Custom Character Instructions

version 1.6 Building a Brittanis character from scratch can be a complex undertaking. These help outline each step and keep everything as simple as possible. Keep in mind that all of this is changeable until the moment it's submitted officially to Staff and gets approved. If you decide you want to go back and change everything once you start spending your Starting Points, that's totally okay.

Step 0: NEW CHARACTER SHEET

  1. Click THIS LINK to access the Blank Character Sheet.
  2. Click File ==> Make a Copy. Name the file whatever you want the new Character’s name to be. If you don’t know yet, use YOUR name and the date. For help with names see the  Appendix A.
  3. Click the BLUE “SHARE” button in the top-right corner.
  4. In the menu that appears, add the email addresses brittanislarp@gmail.com and brittanis.logistics@gmail.com in the “Invite” box at the bottom, and make sure the drop-down is set to “Can Edit.” Click DONE.
  5. Pre-Generated Characters open up the Google doc for your sheet and make sure it’s Shared to the above addresses as well. Please create a new sheet with your changes on it so we can see the differences between the two.
You now have a new Brittanis Character Sheet!

Step 1: CONCEPT & KEYWORDS

Core foundation of character; gives you a touchstone to come back to when building the rest of the character. "Elevator pitch" for the character; 3-5 words Keywords help roleplaying and characterization
  1. Record concept/keywords in the CONCEPT box on your sheet.

Step 2: RACE / CULTURE

HUMAN

  1. Determine and record your Culture: Brittanic, Brynn, Norn, or Khemri
  2. Record Racial Traits (Human, [Culture Name], Hero) in the Racial Traits box.
  3. Adaptable: record +10 Starting Points on your sheet.
  4. Dual Background: Humans gain the benefits of 2 backgrounds, one from the Heritage list and one from the Training list. See the Background step for more detail.
  5. Cultural Weapons: write these down in the Skills section of your sheet.
  6. Cultural Bonus Skill: Write this down in the Skills section of your sheet.

GAEL’DAR

  1. Record Racial Traits (Elf, Moon Elf, Fae, Hero) in the Racial Traits box.
  2. Choose TWO Faces of the Wild from the list. Record these in the Skills section of your sheet. You can choose at the beginning of the game, and dusk each day which of these skills you can use for the following day.
  3. Wild Endurance: Increase your Max Stamina by 1 on your sheet.
  4. Cold Iron Sensitivity: Record this in the Racial Abilities section of your sheet.
  5. Primal Heritage: Record this in the Racial Abilities section of your sheet.
  6. Bonds of the Sidhe: Record this in the Racial Abilities section of your sheet.
  7. Cultural Weapons: Record this in the Skills section of your sheet.
  8. RACIAL SKILLS: Choose THREE skills from the Gael’Dar Racial skills list, and record these on your sheet in the Skills section.

ERIN’TAR

  1. Record Racial Traits (Elf, Sun Elf, Fae, Hero) in the Racial Traits box
  2. Fae Nature: Lower your Max Vitality by 1. Increase your max Stamina by 2.
  3. Cold Iron Sensitivity: Record this in the Racial Abilities section of your sheet.
  4. Bonds of the Sidhe: Record this in the Racial Abilities section of your sheet.
  5. Arcane Adjustment: Record this skill in the Skills section of your sheet.
  6. Children of Magic: Record this in the Racial Abilities section of your sheet.
  7. Cultural Weapons: Record this in the Skills section of your sheet.
  8. RACIAL SKILLS: Choose THREE skills from the Erin’Tar Racial skills list, and record these on your sheet in the Skills section.

FREE DWARVES

  1. Record Racial Traits (Dwarf, Free Dwarf, Hero)
  2. Sturdy: Increase your max Vitality by 1 on your sheet.
  3. Bound by Tradition: Record this in the Racial Abilities section on your sheet.
  4. Oathbound: record this in the Racial Abilities section on your sheet.
  5. Master Crafter: record this in the Skills section of your sheet.
  6. Cultural Weapons: record this in the Skills section of your sheet.
  7. RACIAL SKILLS: Choose THREE skills from the Free Dwarf Racial skills list, and record these on your sheet in the Skills section.

Step 3: BACKGROUND

This is a broad concept of where a character came from; Provides game skills to back up character concept. Humans gain the benefits of 2 backgrounds: one from the Heritage category, and 1 from the Training category.
  1. Choose 1 Background appropriate to your character history. Record the Tier 1 skill in the Skills section of your sheet. If these skills affect other areas of your sheet (bonus Vitality/Stamina, etc), record those bonuses in the appropriate part of your sheet.

