Player Guides

Character Sheet Creation Guide - by B.Kellestine v. 1.0 2016

Beginning at the top, fill out the details of your character, beginning with your character's name and family.

When choosing a class, you first choose a 'base' class. Each base class is divided into a number of class paths, the actual specialized profession that the character practices. After deciding which class you wish to play, copy all three Shared Class Abilities onto your sheet (the appropriate heading can be found lower on your sheet.) The same will be done for Class Specific Abilities. Paragon Abilities, however, are not copied on to the sheet. These are higher-tier abilities that can be purchased for the expenditure of 12 Event Points (earned by participating in events in the channel, or writing stories for the forums) for all 3 abilities.

Dual-Classing characters is a possibility for most classes, and is explained in this article.

After that, a race must be chosen. This may be a basic Race or a Sub-Race, but Prestige Races must be played with permission of an Op, and usually only after playing in the channel for a good deal of time, to make sure that the player understands the implications of playing such a race. Some Prestiges, such as Kal`aire, are almost entirely unplayable, except for people who have been with the channel for a very long period of time, and understand the lore associated with them. Non-canon races may also be played, subject to staff approval, but gain none of the mechanical racial bonuses (unless an Op says otherwise.)

Some races, such as the Asyndi, Humans and Shei, have specific ethnic groups among them. For Example, the Shei are divided into the Tallis-Shei, the Tallis-Kah, and the Tallis-Vyss. One of these, likewise, must be chosen at this time. As with Class Abilities, Racial Abilities and Weaknesses must be copied to the character sheet under the appropriate heading.

Next, you choose a sex, height and weight, and skin, hair and eye color. The latter five are generally dictated by race, and racial norms can be found on their respective racial pages.

Next, Ethos and Religion are chosen. Ethos is much like other RPG's use of alignment, though in the World of Imarel, as good and evil are mostly relative, only a Law and Chaos axis is used to determine alignment. Religions can be found on the Deities page. Before choosing and committing a character to a specific faith, it is advised to discuss that faith with a staff member at least a little. Many of them have a great deal of established In-character lore associated with them, and staff can assist you in filling you in on information and making sure the faith is one that is proper for your character. As the gods and spirits of Imarel are quite real (and often make appearances to heroes during storylines) there are no atheists on Imarel. Agnostics are, however, not uncommon, as the gods are sometimes viewed as meddlers in mortal affairs.

Languages spoken are also determined by race. The respective racial page should dictate what languages the character can initially speak. Further, characters may choose one more language their character can speak. As there is no exhaustive list of languages, this will occasionally require the assistance of a staff member to complete, but many languages can be determined by simply looking around the other racial pages.

Total EP, for a new player's character, will be 0. EP, or Event Points, as previously mentioned, are gained through participating in diced events or writing stories for the Forums.

Combat Abilities will be discussed at a later point in this article, as it is dependant on a number of factors that will be discussed hereafter.

Class/Race Information should have already been copied to the character sheet at this point, and though will be referenced later when calculating Combat Abilities, no further work on it should be needed at this point.