing through deceptive intents.
Nature (WIS) - Natural talent.
Perception (WIS) - Natural awareness.
Deception (CHA) - Telling convincing lies.
Intimidation (CHA) - Manipulation through fear.
Performance (CHA) - Ability to please an audience.
Persuasion (CHA) - Convincing others through speech.
*Skill proficiency scores are determined by adding your Proficiency Bonus to each of the skill's core ability proficiency score necessary.
STEP THREE: KINGDOMS
In the world of Remnant, there are four kingdoms a student can train in, each focusing on a specific set of skills.
Atlas - Proficiency in ATHLETICS and INTIMIDATION.
Haven - Proficiency in SLEIGHT OF HAND and STEALTH.
Vacuo - Proficiency in INSIGHT and PERCEPTION.
Vale - Proficiency in GRIMM and NATURE.
STEP FOUR: RACE
The world is divided in half, separated by nothing more than a person's appearance. There are those that walk the world of Remnant in acceptance, and those that hide in the shadows.
Android
Ability Score Increase (+2 INT | +1 STR)
Hard Skinned (Bludgeoning Immunity | Psychic Immunity 35 ft Movement Speed)
Partial Aura (Aura is depleted by 20% - rounded down)
Robotic Resistances (Cold Resistance | Fire Resistance)
Robotic Weakness (Weakness to Polarity and Technopathic attacks)
Storage Compartment (Weapon is stored within body for easy access and carry. Removal and storing takes one action each.)
Faunus
Ability Score Increase (+1 DEX | +1 STR)
Faunus Instincts (Proficiency in ACROBATICS)
Natural Surroundings (Can interact naturally in areas heavily populated by faunus.)
Subrace (Sub-species of faunus.)
-Avian (Flight of 1/2 Movement Speed)
-Amphibian (Swimming at Full Movement Speed)
-Mammal (35 ft Movement Speed | Cold Resistance)
-Reptilian (35 ft Movement Speed | Heat Resistance)
Human
Ability Score Increase (+1 CHA | +1 INT)
Academy Training (30ft Movement Speed)
Natural Surroundings (Can interact naturally in areas heavily populated by humans.)
STEP FIVE: FIGHTING CLASS
Caster
-Proficiency with Light Weapons.
-Proficient with Aura or Dust.
-Proficiency in Aura and Intelligence checks.
-Dust Expert
(+1d8 Dust Damage at 1st Level, 2d8 at 5th, 3d8 at 9th, 4d8 at 14th, and 5d8 at 17th)
(At 5th Level, each dust round adds an additional round when fired. Another is added at 9th Level and again at 15th.)
(At 3rd Level, you have advantage on all Dust checks.)
Melee
-Proficiency with Medium Weapons.
-Proficient with Athletics or Insight.
-Proficiency in Dexterity and Strength checks
-Multi Attack
(At 1st Level, a bonus attack can be made against the same target.)
(At 3rd Level, you can turn the tables on your enemy and force a target to fail a single saving through per short rest.)
(At 5th Level, you can add a 1d6 to all bonus action melee attacks, increasing to 2d6 at 9th Level, 3d6 at 14th Level.)
Ranged
-Proficiency with Ammunition/Throwing Weapons.
-Proficient with Acrobatics or Perception.
-Proficiency in Dexterity and Wisdom checks
-Long Distance
(At 1st Level, all ranged attacks between 30 and 60ft have advantage. At 5th Level, the range grows to 80 ft, 100 ft at 9th Level, 120 ft at 14th, and 160 ft at 17th.)
(At 5th Level, your ranged attacks gain an additional 2d4 damage, increasing to 2d8 at 7th Level, and 4d8 at 14th Level.)
(At 3rd Level, you can now use a bonus action to reload your ammunition.)
Support
-Proficiency with Light Weapons.
-Proficient with Medicine or Aura.
-Proficiency in Intelligence and Wisdom checks
-Semblance Expert
(At 1st Level. Semblances reach an additional 15 ft. At 5th Level, it grows to 30 ft, 45 ft at 9th Level, 60 ft at 14th, and 90 ft at 17th.)
(At 5th Level, semblances consume 1d4+1 less aura. This becomes 1d6+2 at 10 Level and 1d12+3 at 15th Level.)
(At 3rd Level, semblance attacks do an additional 2d4 damage, growing to 3d4 at 7th Level, 3d6 at 11th Level, 4d6 at 15th Level, and 5d6 at 18th Level.
Tactical
-Proficiency with Light/Medium Weapons.
-Proficient with Stealth or Sleight of Hand.
-Proficiency in Dexterity and Wisdom checks
-Stealth Expert
(At 1st Level, roll a d20 whenever a stealth attack is made. If the number equals your Class Level, the attack becomes a critical.)
(At 3rd Level, you can add a 1d6 to your stealth rolls per short rest. The die increases to a 2d6 at 9th Level, a 3d6 at 15th Level, and a 4d6 at 18th Level.)
(At 5th Level, your skills progress to give you advantages on Deception and Insight checks.)
Tank
-Proficiency with Heavy Weapons.
-Proficient with Athletics or Aura.
-Proficiency in Aura and Strength checks
-Melee Bonus
(At 1st Level, add your Strength modifier to all melee attacks.
(At 3rd Level, you gain resistance to bludgeoning attacks.)
