Solonor Character Creation

(for the Solonor Campaign)

Expectations

 * Expect semi-regular combat; know your character so you're not slowing combat down
 * As usual, don't expect a bunch of magic shops; this aligns with intent in 5E
 * monthly, Sunday afternoon game
 * if schedules allow after January, we might try to switch to bi-weekly
 * run for about 18 months

Session 0
Totally intend to do a session 0 for this campaign where some of character creation will happen. I'll keep notes from it. It'll cover things like character goals and hooks, character links, and getting an initial plot feel and some fuel for subplots.

Hooks and Goals
Hooks and goals will allow for an additional way to gain Inspiration other than Backgrounds. When characters take actions with the obvious intent of furthering their goals, or because of one of their hooks, they'll gain Inspiration.

Character Bonds
Think Dungeon World Bonds. When a character "Helps" a character they have a Bond with, in a way that relates to their Bond, not only do they give their ally Advantage, but they also give them a +1 to the roll.

Ideas for Bonds

 * "I feel like a father to Lily." This would help when Aiding an action that protects Lily.

Common Races
Racial modifiers override book stats. Common race characters will get 2 extra dice to their initial pool (of 22).

Human
Humans can be any class. They're adaptable, so learn to fit into any situation or culture given sufficient time. If sorcerers, they have learned magic from one of the other races and get their spell list from that race. This has to be the same race as their optional language.



Kampanni
Kampanni magic focuses on raw power (evocation and some conjuration spells) and alchemy.



Qnassi
Qnassi males are notably larger than Qnassi females.



Verdanni
Verdanni magic focuses on either Illusions or Divination. Occasionally they'll learn both, but that's uncommon.

Common Classes
Other classes are available, but won't be common so you might have a harder time finding help for retraining or other activities related to those classes. Also, common class characters will get 2 extra dice to their initial pool (of 22). This stacks with extra dice from Common Races.

Attributes
Attributes will be generated in an unusual fashion. Roll 22d6 (plus bonus dice from above). Only keep 18 dice (regardless of # of dice rolled). Dice are then "spent" in groups of 3 for each attribute until all 18 dice are used. Attributes can not exceed 18 even after racial bonuses.

Hit Points
Note that characters get bonus hit points based on race. These are only added once, at 1st level.