Step 4: Heroic Virtues

These act as guideposts for a character's behavior, decisions, and actions. They are part of the Deep Magic of the world-- everything with a soul interacts with the Values, and they seem to resonate more strongly with Heroes.
  1. Choose 3 Values; Otherworld characters must choose 2 Values from their Patron’s list.
  2. Circle your Values on the character sheet. If you’re filling in the Google Doc directly, delete all of the Values EXCEPT the ones you chose.

Step 5: CHOOSE POWER SOURCE

  1. Starting Characters choose 1 Source. Record this in the Source box on your sheet, and write your Source name in the Racial Traits box.

Step 6: CHOOSE CLASS

Optional step! If you choose not to have a class, proceed to Step # 7. Characters are NOT required to have a Class; its entirely possible to play a fully functional and enjoyable character without unlocking a Class. All Classes have Requirements, which are skills the character must have purchased in order to unlock the Class header list.
  1. If you choose a Class, write the Requirements on your sheet in the Skills section. Write 1 Requirement on each line. Check your Requirement skills to see if they also have Requirements (Weapon skills especially!!)
  2. Write the Class name in the Skills section— remember, unlocking the Class costs 3 CP, but you get a Free Skill for it.
  3. Write your Class name in your Racial Traits box.

Step 7: SPEND STARTING POINTS

All characters get 25 Starting Points; human characters get +10 bonus points instead of Racial Skills, for a total of 35. Remember: at character creation, your character ONLY has access to the General list (the General Tab on the Master Skill Spreadsheet) and their Source list. Gaining access to any other list requires unlocking the Header (unlocking a class Header, for example). All characters have the Small Weapons skill for free. Write it down on your sheet in the Skills section. There are several rules to how Starting Points can be spent. Use the Master Skill Spreadsheet combined with the website to spend your Starting Points. MAKE SURE you spread your skills out— a mix of offense, defense, information, knowledge, etc makes for a character who will always have something interesting to do, no matter what the scenario. Make sure you record the KEYWORDS for your skills and look up what the keywords mean.
  1. Spend all of your starting points. The link to the Master Skill Spreadsheet is HERE. You can have only 1 left over. Humans must spend ALL their bonus points.

Step 7a. SPELLCASTERS

Each Source has a skill that unlocks specific magic headers. In order to buy spells from the Spell Lists, you must have access through one of those skills. Major or Minor Access to a spell list comes from:
  • Arcane: Magical Art [Air, Earth, Fire, Water, Shadow]
  • Otherworld: Magic of the Master [Access Determined by Patron]
  • Primal: Druid: All Magic Is One; Ranger/Green Knight: Magic of the Wyld; Shaman: Spirit Magic [Access determined in skill description].
Once the Spell List is unlocked, you can buy spells from the list according to the level of Access (Major or Minor) you have.

Step 8: TOTAL RESOURCES

All PCs start with 5 VITALITY and 10 STAMINA Maximum Vitality and Stamina can be modified by Race, Backgrounds and Skill choices. These skills say something to the effect of, “Increase your maximum [ATTRIBUTE] by [AMOUNT].” Some skills give you an entirely new Resource that can (usually) be spent in place of Stamina in specific situations. Make sure you write this on your sheet with the correct total. These include (but are not limited to) Adrenaline, Wyld, Faith, and Energy. If you have not purchased the skills that specifically give you these attributes, you do not have them. Make sure you know how many Armor Points you may have access to; some skills increase the amount of points your armor is worth. If you do not have an Armor Skill (Light/Medium/Heavy Armor), Combat Reflexes, Mystic Armor, Faith Armor, or some other skill that specifically gives you Armor Points, you do not have them.
  1. Record your Maximum Vitality, Stamina, Armor Points, as well as amy other applicable resource.

Step 9: EQUIPMENT

You can come into game with whatever weapons & armor you choose. Any Armor you come into game with is assumed to be the highest-level you can effectively use. You come into game with 5 silver pieces, with +1 silver bonus for each Knowledge skill or Crafting Header you have access to. Some skills also modify this amount. Remember, DON’T BE A DICK.

Step 10: HISTORY

Optional step!! This fills in character's back-story, worth 2 CP when approved by Staff. It also provides Staff with plot hooks specific to your character for more personalized game experience.