(At 5th Level, you focus on hardening your aura to add an additional 1d8 to your AP. At 9th Level, it becomes 2d8, 3d8 at 13th Level, and 4d8 at 18th Level. This can only be done once per encounter.)
STEP SIX: WEAPONS
A good Huntsman is only as useful as the weapon he/she carries. A Huntsman crafts this weapon early on in training, being an extension of its wielder. Weapons are tricky, but can be simplified into categories.
1 Form (4 P) | 2 Forms (5P) | 3 Forms (6P)
A: One-Handed (+1 DMG) | Two-Handed (+2 DMG) | Versatile (2)
B: Strength | Dexterity | Finesse (2)
C: Ammunition | Throwing
D: Light (1d4) | Medium (1d6) | Heavy (1d8)
E: Reach (+5 ft Melee) | Special
A weapon can come with up to three different forms (Resting, Melee, and Ranged). The number of forms determine how many aspects can be added to it. The more that's added, the more a character should be proficient in to be able to keep up with them. That being said, weapons can be remade or upgraded in order to better suit a character's needs. However, special services and materials may be required to do so.
*Ammunition is as listed: Revolver (12 Rounds - 1d4; 30-60 ft) | Shotgun (6 Rounds - 1d4+2; 40-60 ft) | Sniper (3 Rounds - 1d4+4; 60-120 ft)
STEP SEVEN: SEMBLANCES
A semblance is the true extension of a Huntsman, mirroring the exact nature and drive one possesses. Due to the vastness of a semblance's capabilities, these will be discussed in private to determine the limitations and advancements a semblance could potentially have. Simply put, a semblance will have three key aspects:
Core - A base of how a semblance acts. (This does not require the use of Aura.)
Evolved - More powerful forms of the core semblance. (Aura consumption increases the stronger it becomes.)
Dust Effects - This will determine how dust reacts when fused into your semblance.
*NOTE: Dust is a pool of energy that acts as a means of protection as well as a means of stamina. Aura is depleted when taking hits and after using intense semblance control.
STEP EIGHT: BACKGROUNDS
In such a large world, there are many different diversities among the masses that no one person is alike. However, we are all more connected than we realize. While some can find similarities in their differences, others can relish in the fact that someone else has an idea of what they're going through. Backgrounds are a way of sticking to your roots and bringing out the best of your characters.
Abandon - You grew up alone with no one to call family.
*You know you work best alone. Teamwork is hard for you to comprehend.
*Lone wolves are harder to catch. Advantage on Stealth checks.
Adventure - The road is all you've ever needed, meeting new faces from all over.
*If there's a call for excitement, you can't help but to answer.
*People tend to be very charismatic and welcoming towards you everywhere you go.
Crime - The world is a dark place; this is something you've learned firsthand.
*Taking advantage of others is what you do best. It's all you know.
*Your face is hard to recognize. People don't question your presence in sketchy areas.
Family - You grew up in a loving home with support and encouragement.
*Family always comes first. You can't help but feel the need to protect those close to you no matter what.
*Your heart is your greatest weapon. Advantage on Persuasion checks.
Poverty - Life has been hard, but you've made it this far with nothing but the clothes on your back.
*Money has always been an issue for you. If there's a price to be paid, you'll do just about anything.
*You know what you have to do to survive. Advantage on Performance checks.
Wealth - You've grown up with everything you've ever needed and wanted your whole life.
*You can be very materialistic and stubborn from getting everything you want.
*As a member of a wealthy family, you're used to hearing lies. Advantage on Insight checks.
OTHER: DUST
Dust is a crystal that has been dug from caves and mountains, containing elemental powers that can be both useful and devastating. It can be found in three different forms: Crystalized, Powdered, and Ammunition. Raw dust (crystalized and powdered) does a natural 3d10 damage when activated of whatever elemental damage it's composed of.
Red Dust - Fire Damage
White Dust - Force (Hard Light) Damage
Black Dust - Bludgeoning (Gravity) Damage
Cyan Dust - Cold (Ice) Damage
Yellow Dust - Lightning (Electric) Damage
Green Dust - Bludgeoning (Rock) Damage
*Dust can be very expensive depending on the location you are in. A team is given a supply of dust before every mission, divided up among the entire team.
OTHER: DETERMINING AURA
Aura is a force field that acts as protection to keep a Huntsman from death. It is also what is used to power a semblance. In any scenario, a Huntsman should always keep an eye on how much aura is available. While it can be recharged, you won't always have the luxury of time. Aura can be determined as such:
AP (Aura Points) = 1d4 multiplied by your Aura Ability Score.
HP (Health Points) = 10
*When aura is completely depleted, HP is then used. When HP reaches 0, you begin making Death saving throws.
Aura is depleted after withstanding damage. For example, if I were to roll a 2 on a 1d4, and my Aura was a 15, that would give me a total of 30 AP. This means that I have 30 points to work with in a battle. Since this has to be shared between damage and semblance, your health should come first. Dividing it up, 10 points should be set aside for semblance while 20 is set aside for taking damage. You could be a risk taker or perhaps the situation requires all of your AP to be spent on semblance, the choice is ultimately up to you.
[More information to come at a later date. This will be the main information necessary to build a character. If you have any questions, please let me know and I will work through them with you.]
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