Player Creation Rules

When creating your character, a minimal knowledge of Gregalion 1452 and Beyond would greatly benefit you in the long run. You also need to discuss your character creation with the GM to avoid any misunderstandings… So to break it down further, here are the rules:

The Basics

Your character needs to be a playable race, no exceptions! Here’s a rundown of statistics of the races that you can choose from though it varies from race to race. Pay attention to them as they would grant you some limited options on how your character performs according to the chosen race.

Tyramin

  • Required for all newcomers.
  • 8-12 on all stats: ST, DX, IQ, and HT
  • Darkvision Required.
  • Must be either Psi-Static or Psi-Susceptible.
  • No Unusual Background required unless specified otherwise.
  • Occupations require a patron so look them up!
  • Baptystet or Paganism, your pick!

Farician

  • Accessible under Farician Empire campaigns dating before -14FE.
  • 10-12 on all stats: ST, DX, IQ, HT
  • SM+1, Callous Required
  • Fariel Language Required.
  • Military / Slave Occupations ONLY.
  • No Gods/Goddesses required.

Sectorian Nord

  • Accessible under Great Sector Empire campaigns ONLY!
  • 10-12 on all stats: ST, DX, IQ, HT
  • Psi-Static Required.
  • High Runic, Low Runic or Old Runic Language Required. See GM for clarification.
  • God or Goddess, as a patron, required. See Eddai oe Nordet for god/goddesses.

Backstory: An Optional But Cool Thing to Do

You can create your character’s backstory! However, you need to be very careful as the world of Gregalion is ever-changing. It’s landscape may not be exactly what you thought it would be so reviewing the materials on the Wiki would help assist you in understanding how the worlds work, how the races respond or act, or how they strive according to its principles.

Take for example the Tyramins, a race emboldened with its freedom. Tyramins naturally are likely to be perceptive, reserved, polite, civilized. They also are likely to be very apprehensive of others (including their own, except close friends and known authorities in place). Their history with the Faricians may cause Tyramins to feel disgusted but not uncomfortable about Faricians as a whole, whether it be history, government, justice, law, military, etc. However, Tyramins have a very strict code that speaking the language of Faricians is forbidden, except under circumstances of diplomacy, trade, and/or military matters with any Farician in question. These peoples also are very justice-oriented and very protective of one another. That is not to say that they are all good people. They also are aware of the fact that paganism is on the rise, affecting the culture; and will vigilantly guard others from its sinful delights and confusion.

Read into everything on the Wiki and try to understand the characters on the Characters pages. Their historical account, of how they lived, fared, or made their name would also help you to understand them. No doubt that the Characters page will be littered with people from different races so check back from time to time if you are thinking of choosing a playable race other than Tyramins.

Choosing For Your Character
will be modified seen fit

Next, you will need to choose for your character out of all things that define his future: the House he is born under, a religious faction, occupation (with a patron), and more.

Your character can start out with a minor or a major House. However, in traditional settings, Houses are like organizations in which you are indebted to it for life as a servant, a serf, or something in which you have no control over. In this setting, a House has no control over your life neither requires you to be indebted. It naturally affiliates you with like-minded individuals but grants itself bonus opportunities. These houses typically offer you its selective education, chances to acquire wages which is different among houses, and advancement through careers. It also would grant you some benefits when concerning the Knighthood.

You are not required to join a House though it is recommended. Any person who did not have a House were or are not granted its subsequent bonuses that an ordinary person could not have had. For instance, a commoner in a House is more educated, granted some bonuses, and naturally are more well off, minor or major than one who is also a commoner, performed hard through life, and granted an education that may or may not have paid off well. Few commoners succeed and become larger than life than those who joined Houses. It is also possible for any commoner to create his own House but after succeeding heroically in the name of the Empire and being granted not only a Knighthood but Nobility with accorded titles by the Impericrat.

After choosing a specific House, you then would need to select an occupational template. Occupational templates offer a wide range of advantages, some disadvantages, and a patron. These templates add to your character and are bought for specific points and will be upgraded over time through combat, study, or improvement through practice. These templates are ‘starter kits’ for new characters, so don’t take it as the official stats! I do welcome any player to upgrade their characters’ stats and improve them over time to meet the growing difficulty of NPCs, encounters, and/or any other ‘unfortunate’ mishap.

By the time you select an occupational template, you can then choose your remaining points to do the following:

1. Upgrade your statistics
2. Convert them to wealth
3. Save them for the next CP Upgrade (after every RP session).

Once you have created your character, you’ll need to name them, date your Character Sheet, and then email it to the GM in charge. Usually player creation can take up to an hour or more depending on how developed you want your character to be and how to meet the defining standards of campaigns that I have set up for each player.

Specific races can participate in more than one campaign though it is required that the same character restart from its basic stats before it was upgraded. Keeping the original copy and creating a new copy of the CS that’s upgradeable over time is one sure way of keeping track! The same name would need to be changed for continuity sakes unless there’s a specific reason in the backstory!

Big No-No’s

Here are a list of Big No-No’s!

1. No character can be created: Flubber the Green Blob, Ernie the Ghostbuster, Pikachu, cute little furry dog, Huge Monster Zombie with a craving for HOT DOGS! You get the picture. Gregalion 1432 and Beyond is a very sci fi realistic setting and will not tolerate other than the following races listed on the wiki. If you are planning on playing a character that’s the third sex, you will be required to explain how you came into being, where you come from. Most likely, the third sex in Gregalion 1432 and Beyond would be extremely rare and if found, were highly likely to be either persecuted, exiled, put to death, or literally worshiped. It is possible for the third sex to be a race, as it is in the works; so don’t put your hopes up just yet!

2. No powergaming characters. You cannot create a character in which a seemingly normal ability would be consistently abused and exploited in the game. You cannot absorb, use, or maintain a specific psi power unless your character is a psionic or a psi-susceptible character! However, the rules goes that psi powers are not acquired from birth but granted by the Unknown Cosmos from beyond. This can also apply to characters with ridiculous weapon stats that would dish out an unrealistic amount of damage. When in doubt, ask!

3. Stick to the Races and Occupations! If you have a new race that you’d like to add, you will need to write the particulars of your new defining race, where they came from, who are they at war with, what technological advances they have made, and what weapons they use, etc. and so on. Race building is not easy as you will need to create them and then come to the GM for further discussion. If the race is approved, the coming RP session in which the race is discovered will be played through by all players on that same campaign, NOT throughout unless there’s more to them than meets the eye! Once that has been done, the race will then be added to the Wiki with the race author’s name credited!

As for occupations, FOLLOW the occupations listed on the Wiki! There is NO such occupations other than that! True, real life is real life, but we don’t simulate real life so so closely that the game bears a boring similarity to how we live. If you want to add an occupation, it needs to fall under the categories of: Civilian, Government, Law, and Military. Any other further categories will be added, if needed. For now, submit that occupation to the GM with its appropriate stats, patron (if required), and its packages of advantages/disadvantages. It will be pending approval until it is submitted to the wiki for future players to start using it. The occupation author will be notified of its wiki entry and will start using it if he/she wishes to.

4. GM Decision is Final! You cannot create a character and then play it in the campaign right away! It is required that you are to submit your character sheet to the GM for pending review. Once it has been reviewed and approved, your character will appear in the Character Tab as a Player Character with your specified ID for MapTools. Period. If your character has not been approved, an email will be sent to your address outlining the reasons why and what changes needs to be made.

More info to come soon.

Player Creation Rules

Gregalion: 1452 and Beyond Huscurian