Starsworn | Character Creation

Typically, when creating a character for D&D 5th edition, you are following a set of races and guidelines regardless of the campaign. For Starsworn, however, many elements are different or new. Until we get into those elements, these are the starting rules for the campaign.

 

You have strode the path of the warrior, the architect, the noble, the journeyman, the leader, the servant, or countless other occupations. You may have been a legend in the shadows, a crowning figure of power, or a terrible villain. Whoever you are, whatever you are, you are a shining example of that legacy, given stride in your step by skill, experience, and have been tempered by adversity. Today is the first day of the rest of your life. But will that life be the one you remember living...?

 

You awake to a queer sight. Leaning to the side, you realize you are in a different bed than the one you set to rest in. You can see from beyond the warmth of your resting place a window, and in that window's dusty pane you can see something you did not think to be possible: Ar Marur. No. There can be no question about it. This is where you are. This is Ar Marur for certain.

 

Ar Marur, a castle spoken of in myth. It is regaled in the same mysticism as concepts as Heaven or Nirvana, though it is thought to be made of men. Seen by some as a gateway between the heavens and those below. Its very visage spurs wild tales of folklore and superstition. Said to be a sanctuary and realm of prosperity, those who are welcomed into the halls of Ar Marur are said to walk amongst the Gods themselves, for they have walked into the light of a benevolent kyrie. Be ye of the age of stars or the age of eden, you've heard the tale of this fantastic folklore. Whether you believed in the tale or not, you've at least heard of it. That you should now stand in its shadow could only be divine providence or a curse.

 

  •  Level 4 (starting experience)
  •  400gp starting wealth
  •  Access to all new equipment up to Martial level for your Era (see Equipment section), no magic items (I intend to heavily reconstruct how "magic items" are handled, ask me if you have a specific idea for your character). No access to DMG items - you can ask me if you really want something from it.
  • (Optional) Did your character die? If so, how?

 

You may use Stay Array, Point Buy, or roll for your stats on the Discord channel so it is logged. If you roll your starts, you may reroll one stat and freely swap. You may only roll your stats as a body once unless I declare your rolls so shit that I pity you. Tell me when you are rolling so it is documented in the discord accordingly.

 

You may reference the PHB and existing official publications for your Class. At this point in time addressing major class changes is too great a subject to address, but make note I may make changes throughout the 1shot or campaign and will forewarn you if I do so. Please refer to the Mechanics section to get an idea of how underlying world laws may govern alterations or additions to the way some abilities behave.

 

If you would like to homebrew a class you must consult me first. Note I will probably consult Mac and Reiu both for third party advice on any such homebrewed material.

 

You are not required to have known of the other party members, but if you wish to, you should co-ordinate your backgrounds to ensure you are from the same Era and realistically would have met one another prior to your arrival at Ar Marur.

 

Alignment -

 

Starsworn adheres to a more fluid Alignment system than D&D, as a result of the lack of a defined evil/good planar extension. Furthermore, most races in Apex do not have an excess tendency to any given alignment, though conditions will influence them. Starsworn's alignment system, rather, is similar to MTG's in that it is color-divided. A character may be mono color, or have influences from several. This system is referred to as Hue, taking a nod from Psycho-pass.

 

Rather than blanketing a personality type, Hues are determined by charactistics. These characteristics may be positive, negative, defining traits or mere quirks.

 

White - Altruism, Faith, Conformity, Law, Order

 

Blue - Pursuit, Patience, Insight, Logic, Reason

 

Green - Growth, Innatism, Traditionalism, Teleology, Family, Instinct

 

Red - Passion, Freedom, Action, Independence, Spontaneous, Irrational

 

Black - Nihilism, Parasitism, Selfishness, Malice, Spite, Paranoia

 

Example Apex character alignments -

 

Alkhazir - White-Green

Silver Crusader - Blue-Red

Shogun - Mono-White

CERNOS - Blue-White

Kalkatha - Green-Red

Ughast - Green-Blue

Lazarus - Blue-Red

Odin - White-Black

Black King - Black-Red

Iron Emperor - Red-Blue

Vazael - Black-White-Blue

 

 

Equipment

 

Starsworn has additional weapons and armor available to you, or that may be found within the Realms. This list does not encompass all equipment in the world of Starsworn, only that which the PC's may have known about prior to their arrival. Keep in mind you may only be able to choose proficiency for one or two of these weapons/amor upon character creation - and only if your race and era qualifies. Typically, proficiency and equipment will be acquired in-game.

 

For the purpose of brevity, the Dream Era encompasses both Cosmic and Modern era Martial weaponry.

 

Specialized armor will receive its own proficiency, because it will likely have been custom crafted.

 

Exotic - Demonforged - Modern Era

 

Weapons customary of Demonkin factions in the Prime Realm during the Modern Era. Although very rare for demons to possess weapons forged by the hands of others, it can happen. These weapons are typically very cumbersome for the unskilled to use.

 

Exotic - Shadow War - Modern Era

 

Weapons descending from the Shadow War between the Fireborn and Nightborn. These exotic weapons were forged by the Obsidian Anvil and distributed to allies of Clan Kalkatha. Since the Shadow War many have been misplaced or handed down. Although masterfully crafted, most are considered deprecated by modern standards, and are used out of nostalgic purposes. All bear the insigia "T.E.", the twin initials for the forgemasters of the Obsidian Anvil.

 

Almost all of these weapons require extensive, specialized training to make use of at all.

 

Exotic - Cosmic Era

 

Advanced weapons of the later years of the Cosmic Era. These unique weapons would later be considered inferior by Modern Era equivalents, but nonetheless command respect on the battlefield. The operation of these weapons can be trivial enough but servicing them is not a simple task for the uninitiated.

 

Martial - Eden, Cosmic Era Middle Ages

 

Typical D&D 5th edition Martial weapons fall into this category. Make note that materials beyond those found in D&D can render these seemingly pointless weapons dangerous even against modern armor.

 

Exotic - Eden (Modern Era)

 

Eden was home to materials and craftsmanship not seen prior to its age, capable of contending with the most advanced firearms to later be seen in Adam's Realm and in the hands of the Starborn of the Prime Realm. This is owed to elements such as Moonsilver and Adamantium. Most of the surviving weapons are Spirit Weapons, either already bonded to individuals or otherwise inert.  Sleeping Eden spirit armanents are not likely to be conquered by anyone without true commitment to the cause.

 

Martial - Modern Era

 

Weapons typical of Modern Era factions. Includes more typical pistols, rifles, and other equipment that would be commonplace in the hands of Adam's Realm descendants or Prime Realm Humans. While regarded to be inferior to the weapons forged during the time of Eden, they are often simple enough for those born in the era to make use of.

 

Exotic - Modern Era

 

The most advanced weapons fielded by the Starborn, their servants, and demons during the Modern Era. Depending on the weapon they may be impossible for someone unfamiliar with them to utilize, as their smiths were often concerned of the weapons being used against their masters.

 

New Equipment Rules -

 

Starsworn modifies much in terms of ammunition and equipment, and for the sake of consistency I will be listing all of the changes I have thus far made here.

 

New Ammunition Type: Bullets

Bullets are used to fuel Firearms. Not all bullets fit all firearms - for example, portable cannons will require special ammunition. Arrows cannot be used in guns, and vis versa. However...

 

New Crafting Option: Smith Ammunition


You are able to spend time either IC or OOC smithing arrows into bullets, or vis versa, if you have proficiency in Smithing, Tinkering, Alchemy, or any era of Hardware. The resulting bullets retain properties from their parent ammunition - for example, explosive arrows turn into explosive bullets.

 

It takes thirty minutes to convert one piece of Basic Ammunition, with another hour and a half for Advanced ammunition, and an entire day for a piece of Exotic ammunition.

 

Enhanced Weapons/Armor are No Longer Magical

 

Just because a weapon has +1 enhancement no longer means it is automatically considered Magical. It is no longer associated with weapons dealing Magic damage. This equipment is merely assumed to be crafted with more advanced materials and skillsmanship than lower tier equipment. This alteration does not effect spells that modify a weapon's attack properties - that is handled by the spell.

 

Tool Proficiencies -

 

Without one of these tool proficiencies, you have Disadvantage on attempting to utilize or decipher a system originating from the Dream Era. Both Cosmic and Modern apply a proficiency to Dream Era equivalents.

 

Cosmic - Software - You are familiar with rudimentary digital software seen throughout most general used in the Cosmic Era.

 

Cosmic - Hardware - You are familiar with advanced technology used in engineering and digital systems for general purpose systems during the Cosmic Era, such as equipment used by the Federation and associated parties. This doesn't cover exotic equipment, like that used by the Iron Devils or Beastkin.

 

Modern - Software - You are familiar with rudimentary digital software seen throughout most general used in the Modern Era.

 

Modern - Hardware - You are familiar with advanced technology used in engineering and digital systems for general purpose systems by both Adam's Realm modern descendants, e.g. Gracia and the Confederacy, and/or systems used by or inspired by the Starborn in the Prime Realm.

 

Starting Equipment

 

The following starting equipment is available to you in addition to the equipment and supplies from the PHB. Note that many pieces of gear will be flavored depending on the Era and Locale from which you originate.

 

Mastercraft Arrows or Bullets - 40gp

You may start with +1 Arrows or Bullets. These are not considered Magical ammunition, and they cost 40gp a piece.

 

Flechette Grenade (Cosmic/Dream), Shredder Grenade (Modern), Devil's Tongue (Eden) - 100gp

A grenade functionally similar to Alchemist's fire. Deals 3d8 damage to a tile and tiles adjacent. Dex save vs dc of 13 for half. Costs 100gp.

 

Medical Foam (Cosmic/Modern), Car Battery (Dream), Dwarvish Liqour (Eden) - 100gp

A medical kit that can rapidly stabilize an individual who is unconscious and on the brink or death, OR can be used to prevent the individual from slipping into unconsciousness even when sustaining damage that would make them lose consciousness from a single attack for the next d4 rounds unless that attack exceeds 20 damage. The kit is consumed by either use. The individual can still die if they are hit three times.

 

Nerve Sedative (Cosmic/Modern), Vial of Questionable Fluids (Dream), Elvish Liqour (Eden) - 50gp

Healing potion. Roll medicine vs DC of 10. On success, heal for 2d6+medicine modifier. On failure, heal for half that much.